You can use this ability a number of times per day equal to 3 + your Intelligence modifier. You can suppress only one effect at a time with this ability, and choosing a new target ends the suppression for the character you previously chose. Androids and individuals with ties to those synthetic humanoids often find themselves called to merge their natural psychic abilities with the technological aptitude that comes so organically to them, considering many of the psi-tech discoveries below as well as the mindtech discipline to be part of their unique heritage. She gains additional spells known based on her selected discipline. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Every time you call forth a psychic spell, you're drawing on this dangerous force—and potentially giving it a greater hold on you. Subordinate Spell (Ex): The psychic can divide her mind to cast a less powerful spell upon herself alongside her linked spell. Edit: Ah, nuts, I forgot to add a section on psychic duels to the appendix. If you just ‘throw dice at powers’, you are going to get less powers off per phase. This amplification can be linked only to spells that have the mind-affecting descriptor and require a Will saving throw. Forging a close bond with other people brings out the best in you, making it easier for you to link your mind with theirs. Psychics often spend years studying ways to synergize these two seemingly unrelated specialties before returning home and awing others with their newfound capabilities. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don’t need to be consecutive. At 1st level, a psychic learns an additional spell determined by her discipline. Laser Blast (Su): You can generate laser blasts powered by your psychic energy. When a psychic gains this ability, if she knows detect thoughts, she can learn a different 1st-level spell in place of detect thoughts, losing the old spell in exchange for the new one. Major Amplifications: At 11th level and every 4 levels thereafter, a psychic can choose one of the following major amplifications in place of a phrenic amplification. The Difficulty Class for a saving throw against a psychic's spell is equal to 10 + the spell's level + the psychic's Intelligence modifier. If she does so, she uses the level of the spell slot expended to determine the Will save DC. You can use this ability a number of times per day equal to your Charisma modifier. Source PZO9461. Painful Reminder (Su): As a swift action, you can cause an enemy to take 1d6 points of nonlethal damage if you dealt damage to that enemy with a spell since the start of your previous turn. Your creature type changes to artificial intelligence, and your robot body gains the aggregate template, with all the adjustments made in the template’s description. Warp (psychic discipline) 23. If the target succeeds at its save against the linked spell, it is instead confused for 1 round immediately. In many ways, you resemble a divine caster, and prayers often factor into your casting of psychic spells. At 20th level, the psychic’s mind is a legendary weapon in its own right. You must be at least 7th level to select this discovery. In addition, you can expend 2 dice from this pool to instead gain the benefit of lesser restoration (affecting yourself only). 6th-Level Psychic Spells: age resistance, analyze dweomer, animate objects, antilife shell, awaken construct*, battlemind link, bear's endurance (mass), blade barrier, bull's strength (mass), cat's grace (mass), cloak of dreams, conjure black pudding, contingency, create mindscape (greater)*, curse (major), curse of disgust, disintegrate, dispel magic (greater), dream council*, dream travel*, dust form, eagle's splendor (mass), ego whip IV*, enemy hammer, envious urge, ethereal jaunt, find the path, fluid form, forceful hand, foster hatred*, fox's cunning (mass), geas/quest, getaway, globe of invulnerability, heroism (greater), incorporeal chains*, inflict pain (mass)*, intellect fortress III*, joyful rapture, leashed shackles, legend lore, mental barrier V*, mind thrust VI*, mislead, named bullet (greater), object possession (greater)*, owl's wisdom (mass), permanent image, planar adaption (mass), planar ally, planar binding, primal regression*, programmed image, psychic crush II*, psychic surgery *, repress memory*, sonic form, spellcrash, stone tell, summon monster VI, thought shield V*, tower of iron will II*, transformation, unwilling shield, veil, vengeful outrage, withdraw affliction*. The spell being cast is called the linked spell. They are unleashed only when you suffer pain. This amplification can be linked only to spells that have the mind-affecting descriptor and require a Will saving throw. At 20th level, the psychic is affected by one of the following spells as a constant spell-like ability: arcane sight, fly, haste, heroism, nondetection, or tongues. This reflected attack uses the original attack roll plus a circumstance bonus equal to the psychic’s caster level. Some of you might remember the project I put together a few years back called The Armamentarium, which was designed to be a shorthand guide to Pathfinder's wondrous items, unique weapons, and unique armor. This is called her psychic discipline. You gain a +2 circumstance bonus on checks with the chosen skill when you're not consulting the palace (including when the palace isn't in effect). Creatures that don't dream are immune to this effect. Regardless, psi-tech traditions have endured and are available to psychics who have connections to high technology. If the target succeeds at its save against the linked spell, it is instead confused for 1 round immediately. On your turn, you can expend an action to blast your surroundings with psychic energy. This amplification can be linked only to spells that deal force damage, and only if that damage includes a die value. The popular space-opera cousin to Pathfinder, navigate the stars yourself with the core rulebook. For instance, if the psychic knows Extend Spell, she can use a 5th-level spell slot to cast extended telepathic bond as a full-round action. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as both speaking and listening to multiple people at the same time. She teleports herself 10 feet per point she spends from her phrenic pool (as dimension door). All 8th-Level Spells All is One, One is All (nec) R : You meld the targets' matter and life force into one and then, in an instant, sift them back out into their component selves. In effect, the psychic loses the old spell in exchange for the new one. Space-rending Spell (Su): The psychic can warp space with her mind, teleporting herself as she casts her linked spell. You can attempt to sequester a written magical trap (such as explosive runes or sepia snake sigil) in your mnemonic cache and destroy it. One dose's effects last for 1 month. When a psychic who knows telepathic bond gains this ability, she can learn a different 4th-level spell in place of telepathic bond, losing the old spell in exchange for the new one. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. The psychic’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). Using this ability is part of the action used to attempt the skill check (if any). If it fails, it becomes nauseated for 1 round. Disease Transference (Su): You are able to psychically control and manipulate all manner of diseases. She can spend 1 point from her phrenic pool when she casts any intellect fortress, mental barrier, thought shield, or tower of iron will spell to extend the spell's duration by 1 round. The psychic's class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). At 7th level, you can expend 3 dice from this pool to instead gain the benefit of neutralize poison, remove disease, or restoration (affecting yourself only). | Starjammer SRD The psychic can spend 2 points from her phrenic pool to overcome an undead creature's immunity to mind-affecting effects for the purposes of the linked spell. The character’s senses have evolved to perceive the warp in parallel with the physical world. She can also expend any unused spell slot of 4th level or higher to cast telepathic bond. At 3rd level and every 4 levels thereafter, the psychic learns a new phrenic amplification. This ability doesn't require her to have any free spell slots in the relevant level, however, so the psychic in the example could quicken a 1st-level spell even if she had cast all her 5th-level spells for the day. Within the mind of any sentient being lies power to rival that of the greatest magical artifact or holy site. If the subject fails the save, you gain a +4 bonus on your next Bluff, Diplomacy, or Intimidate check against the subject within the next 24 hours, and you regain 1 point in your phrenic pool. Liberating Command (enc): You call out a liberating cry, urging an ally to break free of an effect that holds them in place. She can also expend any unused spell slot of 4th level or higher to cast telepathic bond. Weapon and Armor Proficiency: A psychic is proficient with all simple weapons, but not with any type of armor or shield. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Phrenic Amplifications: A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. Spells with an asterisk (*) appear in Occult Adventures. The penalty doesn't change further for a creature that opposes you on two alignment axes (such as a chaotic evil creature fighting a lawful good psychic). This is a mind-affecting effect. She can’t leave herself out of a bond created in this way. This bonus increases to +4 against an enchantment spell or effect. Purge Disquiet (Su): At 13th level, you can banish mental distress. She must choose to spend either 1 point for each creature or 2 points for each creature; she can’t grant different bonuses to different targets. CASTING. You can use this ability a number of times per day equal to your Wisdom modifier. Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend. The creature can attempt a Will save to negate this effect; such creatures are never considered willing. These spells are cast like any other spell, but they don’t consume any slots and can be used again. You discover deeper and more powerful corners of your mind through journeys you make in your dreams. Deflection Field (Su): Whenever the psychic casts a linked spell that grants her a deflection bonus to AC, she can spend 2 points from her phrenic pool to automatically reflect the first ranged attack that misses her (as long as the linked spell remains active) back at the attacker. For each additional point the psychic spends from her phrenic pool, she can confuse one additional target of the linked spell. The maximum number of points she can spend in this way is equal to the linked spell's level. By accessing these staggering vaults of mental energy, the psychic can shape the world around her, the minds of others, and pathways across the planes. Telepathic Targeting (Su): By spending 2 points from her phrenic pool, the psychic can target any creature with which she is in telepathic communication (whether via her telepathic bond ability, a creature’s telepathy ability, or another effect) with the linked spell, even if the creature would normally be out of range. One of the really big overturns of 7th Edition was the wholesale alteration of how psychic powers functioned. A phrenic amplification can't be selected more than once. Mind Over Augmentation: When you’re determining how many cybernetic implants you can have, the total implantation values of all cybertech implanted in you can’t exceed your Intelligence score + 4 (ignoring your Constitution score). Discipline Powers: Your powers relate to your extensive knowledge and your ability to alter and adapt your memory. This increase also applies to checks to dispel, counterspell, or identify the linked spell. 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