TEXT: 1
  Psionics augmented: occult
  ◆ Living Legend ◆
  By Forrest Heck
  
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  Psionics Augmented: occult
  Living Legend
  Design Lead: Forrest Heck
  Additional Design: Kevin Ryan, Doug Haworth, Adam Boucher
  Editing: Forrest Heck
  Interior Design: Forrest Heck
  Interior Layout: Forrest Heck
  Interior Artwork: Christina Olszewski [kuri-hime]
  Publisher: Jeremy Smith
  Special thanks to the legions of fans who helped playtest the material in this book and offered new and 
  innovative ideas to include.
  Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the 
  third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game 
  License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names 
  (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements 
  that have previously been designated as Open Game Content or are in the public domain are not included in this 
  declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game 
  product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion 
  of this work other than the material designated as Open Game Content may be reproduced in any form without 
  written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo 
  Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the 
  Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the 
  Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more 
  information on the compatibility license.
  Psionics Augmented: Occult is published by Dreamscarred Press under the Open Game License version 1.0a 
  Copyright 2000 Wizards of the Coast, Inc. 
  © 2016 Dreamscarred Press
  
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  Psionics augmented: occult
  I have always found magic systems fascinating. Class 
  fluff; ability fluff; all of it. It's the little things I found the 
  neatest, like the fact that divine spellcasters don't need to 
  rest to get their spells like arcane spellcasters do, or how 
  the 3.5 bard drew its magic from a completely different 
  source from other mages. 
  This is part of why I've always loved psionics. As a 
  subsystem it's mechanically interesting, and as a collection 
  of fluff it provides further avenues for character creation 
  and worldbuilding. Psionics' classes, feats, and powers 
  create an environment that remains similar enough to 
  the rest of the game to be approachable, but still feels 
  different enough to be refreshing and new.
  We wrote Psionics Augmented: Occult with this outlook 
  in mind. It's not about replacing psychic magic with 
  psionics, or creating psychic options for all the psionic 
  classes—it's about exploring the differences between 
  the two concepts. With this project, our goal was to find 
  places where we could expand both occult concepts 
  and psionic concepts, and to create something new and 
  interesting in the process.
  I hope that you find it as fun as we did.
  —Forrest Heck
  Design Lead, Psionics Augmented: Occult
  The True Power of the Mind
  “I have been asked what I think of those who use magic to 
  See. I have no opinion on them. The results are the same, 
  regardless of how you do it.”
  —Tecla, Oracle of Seven Eyes
  In a dusty room of an ancient library, a wizard studies her 
  books. Her mind overflows with secrets, the formulas 
  and diagrams needed to work his art. Across the world, a 
  priest bows his head, communing with the deity he draws 
  his divine spells from. A scholar of the supernatural buys 
  a cracked rod of wood from a merchant’s shop, knowing 
  that its true value far outweighs the price asked for it.
  Later in the day, each of them calls upon their magic, 
  through a pinch of sulfur, a symbol of divinity, or 
  historical meaning imbued within an object. Through 
  these implements, the mages will each create a perfect 
  sphere of heat and flame.
  In another corner of the world, an alchemist concocts 
  an unstable brew, which will later blossom into a 
  different, but equally magical explosion.
  Finally, a psion takes to the battlefield. The world bends 
  at his direction, and a gout of fire erupts around his foes.
  The end result of these effects is nearly-identical: 
  supernatural fire has been brought into a fight, and 
  corpses lie in its wake. Why are these different, and what 
  makes each of these individuals special?  And why do we 
  care at all?
  Power Sources
  “Though I refuse to waste time citing my myriad sources, 
  I’ll say this: magic is the power of the world. Psionics is the 
  power of the self.”
  —Halford A. Last, Wizard of the Eighth Circle
  You might look at the psionics subsystem published by 
  Dreamscarred Press and wonder what the point of it all 
  is. There are plenty of ways to achieve the same results, 
  and psychic magic has major overlaps with psionics in 
  thematics and abilities. 
  The chief difference between psychic magic and 
  psionics is that psychic magic is largely external, while 
  psionics is largely internal. At its core, psionics is about 
  expressing one's self, and in doing so imposing that self 
  on the world. A psionicist rejects reality and substitutes 
  his own in the local area, fueling their abilities with 
  internal power generated by his mind and soul, rather 
  than drawing it from outside sources.
  In contrast, psychic magic is defined by interacting with 
  and manipulating emotional, spiritual, and conceptual 
  connections between person and person, person and 
  object, and even just the mage and some concept. A 
  psychic mage is not imposing their self on the world, 
  but taking the world and arranging it to fit their needs. 
  Through their ability to utilize tethers between thing 
  and thing, psychic mages gain power.
  Mechanically, psionic power tends to be expressed 
  through effects sustained by the personal power of the 
  psionicist. It is often difficult for a psionicist to anchor 
  their power to something other than themselves. Arcane, 
  divine, and psychic magic, on the other hand, are much 
  better at "leaving" power somewhere—a mage can 
  easily imbue another with a spell or ability, especially 
  regarding beneficial effects.
  While the concepts of the subsystems may be similar, 
  the way psionicists and psychic mages go about doing 
  their respective businesses is evident in their classes, 
  abilities, and descriptive text. When a psionicist does 
  use their powers to trespass in the realm of psychic 
  connections, it is generally in the micro-scale. In contrast, 
  a psychic mage actively draws from external power 
  sources and interacts with these connections on a daily 
  basis. No psychic mage natively empowers themselves 
  to bend reality; they have the natural or learned ability 
  to tap into other sources. Unlike with a psionicist, the 
  fuel comes from elsewhere.
  Those in-between (such as the archetypes in Psionics 
  Augmented: Occult) occupy the same space as characters 
  such as bards, mystic theurges, and multiclassed characters. 
  Through study and talent in both psionics and psychic 
  magic, they can combine concepts from one with the 
  other to become something new.
  Introduction
  
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  Psionics augmented: occult
  Room Enough for Two
  “I’ve never met a mage who didn’t think their brand of 
  magic wasn’t the pinnacle of sorcery. The trick is to just let 
  them keep thinking that. Even if they’re wrong, disabusing 
  them of these notions tends to end explosively.”
  —Grandmaster Kent, War’s End
  Psionics and psychic magic can coexist within a campaign 
  setting. Though they share similar effects, psionics is 
  just as distinct from psychic magic as it is from arcane 
  or divine magic, not only mechanically, but in the 
  background and descriptive fluff. The concept of “power 
  through meditation and self-improvement” is one that 
  exists in many settings, and the psionics subsystem fills 
  that role just as well as classes such as the monk.
  Thematic overlaps between psionics and psychic magic 
  should not be seen as a detractor from either system, but 
  an opportunity to create interesting interactions and 
  characters with the two systems. Every variety of magic 
  has the sorts of abilities that are seen as “iconic psychic 
  powers” in media: telepathy, telekinesis, divination, and 
  the like. That both psychic magic and psionics have them 
  is not a bad thing, nor should it be taken as a reason why 
  one cannot exist if the other does.
  However, that is not to say that the introduction of 
  psychic magic or psionics to a setting should be done 
  without thinking about how the two interact. There are 
  possible confusions that might occur both in and out 
  of character, thanks to some of the stronger overlaps 
  between the two magic systems, compared to the 
  overlaps between psionics and arcane or divine magic. 
  On a superficial level, they seem similar in overall effects, 
  which may mean that in a game world, the uneducated 
  view them as the same power, or at the very least the 
  same type of ability. A setting where the intricacies of 
  the different types of supernatural effects are privy only 
  to their practitioners, and for which those supernatural 
  effects are collected under the umbrella of “magic” to 
  the layman makes just as much sense as a setting where 
  general knowledge about magic is more thorough, and 
  the differences in power source between psionics and 
  psychic magic come to the forefront.
  Alternatively, a GM may want to rename and refluff 
  one or both of these systems. Names are one of the 
  surest ways to change something’s meaning, and as 
  such, altering the names of abilities within psionics (as 
  outlined at the end of Chapter 4 of Ultimate Psionics) can 
  help to solve the issues of thematic overlap. One may 
  also decide to roll psychic magic into the other types 
  of magic, fluffwise—it is easily depicted as “merely” a 
  specialization of arcane or divine magic, similar to how 
  different spellcasters have different focuses or spell lists.
  In the end, what matters is that psionics and psychic 
  magic can coexist with ease. We at Dreamscarred Press 
  believe that psionics and psychic magic work well to 
  complement each other, and hope that this product 
  improves your game as much as it’s improved ours.
  Archetypes and Class Options
  Each alternate class feature presented in an archetype 
  either replaces or alters one or more specific class 
  features from the base class.
  When an archetype includes multiple alternate class 
  features, a character must take all of them—often 
  blocking the character from ever gaining certain 
  standard class features, but replacing them with other 
  options. All class features of the base class that aren’t 
  mentioned among the alternate class features of an 
  archetype remain unchanged and are acquired normally 
  when a character reaches the appropriate level. If an 
  alternate class feature replaces a base class feature, 
  the archetype doesn’t count as having that base class 
  feature for the purpose of meeting any requirements or 
  prerequisites. On the other hand, if an alternate class 
  feature alters an existing class feature, it is considered to 
  be the core class feature for the purposes of meeting any 
  requirements or prerequisites, even if it was renamed.
  A character can take more than one archetype, but 
  none of the alternate class features can replace or alter 
  the same class feature of the base class.
  If a class feature has a series of improvements (such as 
  a fighter’s weapon training or a ranger’s favored enemy), 
  it can be replaced either entirely or partially. By default, 
  an alternate class feature replaces the entire original 
  class feature and all of its improvements. For example, if 
  a class feature states that it replaces trap sense without 
  mentioning a specific bonus, it replaces trap sense 
  entirely. 
  If an alternate class feature replaces one instance of 
  a class feature that’s part of a series, the next time the 
  character would gain an improvement to that ability, 
  the new improvement counts as the lower-level ability 
  that was replaced by the archetype, and all subsequent 
  improvements follow suit. For example, if the barbarian’s 
  3rd-level trap sense +1 were replaced, the barbarian 
  would gain trap sense +1 at 6th level, trap sense +2 at 9th 
  level, and so on.
  Books Needed
  The material in this book expands on the soulknife base 
  class found in Ultimate Psionics. As such, that book, along 
  with the Pathfinder Roleplaying Game Core Rulebook,. 
  is needed to make the most of this release of Psionics 
  Augmented: Occult. Further options for the soulknife 
  class can be found in Psionics Augmented: Seventh Path 
  and Psionics Augmented: Soulknives.
  
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  Psionics augmented: occult
  Living Legend (Soulknife Archetype)
  "True power is telling a story so well that reality cannot  
  bear it to be false.” 
  —Florian, a living legend
  Words have power. Through words, a storyteller can 
  shape a mind. Through a narrative, a storyteller can 
  change the world. Some soulknives take these truths 
  and weaponize them, empowering themselves with the 
  strength of the heroes of old, the subtlety of cunning 
  rogues, and the hidden secrets of wizened mages. The 
  warriors known as living legends hold these ideals in 
  their minds and uses their bodies as a vessel for the 
  powerful words of the past. Through their psionic power, 
  they can bring reality to deeds that may have originated 
  as mere fiction.
  The living legend is an archetype for the soulknife 
  base class detailed in Chapter 2 of Ultimate Psionics.
  Class Skills: A living legend gains Knowledge (all), 
  Linguistics, and Perform as class skills.
  Scholar (Ex): A living legend uses his Intelligence 
  instead of his Wisdom for any soulknife ability he gains, 
  such as blade skills that rely on Wisdom for determining 
  save DC. He also uses his Intelligence instead of his 
  Wisdom for abilities gained from prestige classes that 
  advance his mind blade.
  Protagonist (Su): At 1st level, a living legend gains the 
  ability to channel concepts through himself—sometimes 
  echoes of souls from ages past, sometimes tales that 
  have taken on lives of their own—and use them as 
  a “template” for his psionic power. Each day, a living 
  legend can meditate to accept these tales by undergoing 
  a ritual called a seance, preparing his body and soul to 
  take on the role of a character or archetype. A seance 
  takes 1 hour to perform, and requires the living legend 
  concentrate fully on his preparations; reading and 
  recalling, meditating on a trinket or relic, or even going 
  through combat drills or motions from more active tales. 
  At the end of a seance, the living legend takes on roles 
  given to him by his knowledge and power, inviting a 
  role to take form within his mind. He chooses two of the 
  seven legendary roles described on page 6 to inhabit him 
  for the day. Although each role has a favored location 
  or tale to be drawn out of, the living legend can find his 
  roles wherever he looks if he can conceive of possible 
  conceptual ties between them. He remains playing his 
  roles for 24 hours or until he expels them as a full-round 
  action. A living legend can only hold two roles in a given 
  day; once he has completed a seance, he cannot start 
  another one until the next day.
  At any given time, the living legend has an active role 
  and a passive role. He can switch which is which as a 
  swift action. Regardless of whether or not a role is active 
  The Living Legend
  or passive, the living legend falls under its influence, is 
  beholden to one of its taboos (chosen when he completes 
  his seance), and gains the benefits of its narrative. 
  In addition, he gains the powers of his active role. 
  He gains access to a role’s lesser power at 1st level, its 
  intermediate power at 4th level, its greater power at 
  10th level, and its supreme power at 16th level.
  If the living legend wishes, he may choose to have one 
  or both of his roles not influence his behavior when he 
  completes a seance. If he does so, he does not gain the 
  benefit of those roles’ narratives. He must still choose a 
  taboo as normal.
  The living legend is not magically prevented from 
  breaking his taboos, but if he breaks a taboo for any 
  reason, he takes a –2 penalty on attack rolls, damage 
  rolls, ability checks, skill checks, and saving throws for 1 
  hour. This penalty is not cumulative; if the living legend 
  violates the taboo again while taking the penalty, the 
  duration of the penalty extends to one hour from the 
  most recent violation. If he breaks a given role’s taboo 
  three times while it inhabits him, it leaves him (his other 
  role becomes active if it was previously passive) and he 
  loses the ability to play that role for one week. 
  This ability replaces psychic strike and the blade skills 
  gained at 4th, 10th, 16th levels.
  Storied Blade (Su): Unlike a normal soulknife, a 
  living legend’s mind blade changes its form based 
  on what roles he is playing with his protagonist class 
  feature, starting with the form of his active role’s mind 
  blade. Each role has its unique mind blade listed in its 
  individual description. Unless otherwise noted, these 
  mind blades function as a normal soulknife’s mind 
  blade, including the ability to choose its handedness 
  and damage type. For example, a living legend could 
  materialize the Sacred Relic of the Hierophant as a two-
  handed weapon, a one-handed weapon, or even two 
  separate light weapons. However, if he was wielding the 
  Mystic Might of the Archmage or Thousand Blades of the 
  Champion, he could only use them in the ways listed in 
  their individual descriptions, because they have special 
  rules for their use. The soulknife has access to both of 
  his current roles' mind blades, regardless of which is his 
  active role. This ability replaces form mind blade, and 
  otherwise functions as the soulknife’s form mind blade 
  class feature.
  Shape Mind Blade (Su): As a full-round action, the 
  living legend can reshape his mind blade to one of his 
  current roles’ mind blades. Alternatively, when he 
  changes his active role, he can have his mind blade 
  automatically reshape itself to that role’s mind blade. 
  In addition, the living legend can reassign the ability or 
  abilities he has added to his roles’ mind blades with his 
  enhanced mind blade class feature when he completes a 
  
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  Psionics augmented: occult
  seance. After doing so, the mind blades materialize with 
  the new ability or abilities selected by the living legend. 
  This ability alters shape mind blade.
  Protagonist’s Portrayal (Su): When inviting roles to 
  fill his mind, the living legend is at least in part playing a 
  character, and with that character comes the knowledge 
  needed to accurately portray it. Starting at 1st level, a 
  living legend gains the benefit of one of the following 
  feats, depending on his active role. He need not meet the 
  prerequisites for these feats.
  • 
  Archmage: Precise Shot.
  • 
  Champion: Power Attack.
  • 
  Guardian: Combat Reflexes (using the higher of the 
  living legend's Dexterity and Intelligence to determine 
  the number of additional attacks of opportunity he 
  can make).
  • 
  Hierophant: Enforcer.
  • 
  Marshal: Lookout.
  • 
  Overmind: Psionic Weapon.
  • 
  Trickster: Dirty Fighting.
  This class feature counts as each of these feats for the 
  purposes of prerequisites and requirements, although 
  he only gains the benefit of feats and classes he used this 
  ability to qualify for while he has is playing the role in 
  question. If the living legend already has one of these 
  feats, he may choose another feat to gain the benefit of 
  while the appropriate role is his active role. This feat 
  must be the same type as the feat it replaces (for example, 
  if the living legend is replacing Power Attack, he must 
  choose a combat feat), and the living legend must meet 
  its other prerequisites as normal. This choice is made 
  for each of his roles when he completes his seance, and 
  cannot be changed until he completes another seance.
  This ability replaces the bonus feat gained at 1st level.
  Blade Skills: A living legend cannot choose the Alter 
  Blade, Discipline Blade Shapes, Empowered Fist, Emulate 
  Melee Weapon, Emulate Ranged Weapon, Mind 
  Daggers, Telekinetic Blade, or Telekinetic 
  Bolt blade skills. Blade skills that change 
  the form of his mind blade instead apply 
  their effects to his storied sword without 
  changing how the weapon functions. For 
  example, a living legend with the Mindflayer 
  blade skill would still gain the ability to expend 
  his psionic focus for an added effect on an attack, 
  but would not transform his mind blade into a 
  whip. This ability alters blade skills, but does 
  not cause the living legend archetype to be 
  incompatible with other archetypes that 
  alter the blade skills class feature.
  Legendary Stunts: A living legend gains 
  a number of unique blade skills, which may 
  be selected any time the he would gain a blade skill. 
  Unlike other blade skills, the living legend only gains the 
  benefits of these abilities while he has roles inhabiting 
  him; if he has not completed a seance or expels his roles, 
  he loses access to these abilities. However, while they 
  are tied to individual roles, he can use them regardless 
  of which roles he has. A living legend must be at least 6th 
  level to select any of these blade skills. This ability does 
  not cause the living legend archetype to be incompatible 
  with other archetypes that alter the blade skills class 
  feature.
  Defender’s Oath (Su): As a swift action, the living legend 
  can lay a powerful psionic mark on an opponent he can 
  see. As long as he is psionically focused, that creature 
  takes a –2 penalty on attack rolls for attacks that do not 
  target the living legend, as well as an equal  penalty to 
  their saving throw DCs for any attacks and abilities that 
  do not target him or  otherwise include him in their effect 
  (such as area spells). These penalties increase by –1 at 
  10th level and every five levels thereafter. In addition, 
  while the living legend’s active role is the guardian, he 
  deals additional damage equal to 1/2 his living legend 
  level on a successful attack with his mind blade against 
  
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  Psionics augmented: occult
  an opponent marked with this ability. He can only have 
  one such opponent marked at a time, although he can 
  move his mark to another target as a swift action. A 
  marked opponent remains marked for as long as the 
  living legend can see them and one minute thereafter.
  High Wizard’s Fury (Su): As a standard action, the 
  living legend can expend his psionic focus to detonate 
  his mind blade, scattering it as a cone of fragmented 
  mental energy. This cone has a range of 5 feet per 2 
  living legend levels and deals 1d6 points of piercing and 
  slashing damage per living legend level to each creature 
  caught within its area. A successful Reflex save (DC 10 
  + 1/2 the living legend’s class level + the living legend’s 
  Intelligence modifier) halves the damage. Damage from 
  this ability is subject to damage reduction, although it 
  counts as an attack with the living legend’s mind blade 
  for the purposes of overcoming it. If the living legend’s 
  active role is the archmage, he can choose to deal damage 
  of his active energy type instead (in which case it is not 
  subject to damage reduction, but is affected by energy 
  resistance and immunity as normal).
  Mark of the Heretic (Su): As a standard action, the living 
  legend can expend his psionic focus and make a single 
  attack with his mind blade. If it hits, it deals weapon 
  damage as normal plus additional damage equal to the 
  living legend’s class level and a painful brand sears itself 
  onto the target’s face. The exact shape of the brand is 
  up to the living legend, but any creature bearing it takes 
  a –2 penalty on attack rolls, damage rolls, ability checks, 
  skill checks, and saving throws for 1 hour. The brand 
  stays visible for 1 hour, after which it will disappear if 
  the target receives magical healing of any sort. Once per 
  day, if the living legend’s active role is the hierophant, 
  he may choose to make both the brand and the penalty 
  permanent until the target receives a remove curse spell 
  or similar effect (healing does not remove the brand).
  Now You See Me (Su): While the living legend is psionically 
  focused, he can hide himself from view in the open without 
  anything to actually hide behind as long as he is within 
  10 feet of some sort of shadow. He cannot, however, hide 
  in his own shadow. In addition, while the living legend’s 
  active role is the trickster and he is psionically focused, he 
  can use the Stealth skill even while being observed.
  Paint the Target (Su): The living legend can expend his 
  psionic focus as a free action when he hits an opponent 
  with his mind blade to place a mark on them that only 
  allies can see. The mark lasts for a number of rounds 
  equal to the living legend’s Intelligence modifier. The 
  next time another ally attacks that creature, they can 
  trigger the mark as a free action. If they do, the mark 
  erupts in a small cascade of psionic energy, empowering 
  their strike and allowing it to be resolved against the 
  target’s touch AC. In addition, while the living legend’s 
  active role is the marshal, the mark also casts light as 
  a torch. Opponents of the living legend cannot see this 
  light, and the marked creature may be unable to use 
  Stealth to hide from the living legend and his allies 
  because of the light.
  Secret Techniques (Su): When the living legend completes a 
  seance, he chooses a combat feat he meets the prerequisites 
  for and gains the benefit of that feat while he remains 
  inhabited by his roles. In addition, if one of his roles is the 
  champion, the living legend can change the feat selected 
  by performing weapon drills for ten minutes. If a combat 
  feat has a daily use limitation (such as Stunning Fist) or 
  grants a resource (such as Extra Ki), any uses of that feat 
  or its resource count towards that feat's limit, even if the 
  living legend changes the feat and regains it later.
  Tap Potential (Ps): The living legend gains a single 
  power of up to 2nd level from the psion/wilder power list 
  as a psi-like ability, with a manifester level equal to his 
  living legend level. At 10th level, he gains a power of up 
  to 3rd level, and at 15th level he gains a power of up to 
  4th level. He can use each of these psi-like abilities once 
  per day. In addition, while the living legend’s active role 
  is the overmind, he increases his manifester level with 
  these psi-like abilities by his mind blade’s enhancement 
  bonus. The living legend uses his Intelligence to determine 
  the save DCs of these psi-like abilities.
  Enhanced Mind Blade (Su): When a living legend 
  chooses how he enhances his mind blade, each of his 
  unique mind blades can be given their own combinations 
  of enhancement bonuses and weapon special abilities. 
  These abilities must be able to be applied to the mind blade 
  in question (for example, Mystic Might of the Archmage 
  is a projectile weapon, so it would not be allowed melee-
  only weapon special abilities), and this ability otherwise 
  functions as the normal soulknife’s enhanced mind blade 
  class feature, including the list of special abilities the living 
  legend can draw from and the maximum enhancement 
  bonus he can assign to his mind blades. This ability alters 
  enhanced mind blade.
  Quick-Change (Su): At 13th level, the living legend 
  can more fluidly control his powers and the role he 
  weaves. The living legend can switch his active role and 
  passive roles as a free action a number of times per day 
  equal to his Intelligence modifier (minimum 1). He can 
  use this ability even if it isn’t his turn.
  Written Into History (Su): At 20th level, a living 
  legend truly lives up to his name. He has made his mark 
  on the world, and proves difficult to remove from it so 
  long as his story remains told. If the living legend dies, his 
  soul cannot be trapped or otherwise bound. In addition, 
  as long as a spellcaster knows of the living legend’s story 
  and deeds, they can bring him back to life with raise 
  dead, resurrection, true resurrection, or similar effects 
  without needing expensive material components, his 
  intact corpse, or a piece of his body. He does not gain 
  
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  Psionics augmented: occult
  Archmage
  “It’s such a shame that both knowledge and power tend to find 
  their way into the hands of those who don’t appreciate them.” 
  —Halford A. Last, Wizard of the Eighth Circle
  The archmage is a font of knowledge and arcane power.
  Favored Locations: The archmage is often found 
  within stories of clever wizards, dark overlords, and 
  mystical arts. It is more easily played in locations such as 
  arcane redoubts, libraries, schools, and areas of unusual 
  magic, or when in the possession of a spellbook, staff, or 
  other tool of a mage.
  Influence: While inhabited by the archmage, a you 
  find yourself thirsting for knowledge. You instinctively 
  want to learn, a desire that sometimes conflicts with 
  your other goals. In addition, you grow more arrogant 
  of your abilities, especially those that are magical or 
  psionic in origin.
  Taboos: You choose one of the following taboos when 
  you play this role.
  • You eschew all faith in the divine; you must not be 
  the willing target of divine spells or abilities, and 
  must attempt a Will saving throw against even 
  harmless divine spells and abilities.
  • You must not pass up the opportunity to learn 
  something new and significant (a nontrivial piece 
  of information with a Knowledge check of DC 20 or 
  higher) when that opportunity is directly present.
  • You must use your own magical or psionic solution 
  to a challenge if you can, even if a mundane solution 
  that would require fewer resources is available.
  Narrative: Knowledge fills your mind, drawn from 
  ages past and the legends you recall. While you are 
  psionically focused, you gain an insight bonus on 
  Intelligence checks and Intelligence-based skill checks 
  equal to the maximum enhancement bonus of your 
  mind blade (see Table 2-8: The Soulknife in Chapter 2 of 
  Ultimate Psionics). In addition, you can make Knowledge 
  checks to identify creatures untrained with no limit to 
  the DC.
  Mystic Might of the Archmage (Mind Blade): Your 
  mind blade disperses into flickers of elemental energy 
  dancing around your body. You can no longer make 
  melee attacks with your mind blade; instead, it becomes 
  a ranged weapon with a range increment of 60 feet that 
  deals 1d10 points of bludgeoning, piercing, or slashing 
  damage (chosen when you complete your seance). You 
  add your Intelligence modifier as a bonus on damage 
  rolls with this mind blade, and it has a critical range 
  of 19-20/x2. This damage is based on a Medium-sized 
  creature; adjust the weapon damage as appropriate for 
  a differently-sized living legend. 
  Legendary Roles
  negative levels when returned to life in this way. This 
  ability replaces mind blade mastery.
  The stories invoked by a living legend are as countless as 
  there are possible ideas. Some are the echoes of heroes 
  and villains from the distant past, some potentially 
  dreams of his contemporaries, and others still might be 
  outright fabrications, a legend that grew out of rumor 
  and circumstance to gain a life of its own. Regardless of 
  the tale’s nature, the roles a living legend can play and 
  the characters they empower him to portray all arise 
  from the following seven legends: archmage, champion, 
  guardian, hierophant, marshal, overmind, and trickster.
  Writing Your Own Story
  At the GM’s option, a player of a living legend can write 
  custom legendary roles to play with their protagonist 
  class feature. The mechanics should not change, but the 
  influence and taboos of a given legend can and should 
  be modified to fit your character, your setting, and 
  your campaign. One possible idea would be to create 
  influences and taboos for specific combinations of roles; 
  for example, in one campaign, a living legend might take 
  on the legend of a specific ancient lich (perhaps using 
  the archmage and marshal roles together) into his body. 
  The default influences and taboos could work, but if this 
  dark lord had a unique pattern of behavior, then the 
  living legend playing his role could be influenced by that 
  instead, rather than the fluff that we at Dreamscarred 
  Press have written.
  Another possible change to these roles would be to 
  modify them by culture; perhaps in one region in the 
  setting, there is a legend of an incredibly honest thief who 
  robs the rich to give to the poor—the default trickster 
  influence and taboos involving lies and subtlety may 
  not fit this story, so an alternate role should be written 
  up for the character to use. These roles may potentially 
  be used as rewards; a living legend might find a book 
  detailing a legend he can use with its own influence and 
  taboos, and possibly memories or details that can affect 
  the characters and campaign. A living legend may even 
  find himself being emulated by others, his story having 
  become important enough that others seek to play his 
  role.
  Living Legend Active Energy Types
  Every psionic character, regardless of whether or not 
  they can manifest powers, has an active energy type 
  (cold, electricity, fire, or sonic) that they choose when 
  they become psionically focused. See Chapter 4 of 
  Ultimate Psionics for more details.
  
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  Psionics augmented: occult
  You need at least one hand free to attack with this mind 
  blade. It treated as a projectile weapon, but you do not 
  require ammunition for your mind blade; you can make 
  as many attacks as you are able to in a round. You can 
  only form a single Mystic Might of the Archmage mind 
  blade at any given time, and cannot throw it with the 
  throw mind blade class feature. If you have the Focused 
  Offense blade skill, you can use your Intelligence 
  modifier instead of your Dexterity modifier when 
  making attacks with this mind blade while psionically 
  focused.
  Active Powers: You gain the benefits of the following 
  abilities if the archmage is your active role and you are 
  high enough level.
  Wizardry (Lesser, Su): You can use spell completion 
  and spell trigger items as if you were a wizard of your 
  living legend level. In addition, while you are psionically 
  focused, you can choose to have your Mystic Might of 
  the Archmage mind blade deal damage of your active 
  energy type, rather than its normal damage type. 
  You make the choice to deal energy damage 
  when you make an attack, and can alternate 
  normal or energy damage if you so wish.
  Adept Analysis (Intermediate, Su): 
  When you make a Knowledge check to 
  identify a creature, you gain an insight 
  bonus on attack rolls and damage rolls 
  (including damage rolls from spells, 
  powers, and other abilities) against 
  opponents of that creature’s type for the 
  duration of the encounter. The bonus 
  granted depends on your Knowledge 
  check result, as shown on Table 1-1: 
  Adept Analysis.
  You gain these bonuses even if you 
  could not identify the creature in 
  question, as long as you can discern 
  the type of your opponents (through 
  either visual cues or knowledge of 
  their abilities). You only gain these 
  bonuses while the archmage is your 
  active role, although you can still gain 
  them if the archmage isn’t your active 
  role when you make a Knowledge 
  check to identify a creature (using your 
  check result to determine the bonus 
  gained when you switch your active 
  role to the archmage). 
  If you fight multiple creatures during 
  the same combat, you determine 
  your bonus based on the highest roll 
  you made to identify a creature of a 
  given type. For example, if you face a 
  zombie and an elf, you would make 
  a Knowledge (religion) check to identify the zombie and 
  determine your bonus against undead creatures, and a 
  Knowledge (local) check to identify the elf and determine 
  your bonus against humanoid creatures. If another type 
  of undead joined the fray, you would be able to roll 
  Knowledge (religion) again, this time to identify that 
  creature, and your bonus against all undead creatures 
  this combat could potentially increase. 
  Table 1-1: Adept Analysis
  Check Result
  Bonus Granted
  15 or lower
  +1
  16–25
  +2
  25–30
  +3
  31–35
  +4
  36 or higher
  +5
  
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  Psionics augmented: occult
  Arcane Artillery (Greater, Su): As a student of history, 
  you know that the most emblematic examples of powerful 
  mages are the ones who can level entire battlefields 
  through sheer magical power. You can expend your 
  psionic focus as a swift action to emulate them. For one 
  round, each attack you make with your mind blade affects 
  a 5-foot-radius burst within your maximum range. You 
  take penalties as normal for attacking at more than one 
  range increment. For each attack, make a single attack 
  roll and compare it to the AC of each creature caught 
  within the area to determine if an affected creature is hit. 
  You must be wielding your Mystic Might of the Archmage 
  mind blade to use this ability.
  Legendary Archmage (Supreme, Su): You can twist 
  the world to your liking, creating magical effects to suit 
  your fancy. Once per day, you can cast any spell on the 
  sorcerer/wizard spell list of a level up to your total bonus 
  of your enhanced mind blade ability. Your caster level 
  for this spell is equal to your living legend level, and you 
  must provide any expensive material components for 
  the spell as normal. You use the spell’s normal casting 
  time and components, although you do not suffer from 
  arcane spell failure chances when you use this ability.
  Champion
  “Magic and swordsmanship have one thing in common: a 
  competent warrior needs neither, but uses both.” 
  —Grandmaster Kent, War’s End
  The champion is a paragon of skill at arms.
  Favored Locations: The champion is often found 
  within stories of great warriors, grand battles, and 
  heroic deeds. It is more easily played in locations such 
  as arenas, battlefields, places of historic violence, and 
  practice yards, or when in the possession of a weapon, 
  piece of armor, or other remnant of a warrior.
  Influence: While inhabited by the champion, you are 
  quick to violence and prefer the solidarity of a weapon 
  to spells or contemplation. Your behavior grows more 
  aggressive, and although you realize the merits of 
  patience, you find yourself less willing to wait.
  Taboos: You choose one of the following taboos when 
  you play this role.
  • You become superstitious about arcane spellcasting; 
  you must not be the willing target of arcane spells or 
  abilities and you must attempt a Will saving throw 
  against even harmless arcane spells and abilities.
  • You must choose a weapon group to favor; if you 
  make an attack with a weapon outside that group, 
  you break this taboo. For the purposes of this ability, 
  your mind blade counts as being in that weapon 
  group unless it is currently shaped like an actual 
  weapon (such as with the Thousand Blades of the 
  Champion).
  • You must accept any challenge to prove your 
  prowess in battle, including challenges to single 
  combat—if you breaks the terms of the challenge, 
  or if an ally does with your foreknowledge, you 
  break this taboo.
  Narrative: Your body strengthens to match your role, 
  allowing you to move easier and fight better. While you 
  are psionically focused, you gain an insight bonus on 
  Strength checks and Strength-based skill checks equal to 
  the maximum enhancement bonus of your mind blade 
  (see Table 2-8: The Soulknife in Chapter 2 of Ultimate 
  Psionics). In addition, you gain proficiency with a 
  single melee weapon of your choice, selected when you 
  complete your seance.
  Thousand Blades of the Champion (Mind Blade): 
  Your mind blade takes the form of any melee weapon 
  you are proficient with except for technological weapons. 
  Your mind blade functions as the chosen weapon in all 
  ways, and you can change the weapon it emulates once 
  per round as a free action. You can only have a single 
  one of these mind blades materialized at any one time (if 
  you transform your mind blade into a double weapon, its 
  enhancement bonuses and abilities apply to both ends of 
  the weapon).
  Active Powers: You gain the benefits of the following 
  abilities if the champion is your active role and you are 
  high enough level.
  Grounded (Lesser, Ex): You gain a bonus on saving 
  throws against magical effects (including powers, psi-
  like abilities, spells, spell-like abilities, and supernatural 
  abilities) equal to 1/4 your living legend level (minimum 
  +1). In addition, you can expend your psionic focus as 
  a free action at the end of your turn to make a second 
  saving throw against a magical effect affecting you. You 
  can only attempt one additional save against any given 
  effect using this ability, and can use it even if the effect 
  in question would normally make you unable to take the 
  action.
  Combat Mastery (Intermediate, Su): Once per round, 
  when you hit a creature with a melee attack with your 
  mind blade, you can make a bull rush, disarm, sunder, or 
  trip attempt against that creature as a free action. This 
  combat maneuver attempt does not provoke attacks of 
  opportunity.
  Lightning Rush (Greater, Su): While you are psionically 
  focused, you gain the ability to move up to your speed 
  as a swift action. This movement provokes attacks of 
  opportunity as normal. You can expend your psionic 
  focus to use this ability as a free action, rather than a 
  swift action. If you do, you don't provoke attacks of 
  opportunity during the movement. You can only use this 
  ability once per round, regardless of whether or not you 
  expended your psionic focus. 
  Legendary Champion (Supreme, Su): As a paragon 
  of martial superiority, you can invoke a semblance of 
  reality around yourself, temporarily rending magic 
  into nothingness. Once per day, you can expend your 
  psionic focus as an immediate action to create a zone 
  of dead magic around you. This functions as a null-
  psionics field power centered on you, except that it lasts 
  
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  Psionics augmented: occult
  for a number of rounds equal to 1/2 your living legend 
  level, and you are unaffected by it. Your magical and 
  psionic equipment continues to function within the field, 
  your abilities are not impeded, and magical effects of 
  your choice currently affecting you are not suppressed. 
  Hostile effects on you are suppressed as normal, unless 
  you allow them to remain.
  Guardian
  “Dying is for people who have time to rest.” 
  —Arada Valard, the Unbowed
  The guardian is an exemplar of protection and defense.
  Favored Locations: The guardian is often found within 
  stories of sealed artifacts, perilous rescues, and heroic last 
  stands. It is more easily played in locations such as city 
  walls, forts, gates, and keeps, or when in the possession of 
  a something precious to be protected.
  Influence: While inhabited by the guardian, you 
  become incredibly cautious and guarded in all things, 
  and your caution sometimes gets in the way. You fiercely 
  defend people, places, and things that are important to 
  you, and try to not take risks if it would affect them.
  Taboos: You choose one of the following taboos when 
  you play this role.
  • You must always protect others from danger when 
  you can (including defeated enemies, but not enemies 
  that are an active threat to you and others).
  • You will never let your comrades die, and break this 
  taboo every time an ally you can see drops below 
  zero hit points.
  • You must defend a specific group or type of people 
  (such as a race, the residents of a nation, or the 
  adherents of a religion), based on the role you are 
  playing. You break this taboo if you work against or 
  betray this group.
  Narrative: You become more durable, allowing you to 
  defend your charges more successfully. While you are 
  psionically focused, you gain temporary hit points equal 
  to twice your living legend level. These temporary hit 
  points stack with other temporary hit points as normal, 
  and reset to twice your living legend level each time you 
  gain psionic focus.
  Dependable Steel of the Guardian (Mind Blade): 
  Your mind blade functions as a normal soulknife’s mind 
  blade, except that its melee reach is increased by 5 feet 
  (regardless of your natural reach or size). You can still 
  attack adjacent creatures as normal, and can reshape your 
  mind blade as a full-round action, as if you possessed the 
  normal soulknife’s shape mind blade class feature.
  Active Powers: You gain the benefits of the following 
  abilities if the guardian is your active role and you are 
  high enough level.
  Unyielding Shield (Lesser, Su): While you wield your 
  mind blade, a shield of psionic energy appears in the air 
  next to you. You gain a shield bonus to your AC equal to 2 
  + your mind blade’s enhancement bonus. Unlike a normal 
  shield bonus, this bonus also applies to your touch AC. 
  You do not need a free hand to wield this shield; it moves 
  itself to deflect blows on its own.
  Absorb Blow (Intermediate, Su): You gain damage 
  reduction/– and resistance to acid, cold, electricity, 
  fire, and sonic equal to 1/2 your living legend level. In 
  addition, you can expend your psionic focus as an 
  immediate action to grant this damage reduction and 
  these resistances to an ally within 30 feet for one round.
  Interpose (Greater, Su): Whenever an ally you can 
  see would be hit by an attack or effect (including targeted 
  effects and effects that affect an area), you can expend your 
  psionic focus as an immediate action to move up to your 
  speed towards that ally. This movement does not provoke 
  attacks of opportunity. If you end your movement adjacent 
  to them, the attack or effect targets you instead. If the effect 
  was an attack, then compare it to your AC, potentially 
  causing it to miss. If the effect allowed a saving throw, you 
  can make your own saving throw, as appropriate. 
  Legendary Guardian (Supreme, Su): Your indomitable 
  willpower grants you an unbreachable defense. Once 
  per day as an immediate action, you can ignore the 
  effects of a single attack against you, including magical 
  effects targeting you or whose area or effect includes 
  you. If the attack affects an area or has multiple targets, 
  you can choose to allow each other affected creature 
  to ignore its effects as well. If you used the interpose 
  greater power this round, you can activate this ability 
  as a free action (even if it isn’t your turn), rather than 
  an immediate action. This ability may be used after you 
  know the success or failure of the attack or effect and 
  how much damage it would deal, but it cannot be used 
  after the effect has resolved.
  Hierophant
  "You say you see a garden? I say that I witness a miracle, 
  cunningly made to perpetuate itself.” 
  —Tristana the Pantheon
  The hierophant is a being of true and pure faith.
  Favored Locations: The hierophant is often found 
  within religious texts, or stories of gods, outsiders, or 
  people of faith. It is more easily played in locations such 
  as altars, churches, sacred groves, shrines, or when in 
  the possession of a holy symbol or relic.
  Influence: While inhabited by the hierophant, you 
  try not to deal lethal blows. Whether playing your role 
  means you offer a chance for redemption or that you 
  sacrifice your enemies later on a dark altar, you prefer 
  to take them down without killing them.
  Taboos: You choose one of the following taboos when 
  you play this role.
  • You must follow a code of conduct appropriate to a 
  deity or philosophy tied to the role you are playing 
  (such as the paladin or antipaladin code, a deity’s 
  dogmas, or a druid's oaths about metal armor).
  • You may not deliberately speak any lies, including 
  exaggerating, stating half-truths with intent to 
  
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  Psionics augmented: occult
  deceive, lies by omission, and so on. If you know 
  the answer to a question that someone asks you, 
  you must give the answer.
  • You must not tolerate blasphemy, regardless of 
  what god is being blasphemed. While you need not 
  respond with violence, your disapproval must be 
  voiced or otherwise conveyed.
  Narrative: You gain a spiritual connection to the world 
  around you. While you are psionically focused, you 
  gain an insight bonus on Wisdom checks and Wisdom-
  based skill checks equal to the maximum enhancement 
  bonus of your mind blade (see Table 2-8: The Soulknife 
  in Chapter 2 of Ultimate Psionics). In addition, your 
  spiritual connection grants you a touch of the divine, 
  giving you an aura of alignment like a cleric does. When 
  you take on this role during a seance, choose chaotic, 
  evil, good, or lawful. You appear to be that alignment 
  to effects that detect alignments for as long for as the 
  hierophant inhabits you.
  Sacred Relic of the Hierophant (Mind Blade): Your 
  mind blade functions as a normal soulknife’s mind blade, 
  except that it deals automatically deals nonlethal damage 
  rather than lethal damage against creatures that are not 
  immune to nonlethal damage. You can reshape your 
  mind blade as a full-round action, as if you possessed the 
  normal soulknife’s shape mind blade class feature.
  Active Powers: You gain the benefits of the following 
  abilities if the hierophant is your active role and you are 
  high enough level.
  Power of Faith (Lesser, Su): Choose a single cleric 
  domain or subdomain. You gain that domain’s granted 
  powers as a cleric of your living legend level. You use 
  your Intelligence instead of your Wisdom or Charisma 
  for these domain powers, as appropriate.
  Energy Font (Intermediate, Su): You can channel 
  energy as a cleric of your living legend level a number of 
  times per day equal to 1 + your Intelligence modifier. You 
  choose whether you channel positive or negative energy 
  each time you take on a hierophant role, and use your 
  Intelligence in place of your Charisma for determining 
  its effects. Your mind blade is treated as a holy symbol 
  for the purposes of using this and other abilities while 
  the hierophant is your active role.
  Denounce (Greater, Su): Your holy words allow you 
  to disrupt a trespasser’s connection with the planes. 
  Three times per day, you can expend your psionic focus 
  as a standard action to attempt to send an extraplanar 
  creature within 30 feet back to its home plane. That 
  creature must succeed at a Will save (DC 10 + 1/2 your 
  living legend level + your Intelligence modifier) or be 
  whisked away, as if by a dismissal spell. The target of this 
  ability must be able to hear you speak to be affected by 
  this ability, although it need not understand your words.
  Legendary Hierophant (Supreme, Su): Regardless 
  of your actual faith, your psionic power allows you to 
  become a beacon through the spiritual planes. When 
  you reach out and entreat aid, you know that you can 
  expect someone to be listening. Once per day you can 
  request a minor miracle. This request must be in line 
  with the options for the miracle spell that don't cost 
  powdered diamond. As usual for a miracle, the deity or 
  other being granting the miracle chooses whether or not 
  to grant the request, at its whim. You should work with 
  your GM to determine what sort of beings are inclined 
  towards aiding you when you take on the hierophant 
  role during a seance.
  Marshal
  “Power is self-evident. If you have it, the world will see it.” 
  —Ribault August, the Pristine Hands
  The marshal is a towering presence and an inspiration 
  to others.
  Favored Locations: The marshal is often found within 
  stories of brilliant tacticians, inspiring leaders, and 
  rousing speeches. It is more easily played in locations 
  such as council rooms, stages, theaters, and throne 
  rooms, or when in the possession of powerful stories 
  themselves.
  Influence: While inhabited by the marshal, the time 
  you spend concentrating on your allies often prevents 
  you from attending to other important matters. In 
  addition, you find yourself pushing for a leadership 
  position; it feels slightly wrong for you to not at least 
  nominally in charge of your present allies.
  Taboos: You choose one of the following taboos when 
  you play this role.
  • You may not allow yourself or your allies to prevent 
  a fleeing enemy from escaping, since an at-large 
  villain makes a better tale (this applies only to 
  enemies seeking to escape, not to those retreating 
  to alert others or falling back to fight from a better 
  position).
  • You may never leave an ally behind or allow 
  yourself or your allies to sacrifice another ally, even 
  a summoned creature.
  • You must embrace any opportunity to spread the 
  legend of yourself and your allies, even when a low 
  profile would be helpful.
  Narrative: Your words carry immense weight, 
  allowing you to influence others more easily. While you 
  are psionically focused, you gain an insight bonus on 
  Charisma checks and Charisma-based skill checks equal 
  to the maximum enhancement bonus of your mind blade 
  (see Table 2-8: The Soulknife in Chapter 2 of Ultimate 
  Psionics). In addition, you can use the aid another action 
  as a move action.
  Brilliant Banner of the Marshal (Mind Blade): Your 
  mind blade functions a normal soulknife’s mind blade, 
  except that it glows with a supernatural light that only 
  allies can see. For the purposes of determining if you or 
  your allies can see, your mind blade casts light as a torch. 
  Opponents cannot see this light, and you do not take any 
  penalties on Stealth checks from this light. In addition, 
  allies within 20 feet of you gain a bonus on saving throws 
  
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  Psionics augmented: occult
  against mind-affecting effects equal to your mind blade’s 
  enhancement bonus. You can reshape your mind blade 
  as a full-round action, as if you possessed the normal 
  soulknife’s shape mind blade class feature.
  Active Powers: You gain the benefits of the following 
  abilities if the marshal is your active role and you are 
  high enough level.
  The “I” in Team (Lesser, Su): Choose one teamwork 
  feat you possess. Your allies within 30 feet are treated 
  as having that feat while you are psionically focused, 
  gaining its benefits and allowing them to use the feat with 
  each other (even if they don't meet the prerequisites). 
  Each time you gain psionic focus, you can change your 
  choice, selecting a different feat to share. At 10th level, 
  you can share two teamwork feats while psionically 
  focused instead of one, choosing both when you gain 
  psionic focus.
  Inspiring Call (Intermediate, Su): As a standard 
  action, you can grant all allies who can see and hear 
  you a competence bonus equal to 1/2 the maximum 
  enhancement bonus of your mind blade (see Table 2-8: 
  The Soulknife in Chapter 2 of Ultimate Psionics) on either 
  saving throws or to attack and damage rolls. You choose 
  which bonus to grant each time you use this ability, and 
  the bonus lasts for one round. At 10th level, you can use 
  this ability as a move action, and at 16th level, you can 
  use it as a swift action.
  Decisive Strike (Greater, Su): Three times per day, 
  you can expend your psionic focus as a swift action to 
  allow an ally within 30 feet who can see and hear you to 
  make a single melee or ranged attack during your turn. 
  You can use this ability as a standard action to instead 
  allow the ally to take a standard action.
  Legendary Leader (Supreme, Su): You can inspire 
  even those who lay dying to get up and fight, and your 
  commands can be heard from beyond the grave. Once 
  per day as a standard action, you can order a deceased 
  ally to return to the battle. This ability functions as a 
  resurrection spell, except that it does not require any 
  material components and the ally can have been dead 
  for no longer than one day. You need not touch the ally’s 
  remains; as long as they are within earshot, they will 
  hear your call.
  Overmind
  “It’s not about ‘mind over matter.’ ‘Matter’ isn’t even in 
  the running.” 
  —Tecla, Oracle of Seven Eyes
  The overmind is a being of immense psionic power.
  Favored Locations: The overmind is often found 
  within stories of powerful psionicists, brilliant minds, and 
  battles of will. It is more easily played in locations that are 
  either devoid of other sapient beings or full of them, or 
  when in the possession of psionic items and crystals.
  Influence: While inhabited by the overmind, you become 
  slightly detached from reality. Whether it’s because the role 
  causes you to become contemplative and introspective, or 
  because it causes your emotions to run rampant, your 
  perception of the world is fundamentally changed.
  Taboos: You choose one of the following taboos when 
  you play this role.
  • You must let your emotions flow freely, and break this 
  taboo if you repress your thoughts and don’t speak 
  your mind when you feel strongly about something.
  • You must have great confidence in your mental 
  abilities, and cannot back down from a battle of wills 
  or contest of minds.
  • You must not hide your powers; if prompted, you use 
  your psionic abilities to their fullest when able.
  Narrative: Your spark of psionic power brightens, 
  granting you the benefits of the Unlocked Talent feat 
  (even if you don't meet the prerequisites), except that 
  you use your Intelligence instead of your Charisma to 
  determine its effects. You choose the power learned when 
  you complete your seance.
  Pristine Brand of the Overmind (Mind Blade): Your 
  mind blade functions as a normal soulknife’s mind blade, 
  except that it readily absorbs psionic power. As a swift 
  action, you can charge your mind blade as if by the 
  psychic strike class feature. If you do not have that class 
  feature, your mind blade does not deal any additional 
  damage, although it still counts as charged for the 
  purposes of blade skills and other abilities. This ability 
  counts as psychic strike for the purposes of meeting 
  prerequisites. You can reshape your mind blade as a full-
  round action, as if you possessed the normal soulknife’s 
  shape mind blade class feature.
  Active Powers: You gain the benefits of the following 
  abilities if the overmind is your active role and you are 
  high enough level.
  Mentalism (Lesser, Su): You can use power completion 
  and power trigger items as if you were a psion of your 
  living legend level. In addition, you gain the telepathy 
  ability, allowing you to mentally communicate with any 
  other creature that has a language within 5 feet per living 
  legend level. It is possible to address multiple creatures 
  at once telepathically, although maintaining a telepathic 
  conversation with more than one creature at a time is just 
  as difficult as simultaneously speaking and listening to 
  multiple people at the same time.
  Telekinetic Blade (Intermediate, Su): You gain the 
  benefits of the two-handed throw blade skill (see below). 
  If you already have that blade skill, you instead increase 
  the range increment of your thrown mind blades by 50%. 
  In addition, while you are psionically focused, your mind 
  blade is wreathed in a field of telekinetic force, causing it 
  to deal damage as if it was one size category larger. At 10th 
  level, you can expend your psychic strike as a free action to 
  Two-Handed Throw (blade skill)
  The soulknife gains the ability to throw his mind blade 
  if it is in a two-handed form, with a range increment of 
  10 feet.
  
  13
  Psionics augmented: occult
  increase your mind blade’s critical multiplier by 1 for one 
  round. You can use this ability even after you know if you 
  hit or missed, although it must be used before damage is 
  rolled. You can only use this ability once per round.
  Mind’s Eye (Greater, Su): While you are psionically 
  focused, you can detect the presence of creatures with an 
  Intelligence score of 3 or higher within the range of your 
  telepathy. If you have line of effect to such a creature, you 
  automatically pinpoint its location (although if you cannot 
  otherwise perceive them, they still have total concealment 
  against you). A creature that is immune to mind-affecting 
  effects or under the effect of a mind blank spell or similar 
  effect cannot be detected with this ability.
  Legendary Overmind (Supreme, Su): For a brief 
  moment, you represent the pinnacle of mental power, 
  completely denying the world’s effects on you. Once per 
  day, when you would be killed or knocked unconscious, 
  either through damage reducing you to 0 or fewer hit 
  points or by an effect that kills you outright (such as a death 
  effect or a vorpal weapon), you can activate this ability as 
  an immediate action. You do not take the damage and 
  are completely unaffected by the effect, and reconstruct 
  yourself in any unoccupied space within 100 feet. You 
  regain hit points equal to half your normal maximum 
  when you do so.
  Trickster
  “If you can’t win the day, steal it.” 
  —The Suicide King
  The trickster is a savvy and manipulative master of skills.
  Favored Locations: The trickster is often found within 
  stories of cunning thieves, villainous scoundrels, and 
  secret conspiracies. It is more easily played in locations 
  such as alleys, mazes, taverns, and trap-filled dungeons, 
  or when in the possession of something you have stolen.
  Influence: While inhabited by the trickster, you become 
  a protean manipulator, and begin to see the possibility that 
  everyone around you might have ulterior motives as well. 
  In addition, you feel a need to obfuscate your true identity 
  to strangers, even if that might cause problems for you.
  Taboos: You choose one of the following taboos when 
  you play this role.
  • You can't abide revealing your true identity, and you 
  break this taboo when forced to reveal that you’re 
  disguised. If you wear no disguise, you must answer 
  to a false name rather than your real one.
  • You can never tell the whole truth, and must hide 
  information compulsively.
  • You can never pass up a more lucrative offer than 
  one you’ve already accepted, even if it causes you to 
  appear to switch sides.
  Narrative: Your body becomes more agile and you 
  gain training in bypassing deadly traps. While you are 
  psionically focused, you gain an insight bonus on Dexterity 
  checks and Dexterity-based skill checks equal to the 
  maximum enhancement bonus of your mind blade (see 
  Table 2-8: The Soulknife in Chapter 2 of Ultimate Psionics). 
  In addition, you can use Disable Device to disarm magic 
  traps like a rogue can.
  Invisible Blade of the Trickster (Mind Blade): Your 
  mind blade takes the form of one or more light or one-
  handed weapon mind blades (functioning as a normal 
  soulknife’s mind blade), except that they are transparent 
  and nearly invisible. While wielding this mind blade, 
  you can make Bluff checks to feint in combat and dirty 
  trick combat maneuver attempts as move actions. If you 
  can already use one of these abilities as a move action, 
  you can also choose to do so as a swift action.
  Active Powers: You gain the benefits of the following 
  abilities if the trickster is your active role and you are 
  high enough level.
  Trickster’s Edge (Lesser, Su): Choose any two skills. 
  These skills count as class skills for you, and you are 
  treated as if you had an additional number of ranks 
  in those skills equal to your living legend level (to a 
  maximum of your character level). You may choose 
  different skills each time you complete a seance.
  Sneak Attack (Intermediate, Su): You gain the sneak 
  attack ability. Whenever you attack a creature that’s denied 
  its Dexterity bonus to AC (whether the target actually has a 
  Dexterity bonus or not), or when you flank your target, you 
  deal extra damage. This extra damage is 2d6 at 4th level, 
  and increases by 1d6 for every three living legend levels 
  thereafter. This otherwise functions as the rogue ability of 
  the same name.
  Transfer Magic (Greater, Su): Three times per day, you 
  can make a melee touch attack with your mind blade in 
  place of a normal attack (including during a full attack or 
  an attack of opportunity). If it hits, you randomly steal one 
  of the harmless spells of the highest spell level active on 
  that creature, ending the effect for the original creature 
  and gaining its remaining duration for yourself. This 
  ability does not work on personal-range or instantaneous- 
  or permanent-duration spells. You can only use this ability 
  once per round.
  Legendary Trickster (Supreme, Su): Your  attunement 
  to the tale of the trickster is such that you can trick the 
  world itself, taking any form you wish. Once per day, 
  instead of rolling for a skill check, you can choose your d20 
  result. In addition, you gain the ability to change form at 
  will as if using the greater polymorph spell, except that you 
  can mimic the form of a specific individual. You can only 
  remain transformed with this ability while the trickster is 
  your active role; if you change to another active role, you 
  return to your normal form.
  
  14
  Psionics augmented: occult
  CONSTRUCTION REQUIREMENTS
  COST varies
  +1 Bonus
  5,600 GP
  +2 Bonus
  22.400 GP
  +3 Bonus
  50,400 GP
  CRYSTAL BOOKMARK
  PRICE
  varies
  +1 Bonus
  11,200 GP
  +2 Bonus
  44.800 GP
  +3 Bonus
  100,800 GP
  SLOT none
  ML 3 × bonus
  WEIGHT —
  AURA faint psychokinesis
  New Item
  Like all soulknives, a living legend can empower himself 
  with psionically-imbued crystals. The following is the 
  crystalline focus item for living legends.
  A crystal bookmark looks like a small, thin rectangle of crystal. 
  A soulknife with the living legend archetype, or anyone else 
  with the ability to manifest a storied sword, channels their 
  mind blade through the crystal bookmark when summoning 
  it. This does not otherwise alter the action needed to 
  summon a storied sword; the summoner must simply be 
  holding the crystal bookmark and choose to manifest their 
  weapon through the crystal. Crystal bookmarks have 45 hit 
  points and a hardness of 15.
  When a storied sword is manifested in this fashion, the 
  enhancement bonus and the maximum enhancement 
  bonus of the storied sword is increased by the enhancement 
  bonus of the crystal bookmark, although any enhancement 
  bonus above +5 is lost. The crystal bookmark affects all of 
  the wielder’s storied blades, regardless of which role is his 
  active role or if he is wielding multiple weapons. Throwing 
  a storied blade while wielding a crystal bookmark does not 
  require the bookmark be thrown.
  Crystal bookmarks may only be made with a +1, +2, or +3 
  enhancement bonus. 
  Reference Materials
  Craft Crystalline Focus, ability to manifest a storied blade
  Protagonist Portrayals
  We've reproduced the feats a living legend can gain with 
  his protagonist portrayal class feature here, for ease of 
  reference during play.
  Combat Reflexes (Combat)
  You can make additional attacks of opportunity.
  Benefit: You may make a number of additional attacks 
  of opportunity per round equal to your Dexterity bonus. 
  With this feat, you may also make attacks of opportunity 
  while flat-footed.
  Normal: A character without this feat can make only 
  one attack of opportunity per round and can't make 
  attacks of opportunity while flat-footed.
  Special: The Combat Reflexes feat does not allow a 
  rogue to use her opportunist ability more than once per 
  round. A living legend soulknife whose active role is the 
  guardian uses the higher of his Dexterity and Intelligence  
  modifiers to determine the number of additional attacks 
  of opportunity he can make.
  Dirty Fighting (Combat)
  You can take advantage of a distracted foe. 
  Benefit: When you attempt a combat maneuver check 
  against a foe you are flanking, you can forgo the +2 
  bonus on your attack roll for flanking to instead have the 
  combat maneuver not provoke an attack of opportunity. 
  If you have a feat or ability that allows you to attempt 
  the combat maneuver without provoking an attack of 
  opportunity, you can instead increase the bonus on your 
  attack roll for flanking to +4 for the combat maneuver 
  check. 
  Special: This feat counts as having Dex 13, Int 13, 
  Combat Expertise, and Improved Unarmed Strike for 
  the purposes of meeting the prerequisites of the various 
  improved combat maneuver feats, as well as feats that 
  require those improved combat maneuver feats as 
  prerequisites.
  Enforcer (Combat)
  You are skilled at causing fear in those you brutalize.
  Prerequisites: Intimidate 1 rank.
  Benefit: Whenever you deal nonlethal damage with 
  a melee weapon, you can make an Intimidate check 
  to demoralize your target as a free action. If you are 
  successful, the target is shaken for a number of rounds 
  equal to the damage dealt. If your attack was a critical hit, 
  your target is frightened for 1 round with a successful 
  Intimidate check, as well as being shaken for a number 
  of rounds equal to the damage dealt.
  
  15
  Psionics augmented: occult
  Lookout (Combat, Teamwork)
  Your allies help you avoid being surprised.
  Benefit: Whenever you are adjacent to an ally who 
  also has this feat, you may act in the surprise round as 
  long as your ally would normally be able to act in the 
  surprise round. If you would normally be denied the 
  ability to act in the surprise round, your initiative is 
  equal to your initiative roll or the roll of your ally –1, 
  whichever is lower. If both you and your ally would be 
  able to act in the surprise round without the aid of this 
  feat, you may take both a standard and a move action (or 
  a full-round action) during the surprise round.
  Power Attack (Combat)
  You can make exceptionally deadly melee attacks by 
  sacrificing accuracy for strength.
  Prerequisites: Str 13, base attack bonus +1.
  Benefit: You can choose to take a –1 penalty on all 
  melee attack rolls and combat maneuver checks to gain 
  a +2 bonus on all melee damage rolls. This bonus to 
  damage is increased by half (+50%) if you are making 
  an attack with a two-handed weapon, a one handed 
  weapon using two hands, or a primary natural weapon 
  that adds 1-1/2 times your Strength modifier on damage 
  rolls. This bonus to damage is halved (–50%) if you are 
  making an attack with an off-hand weapon or secondary 
  natural weapon.
  Precise Shot (Combat)
  You are adept at firing ranged attacks into melee.
  Prerequisites: Point-Blank Shot.
  Benefit: You can shoot or throw ranged weapons at an 
  opponent engaged in melee without taking the standard 
  –4 penalty on your attack roll.
  Psionic Weapon (Psionic)
  You can charge your melee weapon with additional 
  damage potential. 
  Prerequisite: Str 13. 
  Benefit: While you maintain psionic focus, your attacks 
  with a melee weapon deal an extra 1 point of damage. 
  Additionally, if you expend your psionic focus as part of 
  an attack with a melee weapon, that attack instead deals 
  an extra 2d6 points of damage. You must decide whether 
  or not to use this feat prior to making an attack. If your 
  attack misses, you still expend your psionic focus.
  Unlocked Talent
  You have discovered your psionic ability, granting you 
  limited manifesting ability.
  Prerequisites: Wild Talent.
  Benefit: You gain 2 power points. In addition, when 
  you take this feat, select any one 1st level power. You 
  treat this power as a power known and can manifest 
  this power with a manifester level of 1 as long as you 
  have a Charisma score of at least 11. Use your Charisma 
  modifier to determine any applicable save DCs. If you 
  have manifester levels from a psionic class, you may 
  instead use the manifester level from that class when 
  manifesting the power gained from this feat, as well as 
  the appropriate key ability modifier.
  Special: The manifester level when manifesting the 
  power granted from this feat is not a true manifester 
  level and does not count as a manifester level for 
  purposes such as bonus power points, feat, item creation, 
  or prestige class prerequisites.
  High-Psionics Soulknives
  As noted in Psionics Augmented: Soulknives, some GMs 
  running higher-magic and psionics campaigns may find it 
  reasonable to add the manifesting and power progression 
  of the gifted blade archetype to all soulknives by default, 
  to create a more a more "psionic’" soulknife. This gives the 
  soulknife more of a competitive edge in a world where 
  manifesting and/or magic is highly dominant, without 
  compromising the combat focus of the class. The gifted 
  blade archetype adds some additional flexibility both in 
  and out of combat, and lets the soulknife stand as both 
  a combative and psionic equal to classes like the psychic 
  warrior and marksman.
  In games with higher levels of expertise, powerful 
  classes and abilities, or just generally better toys available 
  to characters, we at Dreamscarred Press recommend 
  adding the gifted blade archetype's manifesting abilities 
  to the soulknife as well.
  When using this variant, levels in prestige classes 
  that advance a soulknife's gifted blade manifesting also 
  advance their enhanced mind blade ability as if they 
  had gained a level in soulknife. The inverse is also true; 
  levels that advance a soulknife's mind blade advance 
  the soulknife's gifted blade manifesting at an equal rate 
  (if the character possesses manifesting from another 
  source, it is not advanced by such prestige classes).
  If a class advances both the soulknife's manifesting and 
  their mind blade (such as the dark tempest in Ultimate 
  Psionics), then the soulknife's manifesting and mind 
  blade are advanced independently. If the soulknife 
  possesses levels in another manifesting class, they may 
  still choose to advance that class' manifesting, and also 
  progress their mind blade abilities (but not their gifted 
  blade manifesting) as normal.
  For example, a soulknife/psychic warrior who took 
  levels in dark tempest would add their dark tempest level 
  to their soulknife level for the purposes of determining 
  the effectiveness of their mind blade. Then, at each level 
  of the prestige class, they would have to choose whether 
  that level added its manifesting progression to their 
  gifted blade manifesting or psychic warrior manifesting.
  
  16
  Psionics augmented: occult
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a, © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: 
  John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John 
  Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon 
  Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-
  MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, 
  and Steve Townshend.
  Pathfinder Player Companion: Dirty Tactics Toolbox © 2015, Paizo Publishing, 
  LLC;; Authors: Alexander Augunas, Mikko Kallio, Anthony Li, Luis Loza, and 
  Andrew Marlowe.
  The Book of Experimental Might, © 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original 
  content from TSR
  Unearthed Arcana, © 2004, Wizards of the Coast, Inc.; Authors Andy Collins, 
  Jesse Decker, David Noonan, Rich Redman
  The Iconic Bestiary: Classics of Fantasy, © 2005, Lions Den Press; Author Ari 
  Marmell
  Hyperconscious: Explorations in Psionics, © 2004, Bruce R Cordell. All rights 
  reserved
  If Thoughts Could Kill, © 2001–2004, Bruce R. Cordell. All rights reserved.
  Mindscapes, © 2003–2004, Bruce R. Cordell. All rights reserved.
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  Mutants & Masterminds © 2002, Green Ronin Publishing.
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  Modern System Reference Document, © 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
  Psionics Unleashed, © 2010, Dreamscarred Press.
  Ultimate Psionics. © 2011, Dreamscarred Press; Authors: Jeremy Smith and 
  Andreas Rönnqvist.
  Psionics Augmented: Soulknives, © 2015, Dreamscarred Press
  Psionics Augmented: Occult Living Legend, © 2016, Dreamscarred Press
  
  More martial support!
  3 New Base Classes
  New Martial Maneuvers
  New Disciplines
  Now Available at
  dreamscarred.com
  
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