TEXT: drEamscarrEd PrEss
  ii
  Lead Designers: Jeremy Smith, Andreas Rönnqvist
  Additional Design: Philip J. Leco, II
  Cover Artist: Rick Hershey
  Cover Design: Erik Nowak
  Interior Layout: Jeremy Smith
  Interior Artists: Angelo Del Castillo, Rick Hersey, Storn Cook, Tsailanza Rayne
  Playtesting and Additional Design: Josh “Wynterknight” Harper, Austin Morgan, Cory Gilman, Brian Faller, 
  Michael “Drakanor Dream” Duffy, James Bailey, Dave “Lordmonkeysama” Bruno, Darrick Dahl, E.L. Green, 
  Stefan “Calain80” Pukallus, Doug Limmer, Kelvin Walker, Andi Smith, Dave Harris, Angel Harris, Aedon 
  Harris, John Meyer, Samuel Knipe (Xeridanus), Syonique (N. Langenfeld) and the playtesters at Silver Star, 
  Jordan “Hamburgers” Morrison, Tietar (Joshua F. Knowles), Roman Lajciak, Brian Reck a.k.a. Kryzbyn, 
  James Raine, 7 and 7 Campaign Group 4, Andrew Bigwood (Biggy) and his playtesting group: Emma Bigwood, 
  Stephen Black, Nathan Jack, Trevor Williams
  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. 
  Psionics Expanded requires the use of Psionics Unleashed: Core Psionics System, © 2010 Dreamscarred Press.  
  See http://dreamscarredpress.com for more information on Psionics Unleashed.
  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 Expanded is published by Dreamscarred Press under the Open Game License version 1.0a Copyright 
  2000 Wizards of the Coast, Inc. 
  © 2011 Dreamscarred Press
  Psionics ExPandEd
  Pawns and Powers
  
  Psionics ExPandEd
  1
  introduction
  While Psionics Unleashed does a great job of 
  implementing psionics in the Pathfinder Roleplaying 
  Game, there were a lot of things that could have been 
  done for psionics that just did not make it into the 
  final version of Psionics Unleashed.
  That’s where Psionics Expanded comes in.  
  The goal of the Psionics Expanded project was to 
  implement all of those advanced psionics concepts 
  that we left out of Psionics Unleashed because of 
  time, space, or resource constraints.  Psionic healing, 
  new prestige classes, a true system for psionic 
  talents, a true psionic tank, and psionic versions of 
  options found in the Pathfinder® Roleplaying Game: 
  Advanced Player’s Guide are all included in Psionics 
  Expanded, as well as a host of new player options.
  Who is it for?
  Where Psionics Unleashed contained information 
  for both the player and the GM, Psionics Expanded 
  is aimed primarily for players.  With new classes, 
  feats, character options, powers, prestige classes, 
  and psionic items, everything in this book has been 
  developed with the player in mind. 
  Playtesting
  Like Psionics Unleashed, all of the material in 
  Psionics Expanded was playtested by you - the players.  
  Players across the world used this material in their 
  own games, giving sometimes harsh feedback about 
  the new mechanics.  It is our belief that by including 
  the psionic players in the development process, the 
  final product ends up being of higher quality, better 
  balanced, and simply more fun.  
  We truly appreciate all the time, effort, and 
  feedback that the psionic community has given for 
  this project.
  Serialized Releases
  Unlike Psionics Unleashed, Psionics Expanded is 
  being released as a series of smaller documents, 
  each of a certain theme.  This is being done because 
  it makes it easier to get the constituent parts of 
  Psionics Expanded available to you, the player, 
  while we work on the finished compiled book.  By 
  separating the book into six initial pieces, it becomes 
  significantly easier to manage.  
  This release focuses on the tactician base class, as 
  well as more tacticial options, and new feats, powers, 
  and items.  Each subsequent release will focus on 
  another aspect of the Psionics Expanded project, 
  until all six have been released and we compile it all 
  into a single book.
  Because this project is being released in several 
  parts, it is possible that material from one release is 
  referenced in another.  While attempts were made 
  to minimize this cross-referencing, major items like 
  new classes are not reprinted in each release.
  Definition of Terms
  Below are definitions of some of the common 
  terms used in this book.
  Augment: An optional cost in power points that 
  can be paid during manifestation to improve certain 
  powers. The total power point cost is equal to the 
  base power’s cost plus any power points spent on 
  augmentation; this total power cost cannot exceed 
  the character’s effective manifester level.
  Base Class: A class that progresses from level 
  1–20.
  Manifester Level: Generally equal to the number 
  of class levels (see below) in a manifesting class. 
  Some prestige classes add manifester levels to an 
  existing class.
  Character Level: The sum of a character’s class 
  levels.
  Class Level: The level of a character in a particular 
  class.
  Key Ability Modifier: The ability score modifier 
  for the character’s key ability score.  For psions, this 
  is Intelligence, for psychic warriors it is Wisdom, 
  and Charisma for wilders.
  Manifester Level: Generally equal to the number 
  of class levels in a given manifesting class. Some 
  prestige classes add manifester levels to an existing 
  class. Manifester levels from multiple base classes 
  do not stack (they are tracked individually, akin to 
  how sorcerer and wizard caster levels are tracked 
  individually). A character with psi-like abilities, but 
  no class levels in any manifesting class, does not 
  have a manifester level for most purposes, including 
  feat and prestige class requirements.
  Metamorphosis Powers: One of the powers 
  with metamorphosis in its name.  Specifically 
  minor 
  metamorphosis, 
  metamorphosis, 
  major 
  metamorphosis, and true metamorphosis.
  Power Point Reserve: A character’s personal 
  store of power points. A character with a power 
  point reserve gains the psionic subtype and can gain 
  psionic focus, even if the power point reserve has 
  been depleted.
  Psionic Class: Any class which requires or grants 
  psionic power points.
  Psionic Focus: A psionically-empowered state 
  of mind. Some abilities can only be used while a 
  character has psionic focus. Some abilities can only 
  be used by expending psionic focus; only one such 
  ability can be used when psionic focus is expended. 
  Gaining psionic focus is a full-round action that 
  provokes attacks of opportunity.
  
  drEamscarrEd PrEss
  2
  classEs
  Along with a brand new base class, the tactician, 
  presented in this section you will also find new 
  options for the core psionic base classes.  A new 
  psychic warrior path and even a new concept - 
  the advanced discipline - for psions, with options 
  for the seer and nomad.
  nEw BasE class
  While the four core psionic classes - 
  the psion, psychic warrior, soulknife, 
  and wilder - can fill many roles for 
  the party, there are still necessary 
  positions 
  within 
  an 
  adventuring 
  group 
  that cannot be covered solely by psionics. 
  Presented below you will find the tactician 
  class, a manifester capable of joining his allies 
  into a single combat unit with improved 
  tactical capabilities and unique strategies.
  TAcTiciAn 
  Joining allies into a single cohesive unit, 
  the tactician uses his psionic power to 
  unlock the potential of others, as well 
  as himself.  This master of strategy 
  tends to focus his abilities on 
  the insight of clairsentience 
  and 
   
  the 
  improved 
  communication 
  of 
  telepathy to know where 
  and when to act and ensure his companions 
  are best situated to react.
  Role: A tactician is at his strongest when his 
  companions cooperate with his instructions.  
  He is a strategist and a battle leader, issuing 
  orders and expecting them to be followed. 
  He has decent combat ability, but relies 
  primarily upon his manifesting ability.
  Alignment: Any. 
  Hit Die: d8. 
  Starting Gold: 4d6 × 10 gp (140 gp)
  Starting Age: As psion
    
  Class Skills 
  The tactician’s class skills are Autohypnosis (Wis), 
  Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), 
  Intimidate (Cha), Knowledge (engineering) (Int), 
  Knowledge (history) (Int), Knowledge (psionics) (Int), 
  Linguistics (Int), Perception (Wis), Perform (Cha), 
  Profession (Wis), Ride (Dex), Sense Motive (Wis), 
  Spellcraft (Int), Swim (Str), Use Magic Device (Cha).
  Skill Ranks at each Level: 4 + Int modifier.
  Class Features 
  The following are class features of the tactician.
  Weapon and Armor Proficiency: Tacticians are 
  proficient with all simple and martial weapons, with 
  all types of light and medium armor, and 
  with shields (except tower shields). 
  Power Points/Day: A 
  tactician’s 
  ability 
  to manifest powers 
  is limited by the 
  power points he has 
  available. His base 
  daily 
  allotment 
  of 
  power 
  points 
  is given on Table: 
  The 
  Tactician. 
  In 
  addition, he receives 
  bonus power points 
  per day if he has 
  a high Intelligence 
  score 
  (see 
  Table 
  2-1: Ability Modifiers and 
  Bonus Power Points). His race 
  may also provide bonus power 
  points per day, as may certain 
  feats and items.
  Powers Known: A tactician 
  begins 
  play 
  knowing 
  one 
  tactician 
  power 
  of 
  your 
  choice. Each time he achieves 
  a new level, he unlocks the 
  knowledge of a new power. 
  Choose the powers known 
  from the tactician power 
  list. (Exception: The feat 
  Expanded Knowledge does 
  allow a tactician to learn 
  powers from the lists of 
  other classes.) A tactician 
  can manifest any power 
  that has a power point cost 
  equal to or lower than his 
  manifester level. 
  The total number of 
  powers a tactician can 
  manifest in a day is limited only by his daily power 
  points.    
  A tactician simply knows his powers; they are 
  ingrained in his mind. He does not need to prepare 
  them (in the way that some spellcasters prepare their 
  spells), though he must get a good night’s sleep each 
  day to regain all his spent power points. 
  The Difficulty Class for saving throws against 
  tactician powers is 10 + the power’s level + the 
  tactician’s Intelligence modifier. 
  A tactician uses his psionic power to 
  join his allies into a cohesive unit
  
  Psionics ExPandEd
  3
  Maximum Power Level Known: A tactician 
  begins play with the ability to learn 1st-level powers. 
  As he attains higher levels, he may gain the ability to 
  master more complex powers. 
  To learn or manifest a power, a tactician must 
  have an Intelligence score of at least 10 + the power’s 
  level.
  Collective (Su): A tactician learns to use psionic 
  power to connect willing minds through an internal 
  network that strengthens their psychic bonds. As 
  a standard action, a tactician can join up to his 
  class level in willing targets into his collective. The 
  tactician must have line of sight to each target, each 
  target must have a Wisdom score of at least 1, and 
  all targets must be within Medium range (100 ft. + 
  10 ft. per class level).  A tactician’s collective can 
  never have more members than his class level. The 
  tactician is always considered a member of his own 
  collective, and does not count against this limit. 
  The tactician can choose to remove a member 
  as a free action on his turn, and any member can 
  voluntarily leave the collective as a free action on 
  their turn. Any member whose Wisdom drops to 
  zero or who moves out of range of the collective 
  is automatically removed. If a member enters a 
  null psionics field, the connection to the collective 
  is suppressed until that member leaves the field. A 
  member who leaves the collective for any reason 
  immediately loses any and all benefits they may have 
  gained from being a member. A tactician is aware 
  of the status of his collective and can, roughly, sense 
  the presence of each member, although beyond 
  telling if such a creature is still a member, this has no 
  mechanical benefit until higher levels (see telepathy 
  and health sense, below).
  A tactician can manifest certain powers through 
  his collective. If a tactician power specifies one or 
  more willing targets (or is harmless) and has a range 
  greater than personal, he can manifest this power 
  on a member of his collective regardless of the range 
  of the actual power. All other non-range restrictions 
  still apply. He may also manifest any power with 
  TaBlE: thE tactician
  Level
  Base 
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will 
  Save
  Special
  Power 
  Points/ 
  Day
  Powers 
  Known
  Maximum 
  Power Level 
  Known
  1
  +0
  +0
  +0
  +2
  Collective, coordinated 
  strike (+1)
  2
  1
  1st
  2
  +1
  +0
  +0
  +3
  Spirit of many
  6
  2
  1st
  3
  +2
  +1
  +1
  +3
  Telepathy
  11
  3
  2nd
  4
  +3
  +1
  +1
  +4
  Strategy
  17
  4
  2nd
  5
  +3
  +1
  +1
  +4
  Coordinated strike (+2), 
  improved share (1)
  25
  5
  3rd
  6
  +4
  +2
  +2
  +5
  Coordinate, teamwork feat
  35
  6
  3rd
  7
  +5
  +2
  +2
  +5
  Strategy
  46
  7
  4th
  8
  +6/+1
  +2
  +2
  +6
  Echo effect
  58
  8
  4th
  9
  +6/+1
  +3
  +3
  +6
  Coordinated strike (+3) 
  72
  9
  5th
  10
  +7/+2
  +3
  +3
  +7
  Strategy
  88
  10
  5th
  11
  +8/+3
  +3
  +3
  +7
  Improved share (2)
  106
  11
  6th
  12
  +9/+4
  +4
  +4
  +8
  Teamwork feat
  126
  12
  6th
  13
  +9/+4
  +4
  +4
  +8
  Coordinated strike (+4), 
  strategy
  147
  13
  7th
  14
  +10/+5
  +4
  +4
  +9
  Pooled knowledge
  170
  14
  7th
  15
  +11/+6/+1
  +5
  +5
  +9
  Collective range (unlimited)
  195
  15
  8th
  16
  +12/+7/+2
  +5
  +5
  +10
  Strategy
  221
  16
  8th
  17
  +12/+7/+2
  +5
  +5
  +10
  Coordinated strike (+5) , 
  improved share (3)
  250
  17
  9th
  18
  +13/+8/+3
  +6
  +6
  +11
  Teamwork feat
  280
  18
  9th
  19
  +14/+9/+4
  +6
  +6
  +11
  Collective range (planar), 
  strategy
  311
  19
  9th
  20
  +15/+10/+5
  +6
  +6
  +12
  Master strategist
  343
  20
  9th
  
  drEamscarrEd PrEss
  4
  the Network descriptor this way, regardless of their 
  actual ranges or targets. If he is capable of manifesting 
  powers or casting spells from a different class (as is 
  the case for a multiclass tactician), any compatible 
  spell or power with a range greater than touch can 
  also be used through the collective.
  If a member of the collective dies, the member 
  is removed from the collective and the tactician 
  must make a Fortitude save (DC 15) or lose 1 power 
  point for every Hit Die of the fallen member and be 
  sickened for an equal number of rounds.
  The tactician must maintain a power point reserve 
  of at least one point to maintain the collective. If he 
  does not, the collective and all attendant benefits 
  end immediately.
  At 15th level, a tactician’s collective range is 
  limitless on the same plane as the tactician.
  At 19th level, a tactician’s collective reaches even 
  across to other planes and dimensions.
  Coordinated Strike (Su): The tactician is able to 
  direct his allies to coordinating their attacks upon a 
  single target to devastating effect.  As a swift action, 
  the tactician can declare one target within his line 
  of sight as the primary foe.  All members of the 
  tactician’s collective, including the tactician himself 
  gain a +1 insight bonus to attacks against the primary 
  foe until the beginning of the tactician’s next turn.  At 
  5th level and every four levels thereafter, this bonus 
  increases by 1.
  This ability may be used a number of times per 
  day equal to 3 + the tacticians Intelligence modifier.
  Lesser Strategies: 0-level powers.  Gains 3.
  Spirit of Many (Su): A tactician of 2nd level gains 
  special abilities when manifesting powers with the 
  Network descriptor. He can manifest these powers 
  on any member of his collective, even if they are out 
  of the power’s range or would normally be immune 
  to the power. Whenever a tactician manifests a 
  power with the Network descriptor targeting only 
  members of his collective, the power loses the mind-
  affecting descriptor (if it had it) and is treated as a 
  supernatural ability (bypassing power resistance and 
  becoming immune to dispel attempts), although it 
  still provokes an attack of opportunity to manifest as 
  normal. Network powers manifest only on members 
  of the collective never allow saving throws -- their 
  saving throw entry becomes “None,” although if the 
  power specifies a subsequent saving throw, subjects 
  attempt those saves normally. The tactician also 
  adds the following augment to all powers with the 
  Network descriptor:
  Augment: For every additional power point you 
  spend, you can choose an additional target, so long 
  as the target is a member of your collective.
  Telepathy (Su): When a tactician reaches 3rd 
  level, all willing members of his collective (including 
  the tactician himself) can communicate with each 
  other telepathically, even if they do not share a 
  common language. Psionic creatures who are willing 
  members in a tactician’s collective (including the 
  tactician himself) may manifest unknown powers 
  from powers known by another willing psionic 
  creature in the collective as if they were making 
  physical contact.
  Strategy (Su): At 4th level, and every three tactician 
  levels thereafter, a tactician learns a new tactical 
  strategy, granting him special abilities in combat. 
  Unless specified otherwise, using a strategy is a swift 
  action that does not provoke attacks of opportunity. 
  Strategies are often orders or suggestions that the 
  tactician issues to members of his collective.  A 
  tactician may not direct a strategy at himself unless 
  a strategy specifies otherwise.
  Strategies may be used a number of times per day 
  equal to 3 + the tactician’s Charisma modifier.
  The tactician chooses his strategy from the list 
  below.
  Collective Defenses: The tactician is able to harness 
  the sensory information available through his 
  collective to bolster the defenses of members of 
  his collective.  For a number of rounds equal to the 
  tactician’s Charisma modifier, the tactician and all 
  members of his collective within line of sight of the 
  tactician gain an insight bonus to Armor Class equal 
  to the tactician’s Intelligence modifier (minimum 1).
  Coordinated Distraction: The tactician can direct 
  a member of his collective to attack a single enemy, 
  granting the directed member a +1 competence 
  bonus on the attack roll for a number of rounds equal 
  to the tactician’s Charisma modifier.  If the directed 
  member performs the attack, regardless of where 
  the directed member is in relation to the tactician, 
  the tactician treats the enemy as being flanked, even 
  up to a range of 30 feet, and the tactician may make 
  a single attack against the targeted enemy as an 
  immediate action.  The tactician may only make one 
  such attack per use of this strategy.  Alternatively, 
  the tactician may make the initial attack against the 
  targeted enemy, gaining the +1 competence bonus 
  instead of the directed member, and the directed 
  member treats the target as being flanked, even up 
  to a range of 30 feet, but using the strategy in this 
  fashion makes it a full round action instead of a swift 
  action.  At 8th level and every four tactician levels 
  thereafter, the competence bonus on the attack roll 
  increases by 1.
  Coordinated Maneuvers: The tactician can sense 
  when opponents have become vulnerable to different 
  kinds of attack and direct his allies to capitalize on 
  these weaknesses, granting members of his collective 
  a +1 insight bonus on one type of combat maneuver 
  attempts, such as bull rushes or repositions, for a 
  
  Psionics ExPandEd
  5
  number of rounds equaling his Charisma modifier. 
  The tactician chooses the kind of maneuver this 
  benefit applies to when he activates this strategy. At 
  8th level and every four levels thereafter, the insight 
  bonus increases by 1.
  Directed Assault: The tactician directs a member of 
  his collective to attack a particular target, granting 
  the ally a +1 competence bonus on the attack roll 
  for a number of rounds equal to the tactician’s 
  Charisma modifier.  If the attack is made, the 
  tactician may immediately make a single attack at 
  any target within range as an immediate action.  At 
  8th level and every four tactician levels thereafter, 
  the competence bonus increases by 1.
  Disruptive Terrain: The tactician charges the 
  terrain around him with psychokinetic energy.  Any 
  creature not in the tactician’s collective treats the 
  terrain as difficult terrain for a number of rounds 
  equal to the tactician’s Charisma modifier.  The area 
  of terrain affected is a burst effect centered on the 
  tactician with a range of 5 feet per three tactician 
  levels.  Selecting this strategy requires the tactician 
  to be at least 10th level.
  Distracting Gaze: The tactician can target one 
  enemy within 30 feet and make a ranged touch attack 
  against that enemy.  If the attack is successful, that 
  enemy is treated as if the tactician was adjacent to 
  him for the purposes of if he is flanked for a number 
  of rounds equal to the tactician’s Charisma modifier. 
  Treat the direction for flanking as the direction of 
  the tactician. Selecting this strategy requires the 
  tactician to be at least 7th level.  
  Focus Attack: The tactician can direct a member of 
  his collective to attack a single enemy.  If the directed 
  member performs the attack, all subsequent attacks 
  on that target for the next round by anyone in the 
  collective deal an additional 1d6 points of damage. 
  An individual gains this additional damage on only 
  one successful attack per round, even if they make 
  multiple successful attacks on the targeted enemy. 
  At 8th level and every four tactician levels thereafter, 
  this damage increases by 1d6.
  Guard Target: The tactician directs a member of 
  his collective to guard a specific target (which may be 
  the tactician, but not the directed member), granting 
  the directed member a +1 competence bonus to 
  attack rolls and the ability to take attacks made at 
  the target as if made against the directed member 
  by using an attack of opportunity, even if the attack 
  itself would not normally have provoked an attack 
  of opportunity.  Any time the directed member 
  blocks an attack in this fashion, the tactician gains 
  a cumulative +1 bonus to his next attack against any 
  target whose attack was blocked.  This effect lasts a 
  number of rounds equal to the tactician’s Charisma 
  modifier, although the tactician’s bonus resets at the 
  end of his turn.  At 8th level and every four tactician 
  levels thereafter, the competence bonus on attack 
  
  drEamscarrEd PrEss
  6
  rolls increases by 1.
  Hold Position: The tactician can direct a member 
  of his collective to hold their ground, granting the 
  directed member a +1 dodge bonus to AC and a +1 
  competence bonus to attack rolls for a number of 
  rounds equal to the tactician’s Charisma modifier. 
  For each round the directed member does not move 
  from the spot, the tactician may immediately take a 
  free move action on the same round, but must move 
  toward the directed member in as direct a manner 
  as possible.  The tactician gains a +1 dodge bonus to 
  his AC during this move.  At 8th level and every four 
  tactician levels thereafter, the dodge bonuses and 
  the competence bonus to attack rolls increase by 1.
  Into the Fray: The tactician directs a member of his 
  collective to charge a particular enemy, granting the 
  ally a +1 competence bonus on the damage roll.  If the 
  charge is performed, the tactician may immediately 
  charge the same enemy as an immediate action, 
  gaining a +1 competence bonus on the damage roll. 
  At 8th level and every four tactician levels thereafter, 
  the competence bonus increases by 1.
  Reposition: The tactician directs each ally in 
  his collective to take a 5-foot step as a free action 
  immediately.  The tactician may also immediately 
  take a 5-foot step.  This does not count against the 
  number of 5-foot steps allowed in the tactician’s or 
  each ally’s turn.  If all directed allies take their 5-foot 
  step, the tactician may immediately make a full 
  attack against any target within range and gain a +1 
  competence bonus on the attack and damage rolls.  
  Selecting this strategy requires the tactician to be at 
  least a 13th level tactician.  At 16th level and every 
  four tactician levels thereafter, the competence 
  bonus increases by 1.
  Telempathic Resistance: The tactician shares not 
  only thoughts, but also resilience to members of 
  his collective.  For a number of rounds equal to the 
  tactician’s Charisma modifier, all members of the 
  tactician’s collective gain a +1 insight bonus to saving 
  throws.  At 8th level and every four tactician levels 
  thereafter, the insight bonus increases by 1.
  Improved Share (Su): A tactician learns special 
  techniques when manifesting powers with the Shared 
  descriptor.  Beginning at 5th level, the tactician may 
  maintain two powers with the Shared descriptor at 
  any time instead of only one.  Should he manifest a 
  third power with the Shared descriptor, the tactician 
  can choose which of the maintained Shared powers 
  ends immediately.
  Every six tactician levels thereafter (11th, 17th), 
  the tactician may maintain an additional power with 
  the Shared descriptor before a maintained power 
  with the Shared descriptor expires.
  Coordinate (Su): At 6th level, as long as the 
  tactician maintains psionic focus, he may share 
  any one teamwork feat he has with one member of 
  his collective within line of sight and line of effect. 
  Declaring which member of the collective gains 
  the teamwork feat is a free action that may only 
  be done once per round. The ally’s positioning and 
  actions must still meet the prerequisites listed in the 
  teamwork feat to receive the listed bonus, but the 
  ally need not meet the feat prerequisites to gain the 
  benefit.  
  Teamwork Feat: At 6th level, and every six 
  levels thereafter, the tactician gains a bonus feat in 
  addition to those gained from normal advancement. 
  These bonus feats must be selected from those listed 
  as teamwork feats. The tactician must meet the 
  prerequisites of the selected bonus feat.
  By spending one hour in meditation, the 
  tactician can change any one teamwork feat he has 
  already learned for another teamwork feat whose 
  prerequisites he meets. In effect, the tactician loses 
  the bonus feat in exchange for the new one.
  Echo Effect (Su): At 8th level, the tactician gains 
  the ability to copy non-permanent magical and 
  psionic effects within his collective. If a member of 
  the collective is affected by a magical or psionic effect 
  with a duration greater than 1 round, the tactician 
  can echo it onto another member of his collective. 
  To do so, the tactician must first identify the power 
  properly (see the Spellcraft skill description). 
  Echoing a magical or psionic effect is a standard 
  action that provokes attacks of opportunity and 
  costs the tactician a number of power points equal 
  to the original effect’s caster or manifester level 
  (whichever applies). As a supernatural ability, a 
  tactician is permitted to spend more power points 
  than his manifester level on this effect. The new 
  target must be legal for the effect in question (for 
  instance, if you attempt to echo an unaugmented 
  empathic connection on a dog, the echo will fail). If 
  the effect allows a saving throw, the new target is 
  entitled to a saving throw when the effect is echoed 
  (same DC as the original power).
  Only the basic effect and augmentation are echoed; 
  metamagic and metapsionic feats do not echo. The 
  echo has all the same decisions made as the original. 
  For example, specified energy adaptation echoes 
  would guard against the same energy type, while a 
  5pp empathic connection (extended duration) could 
  not be echoed as a 5pp empathic connection (affects 
  aberrations). The echo takes effect at the same 
  caster or manifester level as the originator. When 
  the original ends or leaves the collective, all echoes 
  of it also end. An echo can be dispelled as normal 
  without terminating the original. 
  A tactician can spend power points to augment this 
  supernatural ability. For every 4 additional power 
  points spent, the echo may reach an additional 
  
  Psionics ExPandEd
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  target. If this augment would raise the cost of the 
  echo above the tactician’s manifester level, the echo 
  attempt fails (although he may still attempt to echo 
  it onto a single target). The tactician knows if an 
  effect is beyond his ability to echo this way when he 
  identifies it.
  Pooled Knowledge (Su): Once a tactician has 
  reached 14th level, he has learned to share not only 
  strategic knowledge over the collective, but even 
  knowledge of manifesting.  By expending psionic 
  focus, the tactician may attempt to manifest any 
  power known by a member of his collective.  If the 
  power is not on the tactician power list, the tactician 
  must make a successful Spellcraft check (DC 20 + the 
  power’s level) to see if he understands the power. 
  If the Spellcraft check fails, the attempt fails and 
  psionic focus is still expended, but no power points 
  are spent.  If the check is successful, the tactician 
  may immediately manifest the power.  Using this 
  ability uses an action equal to the manifesting time 
  of the power to be manifested.  This ability may not 
  be used to manifest powers with a manifesting time 
  longer than one round.
  Master Strategist (Su): Upon achieving 20th level, 
  a tactician has learned how to turn his collective into 
  a truly cohesive battle unit.  The tactician may use 
  two daily uses of his strategy ability and grant all 
  of his allies an insight bonus on attack and damage 
  rolls, armor class, and saving throws equal to his 
  Intelligence modifier for two minutes. This ability 
  may not be used if the tactician is not engaged in 
  combat.
  advancEd 
  corE Psionic classEs
  Presented below are a variety of new options for 
  the core psionic classes. These options are typically 
  only available to characters taking their first level in 
  the class, as that is when disciplines, warrior paths, 
  and wild surge options are chosen.  Existing psychic 
  warriors, however, might make use of these new 
  paths through their secondary path class feature.
  Psion advancEd disciPlinEs
  Psions of a particular discipline can chose to focus 
  their studies still further within that discipline. 
  Psions who choose an advanced discipline gain 
  all the normal benefits of their discipline, but the 
  advanced discipline changes one or more of the 
  abilities granted by their advanced discipline. A 
  psion must take all of the replacement abilities 
  associated with his advanced discipline. Once an 
  advanced discipline is chosen, it cannot be changed.
  Insight Discipline
  Associated Discipline: Clairsentience
  Replacement Ability: The following discipline 
  abilities replace the recovered information and alter 
  the waves abilities of the clairsentience discipline.
  Insightful Steps (Su): Starting at 2nd level, as 
  long as you maintain focus, your insight allows you 
  to know just where to step to keep your footing, 
  allowing you to ignore difficult terrain.  You may 
  expend your psionic focus as an immediate action to 
  grant this ability to an ally within 30 ft. for a number 
  of rounds equal to your Intelligence modifier.  Only 
  one person, including you, can benefit from this 
  ability at a time.  At 6th level and every four psion 
  levels thereafter, one additional creature may be 
  affected by this ability at a time (2 at 6th, 3 at 10th, 
  and so on).
  Alter Probability (Su): At 8th level, once per 
  day as an immediate action, you may expend your 
  psionic focus to give an enemy false insight, forcing 
  one enemy within Medium range (100 ft. + 10 ft./
  level) to reroll a single dice roll.  The target must take 
  the worse of the two rolls.  Every two psion levels 
  thereafter, this ability may be used one additional 
  time per day.  A successful Will save negates this 
  effect (DC 10 + 1/2 class level + Int modifier).  
  Jaunting Discipline
  Associated Discipline: Psychoportation
  Replacement Ability: The following discipline 
  abilities replace the accelerated activity and 
  rapid movement abilities of the psychoportation 
  discipline.
  Evacuate (Su): At 14th level, once per day, you 
  can teleport anywhere within line of sight as an 
  immediate action. You can bring along up to your 
  Intelligence modifier in creatures touching you.
  Far Strider (Su): At 20th level, you can use your 
  nomad’s step ability as a free action.  You cannot use 
  this ability if you have already taken a 5 ft. step this 
  round, and using this ability counts as using your 5 
  ft. step.
  Psychic warrior Paths
  Psychic warriors must choose a warrior’s path 
  at 1st level, granting them a variety of benefits and 
  options.  Presented below are new path options for 
  psychic warriors.
  Gladiator Path
  Your tactic is not to simply attack, but to maneuver 
  your enemies into the most optimal position, forcibly 
  if necessary.
  Bonus Skill: Bluff
  Skills: Acrobatics, Bluff, Perception
  Powers: Grip of iron, tactical precognition
  Trance: 
  Beginning 
  at 
  3rd 
  level, 
  while 
  
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  maintaining psionic focus, you gain a +1 competence 
  bonus to your CMB and a +2 competence bonus to 
  your CMD.  This bonus increases by 1 every four 
  psychic warrior levels thereafter.
  Maneuver: Beginning at 3rd level, you can expend 
  your psionic focus when use a combat maneuver to 
  not provoke an attack of opportunity for using that 
  combat maneuver. If you have a feat that already 
  does this, such as Improved Bull Rush, your trance 
  competence bonus on this specific maneuver 
  check increases by 2. Additionally at 8th level and 
  every four psychic warrior levels thereafter, the 
  trance competence bonus you gain on this specific 
  maneuver check increases by 1.
  Psychic warrior archEtyPEs
  Presented below is a new archetype for the psychic 
  warrior, offering new options to accommodate 
  different play styles.
  Traceur
  You are a mobile fighter and you use techniques 
  that allow you to make the most out of your 
  momentum and your speed.  Where many psychic 
  warriors rely on their physical power or agility, you 
  have learned that motion is just as powerful a tool at 
  your disposal.
  Quickened Strides (Su): As long as you maintain 
  psionic focus, you gain a +5 ft. enhancement bonus 
  to base speed. This ability only works if you are 
  carrying a light load and not wearing any armor. 
  At 5th level and every four psychic warrior levels 
  thereafter, the bonus to base speed improves by +5 
  ft. This replaces all armor proficiencies normally 
  gained as a 1st level psychic warrior.
  charge Through (Ex): Starting at 2nd level, you 
  are able to make charges through difficult terrain or 
  through squares occupied by allies. This ability can 
  be used in conjunction with the Psionic Charge feat. 
  This replaces the bonus feat normally gained as a 
  2nd level psychic warrior.
  Acrobatic 
  Movements 
  (Ex): 
  When 
  using 
  Acrobatics to move on narrow or uneven surfaces, 
  you are not considered flat-footed and you do not 
  lose your Dexterity bonus to AC (if any). This ability 
  replaces the Path Skill normally gained as a 4th level 
  psychic warrior.
  Mobile Power: A traceur of 6th level can manifest 
  a path power with a manifesting time of a standard 
  action as part of an action that involves movement, 
  such as actually moving, charging, withdrawing, 
  jumping, climbing, etc. If the path power affects the 
  psychic warrior’s movement, the psychic warrior 
  gains the benefits of the power on his movement.  A 
  5-foot step does not qualify for use with this ability. 
  The psychic warrior may not simply take a move 
  action to manifest this power, he must physically 
  move in order to use this ability.  This ability replaces 
  the Martial Power class feature normally gained as a 
  6th level psychic warrior.
  Rapid Acrobatics (Su): As long as you maintain 
  psionic focus, you can move at full speed while using 
  the Acrobatics skill without invoking a penalty. This 
  includes moving on narrow surfaces and uneven 
  ground and moving through threatened or occupied 
  spaces. This replaces the bonus feat normally gained 
  as an 8th level psychic warrior.
  FEats
  Along with the new class options presented in this 
  book, a variety of new feats are detailed that expand 
  upon those that already exist in the Pathfinder 
  Roleplaying Game, as well as those that exist in 
  Psionics Unleashed.  The feats in this book typically 
  focus on the abilities of the tactician.
  TyPES oF FEATS
  Many of the feats presented below are psionic 
  feats, although some purely combat-oriented feats 
  are also presented that are accessible to non-psionic 
  characters.  
  PSIONIC FEATS 
  Psionic feats are available only to characters and 
  creatures with the ability to manifest powers or with 
  a reservoir of psionic power. (In other words, they 
  either have a power point reserve or have psi-like 
  abilities.) 
  Because psionic feats are supernatural abilities—a 
  departure from the general rule that feats do not grant 
  supernatural abilities—they cannot be disrupted 
  in combat (as powers can be) and generally do not 
  provoke attacks of opportunity (except as noted in 
  their descriptions). Supernatural abilities are not 
  subject to power resistance and cannot be dispelled; 
  however, they do not function in areas where 
  psionics is suppressed, such as a null psionics field. 
  Leaving such an area immediately allows psionic 
  feats to be used. 
  Many psionic feats can be used only when you are 
  psionically focused; others require you to expend 
  your psionic focus to gain their benefit. Expending 
  your psionic focus does not require an action; it is 
  part of another action (such as using a feat). When 
  you expend your psionic focus, it applies only to the 
  action for which you expended it. 
  METAPSIONIC FEATS 
  As a manifester’s knowledge of psionics grows, 
  he can learn to manifest powers in ways slightly 
  
  Psionics ExPandEd
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  different from how the powers were originally 
  designed or learned. Of course, manifesting a power 
  while using a metapsionic feat is more expensive 
  than manifesting the power normally. 
  Manifesting Time: Powers manifested using 
  metapsionic feats take the same time as manifesting 
  the powers normally unless the feat description 
  specifically says otherwise. 
  Manifestation Cost: To use a metapsionic feat, 
  a psionic character must typically both expend 
  his psionic focus (see above) and pay an increased 
  power point cost as given in the feat description. 
  Limits on Use: As with all powers, you cannot 
  spend more power points on any power than your 
  manifester level. Metapsionic feats merely let you 
  manifest powers in different ways; they do not let 
  you violate this key rule. 
  Effects of Metapsionic Feats on a Power: In all 
  ways, a metapsionic power operates at its original 
  power level, even though it costs additional power 
  points. The modifications to a power made by a 
  metapsionic feat have only their noted effect on the 
  power. A manifester can’t use a metapsionic feat to 
  alter a power being manifested from a power stone, 
  dorje, or other device. 
  Some metapsionic feats apply only to certain 
  powers, as described in each specific feat entry.
  FEAT DEScriPTionS
  The following format is used for all feat 
  descriptions.
  Feat name: The feat’s name also indicates what
  subcategory, if any, the feat belongs to, and is 
  followed by a basic description of what the feat 
  does.
  Prerequisite: A minimum ability score, another 
  feat or feats, a minimum base attack bonus, a 
  minimum number of ranks in one or more skills, or 
  anything else required in order to take the feat. This 
  entry is absent if a feat has no prerequisites. A feat 
  may have more than one prerequisite.
  Benefit: What a feat enables the character (“you” 
  in the feat description) to do. If a character has the 
  same feat more than once, its benefits do not stack 
  unless indicated otherwise in the description.
  normal: What a character who does not have 
  this feat is limited to or restricted from doing. If not 
  having the feat causes no particular drawback, this 
  entry is absent.
  Special: Additional unusual facts about the feat.
  ExPANDED COLLECTIvE [PSIONIC]
  You are able to include more creatures into your 
  collective.
  Prerequisite: Collective class feature.
  Benefit: You may add two additional creatures 
  into your collective.
  normal: You may add your class level of creatures 
  into your collective.
  Special: You may take this feat multiple times; its 
  benefits stack.
  ExPANDED STRATEGIES [PSIONIC]
  You develop new strategies at a faster rate than 
  most tacticians.
  Prerequisite: Strategy class feature.
  Benefit: You gain an additional strategy. You must 
  meet all the prerequisites of that strategy.
  Special: You may take this feat multiple times. 
  Each time, you gain a new strategy.
  ExPLOSIvE POwER [METAPSIONIC]
  Your powers that normally only affect a single 
  creature explode on impact.
  Prerequisite: Manifester level 3rd
  Benefit: To use this feat, you must expend your 
  psionic focus.  You can cause a power you manifest 
  that deals hit point damage and has a direct target or 
  targets (not an area effect) to explode upon impact, 
  dealing its damage to all creatures adjacent to the 
  target of the initial power. A successful Reflex save 
  halves the damage from this explosion, even if the 
  original power did not allow a save, such as energy 
  ray, in which case calculate the save based upon the 
  level of the power manifested.  
  Using this feat does not increase the power point 
  cost of the power if only a single creature was 
  targeted by the initial effect.  For powers that allow 
  the direct targeting of multiple creatures, such as 
  energy missile, each additional target of the initial 
  power increases the cost of the power by 2 power 
  points. Creatures cannot be affected by both the 
  initial power and the explosion.
  ExTRA POwER KNOwN [PSIONIC]
  You learn an additional power.
  Prerequisite: Manifester level 1st.
  Benefit: Add to your powers known one additional 
  power of any level up to the highest-level power you 
  can manifest. You can only choose the power from 
  your class power list.
  Special: You can gain this feat multiple times. 
  Each time, you learn one new power from your class 
  power list up to the highest-level power you can 
  manifest.
  A Student wilder may select this feat instead of 
  Expanded Knowledge for her Surge Bond bonus 
  feat.
  ExTRA STRATEGY [PSIONIC]
  You gain extra daily uses of your strategy ability.
  
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  Prerequisite: Strategy class feature
  Benefit: You gain two additional daily uses of your 
  strategy class feature.
  Special: You can gain this feat multiple times.  Its 
  effects stack.
  HARMONIC RESONANCE [PSIONIC]
  You can attune your mind to the subtle inner 
  workings of other psionic beings, and gain a more 
  intimate knowledge of their powers.
  Prerequisites: Collective class feature, Spellcraft 
  3 ranks.
  Benefit: To use this feat, you must have an active 
  collective when you choose your powers known for 
  the day. Choose a number of powers equal to your 
  primary manifesting modifier that members of 
  your collective know. If you are psionically focused, 
  you may treat those powers as if they were on your 
  power list for the purposes of manifesting another’s 
  powers known. You may change these powers as 
  often as you change your powers known.
  Special: The nature of this connection requires 
  constant focus. If you expend your focus during the 
  manifestation (for instance, to add a metapsionic 
  feat to a borrowed power), the manifestation fails. 
  If you have the Psicrystal Containment feat, you can 
  expend your crystal’s focus and maintain your own, 
  and the manifestation will not fail in this way.
  normal: If you try to manifest a power that is not 
  on your power list from another’s powers known, 
  the attempt automatically fails.
  NETwORK POwER [METAPSIONIC]
  You can temporarily alter the nature of certain 
  powers to allow use over a mental link.
  Prerequisites: Collective class feature, manifester 
  level 3rd.
  Benefit: To use this feat, you must expend your 
  psionic focus.  You can treat a power as if it had 
  the network descriptor.  You may only use this feat 
  on powers with a range of personal and a target of 
  you.
  Using this feat increases the power point cost of 
  the power by 4. The power’s total cost cannot exceed 
  your manifester level.
  UNwILLING PARTICIPANT [PSIONIC]
  You are able to force others into your collective.
  Prerequisite: Collective class feature.
  Benefit: You may attempt to force a living creature 
  into your collective.  The target may attempt a Will 
  save (DC 10 + half vitalist level + wisdom modifier) 
  to resist.  If the target fails the save, it may attempt 
  another Will save at the same DC every 24 hours 
  thereafter, but is otherwise unable to leave the 
  collective unless you allow it.
  normal: Only willing creatures may be added to 
  a collective.  Creatures may leave the collective as a 
  
  Psionics ExPandEd
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  free action.
  Special: Creatures forced into your collective 
  using Unwilling Participant are considered willing 
  members for any collective-related effects unless 
  they succeed on another Will save at the same DC to 
  resist being forced into the collective.  A successful 
  save means the creature resisted the specific effect 
  but is still a member of the collective.
  Psionic PowErs
  As well as the power list and new powers for the 
  vitalist, presented below are a variety of new psionic 
  powers for manifesters of all types.  In addition, the 
  network descriptor is detailed, detailing how this 
  descriptor interacts with manifesters.  These new 
  powers and the network descriptor are detailed 
  below.
  Powers denoted by a * are new powers presented 
  here.  An A appearing at the end of a power’s name in 
  the power lists denotes an augmentable power. 
  The remainder of the chapter contains power 
  descriptions in alphabetical order by power name.
  Power Chains: Some powers reference other 
  powers that they are based upon. Only information 
  in a power later in the power chain that is different 
  from the base power is covered in the power being 
  described. Header entries and other information that 
  are the same as the base power are not repeated. 
  Order of Presentation: In the power lists and the 
  power descriptions that follow them, the powers are 
  presented in alphabetical order by name—except 
  for those belonging to certain power chains. When a 
  power’s name begins with “lesser,” “greater,” “mass,” 
  or a similar kind of qualifier, the power description 
  is alphabetized under the second word of the power 
  description instead. 
  Manifester Level: A power’s effect often depends 
  on the manifester level, which is the manifester’s 
  psionic class level. A creature with no classes has a 
  manifester level equal to its Hit Dice unless otherwise 
  specified. The word “level” in the power lists always 
  refers to manifester level.
  Creatures and Characters: “Creatures” and 
  “characters” are used synonymously in the power 
  descriptions.
  Augment: 
  Many 
  powers 
  vary 
  in 
  strength 
  depending on how many power points you put into 
  them. The more power points you spend, the more 
  powerful the manifestation. However, you can spend 
  only a total number of points on a power equal to 
  your manifester level, unless you have an ability 
  that increases your effective manifester level.
  Many powers can be augmented in more than one 
  way. When the Augment section contains numbered 
  paragraphs, you need to spend power points 
  separately for each of the numbered options. When 
  a paragraph in the Augment section begins with “In 
  addition,” you gain the indicated benefit according 
  to how many power points you have already decided 
  to spend on manifesting the power.
  nEW DEScriPTor: [network]
  The Network descriptor relates to powers that draw 
  in some way on the psychic connections between 
  creatures. While anyone with specialized training 
  (Expanded Knowledge feats) can learn and use these 
  powers, tacticians and vitalists have special options 
  when manifesting them, and can achieve results far 
  beyond any other manifesters with them. 
  Like most descriptors, the Network descriptor does 
  not provide any specific ability. Rather, certain class 
  features only work when dealing with a Network 
  power. For mechanical information, see the spirit of 
  many feature of the tactician and vitalist classes. 
  Retroactive Additions: The dimension swap, 
  empathic transfer, and sense link powers are 
  considered to have the Network descriptor. 
  nEW DEScriPTor: [Shared] 
  A manifester may only manifest and maintain one 
  power with the Shared descriptor at any given time. 
  Should he manifest another power with the Shared 
  descriptor while he is maintaining another Shared 
  power, the new power takes effect and the initial 
  Shared power immediately expires for all targets. 
  Maintaining a Shared power simply means that it 
  has not expired, been dismissed, or been dispelled 
  from all targets. Unless the power’s duration 
  specifies otherwise, you do not need to concentrate 
  to maintain a Shared power.
  GiFtEd BladE PowEr list 
  1ST-LEvEL GIFTED BLADE POwERS 
  Precognition, TacticalA*: Gain +3 enhancement 
  bonus to combat maneuvers. 
  Psion/wildEr PowErs 
   
   
  1ST-LEvEL PSION/wILDER POwERS
  Entangling DebrisA*: Psychokinetically manipulate 
  material to grasp and entangle creatures in an 
  area.
  Inevitable StrikeA*: Gain an insight bonus on your 
  next attack.
  Unearthly TerrorA*: Terrify an enemy with sus-
  tained images.
  
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  2ND-LEvEL PSION/wILDER POwERS
  Psychic Bodyguard*: Make an ally’s Will save for 
  them.
  3RD-LEvEL PSION/wILDER POwERS
  UpheavalA*: Psyhokinetically hurl chunks of the 
  ground.
  6TH-LEvEL PSION/wILDER POwERS
  Brutalize Wounds*: Your target takes more dam-
  age than normal from wounds.
  Psion disciPlinE PowErs 
  EGOIST (PSYCHOMETABOLISM) 
  DISCIPLINE POwERS
  6 Expose WeaknessA*: Cause a creature to become 
  clumsy.
  NOMAD (PSYCHOPORTATION) 
  DISCIPLINE POwERS 
  3 Delayed ResponseA*: Cause the target to act last.
  6 Reposition*: Teleport multiple creatures short 
  distances to different locations. 
  SEER (CLAIRSENTIENCE) DISCIPLINE 
  POwERS 
  2 False FutureA*: Show the target incorrect glimps-
  es into the future, moving them 5 feet.
  TELEPATH (TELEPATHY) DISCIPLINE 
  POwERS 
  4 Alienation*: Subject loses ability to communicate 
  with or understand others.
  Psychic warrior PowErs 
   
  1ST-LEvEL PSYCHIC wARRIOR 
  POwERS
  Inevitable StrikeA*: Gain an insight bonus on your 
  next attack.
  3RD-LEvEL PSYCHIC wARRIOR 
  POwERS
  Expose WeaknessA*: Cause a creature to become 
  clumsy.
  4TH-LEvEL PSYCHIC wARRIOR 
  POwERS 
  Battle TransformationA*: You gain combat bo-
  nuses. 
  6TH-LEvEL PSYCHIC wARRIOR 
  POwERS
  Brutalize Wounds*: Your target takes more dam-
  age than normal from wounds.
  tactician PowErs 
  1ST-LEvEL TACTICIAN POwERS
  Call to MindA: Gain additional Knowledge check 
  with +4 competence bonus. 
  Circumstance ShieldA*: Gain a +2 bonus to Initia-
  tive.  Discharge for a bonus to a single Reflex 
  save.
  Detect PsionicsA: You detect the presence of psion-
  ics. 
  Entangling DebrisA*: Psychokinetically manipulate 
  material to grasp and entangle creatures in an 
  area.
  Entangling EctoplasmA: You entangle a foe in 
  sticky goo. 
  Inevitable StrikeA*: Gain an insight bonus on your 
  next attack.
  Know Direction and LocationA: You discover 
  where you are and what direction you face. 
  MissiveA: Send a one-way telepathic message to 
  subject. 
  Precognition: Gain +2 insight bonus to one roll.
  Precognition, DefensiveA: Gain +1 insight bonus to 
  AC and saving throws. 
  Precognition, TacticalA*: Gain +3 enhancement 
  bonus to combat maneuvers. 
  Sense LinkA: You sense what the subject senses 
  (single sense). 
  Skills as OneA*: You and another share training in 
  a skill.
  Unearthly TerrorA*: Terrify an enemy with sus-
  tained images.
  2ND-LEvEL TACTICIAN POwERS
  Coordinate as One*: Shared perceptions improve 
  offense or defense.
  Detect Hostile Intent: You can detect hostile crea-
  tures within 30 ft. of you.
  Dimension Swap: You and ally or two allies switch 
  positions.
  Empathic Transfer: Transfer another’s wounds to 
  yourself.
  Feat Leech: Borrow another’s psionic or metap-
  sionic feats.
  False FutureA: Show the target incorrect glimpses 
  into the future, moving them 5 feet.
  Missive, Mass: You send a one-way telepathic mes-
  sage to an area.
  
  Psionics ExPandEd
  13
  Psychic Bodyguard*: Make an ally’s Will save for 
  them.
  Psychic Interference*: Disrupt foes’ effectiveness 
  with sustained hallucinations.
  read ThoughtsA: Detect surface thoughts of crea-
  tures in range.
  Sense Link, Forced: Sense what subject senses.
  Share Pain: Willing subject takes some of your 
  damage.
  Strength of My EnemyA: Siphon away your en-
  emy’s strength and grow stronger.
  Sustenance: Go without food and water for one 
  day.
  Thought ShieldA: Gain PR 13 against mind-affecting 
  powers.
  3RD-LEvEL TACTICIAN POwERS
  Battlesense*: Mental heads-up display allows for 
  improved teamwork.
  Danger Sense: You gain +4 bonus against traps.
  Delayed ResponseA*: Cause the target to act last.
  Empathic Adaptation: You resist empathic dam-
  age.
  Empathic Transfer, Hostile: Your touch transfers 
  your hurt to another.
  Expose WeaknessA*: Cause a creature to become 
  clumsy.
  Improved ResponseA: Allow a creature to go 
  sooner in combat.
  Share Pain, Forced: Unwilling subject takes some 
  of your damage.
  Solicit PsicrystalA: Your psicrystal takes over your 
  concentration power.
  Strike as One*: Mental bond improves allied 
  combat coordination, allowing unusual flanking 
  angles.
  Withstand as One*: You and another share the use 
  of the best saving throws between you.
  4TH-LEvEL TACTICIAN POwERS
  AlienationA*: Subject loses ability to communicate 
  with or understand others.
  Battle TransformationA*: You gain combat bo-
  nuses. 
  CorrespondA: Hold mental conversation with an-
  other creature at any distance.
  Empathic FeedbackA: When you are hit in melee, 
  your attacker takes damage.
  Intellect FortressA: Those inside fortress take only 
  half damage from all powers and psi-like abilities 
  until your next action.
  Psychic ReformationA: Subject can choose skills, 
  feats, and powers anew for previous levels.
  Sense as One*: You and another share extraordi-
  nary senses.
  Slip the Bonds: You cannot be held or otherwise 
  rendered immobile.
  Wall of Ectoplasm: You create a protective barrier.
  5TH-LEvEL TACTICIAN POwERS
  Adapt Body: Your body automatically adapts to hos-
  tile environments.
  CatapsiA: Psychic static inhibits power manifesta-
  tion.
  Incarnate: Make some powers permanent.
  Metaconcert: Mental concert of two or more in-
  creases the total power of the participants.
  Power Resistance: Grant PR equal to 12 + level.
  Prowess as OneA*: You and another share the use 
  of the highest base attack bonus between you.
  Tower of iron WillA: Grant PR 19 against mind-af-
  fecting powers to all creatures within 10 ft. until 
  your next turn.
  Upheaval*: Telekinetically hurl portions of the 
  ground into the air, dealing damage and causing 
  difficulty in moving.
  6TH-LEvEL TACTICIAN POwERS
  Brutalize Wounds*: Your target takes more dam-
  age than normal from wounds.
  Co-opt Concentration: Take control of foe’s con-
  centration power.
  Dispelling Buffer: Subject is buffered from one 
  dispel psionics effect.
  Reposition*: Teleport multiple creatures short 
  distances to different locations.
  Technique as oneA *: You and another share the 
  use of one feat between you.
  Trigger Power: Sets trigger condition for another 
  power.
  7TH-LEvEL TACTICIAN POwERS
  Barred Mind, PersonalA: You are immune to 
  scrying and remote viewing and gain a bonus to 
  mental effects.
  Bend Reality: Alters reality within power limits.
  Cosmic AwarenessA: You gain insight bonus on 
  single attack roll, check, or save.
  Divert Teleport: Choose destination for another’s 
  teleport.
  Evade BurstA: You take no damage from a burst on 
  a successful Reflex save.
  8TH-LEvEL TACTICIAN POwERS
  Ability as One*: You and another share one ability 
  score between you.
  Barred MindA: Subject immune to scrying and re-
  mote viewing and gains bonus to mental effects.
  Hypercognition: You can deduce almost anything.
  Halt Battle *: Force all nearby creatures to stop 
  fighting.
  
  drEamscarrEd PrEss
  14
  9TH-LEvEL TACTICIAN POwERS
  Affinity Field: Effects that affect you also affect 
  others.
  Assimilate: Incorporate creature into your own 
  body.
  Fusion: You combine your abilities and form with 
  another.
  Last Stand *: Bolster your allies in combat.
  Reality Revision: As bend reality, but fewer limits. 
  Timeless Body: Ignore all harmful, and helpful, ef-
  fects for 1 round.
  PowErs 
  The powers presented below are in alphabetical 
  order, with the exception of those whose names 
  begin with a qualifier (see Order of Presentation, 
  above).
  Ability as One
  Discipline: Telepathy [Mind-Affecting, Network, 
  Shared]
  Level: Tactician 8
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: You plus one creature 
  Duration:  1 round/level
  Saving Throw: Will negates (harmless, see text)
  Power Resistance: Yes
  Power Points: 15
  This power reflects the pinnacle of the network 
  abilities — the unification of physical and mental 
  traits in their purest form, ability scores. When you 
  manifest this power, choose one of the six ability 
  scores. The highest example of that score amongst 
  the targets replaces the same ability score amongst 
  all willing targets.
  Only base ability scores can be linked in this way 
  — that is, the ability score without any bonuses or 
  penalties of any type, except racial modifiers, age 
  modifiers, inherent bonuses, and the bonuses every 
  four character levels. Other effects that modify 
  ability scores (such as spells, psionic powers, magic 
  items, class features, and so on) are not transferred, 
  though they remain in effect, altering any replaced 
  score as they would alter the original.
  Augment: You may augment this power in one or 
  both of the following ways.
  1. If you spend an additional 2 power points, you 
  may instead share the lowest base ability score 
  amongst all targets, willing or not (which may impact 
  spellcasting in a way similar to ability damage). 
  Unwilling targets may make a Will saving throw 
  each round to ignore the effects of this power for 
  that round. You are exempt from any ability score 
  change this way.
  2. For every 2 additional power points you spend, 
  you may choose an additional ability score for this 
  power to affect.
  In addition, for every 2 power points spent to 
  achieve either of these results, increase the save DC 
  (if applicable) by 1.
  Alienation
  Discipline: Telepathy (Compulsion) [Mind-Affect-
  ing]
  Level: Tactician 4, telepath 4
  Display: Auditory, mental
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: 1 living creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 7
  You close off the centers of the subject’s mind that 
  deal with communication and social interaction. The 
  subject effectively loses knowledge of all languages 
  (including telepathic and body language) and is 
  treated as illiterate for the duration of the power. He 
  may still “speak” and provide verbal components, 
  and to him they sound completely normal, but to 
  anyone else they appear as complete gibberish. 
  The subject is unable to understand anyone else 
  on any level and is unable to determine friend from 
  foe.  This prevents things such as Sense Motive, the 
  Aid Another action (or benefits from another’s Aid 
  Another), any skill check involving communication 
  (including 
  Linguistics), 
  using 
  teamwork 
  feats, 
  knowing if a magical effect used on him is harmless 
  or not until it hits him (thus, he attempts a save 
  against all effects he could), gaining the benefits 
  from abilities such as bardic performance, or using 
  any Charisma-based skill check (except Use Magic 
  Device). 
  The target no longer counts as an ally for the 
  purposes of determining flanking and all creatures 
  who threaten the subject are considered allies for 
  their own flanking purposes.  In addition, the subject 
  cannot make attacks of opportunity while under this 
  effect.
  The subject still understands if his attacks or 
  powers are successful.
  Augment: For every additional power point you 
  spend, this power may affect an additional target. 
  No two targets may be further than 15 feet apart. 
  For every 2 power points spent this way, the power’s 
  save DC increases by 1.
  
  Psionics ExPandEd
  15
  Battle Transformation
  Discipline: Clairsentience
  Level: Psychic warrior 4, tactician 4
  Manifesting Time: 1 standard action
  Display: Mental, visual
  Range: Personal
  Target: You
  Duration: 1 round/level
  Saving Throw: None; see text
  Power Resistance: No; see text
  Power Points: Psychic warrior 7, tactician 7
  You become a paragon of battle—stronger, tougher, 
  faster, and more skilled in combat.
  You gain a +2 luck bonus on attack rolls, weapon 
  damage rolls, Strength checks, and Strength-based 
  skill checks. You also gain 1 temporary hit point 
  per manifester level. Whenever you make a full-
  attack action, you can make an additional attack at 
  your full base attack bonus, plus any appropriate 
  modifiers. This additional attack is not cumulative 
  with similar effects, such as physical acceleration or 
  weapons with the speed special ability. 
  Augment: This power may be augmented in one 
  or more of the following ways.
  1. For every 3 additional power points spent, the 
  luck bonus improves by 1.
  2. If you spend 4 additional power points, the 
  power’s duration becomes 10 minutes/level.
  3. If you spend 2 additional power points, this 
  power gains the Network descriptor.  If used in this 
  fashion, the power’s saving throw becomes Will 
  negates (harmless) and power resistance becomes 
  Yes (harmless).
  Brutalize Wounds
  Discipline: Telepathy [Compulsion, Mind-Affecting]
  Level: Psion/wilder 6, psychic warrior 6, tactician 6, 
  vitalist 6
  Display: visual
  Manifestation Time: One standard action
  Range: Close (25 feet + 5 feet/2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Will partial; Power Resistance: Yes
  Power Points: 11
  You invade the target’s mind and temporarily 
  reduce its ability to ward off attacks. If the target 
  succeeds at its saving throw, its hardiness is still 
  depleted; the target takes 1 extra point of damage 
  per die of damage it is dealt from melee or ranged 
  attacks while the duration lasts. If it fails its save, 
  it takes maximum damage plus 1 point of extra 
  damage per die of damage it is dealt from melee or 
  ranged attacks while the duration lasts. For instance, 
  if a greatsword that normally deals 2d6 points of 
  damage hits the target, they take 14 points of damage 
  from the hit automatically.  
  A target that knows that it is under the effect may 
  spend a move actionto make an additional Will save 
  at the original save DC to attempt to reduce the effect 
  to only taking 1 extra point of damage per die of 
  damage it is dealt.
  Circumstance Shield
  Discipline: Clairsentience
  Level: Psion/wilder 1, psychic warrior 1, tactician 1
  Display: Auditory
  Manifestation Time: 1 standard action
  Range: Personal
  Target: You
  Duration: One hour/level or until discharged
  Power Points: 1
  Your shield of insight alerts you to potential 
  dangers and supercharges your reaction time. You 
  gain a +1 insight bonus on your Initiative checks for 
  the duration of the effect.  As as an immediate action, 
  even if you are caught flat-footed (an exception to 
  the rule that you cannot normally take immediate 
  actions while flat-footed), you may add this bonus to 
  a single Reflex save as a resistance bonus; doing so 
  ends the effect.
  Augment: For every 5 additional power points you 
  spend, the insight bonus increases by +1.
  Coordinate as One
  Discipline: Telepathy [Mind-Affecting, Network, 
  Shared]
  Level: Tactician 2
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One willing creature other than you 
  Duration:  1 round/level
  Saving Throw: Will negates (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 3
  You form a mental bond with one creature within 
  range, giving them the ability to ‘borrow’ your 
  perception and use that information to direct their 
  movements.
  You may choose to direct the target either 
  offensively, alerting them to weaknesses in their 
  opponent’s defenses, or defensively, alerting them to 
  incoming attacks. You may change whether you are 
  directing offensively or defensively once per round 
  as a free action. While being directed offensively, the 
  subject gains a +1 insight bonus on attack rolls and 
  
  drEamscarrEd PrEss
  16
  damage rolls. While being directed defensively, the 
  subject receives a +1 insight bonus on armor class 
  and saving throws.
  Augment: For every 3 additional power points 
  you spend, increase the insight bonus by 1.
  Delayed Response
  Discipline: Psychoportation
  Level: Tactician 3
  Display: Auditory, Mental
  Manifesting Time: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 5
  You force the target to delay their action until after 
  the next creature in the initiative order takes their 
  action unless the target makes a successful Will save. 
  You must manifest this power before the results of 
  the creature’s actions are determined.  This may 
  result in the creature’s action being invalid, such 
  as attacking a target that has moved, in which case 
  the action is wasted.  If the target was manifesting a 
  power or casting a spell, they do not need to make a 
  concentration check.
  Augment: For every 3 additional power points 
  you spend, the target’s action is delayed until after 
  an additional creature in the initiative order.
  Entangling Debris
  Discipline: Psychokinesis [Force]
  Level: Psion/wilder 1, tactician 1
  Components: Ma, vi
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: Matter in a 40-ft.-radius spread
  Duration: Concentration, up to 1 min./level (D)
  Saving Throw: Reflex partial; see text
  Power Resistance: No
  Power Points: 1
  You use telekinetic force to manipulate matter in 
  the affected area, including wood, metal, grasses, 
  bushes, and even trees, to entwine creatures in the 
  affected area or those that enter the area, causing 
  them to become entangled. The individual pieces 
  of matter affected must weigh less than 25 lbs each 
  and either cannot be permanently affixed or must 
  be able to sufficiently reach creatures within the 
  area. Affected creatures can break free and move 
  half their normal speed by using a full-round action 
  to make a DC 20 Strength check or a DC 20 Escape 
  Artist check. A creature that succeeds on a Reflex 
  save is not entangled but can still move at only half 
  speed through the area. Each round you concentrate, 
  you may once again direct the debris to attempt to 
  entangle all creatures that have avoided or escaped 
  entanglement.
  Augment: This power may be augmented in one 
  or more of the following ways.
  1. For each additional 2 power points spent, this 
  power can affect an area 5 ft. larger in radius.
  2. By spending an additional 4 power points, this 
  power causes 2d6 points of damage per round to 
  creatures that failed their Reflex save.
  In addition, for every 2 additional power points 
  you spend to achieve any of these effects, this power’s 
  save DC increases by 1.
  Expose Weakness
  Discipline: Psychometabolism
  Level: Egoist 3, psychic warrior 3, tactician 3
  Display: Auditory, visual
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: 1 round / level
  Power Resistance: Yes
  Save: Fortitude negates
  Power Points: 5
  The target of the power becomes clumsy and 
  moves in the worst possible way when attacked. The 
  target is considered flanked to all attackers and all 
  attacks on the subject gain a +4 circumstance bonus 
  to confirm critical hits. Any fortification against 
  sneak attacks and critical hits is negated.
  Augment: By spending an additional 6 power 
  points, the target is considered flat-footed rather 
  than flanked.
  False Future
  Discipline: Clairsentience
  Level: Seer 2, Tactician 2
  Display: Auditory, Material
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 3
  You show the targeted creature a vision of the 
  future that is slightly incorrect. At any point in the 
  target’s turn, you can reposition them 5 ft. to reflect 
  their reaction to the false insight.  The target may 
  react after the reposition has occurred.   This might 
  make an action the creature was about to take 
  
  Psionics ExPandEd
  17
  invalid, such as repositioning them when they are 
  about to make an attack, in which case the action is 
  wasted.
  You cannot reposition the creature into a square 
  which they could not occupy or where there is no 
  ground (such as over a cliff, into a river, or a flow of 
  lava).  
  Augment: For every 2 additional power points 
  spent, this power lasts an additional round and the 
  save DC increases by 1.
  Halt Combat
  Discipline: Telepathy [Mind-affecting]
  Level: Tactician 8
  Display: Auditory, Material
  Manifesting Time: 1 standard action
  Range: 60 ft.
  Area: 60 ft. radius burst centered on you
  Duration: 1 round (see text)
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 15
  You send out a powerful telepathic command, 
  dazing all creatures in the area for one round 
  unless they make a successful Will save.  During this 
  round, time continues for all creatures in the area 
  as normal.  
  As part of the action of manifesting this power, 
  you may attempt to convince some or all of the 
  affected creatures to cease combat once the initial 
  effect wears off.  Each creature you target to cease 
  combat must make a second Will save or they are 
  incapable of taking an offensive action for the next 
  ten minutes except against a creature who takes an 
  offensive action against them.
  Improved Response
  Discipline: Psychoportation [Network]
  Level: Tactician 3
  Display: Mental, visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 5
  You accelerate the reaction time of the target, al-
  lowing them to take this round’s actions ahead of 
  the creature who would have otherwise gone im-
  mediately before the target.  If this would place the 
  target before you and he has not already taken this 
  round’s actions, the target must immediately take 
  this round’s actions.  If the target has already taken 
  this round’s actions, the power affects them on the 
  next round.
  A creature may only be affected by this power once 
  per round.  This power does not allow a creature to 
  act in a round if he would not normally be allowed 
  to (such as during the surprise round).
  Augment: For every additional 6 power points 
  spent, the target’s place in the initiative order is 
  improved by one additional step.
  Inevitable Strike
  Discipline: Clairsentience
  Level: Marksman 1, psion/wilder 1, psychic warrior 
  1, tactician 1
  Display: visual
  Manifesting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: See text
  Power Points: 1
  You gain temporary, intuitive insight into the 
  immediate future during your next attack. Your next 
  single attack roll (if it is made before the end of the 
  next round) gains a +5 insight bonus. Additionally, 
  you are not affected by the miss chance that applies 
  to attackers trying to strike a concealed target.
  Augment: This power may be augmented in one 
  or both of the following ways.
  1. You can increase the manifesting time to 1 
  standard action and increase the insight bonus to 
  +20.
  2. For every additional power point spent, the 
  insight bonus increases by 2, but the total bonus may 
  not exceed +25.
  Last Stand
  Discipline: Telepathy [Mind-affecting, Network]
  Level: Tactician 9
  Display: Auditory, visual
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: 1 creature / level
  Duration: 1 round / level
  Saving Throw: Will negates (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 17
  You send a powerful morale boost to the targets, 
  a telepathic equivalent of an epic battle speech, 
  preparing them to overcome a difficult challenge. 
  Each affected creature gains a +5 morale bonus to 
  attack rolls, Armor Class, and saving throws, as well 
  as 50 temporary hit points.  
  In addition, each affected creature gains immunity 
  to fear effects for the duration of the power and if 
  
  drEamscarrEd PrEss
  18
  brought below 0 hit points but not killed, the target 
  can fight on for one more round as if disabled. At 
  the end of his next turn, unless brought to above 0 
  hit points, the affected creature immediately falls 
  unconscious and begins dying.
  Precognition, Tactical
  Discipline: Clairsentience
  Level: Gifted blade 1, psychic warrior 1, tactician 1
  Display: Auditory, Olfactory
  Manifestation Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Power Points: 1
  Your awareness extends a fraction of a second 
  into the future, allowing you to better perform a 
  particular combat maneuver.  Select one type of 
  combat maneuver, such as bull rush or reposition, 
  when you manifest this power.  You gain a +2 
  enhancement bonus to combat maneuver checks of 
  that type for the duration of the effect.
  Augment: This power may be augmented in one 
  or both of the following ways.
  1. For every 2 additional power points you spend, 
  the enhancement bonus increases by 1.
  2. For every 3 additional power points you 
  spend, you can select an additional type of combat 
  maneuver.
  3. If you spend 4 additional power points, using the 
  combat maneuver selected does not provoke attacks 
  of opportunity.
  4. If you spend 6 additional power points, you can 
  manifest this power as an immediate action.
  Prowess as One
  Discipline: Telepathy [Mind-Affecting, Network, 
  Shared]
  Level: Tactician 5
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft/2 levels)
  Target: You plus one creature 
  Duration:  1 round/level
  Saving Throw: Will negates (harmless, see text)
  Power Resistance: Yes
  Power Points: 9
  This power links the fighting prowess of one to 
  another. Treat all targets of this power in all ways as 
  if they have a base attack bonus equal to the highest 
  base attack bonus amongst all willing targets affected 
  (this can grant additional attacks per round as usual 
  for a high base attack bonus).
  Temporary effects that alter base attack bonus 
  are ignored by this power. While subjects still gain 
  the benefit of both effects, prowess as one only deals 
  with their regular base attack bonus before other 
  temporary effects are applied.
  Augment: You may augment this power in one or 
  both of the following ways.
  1. For every 3 additional power points you spend, 
  you can share one of the target’s weapon proficiencies 
  with every other willing target.
  2. If you spend 4 additional power points, you can 
  instead share the lowest base attack amongst any 
  targets you choose instead of the highest. This can 
  cause a loss of melee attacks or deny use of feats 
  or class abilities. If a recipient’s base attack bonus 
  would be lowered through the use of this power, 
  they may attempt a Will saving throw each round to 
  ignore its effects.
  3. For every 4 additional power points you spend, 
  you may also select one class feature belonging to 
  you or a target that directly modifies the base attack 
  bonus you share, either by providing a bonus or by 
  altering the base attack bonus. Example class features 
  include the monk’s Flurry of Blows class feature. The 
  GM may allow additional abilities at his discretion. 
  You may effectively grant this class feature to any or 
  all willing targets of your choice; treat them as if they 
  actually had the class feature in question, with one 
  exception: if a class feature has additional benefits 
  besides directly modifying the base attack bonus, 
  those additional benefits are not included.
  Psychic Bodyguard
  Discipline: Telepathy [Mind-Affecting]
  Level: Psion/wilder 2, tactician 2, vitalist 2
  Display: Mental, visual
  Manifestation Time: 1 round
  Range: Medium (100 feet + 10 feet/level)
  Target: One willing creature
  Duration: One hour/level (D) or until discharged; 
  see text
  Saving Throw: Yes (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 3
  You forge a specialized telepathic connection 
  between yourself and one ally. Whenever the target 
  must make a Will save, you make the save instead 
  as if the effect targeted you. If you fail in the saving 
  throw, your ally suffers the consequences of the 
  effect that forced the Will save and you must make 
  an additional Will save at the same DC or be stunned 
  for one round. The target may willingly fail saves 
  against harmless powers without causing you to be 
  stunned.  Once the connection is forged, you can 
  make Will saves for your ally as long as she remains 
  in range. If she strays out of range, the power ends. 
  
  Psionics ExPandEd
  19
  You may not willingly fail a save when using psychic 
  bodyguard, but you may allow the target to make her 
  own save. The power immediately ends after you 
  have made a successful Will save for the target.
  Augment: This power may be augmented in one 
  or more of the following ways.
  1. For every additional 2 power points spent, the 
  power lasts for one additional successful Will save.
  2. If you spend 8 additional power points, the 
  power is not discharged after making a successful 
  Will save.
  Psychic Interference
  Discipline: Telepathy [Mind-Affecting, Network]
  Level: Tactician 2
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft/2 levels)
  Target: One creature
  Duration: One round/level
  Saving Throw: Will partial (see text)
  Power Resistance: Yes
  Power Points: 3
  You form a mental bond with one creature within 
  range and use that bond to force minor hallucinations 
  into the target’s mind, hindering them in several 
  potential ways.
  Targets of this power suffer a -2 penalty on one 
  of the following for the duration of the power (your 
  choice):
  * Attack rolls
  * Saving throws
  * Ability checks and skill checks
  A successful save reduces the penalty to -1.
  Augment: You may augment this power in one or 
  both of the following ways.
  1. If you spend 2 additional power points, you may 
  choose a second type of check to which the penalty 
  applies.
  2. For every 2 additional power points you spend, 
  the penalty increases by 1. For every two points the 
  penalty increases, the penalty on a successful Will 
  save increases by 1.
  In addition, for every 2 power points spent to 
  achieve either of these results, the power’s save DC 
  increases by 1.
  Reposition
  Discipline: Psychoportation (Teleportation) [Net-
  work]
  Level: Nomad 6, tactician 6
  Display: Auditory, Material
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: 1 willing creature / 2 levels
  Duration: Instantaneous
  Saving Throw: Will negates (harmless); see text
  Power Resistance: Yes (harmless); see text
  Power Points: 11
  You instantly reposition each willing target 
  anywhere within Medium range (100 ft. + 10 ft./
  level) from your location to which you have line of 
  effect. This does not provoke attacks of opportunity 
  for the creatures moved.  The destination must be a 
  valid space; this power cannot reposition creatures 
  inside of another creature, a boulder, or some other 
  solid structure, etc., although it could reposition a 
  creature through a wall, as long as the manifester 
  has line of effect to the destination, or reposition 
  a creature underwater, midair, or over a bonfire. 
  Attempts to reposition a creature into a harmful 
  situation allow the creature a save.
  Augment: This power may be augmented in the 
  following ways.
  1. If you spend 6 additional power points, you may 
  target unwilling creatures.
  2. If you spend 8 additional power points, you may 
  manifest this power as an immediate action.
   
  Sense as One
  Discipline: Telepathy [Mind-Affecting, Network, 
  Shared]
  Level: Tactician 4
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: You plus one willing creature
  Duration: 1 round/level
  Saving Throw: None (see text)
  Power Resistance: Yes
  Power Points: 7
  When you manifest this power, choose one of 
  the following sensory special abilities that you or a 
  willing target possesses: blindsense, darkvision, low-
  NETwORK DESCRIPTOR AND 
  REPOSITION
  Because 
  reposition 
  carries 
  the 
  Network 
  descriptor, willing targets within the manifester’s 
  collective, but outside of the range of the power 
  may be repositioned, but their final destination 
  must be within the power’s stated range (100 ft. + 
  10 ft./level.) from the manifester’s initial location.  
  Additionally, the manifester himself can be 
  affected by reposition if he has the collective class 
  feature, but all range measurements are made 
  from the manifester’s starting location, not his 
  final location.  
  
  drEamscarrEd PrEss
  20
  light vision, scent, tremorsense.  You and the target 
  are both treated as having the special ability for the 
  duration of the effect.
  Augment: You can augment this power in one or 
  more of the following ways.
  1. If you spend 2 additional power points, you may 
  also choose blindsight as a special ability to share.
  2. If you spend 2 additional power points, this 
  power can affect an unwilling target, and the power’s 
  saving throw becomes “Will negates.”  Unwilling 
  targets do not gain the benefit of the shared sense, 
  and you may cause that target to be treated as if it 
  did not have the sensory special ability.
  In addition, for every 2 power points spent 
  augmenting this power, the save DC increases by 1. 
  Shift the Tide
  Discipline: Clairsentience
  Level: Tactician 4
  Display: Auditory
  Manifesting Time: 1 immediate action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Instantaneous (see text)
  Saving Throw: Will negates (harmless) or Will 
  partial (see text)
  Power Resistance: Yes
  Power Points: 7
  You see the flow of battle and are able to make 
  a single correction to shift the outcome of events. 
  You force one creature in range to reroll a single 
  check.  This could be an attack roll, saving throw, 
  opposed check, skill check, or any other d20 roll. 
  The creature must take the result of the second roll. 
  You can choose to use this power after the result of 
  a roll has already been determined - such as to force 
  an enemy who has hit an ally to reroll, or to allow an 
  ally to reroll a failed saving throw.
  If you target an enemy who makes a successful 
  Will save, their action is not altered, but they are 
  instead staggered for one round.
  Augment: For every two additional power points 
  spent, the power’s save DC increases by 1.
  Skills as One
  Discipline: Telepathy [Mind-Affecting, Network, 
  Shared]
  Level: Tactician 1
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: You plus one willing creature 
  Duration:  1 round/level
  Saving Throw: None (see text)
  Power Resistance: Yes
  Power Points: 1
  When manifesting this power, you must choose 
  one skill. If your rank in that skill is higher, the target 
  uses your ranks in place of his own ranks (maximum 
  5 ranks), and vice versa. If a target’s skill ranks are 
  replaced by this power, they are treated as though 
  they actually had the shared ranks in the skill for all 
  purposes (including class skill bonuses and the use 
  of trained-only skills).
  Augment: You can augment this power in one or 
  more of the following ways.
  1. For every 2 additional power points you spend, 
  you can choose an additional skill to share. Compare 
  each skill individually.
  2. For every 2 additional power points you spend, 
  the maximum ranks you can share increases by 5 
  ranks.
  3. If you spend 2 additional power points, this 
  power can affect an unwilling target, and the power’s 
  saving throw becomes “Will negates (harmless)”. 
  Unwilling targets do not gain the benefit of increased 
  skill ranks, although their skill ranks may be shared 
  with willing targets.
  Strike as One
  Discipline: Telepathy [Mind-Affecting, Network, 
  Shared]
  Level: Tactician 3
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: You and one willing creature
  Duration:  1 round/level
  Saving Throw: None (harmless)
  Power Resistance: Yes (harmless)
  Power Points: 5
  You form a mental bond with a creature within 
  range and use that bond to coordinate your attacks 
  to throw your foes off balance.
  Creatures affected by this power may designate 
  their own square or any square adjacent to them as 
  the square they occupy for the purposes of flanking. 
  If they occupy the designated square, they gain an 
  additional +2 bonus from flanking.
  All targets gain some measure of awareness from 
  other targets, guarding each other from external 
  threats. If any target is aware of danger, all targets 
  are. No target may be flat-footed or flanked unless 
  all targets are.
  Technique as One
  Discipline: Telepathy [Mind-Affecting, Network, 
  Shared]
  Level: Tactician 7
  
  Psionics ExPandEd
  21
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: You plus one willing creature
  Duration:  1 round/level
  Saving Throw: Will negates (harmless, see text)
  Power Resistance:bold text Yes
  Power Points: 13
  When you manifest this power, pick one feat that 
  either you or the target has. This feat cannot be one 
  restricted to first-level characters, nor can it have a 
  racial prerequisite. All willing targets of this power 
  gain this feat for the duration of the power, although 
  they must meet all prerequisites of that feat to gain 
  its benefits.
  Feats that directly modify hit points, power points, 
  or spells per day cannot be chosen this way. If a feat 
  requires a specific choice, that choice is also shared.
  This power does not grant you any special 
  knowledge of the target’s feats (though it is generally 
  assumed that a willing target has filled you in on 
  them beforehand). If your target does not actually 
  have the feat you named, then the power fails.
  Augment: You can augment this power in one or 
  more of the following ways.
  1. For every 2 additional power points you spend, 
  you may share an additional feat from the same 
  target. These feats can serve as prerequisites for 
  other shared feats.
  2. If you spend 2 additional power points, the 
  power can affect unwilling targets. Unwilling targets 
  may attempt a Will saving throw each round to 
  negate the effects of this power – and if successful, 
  any feats borrowed from them fade from the other 
  targets until the start of the unwilling target’s next 
  action.
  Unearthly Terror
  Discipline: Telepath [Mind-Affecting, Network, 
  Fear]
  Level: Psion/wilder 1, tactician 1
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Will negates or Will partial (see 
  text)
  Power Resistance: Yes
  Power Points: 1
  You form a mental bond between yourself and an 
  enemy, and use that bond to bombard their mind 
  with horrifying images and incite fear. Targets of 
  this power who fail their saving throws are shaken 
  for the duration of the power.
  Augment: You may augment this power in one or 
  more of the following ways.
  If you spend 4 additional power points, creatures 
  that fail their save become frightened for the duration 
  and those that succeed are considered shaken. 
  If you spend 8 additional power points, creatures 
  that fail their saves become panicked for the 
  duration, and those that succeed are shaken.
  For every 2 additional power points you spend 
  (including those spent on the above augment options) 
  increase the save DC by 1.
  Upheaval
  Discipline: Psychoportation
  Level: Psion/wilder 5
  Display: visual
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20 ft. radius burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Power Resistance: No
  Power Points: 9
  You translocate entire chunks of the earth 50 ft. 
  into the air, where they fall onto the targets below. 
  Each creature in the area affected takes 9d6 points 
  of bludgeoning damage as the earth falls back to the 
  ground. Unlike normal damage from powers, this 
  damage is subject to damage reduction that would 
  affect mundane bludgeoning damage.
  In addition, the ground in the affected area 
  becomes difficult terrain, making movement through 
  it harder.
  Augment: For each additional 2 power points 
  spent, this power can affect an area 5 ft. larger in 
  radius and the save DC increases by 1.
  withstand as One
  Discipline: Telepathy [Mind-Affecting, Network, 
  Shared]
  Level: Tactician 3
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft/2 levels)
  Target: You plus one other creature
  Duration:  1 round/level
  Saving Throw: Will negates (harmless, see text)
  Power Resistance: Yes
  Power Points: 5
  When manifesting this power, you must choose 
  one kind of saving throw: Fortitude, Reflex, or will. 
  For the duration of the power, all willing targets 
  share the highest base bonus to that save. This only 
  
  drEamscarrEd PrEss
  22
  includes bonus to saves from hit dice (including 
  racial hit dice and class levels), not any bonuses from 
  ability scores, racial traits, class features, temporary 
  effects such as powers, spells, and items, or such. 
  You and all willing targets may use the highest save 
  between you in place of their original values.
  Alternatively, you may force all targets to use the 
  lowest save bonus between you in place of their 
  original base save. If this decreases the target’s 
  bonus, then the target may attempt a Will save (with 
  his normal will saving throw modifier) every round 
  to ignore the effects of this power for that round.
  Augment: You can augment this power in one or 
  more of the following ways.
  1. If you spend 2 additional power points, you may 
  choose a second kind of saving throw to share. If you 
  spend 6 additional power points, you may choose 
  to share all three kinds of saves with all targets. 
  Compare each new save individually with each 
  target’s original, and use the favorable choice for the 
  version of the power you are using.
  2. For every 4 additional power points you spend, 
  you may also select one class feature belonging to you 
  or a target that directly modifies the saving throw(s) 
  you share, either by providing a bonus or by altering 
  the effects of successful and/or failed saves. Example 
  class features include Evasion and Improved Evasion, 
  Still Mind, Divine Grace, and Slippery Mind. The GM 
  may allow additional abilities at his discretion. You 
  may effectively grant this class feature to any or all 
  willing targets of your choice; treat them as if they 
  actually had the class feature in question, with one 
  exception: if a class feature has additional benefits 
  besides directly modifying the saving throw (such as 
  fear immunity from Aura of Courage), then they are 
  not included.
  In addition, for every 2 power points spent to 
  achieve either of these effects, the save DC increases 
  by 1.
  advancEd rulEs
  The Advanced Player’s Guide implemented a 
  variety of new rules to give new options to your 
  game.  Psionics Expanded does the same.  In this 
  section, you will find alternate racial traits for the 
  psionic races, alternate favored class options for the 
  psionic classes and the psionic races, and psionic 
  traits.
  Most of the options for the Advanced Rules 
  section are detailed in Psionics Expanded: Unlimited 
  Possibilities, but as the tactician class is presented in 
  this book, the entries for the tactician are presented 
  below.
  Racial Favored Classes
  Each race’s entry also contains a section detailing 
  favored class options. This section describes 
  alternative benefits for members of the different 
  races taking certain classes as a favored class. The 
  normal benefit of having a favored class is simple 
  and effective: your character gains one extra hit 
  point or one extra skill rank each time she gains a 
  level in that class (or a power point in the case of the 
  psionic races). The alternate favored class abilities 
  listed here may not have as broad an appeal as 
  the standard choices. They are designed to reflect 
  flavorful options that might be less useful in general 
  but prove handy in the right situations or for a 
  character with the right focus. Most of them play 
  off racial archetypes, like a half-orc’s toughness and 
  proclivity for breaking things or elven grace and 
  finesse.
  In most cases, these benefits are gained on a level-
  by-level basis—your character gains the specified 
  incremental benefit each time she gains a level. 
  Unless otherwise noted, these benefits always 
  stack with themselves. For example, a human with 
  paladin as a favored class may choose to gain 1 point 
  of energy resistance each time she gains a level; 
  choosing this benefit twice increases this resistance 
  bonus to 2, 10 times raises it to 10, and so on.
  In some cases this benefit may eventually hit a 
  fixed numerical limit, after which selecting that 
  favored class benefit has no effect. Of course, you can 
  still select the bonus hit point or skill rank as your 
  favored class benefit, so there is always a reward for 
  sticking with a favored class.
  Finally, some of these alternate favored class 
  benefits only add +1/2, +1/3, +1/4, or +1/6 to a roll 
  (rather than +1) each time the benefit is selected; 
  when applying this result to the die roll, round 
  down (minimum 0). For example, a dwarf with 
  rogue as his favored class adds +1/2 to his trap sense 
  ability regarding stone traps each time he selects 
  the alternate rogue favored class benefit; though 
  this means the net effect is +0 after selecting it once 
  (because +1/2 rounds down to +0), after 20 levels this 
  benefit gives the dwarf a +10 bonus to his trap sense 
  (in addition to the base value from being a 20th-level 
  rogue).
  As in the previous section, what is presented here 
  is a set of alternative benefits that characters of each 
  race may choose instead of the normal benefits for 
  their favored class. Thus, rather than taking an extra 
  hit point or an extra skill rank, players may choose 
  for their characters to gain the benefit listed here. 
  This is not a permanent or irrevocable choice; just 
  as characters could alternate between taking skill 
  ranks and hit points when they gain levels in their 
  favored class, these benefits provide a third option, 
  
  Psionics ExPandEd
  23
  and characters may freely alternate between them.
  As with any alternate or optional rule, consult with 
  your GM to determine whether exchanging normal 
  favored class benefits for those in this chapter will 
  be allowed.
  Blue
  Monstrous in appearance, but exceptionally 
  intelligent, blues are known for their natural psionic 
  ability.  While most blues develop manifesting ability, 
  some focus on combat skills, seeking to protect 
  themselves from the harsh world, or stealth, using 
  their natural agility to avoid predators and instead 
  seek out prey.
  Some blues are naturally skilled at altering the 
  opinions of others, whether it is through natural 
  charm and personality, or through the ability to 
  bend the thoughts of others to their will.  Other blues 
  are simply born with an innate ability to manifest 
  powers.  These blues represent the various tribes 
  of blues, particularly as they seek to infiltrate and 
  supplant the goblins within a given tribe.
  Favored Class Options
  Instead of receiving an additional skill rank or hit 
  point whenever they gain a level in a favored class, 
  blues have the option of choosing from a number of 
  other bonuses, depending upon their favored classes. 
  The following options are available to all blues who 
  have the listed favored class, and unless otherwise 
  stated, the bonus applies each time you select the 
  listed favored class reward.
  Tactician: Add +1/3 to the tactician’s saving throws 
  versus mind-affecting effects.
  Dromite
  Insectile 
  and 
  genderless, 
  dromites 
  are 
  an 
  interesting paradox of a race, where the individual 
  is celebrated, yet the community is given extreme 
  importance and castes are still used.  Skilled and 
  quick, many dromites take up crafting.
  Dromites who choose to leave the hive and explore 
  the world have been known to merge the defensive 
  abilities of the aegis with their own chitin.  Others 
  seek to bind creatures into a greater consciousness 
  using the abilities of the tactician or vitalist.
  Favored Class Options
  Instead of receiving an additional skill rank or 
  hit point whenever they gain a level in a favored 
  class, dromites have the option of choosing from 
  a number of other bonuses, depending upon their 
  favored classes. The following options are available 
  to all dromites who have the listed favored class, and 
  unless otherwise stated, the bonus applies each time 
  you select the listed favored class reward.
  Tactician: Add +1/2 to the tactician’s class level for 
  the purposes of the collective class feature.
  Duergar
  Considered by most to be mentally warped 
  or insane, the psionic breed of duergar are a 
  misunderstood lot.  According to them, their actions 
  are done to protect the world from a sinister presence 
  deep within the earth.  This has led to some within 
  the race developing odd sleeping habits or unusual 
  behaviors.
  While most duergar become psychic warriors, 
  fighters, or rogues, some develop their manifesting 
  ability to a greater extent.
  Favored Class Options
  Instead of receiving an additional skill rank or 
  hit point whenever they gain a level in a favored 
  class, duergar have the option of choosing from 
  a number of other bonuses, depending upon their 
  favored classes. The following options are available 
  to all duergar who have the listed favored class, and 
  unless otherwise stated, the bonus applies each time 
  you select the listed favored class reward.
  Tactician: The tactician gains 1 psionic talent. 
  Ophiduan
  The serpentine race of the ophiduans strives 
  to perfect their forms, both through training and 
  through experimentation.  Many prefer the role 
  of the psychic warrior, where they can blend their 
  physical prowess and mental ability to become deadly 
  combatants, yet some choose to focus on developing 
  the mind, while others focus on developing only the 
  body.  In rare instances, deformities can result from 
  this drive to perfect the physical form.
  Favored Class Options
  Instead of receiving an additional skill rank or 
  hit point whenever they gain a level in a favored 
  class, ophiduans have the option of choosing from 
  a number of other bonuses, depending upon their 
  favored classes. The following options are available 
  to all ophiduans who have the listed favored class, 
  and unless otherwise stated, the bonus applies each 
  time you select the listed favored class reward.
  Tactician: Add +1/2 to the maximum number of 
  creatures allowed in the tactician’s collective.
  Xeph
  Perhaps the most likely race to choose the path of 
  the soulknife, there are many xephs who use their 
  natural psionic talent to become manifesters.  Quick 
  in body as well as mind, it is not uncommon for 
  xephs to be natural explorers and crafters.
  
  drEamscarrEd PrEss
  24
  Favored Class Options
  Instead of receiving an additional skill rank or hit 
  point whenever they gain a level in a favored class, 
  xephs have the option of choosing from a number 
  of other bonuses, depending upon their favored 
  classes. The following options are available to all 
  xephs who have the listed favored class, and unless 
  otherwise stated, the bonus applies each time you 
  select the listed favored class reward.
  Tactician: Add a +1/2 bonus on concentration 
  checks when manifesting tactician powers.
  Core Races
  Although most of the material presented in this 
  section is aimed at the psionic races, there are some 
  options for the core races as well.  Presented below 
  are alternate favored class options for the seven 
  core races.
  Dwarf
  Instead of receiving an additional skill rank or hit 
  point whenever he gains a level in a favored class, a 
  dwarf has the option of choosing from a number of 
  other bonuses, depending upon his favored class. The 
  following options are available to all dwarves who 
  have the listed favored class, and unless otherwise 
  stated, the bonus applies each time you select the 
  listed favored class reward.
  Tactician: The tactician gains 1 psionic talent. 
  Gnome
  Instead of receiving an additional skill rank or 
  hit point whenever she gains a level in a favored 
  class, gnomes have the option of choosing from a 
  number of other bonuses, depending upon their 
  favored class. The following options are available 
  to all gnomes who have the listed favored class, and 
  unless otherwise stated, the bonus applies each time 
  you select the listed favored class reward.
  Tactician: The tactician gains 1 psionic talent. 
  Half-elf
  Instead of receiving an additional skill rank or 
  hit point whenever she gains a level in a favored 
  class, half-elves have the option of choosing from 
  a number of other bonuses, depending upon their 
  favored class. The following options are available to 
  all half-elves who have the listed favored class, and 
  unless otherwise stated, the bonus applies each time 
  you select the listed favored class reward.
  Tactician: Add +1/2 to the maximum number of 
  creatures allowed in the tactician’s collective.
  Human
  Instead of receiving an additional skill rank or 
  hit point whenever they gain a level in a favored 
  class, humans have the option of choosing from 
  a number of other bonuses, depending upon their 
  favored class. The following options are available to 
  all humans who have the listed favored class, and 
  unless otherwise stated, the bonus applies each time 
  you select the listed favored class reward.
  Tactician: Add +1/4 to the tactician’s strategy daily 
  uses.
  PrEstiGE classEs
  Prestige classes, unlike base classes, are specialized 
  individuals who study a narrow range of abilities 
  and techniques.  These individuals thereby gain 
  special abilities that most characters could only 
  hope to poorly mimic.  Detailed below is a new 
  
  Psionics ExPandEd
  25
  psionic prestige class focused on ranged combat and 
  improved senses.
  SigHTED SEEKEr
  Fugitives and marks alike run from their would-
  be captors. The wisest of these hunters do not 
  rely on mundane ways of tracking alone, instead 
  combining those abilities with the information 
  readily available through the powers of the mind. By 
  blending clairsentient talents with the techniques of 
  an inquisitive and a warrior, these sighted seekers 
  become the worst nightmare of any criminal – or 
  anyone they’re hired to find.
  Role: Sighted seekers are excellent at finding 
  specific individuals using not only active tracking 
  abilities, but of reading the latent knowledge of 
  nearby creatures to seek out their quarry.
  Alignment: Any
  Hit Die: d8.
  rEQUirEMEnTS
  To qualify to become a sighted seeker, a character 
  must fulfill the following criteria.
  Base Attack Bonus: +4
  Skills: Diplomacy 2 ranks, Perception 5 ranks, 
  Survival 2 ranks
  Feats: Skill Focus (Survival)*
  Special: Power point reserve.
  * A character with the Track class feature does not 
  need to have the Skill Focus (Survival) feat to become 
  a sighted seeker.
  CLASS SKILLS
  The sighted seeker’s class skills are Diplomacy, 
  Knowledge (local), Knowledge (nature), Knowledge 
  (psionics), Perception, Sense Motive, Spellcraft, 
  Stealth, and Survival.
  Skill Points at Each Level: 6 + Int modifier
  cLASS FEATUrES
  All of the following are class features of the sighted 
  seeker.
  Weapons 
  and 
  Armor 
  Proficiency: 
  Sighted 
  seekers are proficient with all simple weapons, plus 
  the longsword, rapier, sap, short sword, shortbow 
  and whip. Sighted seekers are proficient with light 
  armor and shields (except tower shields).
  Manifesting: A sighted seeker gains manifesting 
  ability if she did not already have it. Her power points 
  per day, powers known, and maximum power level 
  known are given on the table below. She chooses 
  her powers from the sighted seeker power list. To 
  learn or manifest a power, she must have a Wisdom 
  score of at least 10 + the power’s level, the save DCs 
  for her powers are Wisdom-based, and she uses her 
  Wisdom score to determine bonus power points.
  Alternatively, if the sighted seeker was capable 
  of manifesting psionic powers before becoming a 
  sighted seeker, she may choose to forgo this training, 
  instead opting to progress her existing manifesting 
  class as described on the table below. At each 
  indicated level, she gains power points, access to 
  new powers, and an improved manifester level as if 
  she had gained a level in whatever manifesting class 
  she belonged to earlier. If she belonged to more than 
  one manifesting class before becoming a sighted 
  seeker, she must choose which class to add the level 
  of sighted seeker to for the purposes of power points, 
  access to new powers, and manifester level.
  Once the sighted seeker has chosen her manifesting 
  path, it can never be changed – not even with effects 
  such as psychic reformation.
  Favored Prey (Ex): Starting at 1st level, a sighted 
  seeker may add her favored enemy bonus (if any) 
  Table: The Sighted Seeker 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Manifesting
  Points/
  Day 
  Powers 
  Known 
  Level 
  Known 
  1st 
  +0 
  +0 
  +1 
  +1 
  Favored prey, 
  Urban Tracking
  -
  2 
  1 
  1st 
  2nd 
  +1 
  +1 
  +1 
  +1 
  Passive seeking
  +1 level existing class
  5 
  3
  1st
  3rd 
  +2 
  +1 
  +2 
  +2 
  Mark prey
  +1 level existing class
  9 
  4
  1st
  4th 
  +3 
  +1 
  +2 
  +2 
  Prescient tactics
  +1 level existing class
  14 
  5
  2nd 
  5th 
  +3 
  +2 
  +3 
  +3 
  Seeker’s analysis
  -
  22 
  6
  2nd 
  6th 
  +4 
  +2 
  +3 
  +3 
  -
  +1 level existing class
  30 
  7
  2nd 
  7th 
  +5 
  +2 
  +4 
  +4 
  Sighted analysis
  +1 level existing class
  42 
  8
  3rd 
  8th 
  +6 
  +3 
  +4 
  +4 
  Hypercognition
  +1 level existing class
  54 
  10
  3rd 
  9th 
  +6 
  +3 
  +5 
  +5 
  The Sight
  -
  70 
  11
  4th 
  10th 
  +7 
  +3 
  +5 
  +5 
  Metafaculty
  +1 level existing class
  86 
  12
  4th 
  
  drEamscarrEd PrEss
  26
  to the save DCs when manifesting powers (such 
  as remote viewing) against her favored enemies. 
  Favored prey only applies to powers the sighted 
  seeker manifests from her own mind (it does not 
  apply to those from a psionic item or to psi-like 
  abilities), and if such a power would affect multiple 
  targets, only favored enemies or marks (see below) 
  face the increased DC.
  Urban Tracking: A sighted seeker gains Urban 
  Tracking (see below) as a bonus feat at 1st level.
  Passive Seeking (Su): What makes the sighted 
  seekers so efficient at their job is their ability 
  to distill information from the passive thoughts 
  and interactions around them, without arousing 
  suspicion by asking any questions. Starting at 2nd 
  level, while maintaining psionic focus and having 
  a particular goal in mind, the sighted seeker may 
  make a free Diplomacy check to gather information 
  relating to this goal every 10 minutes she’s in a 
  crowd as she detects scraps of information from 
  those around her. If her goal is to locate a mark (see 
  mark prey, below), she gains a bonus on this check 
  equal to her class level.
  Mark Prey (Ex): A 3rd-level sighted seeker can 
  invest her own psionic power into actively seeking 
  a specific individual target, known as a mark. This 
  investment requires spending power points equal to 
  3 per specific target selected. while a sighted seeker 
  does not need to know a mark’s specific name or 
  appearance, she must be able to unquestionably 
  identify the specific individual in some way – for 
  instance, “the one who made these tracks” or “the 
  Queen’s killer” would be sufficient, while simply 
  looking for “the elf” would not. This cost must be 
  paid immediately upon recovering power points 
  on each subsequent day that mark is being actively 
  hunted by the sighted seeker. A target remains a 
  mark until the seeker ceases investing power points 
  each day to hunt them.
  The sighted seeker may treat a mark as a favored 
  enemy, as if she had the ranger class ability, with a 
  +1 bonus. If that foe is already a favored enemy by 
  virtue of race or organization, the favored enemy 
  bonus instead improves by +2. Many of a sighted 
  seeker’s class features function in an improved 
  fashion if she uses them against a mark; see the 
  individual abilities for details.
  Prescient Tactics (Ex): When a sighted seeker 
  of 4th level or higher manifests the defensive 
  precognition, offensive precognition, or offensive 
  prescience power, she adds the following augment to 
  the power.
  Augment: If you spend 2 additional power points, 
  the duration increases to 1 hour/level, but you 
  only gain the insight bonuses against your favored 
  enemies. In addition, you also add the insight bonus 
  to Survival checks made to use the Track feat, and to 
  Diplomacy checks made to use the Urban Tracking 
  feat.
  Seeker’s Analysis (Ex): A 5th level sighted seeker 
  has mastered the mundane aspects of the hunt, such 
  that they become almost second nature to her. Add 
  the following abilities to the Perception skill:
  Find Evidence Normal time 
  DC 10-20
  Analysis 
  1 minute 
  DC 15
  Evidence is a physical clue which would provide 
  information about her current task, such as the 
  location or past deeds of a mark or the solution to 
  a mystery. The DC to find a clue is based on how 
  much the scene was disturbed from the act that left 
  the evidence (with 10 being a perfectly undisturbed 
  scene). However, it still must be interpreted to 
  determine any useful information.
  Analyzing evidence to determine useful information 
  requires a DC 15 Perception check, +2 per day past 
  the event. Failure of analysis provides incomplete 
  and potentially misleading information, while 
  dramatic success may reveal more information than 
  the clue may initially suggest to a casual observer. 
  Regardless of the success of analysis, though, it 
  takes more dramatic means (such as object reading 
  URBAN TRACKING
  You can track down the location of missing persons 
  or wanted individuals within communities.
  Benefit: To find the trail of an individual or to 
  follow it for 1 hour requires a Diplomacy check 
  to gather information. You must make another 
  Diplomacy check every hour of the search, as well 
  as each time the trail becomes difficult to follow, 
  such as when it moves to a different area of town. 
  The DC of the check, and the number of checks 
  required to track down your quarry, depends on 
  the community size and the conditions. If you fail 
  a Diplomacy check, you can retry after 1 hour of 
  questioning. The game master should roll the 
  number of checks required secretly, so that the 
  player doesn’t know exactly how long the task will 
  require.
  normal: A character without this feat can 
  use Diplomacy to find out information about a 
  particular individual, but each check takes 1d4+1 
  hours and doesn’t allow effective trailing.
  Special: A character with 5 ranks in Knowledge 
  (local) gains a +2 bonus on the Diplomacy checks 
  to gather information to use this feat. You can 
  cut the time between Diplomacy checks to gather 
  information in half (to 30 minutes per check rather 
  than 1 hour), but you take a -5 penalty on the 
  check.
  
  Psionics ExPandEd
  27
  or related powers) to determine the authenticity of 
  evidence (that fleck of kobold scales could have been 
  planted at the scene, for instance).
  A sighted seeker can take 10 to find or analyze 
  evidence, but cannot take 20 and cannot retry failed 
  checks. 5 or more ranks in a relevant Knowledge 
  skill provide a +2 bonus on Perception checks made 
  when analyzing evidence.
  Additionally, add the following abilities to the 
  Knowledge skill:
  Research Subject:  At least 1d4 hours 
  DC 10
  Browse Records:    At least 1d4 hours 
  DC 10-30
  Researching a subject involves perusing libraries 
  or related sources for information about a particular 
  subject, such as the nations which export the type 
  of weapon found at a scene or what a particular 
  symbol stands for. Difficult subjects require more 
  time to research (up to the GM), but do not alter 
  the DC – instead, you are limited by the amount of 
  information present in the source you are browsing. 
  Particularly good sources (such as royal archives or 
  related specialists’ libraries) may provide a bonus of 
  up to +6 on this check. A successful check results in 
  a general understanding of the subject, while higher 
  checks result in better information (to the limit of 
  the source).
  Browsing records involves going over files or 
  ledgers looking for a particular piece of information 
  – trends in immigration, taxation patterns, the 
  goals of documented experiments and the like. 
  The complexity of the filing system sets the DC; 
  more difficult systems also take longer to peruse 
  (at the GM’s option). If a sighted seeker sets out 
  with a specific goal in mind – such as the exact date 
  a particular individual checked in at the inn – the 
  DC may increase by +5 - +15 (at the GM’s option), 
  or may decrease dramatically if the filing system is 
  particularly good.
  A sighted seeker may take 10, take 20, and retry 
  these Knowledge checks as often as time allows, 
  though she is still limited by the information present 
  in the source.
  Sighted Analysis (Su): Beginning at 7th level, 
  a sighted seeker learns to augment her deductive 
  skills with her psionic powers. She may spend 
  3 power points to automatically determine if a 
  source is authentic during analysis, or to gain a +2 
  insight bonus to a single Perception or Knowledge 
  check (whether using seeker’s analysis or not). If 
  she increases her Knowledge check this way while 
  browsing records or researching a subject, she is 
  able to make such great leaps of insight that she 
  is no longer bound by the limits of her source of 
  information.
  Unlike most supernatural abilities, sighted analysis 
  can be augmented by spending more power points. 
  Each additional power point spent increases the 
  insight bonus on Perception or Knowledge checks 
  by 2. Alternatively, by spending 2 additional power 
  points, the sighted seeker gains the trapfinding 
  feature (as a rogue) for the duration of her Perception 
  check, or she may treat any single Knowledge check 
  as a trained check. The sighted seeker may not spend 
  more power points on a single use of sighted analysis 
  than her class level.
  Hypercognition (Ps): At 8th level, the sighted 
  seeker gains the ability to use hypercognition once 
  per week as a psi-like ability, with a manifester level 
  equal to twice her class level. Additionally, she adds 
  hypercognition to list of powers known as a 7th level 
  power. If she is unable to manifest 7th level powers, 
  she cannot manifest it until she is able to.
  The Sight (Su): Experienced sighted seekers 
  develop the technique from which their name 
  derives: the Sight. At 9th level, a sighted seeker learns 
  the remote viewing power automatically (without 
  having to select it). If she already knows remote 
  viewing, she may learn any other clairsentience 
  power from her class list of 4th level or lower.
  Additionally, when she manifests remote viewing 
  on a mark, she treats her connection to the mark as 
  if it were one step better (from a likeness or picture 
  to a possession or garment, for instance), reduces 
  the manifesting time from 1 hour to 1 minute, and 
  increases the duration from 1 minute/level to 10 
  minutes/level. Remote viewing doesn’t end if the 
  sighted seeker attempts to manifest a power on her 
  mark from her quasi-real viewpoint, although all 
  other restrictions on such manifestations apply. 
  Metafaculty (Ps): At 10th level, the sighted seeker 
  gains the ability to use metafaculty once per week as a 
  psi-like ability, with a manifester level equal to twice 
  her class level. Additionally, she adds metafaculty 
  to her list of powers known as an 8th level power. 
  If she is unable to manifest 8th level powers, she 
  cannot manifest it until she is able to.
  Psionic itEms
  Not only do psionic individuals need to select the 
  right character options, but they need the right tools 
  to get the job done.  Presented below are several new 
  psionic items for use.
  Psionic wEaPons
  The new psionic weapon option presented 
  below follows the same rules as all psionic weapon 
  options.
  
  drEamscarrEd PrEss
  28
  Psionic wEaPon sPEcial aBility
  dEscriPtions
  Weapons or ammunition with a special ability 
  must have at least a +1 enhancement bonus. 
  Psychodisruptive: A psychodisruptive weapon 
  is devastating to anyone with psionic talent. Used 
  by those who hunt manifesters, any weapon with 
  this ability found by one with psionic talent feels 
  anathema. When used against an opponent with a 
  power point reserve, this weapon, upon a successful 
  attack, temporarily disrupts the opponent’s ability to 
  use anything requiring a power point reserve. This 
  includes denying the use of psionic feats or powers. 
  This effect also disrupts creatures who utilize psi-
  like abilities. The creature may attempt a Will saving 
  throw (DC 16) to ignore the effect. Once affected, 
  the disruption lasts for one minute. The affected 
  creature’s items are unaffected.
  If 
  using 
  psionics-magic 
  transparency, 
  this 
  effect prevents spellcasters from casting spells or 
  expending prepared spells or spell slots on feats or 
  abilities. It also prevents creatures from utilizing 
  any spell-like abilities.
  Strong metacreativity; ML 13th; Craft Psionic Arms 
  and Armor, null psionics field; Price +2 bonus.
  univErsal itEms
  Comparable to wondrous magical items, the 
  universal items category holds a wide assortment of 
  different psionic items.  Presented below are a few 
  new universal items for use in your games.
  HEADBAnD oF THE grEAT viLLAgE
  Aura Faint telepathy ML 12th
  Slot head; Price 3,000 gp (1 creature), 12,000 gp (2 
  creatures), 27,000 gp (3 creatures), Weight ½ lb.
  DEScriPTion
  This simple leather headband is adorned with 
  markings depicting hundreds of people holding 
  hands. This headband allows the wearer to mindlink 
  herself with one or more willing creatures within 30 
  ft. as a standard action. The mindlink persists as long 
  as the wearer concentrates and can be used at will, 
  although the maximum number of creatures the 
  wearer can be linked to is limited by the strength of 
  the band. More powerful versions of this headband 
  allow you to connect to more creatures.
  If worn by a creature with the collective class 
  feature, the wearer may also connect this same 
  number of additional creatures in their collective, 
  beyond their normal limit.
  conSTrUcTion
  Requirements Craft Universal Item mind link or 
  collective class feature; Cost (per glove) 313 gp 
  (1d3 damage), 500 gp (1d4 damage), 1,500 gp (1d6 
  damage
  
  drEamscarrEd PrEss
  30
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