TEXT: Psionics ExPandEd
  i
  ◆ master the battle ◆
  
  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, Robert F. van der Meer, 7 and 7 Campaign Group 4, Andrew Bigwood (Biggy) and his playtesting 
  group: Emma Bigwood, Stephen Black, Nathan Jack, Trevor Williams; Nova Wurmson, on the unsuspecting 
  Vincalota, Redbeard, and Klownface (at least one Blue was harmed during the testing of this product)
  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
  Master the Battle
  
  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 dread base class, as 
  well as melee combat 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.
  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 dread, 
  presented in this section you will also find new 
  options for the core psionic base classes.  New 
  psychic warrior paths, new soulknife archetypes, 
  and even new wilder surge options are all presented 
  below.
  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 
  dread class, a psionic combatant who taps into fears 
  and nightmares to overcome her enemies.
  DReAD
  Most creatures must learn to deal with fear in some 
  fashion.  For some, it is confronting and overcoming 
  their fears.  For others, it is always running away. 
  For the dread, it is using her fear as a weapon, it is 
  understanding how fear works and manipulating 
  the fears of others in unusual and devastating ways. 
  The dread is the master of fear and terror.
  Role: A dread is an opponent on the battlefield 
  who can turn the bravest of enemies into a sniveling 
  coward with but a touch.  Combining moderate 
  manifesting ability with destructive melee attacks, 
  the dread is a dangerous opponent to ignore.  Out 
  of combat, the dread uses fear and intimidation to 
  manipulate or bully others into the path she deems 
  best. 
  Alignment: Any
  Hit Die: d8
  Starting Gold: 3d6 x 10 (105 gp)
  Starting Age: Simple (as rogue)
  Class Skills
  The dread’s class skills (and the key 
  ability for each skill) are Acrobatics (Dex), 
  Autohypnosis (Wis), Bluff (Cha), Climb (Str), 
  Craft (Int), Escape Artist (Dex), Intimidate 
  (Cha), Knowledge (psionics) (Int), Perception 
  (Wis), Stealth (Dex), Profession (Wis), Spellcraft 
  (Int),  Sense Motive (Wis), and Swim (Str)
  Skill Points Per Level: 6 + Int modifier.
  Class Features
  All the following are class features of the 
  dread.
  Weapon 
  and 
  Armor 
  Proficiency: 
  Dreads are proficient with all simple and 
  martial weapons, with light armor but not with 
  shields.
  Power Points/Day: A dread’s ability to manifest 
  powers is limited by the power points she has 
  available. Her base daily allotment of power 
  points is given on Table: The Dread. In addition, 
  she receives bonus power points per day if she has 
  a high Charisma score. Her race may also provide 
  bonus power points per day, as may certain feats 
  and items.
  Powers Known: A dread begins play knowing one 
  dread power of your choice. At every class level after 
  1st, she unlocks the knowledge of a new power.
  Choose the powers known from the dread power 
  list. (Exception: The feat Expanded Knowledge 
  does allow a dread to learn powers from the lists of 
  other classes.) A dread can manifest any power that 
  has a power point cost equal to or lower than her 
  manifester level.
  The total number of powers a dread can manifest 
  in a day is limited only by her daily power points.
  A dread simply knows her powers; they are 
  A dread makes fears into reality
  
  Psionics ExPandEd
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  ingrained in her mind. She does not need to prepare 
  them (in the way that some spellcasters prepare their 
  spells), though she must get a good night’s sleep each 
  day to regain all her spent power points.
  The Difficulty Class for saving throws against 
  dread powers is 10 + the power’s level + the dread’s 
  Charisma modifier.
  Maximum Power Level Known: A dread begins 
  play with the ability to learn 1st-level powers. As 
  she attains higher levels, she may gain the ability to 
  master more complex powers.
  To learn or manifest a power, a dread must have a 
  Charisma score of at least 10 + the power’s level.
  Fearsome Insight: The dread’s connection to the 
  fears and the subconscious grows and she gains a 
  greater understanding of the mental faculties which 
  regulate fear. This translates into an insight bonus 
  to Intimidate equal to half her class level (minimum 
  +1).
  Devastating Touch (Su): A dread is able to channel 
  psionic energy from fear and nightmares into a 
  touch that causes pain. To use this ability, a dread 
  must make a melee touch attack on a living target. If 
  the attack hits, it deals 1d6 points of damage plus 1 
  point per class level.
  Talents: Dreads learn minor powers they can use 
  at will to aid them in a variety of ways.  The dread 
  gains 2 talents from the dread talent list.
  Terror (Su): Beginning at 2nd level, a dread learns 
  to harness the power of fear in a variety of ways called 
  terrors. Using a terror is a swift action. Some terrors 
  are channelled through her devastating touch class 
  feature.  These terrors charge a dread’s touch (and 
  later her weapon) until her next successful attack 
  that round.
  Some terrors can be augmented by spending 
  power points, similar to manifesting powers, to 
  increase their effect. When augmenting her terrors 
  with power points, the dread cannot spend more 
  power points than her manifester level on any single 
  use of a terror.
  A dread can use her terrors a total number of 
  times per day equal to her dread level + her Charis-
  ma modifier. 
  The dread chooses her terror from the list below. 
  All terrors may only be chosen once unless otherwise 
  specified.
  Chase Terror: Whenever an adjacent foe that is 
  Table 1: The Dread
  Level
  Base
  Attack Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Power 
  Points/
  Day
  Powers 
  Known
  Maximum 
  Power Level 
  Known
  1st
  +0
  +0
  +2
  +2
  Fearsome insight, devastating 
  touch, talents
  1
  1
  1st
  2nd
  +1
  +0
  +3
  +3
  Terror
  2
  2
  1st
  3rd
  +2
  +1
  +3
  +3
  Aura of fear, channel terror
  4
  3
  1st
  4th
  +3
  +1
  +4
  +4
  Terror
  6
  4
  2nd
  5th
  +3
  +1
  +4
  +4
  Bonus feat
  8
  5
  2nd
  6th
  +4
  +2
  +5
  +5
  Terror
  12
  6
  2nd
  7th
  +5
  +2
  +5
  +5
  Immersed in fear
  16
  7
  3rd
  8th
  +6/+1
  +2
  +6
  +6
  Terror
  20
  8
  3rd
  9th
  +6/+1
  +3
  +6
  +6
  Bonus feat
  24
  9
  3rd
  10th
  +7/+2
  +3
  +7
  +7
  Terror
  28
  10
  4th
  11th
  +8/+3
  +3
  +7
  +7
  Shadow twin, twin fear
  36
  11
  4th
  12th
  +9/+4
  +4
  +8
  +8
  Terror
  44
  12
  4th
  13th
  +9/+4
  +4
  +8
  +8
  Bonus feat
  52
  13
  5th
  14th
  +10/+5
  +4
  +9
  +9
  Terror
  60
  14
  5th
  15th
  +11/+6/+1
  +5
  +9
  +9
  Shadow twin (100 ft.), twin fear 
  (form of doom)
  68
  15
  5th
  16th
  +12/+7/+2
  +5
  +10
  +10
  Terror
  80
  16
  6th
  17th
  +12/+7/+2
  +5
  +10
  +10
  Bonus feat
  92
  17
  6th
  18th
  +13/+8/+3
  +6
  +11
  +11
  Terror
  104
  18
  6th
  19th
  +14/+9/+4
  +6
  +11
  +11
  Shadow twin (400 ft.)
  116
  19
  6th
  20th
  +15/+10/+5
  +6
  +12
  +12
  Fear incarnate, terror
  128
  20
  6th
  
  drEamscarrEd PrEss
  4
  shaken, frightened, or panicked attempts to take a 
  5-foot step away from the dread, the dread can, as 
  an immediate action, take a 5-foot step so long as the 
  dread ends up adjacent to the foe that triggered this 
  ability.
  Concealed Nightmare: The dread gains a shroud 
  of materializing fears around her while using the 
  nightmare form terror, giving her concealment (20% 
  miss chance).  The dread must be at least 14th level 
  and have the Nightmare Form terror to select this 
  option.  This terror is used when Nightmare Form is 
  activated and does not take a separate use of terrors 
  to activate.
  Concealed Nightmare, Improved: While using 
  the  Nightmare Form terror, the dread gains total 
  concealment (50% miss chance).  The dread must 
  have the Nightmare Form and Concealed Nightmare 
  terrors to select this option. This terror is used when 
  Nightmare Form is activated and does not take a 
  separate use of terrors to activate.
  Consuming Nightmare: The dread’s next attack 
  infects the target with nightmare so overwhelming 
  it threatens to strike the creature dead. The target 
  must make a Will save (DC 10 + 1/2 the dread’s class 
  level + the dread’s Charisma modifier) or die. If the 
  target succeeds, it becomes immune to this terror for 
  24 hours. This is a mind-affecting fear death effect. 
  The dread must be at least 16th level to select this 
  option.
  Fear Incarnate: The dread’s connection to the 
  realm of nightmares and her understanding of the 
  fears of others gives her a terrible insight into how 
  to shake people’s faith in themselves, granting her 
  a bonus to Intimidate equal to her class level while 
  using the nightmare form terror.  The dread must 
  be at least 12th level and have the Nightmare Form 
  terror to select this option.
  Haunting Steps: The dread’s attack slows the target 
  (as the spell) for 1 round per dread level unless she 
  makes a successful Will save (DC 10 + 1/2 the dread’s 
  class level + the dread’s Charisma modifier). The 
  dread must be at least 8th level to select this option.
  Horrible Strike: The dread’s attack deals an extra 
  1d6 points of damage as she empowers her attacks 
  through her connection to the region of nightmares. 
  For every 2 power points spent, this damage increases 
  by 1d6. The dread must be at least 4th level to select 
  this option. 
  Incite Fear: The dread’s next successful attack 
  incites fear in her target. The target must make a 
  Will saving throw (DC 10 + 1/2 the dread’s class level 
  + the dread’s Charisma modifier) or become shaken 
  for 1d4 rounds. This is a mind-affecting fear effect. 
  Invigorating Fear: If the dread’s reduces an enemy 
  to 0 or fewer hit points this round, she gains temporary 
  hit points equal to her Charisma modifier.
  Lingering Fear: The dread’s attack causes a 
  lingering fear in the target which prevents rest for 
  one day unless it makes a successful Will save (DC 10 
  + 1/2 the dread’s class level + the dread’s Charisma 
  modifier). Inability to rest means the target cannot 
  regain spells or power points, nor heal normally. For 
  each 2 power points spent, this fear lingers for an 
  additional day. This is a mind-affecting fear effect. 
  The dread must be at least 10th level to select this 
  option. 
  Maddening Fear: The dread’s next successful attack 
  imposes a -2 penalty to the struck creature’s Wisdom 
  score in addition to its normal damage. This is mind-
  affecting fear effect. The dread must be at least 4th 
  level to select this option. 
  Mind Drain: The dread’s attack drains a number 
  of power points equal to the dread’s level unless the 
  target makes a successful Will save (DC 10 + 1/2 the 
  dread’s class level + the dread’s Charisma modifier). 
  When used against a target with spellcasting, the 
  dread drains away one spell at random equal to 1/2 
  her dread level or the next lowest level available 
  if none exist for the applicable level. If the target 
  has both spellcasting and power points, the dread 
  chooses which to drain.  This is a mind-affecting fear 
  effect. The dread must be at least 6th level to select 
  this option. 
  Mind Rend: The dread’s attack deals 1d8 additional 
  damage if his target would be denied a Dexterity 
  bonus to AC (whether the target actually has a 
  Dexterity bonus or not). If the dread spends a 
  power point when activating this terror, the damage 
  increases to 1d10. This extra damage is not multiplied 
  on a critical hit. The dread must be 4th level to take 
  this terror.  This terror can be taken one additional 
  time every three levels thereafter (7th, 10th, etc).  
  Each time, it increases the additional damage by one 
  die. 
  Mindlock: The dread can invade the mind of an 
  enemy through their subsconscious by making a 
  melee touch attack that does not provoke attacks 
  of opportunity. The target must succeed on a Will 
  save (DC 10 + 1/2 the dread’s class level + the dread’s 
  Charisma modifier), or be mindlocked for 1 minute 
  per dread level. A mindlock allows the dread to 
  either channel her devastating touch ability at range 
  as a standard action which automatically hits, or 
  attempt an Intimidate check on the target, even 
  though the target might be out of normal range or 
  out of sight. The range of the mindlock is 10 feet 
  per dread level, and the dread does not need line of 
  effect or line of sight once a mindlock is established. 
  This is a mind-affecting effect. A dread can only 
  sustain one mindlock at a time. If the dread attempts 
  to mindlock a new target while another mindlock is 
  active, the active mindlock ends. The dread is aware 
  
  Psionics ExPandEd
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  if the mindlock fails or ends, although she does not 
  necessarily know the reason.  The dread must be at 
  least 4th level to select this option. 
  Nightmare Form: The dread’s internal connection 
  to the realm of nightmares allows her to take on 
  the form of nightmares herself. The dread can use 
  Ectoplasmic Form as a psi-like ability at a manifester 
  level equal to her dread level.  The dread is still able 
  to use her supernatural abilities while in Nightmare 
  Form, although she suffers all normal restrictions 
  on attacks and targeting. Each use of this ability is 
  considered a daily use of the dread’s Terrors. The 
  dread must be at least 8th level to select this option. 
  Nightmare Step: When the dread is adjacent to a 
  shaken target, she can teleport up to 40 ft. away into a 
  square adjacent to another shaken target. The dread 
  must be at least 10th level to select this option. 
  Nightmare Touch: The dread can use her 
  Devastating Touch ability while using the Nightmare 
  Form terror, even though she normally cannot make 
  physical attacks.  This terror is used when Nightmare 
  Form is activated and does not take a separate use of 
  terrors to activate. The dread must be at least 10th 
  level and have the Nightmare Form terror to select 
  this option. 
  Overwhelming Fear: The dread’s next attack stuns 
  her target with overwhelming fear if the attack is 
  successful. The target must make a Fortitude saving 
  throw (DC 10 + 1/2 the dread’s class level + the 
  dread’s Charisma modifier) or cower for 1 round.  If 
  the attack misses, the effect is wasted. This is mind-
  affecting fear effect. 
  Paranoia: The dread’s attack causes the target to 
  become intensely paranoid, making it fear even its 
  friends. The target must make a Will save (DC 10 + 
  1/2 the dread’s class level + the dread’s Charisma 
  modifier) or treat all creatures as enemies. The target 
  reacts violently to anyone who approaches and will 
  use the most efficient means of disposing the enemy. 
  The target also attempts a save against all effects 
  he could, unless he makes a successful Spellcraft 
  check to identify the effect. This condition lasts for 1 
  minute per dread level. This is a mind-affecting fear 
  effect. The dread must be at least 14th level to select 
  this option.
  Persistant Nightmare Form: The dread can 
  maintain her Nightmare Form inside areas of Null 
  Psionics or dead magic areas.  The dread must be at 
  least 18th level and have the Nightmare Form terror 
  to select this option. 
  Ranged Mindlock: The dread can initiate the 
  mindlock terror at a range of 10 ft. per class level 
  instead of as a touch attack as a standard action, but 
  she still requires  initial line of sight and line of effect. 
  The target still gets a Will save as normal to resist the 
  mindlock.  The dread must be at least 10th level and 
  have the Mindlock terror to select this option. 
  Shroud of Fears: The dread draws on the 
  subconscious fears of those around herself while 
  she is using the Nightmare Form terror, forming 
  translucent shapes around herself representing 
  the inner fears and terrors of those who view her. 
  This grants her a deflection bonus to AC equal to her 
  Charisma modifier. The dread must be at least 10th 
  level and have the Nightmare Form terror to select 
  this option. 
  Sickening Fear: The dread’s attack causes the target 
  to become sickened unless it makes a successful 
  Fortitude save (DC 10 + 1/2 the dread’s class level + 
  the dread’s Charisma modifier).  This effect lasts for 
  1d6 rounds. This is mind-affecting fear effect. For 
  every additional power point spent, the target also 
  takes 1 point of damage per round the effect lasts. 
  The dread must be at least 6th level to select this 
  option. 
  Soul-chilling Fear: The dread’s attack creates a 
  conduit between her own subconscious and the 
  mind of her target. The target must make a Will 
  save (DC 10 + 1/2 the dread’s class level + the dread’s 
  Charisma modifier) or gain 1 negative level. This is a 
  mind-affecting fear effect. For every 3 power points 
  spent, the target gains 1 additional negative level. 
  The dread must be at least 12th level to select this 
  option. 
  Steal Essence: The dread’s next devastating touch 
  attack works as a conduit between the target’s 
  subconscious and her own, turning some of the 
  damage she does into healing energy, reinvigorating 
  the dread. She heals an amount of damage equal to 
  the damage she deals with her Devastating Touch. 
  The dread must be at least 8th level to select this 
  option. 
  Terrified Escape: The dread’s attack causes the 
  target to flee from the dread on its next turn unless it 
  makes a successful Will save (DC 10 + 1/2 the dread’s 
  class level + the dread’s Charisma modifier).  This is 
  a mind-affecting fear effect. 
  Weakening Fear: The dread’s attack causes the 
  target to be fatigued for one round per dread level 
  unless it makes a successful Will save (DC 10 + 1/2 the 
  dread’s class level + the dread’s Charisma modifier). 
  This is a mind-affecting fear effect.  This terror has 
  no effect on a creature that is already fatigued. 
  Unlike with normal fatigue, the effect ends as soon 
  as the terror’s duration expires.
  Aura of Fear (Su): At 3rd level, a dread radiates 
  a palpably daunting aura that causes all enemies 
  within 10 feet to take a –4 penalty on saving throws 
  against fear effects. Creatures that are normally 
  immune to fear lose that immunity while within 10 
  feet of a dread with this ability. This ability functions 
  only while the dread remains conscious, not if she is 
  unconscious or dead. 
  Channel Terror (Su): At 3rd level, the dread 
  
  drEamscarrEd PrEss
  6
  learns how to channel her terrors through any melee 
  weapon she is holding or through her devastating 
  touch class feature, even if using devastating touch 
  as a ranged attack (such as through the mindlock 
  terror).  If channeling a terror through a weapon, it 
  does not gain the benefits of the devastating touch 
  ability.
  Bonus Feat: At 5th level, the dread gains a bonus 
  feat from the following list. The dread must still meet 
  all prerequisites for the bonus feat, including ability 
  score and base attack bonus minimums as well as 
  class requirements (like levels in another specific 
  class). 
  These bonus feats are in addition to the feats that 
  a character of any class gains every two levels. A 
  dread is not limited to the list of feats below when 
  choosing these other feats. 
  Additional Terror*, Disciple of Fear*, Extra 
  Terrors*, Fear Mastery*, Multiple Connections*, 
  Open Door*, Touch of Terror*.
  The dread gains an additional bonus feat from the 
  same list every 4 levels thereafter (9th, 13th, and 
  17th).
  Immersed in Fear (Su): At 7th level, the dread 
  gains immunity to fear (psionic or otherwise).  This 
  ability functions whether the dread is conscious or 
  unconscious, but not when she is dead.
  Shadow Twin (Su): A dread of 11th level is able to 
  draw forth a replica of herself formed from fears and 
  nightmares.  The shadow twin appears at a location 
  chosen by the dread that is within 30 ft. and lasts 
  for one round per class level. The dread and this 
  shadow twin are, for all intents and purposes, one 
  person - including only having one round’s worth 
  of actions to use between the two, sharing attacks 
  of opportunity, sharing a single pool of hit points 
  and power points, and having access to all of the 
  same abilities and daily uses of those abilities.  If the 
  shadow twin is damaged or healed, the dread takes 
  the damage or healing, and vice versa.  If both the 
  dread and the shadow twin are affected by the same 
  area of effect, damage is only counted once.
  If the shadow twin attacks, it uses the dread’s attack 
  values. The shadow twin can threaten squares and 
  has all the same equipment as the dread, but charged 
  items or items with limited uses per day have their 
  uses shared between the two. Any permanent magic 
  items are also active on the shadow twin.
  The shadow twin can allow the dread to flank an 
  enemy, make attacks of opportunity she wouldn’t 
  normally be able to do, extend the range for a power 
  or mindlock, or just scout ahead.
  Effects, both beneficial and detrimental, that affect 
  the dread also affect the shadow twin, and vice versa. 
  The shadow twin must stay within 30 ft. of the dread 
  or the effect immediately ends.
  A dread can use shadow twin a number of times 
  per day equal to his Charisma modifier.
  At 15th level, the shadow twin must stay within 
  100 ft. of the dread before the effect ends.
  At 19th level, the shadow twin must stay within 
  400 ft. of the dread before the effect ends.
  Twin Fear (Su): When a dread of at least 11th level 
  has a shadow twin active, if any creature within 30 
  ft. of the dread or the shadow twin suffers from the 
  shaken, frightened, or panicked condition at the 
  start of the dread’s turn, the shadow twin uses a 
  separate action pool instead of sharing the round’s 
  actions with the dread for that round.  This means 
  that it and the dread could both make attacks in the 
  same round.
  At 15th level, if any creature within 30 ft. of the 
  dread or shadow twin suffers from the frightened or 
  panicked condition, the shadow twin is treated as if 
  under the affect of the form of doom power.  Unlike 
  other effects, the dread is not also under this effect.
  Fear Incarnate: At 20th level the dread no 
  longer acts as a simple conduit between the realm 
  of nightmares and the Material Plane, but becomes 
  the embodiment of nightmares. The dread’s type 
  changes to Outsider (native), she gains DR 10/psionic, 
  and she gains the ability to turn ethereal at will.  In 
  addition, the dread can use the Nightmare Form 
  terror at will, even if she does not already have it. 
  Using Nightmare Form no longer consumes a use of 
  her terrors for the day.
  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.
  soulknifE archEtyPEs
  Although the quintessential soulknife wields a 
  mind blade and is a master of melee combat, there 
  are others who have learned to harness psionic 
  energy into psionic weapons.  From those who focus 
  on ranged combat to those who have learned to 
  manifest psionic powers, these alternate soulknives 
  are just as deadly as their traditional counterparts.
  Presented below are new archetypes for the 
  soulknife which provide a variety of new options for 
  the iconic soulknife class.
  
  Psionics ExPandEd
  7
  Armored Blade
  Although most soulknives choose to focus their 
  psionic energy into weapons they can wield, some 
  have chosen to channel their energy into a more 
  defensive form, creating armor to protect themselves 
  as well as the weapons to strike at their enemies.
  Form Mind Armaments: The armored blade can 
  form a mind blade in the same fashion as a standard 
  soulknife, using the normal rules under the Form 
  Mind Blade class feature.  In addition, as a separate 
  move action, she may form mind armor.  
  Mind armor can be formed as light, medium, or 
  heavy form.  Light form is treated in all ways (except 
  visually) as a masterwork chain shirt.  Medium form 
  is treated in all ways (except visually) as masterwork 
  chainmail.  Heavy form is treated in all ways (except 
  visually) as masterwork splint mail.  Mind armor is 
  treated like a mind blade in all other ways (breaking, 
  null psionics fields, etc) and can be dismissed as a 
  free action.
  An armored blade is always considered proficient 
  in her mind armor.
  This replaces the Form Mind Blade class feature, 
  but counts as Form Mind Blade for prerequisites or 
  requirements.
  Shape Mind Armamenxts: The armored blade 
  can shape her mind blade and mind armor in the 
  same fashion as a standard soulknife shapes her 
  mind blade.  Her mind blade and mind armor must 
  be reshaped separately.
  This replaces the Shape Mind Blade class feature, 
  but counts as Shape Mind Blade for prerequisites or 
  requirements.
  enhanced Mind Armaments: The armored 
  blade’s mind armor and mind blade are improved 
  like a standard soulknife’s mind blade, including if 
  the armored blade creates two mind blades, except 
  the enhancement bonus increases at a reduced rate, 
  rather than every odd level, as indicated on Table: 
  Mind Armament Progression.  The enhancement 
  bonus for mind armor is unaffected if the armored 
  blade shapes two mind blades.  The armored blade 
  can select armor special abilities from the list 
  below.
  taBlE: mind armamEnt ProgrEssion
  Soulknife Level
  enhancement Bonus
  1
  -
  2
  -
  3
  +1
  4
  +1
  5
  +1
  6
  +2
  7
  +2
  8
  +3
  9
  +3
  10
  +3
  11
  +4
  12
  +4
  13
  +5
  14
  +5
  15
  +5
  16
  +6
  17
  +6
  18
  +7
  19
  +7
  20
  +7
  The armored blade uses psionic energy as protection
  
  drEamscarrEd PrEss
  8
  This replaces the Enhanced Mind Blade class 
  feature, but counts as Enhanced Mind Blade for 
  prerequisites or requirements.
  Deadly Fist
  Some soulknives learn to channel the psionic 
  energy of a mind blade into their unarmed strikes, 
  making them lethal without the need for a weapon. 
  empowered Strikes (Su): At 1st level, the deadly 
  fist can, as a move action, wreath his body in psionic 
  energy distilled from his own mind.  This energy 
  lasts until the deadly fist chooses to dismiss it as a 
  free action.  
  When empowered strikes is active, the deadly 
  fists’s unarmed strikes deal 1d6 points of damage (or 
  your normal unarmed strike damage, if higher) and 
  are considered to be magic weapons for the purposes 
  of overcoming damage reduction.
  This effect is similar to a mind blade, except the 
  deadly fist cannot change the form of empowered 
  strikes, although he can change the damage type 
  of his attacks between bludgeoning, piercing, and 
  slashing, just like a normal soulknife.  This effect 
  cannot be broken like a mind blade, and it is still 
  considered to be unarmed attacks instead of a 
  weapon.
  In all other ways, empowered strikes functions as 
  a mind blade, including using Psychic Strike.  
  This replaces the Form Mind Blade class feature, 
  but counts as Form Mind Blade for prerequisites or 
  requirements.
  enhanced Strikes: The deadly fist’s empowered 
  strikes are improved like a standard soulknife’s mind 
  blade, except the enhancement bonus or weapon 
  special abilities apply to the deadly fist’s unarmed 
  attacks, rather than to a weapon.
  This replaces the Enhanced Mind Blade class 
  feature, but counts as Enhanced Mind Blade for 
  prerequisites or requirements.
  Unarmed Assault: At 1st level, the deadly fist 
  gains the Improved Unarmed Strike feat as a bonus 
  feat.  In addition, the deadly fist gains the Flurry of 
  Fists blade skill.
  This ability replaces the bonus feat gained at 1st 
  level.
  Psychokinetic Discharge (Su): A deadly fist 
  of 1st level learns how to take the energy he has 
  charged into his unarmed strikes and release it as a 
  blast of energy at an opponent.  As a ranged attack, 
  the deadly fist can make an unarmed attack at an 
  opponent.  The attack deals damage as normal for 
  the deadly fist’s unarmed attacks.
  The range increment of the attack is 10’, but is 
  considered to be a projectile instead of a thrown 
  weapon, so the attack has a maximum range of 10 
  increments instead of 5.  Whether or not the attack 
  hits, the deadly fist’s unarmed attacks are no longer 
  empowered and he must take the normal time to 
  empower them.
  This ability replaces the Throw Mind Blade class 
  feature.
  Quick empower: At 5th level, the deadly fist can 
  activate his Empowered Strikes ability as a free 
  action instead of as a move action.  He may only do 
  so once per round.
  This replaces the Quick Draw class feature 
  normally gained by a 5th level soulknife.
  Shielded Blade
  Some soulknives choose to focus on both offense 
  and defense, splitting the energy of their mind blade 
  into a sword and a shield. 
  Form Mind Shield (Su): At 1st level, a shielded 
  blade gains the Mind Shield blade skill, gaining a +2 
  shield bonus to AC as long as she has a hand free.  
  Unlike any other soulknife who takes the Mind 
  Shield blade skill, a shielded blade can use the mind 
  shield as if it was in all ways (except visually) a 
  masterwork heavy steel shield, including making 
  shield bashes, although she does not suffer the 
  Armor Check penalty or Arcane Spell Failure for 
  using a heavy steel shield.  The shielded blade’s mind 
  shield is affected like a mind blade in all other ways 
  (breaking, null psionics fields, etc). A shielded blade 
  still applies the shield’s shield bonus to her AC when 
  performing a shield bash.
  The shielded blade’s mind shield is enhanced as 
  the soulknife gains levels at the same, but the mind 
  blade suffers a -1 penalty to its enhancement bonus 
  (if any) if the shielded blade has both formed at the 
  Armor Special 
  Ability
  enhancement 
  Bonus Value
  Required 
  Level
  Fortification, Light
  +1
  5
  Spell Resistance (13)
  +2
  7
  Energy Resistance
  +3
  9
  Ghost Touch
  +3
  9
  Invulnerability
  +3
  9
  Fortification, Moder-
  ate
  +3
  9
  Spell Resistance (15)
  +3
  9
  Energy Resistance, 
  Improved
  +4
  12
  Spell Resistance (17)
  +4
  12
  Fortification, Heavy
  +5
  15
  Spell Resistance (19)
  +5
  15
  Energy Resistance, 
  Greater
  +5
  15
  
  Psionics ExPandEd
  9
  same time. The shielded blade may only apply the 
  enhancement bonus for a mind shield to the Armor 
  Class bonus of the shield, and not as a bonus to 
  attack and damage rolls.
  A shielded blade may (and eventually must) 
  choose special abilities for the mind shield, just 
  as she does for the mind blade. She chooses 
  special abilities for the mind shield from the table 
  below.
  A shielded blade is always considered 
  proficient with her mind shield.
  This ability replaces the bonus feat gained at 
  1st level.
  Improved Shield: A shielded blade of 2nd 
  level gains her choice of either the Improved 
  Mind 
  Shield 
  or 
  Tower Mind Shield 
  blade skill.  
  This 
  ability 
  replaces the blade 
  skill gained at 2nd level.
  Blade Skills
  Presented below are several new blade 
  skills for use with the soulknife class.
  Absorbing Blade: The soulknife may 
  expend her psychic strike to have her 
  mind blade absorb a spell, spell-like ability, 
  power, or psi-like ability that would affect 
  her.  Effects that are not subjected to spell resistance 
  or power resistance cannot be absorbed in this 
  fashion.  Effects that target an area or 
  multiple targets are only absorbed for the 
  soulknife; other affected targets are still 
  affected normally.  The level of the effect 
  cannot exceed the number of dice 
  of psychic strike expended.  The 
  soulknife must be 8th level to 
  select this blade skill.  This 
  blade skill may not be used 
  with the mind bolt.
  Additional 
  Configuration: 
  The soulknife gains the abil-
  ity to have a separate config-
  uration for her mind blade’s 
  enhancement bonus and 
  special abilities.  When she 
  forms her mind blade, the 
  soulknife may choose ei-
  ther configuration.  Cre-
  ating this extra con-
  figuration 
  functions 
  just as reassigning the 
  enhancement of her 
  mind blade, typically 
  8 hours of concentra-
  tion, and when the 
  soulknife 
  reassigns 
  her mind blade con-
  figuration, she must re-
  assign each configuration 
  separately, taking the nor-
  mal 8 hours of concentra-
  tion per configuration.  Al-
  ternatively, the soulknife may 
  configure the off-hand light 
  weapon form of his mind blade 
  separately, if he chooses to form 
  two mind blades and spends 
  the normal 8 hours 
  of concentration. The 
  soulknife must be at 
  least 6th level in order to select this blade skill.
  Dazzling Blade: The soulknife may, as a standard 
  action, channel psionic energy into her mind blade, 
  dazzling all creatures within 30 feet.  A successful 
  Fortitude save negates this effect.  The save DC is 10 
  + the soulknife’s base attack bonus.
  Deadly Shield: The soulknife may choose to 
  empower her mind shield with weapon special 
  abilities, instead of shield special abilities, and 
  may select to apply the enhancement bonus of the 
  mind shield for attacks, rather than for armor. The 
  soulknife must have the Form Mind Shield class 
  feature and be at least 5th level in order to select this 
  blade skill.
  Mind shields keep a soulknife 
  protected virtually anywhere
  Shield Special 
  Ability
  enhancement 
  Bonus Value
  Required 
  Level
  Arrow Catching
  +1
  5
  Bashing
  +1
  5
  Blinding
  +1
  5
  Fortification, Light
  +1
  5
  Arrow Deflection
  +2
  7
  Spell Resistance (13)
  +2
  7
  Energy Resistance
  +3
  9
  Ghost Touch
  +3
  9
  Fortification, 
  Moderate
  +3
  9
  Spell Resistance (15)
  +3
  9
  Energy Resistance, 
  Improved
  +4
  12
  Spell Resistance (17)
  +4
  12
  Fortification, Heavy
  +5
  15
  Spell Resistance (19)
  +5
  15
  Energy Resistance, 
  Greater
  +5
  15
  
  drEamscarrEd PrEss
  10
  Deceptive Blade: When the soulknife feints in 
  combat, she may also  form her mind blade in the 
  same action as the feint. Additionally, Bluff is now 
  a class skill for the soulknife.  If the soulknife has 
  the Improved Feint feat and the psychic strike class 
  feature, once per round she may also charge her 
  psychic strike when performing a feint and forming 
  her mind blade in the same action. This blade skill 
  may not be used with the mind bolt.
  Disrupting Strike: As a full-round action, a 
  soulknife can make one melee attack against each 
  enemy adjacent to her. If she hits, the attack deals 
  no damage, but each enemy hit takes a -5 penalty to 
  all melee and ranged damage rolls until the start of 
  the soulknife’s next turn. This blade skill may not be 
  used with the mind bolt.
  Dueling Blade: When a soulknife is fighting 
  defensively, or using the Combat Expertise feat, with 
  a mind blade, and an opponent misses her in melee, 
  she may expend her psionic focus to make an attack 
  of opportunity against that opponent with her mind 
  blade. The soulknife ignores the penalty to attack 
  rolls from fighting defensively for this attack.
  Emulate Melee Weapon: The soulknife can form 
  her mind blade to replicate any single melee weapon, 
  chosen at the time she takes this blade skill.  The 
  soulknife is proficient with her mind blade in this 
  form and it functions in all ways as the chosen 
  weapon. This blade skill may be taken multiple 
  times; each time, it allows the soulknife to form her 
  mind blade to replicate a different melee weapon. 
  This blade skill may not be used with the mind bolt.
  Emulate Ranged Weapon: The soulknife can form 
  her mind bolt to replicate any single ranged weapon 
  (except firearms), chosen at the time she takes this 
  blade skill.  The soulknife is proficient with her 
  mind bolt in this form and it functions in all ways 
  as the chosen weapon. This blade skill may be taken 
  multiple times; each time, it allows the soulknife to 
  form her mind bolt to replicate a different ranged 
  weapon (except firearms).  You must have the ability 
  to form a mind bolt to select this blade skill.
  Energized Shield: As an immediate action when the 
  soulknife is attacked in melee and by expending her 
  psionic focus, she may charge her mind shield with 
  one of the energy types she could normally make 
  her mind blade deal, dealing additional points of 
  the appropriate type of energy damage equal to her 
  normal psychic strike damage to her attacker. This 
  effect lasts only for one attack. The soulknife must 
  be at least 8th level and have the mind shield blade 
  skill and one of the fire blade, ice blade, lightning 
  blade, or thunder blade blade skills to choose this 
  blade skill.  
  Expand Shield: When using the total defense action 
  or attacking defensively, as a free action on her turn 
  the soulknife can transform her mind shield into 
  a tower shield until the start of her next turn.  All 
  of the standard penalties for having a mind shield 
  shaped as a tower shield apply. The soulknife must 
  have the Mind Shield blade skill to choose this blade 
  skill.
  Fire Blade: When the soulknife makes an attack 
  with her mind blade, she can choose to have it 
  deal fire damage instead of its normal damage. In 
  addition, the soulknife can expend her psionic focus 
  when she hits with an attack to deal an additional 
  +1d10 fire damage.
  Firestorm: When the soulknife expends her psionic 
  focus to damage an enemy via the Fire Blade blade 
  skill, if the damaged target is adjacent to the soulknife 
  at the end of its next turn, the soulknife deals 1d10 
  additional fire damage to it and each enemy within 
  10 feet of the damaged target. The soulknife must 
  have the Fire Blade blade skill to choose this blade 
  skill.
  Flurry of Fists: When making unarmed attacks 
  and making a full attack, the soulknife can make 
  one additional attack at her highest attack bonus, 
  but all attacks in the full attack suffer a -2 penalty 
  to the attack roll.  This extra attack does not stack 
  with abilities that grant additional attacks, such as 
  Two-Weapon Fighting, Flurry of Blows, or other 
  such effects.  The soulknife must have the Improved 
  Unarmed Strike feat in order to select this blade 
  skill.
  Flurry of Fists, Improved: The soulknife gains an 
  additional attack when using flurry of fists, but at a 
  -5 penalty.  The soulknife must be at least 6th level 
  and have the Improved Unarmed Strike feat and the 
  Flurry of Fists blade skill in order to select this blade 
  skill.
  Flurry of Fists, Greater: The soulknife gains  an 
  additional attack when using flurry of fists, but at a 
  -10 penalty. The soulknife must be at least 11th level 
  and have the Improved Unarmed Strike feat and the 
  Flurry of Fists and Improved Flurry of Fists blade 
  skills in order to select this blade skill. 
  Freezing Ice: When the soulknife expends her 
  psionic focus to slow an enemy via the Ice Blade 
  blade skill, if the slowed target is adjacent to the 
  soulknife at the end of its next turn, its speed is 
  reduced to 0 until the end of the soulknife’s next 
  turn.  The soulknife must have the Ice Blade blade 
  skill to choose this blade skill.
  Grasping Shield: The soulknife’s mind shield takes 
  on an adhesive quality. Once per round, she may 
  make a free disarm attempt against any enemy that 
  makes a melee attack that misses her. This disarm 
  attempt counts as an attack of opportunity and does 
  not provoke attacks of opportunity. The soulknife 
  must have the shield block blade skill and the form 
  
  Psionics ExPandEd
  11
  mind shield class feature to choose this blade skill.
  Ice Blade: When the soulknife makes an attack with 
  her mind blade, she can choose to have it deal cold 
  damage instead of its normal damage. In addition, 
  the soulknife can expend her psionic focus when she 
  hits with an attack to reduce the target’s speed by 
  half until the end of the soulknife’s next turn.
  Improved Armor: The soulknife’s mind armor 
  improves depending on its form. Light form is 
  treated as if not wearing armor, while still gaining 
  the armor bonus to Armor Class. Medium form is 
  treated as a masterwork breastplate. Heavy form is 
  treated as masterwork full plate. The soulknife must 
  have the ability to form mind armor in order to take 
  this blade skill. 
  Improved Mind Shield: The shield bonus to AC 
  granted by the soulknife’s mind shield increases by 
  1. The soulknife must have the Mind Shield blade 
  skill in order to select this blade skill.  
  Interrupting Throw: If an enemy within 10 feet 
  of the soulknife performs an action that would 
  provoke an attack of opportunity, such as casting 
  a spell without casting on the defensive, she may, 
  as an immediate action and by expending psionic 
  focus, throw her mind shield at that enemy as an 
  attack of opportunity. The soulknife may not use this 
  blade skill if her mind shield is in the form of a tower 
  shield. The soulknife must be at least 12th level and 
  have the form mind shield class feature to choose 
  this blade skill.
  Lightning Arc: When the soulknife expends her 
  psionic focus to penalize an enemy via the Lightning 
  Blade blade skill, if the penalized target is adjacent to 
  the soulknife at the end of its next turn, it is dazzled 
  for one round and another enemy within 30 feet of 
  the target takes 3d6 electricity damage.  A successful 
  Reflex Save (DC 10 + the soulknife’s base attack 
  bonus) halves the damage taken. The soulknife must 
  have the Lightning Blade blade skill to choose this 
  blade skill.
  Lightning Blade: When the soulknife makes an 
  attack with her mind blade, she can choose to have 
  it deal electricity damage instead of its normal 
  damage. In addition, the soulknife can expend her 
  psionic focus when she hits with an attack to give 
  the target a -2 penalty to attack and damage rolls 
  until the end of her next turn. If the target is wearing 
  metal armor, the penalty increases to -3.
  Mark of the Challenger: The soulknife charges 
  her mind blade with the ability to cause an enemy 
  to focus on her.  As a standard action, the soulknife 
  makes a melee attack against a creature. If the attack 
  is successful, the target takes a -2 penalty to attacks 
  made against targets other than the soulknife until 
  the end of its next turn.
  Mind Blade Finesse: The benefits of the Weapon 
  Finesse feat apply to the mind blade even when it 
  is in forms that cannot normally be the subject of 
  Weapon Finesse (including two-handed forms).
  Ranged Shield Block: When using the Shield Block 
  blade skill, the soulknife may block a ranged attack, 
  but not ranged touch attack.  The soulknife must 
  have the form mind shield class feature and the 
  shield block blade skill to choose this blade skill.
  Reflective Blade: A soulknife may expend her 
  psychic strike as an immediate action to reflect a spell 
  or power that would strike her back at the caster.  The 
  spell or power must be a touch attack spell or power, 
  either ranged or melee, and the level of the spell or 
  power reflected cannot exceed the number of dice of 
  damage expended by psychic strike.  The soulknife 
  makes a ranged touch attack to determine if the spell 
  successfully strikes the target. The soulknife must 
  be at least 14th level and  have the Absorbing Blade 
  blade skill to select this blade skill.
  Resounding Thunder: When the soulknife expends 
  her psionic focus to daze an enemy via the Thunder 
  Blade blade skill, she gains an additional benefit. If 
  the dazed target ends its next turn adjacent to the 
  souklnife, it takes 2d6+2 sonic damage. The soulknife 
  must have the Thunder Blade blade skill to select 
  this blade skill.
  Shield Block: As an immediate action and by 
  expending psionic focus, the soulknife may block 
  one melee attack, but not touch attack, against her 
  by making an attack roll. If her attack roll is higher 
  than the attack roll she is attempting to block, the 
  attack misses. The soulknife must have the form 
  mind shield class feature to choose this blade skill.
  Thunder Blade: When the soulknife makes an 
  attack with her mind blade, she can choose to have 
  it deal sonic damage instead of its normal damage, 
  although the weapon is treated as if it was one size 
  smaller when determining its damage. In addition, 
  the soulknife can expend her psionic focus when she 
  hits with an attack to daze the target until the end of 
  her next turn unless it makes a successful Fortitude 
  save (DC 10 + the soulknife’s base attack bonus).
  Tower Mind Shield: The soulknife’s mind shield 
  can be shaped into a tower shield.  Altering the 
  mind shield in this fashion is a move action that 
  does not provoke attacks of opportunity.  The mind 
  shield remains in this form until shaped back into 
  its standard form.  The mind shield is treated in 
  all ways (except visually) as a masterwork tower 
  shield, granting a +4 shield bonus to AC, imposing 
  a +2 Maximum Dexterity Bonus, a -9 Armor Check 
  penalty, and a 50% Arcane Spell Failure Chance.  The 
  soulknife must have the Mind Shield blade skill to 
  select this blade skill.
  
  drEamscarrEd PrEss
  12
  Tower Shield Skill: The soulknife reduces the attack 
  and armor check penalties by 1 (to a minimum of 
  0) if her mind shield is in tower shield form. The 
  soulknife may take this blade skill multiple times, 
  its effects stack. The soulknife must have the mind 
  shield blade skill and the ability to shape her mind 
  shield into a tower shield to choose this blade skill.
  Whiplash: The soulknife can throw her mind 
  shield as a thrown weapon with a range increment 
  of 10. In addition, by expending psionic focus as a 
  free action after making a ranged attack with her 
  mind shield, the soulknife can cause the shield to 
  return back to her hand, hitting any enemy in line of 
  effect from her target and dealing damage as a light 
  shield.  Soulknives with the Form Mind Shield class 
  feature instead deal damage as a heavy shield. The 
  soulknife makes a ranged attack roll for each enemy 
  in the line of effect. The soulknife may not use this 
  blade skill if her mind shield is in the form of a tower 
  shield. The soulknife must be at least 8th level and 
  have the form mind shield class feature to choose 
  this blade skill.
  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.
  Dervish Path
  You are a whirlwind in combat. Your blades strike 
  out faster than the eye can perceive, sending enemies 
  reeling from your twin-bladed attacks.
  Powers: Force screen, metaphysical weapon
  Skills: Acrobatics, Bluff, Perform
  Bonus Class Skill: Bluff
  Trance: Beginning at 3rd level, while maintaining 
  psionic focus, you gain a +1 competence bonus on 
  attack rolls made when you wield two weapons.  This 
  bonus increases by 1 every four psychic warrior 
  levels thereafter.
  Maneuver: Beginning at 3rd level, you can expend 
  your psionic focus as part of a full attack when you 
  fight with two weapons to take a 5-foot step between 
  your attacks, even if you have already taken a 5-foot 
  step, but not if you have moved normally (such as 
  by using hustle).  At 8th level and every five psychic 
  warrior levels thereafter, you gain one additional 
  5-foot step, but each of these 5-foot steps must be 
  made after an attack in your full attack.
  Interceptor Path
  You are adept at engaging enemies, guarding 
  your allies, and blocking interlopers. Speed and 
  maneuverability are not your only tools; you know 
  how stop a foe in his tracks. 
  Powers: Burst, expansion
  Skills: Acrobatics, Intimidate, Perception
  Bonus class skill: Intimidate
  Trance: Beginning at 3rd level, while maintaining 
  psionic focus, you gain a +1 competence bonus on 
  attack and damage rolls made against any opponent 
  that threatens any of your allies.  This bonus increases 
  by 1 every four psychic warrior levels thereafter.
  Maneuver: Beginning at 3rd level, you can expend 
  your psionic focus as an immediate action when 
  an enemy you threaten attacks one of your allies 
  to make a single melee attack or bull rush attempt 
  against that enemy.  Your attack or bull rush attempt 
  is resolved before the enemy’s attack.  If you made 
  a melee attack and it is successful, the struck enemy 
  takes a penalty equal to the competence bonus of the 
  Interceptor trance on the attack and damage rolls of 
  the attack that triggered this maneuver.
  Interceptors protect their allies
  
  Psionics ExPandEd
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  wildEr surgE oPtions
  The wild surge is the defining ability of the wilder 
  class.  Presented below are new surge options for the 
  wilder.
  Pain Surge
  Wild Surge and Psychic enervation: The pain 
  wilder draws strength from pain, but can only wild 
  surge if she is experiencing physical pain. The pain 
  wilder must have suffered hit point damage within a 
  number of rounds equal to the number of points in her 
  wild surge.  If the wilder is injured while manifesting 
  a power, such as by an attack of opportunity, she 
  may use that damage to qualify to activate the wild 
  surge on the power being manifested, as long as she 
  makes a successful concentration check as normal. 
  Because a pain wilder embraces pain, it acts as a 
  focus for her manifesting ability, not as a distraction. 
  If the pain wilder is injured while manifesting a 
  power, the number of points of damage are halved 
  to determine the DC of the concentration check. If 
  a pain wilder is taking continuous damage, she 
  does not need to make a concentration check for 
  the continuous damage. When a pain wilder suffers 
  psychic enervation, she is sickened until the end of 
  her next turn and loses a number of power points 
  equal to her normal manifester level (the increase 
  in manifester level from her wild surge does not 
  increase the number of power points lost).
  Surge Bond: The pain wilder gains the precise 
  harm ability, as follows:
  Precise Harm (Ex): The pain wilder can determine 
  exactly how much damage she wishes to inflict on 
  a willing or helpless subject.  This ability cannot be 
  used on creatures that are unwilling or not helpless. 
  Whenever they have a minimum to maximum 
  amount of damage to inflict – such as with a weapon 
  – they can choose the amount of damage they deliver 
  within those limits, including foregoing Strength or 
  other bonuses to damage. 
  For example, if a pain wilder with a Strength of 12 
  and a dagger wishes to inflict damage on a target that 
  is willing or helpless, she could inflict any amount of 
  damage between 1 hit point and 5 hit points. 
  This can make the pain wilder an expert surgeon or 
  an expert torturer.  As such, Heal is added as a class 
  skill for pain wilders, and they gain a +4 competence 
  bonus on any use of the skill that involves surgery. 
  Likewise, if a pain wilder makes any use of Intimidate 
  that involves inflicting pain on the target, she also 
  gains a +4 competence bonus on the check. The 
  pain wilder’s ability to choose how much damage is 
  inflicted applies in these circumstances. 
  For example, a pain wilder attempting to remove 
  a barbed sting that will inflict 1d6 damage on 
  withdrawal would gain a +4 advantage to her Heal 
  check to withdraw it, and could choose how much 
  damage to inflict if successful or not.
  Improved Surge Bond: At 5th level, the pain 
  wilder gains the Diehard feat as a bonus feat; at 9th 
  level, she also gains the Body Fuel feat as a bonus 
  feat, at 13th level she gains the Fight On feat as a 
  bonus feat and at 17th level she gains the Mind Over 
  Body feat as a bonus feat. The pain wilder gains the 
  benefits of these feats even if she does not meet the 
  prerequisites.
  corE BasE classEs
  Although much of the material found in this book 
  deals with the psionic classes, the core base classes, 
  such as the fighter, rogue, or ranger, could also be 
  modified to be psionic.  In this section are psionic 
  options for the core base classes.
  corE BasE class archEtyPEs
  Presented below are new archetypes for the core 
  classes to give them a psionic feel. Characters may 
  take more than one archetype if they meet the 
  requirements.  
  Psionic Fighter
  This archetype may be selected by fighters of 1st 
  level.
  Psionic Feats: The psionic fighter gains Wild 
  Talent and his choice of Psionic Fist, Psionic Shot, 
  or Psionic Weapon as bonus feats at first level.  He 
  must meet any applicable prerequisite for the feat 
  selected.  Subsequent bonus feats the fighter gains 
  can be selected from Combat feats or Psionic feats.  
  This ability replaces the 1st level bonus feat.
  Willpower (Su): Starting at 2nd level, a fighter 
  gains a +1 bonus on Will saves against Charm and 
  Compulsion effects as long as he maintains psionic 
  focus. This bonus increases by +1 for every four 
  levels beyond 2nd. This ability replaces the Bravery 
  class feature.
  Telekinetic Draw (Su): At 5th level, the figher 
  can expend his psionic focus to telekinetically draw 
  his weapon from within 30 ft.  The psionic fighter 
  must have line of sight to the weapon and it must 
  be unattended.  This ability replaces one of the skill 
  points gained at 5th level.
  Combat Focus (Su): A psionic fighter of 9th level 
  does not provoke attacks of opportunity when 
  gaining psionic focus. This ability replaces Weapon 
  Training 2. 
  Double Imbue (Su): Once a psionic fighter has 
  reached 13th level, he has gained the ability to trigger 
  two effects that require expending psionic focus on 
  a single attack by expending only one psionic focus. 
  This ability cannot be used with additional sources of 
  
  drEamscarrEd PrEss
  14
  psionic focus, such as that gained from the Psicrystal 
  Containment feat, nor can it be used to trigger the 
  same effect twice on the same attack.  This ability 
  replaces Weapon Training 3.
  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.  Feats denoted by a * are new 
  feats presented here.
  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 
  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.
  STYLE FEATS 
  For centuries, great warriors have looked to nature 
  and the multiverse to find inspiration in battle. 
  Countless monastic and contemplative orders have 
  crafted intricate unarmed fighting styles based on 
  the deadliness and grace of natural and supernatural 
  creatures. Although many such fighting techniques 
  were created by secretive orders, they have since 
  spread to practitioners the world over.
  As a swift action, you can enter the stance employed 
  by the fighting style a style feat embodies. Although 
  you cannot use a style feat before combat begins, the 
  style you are in persists until you spend a swift action 
  to switch to a different combat style. You can use a 
  feat that has a style feat as a prerequisite only while 
  in the stance of the associated style. For example, 
  if you have feats associated with Mantis Style and 
  Tiger Style, you can use a swift action to adopt Tiger 
  Style at the start of one turn, and then can use other 
  feats that have Tiger Style as a prerequisite. By using 
  another swift action at the start of your next turn, 
  you could adopt Mantis Style and use other feats that 
  have Mantis Style as a prerequisite.
  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 
  
  Psionics ExPandEd
  15
  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.
  ADDITIONAL TERROR [PSIONIC]
  You have unlocked an additional form of fear.
  Prerequisite: Terror class feature
  Benefit: You gain an additional terror.
  Special: You may take this feat multiple times. 
  Each time, you gain a new terror.
  ADVANCED ARCHER PATH [PSIONIC]
  You have expanded expertise at ranged combat.
  Prerequisites: Point-Blank Shot, Precise Shot, 
  Archer path class feature, manifester level 10th, 
  base attack bonus +6
  Benefit: Half of the competence bonus from 
  your Archer trance is added to your damage rolls 
  for attacks made with ranged or thrown weapons 
  (natural weapons do not count for this benefit). In 
  addition, when using the Archer maneuver, you 
  may perform a bull rush attempt instead of a trip 
  attempt.
  ADVANCED ASCETIC PATH [PSIONIC]
  You are an expert of unarmed combat.
  Prerequisites: Dodge, Psionic Dodge, Ascetic path 
  class feature, manifester level 10th, base attack 
  bonus +6
  Benefit: The competence bonus of your Ascetic 
  trance now applies to both AC and saves. In addition, 
  when using the Ascetic maneuver, you can deflect one 
  attack as if using the Deflect Arrows feat, although 
  you may alternatively deflect a melee attack.
  ADVANCED ASSASSIN PATH [PSIONIC]
  Your attacks have become even deadlier.
  Prerequisites: Deep Impact, Psionic Weapon, 
  Assassin path class feature, manifester level 10th, 
  base attack bonus +6
  Benefit: When using the Assassin trance, you deal 
  sneak attack as a rogue of half your psychic warrior 
  level. Your target must be eligible for sneak attack 
  (not immune to precision-based damage, flanked, 
  denied a Dexterity bonus, etc). In addition, when 
  using the Assassin maneuver, your opponent must 
  make a Fortitude save (DC equal to 10 + your base 
  attack bonus) or be staggered for a number of rounds 
  equal to your Wisdom modifier.
  ADVANCED BRAWLING PATH 
  [PSIONIC]
  Your grappling abilities are particularly effective.
  Prerequisites: 
  Improved 
  Grapple, 
  Improved 
  Unarmed Strike, Brawling path class feature, 
  manifester level 10th, base attack bonus +6
  Benefit: When using the Brawling trance, you 
  gain a +1 competence bonus to your grapple checks 
  for every three psychic warrior levels you have. 
  In addition, when using the Brawling maneuver, 
  the damage you deal can be lethal, instead of non-
  lethal.
  ADVANCED DERVISH PATH [PSIONIC]
  You seem to float between enemies, a blur of 
  destruction.
  Prerequisites: Dex 15, Double Slice, Two-Weapon 
  Fighting, Dervish path class feature, manifester level 
  10th, base attack bonus +6
  Benefit: When using the Dervish trance, the 
  competence bonus applies to your damage as well as 
  your attack rolls.  In addition, you can use the Dervish 
  maneuver even if you moved before your attack and 
  you have no limit of how many 5-foot steps you can 
  take while using the Dervish maneuver, as long as 
  you make at least one attack before each 5-foot step. 
  The maximum distance you can move in this round 
  is that of a double move.
  ADVANCED FERAL PATH [PSIONIC]
  Your natural attacks are more vicious.
  Prerequisites: Psionic Fist, Unavoidable Strike, 
  Feral path class feature, manifester level 10th, base 
  attack bonus +6
  Benefit: The competence bonus from your 
  trance now also applies to damage rolls made with 
  natural attacks. In addition, when using the Feral 
  maneuver, if two natural attacks in the same charge 
  are successful, your natural weapons deal extra 
  damage. This damage is equal to the damage dealt 
  by one natural attack plus 1-1/2 times your Strength 
  modifier (if the two natural attacks deal different 
  amounts of damage, use the lesser of the two).
  ADVANCED INFILTRATOR PATH 
  [PSIONIC]
  You have a talent for getting wherever you need 
  to go.
  Prerequisites: Deceitful, Infiltrator path class 
  feature, manifester level 10th, base attack bonus +6
  Benefit: When using the Infiltrator trance, the 
  competence bonus to Disguise checks also applies to 
  Bluff and Sense Motive checks.  In addition, when 
  using the Infiltrator maneuver, for the duration 
  of your metamorphosis power, you gain the scent 
  extraordinary ability and the competence bonus to 
  Intimidate checks also applies to Survival checks.
  
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  16
  ADVANCED INTERCEPTOR PATH 
  [PSIONIC]
  You defend your allies with uncanny expertise.
  Prerequisites: Combat Expertise, Interceptor 
  path class feature, manifester level 10th, base attack 
  bonus +6
  Benefit: When using the Interceptor trance, you 
  can take a penalty to your Armor Class equal to the 
  competence bonus granted by the Interceptor trance 
  to grant a deflection bonus to Armor Class to one ally 
  threatened by an enemy within your melee reach. 
  In addition, when using the Interceptor maneuver, 
  if your attack was successful, you can make a free 
  disarm or trip attempt against the enemy struck.
  ADVANCED MIND KNIGHT PATH 
  [PSIONIC]
  You have learned enhanced techniques to make 
  sure you are always armed and dangerous 
  Prerequisites: Wis 13, Psionic Meditation, Psionic 
  Shot OR Psionic Weapon, Mind Knight path class 
  feature, manifester level 10th, base attack bonus +6
  Benefit: As long as you have both Mind Knight 
  path powers, you can manifest both Mind Knight 
  path powers at the same time as a single standard 
  action. Any time you manifest call weaponry, you 
  may select one other 1st level power you know; you 
  may manifest that power using Martial Power as if 
  it were a Path power, as long as the attack is made 
  using the weapon summoned. In addition, when 
  using the Mind Knight maneuver, you gain a +1 
  competence bonus on the attack rolls for every four 
  psychic warrior levels you have.
  ADVANCED SURVIVOR PATH [PSIONIC]
  You are capable of withstanding a variety of 
  situations.
  Prerequisites: Con 13, Mind Over Body, Toughness, 
  Survivor path class feature, manifester level 10th, 
  base attack bonus +6
  Benefit: When using the Survivor trance, you gain 
  resistance to your active energy type.  The resistance 
  is equal to 5 for every four psychic warrior levels 
  you have.  In addition, when using the Survivor 
  maneuver, the bonus to Will saves can instead apply 
  to Fortitude saves.
  ADVANCED WEAPONMASTER PATH 
  [PSIONIC]
  You are a particularly dangerous opponent to 
  duel.
  Prerequisites: 
  Combat 
  Expertise, 
  Improved 
  Disarm, Weapon Focus, Weaponmaster path class 
  feature, manifester level 10th, base attack bonus +6
  Benefit: The competence bonus from your trance 
  The dervish path allows a psychic warrior to strike multiple enemies
  
  Psionics ExPandEd
  17
  now also applies to damage rolls made with a weapon 
  (natural attacks do not count for this purpose). In 
  addition, when using the Weaponmaster maneuver, 
  you can choose to make a free disarm attempt against 
  your attacker in place of the single melee attack. 
  If your disarm attempt is successful, you may then 
  make a single melee attack against your opponent in 
  place of the 5-foot step.
  BROKEN DREAMS STYLE
  [PSIONIC, STYLE]
  Your 
  unarmed 
  strikes 
  are 
  empowered 
  by 
  nightmares.
  Prerequisites: Devastating touch class feature, 
  Improved Unarmed Strike, Intimidate 3 ranks 
  Benefit: When performing an unarmed attack, 
  you can choose to also deliver your devastating 
  touch damage through that attack. 
  CRAFT CRYSTALLINE FOCUS
  [ITEM CREATION]
  You are able to craft crystalline items that focus 
  psionic energy.
  Prerequisite: Manifester level 3rd.
  Benefit: You can craft crystalline focus items that 
  harness psionic energy such as that for a mind blade, 
  mind armor, or astral suit.  Doing so takes one day 
  for each 1,000 gp in the item’s base price.
  DISCIPLE OF FEAR [PSIONIC]
  You have studied the intricacies of terror and fear, 
  being able to use this knowledge to further your own 
  powers beyond what would normally be available 
  for you.
  Prerequisites: Devastating touch class feature, 
  terrors class feature.
  Benefit: For the purpose of your devastating 
  touch and terror class features, your effective class 
  level increases by 4. This benefit can’t increase your 
  effective class level to higher than your Hit Dice. 
  However, even if you can’t benefit from the full 
  bonus immediately, if you later gain Hit Dice in levels 
  of other classes, you might be able to apply the rest 
  of the bonus. This feat does not affect your terrors 
  known or give you further uses of your terrors, but 
  increases it for the purposes of augmentation and 
  save DC’s. 
  EXTRA BLADE SKILL [PSIONIC]
  Your training with a mind blade allows you to 
  perform additional abilities.
  Prerequisite: Blade skill class feature, base attack 
  bonus +2.
  Benefit: You gain an additional blade skill.
  Special: You may take this feat multiple times. 
  Each time, you gain a new blade skill.
  EXTRA TERRORS [PSIONIC]
  You can use your terrors more than normal.
  Prerequisite: Terrors class feature.
  Benefit: You gain 3 additional daily uses of your 
  terrors. 
  Special: You can gain Extra Terrors multiple times. 
  Its effects stack. Each time you take the feat, you gain 
  three additional daily uses of your terrors.
  FEAR MASTERY [PSIONIC]
  You have walked among true nightmares and seen 
  into the depths of mortal fear and despair - giving 
  you a terrible edge when it comes to weakening your 
  enemies and bringing them to their knees, paralyzed 
  with fear.
  Prerequisites: Psionic Endowment, devastating 
  touch class feature.
  Benefit: As long as you maintain psionic focus, you 
  receive a +1 insight bonus to the save DCs of all your 
  terrors and powers with the fear descriptor. You can 
  expend your focus while manifesting a power or 
  using a terror to increase this bonus to +2. 
  HUSTLE POWER [METAPSIONIC]
  You can hasten the manifesting time of some 
  powers.
  Benefit: To use this feat, you must expend your 
  psionic focus. You may manifest a power with a 
  manifesting time of one standard action as a move 
  action instead. Powers with manifesting times other 
  than one standard action may not be affected by this 
  feat.  You can perform another action, even manifest 
  another power, in the same round that you manifest 
  a hustled power.
  Using this feat increases the power point cost of 
  the power by 4.  The power’s total cost cannot exceed 
  your manifester level.
  Manifesting a hustled power still provokes attacks 
  of opportunity.
  craft crystallinE focus
  Because of the unique and varied nature of 
  crystalline focus items, presented later, a new 
  feat was created to cover their creation.  This feat 
  is used to create all items that alter or augment 
  psionically-created items like mind blades and astral 
  suits.  However, if there are concerns about the 
  introduction of a new item creation feat, the Craft 
  Magic Arms & Armor feat can be substituted.
  
  drEamscarrEd PrEss
  18
  INSIGHTFUL TERROR [PSIONIC]
  Your insight into how fear affects creatures allows 
  you to paralyze an enemy with fear, instead of 
  merely shaking him.
  Prerequisites: Fearsome insight class feature, 
  Intimidate 9 ranks.
  Benefit: As a standard action you can make an 
  Intimidate check to demoralize a single foe (within 
  30 ft). If you succeed the target is paralyzed for one 
  round. This is a mind-affecting fear effect.
  normal: 
  A 
  creature 
  demoralized 
  through 
  Intimidate is shaken. 
  INTUITIVE FIGHTING [PSIONIC]
  Your intuition guides your strikes to be more 
  devastating.
  Prerequisite: Blind-Fight.
  Benefit: To use this feat you must maintain psionic 
  focus. You add your Wisdom modifier to your melee 
  attack rolls instead of your Strength modifier.
  MULTIPLE CONNECTIONS [PSIONIC]
  You are able to be attuned to multiple minds.
  Prerequisite: Open Door*, Mindlock class feature
  Benefit: You can be attuned to up to three creature 
  for the purposes of Open Door.
  normal: You can only be attuned to one creature.
  NIGHTMARE VEIL [PSIONIC]
  You wrap your form in the fears of your 
  opponents.  
  Prerequisites: Devastating touch class feature, 
  Improved Unarmed Strike, Broken Dreams Style, 
  Shattered Dream Strike, Intimidate 9 ranks. 
  Benefit: While in the broken dreams style, any 
  target that is shaken treats you as concealed. In 
  addition, while in the broken dreams style, you treat 
  shaken targets as flat-footed for unarmed attacks. 
  OPEN DOOR [PSIONIC]
  Once you have pried the gates open into another 
  mind, you can always return there no matter how 
  long it has been.
  Prerequisite: Mindlock class feature.
  Benefit: Once an individual has failed a Will save 
  to avoid being mindlocked by you, you can attune 
  yourself to that creature.  You can only be attuned to 
  one creature in such a way at any given time.  You can 
  reactivate the mindlock to your attuned creature at 
  any time by spending 1 power point as a free action, 
  regardless of the time since you first mindlocked the 
  target. This means that they count as having failed 
  their Will save again. 
  PENETRATING FEAR [PSIONIC]
  Your terrors are able to affect those normally 
  immune.
  Prerequisite: Terrors class feature, 10th level 
  dread
  Benefit: You can expend your psionic focus when 
  activating a terror to allow it to affect those normally 
  immune to fear effects or mind-affecting effects.  The 
  target gets a +4 bonus to any applicable save against 
  the effect.
  POWER CHANNELER [PSIONIC]
  You have learned how to channel your powers 
  through your weaponry, allowing you to make 
  melee attacks and channel offensive powers at the 
  same time.
  Benefit: You can channel a touch range power 
  through a melee weapon. You can make a single 
  melee attack during the same action in which you 
  manifest a touch power with a manifesting time 
  of one standard action; if this melee attack hits, it 
  triggers the power as if you had succeeded on a touch 
  attack and deals damage as normal. If you miss, the 
  power fizzles and the charge is lost.  The attack made 
  is against standard AC and not touch AC.
  PSIONIC BULL RUSH [PSIONIC]
  You can use psionic energy to carry the force of a 
  bull rush through your foe.
  Prerequisite: Improved Bull Rush.
  Benefit: While maintaining psionic focus, when 
  you successfully perform a bull rush combat 
  maneuver, you also deal damage equal to half your 
  level to the creature bull rushed.
  If you expend your psionic focus when you 
  successfully make a bull rush maneuver, you can 
  also knock the target of your bull rush prone.
  PSIONIC CRITICAL [PSIONIC]
  You can add psionic energy to a perfect weapon 
  strike.
  Prerequisite: Improved Critical.
  Benefit: While maintaining psionic focus, when 
  you successfully score a critical hit, you deal +1d8 
  bonus damage. If you expend your psionic focus, 
  you deal an additional +1d8 bonus damage.
  PSIONIC DISARM [PSIONIC]
  You can psionically carry your disarm maneuver’s 
  force through your foe.
  Prerequisite: Improved Disarm.
  Benefit: While maintaining psionic focus, when 
  you successfully perform a disarm combat maneuver, 
  you also deal damage equal to half your level to the 
  creature disarmed.
  
  Psionics ExPandEd
  19
  If you expend your psionic focus when you make 
  a successful disarm combat maneuver, you can also 
  send the disarmed object into any space of your 
  choosing within 25 ft. +5 ft./2 levels. If a creature is 
  in the selected space and has a hand free, it can grab 
  the disarmed object as an immediate action.
  PSIONIC OVERRUN [PSIONIC]
  You can draw on your psionic power to boost the 
  power of an overrun attack.
  Prerequisites: Str 13, Improved Overrun, Power 
  Attack, base attack bonus +1.
  Benefit: While maintaining psionic focus, when 
  you successfully perform an overrun combat 
  maneuver, you also deal damage equal to half your 
  level to the creature you overrun.
  If you expend your psionic focus when you perform 
  a successful overrun combat maneuver, you can also 
  push your target up to 5 feet, +5 feet for every four 
  levels you possess.
  PSIONIC PRECISE SHOT [PSIONIC]
  Your ranged attacks sometimes bypass barriers.
  Prerequisites: Dex 19, Improved Precise Shot, 
  Point-Blank Shot, Precise Shot, base attack bonus 
  +11.
  Benefits: To use this feat, you must expend your 
  psionic focus. You can attempt to make a single 
  ranged attack as a standard action against a target 
  that is sheltered behind a wall, wall of force effect, 
  or similar barrier. Your attack briefly skips through 
  the Astral Plane to bypass the barrier. You must still 
  have line of sight to the target.
  PSIONIC SHIELD BASH [PSIONIC]
  Your shield bash attacks can strike both the body 
  and mind of a foe.
  Prerequisites: Improved Shield Bash, Shield 
  Proficiency.
  Benefit: While maintaining psionic focus, when 
  you successfully strike a foe with a shield bash attack, 
  the foe must also make a Will save (DC 10 + one-half 
  your base attack bonus + your Wisdom modifier) or 
  be shaken for 1 round. This is a mindaffecting fear 
  effect.
  If you expend your psionic focus when you make 
  a shield bash, on a successfully attack roll you can 
  instead force the target to make a Will saving throw 
  or be stunned for 1 round.
  PSIONIC SUNDER [PSIONIC]
  You can draw on your psionic power to boost the 
  power of a sunder attack.
  Prerequisites: Str 13, Improved Sunder, Power 
  Attack, base attack bonus +1.
  Benefit: While maintaining psionic focus, when 
  you successfully perform a sunder combat maneuver, 
  you also deal damage equal to half your level to the 
  creature holding the item sundered.
  If you expend your psionic focus when you 
  perform a successful sunder maneuver, you ignore 
  half the hardness of the object you are sundering.
  PSIONIC TRIP [PSIONIC]
  You can draw on your psionic power to boost the 
  power of a trip attack.
  Prerequisites: Int 13, Combat Expertise, Improved 
  Trip.
  Benefit: While maintaining psionic focus, when 
  you successfully perform a trip combat maneuver, 
  you also deal damage equal to half your level to the 
  creature tripped.
  If you expend your psionic focus when you 
  perform a successful trip combat maneuver, you 
  can also throw your target up to 5 feet, +5 feet for 
  every four levels you possess, although the creature 
  thrown may not be more than one size category 
  larger than you.
  PSIONIC UNARMED STRIKE [PSIONIC]
  Your unarmed attacks sometimes bypass barriers.
  Prerequisites: Dex 13, Wis 13, Improved Unarmed 
  Strike, Stunning Fist.
  Benefit: To use this feat, you must expend your 
  psionic focus. You can attempt to make a single 
  unarmed melee attack as a standard action against 
  a target that is sheltered behind a wall, wall of force 
  effect, or similar barrier. Your attack briefly skips 
  through the Astral Plane to bypass the barrier. 
  This does not grant you line of sight or extra reach, 
  requiring you to make the attack without being able 
  to see the target or use some other method of seeing 
  the target (such as clairaudience/clairvoyance) and 
  be within your normal reach for your unarmed 
  attack.
  READY RESPONSE [PSIONIC]
  You can move yourself more quickly through sheer 
  willpower.
  Benefit: At the beginning of a surprise round, 
  if you would not normally take an action, you can 
  expend your psionic focus to roll initiative and take 
  a standard action or a move action. If you do move 
  normally in a surprise round, you can expend your 
  psionic focus to take a full-round of action, rather 
  than only a standard or move action.
  normal: A character that is allowed to act in a 
  surprise round can take only a standard action or a 
  move action, not both.
  
  drEamscarrEd PrEss
  20
  SHATTERED DREAM STRIKE [PSIONIC]
  You sap your opponent’s will with your attacks.
  Prerequisites: Devastating touch class feature, 
  Improved Unarmed Strike, Broken Dreams Style*, 
  Intimidate 6 ranks
  Benefit: While in the broken dreams style, after 
  making a successful unarmed strike empowered 
  with your devastating touch, you can make a free 
  Intimidate check against the target.
  TERROR MASTERY [PSIONIC]
  You have learned to activate multiple terrors at a 
  time.
  Prerequisite: 8 terrors known
  Benefit: When you use your terrors class feature, 
  you can activate two terrors in a single swift action.
  normal: You can only activate one terror at a 
  time.
  TOUCH OF TERROR [PSIONIC]
  Your devastating touch deals additional damage.
  Prerequisites: Devastating touch class feature
  Benefit: Your devastating touch ability deals 1d6 
  points of damage plus your class level and your 
  Charisma modifier.
  normal: Devastating touch deals 1d6 points of 
  damage plus your class level.
  Psionic PowErs
  As well as the power list and new powers for the 
  dread, presented below are a variety of new psionic 
  powers for manifesters of all types.  In addition, 
  the trigger descriptor is detailed, detailing how 
  this descriptor interacts with manifesters.  These 
  new powers and the trigger 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.\
  TALenTS
  Talents are 0th-level psionic powers that are 
  powered by psionic focus, rather than power points. 
  These abilities give manifesters minor abilities that 
  can be used at-will, but typically have very limited 
  functionality or use.  Talents are typically used as 
  a way to train manifesters to avoid depleting the 
  power point reserve.
  A manifester may manifest any talent that he 
  knows without paying power points as long as he 
  maintains psionic focus.  However, if the talent has 
  a duration longer than instantaneous, he can only 
  have one such talent active at a time; manifesting 
  another talent without paying power points in this 
  manner causes the original talent to immediately 
  expire. 
  A manifester may also manifest a talent by paying 
  one power point, regardless of whether psionic 
  focus is held; these do not cause any other active 
  talents to lapse and may be augmented if the power 
  description indicates such.  
  Talents can only be augmented if the manifester 
  spends 1 power point on the manifestation in 
  addition to any power points spent augmenting the 
  power. 
  Manifesters select talents from their class’s power 
  list (see below).
  
  Psionics ExPandEd
  21
  neW DeSCRIPTOR: [Trigger]
  A trigger power is one that has a set of criteria that 
  the target can perform to result in a second effect.  
  If a creature is affected by a trigger power, they are 
  aware of the action that will activate the trigger, 
  although they do not know what the effect is unless 
  they make a successful Spellcraft check to identify the 
  power as it is being manifested (DC 15 + power level).  
  If a creature fulfills the condition for a trigger power, 
  the manifester must decide immediately whether to 
  activate the trigger effect or the opportunity is lost.
  drEad PowErs 
  0TH-LEVEL DREAD POWERS 
  (TALENTS) 
  Conceal Thoughts: You conceal your motives. 
  Create Sound: Create the sound you desire. 
  Detect Psionics: You detect the presence of psion-
  ics. 
  Distract: Target gets –4 bonus on Perception and 
  Sense Motive checks. 
  empathyA: You know the subject’s surface emo-
  tions. 
  Fortify, Lesser*: Gain a +1 bonus on saving throws.
  MissiveA: Send a one-way telepathic message to 
  subject. 
  My LightA: Your eyes emit 20-ft. cone of light. 
  Telekinetic Punch: Deal 1 force damage to target. 
  Telepathic LashA: Humanoid creature of 4 HD or 
  less loses next action. 
  Vim: Gain 1 temporary hit point. 
  1ST-LEVEL DREAD POWERS
  BiofeedbackA: Gain DR 2/–.
  Conceal Thoughts: You conceal your motives. 
  DemoralizeA: Enemies become shaken. 
  Distract: Target gets –4 bonus on Perception and 
  Sense Motive checks. 
  Lingering TouchA*: Your devastating touch ability 
  lingers for an additional round, dealing damage.
  Mind ThrustA: Deal 1d10 damage. 
  MindlinkA: You forge a limited mental bond with 
  another creature. 
  Precognition, DefensiveA: Gain +1 insight bonus to 
  AC and saving throws.
  Precognition, OffensiveA: Gain +1 insight bonus on 
  your attack rolls.
  Prescience, OffensiveA: Gain +2 insight bonus on 
  your damage rolls. 
  Slumber*: Put creatures to sleep.
  Telepathic LashA: Humanoid creature of 4 HD or 
  less loses next action. 
  Unearthly Terror*A: Terrify an enemy with sus-
  tained images.
  Untouchable Aura*A: Your presence keeps enemies 
  from attacking you.
  2ND-LEVEL DREAD POWERS
  Concealing AmorphaA: Quasi-real membrane 
  grants you concealment.
  Deflect*: Avoid a single ranged attack.
  Feat LeechA: Borrow another’s psionic or metap-
  sionic feats.
  Id InsinuationA: Swift tendrils of thought disrupt 
  and confuse your target.
  Mental DisruptionA: Daze creatures within 10 feet 
  for 1 round.
  Sidestep*: Avoid a single melee attack.
  Strength of My enemyA: Siphon away your en-
  emy’s strength and grow stronger.
  Subconscious Banishment*A: Sicken the target by 
  sending their subconscious into a plane of night-
  mares.
  Sustenance: Go without food and water for one 
  day.
  Thought ShieldA: Gain PR 13 against mind-affecting 
  powers.
  True Terror*A: Cause the target to become stunned.
  3RD-LEVEL DREAD POWERS
  Dispatch*A: Set up and deliver spectacular finishing 
  strikes.
  ectoplasmic Form: You gain benefits of being in-
  substantial and can fly slowly.
  Guarded Sleep*: Subject’s mind is protected while 
  asleep, and awakens in peak condition.
  Mental BarrierA: Gain +4 deflection bonus to AC 
  until your next action.
  Mindhunter*: Discover the location of your target 
  while you sleep.
  4TH-LEVEL DREAD POWERS
  Aura Sight: Reveals creatures, objects, powers, or 
  spells of selected alignment axis.
  Deadly Fear*A: Fearsome illusion kills subject or 
  deals 3d6 damage.
  Fear Cascade*A: Paralyze one target and cause 
  nearby enemies to become shaken.
  MindwipeA: Subject’s recent experiences wiped 
  away, bestowing negative levels.
  Moment of Terror*A: Knock target prone and make 
  them more susceptible to mind-affecting effects.
  Personality Parasite: Subject’s mind calves selfan-
  tagonistic splinter personality for 1 round/level.
  Power Leech: Drain 1d6 power points/round while 
  you maintain concentration; you gain 1/round.
  Sensory Cascade*A: Trigger a dazing cascade of the 
  senses in the target.
  
  drEamscarrEd PrEss
  22
  5TH-LEVEL DREAD POWERS
  Dream Message*A: Sends message to anyone sleep-
  ing. 
  Induce nightmare*A: Sends vision dealing 1d10 
  damage, fatigue.
  Pierce the Veils: See all things as they really are.
  Planar Travel: Travel to other planes.
  Psychic CrushA: Brutally crush subject’s mental es-
  sence, reducing subject to –1 hit points.
  Schism: Your partitioned mind can manifest lower 
  level powers.
  6TH-LEVEL DREAD POWERS
  Barred Mind, PersonalA: You are immune to 
  scrying and remote viewing and gain a bonus to 
  mental effects. 
  Dream TravelA: Travel to other places through 
  dreams.
  Form of DoomA: You transform into a frightening 
  tentacled beast. 
  Temporal AccelerationA: Your time frame acceler-
  ates for 1 round.
  giftEd BladE PowErs 
   
   
  3RD-LEVEL GIFTED BLADE POWERS
  ectoplasmic Grapnel*A: Use a ray of ectoplasm to 
  perform a variety of functions.
  marksman PowErs 
   
   
  2ND-LEVEL MARKSMAN POWERS
  Deflect*: Avoid a single ranged attack.
  Sidestep*: Avoid a single melee attack.
  Sonic Blast*A: Next attack deals sonic damage; 
  expend focus to trip target.
  3RD-LEVEL MARKSMAN POWERS
  ectoplasmic Grapnel*A: Use a ray of ectoplasm to 
  perform a variety of functions.
  Psion/wildEr PowErs 
   
   
  1ST-LEVEL PSION POWERS
  Slumber*: Put creatures to sleep.
  Unearthly Terror*A: Terrify an enemy with sus-
  tained images.
  3RD-LEVEL PSION POWERS
  Mindhunter*: Discover the location of your target 
  while you sleep.
  4TH-LEVEL PSION POWERS
  Deadly Fear*A: Fearsome illusion kills subject or 
  deals 3d6 damage.
  Moment of Terror*A: Knock target prone and make 
  them more susceptible to mind-affecting effects.
  5TH-LEVEL PSION POWERS
  Dream Message*A: Sends message to anyone sleep-
  ing. 
  Induce nightmare*A: Sends vision dealing 1d10 
  damage, fatigue.
  Psion disciPlinE PowErs 
  EGOIST (PSYCHOMETABOLISM) 
  DISCIPLINE POWERS
  1 Corrosive Aura*A: Surround yourself with a mist 
  of acid that deals nearby creatures.
  SEER (CLAIRSENTIENCE) DISCIPLINE 
  POWERS
  1 True Terror*A: Cause the target to become 
  stunned.
  Corrosive aura surrounds a manifester in acid
  
  Psionics ExPandEd
  23
  TELEPATH (TELEPATHY)
  DISCIPLINE POWERS
  4 Fear Cascade*A: Paralyze one target and cause 
  nearby enemies to become shaken.
  Sensory Cascade*A: Trigger a dazing cascade of the 
  senses in the target.
  Psychic warrior PowErs 
   
  1ST-LEVEL PSYCHIC WARRIOR 
  POWERS
  Corrosive Aura*A: Surround yourself with a mist of 
  acid that deals nearby creatures.
  Dazzling Swordplay*A: Dazzle next creature struck.
  2ND-LEVEL PSYCHIC WARRIOR 
  POWERS
  Deflect*: Avoid a single ranged attack.
  Distracting Strike*A: Next creature struck suffers 
  penalty on attack rolls and cannot make attacks 
  of opportunity.
  entangling Strike*A: Next creature struck is en-
  tangled; expend focus to deal damage if creature 
  tries to concentrate.
  Freezing Sting*A: Next attack deals additional dam-
  age; expend focus to cause penalty on attacks the 
  creature struck makes.
  Proximity Strike*A: Next attack deals additional 
  damage and allows you to teleport the struck 
  creature back to you.
  Repositioning Strike*A: Next attack swaps your 
  position with the struck creature; expend focus 
  to allow an ally to treat the struck creature as 
  flanked.
  Shocking Strike*A: Next attack deals electricity 
  damage; expend focus to deal additional damage.
  Sidestep*: Avoid a single melee attack.
  Sonic Blast*A: Next attack deals sonic damage; 
  expend focus to trip target.
  Wintry Grasp*A: Immobilize struck creature.
  3RD-LEVEL PSYCHIC WARRIOR 
  POWERS
  Dispatch*A: Set up and deliver spectacular finishing 
  strikes.
  ectoplasmic Grapnel*A: Use a ray of ectoplasm to 
  perform a variety of functions.
  4TH-LEVEL PSYCHIC WARRIOR 
  POWERS
  Backlash*A: Attack a creature who has attacked 
  you, but suffer a daze effect.
  Thundering Step*: Attack creature and deal addi-
  tional damage and daze, then teleport away.
  Vanishing Strike*: Make a single melee attack and 
  then become invisible and teleport away.
  5TH-LEVEL PSYCHIC WARRIOR 
  POWERS
  Biting Cold*A: Deal extra cold damage and stagger 
  target.
  Bonding Strike*A: Empathically bond two struck 
  creatures together.
  Summoning Strike*A: Teleport a nearby creature to 
  you and attack it.
  sightEd sEEkEr PowErs 
   
  3RD-LEVEL SIGHTED SEEKER POWERS
  Guarded Sleep*: Subject’s mind is protected while 
  asleep, and awakens in peak condition.
  tactician PowErs 
   
  1ST-LEVEL TACTICIAN POWERS
  Unearthly Terror*A: Terrify an enemy with sus-
  tained images.
  3RD-LEVEL TACTICIAN POWERS
  ectoplasmic Grapnel*A: Use a ray of ectoplasm to 
  perform a variety of functions.
  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).
  Backlash
  Discipline: Clairsentience
  Level: Psychic warrior 4
  Display: Auditory, mental
  Manifesting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: Instantaneous; see text
  Power Points: 7
  You gain a flash of foresight, allowing you to strike 
  back at an enemy. As part of manifesting this power, 
  you can make a full-attack action against a creature 
  that has damaged you, so long as the creature is 
  within range. However, this foresight overloads 
  your senses after your attack, and until the end of 
  your next turn, you are dazed.  This dazed effect 
  cannot be removed by any means except its normal 
  
  drEamscarrEd PrEss
  24
  expiration at the end of your next turn.  You can only 
  use this power immediately in response to being 
  damaged by a creature and must target the creature 
  that caused the damage.
  Augment: By spending an additional 8 power 
  points, you are not dazed after making your attack.
  Biting Cold
  Discipline: Psychokinesis [cold, trigger]
  Level: Psychic Warrior 5
  Display: Auditory, Material
  Manifesting Time: 1 swift action
  Range: Melee
  Target: One creature
  Duration: 1 round; see text
  Saving Throw: None
  Power Resistance: Yes; see text
  Power Points: 9
  The next successful melee attack you make this 
  round deals an additional +1d10 points of cold 
  damage to the struck creature and the target is 
  staggered from the cold.  Power resistance does not 
  apply to this additional damage, but does apply to 
  the staggered condition.
  Trigger: If your attack was successful, you can 
  expend your psionic focus to infuse the target with 
  chilling cold.  Power resistance applies to infusing 
  the target with chilling cold.  Until the end of its next 
  turn, if the creature struck makes an attack, manifests 
  a power, or casts a spell, it takes 1d10 points of cold 
  damage and is paralyzed for one round.
  Augment: If you spend 6 additional power points, 
  you can instead manifest this power upon making a 
  successful melee attack and have the effects of this 
  power instead apply to that attack.  Doing so still 
  uses your swift action for the round.
  Bonding Strike
  Discipline: Telepathy [mind-affecting]
  Level: Psychic warrior 5
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Melee
  Target: Two creatures within melee range
  Duration: One round
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 9
  As part of manifesting this power, make a single 
  melee attack against two enemies within reach. 
  Each hit deals damage normally.  If both attacks 
  are successful, the targets are empathically bound 
  together. Until the end of your next turn, all hit 
  point damage applied to one target is automatically 
  applied to the other target.
  Manifesting this power does not provoke attacks 
  of opportunity.
  Conceal Thoughts 
  Level: Psion/wilder 0, psychic warrior 0 
  Duration: 1 hour/level (D) 
  Power Points: Psionic focus or 1
  As the 1st level power, except as noted above.
  Corrosive Aura
  Discipline: Psychometabolism [Acid]
  Level: Psychic warrior 1, egoist 1
  Display: Material, Visual
  Manifesting Time: 1 standard action
  Range: 5 ft.
  Area: All squares adjacent to you
  Duration: 1 round / level (D)
  Saving Throw: Reflex half
  Power Resistance: Yes
  Power Points: 1
  You surround yourself with a corrosive aura, 
  damaging all who come near. Each creature that 
  ends its turn in your square or adjacent to you takes 
  1d6 points of acid damage. 
  Augment: For every additional power point 
  spent, the damage increases by 1d6.  For every two 
  additional dice of damage, the save DC increases by 
  1.
  Create Sound 
  Level: Psion/wilder 0 
  Power Points: Psionic focus or 1
  As the 1st level power, except as noted above.
  Dazzling Swordplay
  Discipline: Psychokinesis [Trigger]
  Level: Psychic warrior 1
  Display: Material, visual
  Manifesting Time: 1 swift action
  Range: Melee
  Target: One creature
  Duration: One round; see text 
  Saving Throw: None; Power Resistance: Yes
  Power Points: 1
  Your next successful melee attack dazzles the 
  struck creature.  
  Trigger: If your attack was successful and the 
  struck creature moves or attacks before the end of its 
  next turn, you can expend your psionic focus to blind 
  it until the end of its current turn.  The blindness 
  
  Psionics ExPandEd
  25
  takes effect at the beginning of the creature’s action 
  which caused the trigger.
  Augment: If you spend 6 additional power points, 
  you can instead manifest this power upon making a 
  successful melee attack and have the effects of this 
  power instead apply to that attack.  Doing so still 
  uses your swift action for the round.
  Deadly Fear
  Discipline: Telepathy [Fear, Mind-Affecting]
  Level: Dread 4, psion/wilder 4
  Display: Visual; see original text
  Manifesting Time: One standard action
  Range: Medium (100 feet + 10 feet/level)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Will disbelief (if interacted with), 
  then Fortitude partial; see text
  Power Resistance: Yes
  Power Points: 7
  You create a mental image of the most fearsome 
  creature imaginable to the subject simply by forming 
  the fears of the subject’s subconscious mind into 
  something that its conscious mind can visualize: this 
  most horrible beast. Only the spell’s subject can see 
  the phantasmal killer. The target first gets a Will save 
  to recognize the image as unreal. If that save fails, 
  the phantasm touches the subject, and the subject 
  must succeed on a Fortitude save or die from fear. 
  Even if the Fortitude save is successful, the subject 
  takes 3d6 points of damage.
  If the subject of a phantasmal killer attack succeeds 
  in disbelieving and possesses telepathy or is wearing 
  a helm of telepathy, the effect can be turned upon 
  you. You must then disbelieve it or become subject 
  to the deadly fear attack.
  Augment: For every 2 additional power points 
  spent, both Difficulty Classes increase by 1. For every 
  5 additional power points spent, you can attempt 
  to affect one additional creature. If affecting more 
  than one creature, no two can be more than 30 feet 
  apart.
  Deflect
  Discipline: Clairsentience
  Level: Marksman 2, dread 2, psychic warrior 2
  Display: Visual
  Manifesting Time: 1 immediate action
  Range: Personal
  Target: Self
  Duration: Instantaneous 
  Power Points: 3
  When you manifest this power, when you would 
  normally be hit with an attack from a ranged 
  weapon, you may deflect it so that you take no 
  damage from it. Unusually massive ranged weapons 
  Dazzling swordplay temporarily blinds an opponent
  
  drEamscarrEd PrEss
  26
  (such as boulders or ballista bolts) and ranged 
  attacks generated by natural attacks or spell effects 
  can’t be deflected.  
  Detect Psionics 
  Level: Psion/wilder 0, psychic warrior 0 
  Power Points: Psionic focus or 1 
  As the 1st level power, except as noted.
  Augment: If you spend 2 additional power 
  points, the duration changes to 3 rounds/level (D) 
  (no concentration required) and it also gives you a 
  +10 enhancement bonus on Spellcraft checks made 
  to identify the properties and command words of 
  magic items in your possession. This power does not 
  allow you to identify artifacts. 
  Dispatch
  Discipline: Clairsentience
  Level: Dread 3, psychic warrior 3
  Display: Mental
  Manifesting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  Power Points: 5
  You gain a split second insight into the intentions 
  of your foes allowing you to predict and counter 
  their attacks and place them in line for a single, 
  devastating final strike.
  You gain a +4 insight bonus on attack rolls made to 
  disarm or trip (and any relevant ability checks to do 
  so) for one round. If you successfully disarm or trip 
  an opponent in melee, you may make an immediate 
  attack of opportunity against that opponent at your 
  highest attack bonus with a +4 circumstance bonus 
  to the attack roll. This counts against your allowed 
  number of attacks of opportunity for the round.
  Augment: You may augment this power in one or 
  more of the following ways:
  1. If you spend 5 additional power points, your 
  critical threat range is doubled while making attacks 
  of opportunity from this power. Unlike most of 
  these effects, this stacks with Improved Critical or 
  the keen weapon property (that is, using a keen 
  scimitar that would normally threaten on a 15-20 
  – six numbers – with this augment would lead to 
  attacks of opportunity that threaten on a 12-20 – 
  nine numbers).
  2. For every 2 additional power points you spend, 
  your insight bonus on disarm and trip attempts 
  (including the ability checks as necessary) increases 
  by 1.
  3. For every 4 additional power points you spend, 
  this power’s duration increases by one round.
  4. Each additional power point you spend 
  (including those spent on other augments) gives 
  you a +1 insight bonus on damage rolls on attacks of 
  opportunity generated by this power.
  Distract 
  Level: Psion/wilder 0, psychic warrior 0 
  Power Points: Psionic focus or 1 
  As the 1st level power, except as noted above.
  Distracting Strike
  Discipline: Telepathy [mind-affecting]
  Level: Psychic warrior 2
  Display: Material, olfactory
  Manifesting Time: 1 swift action
  Range: Melee
  Target: One creature
  Duration: One round; see text 
  Saving Throw: None; Power Resistance: Yes
  Power Points: 3
  Your next single melee attack is imbued to distract 
  the opponent. If the attack is successful, you deal 
  damage normally and, until the end of its next turn, 
  your target takes a -2 penalty to attack rolls and can’t 
  make attacks of opportunity. If your attack misses, 
  the target instead takes a -1 penalty to attack rolls 
  until the end of its next turn, but can make attacks of 
  opportunity as normal.  Any power resistance your 
  target has is applicable against this effect.
  Augment: You can augment this power in one or 
  both of the following ways.
  1. For every four additional power points spent, 
  this power affects one additional melee attack 
  during this round.  Effects from multiple attacks do 
  not stack.
  2. If you spend 6 additional power points, you 
  can instead manifest this power upon making a 
  successful melee attack and have the effects of this 
  power instead apply to that attack.  Doing so still 
  uses your swift action for the round.
  Dream Message
  Discipline: Telepathy [Mind-Affecting]
  Level: Dread 5, psion/wilder 5
  Display: Mental
  Manifesting Time: One minute
  Range: Unlimited
  Target: One living creature touched
  Duration: See text
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 9
  
  Psionics ExPandEd
  27
  You, or a messenger you touch, send a message to 
  others in the form of a dream. At the beginning of 
  the effect, you must name the recipient or identify 
  him or her by some title that leaves no doubt as to 
  identity. The messenger then enters a trance, appears 
  in the intended recipient’s dream, and delivers the 
  message. The message can be of any length, and the 
  recipient remembers it perfectly upon waking. The 
  communication is one-way. The recipient cannot 
  ask questions or offer information, nor can the 
  messenger gain any information by observing the 
  dreams of the recipient.
  Once the message is delivered, the messenger’s 
  mind returns instantly to its body. The duration of 
  the power is the time required for the messenger 
  to enter the recipient’s dream and deliver the 
  message.
  If the recipient is awake when the power begins, 
  the messenger can choose to wake up (ending the 
  effect) or remain in the trance. The messenger can 
  remain in the trance until the recipient goes to sleep, 
  then enter the recipient’s dream and deliver the 
  message as normal. A messenger that is disturbed 
  during the trance comes awake, ending the effect.
  Creatures who don’t sleep or don’t dream cannot 
  be contacted by this power.
  The messenger is unaware of its own surroundings 
  or of the activities around it while in the trance. It 
  is defenseless both physically and mentally (always 
  failing any saving throw) while in the trance.
  Augment: If the recipient is awake when you begin 
  to manifest the power, the messenger can choose to 
  expend a number of power points (if the messenger 
  is psionic) equal to the recipient’s Hit Dice –4 to plant 
  the message, which the recipient receives when next 
  she sleeps.
  Ectoplasmic Grapnel
  Discipline: Metacreativity (Creation)
  Level: Gifted blade 3, marksman 3, psychic warrior 
  3, tactician 3
  Display: Material
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature, object, or structure
  Duration: Instantaneous
  Saving Throw: None; Power Resistance: Yes
  Power Points: 5
  A blob of malleable, adhesive ectoplasm shoots 
  out from your outstretched hand, attached by 
  an ectoplasmic cord. Upon hitting its target, this 
  ectoplasmic grapnel reels in, pulling the target to 
  you - or you to it.
  When manifesting this power, you must have a 
  hand free, and must make a ranged touch attack 
  against the target; a miss causes the grapnel to retract 
  instantly without attaching to anything. Alternately, 
  you may have it shoot out from your shield instead 
  of a free hand; you still get your shield’s AC bonus 
  against the target, but lose it against anyone else for 
  the duration of the power.
  If you target a creature no more than one size 
  category larger than you, you may attempt a drag 
  combat maneuver check. If successful, you move the 
  creature 5 feet closer to you. For every 5 by which 
  your attack exceeds your opponent’s CMD, you can 
  drag the target an additional 5 feet toward you. If 
  the creature is willing, you may drag it up to 30 feet 
  closer to you.
  If you target an unattended object, you may pull it 
  up to 30 feet towards you; if this moves it into your 
  square, you may grasp the item immediately as a free 
  action, although you must have a free hand to do so. 
  If you target an attended object, the ranged touch 
  attack is made against the opponent, and you must 
  succeed at a disarm or steal (your choice) combat 
  maneuver check to wrest the item free.
  If you fail at the combat maneuver check (or if you 
  target an immovable object such as a creature more 
  than one size category larger than you, an object 
  bolted to the floor, or a building wall, floor, or ceiling), 
  you are instead moved up to 30 feet towards the target. 
  This movement provokes attacks of opportunity. 
  Alternately, you may choose to relinquish your grip 
  on the ectoplasmic cord, knocking you prone and 
  ending the power immediately rather than moving 
  you towards the target. If you end your movement 
  at a climbable location (such as a wall or ledge), you 
  must attempt a Climb check (at normal DC) to grab 
  hold (or pull yourself over the edge, in the case of 
  a ledge); failure means you begin falling, and must 
  make a second Climb check with +20 DC to catch 
  yourself.
  If you spend a full-round action bracing yourself 
  before manifesting this power, you get a +2 bonus on 
  the above combat maneuver checks. Each adjacent 
  ally that spends an Aid Another action to grab 
  hold of you also adds a +2 bonus to your combat 
  maneuver check, but also suffers the consequence of 
  being dragged or knocked prone with you should the 
  check fail. If the power duration should be extended 
  beyond instantaneous (see augment below), each ally 
  holding onto you must spend an Aid Another action 
  each turn to maintain their hold. If you end your 
  movement at a climbable location, each ally may 
  make a Climb check to grab the wall, or may instead 
  continue holding onto you; your own Climb check is 
  penalized as normal if their combined weight drops 
  your encumbrance into a category with a worse 
  armor check penalty.
  If you manifest this power while engaged in a 
  
  drEamscarrEd PrEss
  28
  grapple that you are in control of, you immediately 
  make a grapple combat maneuver check; failure 
  means you are no longer grappling the creature, 
  while success means you gain a +2 bonus to your 
  drag combat maneuver check for each creature 
  (besides yourself) participating in the grapple. If 
  the drag combat maneuver check fails, you and 
  everyone in the grapple are dragged (or knocked 
  prone) accordingly.
  If you manifest this power while engaged in a 
  grapple that you are not in control of, you immediately 
  make a grapple combat maneuver check; success 
  means you have broken free of the grapple, while 
  failure means you are still grappling (but gain a 
  +2 bonus to your drag combat maneuver check for 
  each creature (besides yourself) participating in 
  the grapple). If the drag combat maneuver check 
  fails, you and everyone in the grapple are dragged 
  (or knocked prone) accordingly, unless the creature 
  grappling you is too large for you to drag (in which 
  case the cord snaps and the power fails). The 
  grappling creature may voluntarily release you from 
  the grapple to avoid being dragged or knocked prone, 
  but must do so before the drag combat maneuver 
  check is rolled.
  Augment: You can augment this power in one or 
  more of the following ways:
  1. If you spend 2 additional power points, the 
  duration increases to 1 round/level if the ranged 
  touch attack hits. The cord does not automatically 
  retract; you may choose to retract or extend the cord 
  up to 30 feet (to the limit of the power’s range) as 
  a standard action, and must succeed at a combat 
  maneuver check each time you attempt to drag an 
  unwilling creature in this manner. Other creatures 
  may climb or manipulate the cord as they would 
  a rope, but it is as strong as a chain. An unwilling 
  creature attached to the grapnel must cut (5 hp, 
  hardness 10, AC 10) or burst (Str DC 26) the cord to 
  move away from you, unless he succeeds at a drag 
  combat maneuver check to pull you behind him. If 
  the cord is cut or burst, or if you let go of the cord (a 
  free action), the power ends immediately.
  2. If you spend 2 additional power points, the 
  range of the power increases to Medium (100 ft. + 
  10 ft./level).
  3. If you spend 4 additional power points, the cord 
  retracts the full length instantly. A successful combat 
  maneuver check, by any margin, pulls the target 
  adjacent to you, while a failed combat maneuver 
  check pulls you adjacent to the target (unless you 
  relinquish the cord and go prone instead).
  4. For every 4 additional power points you spend, 
  this power can drag creatures an additional size 
  category larger than you, and the cord’s hardness 
  increases by 2, hit points increases by 10, and break 
  DC increases by 2.
  5. If you spend 4 additional power points, you can 
  manifest this power as a move action.
  In addition, for every 2 additional power points 
  you spend to achieve any of these effects, you also 
  gain a +1 bonus on any combat maneuver checks or 
  Climb checks you make for this power.
  Empathy 
  Level: Psion/wilder 0 
  Power Points: Psionic focus or 1 
  As the 1st level power, except as noted above.
  Entangling Strike
  Discipline: Metacreativity (Creation) [Trigger]
  Level: Psychic warrior 2
  Display: Auditory, material
  Manifesting Time: 1 swift action
  Range: Melee
  Target: One creature
  Duration: One round; see text
  Saving Throw: None
  Power Resistance: No
  Power Points: 3
  The next successful melee attack you make this 
  turn entangles the target until the end of its next 
  turn. 
  Trigger: If your attack was successful and the 
  target tries to make a concentration check before 
  the end of its next turn, you can immediately expend 
  your psionic focus to deal 2d6 points of damage to 
  it. The damage dealt causes the standard penalty to 
  that concentration check.
  Augment: If you spend 6 additional power points, 
  you can instead manifest this power upon making a 
  successful melee attack and have the effects of this 
  power instead apply to that attack.  Doing so still 
  uses your swift action for the round.
  Fear Cascade
  Discipline: Telepathy [Fear, Mind-Affecting]
  Level: Dread 4, telepath 4
  Display: Mental, visual
  Manifesting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Target: One creature and any number within 20 ft.
  Duration: 1 round / level
  Saving Throw: Will negates or no; see text
  Power Resistance: Yes
  Power Points: 7
  You overload the target creature’s mental and 
  physical faculties with fear, a fear so powerful that 
  even creatures near the original target are affected 
  
  Psionics ExPandEd
  29
  by the residual energy.  When you manifest this 
  power, the target is cowering unless it makes a 
  successful Will save.   
  In addition, all enemies within 20 feet of the target, 
  including the target, are shaken for 1 round.
  Augment: You can augment this power in one or 
  more of the following ways.
  1. For every 2 additional power points you spend, 
  the duration of the shakened condition increases by 
  1 round.
  2. For every 4 additional power points you spend, 
  the radius for nearby affected creatures increases by 
  10 feet.
  In addition, for every 2 power points you spend 
  augmenting this power, the save DC increases by +1.
  Fortify, Lesser
  Discipline: Psychometabolism
  Level: Psion/wilder 0, psychic warrior 0, tactician 0
  Display: Mental
  Manifesting Time: One standard action
  Range: Personal
  Target: You
  Duration: One minute
  Power Points: Psionic focus or 1
  You imbue yourself with psionic energy that 
  protects you from harm, granting yourself a +1 
  resistance bonus on saves.
  Freezing Sting
  Discipline: Psychokinesis [cold, trigger]
  Level: Psychic warrior 2
  Display: Material
  Manifesting Time: 1 swift action
  Range: Melee
  Target: One creature
  Duration: One round; see text 
  Saving Throw: None; Power Resistance: Yes
  Power Points: 3
  The next successful melee attack you make this turn 
  deals an additional +1d6 points of cold damage.
  Trigger: If your attack was successful and the 
  target makes an attack during its next turn, you can 
  expend your psionic focus to give it a -2 penalty to 
  that attack and all other attacks it makes during that 
  turn.  Power resistance applies to this triggered effect 
  only; it does not apply to the additional damage on 
  your attack.
  Augment: If you spend 6 additional power points, 
  you can instead manifest this power upon making a 
  successful melee attack and have the effects of this 
  power instead apply to that attack.  Doing so still 
  uses your swift action for the round.
  Guarded Sleep
  Discipline: Clairsentience
  Level: Dread 3, psion/wilder 3, vitalist 3
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One sleeping creature
  Duration: Until the target wakes
  Power Points: 5
  You create a temporary dreamstate in the mind 
  of a sleeping creature, sheltering it from outside 
  influence while providing it with a pristine resting 
  environment, ideal for recovering mental energies. 
  For the duration of this power, the subject is immune 
  to all mind-affecting effects and may make saving 
  throws normally (it is not automatically considered 
  “willing” as unconscious creatures usually are). 
  After a guarded sleep of at least 8 hours, a subject’s 
  mind is in top condition, and it gains special benefits 
  based upon its particular abilities. If the target could 
  manifest psionic powers, it gains one temporary 
  power point for each manifester level it has (which 
  it can access as if from a cognizance crystal). If the 
  target could cast arcane spells spontaneously, it gains 
  one additional spell slot of his highest level. If the 
  target prepares arcane spells, it may prepare spells 
  in half the usual amount of time. These benefits fade 
  when the target next sleeps. You cannot manifest 
  guarded sleep on yourself unless you are capable of 
  manifesting powers while unconscious
  Induce Nightmare
  Discipline: Telepathy [Evil, Mind-Affecting]
  Level: Dread 5, psion/wilder 5
  Display: Mental
  Manifesting Time: 10 minutes
  Range: Unlimited
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Will negates; see text
  Power Resistance: Yes
  Power Points: 9
  You send a hideous and unsettling phantasmal 
  vision to a specific creature that you name or 
  otherwise specifically designate.
  The nightmare prevents restful sleep and causes 
  1d10 points of damage. The nightmare leaves the 
  subject fatigued and unable to regain power points 
  and arcane spells for the next 24 hours.
  The difficulty of the save depends on your 
  knowledge the subject and the physical connection 
  (if any) you have to that creature.
  
  drEamscarrEd PrEss
  30
  Knowledge
  Will Save 
  Modifier
  None*
  +10
  Secondhand (you have heard of the 
  subject)
  +5
  Firsthand (you have met the subject)
  +0
  Familiar (you know the subject well)
  –5
  Connection
  Will Save 
  Modifier
  Likeness or picture
  –2
  Possession or garment
  –4
  Body part, lock of hair, bit of nail, etc.
  –10
  *You must have some sort of connection to a creature of 
  which you have no knowledge.
  Dispel evil cast on the subject while you are 
  manifesting the power dispels the nightmare and 
  causes you to be stunned for 10 minutes per caster 
  level of the dispel evil.
  If the recipient is awake when the power begins, 
  you can choose to cease manifesting (ending the 
  power) or to enter a trance until the recipient goes 
  to sleep, whereupon you become alert again and 
  complete the casting. If you are disturbed during the 
  trance, you must succeed on a Concentration check 
  as if you were in the midst of manifesting a power or 
  the power ends.
  If you choose to enter a trance, you are not aware 
  of your surroundings or the activities around you 
  while in the trance.
  You are defenseless, both physically and mentally, 
  while in the trance. (You always fail Reflex and Will 
  saving throws, for example.)
  Creatures who don’t sleep (such as elves, but not 
  half-elves) or dream are immune to this effect.
  Augment: For every 2 additional power points 
  spent, this power causes an additional 1d10 points of 
  damage when the sleeper wakes.
  Lingering Touch
  Discipline: Psychometabolism
  Level: Dread 1
  Display: Visual
  Manifesting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  Power Points: 1
  You charge your ability to channel fear and 
  terror into your enemies, making it linger within 
  them. Any devastating touch attacks made during 
  the duration of this power linger for an additional 
  round, automatically dealing damage the following 
  round.  Any additional damage or affect applied to 
  the devastating touch is not repeated.
  Augment: For every 2 additional power points 
  spent, this power lasts an additional round.
  Mindhunter
  Discipline: Clairsentience
  Level: Dread 3, psion/wilder 3, sighted seeker 3
  Display: Mental
  Manifesting Time: 8 hours
  Range: One plane
  Target: One creature on the same plane
  Duration: Instantaneous
  Saving Throw: None
  Power Resistance: No
  Power Points: 5
  When you go to sleep, you psionically split your 
  subconscious mind from your body sending it out 
  to search for another person’s subconscious. If the 
  creature is intelligent and not immune to mind-
  affecting powers, the subconscious mind tracks it 
  down and returns with the information by the time 
  you wake up. If you wake before 8 hours have passed, 
  the power fails as the subconscious mind is violently 
  forced back into your consciousness once again.
  When you manifest this power, you gain a general 
  knowledge of where the target person resides if they 
  are on the same plane. You are granted a general 
  overview of the surroundings and a rough estimate 
  of where they are from your current position such as 
  “in a wood 20 miles to the northwest”.
  Note that the power points spent while dreaming do 
  not regenerate during this time and thus you awaken 
  with less than your maximum power points.
  You must be able to form a mental picture of the 
  target, either through direct personal knowledge, 
  from a picture or portrait, or from a description of 
  the person, in order to use this power.
  Missive
  Level: Psion/wilder 0 
  Power Points: Psionic focus or 1 
  As the 1st level power, except as noted above.
  Moment of Terror
  Discipline: Telepathy [Evil, Mind-Affecting]
  Level: Dread 4, Psion/Wilder 4
  Display: Mental
  Manifesting Time: One standard action
  Range: Medium (100 feet + 10 feet/ level)
  Target: One creature of up to Large size
  Duration: 1 round; see text
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 7
  
  Psionics ExPandEd
  31
  You brutally force the target’s consciousness into a 
  dimension of nightmares and terror.  This unnatural 
  dislocation opens conduits of pain for the target, 
  causing the target’s body to fall prone and helpless 
  as the target mindlessly screams unless it makes a 
  successful Will save.
  If the target failed its Will save, once the initial 
  effect ends, the memory of the awful pain remains, 
  making the target susceptible to other mental assault, 
  imposing a –2 penalty on Will saves against mind-
  affecting effects for a period of one day.  This penalty 
  does not stack from multiple uses of this power.
  Augment: If you spend 4 additional power points, 
  the target suffers the penalty on Will saves against 
  mind-affecting effects even if it made a successful 
  save.
  Proximity Strike
  Discipline: Psychoportation (teleportation) [trigger]
  Level: Psychic warrior 2
  Display: Mental
  Manifesting Time: 1 swift action
  Range: Melee
  Target: One creature
  Duration: One round; see text 
  Saving Throw: None; Power Resistance: Yes
  Power Points: 3
  Until the end of your turn, the next successful 
  melee attack you make deals an additional +1d4 
  points of damage and temporarily attunes you to the 
  creature struck.  A creature with power resistance 
  may attempt to block you attuning to it, but power 
  resistance does not affect the additional damage to 
  your attack.
  Trigger: If the target is not adjacent to you at the 
  end of its next turn, you can expend your psionic 
  focus as a free action to teleport adjacent to it, as 
  long as it is within Close range (25 ft. + 5 ft./2 levels).
  Augment: If you spend 6 additional power points, 
  you can instead manifest this power upon making a 
  successful melee attack and have the effects of this 
  power instead apply to that attack.  Doing so still 
  uses your swift action for the round.
  Repositioning Strike
  Discipline: Psychoportation (teleportation) [trigger]
  Level: Psychic warrior 2
  Display: Mental, visual
  Manifesting Time: 1 swift action
  Range: Melee
  Target: One creature of the Medium size or smaller
  Duration: One round; see text
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 3
  Until the end of your turn, the next successful 
  melee attack you make, you and the creature struck 
  swap positions. 
  Trigger: If your attack was successful and an ally 
  attacks the target before the end of your next turn, 
  you can expend your psionic focus to allow both you 
  and the attacking ally to treat the target as if it was 
  being flanked until the end of your next turn.
  Augment: If you spend 6 additional power points, 
  you can instead manifest this power upon making a 
  successful melee attack and have the effects of this 
  power instead apply to that attack.  Doing so still 
  uses your swift action for the round.
  Sensory Cascade
  Discipline: Telepathy (Mind-Affecting)
  Level: Dread 4, Psion/Wilder 4
  Display: Visual
  Manifestation Time: One standard action
  Range: Medium (100 feet + 10 feet/level)
  Target: All creatures in a 15-foot radius
  Duration: 1 round/level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 7
  You overload the target’s sensory system. In effect, 
  the cascade buries the senses of the target creatures 
  (even those with blindsight, tremorsense, touchsight, 
  or other esoteric methods of sensing the environ-
  ment) with random sensations for the duration. The 
  creatures are treated as if blinded. However, from 
  round to round, an affected creature has a chance to 
  sense normally. Each round on the creature’s action, 
  roll 1d4. On a roll of 1-3, the target does nothing for 1 
  round as it stands attempting to re-establish contact 
  with its senses. Rolling a 4 frees the creature of the 
  effect for 1 round.
  Sense-blocked creatures that are attacked (and 
  damaged) are shocked out of their sense deprivation 
  for 1 round - they can attack or attempt to flee however 
  they desire on their next action. The following round 
  they are subject once again to the sensory cascade 
  (unless they are continually attacked each round).
  Augment: This power can be augmented in one of 
  the following ways.
  1. If you spend an additional 4 power points, the 
  condition lasts 24 hours. 
  2. If you spend an additional 6 power points, the 
  condition is permanent.
  Shocking Strike
  Discipline: Psychokinesis [electricity, trigger]
  Level: Psychic warrior 2
  Display: Auditory, material
  Manifesting Time: 1 swift action
  
  drEamscarrEd PrEss
  32
  Range: Melee
  Target: One creature
  Duration: One round; see text 
  Saving Throw: None; Power Resistance: Yes
  Power Points: 3
  The next single successful melee attack you 
  make this round deals an additional +1d6 points of 
  electricity damage and charges the creature with 
  static energy.  
  Trigger: If the target moves during its next turn 
  and your attack was successful, you can expend 
  your psionic focus to deal an additional 2d6 points of 
  electricity damage to it.
  Augment: If you spend 6 additional power points, 
  you can instead manifest this power upon making a 
  successful melee attack and have the effects of this 
  power instead apply to that attack.  Doing so still 
  uses your swift action for the round.
  Sidestep
  Discipline: Clairsentience
  Level: Marksman 2, dread 2, psychic warrior 2
  Display: Visual
  Manifesting Time: 1 immediate action
  Range: Personal
  Target: Self
  Duration: Instantaneous 
  Power Points: 3
  When you manifest this power, when you would 
  normally be hit with an attack from a melee weapon, 
  you may deflect it so that you take no damage from 
  it.
  Slumber
  Discipline: Telepathy (Compulsion) [Mind-Affect-
  ing]
  Level: Dread 1, psion/wilder 1
  Display: Mental
  Manifesting Time: 1 round
  Range: Medium (100 feet + 10 feet/level)
  Area: One or more living creatures in a 10-foot-
  radius burst
  Duration: One minute/level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 1
  You cause a psionic slumber to come upon 4 HD of 
  creatures. Creatures with the fewest HD are affected 
  first. Among creatures with equal HD, those who are 
  closest to the power’s point of origin are affected 
  first. HD that are not sufficient to affect a creature are 
  wasted. Sleeping creatures are helpless. Slapping or 
  wounding awakens an affected creature, but normal 
  noise does not. Awakening a creature is a standard 
  action (an application of the aid another action). 
  Slumber does not target unconscious creatures, 
  constructs, or undead creatures.
  Augment: For every additional power point you 
  spend, you increase the number of Hit Dice affected 
  by one.
  If you instead spend 11 additional power points, 
  you affect every creature within the power’s area, 
  regardless of individual or total Hit Dice.
  Sonic Blast
  Discipline: Psychokinesis [sonic, trigger]
  Level: Marksman 2, psychic warrior 2
  Display: Olfactory, visual
  Manifesting Time: 1 swift action
  Range: Melee
  Target: One creature
  Duration: One round; see text 
  Saving Throw: None; Power Resistance: Yes
  Power Points: 3
  The next successful attack you make this turn deals 
  an additional +1d6 points of sonic damage.
  Trigger: If your attack was successful and the 
  target makes an attack during its next turn, you can 
  expend your psionic focus to make a free trip attempt 
  against the target  before it makes the attack.  This 
  trip attempt does not provoke attacks of opportunity 
  and you are not knocked prone if you fail by more 
  than 10. Power resistance applies to this triggered 
  effect only; it does not apply to the additional damage 
  on your attack.
  Subconscious Banishment
  Discipline: Telepathy [Mind-Affecting]
  Level: Dread 2
  Display: Visual, Mental
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature with an Intelligence of 3 or 
  more.
  Duration: Instantaneous
  Saving Throw: Will negates; then Fortitude negates 
  (see text)
  Power Resistance: Yes
  Power Points: 3
  You tear the subconscious mind away from the 
  target and send it into a personal nightmare, causing 
  the target to be sickened unless it makes a successful 
  Will save. At the beginning of each subsequent 
  round, the target gets a Fortitude save to stop being 
  sickened. While sickened, the target must make a 
  concentration check (DC 20 + level of the power/
  spell they wish to manifest/cast) to manifest powers 
  
  Psionics ExPandEd
  33
  or cast spells, as their mind is in two places at once.
  Augment: You can augment this power in one or 
  more of the following ways.
  1. If you spend 3 additional power points, the range 
  increases to Medium (100 ft. + 10 ft./level). 
  2. If you spend 4 additional power points, the target 
  becomes nauseated instead of sickened. On their 
  first successful Fortitude save, they become sickened 
  until they make another successful Fortitude save 
  the following round(s).
  In addition, for every 2 power points spent on the 
  above augmentations, the save DC increases by 1.
  Summoning Strike
  Discipline: Psychoportation (teleportation)
  Level: Psychic Warrior 5
  Display: Olfactory, visual
  Manifesting Time: Full-round action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One medium-sized or smaller creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 9
  You attempt to teleport one creature within 
  range to a space adjacent to you unless it makes a 
  successful Will saving throw.  On a failed save, the 
  target is teleported to an open space adjacent to you 
  and you may make a single melee attack against the 
  target.  If there is no space adjacent to you where the 
  target can stand, or where there is not firm ground, 
  the power fails.
  Augment: For every additional 4 power points 
  spent, the maximum size of the target is increased by 
  one step (large, huge, etc) and the save DC increases 
  by 2.
  Telekinetic Punch 
  Discipline: Psychokinesis [Force] 
  Level: Psion/wilder 0, psychic warrior 0 
  Display: Visual 
  Manifesting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature or unattended object
  Duration: Instantaneous 
  Saving Throw: Will negates (object) 
  Power Resistance: Yes (object) 
  Power Points: Psionic focus or 1 
  You can mentally punch a creature or object from 
  a distance. This power deals 1 point of force damage; 
  creatures and objects in their possession are allowed 
  a Will save to negate the effect. You cannot push 
  anything into another square using this power. 
  Telepathic Lash
  Level: Psion/wilder 0 
  Power Points: Psionic focus or 1 
  As the 1st level power, except as noted above.
  Thundering Step
  Discipline: Psychoportation [Sonic]
  Level: Psychic warrior 4
  Display: Auditory, Visual
  Manifesting Time: Full-round action
  Range: Meleet
  Target: One creature
  Duration: Instantaneous; see text
  Saving Throw: None; see text
  Power Resistance: Yes
  Power Points: 7
  Manifesting this power does not provoke attacks of 
  opportunity. As part of manifesting this power, make 
  a single melee attack. If your attack is successful, 
  you deal an additional +3d6 points of sonic damage 
  and the target is dazed until the end of its next turn. 
  Power resistance applies to the dazed effect, but does 
  not apply to the additional damage to your attack.
  A psychic warrior uses summoning strike to bring 
  his enemy in for a vicious attack
  
  drEamscarrEd PrEss
  34
  After the attack, regardless of if it is successful, you 
  can teleport up to 30 feet from your current location.  
  Each enemy you end up adjacent to must make 
  a Fortitude save or become dazed until the end of 
  your next turn.  Your initial target is immune to this 
  effect if you teleport adjacent to it.  Power resistance 
  applies to this effect.
  True Terror
  Discipline: Clairsentience [Fear, Mind-affecting]
  Level: Seer 2, Dread 2
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature with an Intelligence of 
  3 or more
  Duration: 1 round
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 3
  You cause the target to see horrible visions of 
  future possibilities, stunning the target unless it 
  makes a successful Will save. 
  Augment: You can augment this power in any of 
  the following ways.
  1. If you expend your psionic focus, the range 
  increases to Long (400 ft. + 40 ft./level).
  2. For every additional power point you spend, 
  you can target another creature. 
  3. For every 2 additional power points you spend, 
  the target becomes stunned for an additional 
  round.
  4. If you spend 2 additional power points, you can 
  target creatures with an Intelligence of 1 or more, as 
  well as non-living creatures. You still cannot affect 
  creature’s that are immune to fear or mind-affecting 
  effects.
  5. If you spend 5 additional power points, this 
  becomes an Area-effect (20 feet radius) centered on 
  you, affecting all targets within range.
  In addition, for every 2 power points spent on the 
  above augment options, the save DC increases by 1.
  Unearthly Terror
  Discipline: Telepath [Mind-Affecting, Network, 
  Fear]
  Level: Dread 1, 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.
  Untouchable Aura
  Discipline: Telepathy [Fear, Mind-Affecting]
  Level: Dread 1
  Display: Visual, Mental
  Manifesting Time: 1 move action
  Range: Aura
  Target: You
  Duration: 1 round / level
  Saving Throw: Will save (see text)
  Power Resistance: Yes
  Power Points: 1
  You manifest an aura of nightmares around you 
  which reacts to anyone trying to attack you in melee, 
  forcing the assailant’s worst nightmares to consume 
  their thoughts.
  Anyone trying to make a melee attack against 
  you must succeed on a Will save or lose their attack 
  action as they recoil in fear from the images inside 
  their mind.
  Augment: You can augment this power in one or 
  more of the following ways.
  1. If you expend your psionic focus, the manifesting 
  time becomes 1 immediate action instead. 
  2. For every additional power point you spend, 
  this power lasts for 1 additional round.
  3. If you spend 4 additional power points, this 
  power affects anyone trying to attack you, regardless 
  of how (any targeted powers or spells, melee or 
  ranged).
  In addition, for every 2 power points spent on the 
  above augmentations, the save DC increases by 1.
  Vanishing Strike
  Discipline: Psychoportation [Light]
  Level: Psychic warrior 4
  Display: Olfactory, visual
  
  Psionics ExPandEd
  35
  Manifesting Time: Full-round action
  Range: Personal; see text
  Target: You
  Duration: Instantaneous; see text
  Power Points: 7
  Manifesting this power does not provoke attacks 
  of opportunity. As part of manifesting this power, 
  make a single melee attack against an enemy within 
  reach. After the attack, you bend the light around 
  you, becoming invisible, and teleport up to 30 feet 
  away from your current location. You stay invisible 
  for one round per manifester level or until you make 
  an attack. 
  Vim 
  Discipline: Psychometabolism 
  Level: Psion/wilder 0, psychic warrior 0 
  Display: Material and olfactory 
  Manifesting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 min./level 
  Power Points: Psionic focus or 1 
  You suffuse yourself with power, gaining 1 
  temporary hit point. This temporary hit point 
  overlaps (does not stack) with temporary hit points 
  from any source, including previous manifestations 
  of this power. 
  Wintry Grasp
  Discipline: Psychokinesis [cold]
  Level: Psychic warrior 2
  Display: Material, Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You; see text
  Duration: One round; see text
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 3
  Make a single melee attack as part of manifesting 
  this power. If the attack hits, the target is immobilized 
  and cannot physically move from the spot until the 
  end of their next turn.
  In addition, until the end of your next turn, all of 
  your attacks instead deal cold damage. 
  Augment: For every additional 4 power points 
  spent, the effects of this power last an additional 
  round.
  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 dread class is presented in 
  this book, the entries for the dread 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 
  
  drEamscarrEd PrEss
  36
  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, 
  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.
  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.
  Dread: Add 1 to the duergar’s daily uses of 
  terrors.
  elan
  With bodies built by and infused with psionic 
  energy, elans are most commonly found as 
  manifesters of psionic power.  Due to their efforts to 
  remain unknown to other races, some elans become 
  better at stealth and avoiding detection, while others 
  strive to fit in better and hide in plain sight.
  Because elans are created by a psionic process, a 
  rare few suffer from inconsistencies or failures with 
  this process, while others discover they are more 
  adept at healing their body, rather than protecting 
  themselves from damage.
  Favored Class Options
  Instead of receiving an additional skill rank or hit 
  point whenever they gain a level in a favored class, 
  elans have the option of choosing from a number of 
  other bonuses, depending upon their favored classes. 
  The following options are available to all elans who 
  have the listed favored class, and unless otherwise 
  stated, the bonus applies each time you select the 
  listed favored class reward.
  Dread: Add +1/2 to Intimidate checks.
  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.
  Dread: Add 1 to the dwarf’s daily uses of terrors.
  Half-Orc
  Instead of receiving an additional skill rank or hit 
  point whenever they gain a level in a favored class, 
  half-orcs have the option of choosing from a number 
  of other bonuses, depending upon their favored 
  class. The following options are available to all half-
  orcs who have the listed favored class, and unless 
  otherwise stated, the bonus applies each time you 
  select the listed favored class reward.
  Dread: Add +1/3 to weapon damage when 
  channeling a terror through a weapon attack.
  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.
  Dread: The human gains +1/6 of a new terror.
  
  Psionics ExPandEd
  37
  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 are new psionic 
  prestige classes focused on martial combat.
  ADAPTIVe WARRIOR
  Most masters of melee combat hone a particular 
  fighting style over their career, learning the 
  intricacies of a particular set of tactics to use against 
  their opponents.  But there are a select few who have 
  learned to study the tactics, maneuvers, and style 
  of those around them, adjusting their combat style 
  based upon the circumstances.
  Psychic warriors and soulknives tend to be the 
  most commonly found adaptive warriors, for their 
  focus on combat is a natural 
  lead in to that of the adaptive 
  warrior.  
  Role: Adaptive warriors 
  are most often found in 
  the front lines of a battle, 
  adjusting 
  their 
  fighting 
  style to match the particular 
  enemy of the moment.
  Alignment: Adaptive war-
  riors can be of any alignment.
  Hit Die: d10
  Requirements 
  To qualify to become an adaptive warrior, 
  a character must fulfill all the following criteria. 
  Base Attack Bonus: +5. 
  Skills: Autohypnosis 5 ranks, Sense Motive 5 
  ranks.
  Feats: Combat Expertise, Improved Feint
  Psionics: Must have a power point reserve of at 
  least 1 power point.
  Class Skills
  The adaptive warrior’s class skills are Acrobatics 
  (Dex), Autohypnosis (Wis), Bluff (Cha), Intimidate 
  (Cha), Perception (Wis), and Sense Motive (Wis).
  Skill Ranks per Level: 2 + Int modifier.
  Class Features
  All of the following are class features of the 
  adaptive warrior.
  Weapon and Armor Proficiency: An adaptive 
  warrior is proficient with all simple and martial 
  weapons and all armor and shields (except tower 
  shields).
  Powers Known: At each level indicated, an 
  adaptive warrior gains additional power points per 
  day and access to new powers as if he had also gained 
  a level in whatever manifesting class he belonged 
  to before he added the prestige class. He does not, 
  however, gain any other benefit a character of that 
  class would have gained (bonus feats, metapsionic 
  or item creation feats, and so on). This essentially 
  means that he adds the level of adaptive warrior to 
  the level of whatever manifesting class the character 
  has, and then determines power points per day, 
  powers known, and manifester level accordingly. 
  If a character had more than one manifesting 
  class before he became an adaptive warrior, he 
  must decide to which class he adds the new level of 
  adaptive warrior for the purpose of determining 
  power points per day, powers known, and manifester 
  level. 
  If the character did not belong to a manifesting 
  class before taking this prestige class, he does not 
  gain manifesting levels.
  Adaptive warriors study their opponents in order to 
  defeat them
  
  drEamscarrEd PrEss
  38
  examine Technique (Su): As long as an adaptive 
  warrior maintains psionic focus, he is able to 
  examine and remember the techniques of any 
  creature within line of sight once per round as a 
  move action.  An adaptive warrior may examine up 
  to his class level in enemies as long as all enemies 
  are within line of sight. An adaptive warrior may 
  choose to use this ability on allies in order to gain the 
  benefits of his other class abilities.  Once an adaptive 
  warrior expends his psionic focus, he loses access to 
  any techniques he examines until he uses this ability 
  again.
  At 6th level, an adaptive warrior can use this 
  ability as a swift action.
  Counter Fighting Style (Su): As long as the 
  adaptive warrior has examined an enemy for at 
  least one round using Examine Technique, he gains a 
  competence bonus on attack and damage rolls made 
  against that opponent equal to half his class level 
  (minimum +1).  This bonus lasts for one minute after 
  using Examine Fighting stile, or until the adaptive 
  warrior uses his Examine Technique ability on 
  another target or has expended his psionic focus.
  At 4th level, an adaptive warrior may expend 
  his psionic focus when attacking an enemy he has 
  examined to automatically threaten a critical hit. 
  He must still make a successful attack roll against 
  that enemy, and still gains the competence bonus to 
  attack and damage rolls on that attack.  Subsequent 
  attacks do not gain the competence bonus from this 
  ability again until the adaptive warrior once again 
  uses the Examine Technique ability.  
  Mimic Skill (Su): As long as an adaptive warrior 
  of 2nd level or higher maintains psionic focus, he 
  may mimic any skill that uses Strength, Dexterity, 
  or Constitution as its ability score modifier that he 
  has seen used within the past minute by a creature 
  targeted by Examine Technique.  The adaptive 
  warrior must have seen the skill being used by 
  someone trained in the skill.  The adaptive warrior 
  is treated as having a number of skill ranks in the 
  skill equal to his class level.
  Mimic Proficiency (Su): As long as an adaptive 
  warrior of 3rd level or higher maintains psionic 
  focus, he may wield any weapon as if he had 
  proficiency with that weapon as long as he has used 
  Examine Technique on someone with proficiency 
  and wielding the weapon within the past minute.
  Block Attack (Su): As long as an adaptive warrior 
  of 5th level maintains psionic focus, he may, as an 
  immediate action, attempt to block any attack, but 
  not touch attack, made by an opponent he has used 
  his Examine Technique ability on within the past 
  minute.  To successfully block the attack, the adaptive 
  warrior makes an attack roll against the enemy’s 
  attack roll, adding his class level to the roll.  If the 
  adaptive warrior’s attack roll is equal to or greater 
  than the enemy’s attack, the attack is blocked and 
  the adaptive warrior takes no damage and suffers 
  no effects from the attack.
  This ability may not be used against opponents 
  two or more size categories larger than the adaptive 
  warrior.
  Accelerated Combat (Su): An adaptive warrior of 
  6th level or higher may, by expending psionic focus, 
  rapidly speed up any fighting style he has witnessed 
  within the past minute.  Once every ten minutes, 
  when the adaptive warrior attacks an opponent that 
  he has used Examine Technique on within the past 
  minute, he may make two additional attacks at his 
  highest attack bonus as part of a full attack action. 
  In addition, he gains a +2 circumstance bonus to his 
  Armor Class until the beginning of his next turn.
  extended Memory (Su): Once an adaptive 
  Table: The Adaptive Warrior
  Level
  Base
  Attack Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save 
  Special 
  Manifesting
  1st
  +1
  +1 
  +1 
  +0
  Counter fighting style, examine 
  technique
  -
  2nd
  +2
  +1 
  +1 
  +0
  Mimic skill
  +1 level of existing class
  3rd
  +3
  +2 
  +2 
  +1
  Mimic proficiency
  +1 level of existing class
  4th
  +4
  +2 
  +2 
  +1
  Counter fighting style (critical)
  +1 level of existing class
  5th
  +5
  +3 
  +3 
  +1
  Block attack
  +1 level of existing class
  6th
  +6
  +3 
  +3 
  +2
  Accelerated combat, examine 
  technique (swift)
  -
  7th
  +7
  +4 
  +4 
  +2
  Extended memory
  +1 level of existing class
  8th
  +8
  +4 
  +4 
  +2
  Extended examination
  +1 level of existing class
  9th
  +9
  +5 
  +5 
  +3
  Mimic feat
  +1 level of existing class
  10th
  +10
  +5 
  +5 
  +3
  Combine fighting styles
  +1 level of existing class
  
  Psionics ExPandEd
  39
  warrior reaches 7th level, the length of time he 
  can choose to remember a particular fighting style, 
  skill, proficiency, or feat is increased to one hour. 
  In addition, the adaptive warrior may as a swift 
  action attempt to recall a single fighting style, skill, 
  proficiency, or feat even after expending psionic 
  focus by making a successful Autohypnosis roll (DC 
  15 + the number of rounds since witnessing the style, 
  skill, proficiency, or feat).  The adaptive warrior must 
  currently have psionic focus to use this ability.
  extended examination (Su): An adaptive warrior 
  of 8th level or higher is able to examine creatures 
  for longer periods of time to pick up more subtle 
  aspects of a creature’s fighting style or abilities.  By 
  examining a creature using Examine Technique as a 
  full-round action, an adaptive warrior’s competence 
  bonus against that enemy for the following round 
  increases to his class level when using his Counter 
  Fighting Style and Block Attack abilities.
  Mimic Feat (Su): As long as an adaptive warrior of 
  9th level or higher maintains psionic focus, he may 
  mimic any Combat, Critical, or Psionic feat that he 
  has seen used within the past minute by a creature 
  targeted by Examine Technique.  The feat must 
  actually be a feat that is used as part of an action, 
  such as Deep Impact, and not a passive ability, such 
  as Psionic Body.  The adaptive warrior must meet 
  any prerequisites the feat may have to mimic it.
  Combine Fighting Styles (Su): Upon achieving 
  10th level, an adaptive warrior is able to combine the 
  different fighting styles he has examined in the past 
  hour, creating an unpredictable, yet highly effective 
  technique that baffles his opponents. As long as 
  the adaptive warrior maintains psionic focus, has 
  used his Examine Technique ability on at least two 
  creatures in the past hour, and has not expended his 
  psionic focus since using his Examine Technique, 
  he can, as a swift action, treat his opponents as flat-
  footed when making attacks against them until the 
  start of his next turn.  This ability may be used a 
  number of times per day equal to 4 + the adaptive 
  warrior’s Intelligence modifier.
  TeLeKIneTIC
  WeAPOnMASTeR
  Some combatants use weapons, while others turn 
  psionic energy into brutal attacks of pure force. The 
  telekinetic weaponmaster bridges melee prowess 
  with psychokinetic energy to become a whirlwind 
  on the battlefield, his weapon flying about and 
  devastating nearby enemies.  
  Role: Although the concept might imply a ranged 
  combatant, the telekinetic weaponmaster is best 
  when in the front lines, striking at foes in melee or 
  nearby.
  Alignment: Any
  Hit Die: d10
  Requirements
  To qualify to become a telekinetic weaponmaster, 
  a character must fulfill all the following criteria.
  Base Attack Bonus: +5
  Feats: Psionic Meditation, Psionic Weapon
  Psionics: Must be able to manifest far hand or 
  telekinetic force. 
  Class Skills
  The telekinetic weaponmaster’s class skills are 
  Autohypnosis, Bluff, Intimidate, 
  Skill Ranks per Level: 2 + Int modifier.
  Class Features
  All of the following are class features of the 
  telekinetic weaponmaster.
  Weapon and Armor Proficiency: Telekinetic 
  weaponmasters gain no proficiency with any 
  weapon or armor.
  Manifesting: At each level indicated, a telekinetic 
  weaponmaster gains additional power points per 
  day and access to new powers as if he had also gained 
  a level in whatever manifesting class he belonged 
  to before he added the prestige class. He does not, 
  however, gain any other benefit a character of that 
  class would have gained (bonus feats, metapsionic or 
  item creation feats, and so on). This essentially means 
  that he adds the level of telekinetic weaponmaster to 
  the level of whatever manifesting class the character 
  Table: The Telekinetic Weaponmaster
  Level
  Base
  Attack Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save 
  Special 
  Manifesting
  1st
  +1
  +0
  +1 
  +0
  Telekinetic reach
  -
  2nd
  +2
  +0
  +1 
  +0
  Telekinetic throw
  +1 level of existing class
  3rd
  +3
  +1
  +2 
  +1
  Telekinetic block
  +1 level of existing class
  4th
  +4
  +1
  +2 
  +1
  Dual kinetic mastery
  +1 level of existing class
  5th
  +5
  +1
  +3 
  +1
  Telekinetic whirlwind
  +1 level of existing class
  
  drEamscarrEd PrEss
  40
  has, and then determines power points per day, 
  powers known, and manifester level accordingly. 
  If a character had more than one manifesting 
  class before he became a telekinetic weaponmaster, 
  he must decide to which class he adds the new level 
  of telekinetic weaponmaster for the purpose of 
  determining power points per day, powers known, 
  and manifester level. 
  If the character did not belong to a manifesting 
  class before taking this prestige class, he does not 
  gain manifesting levels.
  Telekinetic Reach (Su): As long as a telekinetic 
  weaponmaster maintains psionic focus, he gains 
  reach with one melee weapon he is wielding.  If the 
  melee weapon he is wielding already grants reach, 
  the reach is increased by 5 ft.  At 3rd level, the 
  telekinetic weaponmaster can use this ability when 
  dual wielding and have it affect both weapons.
  Telekinetic Throw (Su): Once a telekinetic 
  weaponmaster has reached 2nd level, he can 
  expend his psionic focus to throw a melee weapon. 
  The attack is resolved as a melee attack against 
  one enemy within 30 ft. as a standard action.  The 
  weapon thrown is treated as if it had the Returning 
  special ability.
  Telekinetic Block (Su): A telekinetic weaponmas-
  ter of 3rd level gains a +1 deflection bonus to AC 
  while he maintains psionic focus. He may expend 
  his psionic focus as a free action to increase this de-
  flection bonus to +4 until the beginning of his next 
  turn.
  Dual Kinetic Mastery (Su): A 4th level telekinetic 
  weaponmaster may wield melee weapons as 
  normal and also have a weapon that is wielded 
  telekinetically.  The weapon must remain within 20 
  ft. of the telekinetic weaponmaster.  The telekinetic 
  weaponmaster designates one square within range 
  and can make attacks or attacks of opportunity from 
  that square as well as the square in which he actually 
  resides.  This telekinetically-wielded weapon does 
  not benefit from additional attacks from effects such 
  haste, nor does it make iterative attacks.  A telekinetic 
  weaponmaster may only attack with weapons he 
  wields or with the telekinetic weapon as a standard 
  action, but may attack with his held weapons and 
  with his telekinetic weapon on a full attack action.
  Telekinetic Whirlwind (Su): As a standard ac-
  tion, the telekinetic weaponmaster may designate a 
  10 ft. square within 20 ft. and make a single melee 
  attack against each enemy inside using a weapon he 
  is wielding.
  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.
  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 anath-
  ema. When used against an opponent with a power 
  Telekinetic weaponmasters do not need 
  to hold a weapon to be dangerous
  
  Psionics ExPandEd
  41
  point reserve, this weapon, upon a successful attack, 
  temporarily disrupts the opponent’s ability to use 
  anything requiring a power point reserve. This in-
  cludes denying the use of psionic feats or powers. 
  This effect also disrupts creatures who utilize psi-
  like abilities. The creature may attempt a Will sav-
  ing throw (DC 16) to ignore the effect. Once affected, 
  the disruption lasts for one round. The affected crea-
  ture’s items are unaffected.
  If using the default 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 Magic Arms 
  and Armor, null psionics field; Price +3 bonus.
  crystallinE focus itEms
  Unlike most items which grant new abilities or 
  improve the wearer, crystalline focus items improve 
  a psionically-created item such as a mind blade, mind 
  armor, or an astral suit.  
  CRySTAL BOW
  Aura faint psychokinesis; ML 3rd (+1), 6th (+2), 9th 
  (+3)
  Slot weapon; Price 11,200 gp (+1), 44,800 gp (+2), 
  100,800 gp (+3); Weight 2 lbs
  DeSCRIPTIOn
  A crystal bow looks like a crystalline bow with 
  no string and comes in short, medium, and long 
  varieties.  A soulknife with the soulbolt archetype, 
  or anyone else with the ability to manifest a mind 
  bolt, channels their mind bolt through the crystal 
  bow when summoning it.  This does not otherwise 
  alter the action needed to summon a mind bolt, the 
  summoner must simply be wielding the crystal bow 
  and choose to manifest the mind bolt through the 
  bow.
  Crystal bows have 45 hit points and a hardness of 
  15.
  When a mind bolt is manifested in this fashion, 
  the 
  enhancement 
  bonus 
  and 
  the 
  maximum 
  enhancement bonus of the mind bolt is increased by 
  the enhancement bonus of the crystal bow, although 
  any enhancement bonus above +5 is lost..
  Crystal bows may only be made with a +1, +2, or +3 
  enhancement bonus.
  COnSTRUCTIOn
  Requirements Craft Crystalline Focus, ability to 
  manifest mind bolt; Cost 5,600 gp (+1), 22,400 gp 
  (+2), 50,400 gp (+3)
  CRySTAL GAUnTLeTS
  Aura faint psychokinesis; ML 3rd (+1), 6th (+2), 9th 
  (+3)
  Slot weapon; Price 11,200 gp (+1), 44,800 gp (+2), 
  100,800 gp (+3); Weight 2 lbs
  DeSCRIPTIOn
  Crystal gauntlets looks like crystalline gloves with 
  the fingers removed.  A character with the ability to 
  empower their unarmed strikes, such as a soulknife 
  with the deadly fist archetype, can channel that 
  power through the crystal gauntlets when activating 
  it.  This does not otherwise alter the action needed 
  to empower the unarmed strikes, the wearer must 
  simply be wielding the crystal gauntlets and choose 
  to channel the power through the gauntlets.
  Crystal gauntlets have 45 hit points and a hardness 
  of 15.
  When a character with empowered strikes uses 
  these gauntlets in this fashion, the enhancement 
  bonus and the maximum enhancement bonus 
  of the empowered strikes are increased by the 
  enhancement bonus of the crystal gauntlets, although 
  any enhancement bonus above +5 is lost.
  Crystal gauntlets may only be made with a +1, +2, 
  or +3 enhancement bonus.
  COnSTRUCTIOn
  Requirements Craft Crystalline Focus, ability to use 
  empowered strikes; Cost 5,600 gp (+1), 22,400 gp 
  (+2), 50,400 gp (+3)
  CRySTAL GRIP
  Aura faint psychokinesis; ML 3rd (+1), 6th (+2), 9th 
  (+3)
  Slot shield; Price 5,600 gp (+1), 22,400 gp (+2), 
  50,400 gp (+3); Weight 2 lbs
  DeSCRIPTIOn
  A crystal grip looks like a crystalline handle with 
  nothing attached.  A soulknife, or anyone else with the 
  ability to manifest a mind shield, channels their mind 
  shield through the crystal grip when summoning it. 
  This does not otherwise alter the action needed to 
  summon a mind shield, the summoner must simply 
  be wielding the crystal grip and choose to manifest 
  the mind shield through the grip.
  Crystal grips have 45 hit points and a hardness of 
  15.
  When a mind shield is manifested in this fashion, 
  the 
  enhancement 
  bonus 
  and 
  the 
  maximum 
  enhancement bonus of the mind shield is increased 
  by the enhancement bonus of the crystal grip, 
  although any enhancement bonus above +5 is lost.
  Crystal grips may only be made with a +1, +2, or +3 
  enhancement bonus.
  COnSTRUCTIOn
  Requirements Craft Crystalline Focus, ability to 
  manifest mind shield; Cost 2,800 gp (+1), 11,200 
  gp (+2), 25,200 gp (+3)
  
  drEamscarrEd PrEss
  42
  CRySTAL HILT
  Aura faint psychokinesis; ML 3rd (+1), 6th (+2), 9th 
  (+3)
  Slot weapon; Price 11,200 gp (+1), 44,800 gp (+2), 
  100,800 gp (+3); Weight 2 lbs
  DeSCRIPTIOn
  A 
  crystal 
  hilt 
  looks 
  like 
  a 
  crystalline 
  sword with no blade and comes in light, one-
  handed, and two-handed varieties.  A soulknife, 
  or anyone else with the ability to manifest a mind 
  blade, channels their mind blade through the crystal 
  hilt when summoning it.  This does not otherwise 
  alter the action needed to summon a mind blade, the 
  summoner must simply be wielding the crystal hilt 
  and choose to manifest the mind blade through the 
  hilt.
  Crystal hilts have 45 hit points and a hardness of 
  15.
  When a mind blade is manifested in this fashion, 
  the 
  enhancement 
  bonus 
  and 
  the 
  maximum 
  enhancement bonus of the mind blade is increased 
  by the enhancement bonus of the crystal hilt, 
  although any enhancement bonus above +5 is lost.
  Characters wielding two mind blades only gain 
  the benefit on the mind blade channeled through the 
  crystal hilt.  Multiple crystal hilts would be needed to 
  affect multiple mind blades.
  Throwing a mind blade while wielding a crystal 
  hilt does not require the crystal hilt be thrown.  If 
  forming your mind blade into two blades, only one 
  is altered by the crystal hilt unless you are wielding 
  two crystal hilts.
  Crystal hilts may only be made with a +1, +2, or +3 
  enhancement bonus.
  COnSTRUCTIOn
  Requirements Craft Crystalline Focus, ability to 
  manifest mind blade; Cost 5,600 gp (+1), 22,400 gp 
  (+2), 50,400 gp (+3)
  CRySTAL SPAULDeRS
  Aura faint psychokinesis; ML 3rd (+1), 6th (+2), 9th 
  (+3)
  Slot armor; Price 5,600 gp (+1), 22,400 gp (+2), 
  50,400 gp (+3); Weight 2 lbs
  DeSCRIPTIOn
  Crystal spaulders are crystalline plates resembling 
  armor and are worn on the upper arms and 
  shoulders, although they take up the armor magic 
  item slot. An aegis, or anyone else with the ability 
  to create an astral suit or mind armor, can channel 
  their astral suit or mind armor through the crystal 
  spaulders when creating it.  This does not otherwise 
  alter the action needed to create an astral suit or 
  mind armor, the summoner must simply be wearing 
  the crystal spaulder and choose to create the astral 
  suit or mind armor through the spaulders.
  Crystal spaulders have 45 hit points and a hardness 
  of 15.
  When an astral suit is formed through crystal 
  spaulders, it gains an enhancement bonus to the 
  armor bonus it grants equal to the enhancement 
  bonus of the crystal spaulders.  In addition, the 
  character gains a number of customization points to 
  spend equal to the enhancement bonus of the crystal 
  spaulders.
  When mind armor is created in this fashion, 
  the 
  enhancement 
  bonus 
  and 
  the 
  maximum 
  enhancement bonus of the mind armor is increased 
  by the enhancement bonus of the crystal 
  spaulders, although any enhancement 
  bonus above +5 is lost.
  Crystal 
  spaulders 
  may 
  only 
  be made with a +1, +2, or +3 
  enhancement bonus.
  COnSTRUCTIOn
  Requirements Craft Crystalline 
  Focus, ability to manifest mind 
  armor or an astral suit; Cost 2,800 gp 
  (+1), 11,200 gp (+2), 25,200 gp (+3)
  Crystal hilt
  Crystal spaulders
  
  Psionics ExPandEd
  43
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