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7iIoaIoaIIg

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0.2 (beta) Edition

DESIGN
Antony Walls & William Olander
EDITORIAL AND LAYOUT
Antony Walls


2
st
April 2003 Merlins Workshop
This is a preview beta document, please contact
MerlinsWorkshop@hotmail.com
with comments, suggestions and queries, or visit the website at
http://members.lycos.co.uk/merlinsworkshop
And leave a message on the messageboards


7iIoaIoaIIg Modern Modern Modern Modern is a d20 supplement
integrating the classes from The Psionics Handbook
with those from the D20 Modern Roleplaying Game,
for use alongside Modern Modern Modern Modern.




Requires the use of a Roleplaying Game Core
Book published by Wizards of the Coast, Inc
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DocumcNT HisTonY

2

Version Date Changes
v0.1 1/4/03 Initial Version. Compliant with Classically Modern v0.7.
V0.2 2/4/03 Power succession added to power lists. Description of power succession added to power list chapter.
Added non-fx talent trees to Psion classes. Added variant Psionic Caster talent tree based upon
Knowlage rather than Psicraft - now there are Psionic variants for both studied and instinctive psionics,
both with a different feel. Increased skill points for most of the Psion classes to balance the Shapers
increace in HD. Fixed Reputation & Defense bonus for all classess. Added 2 Psionic Occupations.
Completed example of building a Psion. Revamped Power Succession descriptions for both the Psionic
Manifester and the Psionic Caster.

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CoNTcNTs


3
Chanes ........................................................5
Chanes |n Ps|on|c Classes ............................. 5
Chanes |n Modern FX.................................. 5
Match|n Supernatural FX Power to Sett|n 5
8u|ld|n A Ps|on.............................................6
General Stat|st|cs............................................ 6
Sk|lls................................................................ 6
Cther Ab|l|t|es ............................................... 6
Powers ............................................................ 6
Class Informat|on............................................7
Advancement Table....................................... 7
Feature L|sts ................................................... 7
Start|n Wealth .............................................. 7
Ps|on|c Advanced Classes................................8
Ps|on (Eot|st) (Ps|on|c Advanced Class) ..... 8
Ps|on (Nomad) (Ps|on|c Advanced Class) .... 8
Ps|on (Savant) (Ps|on|c Advanced Class)...... 8
Ps|on (Shaper) (Ps|on|c Advanced Class) .....8
Ps|on (Seer) (Ps|on|c Advanced Class) .........9
Ps|on (Telepath) (Ps|on|c Advanced Class) ..9
Psych|c Warr|or (Ps|on|c Advanced Class)....9
Ps|on|c Prest|e Classes ................................. 10
Metam|nd (Ps|on|c Prest|e Class)...............10
Ps|on|c Art|f|cer (Ps|on|c Prest|e Class) .....10
Psychok|net|ct (Ps|on|c Prest|e Class) ........10
Ps|on|c Slayer (Ps|on|c Prest|e Class) .........10
Soulkn|fe (Ps|on|c Prest|e Class) ................11
Man|fest Master (Ps|on|c Prest|e Class)....11
Psionic Occupations ................................... 11
Talent Trees................................................. 12
Feats ............................................................ 23
Power L|sts................................................... 27
D|sc|pl|nes .....................................................27
D|sc|pl|ne L|st|ns .........................................27
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A
Cpen Gam|n Content Cpen Gam|n Content Cpen Gam|n Content Cpen Gam|n Content
The entire contents of Classically Modern is considered Open
Content, except for the cover, artwork, and other graphic
elements.
The cover, artwork, and other graphic elements are Product
Identity and owned solely by Merlins Workshop.
CPEN GAME LICENSE Vers|on 1.0a CPEN GAME LICENSE Vers|on 1.0a CPEN GAME LICENSE Vers|on 1.0a CPEN GAME LICENSE Vers|on 1.0a
The following text is the property of Wizards of the Coast, Inc.
and is Copyright 2000 Wizards of the Coast, Inc ("Wizards").
All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or
trademark owners who have contributed Open Game Content;
(b)"Derivative Material" means copyrighted material including
derivative works and translations (including into other
computer languages), potation, modification, correction,
addition, extension, upgrade, improvement, compilation,
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recast, transformed or adapted; (c) "Distribute" means to
reproduce, license, rent, lease, sell, broadcast, publicly
display, transmit or otherwise distribute; (d)"Open Game
Content" means the game mechanic and includes the
methods, procedures, processes and routines to the extent
such content does not embody the Product Identity and is an
enhancement over the prior art and any additional content
clearly identified as Open Game Content by the Contributor,
and means any work covered by this License, including
translations and derivative works under copyright law, but
specifically excludes Product Identity. (e) "Product Identity"
means product and product line names, logos and identifying
marks including trade dress; artifacts; creatures characters;
stories, storylines, plots, thematic elements, dialogue,
incidents, language, artwork, symbols, designs, depictions,
likenesses, formats, poses, concepts, themes and graphic,
photographic and other visual or audio representations; names
and descriptions of characters, spells, enchantments,
personalities, teams, personas, likenesses and special abilities;
places, locations, environments, creatures, equipment,
magical or supernatural abilities or effects, logos, symbols, or
graphic designs; and any other trademark or registered
trademark clearly identified as Product identity by the owner
of the Product Identity, and which specifically excludes the
Open Game Content; (f) "Trademark" means the logos,
names, mark, sign, motto, designs that are used by a
Contributor to identify itself or its products or the associated
products contributed to the Open Game License by the
Contributor (g) "Use", "Used" or "Using" means to use,
Distribute, copy, edit, format, modify, translate and otherwise
create Derivative Material of Open Game Content. (h) "You" or
"Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game
Content that contains a notice indicating that the Open Game
Content may only be Used under and in terms of this License.
You must affix such a notice to any Open Game Content that
you Use. No terms may be added to or subtracted from this
License except as described by the License itself. No other
terms or conditions may be applied to any Open Game
Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You
indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to
use this License, the Contributors grant You a perpetual,
worldwide, royalty-free, non-exclusive license with the exact
terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are
contributing original material as Open Game Content, You
represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights conveyed
by this License.
6.Notice of License Copyright: You must update the
COPYRIGHT NOTICE portion of this License to include the
exact text of the COPYRIGHT NOTICE of any Open Game
Content You are copying, modifying or distributing, and You
must add the title, the copyright date, and the copyright
holder's name to the COPYRIGHT NOTICE of any original Open
Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product
Identity, including as an indication as to compatibility, except
as expressly licensed in another, independent Agreement with
the owner of each element of that Product Identity. You agree
not to indicate compatibility or co-adaptability with any
Trademark or Registered Trademark in conjunction with a
work containing Open Game Content except as expressly
licensed in another, independent Agreement with the owner of
such Trademark or Registered Trademark. The use of any
Product Identity in Open Game Content does not constitute a
challenge to the ownership of that Product Identity. The owner
of any Product Identity used in Open Game Content shall
retain all rights, title and interest in and to that Product
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8. Identification: If you distribute Open Game Content You
must clearly indicate which portions of the work that you are
distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may
publish updated versions of this License. You may use any
authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed under
any version of this License.
10 Copy of this License: You MUST include a copy of this
License with every copy of the Open Game Content You
Distribute.
11. Use of Contributor Credits: You may not market or
advertise the Open Game Content using the name of any
Contributor unless You have written permission from the
Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply
with any of the terms of this License with respect to some or
all of the Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open
Game Material so affected.
13 Termination: This License will terminate automatically if
You fail to comply with all terms herein and fail to cure such
breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the
extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the
Coast, Inc.
System Reference Document Copyright 2000, Wizards of the
Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
Williams, based on original material by E. Gary Gygax and
Dave Arneson.
Modern System Reference Document Copyright 2002, Wizards
of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich
Redman, Charles Ryan, based on material by Jonathan Tweet,
Monte Cook, Skip Williams, Richard Baker, Peter Adkison,
Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
Open Game content from the Quintessential Psion copyright
2003, Mongoose Publishing, Ltd.
Psionically Modern Copyright 2002, Merlins Workshop, written
by Antony R Walls and William Olander.
'd20 System' and the 'd20 System' logo are trademarks of
Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and
are used according to the terms of the d20 System License
version 4.0. A copy of this License can be found at
www.wizards.com/d20.
d20 Modern(tm) is a trademark of Wizards of the Coast, Inc.,
a subsidiary of Hasbro, Inc., and is used with permission.
Dungeons & Dragons(R) and Wizards of the Coast(R) are
registered trademarks of Wizards of the Coast, Inc., a
subsidiary of Hasbro, Inc., and are used with permission.
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CHANccs

S
CHANGE$
Cnanges /n Fs/on/c C Cnanges /n Fs/on/c C Cnanges /n Fs/on/c C Cnanges /n Fs/on/c C|asses |asses |asses |asses
The Psionic classes become either Advanced or Prestige
classes, and like their modern counterparts, have a shorter
level range. The talents from each of these classes are
extracted and grouped into talent trees, giving them much
more flexibility and adaptability. The psionic classes are no
longer front loaded, so at the GMs discretion, the penalties for
multi-classing described in the Core Rulebooks may be waived.
8ase Ps|on|c Classes 8ase Ps|on|c Classes 8ase Ps|on|c Classes 8ase Ps|on|c Classes
There are no base archaic classes, the base classes from the
modern rules are used as they are.
Advanced Ps|on|c Classes Advanced Ps|on|c Classes Advanced Ps|on|c Classes Advanced Ps|on|c Classes
The Core classes from The Psionics Handbook have all been
reduced to 10 levels in length, and their class abilities have
been collected into Talent Trees. For other changes see the
design comments accompanying each class.
Note that some class abilities have been separated from the
Core classes in order to create new prestige classes.
Prest|e Ps|on|c Classes Prest|e Ps|on|c Classes Prest|e Ps|on|c Classes Prest|e Ps|on|c Classes
The Prestige classes from Core Rulebook I have all been re-
engineered and their class abilities have been collected into
Talent Trees. For other changes see the design comments
accompanying each class.
Cnanges /n Modern FX Cnanges /n Modern FX Cnanges /n Modern FX Cnanges /n Modern FX
Supernatureal FX users now have two or three aspects to
describe how they cast spells, and which spells they can cast.
Cas Cas Cas Caster Level ter Level ter Level ter Level
A talent that describes the source of the powers, the
mechanics for how the powers are manifested, the number of
powers that can be manifested each day, and in some cases
how many powers the manifester knows. Manifesting is now a
set of talent trees. The manifester level from different classes
that uses the same type of FX stack. There are seven types of
manifester:
Supernatural FX key skill
Arcane Knowledge (arcane lore)
Divine Knowledge (Theology and Philosophy)
Innate Spellcraft
Nature Knowledge (nature and life sciences)
Focus Focus Focus Focus
A feat that gives specific benefits and restrictions for different
types of supernatural FX, and gives a power list for each type.
There are a number of types of focus, listed in the feats
chapter later in this document.
Trad|t|on Trad|t|on Trad|t|on Trad|t|on
A feat or talent that provides additional benefits when
manifesting from a smaller sub-set of powers, and may also
give access to a more specialised power list.
Matcn/ng 5upernatura| FX Fower to 5ett/ng Matcn/ng 5upernatura| FX Fower to 5ett/ng Matcn/ng 5upernatura| FX Fower to 5ett/ng Matcn/ng 5upernatura| FX Fower to 5ett/ng
The availability of supernatural FX in a modern campaign
varies greatly depending upon the style and setting of the
game. To represent this the GM can individually assign each
of the Supernatural FX one of the following Accessability
Ratings.
Absent Absent Absent Absent
The supernatural FX is not possible
S SS Suppressed uppressed uppressed uppressed
The supernatural FX is very difficult to use. A key skill check
with a DC of four times the spell level is required to cast a
spell. No caster level can be greater than a quarter of the
characters class level.
Kes|sted Kes|sted Kes|sted Kes|sted
The supernatural FX is difficult to use. A key skill check with a
DC of twice the spell level is required to cast a spell. No
caster level can be greater than half of the characters class
level.
Normal Normal Normal Normal
The supernatural FX works as described in the Core
Rulebooks. To keep Classically Modern archaic classes on the
same power level as the Core Rulebook classes, the character
can only spend a single Talent on Caster Levels for each new
class level gained.
Flex|ble Flex|ble Flex|ble Flex|ble
The supernatural FX works as described in this document.
Sup Sup Sup Supported ported ported ported
The supernatural FX is easy to use. All easy Enhanced Casting
talents (those that add 1 to the spell level) can be used for
free, without adding to the effective spell level, although this
only applies to one enhancement per spell. Additional
enhancements can be added, although they alter the spell
level as normal. This includes Enlarge, Extend, and Hide (with
one component).
Improved Improved Improved Improved
The supernatural FX is very easy to use. All easy and
moderate Enhanced Casting talents (those that add 1 or 2 to
the spell level) can be used for free without adding to the
effective spell level, although this only applies for up to two
enhancements per spell. Additional enhancements can be
added, although they alter the spell level as normal. This
includes Empower and Hide (with two components) in addition
to those mentioned above.
Enhanced Enhanced Enhanced Enhanced
The supernatural FX is extremely easy to use. All Enhanced
Casting talents can be used for free without adding to the
effective spell level, although this only applies this only applies
for up to three enhancements per spell. Additional
enhancements can be added, although they alter the spell
level as normal. This includes Maximise, Quicken and Hide (all
three components) in addition to those mentioned above.

These ratings where added (from the upcoming
Civilisation Codex) to counter the problem of characters
using all of the available FX and Talent features to
purchase caster levels. This may result in low-level
characters with a Caster Level almost double their Class
Level. The prerequisites for the Casting talents smooth
this out as the character advances.
For a magic system that mimics that described in the Core
Rulebooks closely use the Normal rating, to allow a bit
more variety to spellcasters use the Flexible rating.
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6
8 88 8UILDING UILDING UILDING UILDING A P A P A P A PSICN SICN SICN SICN
In this example, we will build a Psion with a total character level of
10. This will include
The Psychic Adept occupation.
Three levels of the Fast Hero base class.
Seven levels of the Psion (Nomad) Psionic advanced class.

Cenera| 5 Cenera| 5 Cenera| 5 Cenera| 5tat/st/cs tat/st/cs tat/st/cs tat/st/cs
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Defence
Bonus
Reputation
Bonus Wealth
Occupation - Psychic Adept
+1
Fast Hero
1
st
+0 +0 +1 +0 +3 +0
2
nd
+1 +0 +2 +0 +4 +0
3
rd
+2 +1 +2 +1 +4 +1
Psion (Nomad)
4
th

+2 +0 +2 +3 +4 +2
5
th
+3 +0 +2 +4 +4 +3
6
th
+3 +2 +3 +4 +5 +3
7
th
+4 +2 +3 +5 +5 +3
8
th
+4 +2 +3 +5 +5 +4
9
th

+5 +3 +4 +6 +6 +4
10
th

+5 +3 +4 +6 +6 +4
5k/||s 5k/||s 5k/||s 5k/||s
Level Psicraft Bluff
Move Silently,
Tumble, Drive Climb Jump
Occupation - Psychic Adept
* *
Fast Hero
1
st
4 4 4
2
nd
5 5 5
3
rd
6 6 6
Psion (Nomad)
4
th
7 7 7 2 3
5
th
8 8 7 5 5
6
th
9 9 7 7 8
7
th
10 10 7 10 10
8
th
11 11 7 11 11
9
th
12 12 7 12 12
10
th
13 13 7 13 13

Ctner Ab/|/t/es Ctner Ab/|/t/es Ctner Ab/|/t/es Ctner Ab/|/t/es
Level Ability Selection
Initial
Feat Vehicle Expert
Feat Combat Reflexes
Occupation - Psychic Adept
Feat Psionic Talent
Fast Hero
Talent Defensive: Evasion
1
st

Feat Simple Weapons Proficiency
2
nd
Feat Personal Firearms Proficiency
3
rd
Talent Defensive: Uncanny Dodge 1
Psion (Nomad)
Feat Psionic Combat
Feat Psychoportation Discipline
Talent PsiCrystal: Encode PsiCrystal
4
th

FX Psionic Manifester (Caster Level 1)
Talent Increased Speed: Improved Increased Speed
5
th

FX Psionic Manifester (Caster Level 2)
Feat Telepathy Discipline
6
th

FX Psionic Manifester (Caster Level 3)
Talent Cover Awareness: Defensive Position
7
th

FX Improved Psionic Manifester (Caster Level 4)
Talent Psionic Item Creation: Encode Stone
8
th

FX Improved Psionic Manifester (Caster Level 5)
Feat Metacreativity Discipline
9
th

FX Advanced Psionic Manifester (Caster Level 6)
Talent Cover Awareness: Lightning Shot
10
th

FX Advanced Psionic Manifester (Caster Level 7)
Fowers Fowers Fowers Fowers
Level
Max
Levels
Power
Points Discip. Selection Cost
Psion (Nomad)
4
th
+1 1 Psyport Spider Climb 1
5
th
+1 2 Psyport Feather Fall 1
+2 3 Telep Disable 1 6
th

Defense Thought Shield 1
+4 5 Psyport Glide 2 7
th

Telepath Suggestion 2
+5 8 Psyport Psionic Lock 2
Attack Mind Thrust 1
8
th

Attack Ego Whip 2
+7 13 Psyport Fly (replaces Glide) 1 (3-2)
Telepath Charm Monster
(replaces
Suggestion)
1 (3-2)
Telepath Brain Lock
(replaces Disable)
1 (2-1)
Metacr. Astral Construct III 3
9
th

Metacr. Minor Creation 1
+8 19 Metacr. Astral Construct IV
(replaces Astral
Construct III)
1 (4-3)
Metacr. Fabricate
(replaces Minor
Creation)
3 (4-1)
10
th

Metacr. Dimension Door 4




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CLAsscs

7
C CC CLASS LASS LASS LASS I II INFCKMATICN NFCKMATICN NFCKMATICN NFCKMATICN
Ability: This entry tells which ability is typically associated
with a base class. Abilities are not given for advanced or
prestige classes. A character increases one ability score by +1
every four character levels, regardless of individual class level.
Prerequisits: Some classes have prerequisites. A character
must meet all of these prerequisites before the character can
take a level in the class.
Hit Die: The die type used by characters of the class to
determine the number of hit points gained per level.
A player rolls one die of the given type each time his or her
character gains a new level. The characters Constitution
modifier is applied to the roll. Add the result to the characters
hit point total. Even if the result is 0 or lower, the character
always gains at least 1 hit point. A 1st-level character gets the
maximum hit points rather than rolling (although the
Constitution modifier is still applied).
Skill Points: The number of skill points the character starts
with at 1st level and the number of skill points gained each
level thereafter. A characters Intelligence modifier is applied
to determine the total skill points gained each level (but
always at least 1 point per level, even for a character with an
Intelligence penalty).
A 1st-level character starts with 4 times the number of skill
points he or she receives upon attaining each level beyond
1st. The maximum ranks a character can have in a class skill
is the characters level +3.
Action Points: The number of action points gained per level.
Initial Feats: The feats gained at 1st level in the class, in
addition to the two feats all characters get at 1st level. A
character receives a new feat every three character levels,
regardless of individual class level. Taking one level in a new
class does not entitle a character to receive the two feats that
a beginning 1st-level character gets.
Advancement Tab|e Advancement Tab|e Advancement Tab|e Advancement Tab|e
Level: The characters level in the class. "Character level is a
characters total number of levels. It is used to determine
when feats and ability score increases are gained
"Class level is the characters level in a particular class. For a
hero whose levels are all in the same class, character level and
class level are the same.
Base Attack Bonus: The characters base attack bonus and
number of attacks. The Base Attack Bonus from different
classes stacks. A resulting value of +6 or higher provides the
hero with multiple attacks.
Base Attack Bonus Additional Attacks at
+6 +1
+7 +2
+8 +3
+9 +4
+10 +5
+11 +6/+1
+12 +7/+2
+13 +8/+3
+14 +9/+4
+15 +10/+5
+16 +11/+6/+1
+17 +12/+7/+2
+18 +13/+8/+3
+19 +14/+9/+4
+20 +15/+10/+5
To use multiple attacks in the same round, a character must
use a full attack, which is a full-round action.
Fort Save: The base save bonus for Fortitude saving throws.
The characters Constitution modifier also applies. Saving
throws from different classes stack.
Ref Save: The base save bonus for Reflex saving throws. The
characters Dexterity modifier also applies. Saving throws
from different classes stack.
Will Save: The base save bonus for Will saving throws. The
characters Wisdom modifier also applies. Saving throws from
different classes stack.
Class Features: At each level the character receives one or
two class features:
Feat: The character can buy any feat from that classes class
feats for which the character meets the requirements of the
feat. These feats are in addition to the feats that all
characters receive as they attain certain levels.
Talents: The character can buy any talent from the talent
trees listed in classes class talents for which the character
meets the requirements of the talent.
FX: The character cam buy any feat or talent from those
listed in that classes class feats or class talents lists, but the
feat or talent must have the
FX
designator and the character
must meet any requirements given in the feat or talent
description.
Skill: The character designates one cross-class skill as a
class skill. Once designated, the skill is considered a class
skill every time the character adds a new level of that class.
Defense Bonus: The characters bonus to Defense. The
characters Dexterity modifier and equipment bonus also
applies. The Defense Bonus from different classes stacks.
Reputation Bonus: The characters base Reputation bonus.
The Reputation Bonus from different classes stacks.
Feature L/sts Feature L/sts Feature L/sts Feature L/sts
Class Skills: This section of a class description provides a list
of class skills (and the key ability for each skill).
A character can also buy skills from other classes skill lists.
Each skill point buys a half rank in these cross-class skills, and
a character can only buy up to half the maximum ranks of a
class skill.
A multiclass hero uses his or her character level to determine
the maximum ranks the hero can have in a skill. If a skill is a
class skill for any of a multiclass heros classes, then use
character level to determine a skills maximum rank. (The
maximum rank for a class skill is 3 + character level.)
When a multiclass hero gains a level in a class, he or she
spends that levels skill points as a member of that class. Only
that classs class skills may be purchased as class skills. All
other skills, including skills for another class the hero has
levels in, are considered cross-class skills when ranks in those
skills are purchased at this level.
Also, the starting occupation selected can provide additional
class skills to choose from.
Class Feats: This section of a class description provides a list
of class feats available for purchase when `feat is indicated in
the Class Features column of the Advancement Table.
Class Talents: This section of a class description provides a
list of class talent trees available for purchase when `talent is
indicated in the Class Features column of the Advancement
Table.
5tart/ng wea|tn 5tart/ng wea|tn 5tart/ng wea|tn 5tart/ng wea|tn
Classically Modern, as written, assumes that the Wealth
system is going to be used, rather than keeping track of
money.
For GMs who wish to use money instead, to find the amount of
money possessed by a first level character;
Generate the character as described here and in the D20
Modern rulebook, including allocating starting wealth and
wealth bonuses from occupation and initial feats.
Convert this wealth bonus to a monatery amount using the
table under the heading "Setting Purchase DCs in the
Gamemastering chapter of the D20 Modern rulebook.
For a fantasy currency, convert every $1 into 10 gp.
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CLAsscs

B
P PP PSICNIC SICNIC SICNIC SICNIC A AA ADVANCED DVANCED DVANCED DVANCED C CC CLASSES LASSES LASSES LASSES
Fs/on (Lgot Fs/on (Lgot Fs/on (Lgot Fs/on (Lgot/st) /st) /st) /st) (Fs/on/c Advanced C|ass)
Prerequities: Psicraft: 6 ranks. Feat: Psionic Talent
Hit Die Action Points Skill Points
1d4 6 + character level 7 + Int modifier
Initial Feats: Psionic Combat
FX
, Psychometabolism
Discipline
FX
.
Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class
Features
Defence
Bonus
Reputation
Bonus
1
st
+0 +0 +0 +2 Talent & FX +0 +1
2
nd
+1 +0 +0 +3 Talent & FX +0 +2
3
rd
+1 +1 +1 +3 Feat & FX +1 +2
4
th
+2 +1 +1 +4 Talent & FX +1 +2
5
th
+2 +1 +1 +4 Talent & FX +1 +3
6
th
+3 +2 +2 +5 Feat & FX +2 +3
7
th
+3 +2 +2 +5 Talent & FX +2 +3
8
th
+4 +2 +2 +6 Talent & FX +2 +4
9
th
+4 +3 +3 +6 Feat & FX +3 +4
10
th
4+5 +3 +3 +7 Talent & FX +3 +4
Class Skills: The egoists class skills (and the key ability for
each skill) are Autohypnosis
FX
(Wis), Balance (Dex), Climb
(Str), Concentration (Con), Jump (Str), Knowledge (Behavioral
Sciences) (Int), Profession (Wis), Psicraft
FX
(Int), Read/Write
Language (none), Swim (Str), and Use Psionic Device
FX
(Cha).
Class Feats: Attentive, Builder, Cautious, Clairsentience
Discipline
FX
, Creative, Educated, Personal Firearms Proficiency,
Metacreativity Discipline
FX
, Psychokinesis Discipline
FX
,
Psychoportation Discipline
FX
, Renown, Studious, Telepathy
Discipline
FX
.
Class Talents: Extreme Effort, Psionic Caster
FX
, Psionic
Manifester
FX
, Psionic Item Creation
FX
, PsiCrstatal
FX
,
Unbreakable.




Fs/on (Nomad) Fs/on (Nomad) Fs/on (Nomad) Fs/on (Nomad) (Fs/on/c Advanced C|ass)
Prerequities: Psicraft: 6 ranks. Feat: Psionic Talent
Hit Die Action Points Skill Points
1d4 6 + character level 7 + Int modifier
Initial Feats: Psionic Combat
FX
, Psychoportation Discipline
FX
.
Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class
Features
Defence
Bonus
Reputation
Bonus
1
st
+0 +0 +0 +2 Talent & FX +0 +1
2
nd
+1 +0 +0 +3 Talent & FX +0 +2
3
rd
+1 +1 +1 +3 Feat & FX +1 +2
4
th
+2 +1 +1 +4 Talent & FX +1 +2
5
th
+2 +1 +1 +4 Talent & FX +1 +3
6
th
+3 +2 +2 +5 Feat & FX +2 +3
7
th
+3 +2 +2 +5 Talent & FX +2 +3
8
th
+4 +2 +2 +6 Talent & FX +2 +4
9
th
+4 +3 +3 +6 Feat & FX +3 +4
10
th
+5 +3 +3 +7 Talent & FX +3 +4
Class Skills: The nomads class skills (and the key ability for
each skill) are Climb (Str), Concentration (Con), Craft (any)
(Int), Escape Artist (Dex), Jump (Str), Knowledge (Behavioral
Sciences) (Int), (Int), Navigate (Wis), Profession (Wis),
Psicraft
FX
(Int), Read/Write Language (none), and Use Psionic
Device
FX
(Cha).
Class Feats: Attentive, Builder, Cautious, Clairsentience
Discipline
FX
, Creative, Educated, Personal Firearms Proficiency,
Metacreativity Discipline
FX
, Psychokinesis Discipline
FX
,
Psychometabolism Discipline
FX
, Renown, Studious, Telepathy
Discipline
FX
.
Class Talents: Cover Awareness, Increased Speed, Psionic
Caster
FX
, Psionic Manifester
FX
, Psionic Item creation
FX
,
PsiCrstatal
FX
.
Fs/on (5avant) Fs/on (5avant) Fs/on (5avant) Fs/on (5avant) (Fs/on/c Advanced C|ass)
Prerequities: Psicraft: 6 ranks. Feat: Psionic Talent
Hit Die Action Points Skill Points
1d4 6 + character level 7 + Int modifier
Initial Feats: Psionic Combat
FX
, Psychokinesis Discipline
FX
.
Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class
Features
Defence
Bonus
Reputation
Bonus
1
st
+0 +0 +0 +2 Talent & FX +0 +1
2
nd
+1 +0 +0 +3 Talent & FX +0 +2
3
rd
+1 +1 +1 +3 Feat & FX +1 +2
4
th
+2 +1 +1 +4 Talent & FX +1 +2
5
th
+2 +1 +1 +4 Talent & FX +1 +3
6
th
+3 +2 +2 +5 Feat & FX +2 +3
7
th
+3 +2 +2 +5 Talent & FX +2 +3
8
th
+4 +2 +2 +6 Talent & FX +2 +4
9
th
+4 +3 +3 +6 Feat & FX +3 +4
10
th
+5 +3 +3 +7 Talent & FX +3 +4
Class Skills: The savants class skills (and the key ability for
each skill) are Autohypnosis
FX
(Wis), Concentration (Con),
Disable Device (Int), Knowledge (Behavioral Sciences) (Int),
Profession (Wis), Psicraft
FX
(Int), Read/Write Language (none),
Search (Int), Sleight of Hand (Dex), and Use Psionic Device
FX

(Cha).
Class Feats: Attentive, Builder, Cautious, Clairsentience
Discipline
FX
, Creative, Educated, Personal Firearms Proficiency,
Metacreativity Discipline
FX
, Psychometabolism Discipline
FX
,
Psychoportation Discipline
FX
, Renown, Studious, Telepathy
Discipline
FX
.
Class Talents: Defensive, Energy Resistance, Psionic Caster
FX
,
Psionic Manifester
FX
, Psionic Item creation
FX
, Psionic Combat
FX
,
PsiCrstatal
FX
.




Fs/on (5naper) Fs/on (5naper) Fs/on (5naper) Fs/on (5naper) (Fs/on/c Advanced C|ass)
Prerequities: Knowledge (psionics): 6 ranks. Feat: Psionic
Talent
Hit Die Action Points Skill Points
1d6 6 + character level 5 + Int modifier
Initial Feats: Metacreativity Discipline
FX
, Psionic Combat
FX
.
Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class
Features
Defence
Bonus
Reputation
Bonus
1
st
+0 +0 +0 +2 Talent & FX +1 +1
2
nd
+1 +0 +0 +3 Talent & FX +1 +2
3
rd
+1 +1 +1 +3 Feat & FX +2 +2
4
th
+2 +1 +1 +4 Talent & FX +2 +2
5
th
+2 +1 +1 +4 Talent & FX +3 +3
6
th
+3 +2 +2 +5 Feat & FX +3 +3
7
th
+3 +2 +2 +5 Talent & FX +4 +3
8
th
+4 +2 +2 +6 Talent & FX +4 +4
9
th
+4 +3 +3 +6 Feat & FX +5 +4
10
th
+5 +3 +3 +7 Talent & FX +5 +4
Class Skills: The shapers class skills (and the key ability for
each skill) are Appraise (Int), Concentration (Con), Craft (any)
(Int), Disguise (Cha), Knowledge (Behavioral Sciences) (Int),
Perform (Cha), Profession (Wis), Psicraft
FX
(Int), Read/Write
Language (none), and Use Psionic Device
FX
(Cha).
Class Feats: Attentive, Builder, Cautious, Clairsentience
Discipline
FX
, Creative, Educated, Personal Firearms Proficiency,
Psychokinesis Discipline
FX
, Psychometabolism Discipline
FX
,
Psychoportation Discipline
FX
, Renown, Studious, Telepathy
Discipline
FX
.
Class Talents: Psionic Caster
FX
, Psionic Manifester
FX
, Psionic
Item creation
FX
, Psionic Combat
FX
, PsiCrstatal
FX
, Strategy,
Street Smart.
7iIoaIoaIIg M MM M
M MM MM MM MC CC C
C CC CC CC CD DD D
D DD DD DD DE EE E
E EE EE EE EK KK K
K KK KK KK KN NN N
N NN NN NN N
CLAsscs

9
Fs/on (5eer) Fs/on (5eer) Fs/on (5eer) Fs/on (5eer) (Fs/on/c Advanced C|ass)
Prerequities: Knowledge (psionics): 6 ranks. Feat: Psionic
Talent
Hit Die Action Points Skill Points
1d4 6 + character level 7 + Int modifier
Initial Feats: Clairsentience Discipline
FX
, Psionic Combat
FX
.
Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class
Features
Defence
Bonus
Reputation
Bonus
1
st
+0 +0 +0 +2 Talent & FX +0 +1
2
nd
+1 +0 +0 +3 Talent & FX +0 +2
3
rd
+1 +1 +1 +3 Feat & FX +1 +2
4
th
+2 +1 +1 +4 Talent & FX +1 +2
5
th
+2 +1 +1 +4 Talent & FX +1 +3
6
th
+3 +2 +2 +5 Feat & FX +2 +3
7
th
+3 +2 +2 +5 Talent & FX +2 +3
8
th
+4 +2 +2 +6 Talent & FX +2 +4
9
th
+4 +3 +3 +6 Feat & FX +3 +4
10
th
+5 +3 +3 +7 Talent & FX +3 +4
Class Skills: The seers class skills (and the key ability for
each skill) are Concentration (Con), Gather Information (Cha),
Knowledge (Behavioral Sciences) (Int), Listen (Wis), Navigate
(Wis), Profession (Wis), Psicraft
FX
(Int), Read/Write Language
(none), Sense Motive (Wis), Spot (Wis) and Use Psionic
Device
FX
(Cha).
Class Feats: Attentive, Builder, Cautious, Creative, Educated,
Personal Firearms Proficiency, Metacreativity Discipline
FX
,
Psychokinesis Discipline
FX
, Psychometabolism Discipline
FX
,
Psychoportation Discipline
FX
, Renown, Studious, Telepathy
Discipline
FX
.
Class Talents: Research, Insight, Psionic Caster
FX
, Psionic
Manifester
FX
, Psionic Item creation
FX
, Psionic Combat
FX
,
PsiCrstatal
FX


Fs/on (Te|epatn) Fs/on (Te|epatn) Fs/on (Te|epatn) Fs/on (Te|epatn) (Fs/on/c Advanced C|ass)
Prerequities: Knowledge (psionics): 6 ranks. Feat: Psionic
Talent
Hit Die Action Points Skill Points
1d4 6 + character level 7 + Int modifier
Initial Feats: Psionic Combat
FX
, Telepathy Discipline
FX
.
Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class
Features
Defence
Bonus
Reputation
Bonus
1
st
+0 +0 +0 +2 Talent & FX +0 +0
2
nd
+1 +0 +0 +3 Talent & FX +0 +0
3
rd
+1 +1 +1 +3 Feat & FX +1 +0
4
th
+2 +1 +1 +4 Talent & FX +1 +0
5
th
+2 +1 +1 +4 Talent & FX +1 +1
6
th
+3 +2 +2 +5 Feat & FX +2 +1
7
th
+3 +2 +2 +5 Talent & FX +2 +1
8
th
+4 +2 +2 +6 Talent & FX +2 +1
9
th
+4 +3 +3 +6 Feat & FX +3 +2
10
th
+5 +3 +3 +7 Talent & FX +3 +2
Class Skills: The Telepaths class skills (and the key ability for
each skill) are Animal Empathy (Cha), Bluff (Cha),
Concentration (Con), Diplomacy (Cha), Gather Information
(Cha), Knowledge (Behavioral Sciences) (Int), Profession
(Wis), Psicraft
FX
(Int), Read/Write Language (none), Remote
View
FX
(Int), Sense Motive (Wis), and Use Psionic Device
FX

(Cha).
Class Feats: Attentive, Builder, Cautious, Clairsentience
Discipline
FX
, Creative, Educated, Metacreativity Discipline
FX
,
Personal Firearms Proficiency, Psychokinesis Discipline
FX
,
Psychometabolism Discipline
FX
, Psychoportation Discipline
FX
,
Renown, Studious.
Class Talents: Empathic Awareness, Empathic, Psionic
Caster
FX
, Psionic Manifester
FX
, Psionic Item creation
FX
, Psionic
Combat
FX
, PsiCrstatal
FX
.
Fsycn/c warr/or Fsycn/c warr/or Fsycn/c warr/or Fsycn/c warr/or (Fs/on/c Advanced C|ass)
Prerequities: Base Attack Bonus 4+, Psicraft: 2 ranks. Feat:
Cleave, Sunder.
Hit Die Action Points Skill Points
1d8 6 + character level 3 + Int modifier
Initial Feats: Armor Proficiency (light), Psionic Combat
FX
,
Psychoincursion Discipline
FX
.
Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class
Features
Defence
Bonus
Reputation
Bonus
1
st
+1 +2 +0 +0 Feat & FX +0 +0
2
nd
+2 +3 +0 +0 Talent & FX +1 +0
3
rd
+3 +3 +1 +1 Feat & FX +1 +0
4
th
+4 +4 +1 +1 Talent & FX +1 +0
5
th
+5 +4 +1 +1 Feat & FX +2 +1
6
th
+6 +5 +2 +2 Talent & FX +2 +1
7
th
+7 +5 +2 +2 Feat & FX +2 +1
8
th
+8 +6 +2 +2 Talent & FX +3 +1
9
th
+9 +6 +3 +3 Feat & FX +3 +2
10
th
+10 +7 +3 +3 Talent & FX +3 +2
Class Skills: The Psychic Warriors class skills (and the key
ability for each skill) are Autohypnosis
FX
(Wis), Balance (Dex),
Climb (Str), Concentration (Con), Jump (Str), Knowledge
(Behavioral Sciences) (Int), Profession (Wis), Read/Write
Language (none), Ride (Dex), Stabilise Self
FX
(Str), Speak
Language (none), Swim (Str), Tumble (Dex), and Use Psionic
Device
FX
(Cha).
Class Feats: Advanced Two-Weapon Fighting, Armor
Proficiency (heavy), Armor Proficiency (medium), Armor
Proficiency (shields)*, Cleave, Combat Reflexes, Deep
Impact
FX
, Dodge, Exotic Melee Weapon Proficiency, Far Shot,
Fell Shot
FX
, Great Cleave, Great Sunder
FX
, Improved Bull Rush,
Improved Initiative, Improved Two-Weapon Fighting, Inertial
Armour
FX
, Mental Leap
FX
, Personal Firearms Proficiency,
Precise Shot, Point Blank Shot, Power Attack, Power Touch
FX
,
Psionic Charge
FX
, Psionic Dodge
FX
, Psionic Fist
FX
, Psionic
Shot
FX
, Psionic Weapon
FX
, Quick Draw, Rapid Metabolism
FX
,
Return Shot
FX
, Speed of Thought
FX
, Shot on the Run, Stand
Still
FX
Sunder, Two-Weapon Fighting, Unavoidable Strike
FX
, Up
the Walls
FX
, Weapon Finesse.
Class Talents: Psionic Caster
FX
, Psionic Manifester
FX
, Weapon
Master.
7iIoaIoaIIg M MM M
M MM MM MM MC CC C
C CC CC CC CD DD D
D DD DD DD DE EE E
E EE EE EE EK KK K
K KK KK KK KN NN N
N NN NN NN N
CLAsscs

1D
P PP PSICNIC SICNIC SICNIC SICNIC P PP PKESTIGE KESTIGE KESTIGE KESTIGE C CC CLASSES LASSES LASSES LASSES
Metam/nd Metam/nd Metam/nd Metam/nd (Fs/on/c Frest/ge C|ass)
Prerequities: Manifester Level 4+, Psicraft 6 ranks; Feats:
Inner Strength
Hit Die Action Points Skill Points
1d4 6 + character level 5 + Int modifier
Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class
Features
Defence
Bonus
Reputation
Bonus
1
st
+0 +0 +0 +2 Feat & FX +0 +0
2
nd
+1 +0 +0 +3 Talent & FX +1 +0
3
rd
+1 +1 +1 +3 Feat &FX +1 +0
4
th
+2 +1 +1 +4 Talent & FX +1 +0
5
th
+2 +1 +1 +4 Talent &FX +2 +1
6
th
+3 +2 +2 +5 Feat & FX +2 +1
7
th
+3 +2 +2 +5 Talent &FX +2 +1
8
th
+4 +2 +2 +6 Talent & FX +3 +1
9
th
+4 +3 +3 +6 Feat &FX +3 +2
10
th
+5 +3 +3 +7 Talent & FX +3 +2
Class Skills: The metaminds class skills are Concentration
(Con), Craft (any) (Int), Knowledge (Behavioral Sciences)
(Int), Psicraft (Int), and Remote View (Int).
Class Feats: Disarm Mind
FX
, Inner Strength
FX
, Mental
Adversary
FX
, Mind Trap
FX
, Personal Firearms Proficiency,
Trigger Power
FX
, Psychic Bastion
FX
.
Class Talents: Freely Manifest
FX
, Power PsiCrystal
FX
,
PsiCrystal
FX
, Psionic Caster
FX
, Psionic Manifester
FX
.






Fs/on/c Art/l/cer Fs/on/c Art/l/cer Fs/on/c Art/l/cer Fs/on/c Art/l/cer (Fs/on/c Frest/ge C|ass)
Prerequities: Craft (any): 14 ranks. Manifester Level 10+,
Talents: Psionic Item Creation (any 2).
Hit Die Action Points Skill Points
1d4 6 + character level 7 + Int modifier
Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class
Features
Defence
Bonus
Reputation
Bonus
1
st
+0 +0 +0 +2 Talent & FX +0 +2
2
nd
+0 +0 +0 +3 Talent & FX +1 +2
3
rd
+1 +1 +1 +3 Feat & FX +1 +2
4
th
+1 +1 +1 +4 Talent & FX +1 +3
5
th
+1 +1 +1 +4 Talent & FX +2 +3
6
th
+2 +2 +2 +5 Feat & FX +2 +3
7
th
+2 +2 +2 +5 Talent & FX +2 +4
8
th
+2 +2 +2 +6 Talent & FX +3 +4
9
th
+3 +3 +3 +6 Feat & FX +3 +4
10
th
+3 +3 +3 +7 Talent & FX +3 +5
Class Skills: Concentration (Con), Craft (Int), Decipher Script
(Int), Knowledge (any) (Int), Profession (Wis), Spellcraft
FX

(Int), and Use Psionic Device
FX
(cha).
Class Feats: Attentive, Body Fuel
FX
, Cautious, Educated,
Personal Firearms Proficiency, Renown, Studious.
Class Talents: Master Mechanic, Psionic Caster
FX
, Psionic
Item Creation
FX
, Psionic Manifester
FX
, Unique Psionic Item
Creation
FX
.
Fsycnok/net/ct Fsycnok/net/ct Fsycnok/net/ct Fsycnok/net/ct (Fs/on/c Frest/ge C|ass)
Prerequities: Manifester Level 4+. Psicraft 6 ranks, Craft
(Chemical) 8 Ranks. Feats: Inner Strength. Allegiance: Any
chaotic. Powers: Control Flames. Must have set fire to a
structure just to watch it burn.
Hit Die Action Points Skill Points
1d6 6 + character level 3 + Int modifier
Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class
Features
Defence
Bonus
Reputation
Bonus
1
st
+0 +2 +0 +0 Talent & FX +0 +0
2
nd
+1 +3 +0 +0 Talent & FX +1 +0
3
rd
+2 +3 +1 +1 Feat & FX +1 +0
4
th
+3 +4 +1 +1 Talent & FX +1 +0
5
th
+3 +4 +1 +1 Talent & FX +2 +1
6
th
+4 +5 +2 +2 Feat & FX +2 +1
7
th
+5 +5 +2 +2 Talent & FX +2 +1
8
th
+6 +6 +2 +2 Talent & FX +3 +1
9
th
+6 +6 +3 +3 Feat & FX +3 +2
10
th
+7 +7 +3 +3 Talent & FX +3 +2
Class Skills: The pyrokineticists class skills (and the key
ability for each skill) are Concentration (Con), Craft (any)
(Int), Knowledge (Behavioral Sciences) (Int), and Psicraft
(Int).
Class Feats: Acrobatic, Athletic, Combat Reflexes, Dodge,
Improved Initiative, Deep Impact
FX
, Great Sunder
FX
, Mental
Leap
FX
, Mobility, Nimble, Personal Firearms Proficiency, Psionic
Charge
FX
, Psionic Dodge
FX
, Psionic Weapon
FX
, Power Attack,
Rapid Metabolism
FX
, Shot on the Run, Speed of Thought
FX
,
Sunder, Up the Walls
FX
.
Class Talents: Flaming Aura
FX
, Flaming Weapons
FX
, Psionic
Caster
FX
, Psionic Manifester
FX
.

Fs/on/c 5|ayer Fs/on/c 5|ayer Fs/on/c 5|ayer Fs/on/c 5|ayer (Fs/on/c Frest/ge C|ass)
Prerequities: Manifester Level 3+, BAB 3+ Survival 6 ranks;
Feats: Track. Must have killed a member of the favored
enemy race, either individually or as part of a group
comprising no more than six members.
Hit Die Action Points Skill Points
1d4 6 + character level 5 + Int modifier
Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class
Features
Defence
Bonus
Reputation
Bonus
1
st
+1 +0 +0 +2 Feat & FX +1 +0
2
nd
+2 +0 +0 +3 Talent +1 +0
3
rd
+3 +1 +1 +3 Feat & FX +2 +0
4
th
+4 +1 +1 +4 Talent +2 +0
5
th
+5 +1 +1 +4 Talent & FX +3 +1
6
th
+6 +2 +2 +5 Feat +3 +1
7
th
+7 +2 +2 +5 Talent & FX +4 +1
8
th
+8 +2 +2 +6 Talent +4 +1
9
th
+9 +3 +3 +6 Feat & FX +5 +2
10
th
+10 +3 +3 +7 Talent +5 +2
Class Skills: The Psionic Slayers class skills (and the key
ability for each skill) are Bluff (Cha), Concentration (Con),
Knowledge (Behavioral Sciences) (Int), Listen (Wis), Psicraft
(Int), Sense Motive (Wis), Spot (Wis), and Survival (Wis).
Class Feats: Acrobatic, Alertness, Archaic Weapons
Proficiency, Athletic, Combat Reflexes, Dodge, Improved
Initiative, Mobility, Nimble, Personal Firearms Proficiency,
Quick Draw, Psychic Inquisitor
FX
, Psychoanalyst
FX
, Rapid
Metabolism
FX
, Run, Stealthy.
Class Talents: Favoured Enemy, Force of Will
FX
, Psionic
Caster
FX
, Psionic Manifester
FX
.
7iIoaIoaIIg M MM M
M MM MM MM MC CC C
C CC CC CC CD DD D
D DD DD DD DE EE E
E EE EE EE EK KK K
K KK KK KK KN NN N
N NN NN NN N
CLAsscs

11
5ou|kn/le 5ou|kn/le 5ou|kn/le 5ou|kn/le (Fs/on/c Frest/ge C|ass)
Prerequities: Manifester Level 4+, BAB 3+. Move Silently 3
ranks; Feats: Inner Strength
Hit Die Action Points Skill Points
1d6 6 + character level 5 + Int modifier
Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class
Features
Defence
Bonus
Reputation
Bonus
1
st
+0 +0 +2 +0 Feat & FX +0 +0
2
nd
+1 +0 +3 +0 Talent & FX +1 +0
3
rd
+2 +1 +3 +1 Feat & FX +1 +0
4
th
+3 +1 +4 +1 Talent & FX +1 +0
5
th
+3 +1 +4 +1 Feat & FX +2 +1
6
th
+4 +2 +5 +2 Talent & FX +2 +1
7
th
+5 +2 +5 +2 Feat & FX +2 +1
8
th
+6 +2 +6 +2 Talent & FX +3 +1
9
th
+6 +3 +6 +3 Feat & FX +3 +2
10
th
+7 +3 +7 +3 Talent & FX +3 +2
Class Skills: Knowledge (Behavioral Sciences) (Int),
Class Feats: Combat Reflexes, Dodge, Improved Initiative,
Deep Impact
FX
, Fell Shot
FX
, Great Sunder
FX
, Personal Firearms
Proficiency, Point Blank Shot, Psionic Shot
FX
, Psionic
Weapon
FX
, Power Attack, Rapid Metabolism
FX
, Sunder.
Class Talents: Mind Blade
FX
, Psionic Caster
FX
, Psionic
Manifester
FX
, Sneak Attack.
Man/lest Master Man/lest Master Man/lest Master Man/lest Master (Fs/on/c Frest/ge C|ass)
Prerequities: Manifester Level 5+. Talents: Improved Psionic
Manifester
Hit Die Action Points Skill Points
1d6 6 + character level 3 + Int modifier
Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class
Features
Defence
Bonus
Reputation
Bonus
1
st
+0 +1 +1 +1 Talent & FX +0 +0
2
nd
+1 +2 +2 +2 Talent & FX +1 +0
3
rd
+1 +2 +2 +2 Feat & FX +1 +1
4
th
+2 +2 +2 +2 Talent & FX +1 +1
5
th
+2 +3 +3 +3 Talent & FX +2 +1
6
th
+3 +3 +3 +3 Feat & FX +2 +2
7
th
+3 +4 +4 +4 Talent & FX +2 +2
8
th
+4 +4 +4 +4 Talent & FX +3 +2
9
th
+4 +4 +4 +4 Feat & FX +3 +3
10
th
+5 +5 +5 +5 Talent & FX +3 +3
Class Skills: Concentration (Con), Knowledge (Behavioral
Sciences) (Int), (Int), Profession (Wis), Read/Write Language
(none), Speak Language (none), and Psicraft
FX
(Int).
Class Feats: Attentive, Body Fuel
FX
, Cautious, Combat
Expertise, Educated, Inner Strength
FX
, Personal Firearms
Proficiency, Renown, Studious, Trigger Power
FX
.
Class Talents: Casting Mastery
FX
, Manifesting Mastery
FX
,
Psionic Caster
FX
, Psionic Manifester
FX
, Enhanced Casting
FX
,
Enhanced Manifesting
FX
.


PSlONlC OCCUPATlONS
Psychic Adept
This occupation represent the those with a natural aptitude for
the paranormal.
Prerequisite: Age 16.
Skills: Choose two of the following skills as permanent Class
Skills. If the skill you have selected is already a Class Skill you
receive a +1 Competency Bonus on checks using that Skill.
Bluff, Treat Injury, Use Psionic Device, Concentration or
Psicraft.
Bonus Feats: Select one of the following: Combat Martial
Arts, Psionic Talent, Renown.
Wealth Increase: +1
Psychic Researcher
This occupation represent individuals who investigate
paranormal activity.
Prerequisite: Age 18.
Skills: Choose two of the following skills as permanent Class
Skills. If the skill you have selected is already a Class Skill you
receive a +1 Competency Bonus on checks using that Skill.
Concentration, Autohypnosis, Investigate, Knowledge
(Behavioral Sciences), Sense Motive.
Bonus Feat: Psionic Talent.
Reputation Increase: +1
Wealth Increase: +2



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T TT TALENT ALENT ALENT ALENT T TT TKEES KEES KEES KEES
Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he
or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
Talents are considered to be extraordinary abilities. Some talents have prerequisites that must be met before selection.

Class Talent Trees
Manifest Master Manifesting Mastery
FX
, Psionic Caster
FX
,
Psionic Manifester
FX
, Enhanced
Manifesting
FX

Metamind Freely Manifest
FX
, Power PsiCrystal
FX
,
PsiCrystal
FX
, Psionic Caster
FX
, Psionic
Manifester
FX

Psion Psionic Caster
FX
, Psionic Manifester
FX
,
Psionic Item creation
FX
, PsiCrstatal
FX

Psionic Articifer Master Mechanic, Psionic Caster
FX
, Psionic
Item Creation
FX
, Psionic Manifester
FX
,
Unique Psionic Item Creation
FX

Psionic Slayer Favoured Enemy, Force of Will
FX
, Psionic
Caster
FX
, Psionic Manifester
FX

Psychic Warrior Psionic Caster
FX
, Psionic Manifester
FX
,
Psionic Combat
FX
, Weapon Master
Psychokinetict Flaming Aura
FX
, Flaming Weapons
FX
,
Psionic Caster
FX
, Psionic Manifester
FX

Soulknife Mind Blade
FX
, Psionic Caster
FX
, Psionic
Manifester
FX
, Sneak Attack
Psion (Egotist) Extreame Effort, Unbreakable
Psion (Nomad) Cover Awareness, Increased Speed
Psion (Savant) Defensive, Energy Resistance
Psion (Shaper) Strategy, Street Smart
Psion (Seer) Research, Insight
Psion (Telepath) Empathic Awareness, Empathic

Talent Tree Classes
Cover Awareness Psion (Nomad)
Defensive Psion (Savant)
Empathic Psion (Telepath)
Empathic Awareness Psion (Telepath)
Energy Resistance Psion (Savant)
Enhanced Manifesting
FX
Manifest Master
Extreme Effort Psion (Egotist)
Favoured Enemy Psionic Slayer
Flaming Aura
FX
Psychokinetict
Flaming Weapons
FX
Psychokinetict
Force of Will
FX
Psionic Slayer
Freely Manifest
FX
Metamind
Increased Speed Psion (Nomad)
Insight Psion (Seer)
Manifesting Mastery
FX
Manifest Master
Master Mechanic Psionic Articifer
Mind Blade
FX
Soulknife
Power PsiCrystal
FX
Metamind
PsiCrystal
FX
Metamind, Psion
Psionic Caster
FX
Manifest Master, Metamind, Psion,
Psionic Articifer, Psionic Slayer,
Psychic Warrior, Psychokinetict,
Soulknife
Psionic Combat
FX
Psychic Warrior
Psionic Item Creation
FX
Psion, Psionic Articifer
Psionic Manifester
FX
Manifest Master, Metamind, Psion,
Psionic Articifer, Psionic Slayer,
Psychic Warrior, Psychokinetict,
Soulknife
Research Psion (Seer)
Sneak Attack Soulknife
Strategy Psion (Shaper)
Street Smart Psion (Shaper)
Unbreakable Psion (Egotist)
Unique Psionic Item
Creation
FX

Psionic Articifer
Weapon Master Psychic Warrior

Cover Cover Cover Cover Awareness Awareness Awareness Awareness (Fs/on (Nomad))
Defensive Position: The character gains an additional +2
cover bonus to Defence and an additional +2 cover bonus on
Reflex saves whenever the character has one-quarter, one-
half, three-quarters, or nine-tenths cover.
Prerequisites: BAB +5
Lightning Shot: The character can make a flurry of ranged
attacks with a personal firearm at the expense of accuracy.
With a lightning shot, the attacker may make one extra
ranged attack with a personal firearm in a round at his or her
highest base attack bonus. This attack and each other attack
made in the round take a -2 penalty. Using lightning shot is a
full-round action. The attacker cant take more than a 5-foot
step and use lightning shot in the same round.
Prerequisites: Defensive Position, BAB +5
Sharp-Shooting: If the character uses a personal firearm to
attack a target, the cover bonus to the targets Defence for
one-quarter, one-half, three-quarters, or nine-tenths cover is
reduced by 2.
Prerequisites: Lightning Shot, BAB +7
Defens|ve Defens|ve Defens|ve Defens|ve (Fs/on (5avant))
The character gains the ability to improve his or her innate
defensive talents as the hero attains new levels.
Evasion: If the character is exposed to any effect that
normally allows a character to attempt a Reflex saving throw
for half damage, the character suffers no damage if he or she
makes a successful saving throw. Evasion can only be used
when wearing light armour or no armour.
Uncanny Dodge 1: The character retains his or her Dexterity
bonus to Defence regardless of being caught flat-footed or
struck by a hidden attacker. (The character still loses his or
her Dexterity bonus to Defence if the character is
immobilized.)
Prerequisite: Evasion.
Uncanny Dodge 2: The character can no longer be flanked;
the character can react to opponents on opposite sides of him
or herself as easily as he or she can react to a single attacker.
Prerequisites: Evasion, Uncanny dodge 1.
Defensive Roll: The character can roll with a potentially
lethal attack to take less damage from it. When the character
would be reduced to 0 hit points or less by damage in combat
(from a ranged or melee attack), the character can attempt to
roll with the damage.
The character spends 1 action point to use this talent. Once
the point is spent, the character makes a Reflex saving throw
(DC = damage dealt). If the save succeeds, he or she takes
only half damage. The character must be able to react to the
attack to execute a defensive roll-if the character is
immobilized, he or she cant use this talent.
Since this effect would not normally allow a character to make
a Reflex save for half damage, the characters evasion talent
doesnt apply to the defensive roll.
Prerequisites: Evasion, uncanny dodge 1.
Opportunist: The character can spend 1 action point to use
this talent. Once the point is spent, the character can make an
attack of opportunity against an opponent who has just been
struck for damage in melee by an opponent. This attack
counts as the characters attack of opportunity for that round.
Even a character with the Combat Reflexes feat cannot use
this talent more than once per round.
Prerequisite: Evasion.
Improved Evasion: If the character with this talent is
exposed to any effect that normally allows a character to
attempt a Reflex saving throw for half damage, the character
suffers no damage if he or she makes a successful saving
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throw and only half damage on a failed save. Improved
evasion can only be used when wearing no or light armour.
Prerequisite: Evasion, Defensive Roll
Slippery Mind: This extraordinary ability represents the
individuals ability to wriggle free from magical effects that
would otherwise control or compel her. If the individual is
affected by an enchantment and fails her saving throw, 1
round later she can attempt her saving throw again. She only
gets this one extra chance to succeed at her saving throw. If it
fails as well, the spells effects proceed normally.
Prerequisite: Improved Evasion
Empath|c Empath|c Empath|c Empath|c (Fs/on (Te|epatn))
The characters innate talents give him or her a great capacity
for empathy.
Empathy: The character has a knack for being sensitive to the
feelings and thoughts of others without having those feelings
and thoughts communicated in any objectively explicit
manner. This innate talent provides a bonus on checks
involving interaction skills (Bluff, Diplomacy, Handle Animal,
Intimidate, Perform, and Sense Motive), provided the
character spends at least 1 minute observing his or her target
prior to making the skill check. The bonus is equal to the
characters class level.
Improved Aid Another: The characters bonus on attempts
to aid another increases by +1 on a successful aid another
check. This talent can be selected multiple times, each time
increasing the bonus by +1.
Prerequisite: Empathy.
Intuition: The character has an innate ability to sense trouble
in the air. The Dedicated hero can make a Will saving throw
(DC 15). On a successful save, the character gets a hunch that
everything is all right, or the character gets a bad feeling
about a specific situation, based on the GMs best guess
relating to the circumstances. This talent is usable a number of
times per day equal to the characters class level.
Prerequisite: Empathy.
Empath|c Awareness Empath|c Awareness Empath|c Awareness Empath|c Awareness (Fs/on (Te|epatn)r)
Conceal Motive: The character can add a bonus equal to his
or her class level whenever he or she opposes a Sense Motive
check.
React First: The Character gains the ability to react first when
trying to make a deal or mediate a settlement. The character
must make contact and speak to the participants prior to the
start of combat. If he or she does this, he or she gains a free
readied action that allows the character to make either a move
or attack action if either side in the negotiation (other than the
character) decides to start hostilities. The character gets to act
before any initiative checks are made, in effect giving him or
her the benefit of surprise.
Prerequisites: Conceal Motive
No Sweat: If the character spends 1 action point to improve
the result of a die roll, he or she rolls an additional 1d6 and
add the highest of the two to his or her d20 roll.
Prerequisites: React First
Enery Kes|stance Enery Kes|stance Enery Kes|stance Enery Kes|stance (Fs/on (5avant))
The character is particularly resistant to certain kinds of deadly
energy effects. These talents can be selected in any order.
Acid Resistance: The character ignores an amount of acid
damage equal to his or her Constitution modifier.
Cold Resistance: The character ignores an amount of cold
damage equal to his or her Constitution modifier.
Electricity Resistance: The character ignores an amount of
electricity damage equal to his or her Constitution modifier.
Fire Resistance: The character ignores an amount of fire
damage equal to his or her Constitution modifier.
Sonic/Concussion Resistance: The character ignores an
amount of sonic or concussion damage equal to his or her
Constitution modifier.
Enhanced Man|fest|n Enhanced Man|fest|n Enhanced Man|fest|n Enhanced Man|fest|n
FX
(Man/lest Master)
Innate Magic: Innate magic casters choose their spells as they
cast them. They can choose when they cast their spells
whether to use Enhanced Casting talents to improve them. As
with other Casters, the improved spell uses up a higher-level
spell slot. If its normal casting time is 1 action, casting a
Enhanced spell is a full-round action for a Caster that chooses
spells as they cast them. For spells with a longer casting time,
it takes an extra full-round action to cast the spell.
Spontaneous Casting: Clerics spontaneously casting cure or
inflict spells can cast Enhanced versions of them. Casting an
attack-action Enhanced spell spontaneously is a full-round
action, and spells with longer casting times take an extra full-
round action to cast.
Effects of Enhanced Casting talents: In all ways, an Enhanced
effect operates at its original level even though it is prepared
and cast as a higher-level effect. Saving throw modifications
are not changed (unless stated otherwise in the talent
description). The modifications made by these effects only
apply to effects created directly by the talent user. A Caster
cannot use an Enhanced Casting talent to alter an effect being
cast from a wand, scroll, or other device.
Multiple Enhanced Casting talents: A Caster can use multiple
Enhanced Casting talents on a single effect. Changes to the
cost of the effect are cumulative.
Enhanced Items: With the right item creation talent, a
character can store an Enhanced effect in a scroll, potion, or
wand. Level limits for potions and wands apply to the effects
higher, Enhanced level. A character doesnt need the
Enhanced Casting talent to activate an item storing an
Enhanced effect.
Counterspelling: Whether an FX effect has been enhanced by a
Enhanced Casting talent does not affect its vulnerability to
counterspelling or its ability to counterspell another spell.
Delay: A delayed FX effect does not activate until 1 to 5
rounds after the character finishes creating it. The character
determines the delay when creating the effect, and it cannot
be changed once set. The FX effect activates just before the
characters turn on the round designated. Only area, personal,
and touch FX effects may be affected by this feat. Any
decisions the character would make about the FX effect
(including attack rolls, designating targets, or determining or
shaping an area) are decided when the effect is created, while
any effects resolved by those affected (including saving
throws) are decided when the effect triggers. A delayed FX
effect may be negated normally during the delay, and can be
detected normally in the area or on the target with powers
that can detect FX effects.
Cost: A maximized FX effect uses up a spell slot three levels
higher, 6 more power points, depending upon the Caster.
Enpower: All variable, numeric effects of an empowered FX
effect are increased by one-half. An empowered FX effect
deals half again as much damage as normal, cures half again
as many hit points, affects half again as many targets, etc., as
appropriate. Saving throws and opposed rolls (such as the one
the character makes when the character casts dispel magic)
are not affected. FX effects without random variables are not
affected.
Cost: An empowered FX effect uses up a spell slot two levels
higher, costs 4 more power points, depending upon the Caster
type.
Enlarge: An enlarged FX effect has its range doubled. FX
effects whose ranges are not defined by distance do not have
their ranges increased. An FX effect whose area or effect is
determined by its range has the dimensions of its area or
effect increased proportionally.
Cost: An enlarged FX effect uses up a spell slot one level
higher, costs 2 more power points, depending upon the
Caster.
Extend: An extended FX effect lasts twice as long as normal.
FX effects with a concentration, instantaneous, or permanent
duration are not affected by this talent.
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Cost: An extended FX effect uses up a spell slot one level
higher, costs two more points to cast, depending upon the
Caster.
Heighten: A heightened FX effect has a higher FX level than
normal (up to 9th level). Unlike other enhancment talents,
Heighten FX actually increases the effective level of the FX
effect that it modifies. All effects dependent on FX level (such
as saving throw DCs and ability to penetrate a minor dead
psionics zone or minor globe of invulnerability) are calculated
according to the heightened level.
Cost: The heightened FX effect is as difficult to prepare and
cast as an FX effect of its heightened level.
Hide: An FX effect can be created without verbal, somatic or
display components, and without associated display
characteristics. Spells without such components are not
affected.
Cost: For each component that is hidden the FX effect uses a
slot one level higher, costs 2 more power points, depending
upon the Caster.
Special: Song Focus FX effects cannot be created without a
verbal component.
Maximize: All variable, numeric effects of the FX effect are
maximized. A maximized FX effect deals maximum damage,
cures the maximum number of hit points, affects the
maximum number of targets, etc., as appropriate. FX effects
without random variables are not affected.
Cost: A maximized FX effect uses up a spell slot three levels
higher, 6 more power points, depending upon the Caster.
Special: An empowered, maximized FX effect gains the
separate benefits of each talent: the maximum result plus
one-half the normally rolled result.
Persistent: A persistent FX effect has a duration of 24 hours.
The persistent FX effect must have a personal range or a fixed
range; a character cant use this feat on an FX effect with a
variable range, or on an FX effect with an instantaneous
duration. Note that the character must concentrate on some
effects to use them; concentration on such an effect is an
attack-action that does not provoke an attack of opportunity.
Cost: A quickened FX effect uses up a spell slot four levels or
costs 8 more points to create, depending upon the Caster.
Prerequisite: Extend
Quicken: Creating a quickened FX effect is a free action. The
character can perform another action, even creating another
FX effect, in the same round as the character creates a
quickened FX effect. The character may only create one
quickened FX effect per round. A FX effect whose casting time
is more than 1 full round cannot be quickened.
Cost: A quickened FX effect uses up a spell slot four levels or
costs 8 more points to create, depending upon the Caster.
Special: Innate Casting FX effects are not quickened by this
talent.
Special: Possession of the Power Touch feat allows the use of
that feat and one quickened power in the same round.
Twin: Creating an FX effect altered by this enhancement
causes it take effect twice on the target, as if the character
were simultaneously creating the same FX effect two times on
the same location or target. Any variables in the FX effect
(such as targets, shaping an area, and so on) apply to both
iterations. The target suffers all the effects of both iterations
individually and receives a saving throw for each. In some
cases, failure of both of the targets saving throws results in
redundant effects, although any ally of the target would have
to succeed at two negate attempts in order to free the target
from the charm.
Cost: A quickened FX effect uses up a spell slot four levels or
costs 8 more points to create, depending upon the Caster.
Extreme Effort Extreme Effort Extreme Effort Extreme Effort (Fs/on (Lgot/st))
A character can push him or herself to make an extreme
effort. The effort must relate either to a Strength check or a
Strength-based skill check. You must decide to use this ability
before making the check.
Extreme Effort: The effort requires a full-round action and
provides a +2 bonus on the check.
Improved Extreme Effort: The effort requires a full-round
action and provides a +2 bonus that stacks with the bonus
provided by extreme effort (+4 total).
Prerequisite: Extreme effort.
Advanced Extreme Effort: The effort requires a full-round
action and provides a +2 bonus that stacks with the bonuses
provided by extreme effort and improved extreme effort (+6
total).
Prerequisites: Extreme effort, improved extreme effort.
Favoured Enemy Favoured Enemy Favoured Enemy Favoured Enemy (Fs/on/c 5|ayer)
Favoured Enemy: The character may select a type of
creature as a favoured enemy. Due to his extensive study of
his foes and training in the proper techniques for combating
them, the individual gains a +1 bonus to Bluff, Listen, Sense
Motive, Spot, and Wilderness Lore checks when using these
skills against this type of creature. Likewise, he gets the same
bonus to weapon damage rolls against creatures of this type.
The character also gets the damage bonus with ranged
weapons, but only against targets within 30 feet (the
character cannot strike with deadly accuracy beyond that
range). The bonus doesn't apply to damage against creatures
that are immune to critical hits.
Favoured Enemies should be chosen from the following list:
Aberrations, Animals, Constructs, Dragons, Elementals, Fey,
Giants, Humanoid (specific type), Magical beasts, Oozes,
Outsider (specific type), Plants, Undead, Vermin.
This Talent can be taken more than once. Each time it is
taken the character may either select a new Favoured Enemy
or increase the bonuses associated with a previously selected
favoured enemy by +1, to a maximim of +5.
Enemy Sense: The character senses the presence of one type
of his or her favored enemy within 60 feet + 30 feet per each
of his or her class levels. This ability does not penetrates
invisibility or other means of FX concealment. This ability does
not reveal the exact location of the enemies, only their
presence in the area.
This talent can be selected once for each type of Favoured
Enemy the character has.
Prerequisites: Favoured Enemy (+2).
Flam|n Aura Flam|n Aura Flam|n Aura Flam|n Aura
FX
(Fyrok/net/ c/st)
Fire Adaptation: The character gains a +10 bonus to all
saving throws against fire and heat damage. In addition, he
or she takes the first 1d6 points of damage from any fire or
heat attack, effect, or rounds worth of environmental damage
as subdual damage. This extraordinary ability is constantly in
effect as long as the character has a power point reserve of 3
or more.
Firewalk: The character can use this supernatural ability to
walk on air. The characters maximum speed increases; he or
she may move more than double his or her speed in a round,
but cannot run. The character can move in all directions
(including vertically). The character leaves flaming footprints
in the air that disperse in 2 rounds, but these flames deal no
damage. The character must pay 1 power point per 10 feet
traveled in this fashion.
Prerequisites: Fire Adaption.
Fear No Fire: The character gains a +15 bonus on all saving
throws against fire and heat damage. He or she gains damage
reduction 30/+3 specifically against attacks, effects, or
environmental conditions that deal heat or fire damage. If the
character takes fire or heat damage, the first 2d6 points are
treated as subdual damage. This supernatural ability is
constantly in affect as long as the characters power point
reserve is 17 or more.
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Prerequisites: Firewalk.
Nimbus: The character can activate this spell-like ability as an
attack-action. The characters entire body is covered by
flames that harm neither the character nor his or her
equipment. The flame deals 1d6 points of fire damage, then
dies out (though flammable materials may begin to burn in
their own right). This flame otherwise behaves like
alchemists fire, but there is nothing to wash off. As long as
the character remains afire, his or her key ability score
increases by +4 (as this is not an enhancement bonuses, it
stacks with other bonuses). If the character has no key
ability, he or she chooses one for the purposes of this power
(this choice cannot be changed). The character also gains
damage reduction 3/-. A character can use this ability at will
as long as his or her power point reserve is 19 or more.
Prerequisites: Fear No Fire.
Fire Lord: For the cost of an action point the character gains
the supernatural ability to become a greater fire elemental for
up to 1 hour. The character gains the elementals type,
extraordinary abilities, and statistics (including hit points)
when he or she does so, save that the character retains his or
her key ability score (if he or she has levels in psion). The
character also retains all of his or her own feats, skills, and
abilities to manifest psionic powers, though skills and other
abilities may be affected by the characters new ability score
modifiers. The character retains his or her equipment, and it
is unharmed by the characters fiery body for the duration
(and immune to all damage from fire from other sources). A
character must retain a power point reserve of at least 21 to
use this ability.
Prerequisites: Numbus.
Flam|n Weapons Flam|n Weapons Flam|n Weapons Flam|n Weapons
FX
(Fyrok/net/c/st)
Touch Aflame: As a supernatural attack-action the characters
touch has the option of setting objects or foes on fire on the
round following the touch. Unless the characters unarmed
attacks are treated as armed melee attacks, this touch
provokes an attack of opportunity from the target. The flame
deals 1d6 points of fire damage, then dies out (though
flammable materials may begin to burn in their own right).
This flame otherwise behaves like alchemists fire, but there is
nothing to wash off. The character can use this ability at will
as long as his or her power point reserve is 1 or more.
Fire Lash: The character fashions a 15-foot-long whip of fire
from unstable ectoplasm as a move-equivalent action. This is
a spell-like ability. The character takes no damage from the
fire lash he or she creates, and if the character releases his or
her hold it immediately dissipates. The lash deals 1d4 points
of fire damage to the target on a successful ranged touch
attack (up to 15 feet). The character may take Weapon Focus,
Weapon Specialization (if of an appropriate class), or Weapon
Finesse in conjunction with the fire lash, as well as feats for a
standard whip. The character can use the fire lash ability at
will as long as his or her power point reserve is 11 or more.
The pyrokineticist can also pay 1 power point per additional
1d4 points of fire damage inflicted on the target (to a
maximum of 6d4 points of damage).
Prerequisites: Touch Aflame.
Hand Afire: The character can activate this spell-like ability
as an attack-action. One of the characters hands is covered
by flames that do the character no harm, causing his or her
unarmed attacks to be treated as armed. Such attacks deal
3d6 points of fire damage in addition to any damage from the
unarmed attack. The character can use this ability at will as
long as his or her power point reserve is 11 or more. The
character can also pay 1 power point per additional 1d6 points
of fire damage inflicted on the target (to a maximum of 10d6
points of damage).
Prerequisites: Touch Aflame.
Bolt of Fire: The character can launch a bolt of fire up to 60
feet at any target in line of sight. This spell-like ability is
treated as a ranged touch attack and deals 3d6 points of fire
damage. The character can use bolt of fire at will but must
pay 3 power points per use. The pyrokineticist can also pay 1
power point per additional 1d6 points of fire damage inflicted
on the target (to a maximum of 15d6 points of damage) and
must maintain a power point reserve of 21 or more.
Prerequisites: Fire Lash.
Weapon Afire: The character can activate this spell-like
ability as a move-equivilent action. One weapon he or she
holds (including a stone, bullet, arrow, or bolt) is covered by
flames that harm neither the character nor the weapon. The
weapon deals 1d6 points of fire damage, in addition to its
normal damage, and stops flaming the round after the last
activation. A character can use the weapon afire ability at will
as long as his or her power point reserve is 9 or more.
Prerequisites: Hand Afire.
Breath of the Dragon: The character can breath fire, as a
spell-like ability, once per day at no cost, per the breath of the
dragon power, except that the cone of fire extends out in a
60-foot cone that inflicts 10d6 points of fire damage. The
pyrokineticist can also pay 1 power point per additional 1d6
points of fire damage inflicted on the target (to a maximum of
20d6 points of damage).
Prerequisites: Bold of Fire.
Heat Death: The character can use this spell-like ability to
raise the internal temperature of one living creature within 100
feet to lethal levels. The target must succeed a Fortitude
saving throw (DC 1d20 + 8 + characters key ability modifier)
or die. On a successful save, the target sustains 3d8 points of
fire damage. Creatures of the Fire subtype and other
creatures immune to fire damage are immune to this effect.
The pyrokineticist must pay 15 power points each time he or
she uses this ability. Creatures of the Fire subtype and other
creatures immune to fire damage are immune to this effect.
The character can also direct this ability against objects.
Attended objects save as their owner; constructs make a
Fortitude saving throw as above and take 3d8 points of fire
damage even on a successful save. Unattended objects so
targeted implode, leaving only a very fine rain of hot
fragments. The character can affect up to a 10-foot cube of
nonliving matter, so only part of a large object or structure
can be destroyed.
Prerequisites: Breath of the Dragon, Weapon Afire.
Force of W|ll Force of W|ll Force of W|ll Force of W|ll
FX
(Fs/on/c 5|ayer)
Brain Nausea: The character gains this constant defense, a
supernatural ability. Any creature that attempts to eat the
slayers brain must succeed at a Will save (DC 17) or become
disinclined to do so. The creature is free to take any action
except devouring the slayers brain (but does not realize it is
being so affected). This ability is active as long as the slayers
power point reserve is 1 or more (even is the character is
unconscious, stunned, or otherwise helpless.
Lucid Buffer: The character receives a +4 competence bonus
on saving throws against all compulsions and mind-affecting
effects. The character also receives a +2 competence bonus
on saving throws against psionic attack modes, which stacks
with any bonus granted by raising a psionic defense mode.
This supernatural ability is active as long as the slayers power
point reserve is 9 or more.
Prerequisites: Brain Nausea.
Cerebral Blind: Whenever the character succeeds at a saving
throw against an FX effect, the attacker must immediately
make a Will save, using the DC of the original attack. On a
failure, the attacker is dazed for 1 round. This supernatural
talent is active as long as the characters power point reserve
is 15 or more.
Prerequisites: Lucid Buffer.
Breach Power Resistance: Each successful melee attack (or
ranged attack within 30 feet) against a creature with power
resistance temporarily reduces its power resistance by 1. Lost
power resistance returns at the rate of 1 point per 12 hours.
This supernatural ability is active as long as the characters
power point reserve is 17 or more.
Prerequisites: Cerebal Blind.
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Blast Feedback: When attacked with the mind blast psionic
attack mode, the character can forgo attempting a psionic
defense and also forgo a saving throw. The character suffers
the effects of the mind blast but automatically sets up a blast
feedback (a supernatural ability). The attacker must
simultaneously make a Will save against the original mind
blast DC and can use no defense modes. On a failure, the
attackers power point reserve is instantly reduced to 0, and
the attacker is stunned for 1 round.
Prerequisites: Breach Power Resistance.
Freely Man|fest Freely Man|fest Freely Man|fest Freely Man|fest
FX
(Metam/nd)
Freely Manifest (1
st
): As a Spell-like ability the character can
manifest any 1st-level power he or she knows for free three
times per day. After exhausting this daily allotment of free
manifestations,the manifester must pay for his or her powers
normally. Powers that have secondary costs, such as those
requiring expenditures of XP or gp, cannot be freely
manifested.
Freely Manifest (2
nd
): As Freely Manifest (1
st
) but the
character can also freely manifest an additional 3 2
nd
-level
powers.
Prerequisites: Freely manifest (1
st
), Manifester Level 4+.
Freely Manifest (3
rd
): As Freely Manifest (2
nd
) but the
character can also freely manifest an additional 3 3
rd
-level
powers.
Prerequisites: Freely manifest (2
nd
), Manifester Level 6+.
Freely Manifest (4
th
): As Freely Manifest (4
th
) but the
character can also freely manifest an additional 3 4
th
-level
powers.
Prerequisites: Freely manifest (3
rd
), Manifester Level 8+.
Apotheosis: At the cost of an action point, as a spell-like
ability the character can undergo mental apotheosis,
transforming the physical matter of his or her living brain into
pure psionic energy for upto one hour. While so transfigured,
the characters eyes are like brilliant lamps, and the tips of his
or her hair sparkle with light. While in this state he or she
remains immune to all mind-affecting effects. He or she gains
a +2 circumstance bonus to all DCs and saving throws made
when manifesting or saving against a psionic power. He or she
can freely manifest one additional power from every level of
powers known. If the character can freely manifest powers at
a given level already, he or she gains one additional free
manifestation of that power level for the day. Unlike the freely
manifest ability (above), he or she can also freely manifest
powers that have secondary costs, as long as he or she pays
those costs (usually in XP or gp).
Prerequisites: Freely manifest (4
th
), Manifester Level 12+.
Increased Speed Increased Speed Increased Speed Increased Speed (Fs/on (Nomad))
Increased Speed: The characters base speed increases by 5
feet.
Improved Increased Speed: The characters base speed
increases by 5 feet. This talent stacks with increased speed
(10 feet total).
Prerequisite: Increased speed.
Advanced Increased Speed: The characters base speed
increases by 5 feet. This talent stacks with increased speed
and improved increased speed (15 feet total).
Prerequisites: Increased speed, improved increased speed.
Ins|htful Ins|htful Ins|htful Ins|htful (Fs/on (5eer))
The characters innate insightfulness serves her well.
Skill Emphasis: The character chooses a single skill and
receives a +3 bonus on all checks with that skill. This bonus
does not allow the character to make checks for a trained-only
skill if the hero has no ranks in the skill.
Aware: The character is intuitively aware of his or her
surroundings. The character adds his or her base Will saving
throw bonus to Listen or Spot checks to avoid surprise.
Prerequisite: Skill emphasis.
Faith: The character has a great deal of faith. It might be
faith in self, in a higher power, or in both. This unswerving
belief allows the character to add his or her Wisdom modifier
to the die roll whenever the hero spends 1 action point to
improve the result of an attack roll, skill check, saving throw,
or ability check.
Prerequisite: Skill emphasis.
Cool Under Pressure: The character selects a number of
skills equal to 3 + the heros Wisdom modifier. When making a
check with one of these skills, the character can take 10 even
when distracted or under duress.
Prerequisite: Skill emphasis plus either faith or aware.
Man|fester Mastery Man|fester Mastery Man|fester Mastery Man|fester Mastery
FX
(Man/lest Master)
Combat Manifesting: The character gets a +4 bonus to
Concentration checks made to manifest a power while on the
defensive.
Power Penetration: The character gets a +2 bonus to
manifester level checks (1d20+manifester level) to beat a
power resistance.
Improved Power Penetration: The character gets a +4
bonus to manifester level checks (1d20+manifester level) to
beat a power resistance. This bonus overlaps (does not stack
with) the bonus from Power Penetration.
Prerequisites: Power Penetration.
Psionic Focus: Choose a discipline of psionics, such as
Telepathy. The character's powers of that school are more
potent than normal. Add +2 to the Difficulty Class for all
saving throws against powers from the psionic discipline the
character selects to focus on.
The character can gain this talent multiple times. Its effects do
not stack. Each time the character takes the talent, it applies
to a new psionic discipline.
Improved Psionic Focus: Add +4 to the DC for all saving
throws against powers from within the characters discipline if
the character has already taken the Psionic Focus feat for the
selected discipline. This bonus overlaps (does not stack with)
the bonus from Psionic Focus.
The character can gain this talent multiple times. Its effects do
not stack. Each time the character takes the talent, it applies
to a new psionic discipline.
Prerequisites: Psionic Focus (in the chosen discipline).
Master Mechan|c Master Mechan|c Master Mechan|c Master Mechan|c (Fs/on/c Art/ l/cer)
Extreme Machine: By spending 1 action point and making
either a Craft (electronic) or Craft (mechanical) check
(whichever is appropriate for the machine in question), the
character can temporarily improve a machines performance-
at the risk of causing the machine to need repairs later. The
DC for the Craft check depends on the type of improvement
being made, as shown on the table below.
Craft
DC*
Repair
(d%)
Ranged
Weapons
Electronic
Devices Vehicles
15 01-25
+1 to damage or
+5 range incr.
+1 equipment
bonus
+1 on initiative
checks
20 01-50 +2 to damage
+2 equipment
bonus
+1 to
manoeuvre
25 01-75
+3 to damage or
+10 range incr.
+3 equipment
bonus
+2 to
manoeuvre
*For Vehicles add 5 to Craft DC.
The character performs the extreme modifications in 1 hour.
The character cannot take 10 or take 20 on this check. If the
check succeeds, the effect of the improvement lasts for a
number of minutes equal to his or her class level, beginning
when the object is first put into use. The character selects the
single improvement he or she wants to make prior to making
the check. After the duration of the effect ends, the machine
reverts to its previous state and a repair chance percentile roll
is made. The result of this roll indicates whether the machine
requires repairs before it can be used again.
Mastercraft: The character is adept at creating mastercraft
objects. The character applies the mastercraft ability to one of
his or her Craft skills (electronic or mechanical). From this
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point on, he or she can build mastercraft objects using that
skill.
With Craft (electronic), the character can build electronic
devices. With Craft (mechanical), the character can build
mechanical devices, including weapons.
On average, it takes twice as long to build a mastercraft object
as it does to build an ordinary object of the same type. The
cost to build a mastercraft object is equal to the purchase DC
for the components (see the appropriate Craft skill description)
+ the bonus provided by the mastercraft feature. A character
can add the mastercraft feature to an existing ordinary object
by making the Wealth check and then making the Craft check
as though he or she were constructing the object from scratch.
In addition to the Wealth check, the character must also pay a
cost in experience points equal to 25 x his or her class level x
the bonus provided by the mastercraft feature. The XP must
be paid before making the Craft check. If the expenditure of
these XP would drop the character to below the minimum
needed for his or her current level, then the XP cant be paid
and the character cant use the mastercraft talent until he or
she gains enough additional XP to remain at his or her current
level after the expenditure is made.
When successfully completed, a mastercraft object provides a
+1 bonus to its quality compared to an ordinary object of the
same type. All weapons and armor, and certain other types of
equipment, such as computers and electronic devices, can be
constructed as mastercraft objects.
The Craft DC for a mastercraft object is the same as for a
normal object of the same type, as described in the Craft skill,
with the following modification: For a +1 object, add +3 to the
Craft DC; for a +2 object, add +5 to the Craft DC; and for a
+3 object, add +10 to the Craft DC.
Prerequisites: Extreme Machine
Improved Mastercraft: The character can add the
mastercraft ability to another Craft skill, or he or she can
improve his or her ability in the skill selected above, so that
his or her mastercraft objects provide a +2 bonus.
Prerequisites: Mastercraft
Advanced Mastercraft: The character adds another +1
bonus to his or her mastercraft ability. If the character
focuses his or her ability on one Craft skill, his or her
mastercraft objects now provide a +3 bonus. If the character
already has the ability for both Craft skills, he or she chooses
which one to improve to a +2 bonus.
Prerequisites: Improved Mastercraft
M|nd M|nd M|nd M|nd- -- -8lade 8lade 8lade 8lade
FX
(5ou|Kn/le)
Manifest Mind-Blade (Sp): As a move-equivalent action, the
character creates a semisolid blade 1 foot in length composed
of psychic energy. As long as the character holds the blade it
is identical in all ways to a short sword and deals 1d6 points of
piercing damage. The blade can be broken, however the
soulknife can create another. The moment the character
releases the blade it dissipates. The character may take
Weapon Focus, Weapon Specialization (if of the appropriate
class), or Weapon Finesse in conjunction with the mind-blade.
The mind-blade can be used as long as the characters power
point reserve is 1 or more.
Even where psionics does not normally function, the soulknife
can try to sustain the mind-blade by making a Fortitude save
against the DC set by the creator of the effect. Even on a
successful save, the soulknife must roll again next round to
keep the mind-blade in existence.
Enhanced Mind-Blade (+1): The Mind-blade gains a +1
enhancement bonus.
Prerequisites: Manifest Mind-Blade.
Enhanced Mind-Blade (+2): The Mind-blade gains a +2
enhancement bonus. This replaces (does not stack with) the
bonus from Enhanced Mind-Blade (+1).
Prerequisites: Enhanced Mind-Blade (+1).
Enhanced Mind-Blade (+3): The Mind-blade gains a +3
enhancement bonus. This replaces (does not stack with) the
bonus from Enhanced Mind-Blade (+2).
Prerequisites: Enhanced Mind-Blade (+2).
Enhanced Mind-Blade (+4): The Mind-blade gains a +4
enhancement bonus. This replaces (does not stack with) the
bonus from Enhanced Mind-Blade (+3).
Prerequisites: Enhanced Mind-Blade (+3).
Enhanced Mind-Blade (+5): The Mind-blade gains a +5
enhancement bonus. This replaces (does not stack with) the
bonus from Enhanced Mind-Blade (+4).
Prerequisites: Enhanced Mind-Blade (+4).
Free Draw: The character can materialize his or her mind-
blade as a free action instead of a move-equivalent action.
The character can use this extraordinary ability as long as his
or her power point reserve is 11 or more.
Prerequisites: Manifest Mind-Blade.
Imbed Power: The character can imbed any one psionic
power (but no psionic attack modes) of 3rd level or lower that
he or she knows in his or her mind-blade. This spell-like ability
requires a move-equivalent action, and the character must pay
the cost of the power to imbed it. The imbedded power
automatically affects the next target that the character
successfully attacks with the mind-blade. Even if the power
normally affects an area or is a ray, it affects only the target.
The power is discharged from the mind-blade, which can then
hold another power. A mind-blade can never have more than
one power imbedded at a time.
Prerequisites: Manifest Mind-Blade.
Throw Mind-Blade: The character can throw his or her mind-
blade as a ranged weapon with a range increment of 30 feet.
After being thrown, the mind-blade dissipates. The character
can make a sneak attack with a thrown mind-blade (within 30
feet) and can use the blade in conjunction with other special
abilities. The character can use this supernatural ability as
long as his or her power point reserve is 1 or more.
Prerequisites: Manifest Mind-Blade.
Upgrade: The characterss mind-blades base characteristics
are now those of a longsword, so that it deals 1d8 slashing
damage. The character can use the upgraded mind-blade as
long as his or her power point reserve is 7 or more. All talents
and feats previously used for the standard mind-blade also
apply to the upgraded version.
Prerequisites: Inbed Power, Enhanced Mind-Blade (+1).
Imbed Psionic Attack: The character can imbed any one
psionic attack mode that he or she knows in his or her mind-
blade. This spell-like ability requires a move-equivalent
action, and the character must pay the cost of the attack
mode to imbed it. The imbedded attack automatically affects
the next target that the character successfully attacks with the
mind-blade. The target cannot raise a psionic defense mode
and must make its Will save as if flat-footed (treat nonpsionic
defenders as having raised thought shield instead of their
standard nonpsionic buffer). The imbedded attack mode
affects only the target. The attack is discharged, the mind-
blade can then hold another attack mode. A mind-blade can
never have more than one attack mode or power imbedded at
a time.
Prerequisites: Inbed Power.
Sever Life: The character can use imbedded psionic attacks
to strike at the targets life force. A successful attack with a
mind-blade so imbedded overrides the specific ability damage
normally dealt and instead deals temporary Constitution
damage. The same amount of Constitution damage is dealt to
psionic and non-psionic targets alike. The character can use
this supernatural ability as will as his or her power point
reserve is 11 or more.
Prerequisites: Inbed Psionic Attack, Enhanced Mind-Blade
(+1).
Knife to the Soul: The character becomes expert at attacking
an opponents life energy. This ability functions like the sever
life ability, except half the constitution damage dealt is
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permanent. The character can use this supernatural ability as
long as his or her powerpoint reserve is 17 or more.
Prerequisites: Sever Life, Enhanced Mind-Blade (+3).
Power PsyCrystal Power PsyCrystal Power PsyCrystal Power PsyCrystal
FX
(Metam/nd)
Power PsiCrystal (5): As an extra-ordinary ability the
character can use a psicrystal to store extra power points. In
addition to its psicrystal abilities, this item is the equivalent of
a crystal capacitor that can hold 5 power points.
Power PsiCrystal (7): As above, but the PsiCrystal can now
store 7 extra power points instead of 5.
Prerequisites: Power PsiCrystal (5)
Power PsiCrystal (9): As above, but the PsiCrystal can now
store 9 extra power points instead of 7.
Prerequisites: Power PsiCrystal (7)
Power PsiCrystal (11): As above, but the PsiCrystal can now
store 11 extra power points instead of 9.
Prerequisites: Power PsiCrystal (9)
Ps|on|c Item Creat|on Ps|on|c Item Creat|on Ps|on|c Item Creat|on Ps|on|c Item Creat|on
FX
(Fs/on)
A power from one of these items has the effect it would have if
cast by a manifester of that level.
Raw Materials Cost: Creating a FX item requires costly
components, most of which are consumed in the process. The
wealth DC of the raw materials needed to create these items is
the base wealth DC of the item type plus the caster level plus
the spell level.
Using an Item Creation talent also requires access to a
laboratory or workshop, special tools, and so on. A character
generally has access to what he or she needs unless unusual
circumstances apply.
Extra Costs: Any item that stores a power with a costly
material component or an XP cost also carries a
commensurate cost. For stones and tatoos, the creator must
expend the material component or pay the XP when creating
the item. For a dorje, the creator must expend fifty copies of
the material component or pay fifty times the XP cost.
XP Cost: Power and energy that the manifester would normally
have is expended when making a FX item. The XP cost equals
raw materials wealth DC multiplied by the Power Level
multiplied by the Manifester Level. A character cannot spend
so much XP that he or she loses a level. However, on gaining
enough XP to achieve a new level, he or she can immediately
expend XP on creating an item rather than keeping the XP to
advance a level.
Power Cost: Any FX Item that stores a power with a costly
material component or an XP cost also carries a
commensurate cost. In addition to the costs derived from the
base price, the character must expend the material component
or pay the XP when creating the item. When creating a wand
this commensurate cost must be paid 50 times.
Encode Stone: The character can create a power stone of any
power that he or she knows. A stone takes one day for every
50 XP cost to encode.
Base Wealth DC: 14
Prerequisite: Manifester level 1st+.
Scribe Tattoo: The character can create a psionic tattoo of
any psionic power of 3rd level or lower that he or she knows
and that targets a creature or creatures (see Special, below).
Scribing a psionic tattoo takes one day. When the character
creates a psionic tattoo, he or she sets the manifester level.
The manifester level must be sufficient to manifest the power
in question and no higher than the characters own level.
When a character creates a psionic tattoo, he or she makes
any choices that he or she would normally make when
manifesting the power. When its wearer physically activates
the tattoo, the wearer is the target of the power.
All Psychometabolism powers are an exception to the target
criteria, and may be scribed into a tattoo despite the fact that
they are personal powers.
Base Wealth DC: 17
Prerequisite: Caster Level 3rd+.
Craft Dorje: The character can create a dorje of any psionic
power of 9th level or lower that he or she knows (or can gain
access to). A wand takes one day for every 50 XP cost to
create.
A newly created dorje has enough power points to manifest its
primary power fifty times.
Base Wealth DC: 27
Prerequisite: Caster level 5th+.
Craft Crystal Capacitor: The character can create a crystal
capacitor that stores a number of power points equal to or less
than his or her base power points for his or her highest
manifester level. The nature of power point storage, at least in
conjunction with this feat, allows a maximum of 17 power
points to be stored in a single crystal capacitor. Moreover, a
crystal capacitors maximum is always an odd number. Note
that during use, a crystal capacitor very often contains even
numbers of power points, just not when fully charged.
The Power Level of a crystal capacitor is equal to the highest-
level power it could manifest using all its stored power points.
Base Wealth DC: 30
Prerequisite: Caster level 9th+.
Metacreative: The character can create psionic items
(including psionic armors and weapons, psionic tattoos, dorjes,
power stones, and universal items) as if his or her effective
manifester level were one less than his or her actual level
(minimum 1st level). The character must still be of high
enough level to manifest the power in question. The chatacter
can choose to use or not use this feat on each new psionic
item he or she creates
Prerequisite: Any item creation talent.
Master Dorje: The character can manifest a power stored in a
dorje without expending a charge. Instead, the character pays
for the imbedded power from his or her own power point
reserve by spending a number of power points equal to its
standard cost +2. When all the charges of a dorje are
exhausted, the dorje becomes inert; thus, this talent no longer
affects that individual dorje.
Ps|on|c Caster Ps|on|c Caster Ps|on|c Caster Ps|on|c Caster
FX
(Fs/on)
Psionic Casters represent the studied and scientific use of
psionics.
A Psionic Caster uses psionic powers in much the same way as
any other spell caster. Psionic Casters use power points to
fuel their powers but they are limited to a maximum number
of points per day.
Bonus power points (PP) are based on Constitution. The
number of power points tehe Caster has is improved by the
bonus PP, if any.
Constitution
Score
Bonus Power
Points
Constitution
Score
Bonus Power
Points
10-11 0 22-23 11
12-13 1 24-25 13
14-15 3 26-27 15
16-17 5 28-29 17
18-19 7 30-31 19
20-21 9 +2 +2
Psionic Powers are organised into disciplines. The character
may learn any power from a discipline that he or she knows,
providing that the character can manifest powers of that level
and the character has an unused power slot of the powers
level.
Some powers are organised into collections, or successions, of
similar powers. To learn a new power in a succession to
replace a power that the manifester already knows, the
manifester spends the power slot as normal, but is able to re-
use the power slot for the power that was replaced. After
upgrading the manifester still has the option of using lower
level powers in the succession.
So, for example, to upgrade from a 2
nd
-level power to a 4
th
-
level power in the same succession costs a 4
th
-level power
slot, but frees up a 2
nd
-level power slot for reuse.
Each power is keyed to one of the six ability scores. To
manifest a power the psionic manifester must know the power,
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have enough unused power points to pay for the powers cost
and either;
Have a score in the powers key ability of at least 10 + the
power's level.
Succeed a Manifester Level check (d20 + Manifester level)
against a DC of 15 + double the spells level.
The Difficulty Class (DC) for saving throws against the
manifester's powers is the higher of either 10 + the power's
level + the character's Charisma modifier, or 10 + the powers
level + the characters modifier in the powers key ability.
Caster levels from the Psionic Caster talent stack with those
from the Improved Psionic Caster and Advanced Psionic
Caster. These talents may be taken more than once; each
time the Caster level of the individual increases by one, giving
access to more power points and higher level powers.
Psionic Caster: Minor ability to cast psionic powers.
Powers Per Day /
Known
Caster
Level
1
st
2
nd
3
rd
4
th

1 0/1 - - -
2 1/2 - - -
3 1/3 - - -
4 1/3 0/1 - -
5 2/3 1/2 - -
6 2/3 1/3 - -
7 2/3 1/3 0/1 -
8 3/3 2/3 1/2 -
9 3/3 2/3 1/2 -
10 3/3 2/3 1/3 0/1
Improved Psionic Caster: Can cast moderate psionic
powers.
Powers Per Day/Known Caster
Level 1
st
2
nd
3
rd
4
th
5
th
6
th

4 2/3 0/1 - - - -
5 3/3 1/2 - - - -
6 3/4 2/3 - - - -
7 3/4 2/3 0/1 - - -
8 3/4 3/4 1/2 - - -
9 3/4 3/4 2/3 - - -
10 3/4 3/4 2/3 0/1 - -
11 3/4 3/4 3/4 1/2 - -
12 3/4 3/4 3/4 2/3 - -
13 3/4 3/4 3/4 2/3 0/1 -
14 3/4 3/4 3/4 3/4 1/2 -
15 4/4 3/4 3/4 3/4 2/3 -
16 4/4 4/4 3/4 3/4 2/3 0/1
17 4/4 4/4 4/4 3/4 3/4 1/2
18 4/4 4/4 4/4 4/4 3/4 2/3
Prerequisites: Prerequisites: Psionic Caster level 3+;
Knowledge (Behavioral Sciences): Ranks equal to 2 +
Caster Level; Feat: Psionic Talent
Advanced Psionic Caster: Can Manifest Advanced Psionic
Powers.
Powers Per Day/Known Caster
Level 1
st
2
nd
3
rd
4
th
5
th
6
th
7
th
8
th
9
th

6 4/4 3/3 - - - - - - -
7 5/5 4/3 3/2 - - - - - -
8 6/5 5/3 4/2 - - - - - -
9 6/5 6/4 5/3 3/2 - - - - -
10 6/5 6/4 6/3 4/2 - - - - -
11 6/5 6/5 6/4 5/3 3/2 - - - -
12 6/5 6/5 6/4 6/3 4/2 - - - -
13 6/5 6/5 6/4 6/4 5/3 3/2 - - -
14 6/5 6/5 6/4 6/4 6/3 4/2 - - -
15 6/5 6/5 6/4 6/4 6/4 5/3 3/2 - -
16 6/5 6/5 6/4 6/4 6/4 6/3 4/2 - -
17 6/5 6/5 6/4 6/4 6/4 6/3 5/3 3/2 -
18 6/5 6/5 6/4 6/4 6/4 6/3 6/3 4/2 -
19 6/5 6/5 6/4 6/4 6/4 6/3 6/3 5/3 3/2
20 6/5 6/5 6/4 6/4 6/4 6/3 6/3 6/3 4/3
Prerequisites: Improved Psionic Caster, Psionic Caster level
5+, Knowledge (Behavioral Sciences): Ranks equal to 3 +
Caster Level.
Ps|on|c Man|fester Ps|on|c Man|fester Ps|on|c Man|fester Ps|on|c Man|fester
FX
(Fs/on)
Psionic Manifesters represent the instinctive and spontaneous
use of psionics.
A Psionic Manifester manifests psionic powers. Psionic
Manifesters use power points to fuel their powers but they are
limited to a maximum number of points and a maximum level
per manifestation.
Bonus power points (PP) are based on Constitution. The
number of power points she has is improved by the bonus PP,
if any.
Constitution
Score
Bonus Power
Points
Constitution
Score
Bonus Power
Points
10-11 0 22-23 11
12-13 1 24-25 13
14-15 3 26-27 15
16-17 5 28-29 17
18-19 7 30-31 19
20-21 9 +2 +2
Psionic Powers are organised into disciplines. The character
may learn any power from a discipline that he or she knows,
providing that the character can manifest powers of that level
(as described by the Max Power Level column of the tables
below) and the character has sufficient unused Levels Known
to learn the power.
Some powers are organised into collections, or successions, of
similar powers. To learn a new power in a succession to
replace a power that the manifester already knows, the
manifester need only spend the difference in levels to upgrade
it. After upgrading the manifester still has the option of using
lower level powers in the succession.
So, for example, to upgrade from a 2
nd
-level power to a 4
th
-
level power in the same succession costs only 2 Levels Known.
Each power is keyed to one of the six ability scores. To
manifest a power the psionic manifester must know the power,
have enough unused power points to pay for the powers cost
and either;
Have a score in the powers key ability of at least 10 + the
power's level.
Succeed a Manifester Level check (d20 + Manifester level)
against a DC of 15 + double the spells level. Failing this
Manifester Level check by 5 points or more results in the
manifester becoming fatigued.
Some powers and talents allow the manifester to enhance a
manifestation by spending extra power points. The manifester
cannot spend more power points to manifest a single power
than is shown in the Max PP per Power column of the tables
below.
The Difficulty Class (DC) for saving throws against the
manifester's powers is the higher of either 10 + the power's
level + the character's Charisma modifier, or 10 + the powers
level + the characters modifier in the powers key ability.
Manifester levels from the Psionic Manifester talent stack with
those from the Improved Psionic Manifester and Advanced
Psionic Manifester.
These talents may be taken more than once; each time the
manifester level of the individual increases by one, giving
access to more power points and higher level powers.
Psionic Manifester: Minor ability to manifest psionic powers.
Levels
Manifester
Level
Power
Points
Max PP
per power
Max Power
Level
Known
1 +1 1 1 +1
2 +1 1 1 +1
3 +1 2 1 +2
4 +1 3 2 +2
5 +2 4 2 +3
6 +2 5 3 +3
7 +2 6 3 +4
8 +2 7 4 +4
9 +3 8 4 +5
10 +3 9 4 +5

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Improved Psionic Manifester: Can manifest moderate
psionic powers.
Levels
Manifester
Level
Power
Points
Max PP
per power
Max Power
Level
Known
4 +2 4 2 +4
5 +3 5 2 +5
6 +4 6 3 +6
7 +5 7 3 +7
8 +6 8 3 +8
9 +7 9 4 +9
10 +8 10 4 +10
11 +8 11 4 +11
12 +9 12 5 +12
13 +9 13 5 +13
14 +10 14 5 +14
15 +10 15 6 +15
16 +11 16 6 +16
17 +11 17 6 +17
18 +12 18 6 +18
Prerequisites: Prerequisites: Psionic Manifester level 3+;
Psicraft: Ranks equal to 2 + Manifester Level; Feat: Psionic
Talent
Advanced Psionic Manifester: Can Manifest Advanced
Psionic Powers
Levels
Manifester
Level
Power
Points
Max PP per
Power
Max Power
Level
Known
6 +5 7 3 +7
7 +6 8 4 +8
8 +7 9 4 +9
9 +8 10 5 +10
10 +9 11 5 +11
11 +10 12 6 +12
12 +11 13 6 +13
13 +12 14 7 +14
14 +13 15 7 +15
15 +14 16 8 +16
16 +15 17 8 +17
17 +16 18 9 +18
18 +17 19 9 +19
19 +18 20 9 +20
20 +19 21 9 +21
Prerequisites: Improved Psionic Manifester, Psionic Manifester
level 5+, Psicraft: Ranks equal to 3 + Manifester Level.
Ps|Crystal Ps|Crystal Ps|Crystal Ps|Crystal
FX
(Fs/on, Metam/nd)
Encode PsiCrystal: May use this ability a number of times
per day equal to three plus Charisma modifier.
A psion can encode a psicrystal. Doing so takes a day and
requires materials that cost 100 gp (the gem used as the basis
for the psicrystal represents at least 50% of the total cost). A
psicrystal is a psionically charged crystalline stone no more
than 1 inch in diameter. It carries a fragment personality
seeded from the psions own mind, with which the psion can
empathically interact and from which he or she can derive
benefits. A psion may possess no more than one psicrystal at
any one time.
The psion chooses the type of psicrystal he or she gets. As the
psion increases in level, his or her psicrystal also increases in
utility.
If the psicrystal is destroyed the psion must attempt a
Fortitude save (DC 15). If the saving throw fails, the psion
loses 200 experience points per class level. A successful
saving throw reduces the loss by half. However, a psions
experience can never go below 0 as the result of a psicrystals
destruction. A destroyed psicrystal cannot be replaced for six
months.
A psicrystal grants a special ability to its psion owner
depending on the fragment personality seeded in the stone.
Physically, psicrystals have AC 13, hardness 8, and 20 hit
points. Psicrystals "regenerate their crystal matrix at rate of
2d4 hit points per day if damaged. If a psicrystal is brought to
0 hit points, it is destroyed.

PsiCrystal
Caster Level Natural Armour Intelligence
1-2
1
+1 6
3-4
2
+2 7
5-6
3
+3 8
7-8
4
+4 9
9-10 +5 10
11-12
5
+6 11
13-14
6
+7 12
15-16
7
+8 13
17-18 +9 14
19-20 +10 15
1
Sighted: A psicrystal can sense its environment as well as a
sighted, hearing creature can. Darkness (even supernatural
darkness) is irrelevant, as are areas of supernatural silence,
though a psicrystal still cant discern invisible or ethereal
beings. The psicrystals sighted range is 40 feet.
1
Empathic Link: The psion has an empathic link with his or
her psicrystal to a distance of up to one mile. Psions cannot
see using the psicrystals sighted ability, but they can
communicate empathetically. The empathic link between a
psicrystal and its owner limits communication to strong
feelings, so misunderstandings are always possible.
2
Telepathic Link: The psion has a telepathic link with his or
her psicrystal to a distance of up to one mile. Psions cannot
see using the psicrystals sighted ability, but they can
communicate telepathically. The telepathic link allows actual
communication. Psicrystals know all the languages their psion
owners know.
3
Self-Propulsion: If the psion pays the cost of 1 power point,
his or her psicrystal forms spidery, ectoplasmic legs for a day.
The legs grant the psicrystal a speed of 30 feet. The psicrystal
can climb walls and ceilings with its legs at a speed of 20 feet.
The legs fade to nothingness when their duration expires, or if
the psicrystal takes 1 or more points of damage that penetrate
its hardness.
4
Speak with Other Creatures: The psicrystal can
communicate mentally with its owner, other creatures, or
psicrystals within 60 feet, using any language known to its
psion owner (other creatures must speak aloud to return
communication, except for the owner and other psicrystals).
5
Power Resistance: The psicrystals power resistance (PR)
equals the psion owners level plus 5. To affect the psicrystal
with a power, an enemy manifester must make a manifester
check (1d20 + enemys manifester level) at least equal to the
psicrystals power resistance. The psicrystals spell resistance
(SR) equals its power resistance.
6
Sight Link: Once per day, the psicrystals owner can see
what the crystal sees for a period of 1 hour, as long as the
psion and the crystal are not separated by more than one
mile.
7
Channel Power: The psion can manifest powers through the
psicrystal to a distance of up to one mile. The psicrystal is
treated as the powers originator, and all ranges are calculated
from that location. When lhannelling a power through his
psicrystal, the psion manifests the power by paying its cost.
The psion is still subject to attacks of opportunity and other
hazards of manifesting a power, if applicable.
1
Enhanced: The familiar has is better than a normal animal of
its type. Use the normal statistics and modify as follows:
Hit Dice: Use the higher of the familiars Hit Dice or the
masters caster level for effects related to Hit Dice.
Hit Points: One-half the masters total, rounded down.
Attacks: Use the masters base attack bonus. Use the
familiars Dexterity or Strength modifier, whichever is greater,
to get the familiars melee attack bonus with unarmed attacks.
Saving Throws & Skills: Use the normal skills for an animal of
that type or the masters, whichever are better.

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Personality Special
Artiste Owner gains +2 bonus on Craft checks.
Bully Owner gains +2 bonus on Intimidate checks.
Coward Owner gains +2 bonus on Hide checks.
Friendly Owner gains +2 bonus on Diplomacy checks.
Hero Owner gains +2 bonus on Fortitude saves.
Liar Owner gains +2 bonus on Bluff checks.
Meticulous Owner gains +2 bonus on Search checks.
Observant Owner gains +2 bonus on Spot checks.
Poised Owner gains +2 bonus on Balance checks.
Resolve Owner gains +2 bonus on Will checks.
Sage Owner gains +2 bonus on any one
knowledge skill he or she already knows;
once chosen, this does not vary.
Singleminded Owner gains +1 bonus on Concentration
checks.
Sneak Owner gains +2 bonus on Move Silently
checks.
Sympathetic Owner gains +2 bonus on Sense Motive
checks.
Prerequisites: Psionic Manifester level 1+.
Improved PsiCrystal: The character can implant another
personality fragment in his or her psicrystal. The character
gains the benefits listed for both psicrystal types. The
psicrystals personality adjusts and becomes a blend between
all implanted personality fragments.
A character can gain this feat multiple times. Each time, he or
she implants a new personality fragment in the psicrystal,
from which the character derives the noted benefits.
Prerequisites: Encode PsiCsystal.
Kesearch Kesearch Kesearch Kesearch (Fs/on (5eer))
The character has a natural aptitude for study and fact-finding.
These talents can be selected in any order.
Savant: Select one of the skills listed in the following
paragraph. The character gets to add a bonus equal to his or
her class level when making checks with that skill. The
character can take this talent multiple times; each time it
applies to a different skill.
Computer Use, Craft (any single skill), Decipher Script,
Demolitions, Disable Device, Forgery, Investigate, Knowledge
(any single skill), Navigate, Repair, Research, Search.
Linguist: With this talent, the character becomes a master
linguist. Whenever the character encounters a new language,
either spoken or written, he or she can make an Intelligence
check to determine if he or she can understand it. The check is
made with a bonus equal to the characters class level. For a
written language, the bonus applies to a Decipher Script check
instead.
The DC for the check is; DC 15 if the language is in the same
group as a language the character has as a Read/Write
Language or Speak Language skill; DC 20 if the language is
unrelated to any other languages the character knows; and DC
25 if the language is ancient or unique. With this special
ability, a character can glean enough meaning from a
conversation or document to ascertain the basic message, but
this ability in no way simulates actually being able to converse
or fluently read and write in a given language.
Prerequisite: At least 1 rank in either Read/Write Language or
Speak Language for each of three different languages.
Sneak Attack Sneak Attack Sneak Attack Sneak Attack (5ou|Kn/le)
Sneak Attack: Any time the target would be denied her
Dexterity bonus to AC (whether she actually has a Dexterity
bonus or not), the attack deals +1d6 points of damage,
although the damage is not multiplied for a critical hit.
It takes precision and penetration to hit a vital spot, so ranged
attacks can only count as sneak attacks if the target is 30 feet
away or less.
With a sap or an unarmed strike, the character can make a
sneak attack that deals non-lethal damage instead of normal
damage. The character cannot use a weapon that deals normal
damage to deal non-lethal damage in a sneak attack, not even
with the usual -4 penalty, because the character must make
optimal use of his weapon in order to execute the sneak
attack.
The character can only sneak attack living creatures with
discernible anatomies-undead, constructs, oozes, plants, and
incorporeal creatures lack vital areas to attack. Additionally,
any creature immune to critical hits is similarly immune to
sneak attacks. Also, the character must also be able to see the
target well enough to pick out a vital spot and must be able to
reach a vital spot. The character cannot sneak attack while
striking at a creature with concealment or by striking the limbs
of a creature whose vitals are beyond reach.
This talent can be taken more than once, and its effects stack
- thus the extra damage increases by +1d6 points each time
the talent is taken.
Crippling Attack: When the individual with this talent
damages an opponent with a sneak attack, the target also
takes 1 point of Strength damage.
Prerequisites: Sneak Attack +3d6
Stratey Stratey Stratey Stratey (Fs/on (5naper))
The character has the brainpower to see solutions in most
situations. These talents can be selected in any order, but
before the character can select a talent from this tree he or
she must have previously selected at least one talent from the
Research Talent Tree.
Exploit Weakness: After 1 round of combat, the character
can designate one opponent and try to find ways to gain an
advantage by using brains over brawn. The character uses a
move action and makes an Intelligence check (DC 15) with a
bonus equal to his or her class level. If the check succeeds, for
the rest of the combat the character uses his or her
Intelligence bonus instead of either Strength or Dexterity
bonus on attack rolls as the character finds ways to exploit
weaknesses in an opponents fighting style.
Prerequisite: One talent from the Research Talent Tree.
Plan: Prior to a dramatic situation, either combat- or skill-
related, the character can develop a plan of action to handle
the situation. Using this talent requires preparation; the
character cannot use this talent when surprised or otherwise
unprepared for a particular situation.
The character makes an Intelligence check (DC 10) with a
bonus equal to his or her class level. The result of the check
provides the character and allies with a circumstance bonus. A
character cannot take 10 or 20 when making this check.
Check Result Bonus
9 or lower +0 (check failed)
10-14 +1
15-24 +2
25 or higher +3
This bonus can be applied to all skill checks and attack rolls
made by the character and his or her allies, but the bonus only
lasts for the first 3 rounds. After that time, reduce the bonus
by 1 point (to a minimum of +0) for every additional round
the situation continues, as the vagaries of circumstance begin
to unravel even the best-laid plans.
Prerequisite: One talent from the Research Talent Tree.
Trick: The character has the ability to temporarily confuse a
target (a GM character) through the use of ploy and deception.
The target must have an Intelligence score of 3 or higher to be
susceptible to a trick, must be within 30 feet of the character,
and must be able to hear and understand the hero.
To play a trick on a target, the character must use a full-round
action and make an Intelligence check (DC 15), adding his or
her character level as a bonus. If the Intelligence check
succeeds, the target can try to think quickly and ignore the
trick.
The target resists the trick by making a Reflex saving throw
(DC 10 + characters class level + characters Int bonus). If
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the saving throw fails, the target becomes dazed (unable to
act, but can defend normally) for 1 round.
A trick can only be played on a particular target once per
encounter. After the first trick in an encounter, whether the
attempt succeeds or not, that target becomes wary and
immune to such ploys.
Prerequisite: One talent from the Research Talent Tree.
Street Smart Street Smart Street Smart Street Smart (Fs/on (5naper))
Smart Defence: Apply the character Intelligence bonus and
Dexterity bonus to Defence. Any situation that would deny the
Dexterity bonus to Defence also denies the Intelligence bonus.
Skill Mastery: The character selects a number of skills from
characters class list equal to 3 + his or her Intelligence
modifier. When making a skill check using one of these skills,
the character may take 10 even if stress and distractions
would normally prevent him or her from doing so.
Prerequisite: Smart Defence
Smart Survival: The character may spend 1 action point to
reduce the damage dealt by a single attack/ effect by 5 points.
Prerequisite: Smart Defence, BAB +3
Smart Weapon: The character selects one weapon that the
individual is proficient in and can use with one hand. With the
selected weapon, the character can use his or her Intelligence
modifier instead of Strength or Dexterity modifier on attack
rolls.
Prerequisite: Smart Defence, BAB +4
Unbreakable Unbreakable Unbreakable Unbreakable (Fs/on (Lgot/st))
The character is particularly resilient thanks to the following
talents.
Remain Conscious: The character gains the ability to
continue to perform actions when he or she would otherwise
be considered unconscious and dying. When the characters hit
points reach -1, the character can perform as though he or
she were disabled, making either an attack action or a move
action every round until the character reaches -10 hit points
(and dies) or the characters hit points return to 1 or higher.
The character can choose to succumb to unconsciousness if he
or she thinks that doing so might prevent him or her from
taking more damage.
Robust: The character becomes especially robust, gaining a
number of hit points equal to his or her class level as soon as
he or she selects this talent. Thereafter, the hero gains +1 hit
point with each class level gained.
Second Wind: The character can spend 1 action point to gain
a second wind. When the character does this, he or she
recovers a number of hit points equal to his or her Constitution
modifier. This talent does not increase the characters hit
points beyond the characters full normal total.
Stamina: The character recovers twice as fast as normal. So,
the character recovers 2 hit points per character level per
evening of rest, 2 points of temporary ability damage per
evening of rest, and awakens in half the normal time after
being knocked unconscious.
Prerequisite: Robust.
Un|que Item Creat|on Un|que Item Creat|on Un|que Item Creat|on Un|que Item Creat|on
FX
(Psionic Artificer)
Raw Materials Cost: Creating a FX item requires costly
components, most of which are consumed in the process. The
wealth DC of the raw materials given after the items
description.
Using an Item Creation talent also requires access to a
laboratory or workshop, special tools, and so on. A character
generally has access to what he or she needs unless unusual
circumstances apply.
XP Cost: Power and energy that the spellcaster would normally
have is expended when making a FX item. The XP cost is given
after the items description. A character cannot spend so much
XP that he or she loses a level. However, on gaining enough
XP to achieve a new level, he or she can immediately expend
XP on creating an item rather than keeping the XP to advance
a level.
Extra Cost: Some FX items incur extra costs in material
components or XP as noted in their descriptions.
Time: It takes one day for every 50 XP cost to create the item.
Repair: It is also possible to mend a broken FX item if it is one
that the character could make. Doing so costs half the XP, half
the raw materials, and half the time it would take to enchant
that item in the first place.
Craft Universal Item: The character can create any
miscellaneous FX item whose prerequisites the character
meet.
Prerequisite: Manifester level 3rd+.
Craft Arms and Armour: The character can create any FX
weapon, armour, or shield whose prerequisites the character
meets.
A character can also mend a broken psionic weapon, suit of
armor, or shield if it is one that he or she could make. Doing
so costs half the XP, half the raw materials, and half the time
it would take to empower that item in the first place.
The weapon, armour, or shield to be enhanced must be a
masterwork item that the character must provide. (Its cost is
not included in the above cost.)
Prerequisite: Caster level 5th+.
Weapon Master Weapon Master Weapon Master Weapon Master (Fsycn/c warr/or)
Weapon Focus: The character gains the benefit of the feat
with the same name. The character chooses a specific weapon.
The Weapon character can choose unarmed strike or grapple
as the weapon. The character must be proficient with the
chosen weapon. The character adds +1 to all attack rolls made
using the selected weapon.
Weapon Specialization: The character gains weapon
specialization with a specific melee or ranged weapon to which
the Weapon Focus talent or Feat was applied. The character
gets a +2 bonus on damage rolls with the chosen weapon.
Prerequisites: Weapon Focus
Improved Critical: For the weapon the character has applied
weapon specialization to the characters threat range increases
by one.
Prerequisites: Weapon Specialisation, BAB 6+.
Greater Weapon Specialization: The character gains
greater weapon specialization with the weapon he or she
selected for Weapon Specialisation. This ability increases the
bonus on damage rolls to +4 when using the selected weapon.
Prerequisites: Weapon Specialisation, BAB 9+.
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23
F FF FEATS EATS EATS EATS
8ody Fuel 8ody Fuel 8ody Fuel 8ody Fuel
FX
[Ps|on|c| [Ps|on|c| [Ps|on|c| [Ps|on|c|
Prerequisite: Inner Strength, Psionic Talent.
Benefit: The character can "burn ability points as power
points on the basis of 1 power point per 2 ability score points
burned. Burning ability points for power points is a free action:
A character could burn more than 2 ability score points to gain
several power points per free action. Treat reduced ability
scores as temporary ability damage. The character can burn
no more than 60 ability points in a day, regardless of any
ability healing he or she may receive.
Cla|rsent|ent D|sc|ppl|ne Cla|rsent|ent D|sc|ppl|ne Cla|rsent|ent D|sc|ppl|ne Cla|rsent|ent D|sc|ppl|ne
FX
[Focus| [Focus| [Focus| [Focus|
Clairsentient FX effects, called powers, are manifestations of
willpower to see the future and distant places as well as giving
insight into problem solving.
Prerequisites: Psionic Manifester.
Benefit: May learn powers from the Clairsentient Discipline.
Deep Impact Deep Impact Deep Impact Deep Impact
FX
[Ps|on|c| [Ps|on|c| [Ps|on|c| [Ps|on|c|
Prerequisite: Str 13+, Power Attack, Psionic Weapon, base
attack bonus +3 or more.
Benefit: If the character pays 5 power points per strike, he or
she can resolve his or her melee attack with a weapon as a
touch attack for purposes of assessing the foes Armor Class.
The character must decide whether or not to pay the cost prior
to making the melee attack. The weapon remains "charged
for a maximum number of rounds equal to the characters
Strength modifier +1, or until the character makes his or her
next attack, whichever occurs first. If the attack misses, the
power point expenditure is wasted.
D|sarm M|nd D|sarm M|nd D|sarm M|nd D|sarm M|nd
FX
[Ps|on|c| [Ps|on|c| [Ps|on|c| [Ps|on|c|
Prerequisite: Cha 13+, Mental Adversary.
Benefit: The character depletes a number of power points
equal to his or her Charisma modifier x4 from his or her
opponent on any psionic attack that deals 1 or more ability
damage, after accounting for the opponents mental hardness.
To use this feat, the character must pay power points equal to
the cost of the psionic attack +3. The character decides
whether or not to pay the extra cost after discovering the
failure or success of the psionic attack to deal ability damage.
Fell Shot Fell Shot Fell Shot Fell Shot
FX
[Ps|on|c| [Ps|on|c| [Ps|on|c| [Ps|on|c|
Prerequisite: Dex 13+, Point Blank Shot, Psionic Shot, base
attack bonus +3 or more.
Benefit: If the character pays 5 power points per shot, he or
she can resolve his or her ranged attack as a touch attack for
purposes of assessing the foes Armor Class. The character
must decide whether or not to pay the cost prior to making
the ranged attack. The characters bullet, bolt, or arrow
remains "charged for a maximum number of rounds equal to
his or her Dexterity modifier +1, or until the character makes
his or her next attack, whichever occurs first. If the attack
misses, the power point expenditure is wasted.
Great Sunder Great Sunder Great Sunder Great Sunder
FX
[Ps|on|c| [Ps|on|c| [Ps|on|c| [Ps|on|c|
Prerequisite: Str 13+, Power Attack, Sunder, reserve power
points 5+.
Benefit: When the character strikes at an opponents weapon,
he or she ignores half of the weapons total hardness (round
down). "Total hardness includes any magical or psionic
enhancements possessed by the weapon that normally add to
its hardness. However, to strike and do any damage to a
magically or psionically enhanced weapon, the character still
needs a weapon of equal or better enhancement.
Special: A character can also sense the stress points in any
hard construction, such as wooden doors or stone walls, and
can ignore half of the objects total hardness (round down)
when attacking that object.
Improved Ps|on|c Talent Improved Ps|on|c Talent Improved Ps|on|c Talent Improved Ps|on|c Talent
FX
[Ps|on|c| [Ps|on|c| [Ps|on|c| [Ps|on|c|
Prerequisite: Inner Strength, Psionic Talent
Benefit: The character can manifest three more 0-level
powers for free per day than normal.
Inert|al Armor Inert|al Armor Inert|al Armor Inert|al Armor
FX
[Ps|on|c| [Ps|on|c| [Ps|on|c| [Ps|on|c|
Prerequisite: Reserve power points 1+.
Benefit: While the character retains 1 or more power points,
his or her mind automatically generates a tangible field of
force that provides a +4 armor bonus to AC. Unlike mundane
armor, Inertial Armor entails no armor check penalty or speed
reduction. Because inertial armor is composed of psychokinetic
force, incorporeal creatures cant bypass it the way they do
normal armor. The inertial armor can be invisible or appear as
a colored glow, at the characters option. The armor bonus
provided by Inertial Armor does not stack with the armor
bonus provided by a shield or regular armor.
Inner Strenth Inner Strenth Inner Strenth Inner Strenth
FX
[Ps|on|c| [Ps|on|c| [Ps|on|c| [Ps|on|c|
Benefit: The character gains +1 power points.
Special: A character may gain this feat multiple times, each
time gaining a number of power points equal to the previous
Inner Strength gain +1.
Mental Adversary Mental Adversary Mental Adversary Mental Adversary
FX
[Ps|on|c| [Ps|on|c| [Ps|on|c| [Ps|on|c|
Prerequisite: Cha 13+.
Benefit: The character deals +1 ability damage on a
successful psionic attack when he or she pays the cost of the
psionic attack +3 power points. The character decides whether
or not to pay the extra cost after determining the failure or
success of the psionic attack to breach the defenders Will
save.
Special: A character can gain this feat multiple times, each
time gaining the potential to deal bonus damage equal to the
previous damage bonus +1, but at a cost equal to the
previous cost plus 8 power points. The character decides what
increment of bonus damage to deal within the range granted
by gaining this feat multiple times.
Mental Leap Mental Leap Mental Leap Mental Leap
FX
[Ps|on|c| [Ps|on|c| [Ps|on|c| [Ps|on|c|
Prerequisite: Str 13+, 6 ranks of the Jump skill, reserve
power points 3+.
Benefit: The character jumps twice as far or as high as is
indicated on his or her Jump check. The characters maximum
jump (a function of his or her height) is twice normal, and
extra distance jumped (above and beyond the normal distance
rolled) is not counted against the characters total allowed
movement in the round.
Special: A character can take this feat multiple times. Each
time increases his or her jump multiple by one and increases
the prerequisite of reserve power points by +8.
Metacreat|on D|sc|pl|ne Metacreat|on D|sc|pl|ne Metacreat|on D|sc|pl|ne Metacreat|on D|sc|pl|ne
FX
[Focus| [Focus| [Focus| [Focus|
Metacreation FX effects, called powers, are manifestations of
willpower to create objects and energy.
Prerequisites: Psionic Manifester.
Benefit: May learn powers from the Metacreation Discipline.
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2A
M|nd Trap M|nd Trap M|nd Trap M|nd Trap
FX
[Ps|on|c| [Ps|on|c| [Ps|on|c| [Ps|on|c|
Prerequisite: Psychic Bastion.
Benefit: The character depletes a number of power points
equal to 10 + his or her Charisma modifier from the attacking
opponent on any psionic attack that deals 1 or more ability
damage to the character. Against freely manifested attack
modes, Mind Trap deals back ability score damage equal in
type and amount to that dealt the character, plus an additional
2 points. The opponent cannot raise defense modes against
this damage. To do so, the character must pay power points
equal to the cost of the psionic defense +3. The character
decides whether or not to pay the extra cost after discovering
the failure or success of the opponents psionic attack to deal
ability damage.
Power Touch Power Touch Power Touch Power Touch
FX
[Ps|on|c| [Ps|on|c| [Ps|on|c| [Ps|on|c|
Prerequisite: Str 13+, Psionic Fist.
Benefit: The character can make attacks of opportunity using
any power he or she knows with a range of touch, if he or she
has at least one hand free. The Power Touch attack of
opportunity does not preclude the normal manifestation of a
psionic power during the same round. The power used in
conjunction with this feat costs a number of power points
equal to its standard cost +2.
Normal: Attacks of opportunity do not involve casting spells
or manifesting powers.
Special: Possession of the Quicken Power feat reduces the
extra cost of Power Touch to 0 power points (the character still
must pay the standard cost for the power used in the attack of
opportunity).
Ps|on|c Chare Ps|on|c Chare Ps|on|c Chare Ps|on|c Chare
FX
[Ps|on|c| [Ps|on|c| [Ps|on|c| [Ps|on|c|
Prerequisite: Wis 13+, Speed of Thought, reserve power
points 3+.
Benefit: When taking a charge action in combat, the
character can make a number of turns, each of not more
than 90 degrees, equal to his or her Dexterity modifier. The
action still counts as a charge.
Ps|on|c Dode Ps|on|c Dode Ps|on|c Dode Ps|on|c Dode
FX
[Ps|on|c| [Ps|on|c| [Ps|on|c| [Ps|on|c|
Prerequisite: Dex 13+, Dodge, reserve power points 5+.
Benefit: During the characters action, he or she designates
an opponent and receive a +1 dodge bonus to Armor Class
against attacks from that opponent. This can be the same
opponent designated for the standard Dodge feat, or a
separate opponent. If the same opponent is chosen for both
Dodge and Psionic Dodge, the bonuses stack. The character
can select a new opponent on any action. Note: A condition
that makes the character lose his or her Dexterity bonus to
Armor Class (if any) does not make the character lose the
dodge bonus from the Psionic Dodge feat. Also, dodge bonuses
stack with one another, unlike most other types of bonuses.
Ps|on|c F|st Ps|on|c F|st Ps|on|c F|st Ps|on|c F|st
FX
[Ps|on|c| [Ps|on|c| [Ps|on|c| [Ps|on|c|
Prerequisite: Str 13+.
Benefit: The characters unarmed strikes deal +1d4 points of
bludgeoning damage when he or she pays the cost of 1 power
point. The character must decide whether or not to pay the
cost prior to making the melee attack. The characters hand or
foot remains "charged for a maximum number of rounds
equal to the characters Strength modifier +1, or until the
character makes his or her next attack, whichever occurs first.
If the attack misses, the power point expenditure is wasted.
Ps|on|c Shot Ps|on|c Shot Ps|on|c Shot Ps|on|c Shot
FX
[Ps|on|c| [Ps|on|c| [Ps|on|c| [Ps|on|c|
Prerequisite: Dex 13+, Point Blank Shot.
Benefit: The characters ranged shots deal +1d4 points of
piercing damage when he or she pays the cost of 1 power
point. The character must decide whether or not to pay the
cost prior to making the ranged attack. The arrow, bolt, or
bullet remains "charged for a maximum number of rounds
equal to the characters Strength modifier +1, or until he or
she makes his or her next attack, whichever occurs first. If the
attack misses, the power point expenditure is wasted.
Ps|on|c Combat Ps|on|c Combat Ps|on|c Combat Ps|on|c Combat
FX
[Focus| [Focus| [Focus| [Focus|
Prerequisites: Psionic Manifester.
Benefit: May learn Powers from the Attack and Defence
modes listed below:
Attack
1
st
Mind Thrust
PSI
(Int)
2
nd
Ego Whip
PSI
(Dex)
2
nd
Id Insinuation
PSI
(Str)
3
rd
Psychic Crush
PSI
(Wis)
4
th
Mind Blast
PSI
(Cha)
Defence
1
st
Empty Mind
PSI

1
st
Thought Shield
PSI

2
nd
Mental Barrier
PSI

3
rd
Intellect Fortress
PSI

3
rd
Tower of Iron Will
PSI

There are five psionic attack modes and five psionic defense
modes. Each mode is like a specialized psionic power and
generally follows the rules for using a psionic power, but there
are some differences. Successful psionic attacks deal
temporary ability damage, while successful psionic defenses
protect the subject from taking that ability damage. Psionic
characters can target nonpsionic opponents with attack
modes, though nonpsionic creatures are naturally resistant to
most such attacks.
Attack and defense modes do not fall under any one discipline,
nor do they possess levels, although for the purposes of
Concentration checks and Levels Known an equivalent level is
given below.
Each attack mode is keyed to a particular ability score (noted
next to each attack mode in parentheses). The attacker adds
his or her key ability modifier to his or her roll to set the
defenders Will save DC against the attack. The ability also
indicates the specific type of temporary ability damage the
attack deals if successful.
Ps|on|c Talent Ps|on|c Talent Ps|on|c Talent Ps|on|c Talent
FX

Benefit: The Character can manifest a single, simple 0-level
psionic tallent, once per day, as a Psionic Manifester. Psionic
Talents have a number of free manifestations per day, after
which they can be manifest at the expense of one Power
Point(PP) each.
Additionally, any individual with this feat always treats
Psicraft
FX
as a class skill.
Special: Characters with the Psionic Manifester talent gains
Manifester Level free simple or complex talent manifestations
per day. Characters with the Improved Psionic Manifester
talent may manifest 1 + Manifester Level per day, and
finally characters with the Advanced Psionic Manifester talent
may manifest 2 + Manifester Level talents per day.
Simple
Burst
Daze
Detect Psionics
Distract
Far Hand
Finger of Fire
Missive
Valor
Verve

Complex
Bolt
PSI

Catfall
PSI

Control Shadow
PSI

Elfsight
PSI

Float
PSI

Inkling
PSI

Know Direction
PSI

Lesser Natural Armour
PSI

My Light
PSI

Talons
PSI

Telempathic Projection
PSI

Trinket
PSI

Ps|on|c Weapon Ps|on|c Weapon Ps|on|c Weapon Ps|on|c Weapon
FX
[Ps|on|c| [Ps|on|c| [Ps|on|c| [Ps|on|c|
Prerequisite: Str 13+, Power Attack.
Benefit: The characters melee weapon deals +1d4 points of
damage (slashing, piercing, or bludgeoning, as appropriate to
the weapon) when the character pays the cost of 1 power
point. The character must decide whether or not to pay the
cost prior to making the melee attack. The weapon remains
for a maximum number of rounds equal to the characters
Strength modifier +1, or until he or she makes his or her next
attack, whichever occurs first. If the attack misses, the power
point expenditure is wasted.
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2S
Psych|c 8ast| Psych|c 8ast| Psych|c 8ast| Psych|c 8ast|on on on on
FX
[Ps|on|c| [Ps|on|c| [Ps|on|c| [Ps|on|c|
Benefit: The character gains +1 mental hardness against a
foes successful psionic attack when he or she pays the cost of
3 power points. The character decides whether or not to pay
the cost after determining the failure or success of the psionic
attack to breach his or her Will save.
Special: A character can gain this feat multiple times, each
time gaining bonus mental hardness equal to the previous
bonus +1, but the character must pay a cost equal to the
previous cost + 8. The character decides what mental
hardness increment to use within the range granted by gaining
this feat multiple times.
Psych|c Inqu|s|tor Psych|c Inqu|s|tor Psych|c Inqu|s|tor Psych|c Inqu|s|tor
FX
[Ps|on|c| [Ps|on|c| [Ps|on|c| [Ps|on|c|
Prerequisite: Cha 13+, Psychoanalyst.
Benefit: When a living humanoid lies directly to the character,
he or she perceives it. The character detects a maximum
number of lies per conversation equal to his or her Charisma
modifier. A conversation with an individual, once concluded,
may not be renewed with Psychic Inquisitor active for a period
of 8 hours. The character decides when, or if, to begin using
this feat during a conversation.
Psychoanalyst Psychoanalyst Psychoanalyst Psychoanalyst
FX
[Ps|on|c| [Ps|on|c| [Ps|on|c| [Ps|on|c|
Prerequisite: Cha 13+.
Benefit: The character gets a +2 bonus on all Diplomacy,
Bluff, and Intimidate checks against living humanoids with an
Intelligence score of 4 or higher. He or she gets the same +2
bonus on Charisma checks used to influence or interact with
living humanoids having an Intelligence score of 4 or higher.
Psycho|ncurs|on D|sc|pl|ne Psycho|ncurs|on D|sc|pl|ne Psycho|ncurs|on D|sc|pl|ne Psycho|ncurs|on D|sc|pl|ne
FX
[Focus| [Focus| [Focus| [Focus|
Combative FX effects, called powers, are manifestations of
willpower to attack and defend better than normal.
Prerequisites: Psionic Manifester.
Benefit: May learn powers from the Combative Discipline.
Psychok|net|c D|sc|pl|ne Psychok|net|c D|sc|pl|ne Psychok|net|c D|sc|pl|ne Psychok|net|c D|sc|pl|ne
FX
[Focus| [Focus| [Focus| [Focus|
Psychokinetic FX effects, called powers, are manifestations of
willpower to control energy and move external objects.
Prerequisites: Psionic Manifester.
Benefit: May learn powers from the Psychokinetic Discipline.
Psychometabol|c D|sc|pl|ne Psychometabol|c D|sc|pl|ne Psychometabol|c D|sc|pl|ne Psychometabol|c D|sc|pl|ne
FX
[Focus| [Focus| [Focus| [Focus|
Psychometabolic FX effects, called powers, are manifestations
of willpower to manipulate the body, shapechanging, and
healing.
Prerequisites: Psionic Manifester.
Benefit: May learn powers from the Psychometabolic
Discipline.
Psychoportat|on D|sc|pl|ne Psychoportat|on D|sc|pl|ne Psychoportat|on D|sc|pl|ne Psychoportat|on D|sc|pl|ne
FX
[Focus| [Focus| [Focus| [Focus|
Psychoportation FX effects, called powers, are manifestations
of willpower to move; both physically and through dimensions.
Prerequisites: Psionic Manifester.
Benefit: May learn powers from the Psychoportation
Discipline.
Kap|d Metabol|sm Kap|d Metabol|sm Kap|d Metabol|sm Kap|d Metabol|sm
FX
[Ps|on|c| [Ps|on|c| [Ps|on|c| [Ps|on|c|
Prerequisite: Con 13+.
Benefit: The character naturally heals a number of hit points
per day of rest equal to the standard healing rate + his or her
Constitution modifier.
Keturn Shot Keturn Shot Keturn Shot Keturn Shot
FX
[Ps|on|c| [Ps|on|c| [Ps|on|c| [Ps|on|c|
Prerequisite: Dex 13+, Point Blank Shot, Psionic Shot,
reserve power points 5+.
Benefit: The character need not have a free hand (holding
nothing) to use this feat, but he or she must relinquish a two-
handed hold on a single item or drop a shield as a free action.
Once per round when the character would normally be hit with
a ranged weapon, he or she may make a Reflex save (DC 20;
if the ranged weapon has an enhancement bonus to attack,
the DC increases by that amount). If the character succeeds,
he or she snatches the ranged weapon. The character must be
aware of the attack and not flat-footed, and cannot already
have acted in the round. A character may only use this feat
once in any given round.
Snatching a ranged weapon or ammunition (such as an arrow,
bolt, or sling bullet) counts as a free action. If the character
successfully retrieves a bolt, arrow, or sling bullet, the
character can load and fire it back at the foe if the character
holds the appropriate weapon. A bow requires a move-
equivalent action, a crossbow requires a standard action, and
a thrown weapon such as a spear or knife is a free action to
throw back. If the character is not holding a ranged weapon
suitable to the snatched ammunition in, the character cannot
return the attack.
A character makes the return attack at a bonus equal to half
the foes ranged attack bonus (round down) + the characters
full ranged attack bonus. Exceptional ranged weapons, such as
boulders hurled by giants or spells, cant be snatched.
Special: If the character also has the Deflect Arrows feat, the
character makes return attacks at a bonus equal to the foes
full ranged attack bonus + the characters full attack bonus.
Speed of Thouht Speed of Thouht Speed of Thouht Speed of Thouht
FX
[Ps|on|c| [Ps|on|c| [Ps|on|c| [Ps|on|c|
Prerequisite: Wis 13+, reserve power points 1+.
Benefit: The characters base speed is equal to his or her
normal speed +10.
Special: A character can take this feat multiple times. Each
time increases his or her base speed by 10 feet and increases
the prerequisite of reserve power points by 4.
Stand St|ll Stand St|ll Stand St|ll Stand St|ll
FX
[Ps|on|c| [Ps|on|c| [Ps|on|c| [Ps|on|c|
Prerequisite: Str 13+, reserve power points 1+.
Benefit: When a foes movement would otherwise grant the
character an attack of opportunity, the character may give up
that attack and instead attack the foe prior to the foes actual
movement. This is akin to a readied action, but Stand Still
doesnt affect the characters initiative count or actual readied
actions, if any. The foe must succeed at a Fortitude save
against a DC equal to 10 + the damage dealt, or be unable to
move into or out of the area the character threatens-
essentially, this ends the movement of a foe who is closing,
and prevents any movement of a foe who is fleeing (if the
character is normally allowed an attack of opportunity against
the fleeing foe). Since the character uses the Stand Still feat in
place of his or her attack of opportunity, the character may
only do so a number of times per round equal to the number
of times per round he or she could make an attack of
opportunity.
Normal: Attacks of opportunity occur after a foe has already
moved within the area a character threatens; thus, a character
is unable to affect their movement with an attack.
Telepath|c D|sc|pl|ne Telepath|c D|sc|pl|ne Telepath|c D|sc|pl|ne Telepath|c D|sc|pl|ne
FX
[Focus| [Focus| [Focus| [Focus|
Telepathic FX effects, called powers, are manifestations of
willpower to contact and control minds.
Prerequisites: Psionic Manifester.
Benefit: May learn powers from the Telepathic Discipline.
Tr|er Power Tr|er Power Tr|er Power Tr|er Power
FX
[Ps|on|c| [Ps|on|c| [Ps|on|c| [Ps|on|c|
Prerequisite: Inner Strength, Psionic Talent, reserve power
points (see below).
Benefit: Choose any 0-, 1st-, 2nd-, or 3rd-level power the
character knows. From now on the character can attempt to
trigger that power without paying its cost. To trigger a power,
the character must first satisfy the requirement of a power
point reserve equal to or greater than what it would normally
cost to manifest the power. Then, make an ability check
appropriate for the powers discipline. If the character meets
or exceed the ability check DC (see below), the power is
manifested normally with no power point cost. If the character
fails the check, he or she is forced to pay its cost, but the
power is still manifested normally. A character cant use
Trigger Power in conjunction with psionic attack or defense
modes.
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26
DCs for the ability check are determined by level: 0-level, 11;
1st level, 13; 2nd level, 15; and 3rd level, 17.
A character cannot take 10 when using Trigger Power.
Special: A character can take this feat multiple times, each
time using it for a new triggered power.
Unavo|dable Str|ke Unavo|dable Str|ke Unavo|dable Str|ke Unavo|dable Str|ke
FX
[Ps|on|c| [Ps|on|c| [Ps|on|c| [Ps|on|c|
Prerequisite: Str 13+, Psionic Fist, base attack bonus of +3
or more.
Benefit: If the character pays 5 power points per unarmed
attack, he or she can resolve his or her unarmed attack as a
touch attack for purposes of assessing the foes Armor Class.
The character must decide whether or not to pay the cost prior
to making the unarmed melee attack. The characters hand or
fist remains "charged for a maximum number of rounds equal
to his or her Strength modifier +1 or until the characters next
attack, whichever occurs first. If the attack misses, the power
point expenditure is wasted.
Up the Walls Up the Walls Up the Walls Up the Walls
FX
[Ps|on|c| [Ps|on|c| [Ps|on|c| [Ps|on|c|
Prerequisite: Wis 13+, Speed of Thought, Psionic Charge,
reserve power points 5+.
Benefit: The character can take part of one of his or her move
actions on a wall if the character begins and end the move on
a horizontal surface. The height the character can achieve on
the wall is limited only by this movement restriction. If the
character does not end his or her move on a horizontal
surface, he or she falls prone, taking damage as appropriate
for his or her height above the floor. Treat the wall as a
normal floor for the purposes of measuring movement.
Passing the boundary between horizontal and vertical is
equivalent to 5 feet of movement along a normal floor.
Opponents on the floor still get attacks of opportunity as the
character moves up the wall within areas they threaten.
Special: A character can take other move actions in
conjunction with moving on a wall.


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Powcn LisTs

27
P PP PCWEK CWEK CWEK CWEK L LL LISTS ISTS ISTS ISTS
0/sc/p|/nes 0/sc/p|/nes 0/sc/p|/nes 0/sc/p|/nes
Psionic powers are divided into Disciplies, each containing
either six or nine levels of powers.
Power Success|ons Power Success|ons Power Success|ons Power Success|ons
Within each Discipline some powers form power successions in
which a higher-level power completely duplicates and
enhances a lower level power.
Powers in such successions are shown by a number indicator
from O to O. All powers within a single discipline with the same
number are part of the same power succession.
Some powers are not part of a succession, and are indicated
by a diamond 4.
Some Hybrid Disciplines, such as Psychoincurion for example,
contain powers taken from other Disciplines. These
occasionally contain powers that are not part of a succession
in the hybrid Discipline but are part of a succession in their
parent discipline. These are indicated by a broken diamond +.
0/sc/p|/ne L/st/ngs 0/sc/p|/ne L/st/ngs 0/sc/p|/ne L/st/ngs 0/sc/p|/ne L/st/ngs
Cla|rsent|ent D|sc|pl|ne Cla|rsent|ent D|sc|pl|ne Cla|rsent|ent D|sc|pl|ne Cla|rsent|ent D|sc|pl|ne
1
st
Level
OCombat Precognition
ODensity Dissonance
PSI

OExpanded Vision
PSI

4Identify
PSI

4Know Location
PSI

4Object Reading
4Steadfast Gaze
PSI

2
nd
Level
OAugury
PSI

4Clairaudience /
Clairvoyance
4Combat Focus
4Combat Prescience
4Darkvision
ORecall Pain
PSI

4See Invisibility
PSI

4Sensitivity to Psychic
Impressions
3
rd
Level
4Danger Sense
PSI

4Invisibility Purge
PSI

4Nondetection
PSI

4Posion Sense
PSI

4Remote Viewing
PSI

OUbiquitous
Vision
PSI

4Undead Sense
PSI

4
th
Level
OAnchored
Navigation
PSI

4Aura Sight
PSI

4Detect Remote
Viewing
PSI

ODivination
PSI

4Fate of One
PSI

5
th
Level
4Power Resistance
ORecall Agony
PSI

4Sense Psionics
PSI

4True Seeing
PSI

6
th
Level
OPrecognition
PSI

4Remote View
Trap
PSI

OShield of
Prudence
PSI

7
th
Level
OEmulate Power
PSI

OImproved Anchored
Navigation
PSI

4Sequester
PSI

8
th
Level
4Foresight
PSI

4Hypercognition
PSI

OReacall Death
PSI

9
th
Level
OGreater
Emulation
PSI

4Metacreativity
PSI

Improved Emulate Power?
Metacreat|on D|sc|pl|ne Metacreat|on D|sc|pl|ne Metacreat|on D|sc|pl|ne Metacreat|on D|sc|pl|ne
1
st
Level
OAstral Construct I
PSI

4Fire Bolt
OFirefall
PSI

4Grease
PSI

OLesser Metaphysical
Weapon
PSI

OMinor Creation
PSI

4Psycholuminescence
PSI

2
nd
Level
OAstral Construct II
PSI

OBurning Ray
PSI

OEctoplasmic Cocoon
PSI

4Ecto Puppet
PSI

OElectric Charge
OSudden Minor
Creation
PSI


3
rd
Level
OAstral Construct
III
PSI

4Create Food and
Water
PSI

OLightning Strike
OMetaphysical
Weapon
4Mind Darts
OWhitefire
4
th
Level
OAstral Construct IV
PSI

4Dismiss Ectoplasm
PSI

OFire Storm
OFabricate
PSI

4Quintessence
PSI

4Wall of Ectoplasm
PSI

5
th
Level
OAstral Construct V
PSI

4Ectoplasmic Armor
PSI

4Ectoplasmic
Shambler
PSI

4Incarnate
PSI

OMajor Creation
PSI

6
th
Level
OAstral Construct
VI
PSI

OFlaming Shroud
PSI

OImproved
Fabricate
PSI

7
th
Level
OAstral Construct VII
PSI

4Contingency
PSI

OMass Cocoon
PSI

8
th
Level
OAstral Construct VIII
PSI

4Mind Store
PSI

OTrue Creation
PSI

9
th
Level
OAstral Construct
IX
PSI

OGenesis
PSI


Psycho|ncur|on D|sc|pl|ne Psycho|ncur|on D|sc|pl|ne Psycho|ncur|on D|sc|pl|ne Psycho|ncur|on D|sc|pl|ne
1
st
Level
OBiofeedback
PSI

OBite of the Wolf
PSI

+Call Weaponry
PSI

OCombat Precognition
4 44 4Compression
PSI

OExpanded Vision
PSI

4Fire Bolt
4Feel Light
PSI

4Feel Sound
PSI

4Hear Light
PSI

4Hustle
PSI

OLesser Bioweapon
OLesser Metaphysical
Weapon
PSI

+Minor Creation
PSI
OVigor
2
nd
Level
4 44 4Animal Affinity
PSI

4 44 4Body
Equilibrium
PSI

OClaws of the Bear
4Combat Focus
4Combat Prescience
4Darkvision
OElectric Charge
4 44 4Expansion
PSI

4 44 4Levitate
OPainful Touch
PSI

+Sudden Minor
Creation
PSI

4 44 4Vigilance
PSI



3
rd
Level
OBite of the Tiger
PSI

OClaws of the
Vampire
PSI

4 44 4Danger Sense
PSI

4 44 4Displacement
PSI

OImproved
Biofeedback
PSI

OLightning Strike
4Mental Blast
OMetaphysical Weapon
4Mind Darts
4 44 4Prowess
PSI

OUbiquitous Vision
PSI

4
th
Level
+Dimension Door
PSI

ODissolving Touch
PSI

+Fire Storm
OGreater Bioweapon
4 44 4Immovability
PSI

4 44 4Inertial Barrier
PSI

4 44 4Natural Armor
+Polymorph Self
PSI

4 44 4Steadfast Perception
PSI

+Telekinesis
5
th
Level
4 44 4Adamant Grasp
PSI

4 44 4Adapt Body
PSI

4 44 4Catapsi
PSI

4Ectoplasmic
Armor
PSI

+Energy Barrier
PSI

4Graft Weapon
PSI

4Psychic Vampire
PSI

6
th
Level
4 44 4Ablating
PSI

4 44 4Breath of the Dragon
PSI

4 44 4Call Cohort
PSI

+Ethereal Jaunt
PSI

OImproved Vigor
PSI

OShield of Prudence
PSI

4 44 4Suspend Life
PSI

Psychok|net|c D|sc|pl|ne Psychok|net|c D|sc|pl|ne Psychok|net|c D|sc|pl|ne Psychok|net|c D|sc|pl|ne
1
st
Level
OBiocurrent
PSI

4 44 4Control Light
PSI

OControl Object
OCreate Sound
PSI

OLesser Concussion
OMatter Agitation
PSI

4 44 4Stomp
PSI

2
nd
Level
OConcussion
4 44 4Control Air
PSI

OControl Body
PSI

4 44 4Control Flames
PSI

OInvisibility
PSI

Sever the Tie
PSI


3
rd
Level
4 44 4Cone of Sound
PSI

OControl Sound
PSI

OGreater
Concussion
PSI

4 44 4Negate Psionics

4
th
Level
OAmplified
Invisibility
PSI

4 44 4Inertial Barrier
PSI

OMass Concussion
PSI

OTelekinesis
5
th
Level
4 44 4Brilliant Blast
PSI

OClairtangency
PSI

OMatter
Rearrangement
PSI

4 44 4Psychic Vampire
PSI

6
th
Level
4 44 4Ablating
PSI

ODisintegrate
PSI

OGreater
Biocurrent
PSI

4 44 4Null Psionics
Field
PSI

7
th
Level
4 44 4Divert Teleport
PSI

OImproved
Telekinesis
PSI

4 44 4Power Turning
PSI

4 44 4Reddospsi
PSI

OTrue Concussion
PSI

8
th
Level
OImproved
Clairtangency
PSI

OMatter Manipulation
PSI

OTelekinetic Sphere
PSI

9
th
Level
ODetonation
PSI

ODissolution
PSI

OTrue Telekinesis
PSI


M MM M
M MM MM MM MC CC C
C CC CC CC CD DD D
D DD DD DD DE EE E
E EE EE EE EK KK K
K KK KK KK KN NN N
N NN NN NN N
Powcn LisTs

2B
Psychometabol|c D|sc|pl|ne Psychometabol|c D|sc|pl|ne Psychometabol|c D|sc|pl|ne Psychometabol|c D|sc|pl|ne
1
st
Level
OBiofeedback
PSI

OBite of the Wolf
PSI

4 44 4Compression
PSI

4 44 4Empathic Transfer
PSI

4 44 4Feel Light
PSI

4 44 4Feel Sound
PSI

OHammer
PSI

4 44 4Hear Light
PSI

4 44 4Lesser Bioweapon
OLesser Body
Adjustment
4 44 4See Sound
PSI

OVigor
2
nd
Level
4 44 4Animal Affinity
PSI

OBody
Adjustment
PSI

4 44 4Body
Equilibrium
PSI

4 44 4Chameleon
PSI

OClaws of the Bear
4 44 4Expansion
PSI

OPainful Touch
PSI

4 44 4Sustenance
PSI


3
rd
Level
OBite of the Tiger
PSI

OClaws of the
Vampire
PSI

4 44 4Displacement
PSI

4 44 4Duedimensional
Hand
PSI

4 44 4Ectoplasmic Form
PSI

OImproved
Biofeedback
PSI

ORejuvenation
PSI


4
th
Level
ODissolving Touch
PSI

4 44 4Greater Bioweapon
4 44 4Immovability
PSI

4 44 4Natural Armor
OPolymorph Self
PSI

OPsychofeedback
5
th
Level
4 44 4Adapt Body
PSI

OEnergy Barrier
PSI

4 44 4Graft Weapon
PSI

OMetamorphosis
PSI

6
th
Level
4 44 4Breath of the Dragon
PSI

OImproved Vigor
PSI

4 44 4Suspend Life
PSI

7
th
Level
OEnergy Conversion
PSI

4 44 4Fission
PSI

OOak Body
PSI

8
th
Level
4 44 4Hypercognition
PSI

OIron Body
PSI

4 44 4Shadow Body
PSI

9
th
Level
4 44 4Affinity Field
PSI

OShapechange
PSI

OTrue Metabolism
PSI

Psychoportat|on D|sc|pl|ne Psychoportat|on D|sc|pl|ne Psychoportat|on D|sc|pl|ne Psychoportat|on D|sc|pl|ne
1
st
Level
OCall Weaponry
PSI

4 44 4Dissipating Touch
PSI

4 44 4Feather Fall
PSI

4 44 4Skate
PSI

4 44 4Spider Climb
PSI

2
nd
Level
OGlide
PSI

4 44 4Knock
PSI

4 44 4Levitate
4 44 4Psionic Lock
PSI

OSense
Psychoportation
PSI

3
rd
Level
4 44 4Astral Steed
PSI

ODimensional
Slide
PSI

OFly
PSI

OTime Hop
PSI


4
th
Level
4 44 4Dimensional Anchor
PSI

ODimension Door
PSI

ODismissal
PSI

4 44 4Freedom of
Movement
PSI


5
th
Level
OBaleful Teleport
PSI

4 44 4Sending
OTeleport
PSI

4 44 4Teleport Trigger
PSI

6
th
Level
OBanishment
PSI

OEthereal Jaunt
PSI

OImproved Fly
PSI

4 44 4Retrieve
PSI

OTrace Teleport
PSI

7
th
Level
ODivert Teleport
PSI

OEtherealness
PSI

4 44 4Phase Door
PSI

4 44 4Plane Shift
PSI

OTeleport Without
Error
PSI

8
th
Level
4 44 4Dream Travel
PSI

OImproved
Etherealness
PSI

OTeleportation Circle
PSI

OTemporal
Acceleration
PSI

9
th
Level
4 44 4Astral
Projection
PSI

4 44 4Probability
Travel
PSI

OTemporal
Velocity
PSI

OTime
Regression
PSI


Telepath|c D|sc|pl|ne Telepath|c D|sc|pl|ne Telepath|c D|sc|pl|ne Telepath|c D|sc|pl|ne
1
st
Level
OAttraction
OCharm Person
4 44 4Conceal
Thoughts
PSI

4 44 4Demoralize
PSI

ODisable
PSI

OEmpathy
PSI

OLesser Mindlink
OSense Link
PSI

2
nd
Level
OAversion
PSI

OBrain Lock
ODetect Thoughts
4 44 4Inflict Pain
OIntrusive Sense
Link
PSI

OSuggestion


3
rd
Level
OCharm Monster
PSI

4 44 4Crisis of Breath
PSI

OFalse Sensory Input
4 44 4Fate Link
PSI

OLesser Domination
4Mental Blast
OMindlink
4 44 4Schism
PSI

4
th
Level
ODomination
4 44 4Fatal Attraction
PSI

OForced Mindlink
4 44 4Mindwipe
PSI

OTailor Memory
5
th
Level
4 44 4Catapsi
PSI

OCreater
Domination
PSI

4 44 4Metaconcert
PSI

OMind Probe
6
th
Level
4 44 4Aura Alteration
PSI

OMass Suggestion
PSI

4 44 4Mind Switch
PSI

7
th
Level
4 44 4Insanity
PSI

OMass
Domination
PSI

4 44 4Untrablast
PSI

8
th
Level
4 44 4Mind Blank
PSI

OMind Seed
PSI

OTrue
Domination
PSI

9
th
Level
A4 44 4popsi
PSI

OConfidence
PSI

OMicrocosm
PSI

OMonster Domination
PSI

4 44 4Psychic Chirurgery
PSI

O OO OThrall
PSI

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