TEXT: 1
  Psionics Augmented
  By Michael Shih
  ◆ Highlord II ◆
  
  1
  Credits
  Author: Michael Shih
  Additional Design: Forrest Heck
  Editing: Forrest Heck
  Artwork: Tithi Luadthong
  Graphic Design: Forrest Heck
  Layout: Forrest Heck
  Publisher: Jeremy Smith
  Special thanks to the legions of fans who helped playtest 
  the material in this book.
  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: 
  Highlord 
  II 
  is 
  published 
  by 
  Dreamscarred Press under the Open Game License version 
  1.0a Copyright 2000 Wizards of the Coast, Inc. 
  © 2017 Dreamscarred Press
  Psionics Augmented
  Highlord II
  Foreword
  This started as just a pet project of mine. The first 
  draft had a lot of promise, but clearly hadn’t reached 
  its full potential. Its core concept was sound, but its 
  implementation was not the best and its identity was 
  lacking. It’s a little embarrassing to think about, but 
  that’s in the past. 
  After months of discussion, iterations, and partial 
  rewrites: now the highlord has its own identity, and boy 
  is it fabulous! I can see so many different ways to play 
  a highlord, but I think each playstyle stays true to the 
  overall theme and their own. 
  This has been a really fun project to work on. I hope 
  you’ll all have just as much fun or more playing it. 
  —Michael Shih, author
  Using this Book
  The options in this book make use of the rules found in 
  Ultimate Psionics and Psionics Augmented: Highlord. As 
  such, these books, along with the Pathfinder Roleplaying 
  Game Core Rulebook, are necessary to make full use of 
  this product.
  Table of Contents
  FOREWORD  
  1
  TABLE OF CONTENTS 
  1
  HIGHLORD ARCHETYPES 
  2
  Cherished 
  2
  Virtuoso 
  5
  HIGHLORD TENETS 
  8
  Ghost (Tenets of Guile) 
  8
  Shepherd (Tenets of Unity) 
  9
  Strategist (Tenets of Adaptation) 
  10
  Tyrant (Tenets of Slaughter) 
  11
   
  OPEN GAME LICENSE 
  12
  
  2
  Psionics Augmented
  Highlord Archetypes
  Archetypes and Class Options
  The first section of this book includes two new highlord 
  archetpes. These archetypes have the following rules:
  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.
  Cherished (Highlord Archetype)
  “How could you possibly strike me? I’m helpless!” 
  —Evie, a cherished
  A cherished is naturally drawn to others. Unlike a 
  normal highlord, her power is not that of the ruler, but 
  of a treasured ally. She uses the minds and hearts of 
  their compatriots as a conduit, allowing her to support 
  her protectors by inspiring them to fight harder and 
  empowering them from afar.
  There are cherished that captivate others naturally, 
  with a genuine, sometimes innocent charm. More 
  malevolent examples use their psionic powers as a 
  tool to control others, rather than merely befriending 
  them. Others still may even be unaware of their psionic 
  manipulation, rallying their allies and manifesting her 
  powers unconsciously in the hopes of aiding those around 
  them. Regardless of how they use their powers, however, 
  cherished tend to find themselves deeply ingrained in 
  any group they take part in, quickly becoming a valued 
  member of even the most antisocial teams.
  Weapon and Armor Proficiencies: A cherished is 
  proficient with all simple weapons, light and medium 
  armor, and shields (except tower shields). This replaces 
  the highlord’s weapon proficiencies.
  Image of Innocence (Su): The cherished’s true 
  motives, however benign or wicked they may be, are 
  concealed behind a psionic veneer of innocence. As 
  long as she is psionically focused, she is immune to any 
  magical, psionic, and supernatural effects that may try 
  to read her mind or detect her intentions. When such 
  effects fail against the cherished, the cherished becomes 
  aware of the attempt and may choose to still seem to 
  be affected, displaying different surface thoughts or 
  intentions than what she truly feels. This ability replaces 
  guarded rulership.
  Way of the Cherished (Su): A cherished does not 
  choose a tenet to follow. Instead, she gains a unique 
  set of abilities, described below. A cherished adds the 
  following psionic powers to her power list, at the listed 
  levels. She can select them normally as highlord powers. 
  • 1st—Empathic connection, suppress compulsion
  • 2nd—Compelling voice, read thoughts
  • 3rd—Forced share pain, guarded sleep
  • 4th—Geth’s mind control, personality parasite
  • 5th—Mind probe, psychic crush
  • 6th—Aura alteration, mind switch
  This ability replaces tenet and alters the cherished’s 
  power list.
  Favor: A cherished’s base power points from the 
  highlord class are halved (if this reduces her base to 0, 
  she must have another source of power points, such as 
  
  3
  Psionics Augmented
  from having a high Charisma score). However, she gains 
  a second pool of power points, equal to that a normal 
  highlord of her level would gain. These power points 
  are referred to as her favor pool, and may only be used 
  to manifest psionic powers and use abilities that affect 
  other allied members of her collective. She may still 
  include herself in effects that allow multiple targets, 
  but can never use these power points on an ability that 
  targets only herself. 
  If the cherished gains bonus power points from having 
  a high Charisma score, she adds them to both of her 
  power point pools. For example, an 8th-level cherished 
  with a Charisma score of 18 (+4 modifier) would have 
  a normal pool of 26 (20 halved to 10, then +16 from her 
  Charisma) and a favor pool of 36 (20 base, then +16 from 
  her Charisma).
  This ability alters power points and replaces tribute.
  Cherished’s Gift: Starting at 1st level, a cherished can 
  always treat her highlord powers as having the network 
  descriptor, but only for the purposes of manifesting 
  them on allied collective members. When she manifests 
  a power in this way, she can remove the mind-affecting 
  descriptor from the power, and ignores the ally’s power 
  resistance (if any) against the power. This ability replaces 
  conscription and gift of power.
  Treasured by All (Su): Whenever a creature attempts 
  to damage or inflict a harmful condition upon the 
  cherished with an attack or ability, the cherished can 
  attempt to demoralize that creature as a free action. 
  Instead of making an Intimidate check, the cherished rolls 
  1d20 and adds her manifester level and her Charisma 
  modifier to determine the demoralize attempt result. If 
  she normally gains any extra bonuses on Diplomacy 
  checks (such as from Skill Focus or her first impression 
  class feature), these bonuses are also added to the check. 
  She may make this attempt regardless of the location 
  of her assailant, and it occurs before the action that 
  prompted it, (potentially causing the attacker to miss). If 
  the cherished wishes, creatures who can perceive her get a 
  sense that they should not attack the cherished. The exact 
  details of this sense varies from cherished to cherished, 
  and creature to creature, but generally, it creates a slight 
  feeling that the cherished is innocent, nonthreatening, or 
  heavily guarded, in spite of any evidence to the contrary. 
  The cherished can only demoralize a creature with this 
  ability once per action, regardless of whether or not they 
  attacked her multiple times during it.
  Regardless of the success or failure of this attempt, 
  the cherished can then send a mental call for aid to 
  an allied collective member as an immediate action. 
  That ally is granted a standard action that they use 
  immediately (even if it isn’t their turn), as long as that 
  the action affects or moves them closer to the cherished 
  or her attacker. The member of the collective who takes 
  this action becomes staggered for 1 round (even if they 
  would normally be immune).
  This ability replaces lifeblood resonance.
  Tenet Power: At 1st level, a cherished gains appointed 
  champion as a bonus power known (see the next page).
  
  4
  Psionics Augmented
  APPOINTED CHAMPION
  Discipline psychometabolism; Level cherished 1
  Display mental
  Manifesting Time see text
  Range close (25 ft. + 5 ft./2 levels)
  Target one member of your collective other than you
  Duration concentration
  Saving Throw none; Power Resistance yes
  Power Points 1
  You must be a highlord with the cherished archetype to 
  manifest this power. You cannot learn this power with the 
  Expanded Knowledge feat or similar abilities.
  You grant one of your close companions your blessing, 
  enhancing their body with your psionic power. The image 
  of your ideal protector is made manifest, melding with 
  the impressions and desires of your ally. With your psionic 
  support, a willing member of your collective temporarily 
  ascends to the status of your champion.
  You can manifest this power as either a standard action 
  or a move action; if you manifest it as a move action, 
  concentrating on it is likewise a move action.
  • Standard Action: You choose a choice from both 
  Enhancement Menu A and Ability Menu A from the 
  minor metamorphosis power. Your champion gains 
  those effects for as long as you maintain this power.
  • Move Action: You choose a choice from either 
  Enhancement Menu A or Ability Menu A from the 
  minor metamorphosis power. Your champion gains 
  that effect for as long as you maintain this power.
  You can use your treasured by all and air of fragility 
  abilities to affect opponents who attack your champion, as 
  well as yourself, though your air of fragility breaks for 1 round 
  after using it once to protect your champion, regardless of 
  whether or not it was successful. You may freely choose 
  to not protect an ally with either of these abilities, if you 
  wish, saving their defenses for yourself.. In addition, choose 
  a decree that you know. While you maintain this power, you 
  can use that decree on your champion without expending 
  your psionic focus.
  Augment: This power can be augmented in one or more 
  of the following ways. Every 2 power points you spend 
  augmenting this power adds +1 to the power’s save DC 
  (if any). This is in addition to the effects of the augments 
  themselves. 
  • For every additional power point you spend, you gain a 
  +1 bonus on concentration checks made for this power, 
  except to manifest it defensively.
  • If you spend 3 additional power points, your champion 
  can choose to use your base attack bonus instead of 
  their own for their attack rolls (including for gaining 
  iterative attacks) during the duration of the power.
  • You may spend additional power points to gain an 
  additional choice from the Enhancement or Ability 
  menus you have access to (so Menu A for the 
  base power, Menu B if you augmented it to use 
  metamorphosis’ menus, and so on). These additional 
  choices cost 2 power points for Menu A, 4 power 
  points for Menu B, and 6 power points for Menu 
  C. You can use this augment multiple times for any 
  combination of choices, but you cannot select the 
  same choice more than once.
  • If you spend 4 additional power points, choose from the 
  Enhancement or Ability menus of the metamorphosis 
  power.
  • If you spend 10 additional points, choose from 
  the Enhancement or Ability menus of the major 
  metamorphosis power.
  First Command (Su): A cherished gains highlord’s 
  command as her decree at 1st level. In addition, they 
  gain an expanded use of this decree. While using its 
  effect, the cherished can give a specialized command 
  to an ally in their collective, allowing that ally to make 
  a single attack with a weapon they are wielding, at 
  their highest attack bonus. The ally does not gain any 
  additional actions from this effect, but unlike other uses 
  of the decree, this does not stagger them.
  Talents (Su): A cherished gains empathy as a psionic 
  talent at 1st level.
  First Impression (Su): Starting at 2nd level, a 
  cherished gains a bonus on Diplomacy checks equal to 
  1/2 her class level. Creatures’ starting attitudes towards 
  the cherished are improved by one step (from hostile 
  to friendly, friendly to indifferent, and so on), up to a 
  maximum of helpful. This ability replaces skill affinity.
  Air of Fragility (Su): Starting at 6th level, the cherished 
  is surrounded by an aura that forces those who attack her 
  to second-guess their actions. Creatures susceptible to 
  mind-affecting effects who attack or target the cherished 
  with a hostile ability must succeed at a Will save (DC 10 + 
  1/2 the cherished’s class level + the cherished’s Charisma 
  modifier) or become unable to follow through on their 
  attack. The action is not lost, and resources are not spent, 
  but until the end of the creature’s turn, they cannot 
  attempt to harm the cherished with their actions (though 
  they may still attack the cherished’s allies, so long as it 
  doesn’t harm the cherished). 
  This effect persists until it affects a creature with a 
  number of Hit Dice greater than 1/2 the cherished’s class 
  level (regardless of their success or failure on the saving 
  throw). When this occurs, the cherished’s air of fragility 
  shatters, ending this effect until the start of her next turn.
  As a standard action, the cherished can focus her air 
  of fragility on a specific creature within her sight. For 
  2 rounds, that creature takes a –2 penalty to Will saves 
  against the cherished’s air of fragility ability. Even if the 
  air of fragility is broken for other creatures, it remains 
  functional against this creature for that time.
  This ability replaces lifeblood siphon.
  
  5
  Psionics Augmented
  Virtuoso (Highlord Archetype)
  “Come one, come all! The battlefield is my stage!”
  —Navarre, a virtuoso
  A virtuoso engages in the art of energy manipulation, 
  drawing upon his inner fire to create art from destruction. 
  Rather than simply wishing to destroy those who stand 
  in his way, he also seeks to cow them with fantastic 
  displays of power. The virtuoso uses his dramatic shows 
  of psychokinetic power in order to inspire his allies and 
  terrorize his enemies. 
  Even the most jaded warrior or knowledgeable 
  scholar may feel some awe upon seeing the raw displays 
  of power that a kineticist or evoker may bring to bear 
  on the battlefield. A virtuoso weaponizes the awe and 
  wonder that one may feel when seeing such a force on 
  their side—along with the dread and fear when forced to 
  face off against them. 
  Weapon and Armor Proficiencies: A virtuoso is 
  proficient with all simple weapons, light and medium 
  armor, and shields (except tower shields). This replaces 
  the highlord’s weapon proficiencies.
  Powers Known: A virtuoso begins play knowing one 
  virtuoso power of his choice. Each time he achieves a 
  new level, he unlocks knowledge of a new power.
  Choose the powers known from the psion power list. 
  (Exception: The feat Expanded Knowledge does allow a 
  virtuoso to learn powers from the lists of other classes.) 
  A virtuoso can manifest any power that has a power 
  point cost equal to or lower than his manifester level.
  This alters the highlord’s powers known.
  Way of the Virtuoso (Su): A virtuoso adds the 
  following psionic powers to his power list, at the listed 
  levels. He can select them normally as virtuoso powers. 
  • 1st—Demoralize, energy ray 
  • 2nd—Energy missile, energy stun
  • 3rd—Energy cone, energy retort
  • 4th—Energy ball, incite passion
  • 5th—Energy current, fiery discorporation
  • 6th—Disintegration, energy wave
  The virtuoso adds the following augments to powers 
  he knows of the psychokinesis discipline.
  • If you spend 2 additional power points, you can 
  use the inspire decree as part of the action of 
  manifesting this power. You do not need to expend 
  your psionic focus to use this decree.
  • If you spend 2 additional power points, you can use 
  the falter decree as part of the action of manifesting 
  this power. You can target creatures who are not 
  part of your collective if they are marked with your 
  energy resonance. 
  This ability replaces tenet and conscription.
  Energy Resonance (Su): Like a kineticist psion, a 
  virtuoso is exempt from the restrictions of energy 
  powers and may freely choose the energy type of his 
  powers at the time of manifesting, as long as it is within 
  the choices allowed by the power. 
  In addition, the virtuoso marks creatures who are 
  damaged by his energy powers. This mark lasts for 
  one round, and detonates the first time the creature is 
  
  6
  Psionics Augmented
  damaged by a member of the virtuoso’s collective. The 
  detonation causes the affected creature to take 1d8 
  additional damage of that energy type. This ability deals 
  an additional 1d8 points of damage per four class levels 
  the virtuoso possesses (up to a maximum of 6d8 at 20th 
  level). After detonation, the virtuoso’s mark becomes 
  dormant and remains on the creature for a minute.
  While additional attacks will not detonate a dormant 
  mark, this mark allows the virtuoso to affect the marked 
  creature with his way of the virtuoso and performance 
  manifesting 
  abilities. 
  Additional 
  energy 
  damage 
  reactivates the mark (and changes its energy type to the 
  activating power’s, if they were different), allowing his 
  collective’s attacks to detonate it again. 
  This ability replaces lifeblood resonance, but counts 
  as that ability for the purposes of meeting requirements 
  and prerequisites, and replaces conscription.
  Tenet Power: At 1st level, a virtuoso gains showtime 
  as a bonus power known.
  SHOWTIME
  Discipline psychokinesis; Level virtuoso 1
  Display visual
  Manifesting Time 1 swift action
  Range personal
  Target you
  Duration 1 round/level (minimum 3 rounds)
  Saving Throw none; Power Resistance no
  Power Points 1
  You must be a virtuoso to manifest this power. You cannot 
  learn this power with the Expanded Knowledge feat or 
  similar abilities.
  You create a nimbus of energy around yourself. This aura 
  reflects faint images of your power and how you perceive 
  it, and flares up especially when you draw on more of your 
  abilities.
  When you manifest this power, note how many power 
  points you spent on it. During its duration, whenever you 
  manifest a highlord power that deals energy damage, you 
  can charge yourself with an encore of that power.
  An encore charge lasts until the end of your next turn, 
  which has the following effects (see the next page).
  If you manifest the same power as the one that charged 
  the encore, you can expend the encore as part of the 
  manifestation. If you do, you regain a number of power 
  points equal to the lower of the following two values:
  • The number of power points you spent on showtime.
  • The number of power points you spent on the power 
  that charged the encore.
  You cannot regain more power points than you spent on 
  the second manifestation, and for the purposes of this effect, 
  a power’s cost includes all expenditures of power points 
  during its manifestation, including augments, metapsionic 
  feats, and other abilities.
  Manifesting a power while expending an encore cannot 
  itself create a new encore charge, and you can only be 
  charged with one encore at any given time. If you manifest 
  a different valid power while charged, you can choose to 
  either replace the encore with the new power or keep the 
  old one.
  If showtime’s duration ends while you are still charged 
  with an encore, you still gain that encore’s effect, though you 
  may not create new encores without manifesting this power 
  again.
  Augment: This power can be augmented in one or more 
  of the following ways. 
  • For every additional power point you spend, you deal 
  2 additional points of energy damage with powers 
  for which you expend an encore as part of their 
  manifestation (dealt to each target before determining 
  the results of their saves, if any).
  • For every 2 additional power points you spend, you 
  regain up to 1 power point the first time you manifest a 
  highlord power that deals energy damage you manifest 
  during this power’s duration. You cannot regain more 
  power points than you spent on that power.
  • For every 4 additional power points you spend, you 
  add 1 to the save DCs (if any) of powers for which you 
  expend an encore as part of their manifestation (dealt 
  to each target before determining the results of their 
  saves, if any).
  First and Second Commands (Su): A virtuoso gains 
  either falter or inspire as his decree at 1st level. At 4th 
  level, he gains the decree he did not choose at 1st level, 
  instead of choosing a decree. This ability alters first 
  command and decrees.
  Artistic Affinity (Su): Starting at 2nd level, a virtuoso 
  gains a bonus on all Perform checks equal to 1/2 class 
  level. In addition, when the virtuoso uses psionic power 
  to aid in a performance (or vice-versa), he uses his 
  highest Perform ranks for any Perform checks he makes. 
  Audience Participation (Su): At 3rd level, a 
  virtuoso is capable of conducting his power through 
  his allies. When a virtuoso manifests a power from the 
  psychokinesis discipline, he may treat the space of a 
  member of his collective as his own when determining 
  the power’s range and line of effect.
  This class feature replaces gift of power.
  Art Made Manifest (Su): At 6th level, a virtuoso can 
  manipulate his psionic abilities to manifest psychokinetic 
  power in grand flourishes, to further afflict creatures 
  who have suffered his wrath. This is unnecessary for 
  simply manifesting powers, but the virtuoso intends 
  Representing Energy Resonance
  When using a virtuoso highlord at the table, we at 
  Dreamscarred Press recommend using a coin to mark 
  when a creature is marked by the virtuoso’s energy 
  resonance. Keeping the coins heads-side up when the 
  mark is active, then flipping them over when the mark 
  is dormant, is an easy shorthand for the virtuoso and 
  his allies to keep track of what creatures are more 
  vulnerable.
  
  7
  Psionics Augmented
  for the performance itself to have an impact upon 
  his enemies. As a full-round action, the virtuoso can 
  simultaneously make a Perform check and manifest a 
  psychokinesis power that deals energy damage, with a 
  manifesting time of one standard action or less. 
  The virtuoso chooses a creature marked by his energy 
  resonance ability, who can witness the display, to 
  influence with the performance. The effect caused by 
  the performance is determined by the energy type of the 
  power. These effects are all mind-affecting, and the DC of 
  any saves required is DC 10 + 1/2 the virtuoso’s class level 
  + the virtuoso’s Intelligence modifier. In addition, the 
  result of his Perform check adds a further bonus to the 
  save DCs of both this ability and the power manifested, 
  based on the following table:
  Perform Check
  DC Increase
  1–14
  +0
  15–20
  +1
  21–25
  +2
  26–30
  +3
  31–35
  +4
  36+
  +5
  • Cold: The virtuoso confronts a creature with the 
  cold of death with his performance. The virtuoso 
  demoralizes the creature, using his Performance 
  check to shake the enemy instead of an Intimidate 
  check.
  • Electricity: The virtuoso provides an electrical 
  incentive for a creature to move, with the crack of 
  lightning providing a substitute for a whip. Unless 
  the creature makes a Reflex save, the virtuoso 
  moves the chosen creature 5 feet for every damage 
  dice of the power.
  • Fire: The virtuoso enrages a creature by fanning 
  the flames of the heart. Unless the creature makes 
  a Will save, they become enraged, like the incite 
  passion power. This effect lasts for a number of 
  turns equal to the virtuoso’s Charisma modifier.
  • Sonic: The virtuoso’s sonic blasts are twisted into 
  music that captures the mind even as it breaks 
  the body. The chosen creature is fascinated for a 
  round unless they succeed at a Will save. This effect 
  is extended for a round whenever the virtuoso 
  manifests a power that deals sonic damage or 
  creates sound. The fascinated creature does not 
  observe the virtuoso and his actions as a threat 
  unless they directly take damage from them.
  This ability replaces lifeblood siphon.
  Encore Refunds
  The showtime power allows a virtuoso to, after spending 
  an initial amount of power points, begin to regain some 
  of the power points he spends on later energy powers. 
  For the power’s main effect, refer to this example for 
  clarifications on how it works:
  • First, the virtuoso manifests showtime, spending 13 
  power points.
  • The virtuoso then manifests energy ball, spending 
  8 power points. He charges himself with an encore 
  of the energy ball power.
  • On his next turn, the virtuoso manifests energy ball 
  again, expending the encore. This time, he spends 
  10 power points on the power, and then regains 8 
  power points (the lower value of the 13 he spent 
  on showtime and the 8 he spent on the first energy 
  ball). If he had not manifested energy ball during 
  this second turn, his encore of the power would 
  have dissipated harmlessly, unused.
  If he had instead spent 7 power points on his energy ball, 
  he would only be able to regain a maximum of 7 power 
  points from expending the encore, because he cannot 
  be refunded more power points than he spent on the 
  second power.
  
  8
  Psionics Augmented
  A highlord can choose from the following tenets in 
  addition to those presented in Psionics Augmented: 
  Highlord I, gaining the listed abilities at the listed levels. 
  With the exception of psionic talents, all of the abilities 
  granted by tenets are supernatural abilities. Highlords 
  who follow specific tenets are often referred to using a 
  more specific title, depending on their philosophy.
  Ghost (Tenets of Guile)
  “All warfare is based on deception.” 
  A highlord who follows the tenets of guile is known 
  as a ghost. Ghosts exploit the weakness of the mind 
  when faced with unexpected situations, endeavoring 
  to confuse and mislead their opponents. Ghosts are 
  especially manipulative, capable of influencing battles 
  from their hiding place in the minds of their collective.
  Tenet Power: At 1st level, a ghost gains parasitic mind 
  as a bonus power known:
  PARASITIC MIND
  Discipline telepathy; Level highlord (ghost) 1
  Display mental
  Manifesting Time 1 standard action
  Range close (25 ft. + 5 ft./2 levels)
  Target one member of your collective
  Duration See text
  Saving Throw none; Power Resistance yes
  Power Points 1
  You must be a highlord following the tenets of guile to 
  manifest this power. You cannot learn this power with the 
  Expanded Knowledge feat or similar abilities.
  When manifesting this power, you designate a member 
  of the collective within range with Hit Dice equal to or 
  less than your manifester level, possessing the target by 
  transforming into telepathic energy patterns and infecting 
  their body and mind.
  While inside your host, you do not need to sleep, eat, or 
  breathe and you see, hear, and feel everything the target 
  experiences. Any time your host would take damage (even 
  if it is prevented by immunity or damage resistance), you 
  take half the damage they took. This does not reduce the 
  damage the host takes, and cannot be reduced in any way. 
  In addition, whenever your host fails a saving throw against 
  a non-damaging effect that did not originate from you, 
  you also suffer the effect (though you can make your own 
  save against it, and if you wish, you may dismiss this power 
  instead of making a save and potentially suffering the effect). 
  The only actions you can take while possessing a creature 
  are activating highlord class features and psionic feats, 
  manifesting highlord powers, using decrees, recovering 
  psionic focus, using the aid another action, and dismissing 
  the ability.
  For the purposes of your own abilities, your location is 
  considered to be the location of your possession target. 
  However, you cannot be directly targeted, or be affected by 
  effects that target this space. Any actions you take seem to 
  manifest from your host, ending effects such as cloud mind 
  or the blind eye decree on your host if you take actions that 
  would break these effects.
  When you manifest a personal-range power or a power 
  that includes you or your position as a target, you may 
  choose for the creature you are possessing to gain the effect 
  of the power instead. You may use the aid another action on 
  your possession target and any relevant allies within range 
  of them. Creatures possessed by this power automatically 
  fail any Will saves made against your decrees.
  When you possess a creature who is unaware of the 
  power’s effect (such as by failing their Spellcraft check 
  to identify its manifestation), they receive a Perception 
  check (DC 10 + 1/2 your manifester level + your Charisma 
  modifier) to realize you’ve possessed them. If they succeed 
  (or later become aware of the possession), they can attempt 
  to force you out by making a Will save as a full-round action. 
  If they succeed, the power ends. In addition, if your host 
  leaves your collective for any reason, the power ends.. You 
  can otherwise dismiss this power as a free action. 
  If you are ejected from your host for any reason, you 
  materialize at a location of your choosing within 5 feet of 
  them. For every 4 levels you have, the range that you can 
  materialize away from your host increases by 5 feet. 
  Augment: This power can be augmented in one or more 
  of the following ways. Every 2 power points you spend 
  augmenting this power adds +1 to the power’s save DC 
  (if any). This is in addition to the effects of the augments 
  themselves.
  • For every additional power point you spend, you gain 
  2 temporary hit points. These temporary hit points 
  last for as long as you’re possessing a creature or until 
  used. Every 6 temporary hit points gained from this 
  augment, you gain a +1 bonus on saves against effects 
  that targeted your host.
  • For every 3 power points that you spend, you can 
  choose an additional member of the collective as a 
  secondary target; secondary targets of this power must 
  succeed at a Will save or you can treat them as if you 
  were possessing them for the duration of this power. 
  You do not take damage when they do, but as long as 
  you remain in the primary target, you can use decrees 
  and powers through them as listed above, and they 
  automatically fail Will saves made against your decrees.
  Highlord Tenets
  
  9
  Psionics Augmented
  • If you spend 8 additional power points, you inflict the 
  effect of the control body power on the primary target 
  of this power. The target may make a Will save to 
  negate this effect, though you still possess them even 
  on a successful save. You do not need to concentrate 
  on this effect, but it ends automatically when you stop 
  possessing the target.
  Lifeblood Trickery (Su): A ghost’s lifeblood resonance 
  makes those within his collective keenly aware of the 
  weak points of the others within the group. Each round, 
  members of the collective deal the ghost’s lifeblood 
  resonance damage as extra damage with their first 
  attack made against another member of the collective 
  anytime they would be denied their Dexterity bonus to 
  AC (whether the target actually has a Dexterity bonus or 
  not), or when they flank their target.
  Deceptive Conscription (Su): By exploiting the 
  element of surprise and the momentary weakness in will 
  it brings, the ghost can suddenly force a creature into his 
  collective. Once per round, as a free action that can be 
  taken even if it isn’t his turn, the ghost may attempt to 
  force a creature into his collective. He can only use this 
  conscription method on creatures that are flat-footed, 
  or creatures that are denied their Dexterity bonus to AC 
  against an attack made against them by a member of the 
  collective. 
  First Command (Su): A ghost gains blind eye as his 
  decree at 1st level. 
  Talents (Su): A ghost gains distract as a psionic talent 
  at 1st level.
  Affinity for Guile (Su): Starting at 2nd level, a ghost 
  gains a bonus on Bluff checks equal to 1/2 his class level. 
  If the ghost forces a creature into the collective, they are 
  not aware that they have been forced into the collective. 
  They cannot communicate with other members of the 
  collective through telepathy, though others are free to 
  communicate to them through it. In addition, the ghost 
  doubles the bonus to Bluff he gains from this ability 
  against members of his collective.
  Thieving Siphon (Su): The ghost’s lifeblood siphon 
  can be used on creatures that are not in his collective 
  within close range (25 feet + 5 feet per two highlord 
  levels), and leave the siphoned target flat-footed for as 
  long as they are staggered.
  Shepherd (Tenets of Unity)
  “Stand together, or fall apart.”
  A highlord who follows the tenets of unity is known as 
  a shepherd. A shepherd coordinates with his subjects 
  in order to destroy their enemies. Shepherds focus on 
  guiding and protecting their allies in combat, and ensure 
  that their strength is available to each member of their 
  collective.
  Tenet Power: At 1st level, a shepherd gains champion 
  the flock as a bonus power known:
  CHAMPION THE FLOCK
  Discipline telepathy; Level highlord (shepherd) 1
  Display mental, visual
  Manifesting Time 1 standard action
  Range see text
  Duration 1 round/level
  Saving Throw none; Power Resistance no
  Power Points 1
  You must be a highlord following the tenets of unity to 
  manifest this power. You cannot learn this power with the 
  Expanded Knowledge feat or similar abilities.
  You become capable of representing your collective in 
  battle, channeling their supernatural power through the 
  mental link that you establish, and forming temporary 
  ectoplasmic versions of their weaponry and forms if they 
  choose to attack through you.
  At the end of each of your turns, you choose an ally in the 
  collective within close range of you. Until the end of your 
  next turn, that ally becomes capable of using your location 
  as if it were their own for the purposes of determining line 
  of sight and range of their attacks. 
  If you manifest this power while you are still under its 
  effects, then the duration of the oldest manifestation of this 
  power ends.
  Augment: This power can be augmented in one or more 
  of the following ways. 
  • For every additional power point you spend, the first 
  time in each round that an ally deals damage while 
  attacking or using an effect through you, they deal 1 
  additional point of damage. This damage is doubled for 
  effects that did not require an attack roll.
  • If you spend 3 additional power points, creatures 
  affected by this power can use your location as if it 
  were their own as long as they remain within long 
  range (400 feet + 40 feet per level) of you. 
  • If you spend 4 additional power points, whenever a 
  creature makes use of this power to act through your 
  location, you gain temporary hit points equal to their 
  Hit Dice until this power ends. These hit points do 
  not stack with themselves; only the highest number 
  applies.
  • For every 4 additional power point you spend, you can 
  choose an additional ally to affect at the end of each 
  of your turns. 
  Lifeblood Bond (Su): The shepherd’s lifeblood 
  resonance allows him to empower a member of the 
  collective, and allows his flock to pool their power to aid 
  the chosen target. Once per round, when a member of 
  the shepherd’s collective successfully damages another 
  member of the collective, the shepherd can deal his 
  lifeblood resonance damage to the damaged member as 
  a free action, even if it isn't his turn. 
  By expending a move action, any member of the 
  collective with at least half as many Hit Dice as the 
  shepherd can amplify the damage of the shepherd’s 
  lifeblood bond for 1 round. The first member of the 
  
  10
  Psionics Augmented
  collective to do so increases the damage of the lifeblood 
  resonance by half, including bonuses to its dice rolls. 
  Any further members of the collective who do so add 
  1 damage for each damage die of lifeblood resonance 
  ability. 
  At 8th level, the shepherd can use this ability twice per 
  round. At 15th level, the shepherd can use this ability 
  three times per round.
  Fall in Line (Su): When another member of the 
  collective strikes a creature, the shepherd may attempt to 
  force that creature to join the collective as an immediate 
  action.
  First Command (Su): A shepherd gains highlord’s 
  command as his decree at 1st level. 
  Talents (Su): A shepherd gains empathy as a psionic 
  talent at 1st level.
  Affinity for Unity (Su): Starting at 2nd level, a 
  shepherd gains a bonus on Sense Motive checks equal 
  to 1/2 his class level. In addition, the shepherd can 
  concentrate as a standard action to use detect hostile 
  intent as a psi-like ability. except the area emanates from 
  a chosen member of his collective. The duration of this 
  ability lasts as long as the shepherd concentrates, and 
  ends when he stops concentrating.
  Sacrificial Siphon (Su): If a shepherd uses lifeblood 
  siphon on a willing ally, the shepherd may forgo the 
  staggering effect of the ability to grant the ally the effects 
  of the physical acceleration power for 1 round. In addition, 
  the ally gains a number of temporary hit points equal to 
  twice the amount of damage they took from the ability.
  Strategist (Tenets of Adaptation)
  “Why stand against the rising tide, when you could move 
  with it?”
  A highlord who follows the tenets of adaptation is known 
  as a strategist. Strategists are malleable, following the 
  shifting tides of battle and guiding their allies to its flow. 
  As the name would imply, highlords of adaptation are 
  flexible in combat, capable of adjusting to situations 
  and repositioning faster than highlords of other 
  tenets. Strategists pursue self-improvement, and often 
  encourage their allies to do the same.
  Tenet Power: At 1st level, a strategist gains fractal 
  schism as a bonus power known.
  FRACTAL SCHISM
  Discipline telepathy; Level highlord (strategist) 1
  Display mental
  Manifesting Time 1 standard action
  Range personal (see text)
  Duration concentration + 1 round/2 levels (up to a 
  maximum of 1 minute/level of concentration)
  Saving Throw none; Power Resistance no
  Power Points 1
  You must be a highlord following the tenets of adaptation 
  to manifest this power. You cannot learn this power with 
  the Expanded Knowledge feat or similar abilities.
  In a manner similar to the much more sophisticated 
  schism power, you split your mind in two, creating a pair of 
  fragments that then split again, repeating until you have one 
  fragment for each other member of your collective. Unlike 
  its namesake, the minds created by a fractal schism are 
  not truly autonomous, and do not gain their own actions. 
  Instead, they communicate with each other, forming a 
  single gestalt consciousness that can efficiently split its 
  attention across your whole collective. You can perceive 
  through the senses of your collective members, allowing 
  you to draw line of sight (but not line of effect) from their 
  spaces in addition to your own. This even allows you to use 
  those creatures’ special senses, such as blindsight, though 
  only from the space of the creature in question.
  Your assistance allows allies to coordinate with each other 
  far more effectively; you and your allies in the collective gain 
  a +2 bonus on attack rolls when attacking a creature flanked 
  by allied collective members (even if they themselves aren’t 
  flanking the target), and likewise increase the save DCs of 
  their abilities by 2 against such creatures.
  Augment: This power can be augmented in one or more 
  of the following ways. 
  • For every additional power point you spend, you gain a 
  +1 bonus on concentration checks made for this power, 
  except to manifest it defensively.
  • For every 3 additional power points you spend, the 
  bonus granted by this power on attack rolls against 
  flanked opponents increases by +1.
  • For every 5 additional power points you spend, the 
  bonus granted by this power to save DCs against 
  flanked opponents increases by +1.
  • If you spend 6 additional power points, your fragmented 
  minds form a defensive barrier against mental assaults; 
  when an allied collective member fails a Will save, you 
  can roll a Will save using your own bonus against the 
  same effect. If you succeed, the ally is treated as having 
  succeeded on their save, but loses the benefits of this 
  power until you end it and manifest it again.
  • If you spend 8 additional power points, you gain the 
  benefits of the schism power in addition to this power’s 
  normal effects. This schism remains for this power’s 
  duration, and can concentrate on this power for you, 
  if you wish.
  Lifeblood Flow (Su): A strategist’s lifeblood resonance 
  grants a versatile boon that can be used for additional 
  power or mobility. At the beginning of the strategist’s 
  turns, the strategist can choose a member of his 
  collective to charge with psionic power. That member of 
  the collective deals the sovereign’s lifeblood resonance 
  damage as extra damage with their next successful 
  attack against another member of the collective. As a 
  swift action, the member of the collective can choose to 
  give up any number of lifeblood resonance damage dice 
  in order to move 10 feet per expended damage die. This 
  movement does not provoke attacks of opportunity. 
  This effect lasts until discharged by a successful 
  attack, or until the strategist’s next turn. At 8th level, the 
  
  11
  Psionics Augmented
  strategist can choose up to two members of the collective 
  to empower in this way. At 15th level, the strategist can 
  choose up to three members of the collective to empower 
  in this way.
  Accelerated Conscription (Su): A strategist has the 
  ability to use his Unwilling Participant feat as a move 
  action. In addition, he can expend his psionic focus to 
  use Unwilling Participant as a swift action.
  First Command (Su): A strategist gains movement 
  command as his decree at 1st level
  Talents (Su): A strategist gains far hand as a psionic 
  talent at 1st level.
  Affinity for Adaptation (Ex): Starting at 2nd level, a 
  strategist gains a bonus equal to 1/2 his class level on a 
  skill of his choice. He can change this selection as a full-
  round action. The strategist is considered a trainer for 
  all purposes of retraining, using his highlord class level 
  in place of any class levels required for training. He also 
  halves the time and cost of retraining for himself and 
  any allies he chooses to assist in retraining as a trainer.
  Siphon Momentum (Su): When a strategist successfully 
  siphons a member of the collective, he can move 5 feet 
  for every 3 power points he spent, as a free action. This 
  movement does not provoke attacks of opportunity. The 
  speed of that member of the collective is reduced by that 
  much for their next turn. 
  Tyrant (Tenets of Slaughter)
  “Others may fall, but you will remain.”
  A highlord who follows the tenets of slaughter is known 
  as a tyrant. A tyrant draws power from those who 
  fall while within his collective. Tyrants are masters 
  of escalating conflicts, freely gambling with lives for 
  temporary advantages. The tyrant demands blood: be it 
  from friend or foe.
  Tenet Power: At 1st level, a tyrant gains lifeblood 
  brand as a bonus power known.
  LIFEBLOOD BRAND
  Discipline psychometabolism, Level highlord (tyrant) 1
  Display material, mental, visual
  Manifesting Time 1 standard action
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level
  Saving Throw none (see text); Power Resistance yes
  Power Points 1
  You must be a highlord following the tenets of slaughter to 
  manifest this power. You cannot learn this power with the 
  Expanded Knowledge feat or similar abilities.
  You brand the target with your power, warping their 
  form and bringing their weaknesses to the forefront of your 
  collective’s minds. If the target dies or is destroyed while 
  branded, they activate your join the slaughter ability. The 
  brand fades and the power ends if the target leaves the 
  power’s range.
  A lifeblood brand on a creature causes them to become 
  more vulnerable to your collective’s predation. When your 
  collective acts against them, their body begins to break 
  down, slowly changing to a weaker, easier to hurt form. 
  When you use this power on a creature, choose Mounting 
  Weakness or Crumbling Resistance; you apply the chosen 
  effect to the target until you detonate the brand or the 
  power otherwise ends.
  Mounting Weakness: When a member of your collective 
  damages the branded creature, they take an additional 3 
  points of damage. This additional damage can only be dealt 
  once by a given collective member per round, but each time 
  it triggers, the additional damage dealt the next time they 
  are damaged by a collective member is increased by 3, up 
  to a maximum increase equal to three times the number of 
  power points spent on this power. 
  For example, if you’ve branded a creature, the first time 
  they are damaged by a collective member, they’d take an 
  additional 3 points of damage. Then, if another collective 
  member damaged them, they’d take 6 additional points of 
  damage, 9 points the time after that, and so on.
  Crumbling Resistance: When the branded creature 
  succeeds on a saving throw against an ability originating 
  from a member of your collective, they take a –1 penalty 
  on further saving throws against your collective members’ 
  abilities. This effect is cumulative, but can only be triggered 
  to increase the penalty once per round by a given collective 
  member. 
  Brand Detonation: As a full-round action that provokes 
  attacks of opportunity, you can detonate any number of 
  your lifeblood brands on creatures within range. When 
  you do, the brands sear their way into the targets’ flesh; 
  they must succeed at a Will save or take damage equal to 
  twice your manifester level or the amount of damage that 
  Mounting Weakness would deal to them (whichever is 
  higher), and become permanently branded with a unique 
  scarring or warping of their bodies. This scarring resonates 
  in their mind, inflicting a –2 penalty on skill checks until it is 
  removed by a remove curse spell or similar effect.
  Augment: This power can be augmented in one or more 
  of the following ways. Every 2 power points you spend 
  augmenting this power adds +1 to the power’s save DC 
  (if any) This is in addition to the effects of the augments 
  themselves.
  • For every additional power point you spend, the range 
  of this power increases by 10 feet and the duration 
  increases by 1 round.
  • For every 3 additional power points you spend, the 
  initial amount of damage dealt by Mounting Weakness 
  increases by 2, and the amount it increases on each 
  trigger increases by 1.
  • For every 4 additional power points you spend, 
  the penalty inflicted by each trigger of Crumbling 
  Resistance increases by –1.
  • For every 5 additional power points you spend, you 
  can target another creature with this power; each 
  lifeblood brand is treated as a separate power for the 
  
  12
  Psionics Augmented
  purposes of ending when a creature leaves its range, 
  and its effects on the targets. If you wish, you can 
  target a creature twice with this power, inflicting both 
  Mounting Weakness and Crumbling Resistance on 
  them.
  • If you spend 8 additional power points, you more 
  thoroughly debilitate a creature who fails their save 
  against their brand’s detonation, reducing one of their 
  physical ability scores of your choice by 6, or two by 4 
  each, until the brand is removed.
  Bloodbath (Su): A tyrant’s lifeblood resonance drives 
  his collective to kill or be killed. The first time in a round 
  that each collective member deals damage to another 
  member of the collective, they deal the tyrant’s lifeblood 
  resonance as extra damage. If they deal damage to 
  multiple members of the collective at once, they choose 
  one of the damaged creatures to take the additional 
  damage.
  Join the Slaughter (Su): Once per round, whenever a 
  member of the collective dies or is destroyed, the tyrant 
  can immediately attempt to force another creature 
  within range into the collective as a free action that can 
  be made at any time. 
  First Command (Su): A tyrant gains expanded grasp 
  as his decree at 1st level. 
  Talents (Su): A tyrant gains telekinetic punch as a 
  psionic talent at 1st level.
  Affinity for Slaughter (Su): Starting at 2nd level, a 
  tyrant gains a bonus on Intimidate checks equal to 1/2 
  his class level. In addition, the tyrant doubles this bonus 
  to Intimidate checks for a number of rounds equal to his 
  Charisma modifier (minimum 1 round) after a creature 
  in his collective dies. This effect does not stack with itself.
  Siphon the Slaughtered (Su): In addition to his 
  normal siphon ability, the tyrant can siphon energy 
  from the fallen. When a member of the highlord’s 
  collective dies or is destroyed, the tyrant can create a 
  psychic imprint on the space where the creature died as 
  a free action, even if it isn't his turn. The imprint simply 
  denotes the space where the creature died, but the tyrant 
  can select it as his target when he uses lifeblood siphon. 
  If he does so, the imprint disappears, and the highlord 
  gains temporary power points equal to half the Hit Dice 
  of the creature the mark represented, in addition to the 
  normal power point refund of lifeblood siphon. 
  These temporary power points last a number of rounds 
  equal to the tyrant’s Charisma modifier (minimum 
  1 round) and do not stack with each other or other 
  temporary power points. The duration of any power 
  manifested with these power points is equal to the 
  remaining time on the power points, or that power's 
  original duration, whichever is shorter.
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  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Bastards & Bloodlines: A Guidebook to Half-Breeds, © 2003, Green Ronin Publishing; Author: Owen K.C. Stephens
  Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by 
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  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert 
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  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim 
  Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. 
  Stephens, and Russ Taylor.
  Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason 
  Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, 
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  Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Ultimate Combat, © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, 
  Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason 
  Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  The Book of Experimental Might, © 2008, Monte J. Cook. All rights reserved.
  The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik Mona, Chris Pramas, Robert J. 
  Schwalb.
  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.
  Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax
  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.
  Unearthed Arcana, © 2004, Wizards of the Coast.
  Mutants & Masterminds © 2002, Green Ronin Publishing.
  Swords of Our Fathers, Copyright 2003, The Game Mechanics.
  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, 
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  Psionics Unleashed. Copyright 2010, Dreamscarred Press.
  Ultimate Psionics. © 2011, Dreamscarred Press; Authors: Jeremy Smith and Andreas Rönnqvist.
  Psionics Augmented: Highlord. © 2017, Dreamscarred Press; Authors: Michael Shih, Forrest Heck
  Psionics Augmented: Highlord II. © 2017, Dreamscarred Press; Authors: Michael Shih, Forrest Heck
  
  13
  Psionics Augmented
  450+ pages of psionic awesome!
  Full-Color Hardcover!
  Now Available at
  dreamscarredpress.com
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Dreamscarred Press/Psionics Augmented - Highlord 2.pdf