PSIONICS AUGMENTED MYTHIC PSIONICS PDF

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or trickster paths, while Psionics Augmented: Mythic. Psionics adds the overmind path. Each path has a number of special abilities associated with it that the. Psionics Augmented: Mythic Psionics - Let's get Mythic! Although Dreamscarred Press. ADD TO WISHLIST >. PDF. $ $ 1 2 3 4 5. With Psionics Augmented: Mythic Psionics, you will find character options to allow PDF: Fulfilled immediately. Are there errors or omissions in this product.


Psionics Augmented Mythic Psionics Pdf

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With Psionics Augmented: Mythic Psionics, you will find character options to allow psionic characters to play in mythic games, using the same rules as their. DRP Psioncis Augmented Mythic Psionics LITE - Download as PDF File . pdf), Text File .txt) or read online. Psioncis Augmented Mythic Psionics LITE. Dreamscarred Press: Psionics bestthing.info - Download as PDF File .pdf), Text File .txt) or read online. Augment your psionic characters with this 70+ pages of new content in a full-color, softcover book, expanding on PF Mythic Psionics.

Boost Construct Mythic Benefit: Body Fuel Mythic Feat Name: The following types of feats can be found mythic version of that power.

Other superscript Your self-sufficiency is exemplary. This instead of all three. Any astral construct you create is Normal: What a character who does not have this feat considered mythic for the purpose of interacting with is limited to or restricted from doing. A feat may have more than one prerequisite. When a creature has a mythic version of a feat. The following format is used for all feat descriptions.

If a character has the might and toughness. Psionic Feats Prerequisite: Aligned Attack. Additional unusual facts about the feat. If a creature mythic power. Body Fuel. Many feats belong to a category that has special Benefit: To use this feat. You can expend a use of mythic power as Many of the mythic feats presented in Mythic a swift action to change the alignment choice for the Adventures apply just as well to psionic characters as Aligned Attack feat. Presented below match one of your alignment components.

This category is listed after the psionic focus. If not having the other mythic creatures. The bonus on Autohypnosis and Feat Descriptions Knowledge psionics skill checks from Autonomous Mythic feats are summarized on Table 2 on the increases by 2. When using the Body Fuel feat. The alignment chosen must still they do to other mythic characters. If uses of mythic power available. Boost Construct. You for ease of reference. A minimum ability score. You can modify a power to imitate the feat name.

You can share the effect of Cushion the targeted area. If you are points spent or expending psionic focus. You chained treat all damage dice as automatic 1s. Deep Focus. Additionally if you successfully You do not need to maintain psionic focus above without increasing the number of power to gain the benefits of Deadly Throw. You do not manage to manifest the attacks made during your turn as melee touch attacks. As long as you have at least one use arcs strike back at the original target after striking of mythic power remaining or one power point the secondary targets.

Combat Manifestation. You can manifest a burrowing power even Prerequisite: Cushion the Blow. When you make an attack using Deep Benefit: The bonus from Combat Manifestation Impact. Anytime you fail a concentration roll. Should you specify a Normal: Using Cushion the Blow is an immediate location for an effect that is invalid.

Deadly Throw. Greater Cushion the Blow. If no creature it is not your turn. You must have some line of sight to use you add half your mythic tier round down. When a secondary arc strikes remaining in your power point pool. Cushion the Blow to a number of members of your If the power being manifested targets a particular collective equal to your mythic tier.

You rarely lose concentration in combat. When using Chain Power. You are able to block damage to multiple targets at Prerequisites: Burrowing Power. Chain Power. Deep Impact. Mythic Psionics creature.

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If the power being manifested affects Blow. Psionics Augmented Table 2: Mythic Psionics Table 2: Activating a delayed power is a standard action. You are extremely resilient against psychic Alternatively. Psionics Augmented Delay Power Mythic enervation to negate the psychic enervation and You have better control over your delayed powers. Enlarge Power. When you suffer psychic enervation.

An enlarged power with a range of close those dice rolls. A power with a duration of concentration. All variable. Delay Power. Your ability to heal others is significantly increased.

Add your mythic tier to the number of Enhanced Steal Life Mythic rounds you can delay a power. When you manifest a power augmented empowered power are increased by half including with Extend Spell.

An extended power lasts twice as long as use of mythic power when you would suffer psychic normal. If the target makes without increasing the number of power points spent a successful save against the attempt. Empower Power. When using the steal life class feature. When you manifest a power with a range Benefit: The damage healed through the use of of close.

Extend Power. Enhanced Steal Life. The target creature specifies of ft. An enlarged power expend one use of mythic power. You can delay a power for up to 5 rounds. When you manifest a power affected by above without increasing the number of power Empower Power. Efficient Aid. Enervation Fortitude.

Each day. Extra Transfer. At the Benefit: You gain three additional daily uses of end of this time. Extra Strategy Mythic You are able to use your mythic energy to gain strategic opportunities. Extra Terrors. You are able to channel mythic energy to transfer Prerequisite: Extra Customization. You retain this insight until you next meditate on your mythic insights.

Extra Reconfiguration Mythic Your mythic energies grant you additional opportunities to reconfigure your astral suit. Extra Insight. You retain this blade skill of terrors remaining. Extra Insight Mythic You can meditate to gain additional insights. At the end of this time. You gain two additional daily uses of energies. Your mythic power allows you to inflict additional Prerequisite: Extra Blade Skill.

You gain two additional daily uses of your strategy ability. You retain Additionally. Extra Strategy. You gain one additional daily use of your reconfigure ability. Extra Reconfiguration. Powers selected in this way use of mythic power to use your transfer wounds or only stay as powers known until you meditate to sickening touch ability.

You must decide to use this ability by members of your collective. This stacks with the effects of Empower rolled as the maximum value possible. Your ranged attacks are exceptionally accurate.

Fell Shot. The bonus gained from all of your a use of mythic power as a swift action when you psicrystal personalities doubles. Your racial psi-like ability has a manifester Benefit: When you make an attack using Fell Shot. The personality fragments from your psicrystal Prerequisite: Ghost Attack.

Psionics Augmented: Living Legend

Motive check to oppose a Bluff check as if you had Benefit: When selecting powers from those known rolled a natural Your attacks against incorporeal creatures Prerequisite: Improved Psicrystal. Powers Fast Step Mythic chosen must have a power level equal to or lower You can rapidly alter your location. You can expend one damage of your favored energy type. When manifesting a power that deals your mythic tier minimum 1.

Your disrupt pattern ability deals an Prerequisite: Favored Energy. You are extraordinarily good at detecting lies. In tier. Powers using your favored energy are particularly Prerequisite: Improved Disruption. Fast Step. Harmonic Resonance Mythic Benefit: The bonus on Sense Motive checks to You are able to learn powers from members in your oppose Bluff checks increases by 2.

Psionics Augmented or sickening touch remaining. Harmonic Resonance. Improved Psi-Like Ability. You can take this feat multiple times.

The power manifested in action. Ability to manifest powers. Intimidate check to cause the target to be frightened Prerequisite: Modified Blast. Weapon feat. Each time you select this feat. When you heal ability damage for the day. You can select this feat multiple times. Every time you gain a new tier. When you augment your surge blast. Psionic Shot. Maximize Power. You can expend one use of mythic power while Normal: A character can only safely wear twenty making a skill check to roll that skill check twice and psionic tattoos.

You can wear a number of additional the additional damage from expending psionic focus. When you manifest a power affected by of the surge blast maximized and the DC if any Maximize Power.

Any ranged or thrown attack you make you heal all ability damage and ability burn damage. The leaps you are able to make are astounding. Mental Leap Mythic you can select an additional mythic psionic power. Intimidating Shot. You learn a number of mythic powers points spent or expending psionic focus.

Mind Over Body. Mental Leap. You can expend one use of mythic power while Benefit: Choose one skill that you have ranks in tapping a psionic tattoo to add your mythic tier to the that is not already a class skill. The enhancement bonus from Mental different psionic powers. Open Minded. Leap on Acrobatics checks made to jump is doubled. Merge Designs. You can Modified Blast Mythic expend one use of mythic power while making an Your surge blasts are more dangerous than others.

That skill is now a class manifester level of the tattoo tapped. In maximum. Merge Designs Mythic Benefit: When expending your psionic focus while Your tattoos blend together into a greater pattern. An opportunity power must have a range Prerequisite: Psionic Charge. Your psicrystal can use the surge ability a Psionic Fist Mythic number of times per day equal to your tier.

If you have your manifestations. Psicrystal Containment. Its surge You imbue your unarmed attacks with your mythic ability uses the same bonus die type as you do when power. Psionic Fist. Psionic Body. The dodge bonus you gain from Psionic Dodge is doubled. Gaining psionic focus comes second nature to you. Psionic Meditation. Greater Power Penetration. So long as your psicrystal is within 5 feet of Psionic Fist or Greater Psionic Fist and take the better you.

When you expend your psionic focus while using Benefit: When you use Psionic Endowment. You may still only expend your psionic Psionic Meditation Mythic focus if you are actually maintaining psionic focus. Psicrystal Affinity. Opportunity Power. Psionic Dodge Mythic Benefit: You can increase your manifester level Your psionically-empowered reflexes are height- when using Overchannel by half your tier minimum ened by your mythic power. The number of hit points gained from Alternatively.

Psionic Endowment. When using Psionic Charge. Psionic Endowment Mythic Benefit: Add half your tier to manifester level Enemies have an incredibly difficult time resisting checks to overcome power resistance. Psionic Dodge.

Power Penetration. Psionic Body Mythic Benefit: When using Opportunity Power. Psionic Weapon. Double the number of power points gained for each Psionic Talent feat you possess. If a target provokes an attack of opportunity from you.

Rapid Metabolism. Psionic Talent. Quicken Power Mythic Manifesting a power can be nearly effortless for you. Only quickened powers with a specific number of targets rather than effect or area can be manifested as an attack of opportunity. A quickened power that normally has a action. Mythic Psionics Benefit: You no longer provoke attacks of Alternatively. Psionic Talent Mythic Your reservoir of psionic power grows more quickly than most.

Psionic Weapon Mythic Your mythic power enhances the psionic power of your melee attacks. You heal at incredible speed. Benefit s: You can manifest any power as a swift action. Quicken Power. In healing. Double the damage added to your attacks Benefit: Psionics Augmented Rebounding Throw Mythic not have it count against your attacks of opportunity Your thrown attacks are capable of mowing down allowed in a round.

Rebounding Throw. Speed of Thought Mythic Benefit: When you use Rebounding Throw, you You are faster than the eye can see. Speed of Thought. Double the bonus to your speed from Each rebound adds a cumulative -2 penalty to the Speed of Thought. In addition, you can expend a use next attack. You cannot strike the same creature of mythic power when taking a 5-foot step to instead twice when using Rebounding Throw.

If you expend move your full speed. Split Psionic Ray, 3rd mythic tier. When manifesting a power affected by Return Shot Mythic Split Psionic Ray, it can affect an additional number of Enemies find it incredibly difficult to strike you targets equal to one third of your mythic tier rounded with ranged attacks. Return Shot. You can use Return Shot once per round Alternatively, you may expend one use of mythic without having to expend your psionic focus. In power to manifest a power as a split ray power addition, you can expend a use of mythic power when gaining only the normal benefits of a split ray power, using Return Shot to redirect the attack at another rather than the increased benefits outlined above enemy within one range increment of you instead of without increasing the number of power points spent at the attacker.

Surging Aura. Scribe Tattoo, manifester level 3rd. The insight bonus from your surging aura Benefit: At the beginning of each day when you doubles and the effect lasts a number of rounds equal regain your uses of mythic power, you can expend to your mythic tier. You Talented Mythic can only do this once per day per tattoo you are You are incredibly skilled at pushing yourself scribing, though you may also add an actual eight- beyond normal limits. Unlike normal tattoo scribing, work accomplished by Benefit: Add half your tier minimum 1 to the expending a use of mythic power does not require maximum power level you can use Talented on to not any special work space or quiet though the cost of take damage from when overchanneling.

Additionally, there is no limit to the level of power Twin Power Mythic you can imbue into a tattoo. You can split the effects of a twinned power. Twin Power, 6th mythic tier.

Sidestep Charge Mythic Benefit: When manifesting a twinned power, you Only a fool would charge you. Sidestep Charge. You gain the benefits of Sidestep Charge Alternatively, you may expend two uses of mythic even if you are flat-footed or otherwise denied your power to manifest a power as a twinned power Dexterity bonus to Armor Class.

In addition, if a gaining only the normal benefits of a twinned power, charging opponent triggers an attack of opportunity, rather than the increased benefits outlined above you can expend a use of mythic power as an without increasing the number of power points spent immediate action to use an attack of opportunity and or expending psionic focus.

Mythic Psionics Normal: A twinned power affects the same target Widen Power Mythic or area. You can manifest powers that cover vast areas. Widen Power. Unavoidable Strike Mythic Benefit: When you manifest a power affected Your mythic power guides your unarmed strikes by Widen Power, any numeric measurements of and natural attacks. Only a burst, Prerequisite: Unavoidable Strike. In Alternatively, you may expend a use of mythic addition, you can expend a use of mythic power when power to manifest a power as a widened power using Unavoidable Strike to treat all attacks made gaining only the normal benefits of a widened power, during your turn as melee touch attacks.

You can manifest powers under nearly any Normal: A widened power increases its area by condition. Unconditional Power, 10th mythic tier. Wounding Attack Mythic Benefit: You can manifest any power as an Your attacks are particularly debilitating. Wounding Attack. The Constitution damage dealt from Alternatively, you may expend two uses of mythic Wounding Attack is doubled. In addition, you can power to manifest a power as an unconditional power expend a use of mythic power as a swift action when gaining only the normal benefits of an unconditional an attack made with Wounding Attack misses to power, rather than the increased benefits outlined reroll the attack roll.

Only personal powers and powers that affect your person can be manifested as unconditional powers. Unwilling Participant Mythic Creatures find it difficult to resist joining your collective. Unwilling Participant, 2nd mythic tier. You add half your tier to the save DC when forcing an unwilling creature into your collective. Additionally, you can expend one use of mythic power when a creature succeeds on its saving throw against being added to your collective to force that creature to roll a second time and take the lower result.

Up the Walls Mythic Your ability to traverse walls defies all laws of physics. Up the Walls. You can expend a use of mythic power when using the Up the Walls feat to remain on a surface other than the floor for a number of rounds equal to your tier. Psionics Augmented Mythic Powers mythic power upon reaching the required tier.

When you manifest as a power known from your manifesting class, but a power, you must decide whether you want to rather mythically charged versions of powers you manifest the nonmythic version, the mythic version, already know.

To learn a mythic appropriate number of uses of mythic power. In doing so, you unlock the secret of using your it to the mythic version, nor can you manifest the base mythic power to amplify non-mythic powers you mythic version of a power and later in the duration choose.

If you know the the augmented version. Manifesting mythic points required to manifest the power. Unless otherwise mythic power when you manifest astral construct. For example, undead are construct requires you to expend two not three uses immune to mythic mind-affecting powers unless the of mythic power when you manifest astral construct.

Any power you manifest as a mythic power all the effects of the non-mythic power in addition can also be manifest in a potent form that is harder to the effects of the mythic version. For example, the to resist. An augmented that is harder to dispel. Expend one additional use of version of a mythic power has the same effect as the mythic power; any check attempted in order to dispel mythic power, plus additional benefits, options, or the power then takes a —4 penalty.

You may combine an increased effect. Some augmented effects require the potent and resilient forms of a power; to do so, you you to have a minimum tier in order to cast it as an must expend a total of two additional uses of mythic augmented mythic power.

If so, the tier requirement power. You can manifest potent and resilient forms for the augmented effects is listed in parentheses in of augmented mythic powers in the same manner. Unless must have at least 4 mythic tiers to use this option. Whenever a mythic power. If you expend one use of mythic 3rd-Level Cryptic Mythic Powers—greater power.

See the individual power descriptions for cloud mindA. This passage. The escape detection. New Powers: Dread Mythic Powers Order of Presentation: Mythic Psionics refers to half your tier. For all powers that affinityA. All psionic powers are from Ultimate precognitionA. Discipline-specific powers. Psionics Augmented detection. Psychic Warrior Mythic Powers telekinetic force. A greater concealing amorphaA. Mythic Psionics chameleonA. If the target knows the mythic powers or spells.

You can set a new beacon as a standard action and can choose Astral Construct which beacon to deactivate if resetting the location The astral constructs you summon are considered of a beacon. If you expend one additional the mythic anchored navigation. You must make this choice when you enter to 1d6. These templates are described in the Reflex saving throw if you selected Dexterity. When you adapt yourself to a plane. You permanently retain knowledge of all powers the target knew. Adapt Body Each time you move from one plane to another Apopsi while this power is in effect.

You can take an additional number of companions Augmented: If you expend one use of mythic equal to your mythic tier. If you expend one use of mythic each of the physical bodies of creatures left behind power. Augmented 3rd: If you expend one use of mythic power.

Astral constructs gain no other You gain a bonus to checks for the selected ability mythic abilities. Augmented 6th: If you expend two uses of mythic power.

If each target was targeted normally. Add power. Aversion The range increases to feet plus 10 feet per level Aura Alteration and you can specify two aversions for the target. Creatures with item. Attraction Augmented: If you expend two uses of mythic The duration of the effect increases to one day. If you expend one use of mythic of the effect. It provides no information when you are not concentrating on it.

If you expend two uses of mythic Aura Sight power. Auras on creatures. Once the body is ready for you to inhabit. Mythic Psionics Astral Seed character class or type with an aura class feature. If disguising an aura. If you expend one use of mythic level check. Strong auras become clearly you may target one additional creature per tier. On You gain a number of power points equal to the third round of detection. The amount of time to reform your body is reduced You can detect alignment auras protected by to one day and do not suffer a negative level when effects that block clairsentience with a manifester you reform in your new body.

If removing a compulsion. In You are immune to non-mythic mind-affecting addition. Your unarmed attack deals damage equal a second use of mythic power to duplicate the mythic to a greatclub sized for you and this counts as version of the desired power.

Power resistance still applies as appropriate. A non-mythic creature trying to use a mind. Body Adjustment Barred Mind. A mythic creature Biting Cold gains a saving throw to resist the power.

If you expend Barred Mind your focus as part of the attack. Personal The damage healed by this power is doubled. If a non-mythic creature tries to affect you also cures up to 2 points of ability damage. Psionics Augmented Banish size larger becoming 8d6 if colossal.

The power cures all ability damage to a single Augmented 5th: You can expend two uses of attribute. If the attack is overcome its power resistance. Bite of the Wolf. Double the number of bolts. You gain a number of checks. Biofeedback Body Purification Add your tier to the amount of damage reduction received. If you expend one use of mythic apply to damage from powers and other effects that power.

Add half your tier to the Augmented: If you expend one use of mythic enhancement bonus. If you expend two uses of mythic number of rounds equal to half your mythic tier a power. Battle Transformation. Augmented 5th: If you expend two uses of mythic If the target is a non-mythic extraplanar creature.

You can expend two uses of special ability. If you expend one use of mythic and cease concentrating again to use its effects on power. If you expend two uses of mythic Breach power. If you expend one use of mythic weapon special abilities.

Breath of the Black Dragon Augmented 5th: If you expend two uses of mythic Creatures damaged by the power take the same power. The power unlocks up to three means of closure Call Weaponry instead of two.

You may not select the bane power. Mythic Psionics on the bolts. If you expend two uses of mythic no manifester level check needed. Add ability. The increase to your land speed lasts an additional Augmented 4th: If you expend two uses of mythic number of rounds equal to your tier. If the door has a trap that triggers when opened. The bolts. The power automatically opens locks of simple or average quality.

If used on a door summoned weapon and can choose weapon special locked with psionic lock. The target is no longer dazed when extra damage per die of damage dealt. You can scry into an area that is warded against scrying by a non-mythic effect by succeeding on a manifester level check with a bonus equal to your mythic tier against a DC of 11 plus the manifester level of the ward against scrying.

If you expend one use of mythic hit points is instead gained as temporary hit points. Clairtangent Hand When you scry into a naturally darkened area. The weight limit of the object you can affect is doubled. If you expend one use of mythic Augmented 4th: Circumstance Shield Augmented 3rd: If you expend two uses of You add your tier to the insight bonus gained from mythic power.

You may also see half this distance within magical darkness. If you Claws of the Vampire. Clairvoyant Sense. All targets must be This stacks with effects like keen edge. Chameleon Add your tier to the bonus to Stealth checks. Claw of Energy The additional energy damage is increased to 2d6 points of damage and you add your mythic tier to damage on critical hits made with the affected claw attack.

Additional damage from a high Strength score does Augmented: If you expend one use of mythic count toward the amount of healing you receive. Concealing Amorpha. Mythic cloud mind affects a number of creatures Augmented 3rd: If you expend one use of mythic equal to your tier.

If you expend two uses of mythic Augmented: Targets that succeed on the save power. When used in this way. Concealing Amorpha When a melee attack misses because of this power. You may cease concentrating on the power Augmented: If you expend one use of mythic without ending the effect. Add your tier to Stealth checks while the attack rolls and the bonus to Armor Class of the under the effect of mythic concealing amorpha. Mythic Psionics Cleanse Body that deal damage of cold.

Greater Cleanse Spirit When a melee attack misses because of this power. Concussive Onslaught Compelling Voice.

The benefits and penalties associated with your decreased Control Air size category. Augmented 8th: If you expend four uses of mythic power. Add your tier to the membrane. You may Your size decreases by an additional category. You can cease concentrating on the with the 6 power point augment of the non-mythic power without ending the effect. This stacks any direction. If using control light to decrease light.

All other creatures in the times equal to one-half your mythic tier. If you expend two uses of mythic audio-based Perception check while using the power. Creatures that take penalties in bright Cosmic Awareness light double those penalties while in the area of bright You can activate your insight bonus a number of light produced by this spell.

If you expend one use of mythic through this darkness. If you expend two uses of mythic power when manifesting mythic co-opt concentration power. You You only need to concentrate on the power as a can maintain concentration on the co-opted power as move action to maintain the effect.

Creatures with darkvision and rounds for the duration of the effect. If you expend two uses of mythic Correspond power. If you expend one use of mythic Disable Device checks. You as is no longer limited to up to 1 round per level. You add rounds equal to your tier. Add your tier to any Bluff check. Creatures in the area of darkness swift action at the beginning of your turn.

If you expend one use of mythic If using control light to increase light. A successful Fortitude save your tier to the maximum damage per round dealt by negates the effect. Among other things. Psionics Augmented resume concentration of the power as a standard Control Sound action. You may Augmented 3rd: If you expend one use of mythic control a fire one size larger than normal a 1st level power.

Co-opt Concentration If the target is non-mythic. Stealth check. You can spend a move Augmented 3rd: If you expend one use of mythic action to mentally direct all targets. Instead of affecting one creature. Non-mythic effects cannot negate the effect. Mythic Psionics Crisis of Breath. If you expend one use of mythic unarmed strike that is a critical hit. Success instead of a standard action.

Deadly Fear which you can move 20 feet vertically or horizontally If the target fails its Will save but succeeds at its as a move action. If you expend one use of mythic you can choose when to return from suspended power. Fortitude save. If you expend three uses of dies from fear. If you expend 10 uses of mythic power. Crystalline Bonds Defer Fatality Add your tier to the damage dealt by the coils and While in suspended animation.

You you do not take ability damage when you awaken. If the target struck is adjacent to a wall. If adjacent to more than one wall. If you expend two uses of mythic each round it attempts to continue to breathe. You have a number of hit points and power points equal to your tier when you return from suspended animation. On your next turn. The CMB Augmented 3rd: If you expend one use of mythic of the crystal shard is equal to your manifester level power.

Death Urge. The damage dice increases to d On a successful save. If you expend two uses of mythic Defy Gravity power. Failing power. Disable Augment 5th: If you expend two uses of mythic The number of hit dice of creatures that can be power. Psionics Augmented all as a single move action as if they were one object. Each levitating Add 5 feet per tier to the range of the power.

Disintegration The damage dealt increases to 3d6 points of damage Destiny Dissonance per manifester level maximum 60d6 plus 1d4 points of Constitution damage. If you dispel two effects. Augmented 7th: If you expend two uses of mythic Detect Hostile Intent power. The duration increases to 2 A creature whose Constitution score is reduced to 0 rounds per manifester level.

The duration of the effect increases to two rounds. A creature that succeeds at If you succeed on the melee touch attack. If to get a visual image of the remote viewer. Dimension Slide even if some of them are out of range. If you expend three uses of Demoralize mythic power. If the the targeted dispel successfully dispels at least one manifester of the viewing attempt originates in the effect. If you expend one use of mythic The targeted creature attempts to retrace its steps. If you expend one use of mythic throw.

If you expend one use of mythic points are reduced to You cube can support approximately 1. If the frightened. The range of the effect. If you expend three uses of You may choose to increase the duration of the mythic power.

You may choose to increase the duration of the Augmented: If you expend one use of mythic vegetable matter. Creatures that make a successful Reflex save are instead entangled as if struck by entangling ectoplasm. If you expend one use of mythic a Medium creature fills a foot-byfoot space power.

Dissolving Touch Creatures damaged by the power take the same Ectoplasmic Creation. Returning from expanded to normal size is also a free action. If you expend one use of mythic of material as described above. If you expend two uses of mythic manifester levels. Major damage each round thereafter for 1 round per 3 manifester levels.

Dissipating Touch Add your tier to each die of damage dealt with your Ectoplasmic Creation melee touch attack. Add your mythic tier to Craft Creatures damaged by the power take the same checks to make complex items.

Dominator Telepath Known for taking over entire tribes of their kin, blues have developed their own abilities that allow them to retain a measure of control and influence long after they relinquish direct mental control. Lingering Presence Su : Once a creature has failed a Will saving throw against a mind-affecting power, but not talent, manifested by the dominator, it takes a -2 penalty to future Will saving throws against telepathy powers manifested by the dominator for one day plus the duration of the power it failed the save against.

In addition, the dominator can use the senses of a creature under the effect of lingering presence for a number of rounds per day equal to the dominators class level as if using the sense link power. This ability replaces the bonus feat normally gained at first level. Masters Whisper: When manifesting a telepathy power against a target under the effect of lingering presence, the dominator reduces the cost to manifest that power by 2 power points to a minimum cost of 1 power point.

The dominator calculates how many power points he can spend on the power before applying this reduced cost. This ability replaces telepathy. Always There: At 10th level, the dominator has a developed a deeper connection to creatures whose mind he has touched. The dominator can sense the general direction to any creature under the effect of lingering Psionics Augmented presense, as well as a sense of its physical and mental states.

This allows the dominator to know if the creature has been injured or is shaken or any higher level state of fear. This ability replaces the bonus feat normally gained at 10th level. Called the empty caste amongst those who have heard of them, they are the true weapons of the Queen. Bound to a life of honor and loyalty towards their hive, they strike like invisible daggers into the hearts of those that would hurt the hive.

Special: An empty caste must take its first character level as an empty caste. All and None: Instead of choosing a single energy to gain resistance against and dictate the energy ray racial psi-like ability, the empty caste uses its active energy type. If the empty caste does not have an energy ray racial psi-like ability or racial energy resistance, this ability provides no benefit. Regardless, the empty castes chitin changes color to match its current active energy type, red for fire, blue for cold, white for sonic, and green for electricity.

Charged Weapon: An empty caste of 2nd level can expend a use of its racial energy ray psi-like ability to charge a single melee or thrown weapon for 1 minute. This ability replaces the ninja trick normally gained at 2nd level, but counts as having a ninja trick for prerequisites. Ki Pool: In addition to the other abilities of using ki, the empty caste can spend a ki point as a swift action to regain one daily use of its racial energy ray psi-like ability.

Cloud Mind: At 8th level, the empty caste gains the cloud mind ninja trick even though it does not meet the prerequisites. This ability replaces the ninja trick normally gained at 8th level. Cloud Mind Ps : As a standard action, the ninja can expend a ki point to manifest cloud mind as a psi-like ability with a manifester level equal to her ninja level. The ninja must be at least 10th level to select this ninja trick.

Mutator Alchemist Blues are by nature a mutation, variants of the original goblin stock, and some seek to elevate that mutation to an extreme. Mutators create a highly volatile mutagen capable of transforming their forms and altering their size. Volatile Mutagen: The mutators mutagen is unusually volatile. Combustible Mutagen: At 4th level, the mutator gains the combustible mutagen discovery, a unique discovery only available to him. Combustible Mutagen: This discovery allows the mutator to fuel his mutagen with psionic power in order to become combustible.

Anyone striking him with a melee weapon while under the effects of this discovery takes 1d6 points fire damage. Creatures making melee attacks from more than 5 ft. At 8th level and every four levels thereafter, this damage increases by an additional 1d6 points of fire damage. If the mutator dies from the attack, all creatures within 10 feet of the mutator take 1d6 of fire damage per 2 Hit Dice the mutator has as his body bursts in a fiery explosion.

Sizable Mutation: At 6th level, the mutator has learned to take an extract he has prepared and convert its energy into an effect to alter his size. By mixing a prepared extract into his mutagen, the mutator can add an enlarge person or reduce person effect to that mutagen, although the original effect of the extract is wasted.

The effect lasts for the duration of the mutagen. However, once effect of the mutagen ends, the mutator takes 2 points of ability damage to Strength, Dexterity, and Constitution. This ability replaces swift poisoning. Code of Conduct An empty caste must be of lawful alignment and loses all class features except proficiencies if it ever willingly commits an act that threatens its hive or queen.

Additionally, an empty castes code requires that it respect its hive and queen, defend them, help them when in need and do whatever is necessary to secure the safety of the hive and queen. Associates: While the empty caste may adventure with allies, it avoids working with characters that are a threat to its hive and queen or with anyone who consistently offends its moral code. Dromite The following racial archetypes are available to dromites.

Swarmer Tactician Empty Caste Ninja Every dromite is born into one of the castes, determining part of their abilities and resistances, and to some degree also what possibilities open up to the individual.

Yet, the Queen has the ability to manipulate her offspring, giving birth to dromites with no caste, born The swarmer specializes on a classic behavior used by insects defending their home and hearth - swarming an enemy.

This ability replaces coordinated strike. Strategy: At 4th level, the swarmers strategy gained is the following unique strategy only available to it. Swarm Sync: The swarmer can choose any two members of its collective within one size category of each other. Those two creatures can share the same space for a number of rounds equal to the swarmers Charisma modifier. Swarm Flanking Su : At 8th level, any members of the swarmers collective who are sharing the same space from the swarm sync strategy are always considered to be flanking enemies they threaten.

This ability replaces echo effect. Death of a Thousand Cuts Su : At 10th level, members of the swarmers collective gain a bonus to damage rolls against their targets equal to the number of collective members flanking that target. This ability replaces the strategy normally gained at 10th level. Effects that cause death but not damage are unaffected by this ability. This ability does not affect spells like baleful polymorph, flesh to stone, or imprisonment, or other effect that do not cause actual damage.

Duergar The following racial archetypes are available to duergar. Lifemonger Vitalist Vermin Rider Cavalier Raised in a hive, the vermin rider has a natural connection to insects and spiders, a connection that becomes even more intense as rider and mount are joined together with a bond similar to that which ones bound the Hives.

Vermin riders often patrol the outskirts of the hive, both above ground and underground, defending their home and hearth. Bound Vermin Su : The vermin rider and his mount are under the permanent effects of mindlink. While bound to each other, the mount gains the same energy resistances as those of the vermin rider from his dromites chitin.

This ability replaces tactician. The energy type is that of the energy type for the vermin riders chitin. This ability replaces greater tactician. Eternal Bond Su : At 17th level, a vermin riders life becomes linked to his mounts.

As long as the mount is alive, the vermin rider is protected from harm. Damage in excess of that which would reduce the vermin rider to fewer than 0 hit points is instead transferred to the mount. This damage is transferred 1 point at a time, meaning that as soon as the mount is reduced to a number of negative hit points equal to its Constitution The duergar of the clans touched by madness tend to have an odd view of what role a vitalist plays, often seeing themselves as the one who knows better than anyone else where protection or healing is needed, as well as viewing health and vitality as a commodity to be distributed for the good of the group, rather than something belonging exclusively to one member.

These duergar are highly effective at what they do, but many question if the ends justify the means. Powers Known: The lifemonger adds slumber to his class power list. The Greater Good Su : The lifemonger can touch a member of his collective as a melee touch attack that does not provoke attacks of opportunity.

If the touch is successful, the lifemonger deals 1d6 points of nonlethal damage to the creature touched, and heals himself for an equal number of hit points. This healing cannot be redirected to the creature touched. At 4th level and every 3 levels thereafter, the nonlethal damage dealt and healing gained increase by 1d6. This ability replaces transfer wounds. Fortifying Energy Su : At 2nd level, the lifemonger gains a number of temporary hit points equal to his class level when using the greater good ability.

These temporary hit points last for one minute. This ability replaces the vitalist method bonus to transfer wounds. Lull the Sleeper Su : Beginning at 8th level, the lifemonger can spend a swift action and expend his psionic focus to perform a quick ritual designed to keep the sleeper from waking up, but which also improves the performance of anyone in the collective who joins in the ritual.

This ability replaces swift aid. I Know Best Su : Upon reaching 9th level, a lifemonger can force sleeping creatures and members of his collective, even unwilling members of his collective, to perform actions he deems best. The lifemonger gains mind control as a power known.

Once every ten minutes, he can expend his psionic focus to manifest it without paying a power point cost, but may only target creatures that are sleeping. Whether the creature makes the save Psionics Augmented or not, it wakes up. In addition, the lifemonger can manifest mind control normally over his collective regardless of range, although it still allows the target creature a saving throw to resist the effect. This ability replaces the Expanded Knowledge feat normally gained at 9th level.

Touched by Madness Su : A lifemonger of 14th level can share the knowledge of the sleeper with others, temporarily warping their minds. Once every ten minutes, when the lifemonger uses steal health, he can choose to forego dealing damage and instead cause the affected creature to permanently lose its grip on reality, taking no other action but babbling incoherently.

This ability replaces steal life. If the ravager expends his psionic focus and made the applicable Will save for the effect, the damage increases to 2d6 points of Wisdom damage. This ability cannot be used in conjunction with ravage the mind. This ability replaces enduring defense.

Sleepers Guardian Paladin Most cryptics see the patterns that hold the world together, but the ravager sees only sick minds that need to be purified and burnt from the world pattern. What they often do not know, is that their minds are as broken and burnt as what they inflict upon the world, and their willingness to share that makes touching their minds a horrific experience.

If the ravager succeeds on the saving throw, he can as an immediate action cause the source of the effect to take 1 point of Wisdom damage. This is a mind-affecting effect. This ability replaces altered defense. Mind Ripper: When using his disrupt pattern ability, the ravager always deals standard damage against creatures that have an Intelligence score, but half damage against creatures immune to mind-affecting effects.

If the creature is mindless, it instead takes minimized damage. This ability replaces hidden pattern. Tear the Ravaged Mind Su : At 4th level, the ravager can expend his psionic focus when using his ravage the mind ability to deal 1d6 points of Wisdom damage instead of 1 point of Wisdom damage. This ability replaces rapid defense.

Horrid Mind Su : At 14th level, any time the ravager is an unwilling target of a mind-affecting effect that is not harmless, the creature who targeted the ravager takes 1 point of Wisdom damage.

If the ravager succeeds on any applicable Will save allowed by the effect, the Ravager Cryptic All duergar follow their inner guidance towards how to save the world from the horror that is the Sleeper, yet none are as empowered by this inner calling as the sleepers guardians. Using their dedication, they will go to any lengths necessary to keep the world safe, and the Sleeper deep in his slumber. Aura of Order Ex : The power of a sleepers guardians aura of lawful see the detect law spell is equal to his paladin level.

This ability replaces aura of good. Smite Chaos Su : Once per day, a duergar can call out to the powers of order to aid her in her struggle against Psionics Augmented chaos. As a swift action, the duergar chooses one target within sight to smite. If this target is chaotic, the duergar adds her Wisdom bonus if any to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite.

If the target of smite chaos is an outsider with the chaotic subtype, a chaotic-aligned dragon, or an aberration, the bonus to damage on the first successful attack increases to 2 points of damage per level the duergar possesses. Regardless of the target, smite chaos attacks automatically bypass any DR the creature might possess. In addition, while smite chaos is in effect, the duergar gains a deflection bonus equal to her Wisdom modifier if any to her AC against attacks made by the target of the smite.

If the duergar targets a creature that is not chaotic, the smite is wasted with no effect.

The smite chaos effect remains until the target of the smite is dead or the next time the duergar rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the duergar may smite chaos one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

This ability replaces smite evil. Disrupting Lullaby Su : A sleepers guardian of 2nd level has learned to use the lullabies and humming that are rituals to keep That Which Sleeps Beneath slumbering into a disrupting dirge against their opponents. All enemies within 10 ft. This ability does not work in areas affected by effects such as silence. This ability replaces divine grace.

Divine Bond: The sleepers guardian must choose a weapon for his divine bond and cannot select a steed. He does not gain any blade skills from this ability, nor any other abilities of the soulknife, including enhanced mind blade. If the sleepers guardian has levels in soulknife or takes levels in soulknife, add half of his paladin levels to his soulknife levels to determine the enhancement bonus and maximum enhancement bonus of the mind blade.

Manifesting: Beginning at 4th level, a sleepers guardian gains the ability to manifest a small number of psionic powers, which are drawn from the gifted blade power list.

A sleepers guardian chooses his powers from the gifted blade power list. At 4th level, a sleepers guardian knows one gifted blade power of your choice. He learns new powers as indicated on Table: The Gifted Blade as a gifted blade one level lower.

A sleepers guardian can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a sleepers guardian can manifest per day is limited only by his daily power points.

A sleepers guardian never needs to prepare powers ahead of time; he draws them from his mind when needed. When a sleepers guardian recovers his daily power points after resting, he may choose to rotate one or more powers he knows for new ones. These powers must always be chosen from the gifted blade power list, and the maximum number of powers the sleepers guardian may know at any one time in this fashion is listed on Table: The Gifted Blade.

If a sleepers guardian learns a power through other means, such as the Expanded Knowledge feat or psychic chirurgery, this power is known in addition to his normal powers. He may never exchange it for another power from the gifted blade list when he chooses his powers known, and it doesnt count against his limit of powers known at any one time. Through 3rd level, a sleepers guardian has no manifester level.

At 4th level and higher, a sleepers guardian s manifester level is equal to his paladin level 3. A sleepers guardian gains the ability to learn 1st-level powers at 4th level. Every three levels thereafter 7th, 10th, and 13th , a sleepers guardian gains the ability to master more complex powers, up to 4th level powers at level A sleepers guardians ability to manifest powers is limited by the power points he has available.

His base daily allotment of power points is given on Table: The Gifted Blade. In addition, he receives bonus power points per day if he has a high Wisdom score.

His race may also provide bonus power points per day, as may certain feats and items. If a sleepers guardian has power points from a different class, those points are pooled together and usable to manifest powers from either class. This ability replaces spellcasting. Elan The following racial archetypes are available to elans. Ascendant Psion Psion The transformation to become an elan is a complex secret process that has been meticulously guarded by the members of the elan race.

Yet some elans have discovered that this process can be continued, where the physical body composed of psionic energy can be transformed into one of pure energy. These ascendant psions learn how to use the power of their mind to interact with the world without the need for physical form. Skills: An ascendant psion adds Disguise and Perception to his list of class skills.

This replaces the 10 Psionics Augmented bonus class skills gained from choosing a discipline. Talents: An ascendant psion gains far hand, missive, and telekinetic punchPE as talents. This ability replaces the discipline normally chosen at 1st level. Ascendant Powers: When choosing his powers known, an ascendant psion adds the powers from the list below to his class power list.

Selecting one of these powers as a power known still count against the ascendant psions number of powers known. Hide Mind Su : At 2nd level, the ascendant psion cannot be identified as psionic by divination spells, clairsentience powers, or similar abilities unless the caster level or manifester level of the effect is 4 higher than the ascendant psions manifester level. This ability replaces the discipline ability normally gained at 2nd level.

Assume Likeness Su : An ascendant psion of 8th level can assume the likeness of any Small, Medium, or Large creature as a standard action that does not provoke attacks of opportunity. The ascendant psions abilities do not change, but he appears to be that creature, relying on his Bluff and Disguise skills to deflect suspicion. Alternatively, the ascendant psion can simply alter his appearance to not look like himself. This ability replaces the discipline ability normally gained at 8th level.

Telekinetic Force Ps : An ascendant psion of 14th level can use telekinetic force as a psi-like ability once per day with a manifester level equal to his class level. Every two ascendant psion levels thereafter, the ascendant psion gains an additional daily use. The save DC is Charisma-based. This ability replaces the discipline ability normally gained at 14th level. Ascension: Upon achieving 20th level, the ascendant psion has learned to shunt his physical body entirely, becoming a creature of pure energy.

The ascendant psion becomes an unbodied, although he does not gain the manifesting ability of the unbodied and instead maintains his own manifesting ability gained from levels in psion. In addition, the ascendant psion can use his telekinetic force psi-like ability at will and is no longer limited to daily uses. This ability replaces the discipline ability normally gained at 20th level.

Going undetected by the other races and moving unnoticed through their societies is a trick that is diligently studied by many elan rogues. These menteurs learn to use their psionic power to alter their appearance, abscond to a safe location, and talk their way out of most any situation.

This ability replaces trapfinding. Undistinguished Features Su : Beginning at 3rd level, by spending one power point as a full round action, the menteur can slightly alter her physical features to appear more common and less memorable. This ability replaces trapsense. Safe Exit Su : A 6th level menteur has learned to focus on a physical location and, using her internal psionic energy, return to that location.

Setting the location is a full-round action that provokes attacks of opportunity and the menteur must be physically standing in the specified location. After the location has been set and as long as the menteur is within feet of the location, the menteur can teleport to it as a standard action that does not provoke attacks of opportunity. At 10th level and every four menteur levels thereafter, the menteur can bring along one additional creature, although all creatures must be in physical contact.

Although the location can be changed at any time as a full-round action that provokes attacks of opportunity, using this ability to teleport can only be done once per day.

This ability replaces the rogue talent normally gained at 6th level. Menteur Rogue Menteur Rogue Talents A menteur can select the below rogue talent if she meets the prerequisites. Other rogues may select it with GM permission.

Change Shape Su : By expending her psionic focus, a menteur can assume the appearance of a specific humanoid as per minor metamorphosis, but does not gain any abilities from either the Enhancement Menu 11 Psionics Augmented or Abilities Menu.

This ability does not alter gear. The uncomfortable transformation takes 5 rounds to complete, during which the menteur is staggered. A menteur remains in an assumed form even while unconscious, but reverts to her natural form should she die. Ending this transformation can be done as a free action, but similarly takes 5 rounds to complete, during which time the menteur is staggered. A menteur cannot be under the effect of this talent and undistinguished features at the same time.

A menteur must be 3rd level to select this talent. Forgeborn The following racial archetypes are available to forgeborn. Forgesteed Rider Cavalier Pattern Wielder Cryptic Many elan cryptics view the process of creating an elan out of another race as simply another example of bending the patterns of reality to suit their needs. Some of these elans recognize that the patterns from tattoos can similarly be used to alter the physical world and even the effects of psionic power, and form a more powerful bond with their tattoos, blending the psionic energy of their very being with that locked inside of the tattoo.

This blending allows them to alter the nature of weapons, other creatures, and even psionic power itself. Patterned Weapon Su : At 2nd level, the pattern wielder is able to strengthen her weapon by imbuing it with the energy from her tattoos. As a move action, the pattern wielder can transfer the tattoo of one of her powers known onto or off of one manufactured weapon she is wielding.

While on the weapon, the pattern wielder adds her Intelligence modifier if any to damage rolls made with that weapon.

However, while the tattoo is on the weapon, the pattern wielder may not manifest the power represented by the tattoo. Should the weapon be destroyed, the tattoo returns to the cryptics body unharmed.

Tattoos of 0th level talents may not be used in this fashion. This ability replaces the insight gained at 2nd level.

Hurl Tattoo Su : Starting at 4th level, the pattern wielder gains the ability to throw her psionic tattoos, those created with Scribe Tattoo, with a range increment of 10 ft as a ranged touch attack.

If the ranged touch attack is successful, the creature struck is affected by the power in the tattoo as if the struck creature had used the tattoo itself. Tap Tattoo: A pattern wielder of 8th level gains the ability to use psionic tattoos to alter her psionic powers. When manifesting a power, the pattern wielder can expend her psionic focus to tap a psionic tattoo she is wearing. Doing so locks out the tattoo so that it cannot be used for 24 hours after being tapped, but the power manifested is treated as if it was affected by either the Empower Power or Extend Power feat.

This ability replaces the insight gained at 8th level. The study of warfare among the forgeborn has lead to the rise of a group of half-flesh, half-construct warriors that ride on the backs of mounts of similar origins.

Forgesteed: The forgesteed riders mount is a mount that, like the forgeborn, has been reconstructed using some combination of minerals, metals, or crystal, and it is always in the form of a horse. This forgeborn mount, like the forgeborn, does not eat, breathe, or sleep. Should the forgesteed riders mount die, the rider must spend one week in the process of creating and bonding with a new forgeborn mount.

This ability replaces mount. Linked Steed: A forgesteed riders mount has a deep connection to its rider, granting it the use of all psionic feats the forgesteed rider has learned. This ability replaces the order normally gained at 1st level. Challenging Steed Ex : The forgesteed riders mount gains the same bonuses as the rider against the target of the challenge. This ability replaces the bonus normally gained to challenge from the riders order.This forgeborn mount, like the forgeborn, does not eat, breathe, or sleep.

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If you expend two uses of mythic The duration of the effect increases to one day. These half-giants see their giant cousins as savages who must be eliminated for the greater good.

This option may only be used when power. Product Identity: In addition, the lifemonger can manifest mind control normally over his collective regardless of range, although it still allows the target creature a saving throw to resist the effect. At 6th level, the mutator has learned to take an extract he has prepared and convert its energy into an effect to alter his size.

Each round on your turn.

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