TEXT: 1
  Psionics augmented
  ◆ Psychic Warriors II ◆
  By Chris Bennet and Forrest Heck
  
  1
  Psionics Augmented
  Psychic Warriors II
  Authors: Chris Bennet, Forrest Heck
  Editing: Forrest Heck
  Interior Design: Forrest Heck
  Interior Layout: Forrest Heck
  Interior Artwork:  Tithi Luadthong
  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: Psychic Warriors 2 is published by Dreamscarred Press under the Open Game License 
  version 1.0a Copyright 2000 Wizards of the Coast, Inc. 
  Images used under license from Shutterstock.com
  © 2017 Dreamscarred Press
  
  2
  Psionics augmented
  Thank you very much for checking out Psionics 
  Augmented: Psychic Warrior! It’s been a lot of fun to 
  take the psychic warrior out for a spin and find some 
  new tricks left in the old dog. Having written several 
  supplements with Dreamscarred, it’s hard to say which 
  is more fun to write on—psionics or maneuvers! As an 
  avid fan of combat and the classes that excel at them, the 
  psychic warrior was a natural choice for me to want to 
  write some more material on. I wanted to try a few new 
  things, bring a new aspect or two to the psychic warrior, 
  and bring some new combat options to existing psychic 
  warriors. I hope you enjoy playing with these new tools 
  as much as I enjoyed writing them!
  —Chris ‘ErrantX’ Bennett
  Developer, Dreamscarred Press
  In contrast to Chris up there, I've always been more of 
  a caster player (gishes, in particular, are my favorite). I 
  love classes that have really oddball tricks to them, and I 
  especially love the ones who do that while hitting things 
  with a sword. So, as such, I approached this from the 
  opposite angle that he did. Chris made some awesome 
  options for the psywar to excel at their craft, and my 
  additions went with some more off-kilter themes. In 
  any case, I'm a huge fan of each of the archetypes in this 
  product—they each exemplify the psychic warrior in 
  some way, and from the halo knight to the silhouette, all 
  are fascinating to play.
  —Forrest Heck
  Creative Director, Dreamscarred Press
  Introduction
  FOREWORD  
  2
  TABLE OF CONTENTS 
  2
  CHAPTER 1: THE SILHOUETTE 
  3
  CHAPTER 2: FEATS 
  6
  OPEN GAME LICENSE 
  8
   
  Using This Book
  This book is divided into two chapters. The overview of 
  each chapter is given below.
  Chapter 1 (The Silhouette): This chapter details a 
  brand-new psychic warrior archetype, the silhouette.
  Chapter 2 (Feats): This chapter includes new feats 
  for psychic warriors and other characters, including 
  expanded options for the paths in Psionics Augmented: 
  Psychic Warrior.
  Books Needed
  The material in this book expands on the psychic 
  warrior base class found in Ultimate Psionics, and on 
  the materials in Psionics Augmented: Psychic Warrior. As 
  such, those books, along with the Pathfinder Roleplaying 
  Game Core Rulebook, are needed to make the most of this 
  release of Psionics Augmented. 
  
  3
  Psionics augmented
  The silhouette is an archetype for the psychic warrior 
  base class detailed in Chapter 2 of Ultimate Psionics.
  Silhouette (Archetype)
  “I’m just the men for the job.”
  —Dinas Flint, second of the Seven Blades
  Though many are content with sparring partners and 
  training dummies, a silhouette has found that there 
  is only one worthy opponent to practice with: himself. 
  By channeling his psionic power to create an idealized 
  version of his own body, he creates a valuable tool, 
  unquestioning servant, and loyal ally to assist him.
  Shadowboxing (Su): A silhouette's signature ability 
  allows him to materialize his dedication and skill in a 
  physical form, creating a construct of psionic energy that 
  appears as an idealized image of himself. This construct, 
  called his shadow, is always the same size as the 
  silhouette and can share his space freely. While within 
  the silhouette's space, it can meld into the silhouette's 
  real shadow. As long as it does not act, it remains hidden 
  from all viewers and does not need to take actions to 
  move with the silhouette (though any combat action will 
  cause it to return to its true form). A shadow cannot stray 
  further than close range (25 feet + 5 feet per 2 silhouette 
  levels) from the silhouette; if it does so, it winks out and 
  reappears within the silhouette's space.
  A silhouette’s shadow is materialized in his space at 
  full hit points when he regains power points after resting. 
  If a shadow is destroyed, the silhouette can recreate it by 
  spending power points equal to his character level as a 
  full-round action that provokes attacks of opportunity. 
  When he does so, the shadow appears at full hit points 
  within his space and can take its turn normally. He can 
  only have one shadow created at once.
  A silhouette’s shadow has game statistics are based on 
  the silhouette, as noted in the stat block on page X.
  This ability replaces warrior’s path and expanded 
  path. The silhouette’s secondary path ability still gives 
  him a path as normal, but as the silhouette only gains 
  one warrior’s path, the twisting path and pathweaving 
  abilities do not function for him. However, this 
  archetype is still compatible with other archetypes that 
  alter or replace secondary path, twisting path, and/or 
  pathweaving.
  Link (Su): A silhouette is always aware of his shadow’s 
  relative position to him, and can see, hear, and otherwise 
  use his senses through his shadow’s space as if it were 
  his own. This does not allow him to use abilities through 
  his shadow unless otherwise noted; it merely allows 
  him to always know what his shadow is doing. He can 
  telepathically direct his shadow’s actions as a free action. 
  This ability replaces the bonus feat gained at 1st level.
  Chapter 1: The Silhouette
  Shadow Talents (Su): At 2nd level, a silhouette gains 
  a shadow talent he qualifies for. Whenever he would 
  later gain a psychic warrior bonus feat, he can choose 
  to take a shadow talent he qualifies for instead. Unless 
  otherwise noted, a shadow talent can only be taken once. 
  This ability replaces the bonus feat gained at 2nd level. 
  The addition of shadow talents to their list of options 
  does not cause the silhouette archetype to be incompatible 
  with other archetypes that alter the bonus feats class 
  feature (though a character cannot take another archetype 
  that replaces the same bonus feats, as normal).
  Detonation: As a standard action, the silhouette can 
  expend his psionic focus to detonate his shadow, dealing 
  1d6 points of damage per silhouette level to all creatures 
  within 10 feet of it. This damage is not affected by 
  damage reduction, resistances, hardness, or immunity, 
  and can be halved with a successful Reflex save (DC 10 + 
  1/2 the silhouette’s class level + the silhouette’s Wisdom 
  modifier). Neither the silhouette nor his shadow are 
  harmed by this ability, and the shadow reappears in the 
  silhouette’s space at the start of his next turn. A creature 
  can only be damaged once per round by this ability, even 
  if the silhouette detonates multiple shadows on them.
  Far-Reaching Shadow: The silhouette’s shadow can 
  move as far as medium range (100 feet + 10 feet per 
  silhouette level) from the silhouette before it winks out 
  and returns to his space.
  Follow-up Flurry: Once per round, when the silhouette’s 
  shadow hits a creature with the attack granted by its 
  follow-up ability, the shadow can make another attack 
  against that creature at a –5 penalty. This attack is in 
  addition to the normal limit on the shadow’s attacks. The 
  silhouette must have a base attack bonus of at least +6 to 
  select this shadow talent.
  Follow-up Frenzy: Once per round, when the silhouette’s 
  shadow hits a creature with the attack granted by the 
  Follow-up Flurry talent, the shadow can make a third 
  attack against that creature at a –10 penalty. This attack 
  is in addition to the normal limit on the shadow’s attacks. 
  The silhouette must have a base attack bonus of at least 
  +11 and possess the Follow-up Flurry talent to select this 
  shadow talent.
  Free-Range Shadow: The silhouette’s shadow can move 
  as far as long range (400 feet + 40 feet per silhouette 
  level) from the silhouette before it winks out and returns 
  to his space. The silhouette must have the Far-Reaching 
  Shadow talent to select this shadow talent.
  Grasping Shadow: The silhouette’s shadow gains 
  Combat Reflexes as a bonus feat (even if it doesn’t meet 
  the prerequisites) and can make attacks of opportunity 
  without counting them against the normal limit on the 
  shadow’s attacks.
  
  4
  Psionics augmented
  Limit Break: As a standard action, the silhouette can 
  allow his shadow to ignore its limited actions ability 
  until the start of the silhouette’s next turn, allowing it to 
  make attacks or full attacks, attempt combat maneuvers, 
  initiate martial strikes (if it has the Martial Training feat), 
  and make attacks of opportunity. The silhouette must use 
  this ability before his shadow takes any actions during 
  his turn. Unlike other shadow talents, if the silhouette 
  possesses the Split Shadow talent, he must choose one of 
  his shadows to break the limits of with this ability.
  Perfect Double: The silhouette’s shadow appears as 
  a perfect replica of the silhouette, even down to any 
  wounds and damage he might have. It gains a +20 bonus 
  on Disguise checks to appear as the silhouette, and can 
  use the silhouette’s class level as its ranks in the Disguise 
  skill. The silhouette can speak and communicate through 
  his shadow freely.
  Shadow Consumption: When the silhouette is damaged, 
  he can choose to have his shadow take points of damage 
  up to twice his class level and reduce the damage he 
  takes by an equal amount.
  Share Manifestation: The silhouette can treat himself 
  as if he were in his shadow’s space for the purposes of 
  manifesting psychic warrior powers, allowing him to, 
  for example, make touch powers or aim area of effect 
  powers from the shadow’s position. The silhouette must 
  be at least 5th level to select this shadow talent.
  Share Training: The silhouette shares one type of 
  feat he possesss (such as akashic or psionic, but not 
  general feats) with his shadow, in addition to combat 
  and teamwork feats. A silhouette can select this talent 
  multiple times, choosing a different type of feat each 
  time he does so. 
  Split Shadow: The silhouette can create a second 
  shadow. Each of his shadows have their own hit point 
  totals, but share the same pool of actions (for example, 
  they can normally only make one attack between the 
  two of them, and if one used a standard action, the other 
  would only be able to take a move action that turn). 
  Whenever the silhouette materializes his shadow (either 
  by resting or spending power points), he creates both 
  shadows. Whenever he uses a shadow talent that affects 
  his shadow, he can choose to have it affect one or both 
  of them.
  Recall: The silhouette can cause his shadow to wink 
  out and reappear in his space as a standard action, 
  becoming psionically focused in the process. If he 
  possesses the Psionic Meditation feat, he can use this 
  ability as a move action.
  Transposition: The silhouette can expend his psionic 
  focus as a move action to switch positions with his 
  shadow. This is a teleportation effect, and does not 
  provoke attacks of opportunity. If the silhouette 
  possesses the Perfect Double shadow talent, he can use 
  this ability as an immediate action, placing his shadow 
  in the way of an attack or effect that was targeting him.
  Twin Blades: Whenever the silhouette is wielding 
  multiple weapons, his shadow gains one additional 
  shadow weapon that works exactly like the first. When 
  the shadow uses its follow-up ability, it can make an 
  attack with both of its weapons, taking 
  the normal penalties for fighting 
  with two weapons (in addition to the 
  potential iterative penalties).
  Shadow Skills (Su): At 4th level 
  and again at 7th level, the silhouette 
  chooses a skill he has ranks in. His 
  shadow can use his bonus with that 
  skill instead of its own. Whenever 
  the silhouette gains a +2 bonus to a 
  skill from the path skills class feature, 
  he can choose to gain this ability 
  instead, for another skill. This ability 
  replaces path skills at 4th and 7th 
  levels and alters path skills, but does 
  not cause the silhouette archetype to 
  be incompatible with other archetypes 
  that alter or replace the path skills class 
  feature. An archetype that replaces the 
  path skills class feature replaces this 
  class feature as well.
  Martial Power: At 6th level, a 
  silhouette can choose to gain a bonus 
  shadow talent of his choice instead of 
  martial power. If he does so, he never 
  gains the martial power class feature. 
  This ability alters martial power.
  
  5
  Psionics augmented
  SHADOW 
   
  XP 0 (included with creator)
  N construct
  Init same as creator; Senses darkvision 60 ft., low-light 
  vision, Perception +0
  DEFENSE
  AC same as creator (including bonuses and penalties from 
  items and effects)
  hp 1/2 creator’s
  Fort, Ref, Will same as creator (including bonuses and 
  penalties from items and effects)
  Immune construct traits
  OFFENSE
  Speed same as creator
  Melee or Ranged shadow weaponry (see below)
  Special Attacks follow-up
  Space same as creator; Reach same as creator
  STATISTICS
  Str creator’s Wisdom score, Dex creator’s Wisdom score, 
  Con —, Int —, Wis 10, Cha 10
  Base Atk, CMB, CMD see below
  Feats creator’s combat and teamwork feats
  SQ limited actions, shadow bond, shadow weaponry
  SPECIAL ABILITIES
  Follow-up (Ex): Once per round, when its creator misses an 
  attack, the shadow can make an attack against the creature 
  its creator missed as a free action if it is able to do so (even 
  if it isn’t its turn). If the attack that missed took a penalty for 
  being an iterative attack, this attack takes the same penalty. If 
  the shadow’s creator possesses the Split Shadows talent, his 
  shadows can use this ability for each others’ missed attacks as 
  well (though each can still only do so once per round).
  Limited Actions (Ex): Unless its creator has a shadow talent 
  that allows it to, a shadow cannot make attacks of its own 
  except with its follow-up ability. It can still flank creatures, 
  however, and can freely use any abilities it has (such as from 
  feats) that do not require attack rolls.
  Shadow Bond (Ex): Many of a shadow’s game statistics 
  are based on its creator’s abilities. Its base Strength and 
  Dexterity are equal to its creator’s Wisdom score, and its 
  base attack bonus is equal to its creator’s psychic warrior 
  level. Its hit points are equal to 1/2 its creator’s normal 
  maximum hit points (it does not have Hit Dice of its own). 
  Its size, space, reach, movement speeds, armor class, and 
  saving throws are all equal to its creator’s. If its creator’s 
  statistics change, the shadow changes to match (the reverse 
  is not also true—the silhouette casts a shadow, not the 
  other way around). The shadow always acts on its creator’s 
  initiative count, and cannot ready actions or delay (though 
  its creator can).
  A shadow possesses and can use any combat and teamwork 
  feats its creator possesses, even if it does not meet their 
  prerequisites. Even though the shadow has no Intelligence 
  score of its own, the silhouette’s control over it is such that 
  it can use any of its skills, feats, and other abilities when 
  directed to do so as if it were sentient. The shadow cannot 
  speak unless its creator possesses the Perfect Double 
  shadow talent.
  The shadow’s creator may have any psionic power, psi-like 
  ability, spell, or spell-like ability affecting him also affect his 
  shadow (and vice-versa), regardless of the distance between 
  them. If an effect would add a bonus to the shadow’s AC or 
  saving throws, the bonus is only added once (rather than 
  being applied twice thanks to the shadow sharing these 
  statistics).
  Shadow Weaponry (Ex): A silhouette shadow wields a 
  weapon formed from psionic energy, similar to a soulknife’s 
  mind blade but much more limited in scope. This weapon 
  is treated as a duplicate of one of the weapons the shadow’s 
  creator is wielding (this may be a natural weapon), including 
  any magical properties and similar effects (though if the 
  weapon is an intelligent item, its intelligence is not copied). 
  A shadow cannot copy a consumable weapon, such as 
  alchemist's fire or a tanglefoot bag. The silhouette can 
  change the weapon the shadow is wielding as a free action, 
  provided they have a different weapon for the shadow to 
  copy. A shadow can always wield any weapons its silhouette 
  can. A shadow generates its own nonmagical ammunition 
  for ranged weapons, or can consume ammunition on its 
  creator’s person when it makes an attack, and if it uses 
  a non-consumable thrown weapon, creates a new copy 
  after each attack. If a shadow is disarmed or otherwise 
  relinquishes its weapon, the weapon fades (after the attack, 
  in the case of a thrown weapon).
  Shadows of Soulknives
  Soulknives with silhouette levels may have special 
  weapons (such as a panoply of blades) that don’t 
  interact cleanly with the shadow weaponry ability. 
  A soulknife/silhouette’s shadow gains a copy of the 
  soulknife’s mind blade or equivalent weapon, and 
  can wield it as if it were the soulknife. This does not 
  allow it to make extra attacks, even if this grants it 
  multiple weapons.
  Silhouettes and Prestige Classes
  A silhouette that takes levels in prestige classes 
  can still progress his core abilities. Any level that 
  advances his psychic warrior manifesting or would 
  advance his path abilities counts as a psychic warrior 
  level for the purposes of determining his shadow’s 
  game statistics and the effects of his shadow talents.
  
  6
  Psionics augmented
  Advanced Anomalous Path (Psionic)
  You have developed finer control over of your psionic 
  animus.
  Prerequisites: Wis 13; Animus Potency or Extra 
  Animus; any metapsionic feat, warrior’s path class 
  feature, manifester level 10th, base attack bonus +6.
  Benefit: The anomalous trance benefit now applies 
  to your touch Armor Class against powers, psi-like 
  abilities, spells, and spell-like abilities. Additionally, 
  when using the anomalous path maneuver, the animus 
  provided from this ability increases from 1d4 to 1d6 at 
  3rd level, and from 2d4 to 2d6 at 7th level. This feat is a 
  supernatural ability.
  Advanced Gladiator Path (Psionic)
  You’ve developed keen tactical instincts and are able to 
  leverage these with both mental and physical power.
  Prerequisites: Wis 13; Combat Expertise, Ready 
  Response; warrior’s path class feature, manifester level 
  10th, base attack bonus +6.
  With the exception of the Extra Animus and Tap Animus 
  feats, the following feats are all new options for psychic 
  warriors and other psionic combatants.
  Adrenal Overchannel (Combat, Psionic)
  You are able to channel your very life force into a psychic 
  edge with which to defeat your opponents.
  Prerequisites: Overchannel, base attack bonus +4.
  Benefit: You can use the Overchannel feat to gain a +1 
  insight bonus on attack rolls and a +2 insight bonus on 
  damage rolls for one round instead of gaining a bonus 
  to your manifester level. At 8th level, these bonuses 
  increase to +2 on attack rolls and +4 on damage rolls (and 
  the damage taken increases to 3d8), and at 15th level, 
  they improve to +3 on attack rolls and +6 on damage 
  rolls (and the damage taken increases to 5d8). You must 
  choose to use this feat before making an attack roll, and 
  its effects last until your next turn.
  Chapter 2: Feats
  Table 2-1: Feats
  Feat
  Type
  Prerequisites
  Benefit
  Adrenal Overchannel
  Combat, Psionic
  Overchannel, base attack bonus +4
  Use Overchannel to gain attack and 
  damage bonus.
  Advanced Anomalous Path
  Psionic
  Wis 13; Animus Potency or Extra Animus; any 
  metapsionic feat, warrior’s path class feature, 
  manifester level 10th, base attack bonus +6.
  Increased defense from trance, increased 
  animus gain from maneuver use
  Advanced Gladiator Path
  Psionic
  Wis 13; Combat Expertise, Ready Response; 
  warrior’s path class feature, manifester level 
  10th, base attack bonus +6.
  Move after failed CMB checks and add 
  combat maneuvers to an attack.
  Advanced Hungering Path
  Psionic
  Con 13; Psionic Body or Toughness, Warrior’s 
  Focus; warrior’s path class feature, manifester 
  level 10th, base attack bonus +6.
  Sicken foes that fall within your aura and 
  reap life when you steal power.
  Advanced Outrider Path
  Psionic
  Wis 13; Mounted Archery or Ride-By Attack; 
  Warrior's Focus, Outrider path class feature, 
  manifester level 10th, base attack bonus +6.
  The power of your psionic mount’s 
  movement damages nearby foes.
  Animus Potency
  Psionic
  Must possess an animus pool, Spellcraft 5 
  ranks
  Spend animus to increase the save DC of 
  manifested powers.
  Extra Animus
  Combat
  Must possess an animus pool
  Gain bonus animus.
  Metapsionic Animus
  Psionic
  Knowledge (psionics) 5 ranks
  Spend animus to use metapsionic feats.
  Psi-Animus Assault
  Combat, Psionic
  Psionic First, Psionic Shot, or Psionic Weapon; 
  must possess an animus pool.
  Spend animus to add an additional 1d6 
  points of damage per animus spent; may 
  spend 1 point of animus per 4 character 
  levels when using a prerequisite feat.
  Ranged Martial Power
  Combat, Psionic
  Martial power class feature
  Use martial power class feature on ranged 
  attacks.
  Tap Animus
  Combat
  Must not possess an animus pool
  Gain animus pool.
  Warrior’s Focus
  Combat, Psionic
  Warrior’s path class feature
  Gain a separate method of psionic focus 
  used for path abilities.
  
  7
  Psionics augmented
  Benefit: The gladiator path trance ability allows you to 
  tactically reposition yourself whenever you fail a combat 
  maneuver attempt against an enemy or an enemy fails 
  a combat maneuver attempt against you, allowing you 
  to move up to 5 feet as a free action without provoking 
  attacks of opportunity (even if it isn’t your turn). You 
  may use the maneuver of this warrior’s path as part of 
  an attack action you have made as a free action once per 
  round. You must expend your psionic focus and you may 
  immediately make a combat maneuver attempt (such as 
  a disarm or grapple) as part of that attack action. This 
  feat is a supernatural ability.
  Advanced Hungering Path (Psionic)
  You ever-hungry psionic scar holds greater demands for 
  greater power.
  Prerequisites: Con 13; Psionic Body or Toughness; 
  Warrior’s Focus; warrior’s path class feature, manifester 
  level 10th, base attack bonus +6.
  Benefit: The hunger path’s trance causes those who 
  fail a saving throw against your powers or class abilities 
  to become sickened for two rounds from the power of 
  your aura. When using the maneuver, the ranged touch 
  attack not only draws in psychic power, but it also 
  life energies. In addition to the power point drain, the 
  attack inflicts 1d6 points of damage at 3rd level, and this 
  damage improves by 1d6 points of damage at 7th level 
  and every four levels thereafter. You gain 5 temporary 
  hit points for 10 points of damage inflicted by this attack. 
  These temporary hit points last for one minute or until 
  they are taken away by damage; further applications 
  of this ability do not stack up additional temporary hit 
  points. This feat is a supernatural ability.
  Advanced Outrider Path (Psionic)
  Your ectoplasmic mount strikes at foes you pass.
  Prerequisites: Wis 13; Mounted Archery or Ride-
  By Attack; Warrior's Focus, Outrider path class feature, 
  manifester level 10th, base attack bonus +6.
  Benefit: Whenever you are riding the mount from 
  your outrider trance and its movement takes you within 
  5 feet of an opponent during your turn, you may deal 
  force damage equal to your Wisdom modifier to that 
  opponent. A given opponent can only take this damage 
  once per round. This feat is a supernatural ability.
  Extra Animus (Combat)
  Your reserves of animus are stronger.
  Prerequisites: Must possess an animus pool.
  Benefits: Your initial animus pool at the start of each 
  combat increases by 2 points.
  Special: You can take this feat multiple times. Each 
  additional time you take the feat, your initial animus 
  pool increases by 1 point instead of 2.
  Metapsionic Animus (Psionic)
  You are capable of great talent with your animus reserves, 
  being able to influence and modify your powers with it.
  Prerequisites: Knowledge (psionics) 5 ranks, must 
  possess an animus pool.
  Benefit: When you manifest a power and apply a 
  metapsionic feat, you may spend points of animus equal 
  to twice that metapsionic feat’s normal cost adjustment 
  instead of the power points it would normally cost. This 
  still counts as spending the power points for the purposes 
  of the maximum power points spent on the power.
  Psi-Animus Assault (Combat, Psionic)
  You are capable of channeling the churning energies of 
  your animus into your attacks through your psychically 
  enhanced combat methods.
  Prerequisites: Psionic Fist, Psionic Shot, or Psionic 
  Weapon; must possess an animus pool.
  Benefit: When expending your psionic focus to use 
  one of the prerequisite feats (or their greater versions), 
  you may spend one point of animus to deal an additional 
  1d6 points of damage. At character level 4th and every 
  four levels thereafter, you can spend up to one additional 
  point of animus to deal an additional 1d6 points of 
  damage.
  Ranged Martial Power (Combat, Psionic)
  You’ve learned how to use your martial path talents at 
  range.
  Prerequisites: Martial power class feature.
  Benefit: You can use your martial power class feature 
  when making ranged attacks.
  Tap Animus (Combat)
  You gain the ability to tap a small wellspring of animus 
  within you.
  Prerequisites: You may not possess the animus class 
  feature.
  Benefit: When you enter combat, you gain an animus 
  pool with one point of animus at the start of your first 
  turn, and add one point of animus to your animus 
  pool at the start of each of your turns thereafter. Your 
  animus pool persists for one minute after the last enemy 
  combatant is defeated or the encounter otherwise ends. 
  At the end of any round in which you initiate a maneuver 
  (a strike, boost, or counter; see Path of War and Path of 
  War: Expanded), you add an additional point of animus 
  to you pool. You can use this animus pool to augment 
  maneuvers or power animus-related feats and abilities 
  as normal.
  Special: If you ever gain the animus class feature, this 
  feat is immediately exchanged for the Extra Animus feat.
  Warrior’s Focus (Combat, Psionic)
  You have mastered a subdivision within your psyche 
  that thinks only of battle.
  Prerequisites: Must possess the warrior’s path class 
  feature.
  Benefit: You gain an additional psionic focus, a special 
  type dedicated to combat and the warrior’s path; this 
  focus is gained and used exactly like the character’s 
  normal psionic focus, but may only be used to maintain 
  or use your warrior’s path class feature.
  
  8
  Psionics augmented
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  Psionics Unleashed, © 2010, Dreamscarred Press.
  Ultimate Psionics. © 2011, Dreamscarred Press; Authors: Jeremy Smith and 
  Andreas Rönnqvist.
  Psionics Augmented: Psychic Warrior, © 2017, Dreamscarred Press
  Psionics Augmented: Psychic Warrior II, © 2017, Dreamscarred Press
  
  More martial support!
  3 New Base Classes
  New Martial Maneuvers
  New Disciplines
  Now Available at
  dreamscarred.com
  More martial support!
  3 New Base Classes
  New Martial Maneuvers
  New Disciplines
  Now Available at dreamscarred.com 
  Full-Color $34.99 
  Black & White $24.99 
  PDF $14.99 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Dreamscarred Press/Psionics Augmented - Psychic Warrior 2.pdf