TEXT: 1
  
  2
  Written by: Eric Hindley   Art & Design by: Rick Hershey
  Published by: Fat Goblin Games
  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 the 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.
  Compatibility with Psionics Unleashed requires Psionics Unleashed: Core Psionics System from Dreamscarred 
  Press. See http://dreamscarredpress.com for more information on Psionics Unleashed. Dreamscarred Press does not 
  guarantee compatibility, and does not endorse this product.
  Psionics Unleashed is copyright 2010 Dreamscarred Press and is referenced with permission.
  Mindblast! - Classic Monsters Augmented © 2014 Fat Goblin Games. All rights reserved. www.fatgoblingames.
  com 
  Open Game Content: All material — including but not limited to art, place and character names, character and 
  setting descriptions, background, and new class descriptions—is Product Identity. All other content is considered 
  Open Game Content.
  Mindblast!
  Mindblast!
  Classic Monsters 
  Augmented
  Classic Monsters 
  Augmented
  
  3
  Contents
  Barghest, Psionic  
   
   
   
   
   
   
   
  6
  Buccaboo (Psionic Bugbear)  
   
   
   
   
   
  8
  Cat, Psionic  
   
   
   
   
   
   
   
   
  10
  Crystal Eater (Psionic Rust Monster)    
   
   
   
  12
  Deutettin (Psionic Ettin) 
   
   
   
   
   
   
  14
  Golden-eyed  Owlbear  
   
   
   
   
   
   
  16
  Mindspider (Psionic Aranea)  
   
   
   
   
   
  18
  Red (Psionic Hobgoblin) 
   
   
   
   
   
   
  20
  Appendix 
   
   
   
   
   
   
   
   
   
  22
   
  Psionic Feats  
   
   
   
   
   
   
   
  22
   
   Psionic Power Descriptions  
   
   
   
   
  22
  
  4
  Welcome to Mindblast! This is the first in a series of psionic supplements de-
  signed to help you run games using the rules from 
  Psionics Unleashed by Dreamscarred Press. 
  This volume aims to give you monsters with a psionic flair that you can use in your everyday 
  games. Everything you need to use these monsters is included here. These monsters are de-
  signed to serve as an excellent addition to your game, or as an introduction to psionics. 
  All of the monsters within should be familiar to any veteran of the game. They have been 
  given a psionic twist, which lets them fit into any game that uses the psionics rules. Many of 
  these creatures are more cerebral than their mundane versions, but they should still be run to 
  their statistics. They have only the advantages listed, some are quite bright, but others are only 
  somewhat more intelligent than the base species. Hope you enjoy!
  Included within are the following:
  Psionic barghest: These demonic goblin-kin have potent powers that make them stealthy 
  predators, able to feed on a settlement for months undetected.
  Buccaboos: Biggest and smartest of the goblinoids, these psionic cousins of bugbears use 
  their powers of disguise and ambush in their pursuit of brutal murder.
  Psionic cats: These gifted felines are surprisingly vicious predators, floating at eye level as 
  they stalk their victims with eerie stealth.
  Crystal eaters: These cousins to rust monsters have powerful mandibles that quickly chew 
  through stone and gems.
  Deutettin: Sharing the future sight of the Cyclopes and the dual minds of the ettin, these 
  psionic giants are sure to make a lasting impact in the memories of your PCs.
  Golden-eyed owlbears: These captivating beasts are sure to lure many a PC to a savage end 
  in their desire to rid the world of non-magical creatures.
  Mindspiders: Cousins to the deadly araneas, these malevolent spiders use their mental pow-
  ers to infiltrate humanoid settlements undetected.
  Reds: These brutal hobgoblin cousins are even more capable of organizing entire goblinoid 
  armies in their attempts to rule the world.
  The creatures included within this volume are simply the tip of the iceberg as far psionic 
  monsters are concerned. Hopefully these will inspire you to increase the psionic quotient in 
  your games!
  
  5
  A Psionic Primer
  If  this is your first introduction to psionics, some of  the terms used may be unfamiliar.
  Manifest — to cause a psionic power to take effect; the psionic equivalent of casting a spell.
  Power — the psionic equivalent of a spell. Generally, any effect that affects magic works 
  equally well on psionics, such as spell resistance or a null magic field.
  Manifester level (ML) — the psionic equivalent of caster level. This affects many variable 
  aspects of powers, though not all powers automatically scale with manifester level. See indi-
  vidual power descriptions for details of what freely scales in a given power and what effects 
  cost extra power points.
  Power point reserve (PP) — a pool of points used to manifest a psionic power. In general, a 
  character cannot spend more points on a power than his manifester level.
  Psi-like abilities (Ps) — much like spell-like abilities, these are psionic powers innate to 
  a creature. A manifester level is given for each, which controls its variable effects, just like 
  a spell-like ability. In addition, the creature is treated as if it had spent a number of power 
  points equal to its manifester level, allowing it to modify the power as per its description.
  Psionic subtype — a creature with a power point reserve or psi-like abilities. A psionic crea-
  ture can gain psionic focus.
  Psionic focus — a psionically imbued state of mind. Some abilities can only be used when 
  a character has psionic focus, other abilities require you to expend psionic focus. Gaining 
  psionic focus is a full-round action that provokes attacks of opportunity.
  For a complete description of psionic terms and rules, please see Psionics Unleashed by 
  Dreamscarred Press.
  
  6
  Barghest, Psionic
  This snarling, canine beast pads forward on all 
  fours; the appendages on its front limbs look more 
  like hands than a wolf’s paws. Its head is somewhat 
  elongated and startlingly hairless.
  Psionic Barghest 
  cr 4
  XP 1,200
  LE Medium outsider (evil, extraplanar, lawful, 
  psionic, shapechanger)
  Init +6; Senses darkvision 60 ft., scent; Percep-
  tion +11
  DeFense
  AC 17, touch 12, flat-footed 15 (+2 Dex, +5 
  natural)
  hp 45 (6d10+12)
  Fort +6, Ref +7, Will +7
  DR 5/magic
  oFFense
  Speed 30 ft.
  Melee bite +10 (1d6+4), 2 claws +10 (1d4+4)
  Special Attacks brain feed
  Psi-Like Abilities (ML 7th, Concentration +8)
   At will—astral traveller, biofeedback, defy  
   
  gravity, detect remote viewing
   1/day—astral caravan, memory modification  
   
  (DC 16), moment of terror (DC 16)
  statistics
  Str 19, Dex 15, Con 15, Int 14, Wis 14, Cha 14
  Base Atk +6; CMB +10; CMD 22 (24 vs. trip)
  Feats Combat Reflexes, Improved Initiative, 
  Great Fortitude
  Skills Acrobatics +11, Bluff +11, Diplomacy +11, 
  Intimidate +11, Perception +11, Sense Motive 
  +11, Stealth +11, Survival +11
  Languages Infernal, Goblin, Worg
  SQ change shape (goblin or wolf, polymorph)
  ecoLogY
  Environment any
  Organization solitary or cult (1 plus goblin tribe)
  Treasure standard
  sPeciaL aBiLities
  Brain Feed (Su) Once per month, a barghest 
  can devour a non-evil humanoid’s brain as 
  a full-round action to gain a growth point. It 
  gains a bonus equal to its growth point total 
  on attack rolls, CMB rolls, saving throws, and 
  skill checks. Its maximum hit points increase 
  by 5 for each growth point it gains. For 
  every 2 growth points, a barghest’s mani-
  fester level for its psi-like abilities and its CR 
  increase by +1. When a barghest reaches 4 
  growth points, it sheds its skin and becomes 
  a greater barghest, losing all of its growth 
  points (and bonuses) but gaining the stats 
  presented for a greater barghest (see 
  Pathfinder Roleplaying Game Bestiary for 
  details). 
  Said to be fiendish relations of all gobli-
  noid races, the hateful barghests come to 
  the Material Plane to feed. As they consume 
  the bodies of innocents, they grow increas-
  ingly powerful. A barghest eventually sheds 
  its skin to transform into a greater barghest, 
  at which point it often seeks out a tribe of 
  goblins or other creatures to rule.
  Much like their non-psionic cousins, 
  psionic barghests seek to rule over gobli-
  noids and their gifted brethren. They use 
  their powers to journey to the astral plane 
  to launch devastating surprise attacks on 
  good, unsuspecting settlements, revelling in 
  causing terror and sowing discord. They will 
  frequently leave survivors battered, their will 
  broken and their memories of the encounter 
  destroyed, leaving only a vague impression 
  of lasting horror. They may prey upon the 
  same village in this fashion for weeks or even 
  months. They are especially fond of bucca-
  boos as minions, the psionic bugbears shar-
  ing a patient malevolence that the barghest 
  appreciates.
  
  7
  
  8
  Buccaboo (Psionic Bugbear)
  This pale, sparsely-furred creature raises a spiked 
  morningstar, its tiny, purple eyes glittering with the 
  thrill of the coming kill.
  BuccaBoo 
  cr 3
  XP 800
  CE Medium humanoid (goblinoid, psionic)
  Init +1; Senses darkvision 60 ft., scent; Percep-
  tion +8
  DeFense
  AC 17, touch 11, flat-footed 16 (+2 armor, +1 
  Dex, +3 natural, +1 shield)
  hp 19 (3d8+6)
  Fort +3, Ref +4, Will +3
  oFFense
  Speed 30 ft.
  Melee morningstar +5 (1d8+3)
  Ranged javelin +3 (1d6+3)
  Psi-like Abilities (CL 3rd)
   At will—demoralize (DC 13)
   1/day—absorb weapon, foxhole, thicken skin
  statistics
  Str 16, Dex 12, Con 14, Int 13, Wis 12, Cha 14
  Base Atk +2; CMB +5; CMD 16
  Feats Skill Focus (Perception), Toughness
  Skills Intimidate +7, Perception +8, Stealth +10; 
  Racial Modifiers +4 Intimidate, +4 Stealth
  SQ feed on their fear, repletion, stalker
  Languages Common, Goblin
  ecoLogY
  Environment temperate mountains
  Organization solitary
  Treasure NPC Gear (leather armor, light wooden 
  shield, morningstar, 3 javelins, other treasure)
  sPeciaL aBiLities
  Feed on Their Fear (EX) Whenever a creature 
  fails a Will save against a buccaboo’s psionic 
  power, the buccaboo heals 1d6 hit points 
  per level of the power manifested.
  Repletion (Su) A buccaboo can sustain his 
  body without need of food or water. If he 
  spends 1 power point or expends a use of 
  one of his daily powers, a buccaboo does 
  not need to eat or drink for 24 hours. 
  Stalker (Ex) Perception and Stealth are always 
  class skills for buccaboos.
  The buccaboo is the psionic cousin to the 
  bugbear, largest of the psionic goblinoid 
  races, a towering monster that stands at least 
  a head taller than most humans. Some rare 
  bugbears also have a smattering of psionic 
  power. These deadly creatures are the 
  epitome of goblinoid murderers, able to lay 
  in wait for days as they stalk their prey. Their 
  powers give them an unprecedented talent 
  for stealth and infiltration, able to launch 
  ambushes that seem to come from nowhere 
  and never be caught unprepared for conflict.
  These lone monsters are renowned for 
  their ability to operate independently of 
  other goblinoids, stalking and feeding off 
  prey as they use fear to perpetuate their 
  feeding cycle. Unlike most goblinoids, they 
  are partial to slowly driving a community 
  into depths of terror over the course of 
  months before they eventually kill everyone 
  involved.
  A typical buccaboo stands nearly 7 feet in 
  height and weighs 400 pounds.
  
  9
  
  10
  Cat, Psionic
  If it weren’t hovering several feet off the ground 
  and staring with eyes full of malicious hate, this 
  creature would look just like an ordinary house cat.
  Psionic cat 
  cr 1/3
  XP 150
  N Tiny magical beast (psionic)
  Init +2; Senses low-light vision, scent; Percep-
  tion +5
  DeFense
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 3 (1d8–1)
  Fort +1, Ref +4, Will +1
  oFFense
  Speed 30 ft., scorn earth
  Melee 2 claws +4 (1d2–4), bite +4 (1d3–4)
  Space 2-1/2 ft.; Reach 0 ft.
  Psi-like Abilities (ML 1st, Concentration +2)
   At Will—far hand, telekinetic punch (DC 11)
  statistics
  Str 3, Dex 15, Con 8, Int 13, Wis 12, Cha 12
  Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
  Feats Weapon Finesse
  Skills Climb +10, Perception +5, Stealth +18; 
  Racial Modifiers +4 Climb, +4 Stealth
  Languages Common, Sylvan
  SQ scorn earth
  ecoLogY
  Environment temperate and hot plains or urban
  Organization solitary, pair, or pack (3–12)
  Treasure none
  sPeciaL aBiLities
  Scorn Earth (Su): A psionic cat’s paws do not 
  need to touch the ground; she can float a 
  foot above the ground but still move and 
  act as if she were standing on solid earth. 
  At distances greater than 5 feet from any 
  sufficiently stable surface, her speed dimin-
  ishes to 10 feet per round, but she can move 
  in any direction (including straight up or 
  down). Melee and ranged attacks suffer in-
  creasing penalties as if she were the subject 
  of the defy gravity power.
    
  Scorn earth is constantly active, even 
  when unconscious, unless the psionic cat 
  deliberately suppresses it (a free action), 
  is heavily encumbered, or is slain. If the 
  psionic cat is carrying a medium load or 
  wearing heavy or medium armor while using 
  scorn earth, her speed reduces to 10 feet 
  per round.
  Scholars are unsure exactly where the 
  bizarre psionic cats come from, though some 
  (usually denounced) thinkers claim that the 
  bizarre felines are actually from another 
  world, having come here from the stars. 
  Their uncommon and frequently disconcert-
  ing ability to hover above the ground make 
  them a novelty to most, a simple amusement 
  to entertain children and serve as family 
  pets. 
  However, psionic cats possess a mean 
  streak and a malevolence to make most think 
  twice about trying to claim ownership over 
  these vicious felines. Once a psionic cat has 
  shown its ability to speak, or been caught 
  pushing an object or child, it is usually cast 
  out of a household.
  Psionic cats sometimes form packs, 
  prowling savannahs or city streets. In large 
  numbers they become surprisingly deadly, 
  stealthily preying on anything foolish enough 
  to be caught alone.
  Much like their mundane cousins, psionic 
  cats typically weigh 5–15 pounds when fully 
  grown.
  
  11
  
  12
  Crystal Eater 
  (Psionic Rust Monster)
  This bizarre beetle-like creature has powerful 
  mandibles and glittering gemstone eyes. Its carapace 
  shines with iridescent colors.
  crYstaL eater  
   
   
    cr 3
  XP 800
  N Medium aberration
  Init +3; Senses darkvision 60 ft., scent gems 90 
  ft.; Perception +12
  DeFense
  AC 17, touch 12, flat-footed 15 (+2 Dex, +5 
  natural)
  hp 27 (5d8+5)
  Fort +2, Ref +3, Will +5
  oFFense
  Speed 40 ft., burrow 20 ft.
  Melee bite +6 (1d4+3 plus crumble)
  statistics
  Str 14, Dex 15, Con 13, Int 2, Wis 13, Cha 8
  Base Atk +3; CMB +5; CMD 17 (23 vs. trip)
  Feats Ability Focus (crumble), Skill Focus (Per-
  ception), Weapon Focus (bite)
  Skills Perception +12
  ecoLogY
  Environment any underground
  Organization solitary, pair, or nest (3–10)
  Treasure incidental (no gems or stone objects)
  sPeciaL aBiLities
  Crumble (Su) A crystal eater’s powerful man-
  dibles make short work of any stone. Its bite 
  attack causes any crystal or stone object it 
  hits to soften and crumble. Instead of taking 
  normal damage, the object hit takes half 
  its maximum hp in damage and gains the 
  broken condition—a second hit destroys the 
  item. A crystal eater never provokes attacks 
  of opportunity by attempting to strike a 
  weapon or other held object with its bite. 
  Against creatures made of stone or crystal, 
  a crystal eater’s bite deals an additional 
  2d6 points of damage. An attended object, 
  any magic object, or a stone creature can 
  attempt a DC 15 Reflex save to negate this 
  effect. The save DC is Constitution-based.
  Scent Gems (Ex) This ability functions much 
  the same as the scent ability, except that 
  the range is 90 feet and the crystal eater can 
  only use it to sense precious stones (in-
  cluding creatures wearing or carrying such 
  objects).
  Strange and rare cousins to rust monsters, 
  crystal eaters are nearly as infamous among 
  the psionically gifted. While many psionic 
  items are crafted from crystal, the creatures 
  are just as threatening to anyone who carries 
  their wealth in precious stones.
  Typically 5 feet long and weighing al-
  most 300 pounds, the enormous beetle-like 
  creatures would be frightening enough even 
  without the alien feeding process that gives 
  it its name. A crystal eater’s mandibles drip 
  with a strange acid that can soften any stone, 
  though the creatures can only feed on pre-
  cious gems. A single crystal eater in the royal 
  treasury would be enough to bankrupt most 
  nations in short order.
  Crystal eaters are considerably more ag-
  gressive than their metal-eating brethren, 
  using their superior size and strength to ter-
  rorize anything that might get in their way. A 
  nest of crystal eaters can quickly overpower 
  lesser creatures or even humans on their way 
  to precious minerals.
  
  13
  
  14
  Deutettin (Psionic Ettin)
  This massive two-headed giant has one eye on one 
  head and three eyes on the other. It wears leather 
  armor and clutches a large flail in both hands.
  Deutettin  
   
   
   
    cr 6
  XP 2,400
  CE Large humanoid (giant, psionic)
  Init +3; Senses low-light vision; Perception +14
   DeFense
  AC 18, touch 8, flat-footed 18; (+2 armor, –1 
  Dex, +8 natural, –1 size)
  hp 65 (10d8+20)
  Fort +9, Ref +2, Will +5
  oFFense
  Speed 40 ft.
  Melee flail +12/+7 (2d6+9) or 2 claws of the 
  beast +12 (1d8+6)
  Ranged javelin +5 (1d8+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks 
  Psi-like abilities (ML 4th, ranged touch +5)
   At Will—claws of the beast (1d8 damage),  
   
  dazzle (DC 12), déjà vu (DC 13)
   3/day— animal affinity, concussive blast (DC 14)
  statistics
  Str 23, Dex 8, Con 15, Int 10, Wis 10, Cha 14
  Base Atk +7; CMB +14; CMD 23
  Feats Cleave, Improved Initiative, Improved 
  Overrun, Iron Will, Power Attack
  Skills Autohypnosis +5, Handle Animal +10, 
  Perception +14; Racial Modifiers +4 on Per-
  ception
  SQ dual minds, flash of insight 
  Languages Giant
  ecoLogY
  Environment cold hills
  Organization solitary, pair, band (1-2, plus 3–6 
  ettins plus 1–2 brown bears), or colony (1-2, 
  plus 3–6 ettins plus 1–2 brown bears and 
  7–12 orcs or 9–16 goblins)
  Treasure standard (leather armor, flail, 4 jav-
  elins, other treasure)
   sPeciaL aBiLities
  Dual Minds (Ex) A deutettin has two heads–
  one with a single eye that controls its body 
  and the other with a third eye which takes 
  purely mental actions. A deutettin can take 
  a single extra standard action each turn, but 
  one must be a physical action (such as an 
  attack) and the other must be purely mental 
  (such as manifesting a power). If it takes a 
  full-round action (such as a full attack ac-
  tion), it still gains its extra standard action 
  of the other type (physical or mental). If a 
  deutettin is part of a collective, it counts as 
  two members for purposes of maximum 
  creatures (though not for any other pur-
  pose).
  Flash of Insight (Su) Once per day as an imme-
  diate action, a deutettin can peer into an oc-
  cluded visual spectrum of possible futures, 
  gaining insight that allows it to select the 
  exact result of one die roll before the roll is 
  made. This effect can alter an action taken 
  by the deutettin only, and cannot be applied 
  to the rolls of others.
  While typical ettins are simple-minded 
  brutes, their psionically gifted cousins are an-
  other danger altogether. Their two heads di-
  vide the functions of their body in a different 
  way, one controlling the physical side while 
  the other keeps an eye on the battlefield and 
  launches psionic assaults.
  Psionic etttins superficially resemble their 
  simpler brethren, though there is a signifi-
  cant distinction in their heads. One of the 
  heads has only a single eye, much like that of 
  a cyclops, and like those creatures they can 
  briefly glimpse the future. This head controls 
  the deutettin’s body. 
  The deutettin’s other head has a third eye 
  on the center of its forehead. This head 
  allows the creature to use its psionic powers 
  and is capable of only mental actions. Thus, 
  unlike an ettin, a deutettin has less physical 
  
  15
  coordination, relying instead on its superior 
  mental powers to augment its brute strength.
  Deutettins are considerably more intel-
  ligent than their savage cousins, capable 
  of complex conversation and even long-
  term planning. They often become lead-
  ers of their lesser kin. A band of ettins 
  led by a deutettin poses a considerable 
  danger to everything in the surrounding 
  area.
  A deutettin is a dangerous foe, using its 
  psionic abilities to augment its own con-
  siderable strengths and weaken its foes 
  through distraction and disorienta-
  tion. It can use its powers over 
  time to dazzle foes and force 
  them to repeat actions, as well 
  as simply overwhelm them with 
  visions of what will come.
  Like most ettins, deutettins typi-
  cally lead solitary lives, establish-
  ing lairs in secluded rocky caves 
  and hollows, often surrounded by 
  traps and snares. They favor areas 
  with rich crystal deposits, even 
  though they seldom make use of 
  these rich resources.
  Deutettins are capable of mating 
  with normal ettins, as well as others 
  of their kind. Mated couples usu-
  ally come together to breed for only 
  a short time before going off on 
  their own again. Young ettins 
  mature quickly, with roughly 
  half of them gaining the psionic 
  powers of their parent.
  
  16
  Golden-eyed 
  Owlbear
  An amalgam of fur and feathers, this bizarre 
  half-bear, half-owl monstrosity raises its huge, 
  ursine claws in anger. Its golden eyes seem to draw 
  all attention.
  goLDen-eYeD owLBear 
  cr 5
  XP 1,600
  N Large magical beast
  Init +5; Senses darkvision 60 ft., low-light vision, 
  scent; Perception +12
  DeFense
  AC 15, touch 10, flat-footed 14 (+1 Dex, +5 
  natural, –1 size)
  hp 47 (5d10+20)
  Fort +10, Ref +5, Will +2
  oFFense
  Speed 30 ft.
  Melee 2 claws +8 (1d6+4 plus grab), bite +8 
  (1d6+4)
  Space 10 ft.; Reach 5 ft. 
  statistics
  Str 19, Dex 12, Con 18, Int 6, Wis 12, Cha 14
  Base Atk +5; CMB +10 (+14 grapple); CMD 21 
  (25 vs. trip)
  Feats Improved Initiative, Great Fortitude, Skill 
  Focus (Perception)
  Skills Perception +12
  SQ golden eyes
  ecoLogY
  Environment temperate forests
  Organization solitary or pair
  Treasure standard
  sPeciaL aBiLities
  Golden Eyes (Ex) The owlbear’s eyes glint with 
  a hypnotic, glittering golden sheen. This 
  is treated as a gaze attack with a range of 
  30 feet that causes anyone who meets the 
  creature’s gaze to make a DC 14 Will save or 
  become captivated. A creature that suc-
  cessfully saves is not subject to the same 
  owlbear’s gaze for 24 hours. A victim under 
  the effects of golden eyes moves toward the 
  owlbear using the most direct means avail-
  able. If the path leads them into a danger-
  ous area such as through fire or off a cliff, 
  that creature receives a second saving throw 
  to end the effect before moving into peril. 
  Captivated creatures can take no actions 
  other than to defend themselves. A victim 
  within 5 feet of the owlbear simply stands 
  and offers no resistance to the beast’s at-
  tacks. This effect continues for as long as the 
  target can see the owlbear and for 1 round 
  thereafter. This is a mind-affecting charm 
  effect. The save DC is Charisma-based.
  If the typical owlbear is a magical muta-
  tion worthy of a scholarly treatise; then its 
  psionic cousin, the golden-eyed owlbear, is 
  a rarity indeed. It has obviously had some-
  thing less mundane than a simple owl or 
  bear mixed into its anatomy. A malign intel-
  ligence lies beneath its glittering golden gaze, 
  which draws unwary prey into its waiting 
  claws.
  Owlbears are notoriously bloodthirsty 
  killers, well known for their short tempers, 
  aggression, and savage nature. Despite their 
  intelligence, golden-eyed owlbears seem 
  to be even more voracious and murderous 
  than their common cousins. They have a 
  terrible hatred of the common races of the 
  world and go out of their way to tear any 
  mundane animals or humanoids to shreds to 
  satisfy their desire to rid the world of com-
  mon creatures. They do not eat the slain 
  creatures, instead drawing sustenance from 
  the memories of creatures’ deaths.
  As a result, golden-eyed owlbears gener-
  ally end up inhabiting desolate areas of the 
  wilderness, having rid the region of typical 
  wildlife. They can sustain themselves on the 
  memories of their kills for a time, but inevi-
  tably they move on to wreak more havoc. 
  
  17
  Golden-eyed owlbears are capable of mat-
  ing with their mundane cousins, which is 
  good since finding two of their kind together 
  would be a miraculous coincidence. Finding 
  a young golden-eyed owlbear could fetch an 
  ambitious seller upwards of 5,000 gp on the 
  open market, if he could survive the experi-
  ence.
  While golden-eyed owlbears are even 
  more temperamental than their mun-
  dane cousins, they can still be trained 
  and sold on the market. A “civilized” 
  golden-eyed owlbear can be hired to 
  work as a guardian or trained, but 
  they fetch incredible fees, often 
  10,000 gp or more. 
  A full-grown male can 
  stand as tall as 8 feet 
  and weighs up to 1,500 
  pounds.
  
  18
  Mindspider (Psionic Aranea)
  This bloated spider has a hunchbacked body and a 
  gleam of intelligence in its multitude of crystal-hued 
  eyes.
  MinDsPiDer 
  cr 4
  XP 1,200
  N Medium magical beast (psionic)
  Init +7; Senses darkvision 60 ft., low-light vision; 
  Perception +9
  DeFense
  AC 20, touch 13, flat-footed 17 (+4 armor, +3 
  Dex, +3 natural)
  hp 37 (5d10+10)
  Fort +6, Ref +7, Will +4
  oFFense
  Speed 50 ft., climb 30 ft.
  Melee bite +8 (1d6 plus poison)
  Special Attacks web (+8 ranged, DC 14, hp 5)
  Wilder Powers Known (ML 5th, 32 PP; concen-
  tration +8)
   2nd—cloud mind (DC 15)
   1st—empathic connection (DC 14), slumber 
  (DC 14)
  statistics
  Str 11, Dex 17, Con 14, Int 14, Wis 13, Cha 16
  Base Atk +5; CMB +5; CMD 18
  Feats Improved Initiative, Iron Will, Weapon 
  Finesse
  Skills Acrobatics +9 (+17 jump), Climb +14, 
  Escape Artist +8, Knowledge (psionics) +7, 
  Perception +9, Stealth +9; Racial Modifiers +2 
  Acrobatics, +8 Climb, +2 Perception
  Languages Common, Sylvan
  SQ inertial armor, perceived shapechange
  ecoLogY
  Environment tropical forests
  Organization solitary or colony (2–6)
  Treasure standard
  sPeciaL aBiLities
  Inertial Armor (Su) A mindspider is constantly 
  surrounded by a protective field of psychic 
  energy exactly as per the power inertial 
  armor. If this effect is dispelled, the mindspi-
  der can reactivate it as a swift action.
  Manifesting (Ps) A mindspider manifests pow-
  ers as a Wilder, though it gains no other 
  class features of that class.
  Perceived Shapechange (Su) Unlike a stan-
  dard aranea, a mindspider cannot change 
  its physical shape. It can, however, cloud 
  the minds of nearby humanoids, tricking 
  them into perceiving it as a member of their 
  own race. This is a mind-affecting power. 
  Any humanoid creature that can see the 
  mindspider must make a DC 15 Will save or 
  see the mindspider as a member of its race. 
  This does not suppress any of the mindspi-
  der’s powers, so it must be careful not to 
  do anything that would arouse suspicion 
  on its own. This ability is perpetually active 
  and lasts until a creature interacts with the 
  mindspider, at which point it can make a 
  second save with a +4 bonus to see through 
  the deception. The save DC is Charisma 
  based.
  Poison (Ex) Bite—injury; save Fort DC 14; 
  frequency 1/round for 6 rounds; effect 1d3 
  Wisdom; cure 1 save.
  A mindspider is a disgusting psionic spider, 
  kin to the magical creatures known as ara-
  nea. They have exceptional mental powers 
  that allow them to blend into the settlements 
  of humanoids. They rely on their offensive 
  powers only when their secret operations 
  have been discovered.
  Mindspiders generally prefer to live on the 
  outskirts of human or elven settlements, pre-
  ferring towers and other multi-story struc-
  tures. Here they contemplate the myriad 
  powers of the mind, working on their 
  psionic talents. They weave their webs in the 
  upper reaches, sometimes leaving the lowest 
  level to act as a storefront or meeting room. 
  They prefer to be left alone, but often their 
  knowledge and expertise can lead to visitors. 
  Mindspiders are tough bargainers, prefer-
  ring gifts of rare crystal or psionic items in 
  exchange for their aid.
  
  19
  Much like araneas, mindspiders eschew 
  physical combat, preferring to web foes. 
  Especially mentally powerful foes are often 
  subjected to their potent poison to help ren-
  der them more amenable to the mindspider’s 
  influence.
  
  20
  Red (Psionic Hobgoblin)
  Standing as tall as a human, this muscular, 
  brick-red-skinned creature peers about with over-
  sized, observant eyes.
  reD   
   
   
             cr 1/2
  XP 200
  Red psychic warrior 1
  LE Medium humanoid (goblinoid, psionic)
  Init +2; Senses darkvision 60 ft.; Perception +5
  DeFense
  AC 16, touch 12, flat-footed 14 (+3 armor, +2 
  Dex, +1 shield)
  hp 11 (1d8+3)
  Fort +5, Ref +2, Will +3
  oFFense
  Speed 30 ft.
  Melee longsword +3 (1d8+2/19–20) 
  Ranged longbow +2 (1d8/×3) 
  Psionic Powers (ML 1st, 5 PP)
  1st—prevenom weapon, stomp (DC 12)
  statistics
  Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8
  Base Atk +0; CMB +2; CMD 14
  Feats Iron Will, Psionic Talent, Weapon Focus 
  (longsword)
  Skills Acrobatics +4, Autohypnosis +5, Per-
  ception +5, Stealth +8; Racial Modifiers +4 
  Stealth
  Languages Common, Goblin
  SQ pariah, warrior’s path (assassin’s path)
  ecoLogY
  Environment temperate hills
  Organization solitary, pair, or commander (1 red 
  plus 5-30 hobgoblins)
  Treasure NPC Gear (studded leather armor, light 
  steel shield, longsword, longbow with 20 ar-
  rows, other treasure)
  As blues are distant cousins to goblins, so 
  too does the rare race known as reds relate 
  to hobgoblins. These man-sized goblinoids 
  are a treacherous mix of brilliance and 
  strength that personifies all that is dangerous 
  about the goblinoid races. 
  Much like their semi-civilized mundane 
  cousins, reds are organized killers. They 
  strive to rule the goblinoids of the world, 
  and are gifted with brief flashes of a future 
  where goblinoid races run the world. This 
  grants them a distinct sense of arrogance 
  and snobbery that permeates every attempt 
  they make to communicate with the out-
  side world. They are revered by goblins and 
  feared by the rest of the world.
  Reds love to dominate “lesser” breeds of 
  goblin even more than their hobgoblin kin, 
  ruling them with vicious beatings and mental 
  lashings. They favor whips—both physical 
  and mental varieties are favorites with these 
  domineering bullies.
  While most hobgoblins have a love for 
  complex machines, reds love especially 
  complicated problems. They favor draconic 
  methods to solve problems including com-
  plex machines and puzzle-like traps. Nothing 
  pleases a red more than watching an elabo-
  rate multi-stage trap eventually kill a hapless 
  intruder.
  The typical hobgoblin distrust of magic 
  finds solace in the mental capacities of a red 
  leader. The psionic abilities of this strange 
  breed tend to give a tribe an advantage over 
  their superstitious rivals.
  A red stands 5 feet tall and weighs 160 
  pounds.
  
  21
  reD characters 
  Reds are defined by their class levels—they 
  do not possess racial Hit Dice. All reds have 
  the following racial traits.
  +2 Dexterity, +2 Constitution: Much like hob-
  goblins, reds are fast and hearty.
  Darkvision: Reds can see in the dark up to 60 
  feet.
  Sneaky: Reds gain a +4 racial bonus on Stealth 
  checks.
  Languages: All reds begin play speaking Com-
  mon and Goblin. Reds with high Intelligence 
  scores can choose any of the following bonus 
  languages: Draconic, Dwarven, Infernal, Gi-
  ant, Orc.
  Naturally Psionic: Reds gain the Wild Talent feat 
  as a bonus feat at 1st level. If a red takes 
  levels in a psionic class, he instead gains 
  the Psionic Talent feat.
  Psionic Aptitude: When a red takes 
  a level in a favored class, he can 
  choose to gain an additional power 
  point instead of a hit point or skill 
  point.
  Pariah: The appearance of the red 
  can affect the reactions of those 
  nearby. A red takes a -1 penalty to 
  Charisma-based skill checks when 
  dealing with nongoblinoid humanoids, 
  but gains a +1 bonus to Charisma-based 
  skill checks while interacting with goblinoids.
  
  22
  Appendix
  ,Psionic Feats
  Psionic taLent (Psionic)
  You gain additional power points to supplement 
  those you already had.
  Prerequisite: Having a power point 
  reserve.
  Benefit: When you take this feat for the 
  first time, you gain 2 power points.
  Special: You can take this feat multiple 
  times. Each time you take the feat after the 
  first time, the number of power points you 
  gain increases by 1.
  wiLD taLent
  Your mind wakes to a previously unrealized talent 
  for psionics.
  Benefit: Your latent power of psionics 
  flares to life, conferring upon you the desig-
  nation of a psionic character. As a psionic 
  character, you gain a reserve of 2 power 
  points and can take psionic feats, metapsion-
  ic feats, and psionic item creation feats. You 
  do not, however, gain the ability to manifest 
  powers simply by virtue of having this feat.
   Psionic Power Descriptions
  aBsorB weaPon
  Discipline: Psychometabolism; Level: Cryptic 1, 
  psychic warrior 1
  Display: Olfactory, Visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One weapon weighing up to 15 lbs.
  Duration: Until discharged; up to 24 hours
  Saving Throw: None (object); Power Resis-
  tance: Yes (object)
  Power Points: 1
  You can absorb one weapon of up to 15 
  lbs into your body and a small tattoo that 
  resembles the item absorbed appears on 
  the skin of your arm. The absorbed item is 
  undetectable by normal means, although 
  the effect is detectable via detect psionics. The 
  item can be discharged as a standard action 
  and the weapon is automatically equipped. 
  You must be capable of holding the weapon 
  or it falls to your feet (such as if you had no 
  hands free). If the effect ends without being 
  discharged, the item falls to your feet.
  The weight of the item still counts toward 
  your encumbrance even when absorbed.
  Augment: This power can be augmented 
  in one or more of the following ways.
  1. For every additional power point spent 
  the weight limit of the item to be absorbed 
  increases by 5 lbs.
  2. If you spend two additional power 
  points, you can absorb a shield or armor 
  instead of a weapon. You do not suffer any 
  applicable armor check penalty of the shield 
  or armor absorbed and when discharged, 
  you automatically equip the shield or armor 
  as long as you are capable of equipping the 
  item.
  3. If you spend two additional power 
  points, you can store one additional item, 
  although all stored items are discharged at 
  the same time and are added together when 
  determining the total weight.
  aniMaL aFFinitY, Lanis’s
  Discipline: Psychometabolism; Level: Cryptic 2, 
  egoist 2, psychic warrior 2, vitalist 2
  Display: Material
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level
  Power Points: 3
  You forge a psychometabolic affinity with 
  an idealized animal form, thereby boosting 
  one of your ability scores (choose Strength, 
  Dexterity, Constitution, Intelligence, Wis-
  
  23
  dom, or Charisma). The power grants a +4 
  enhancement bonus to the ability score you 
  choose, adding the usual benefits provided 
  by a high ability bonus. Because you are 
  emulating the idealized form of an animal, 
  you also take on minor aspects of the animal 
  you choose. If you choose to increase the 
  ability you use to manifest powers, you do 
  not gain the benefit of an increased ability 
  score long enough to gain any bonus power 
  points for a high ability score, but the save 
  DCs of your powers increase for the dura-
  tion of this power.
  Augment: For every 5 additional power 
  points you spend, this power grants a +4 
  enhancement bonus to another ability score.
  astraL caravan
  Discipline: Psychoportation; Level: Nomad 3
  Display: None
  Manifesting Time: 1 hour
  Range: Personal
  Targets: You and touched willing creatures
  Duration: See text
  Power Points: 5
  You lead a caravan into the Astral Plane, 
  leaving the Material Plane behind. Since 
  the Astral Plane touches upon other planes, 
  you can travel astrally to any of these other 
  planes as you wish, but only if you know 
  your way (see below).
  You can bring other willing creatures with 
  you, provided that these subjects have each 
  manifested astral traveler and are linked hand 
  to hand with you at the time of the astral 
  caravan’s manifestation. These fellow travelers 
  are dependent upon you and must accom-
  pany you at all times.
  If something happens to you during the 
  journey that causes you to break hand-to-
  hand contact, your companions are stranded 
  wherever you leave them. Because the planes 
  are a dangerous place, those who lead astral 
  caravans usually choose to manifest this power 
  only if they have a large party of travelers 
  assembled. Sometimes groups of lowerlevel 
  adventurers may hire you to lead forays 
  beyond the Material Plane.
  The astral caravan power lasts while you and 
  your fellow travelers maintain your original 
  formation, until (1) you reach your intended 
  destination plane, (2) you desire to end the 
  power while still traversing the Astral Plane, 
  (3) you or anyone traveling with you breaks 
  the hand-to-hand chain connecting the 
  travelers for 2 consecutive rounds, or (4) the 
  power is terminated by some outside means, 
  such as dispel psionics. When the power ends, 
  you and your fellow travelers halt in what-
  ever portion of the Astral Plane you happen 
  to be traversing (the Astral Plane is in many 
  ways subjective in location; in any event, 
  one place on the Astral looks much like any 
  other).
  While you are traveling through the Astral 
  Plane, those natives who happen to glimpse 
  you and your fellow travelers perceive you 
  to be moving at a speed of 30 feet (you can’t 
  run), with you flying in the lead and your 
  fellow travelers strung out behind you, each 
  linked to the next by one hand.
  Depending on your knowledge of the 
  planes, your journey through the subjective 
  space that is the Astral Plane may take a 
  longer or shorter period of time. For each 24 
  hours you travel, make a Knowledge (planes) 
  check. Unless a location is particularly hard 
  to find and well guarded, or conversely easy 
  to find and well advertised, the average DC 
  for an astral caravan journey should be set 
  at 20. You cannot take 20 on this check, 
  though you can take 10. Each check may be 
  modified by your degree of familiarity with 
  the destination or by some connection you 
  have with the place; see the following tables.
  Each successful check indicates that you 
  are one step closer to your goal. To finally 
  arrive at your location, you must succeed on 
  six checks within a span of 12 days. (If you 
  fail to make six successful checks within the 
  first 12 days, you can continue to make one 
  
  24
  check per day until you get the requisite six 
  successes within a span of 12 consecutive 
  days). When you successfully make the req-
  uisite number of checks, the journey ends, 
  and you appear on your chosen plane within 
  10–1,000 (1d% x 10) miles of your intended 
  destination on that plane.
  Augment: If you spend 2 additional 
  power points, this power weaves a quasi-real 
  filmy membrane around yourself and all 
  those adjacent to each other in the caravan 
  (being linked by hand is not required if this 
  membrane is used).
  You remain visible within the translucent, 
  amorphous enclosure. You can pick up or 
  drop willing passengers, easily reaching 
  through the film. Anything you hold is envel-
  oped by the film. Any attacks made through 
  the enclosure in either direction have a 25% 
  miss chance due to the rippling membrane.
  When you manifest this power in its aug-
  mented form, your apparent speed to those 
  observing on the Astral Plane is 40 feet, and 
  you can make a Knowledge (planes) check 
  once every 12 hours to attempt to make it to 
  your destination (six successful checks within 
  12 consecutive days still sees you to your 
  desired goal).
  astraL traveLer
  Discipline: Psychoportation; Level: Gifted blade 
  1, marksman 1, psion/wilder 1, psychic war-
  rior 1
  Display: None
  Manifesting Time: 1 hour
  Range: Touch
  Target: Creature touched
  Duration: See text
  Saving Throw: Will negates (harmless); Power 
  Resistance: Yes (harmless)
  Power Points: 1
  This power allows you or a creature you 
  touch to participate in an astral caravan cre-
  ated through use of the astral caravan power. 
  While participating in a journey allowed by 
  the astral caravan power, you must hold the 
  hand of both your fellow passenger ahead of 
  you (or the caravan leader) and your fellow 
  passenger behind you (unless you happen to 
  be the last in the hand-linked line). If you or 
  any one of your fellow passengers breaks the 
  handto- hand link for 2 consecutive rounds, 
  the impetus through the Astral Plane provid-
  ed by astral caravan fails. See the astral caravan 
  power for more information.
  All those who are part of the caravan who 
  are capable of performing purely mental 
  actions, such as manifesting a power, may do 
  so while maintaining hand-to-hand con-
  tact with their fellow travelers. When astral 
  travelers begin their journey, each one is 
  connected to the Material Plane by an insub-
  stantial silvery cord. Very few weapons exist 
  that can damage a silvery cord.
  The last creature in the line of those mak-
  ing up the caravan is sometimes referred to 
  as the rear guard, because he or she has one 
  hand free and can use it to wield a weapon 
  without relinquishing his or her grip on the 
  next traveler in line. The weightless, subjec-
  tive environment of the Astral
  Plane allows the caravan to flex and bend 
  as necessary to bring the rear guard’s weap-
  on to bear.
  BioFeeDBack
  Discipline: Psychometabolism; Level: Dread 1, 
  gifted blade 1, psion/wilder 2, psychic warrior 
  1, vitalist 1
  Display: Material and visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level (D)
  Power Points: Dread 1, gifted blade 1, psion/
  wilder 3, psychic warrior 1, vitalist 1
  You can toughen your body against 
  wounds, lessening their impact. For the dura-
  tion of this power, you gain damage reduc-
  tion 2/–.
  
  25
  Augment: For every 3 additional power 
  points you spend, your damage reduction 
  increases by 1.
  cLaws oF the Beast
  Discipline: Psychometabolism; Level: Psychic 
  warrior 1
  Display: Visual
  Manifesting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 hour/level
  Power Points: see text
  You call forth the aggressive nature of the 
  beast inherent in yourself, psionically trans-
  forming your hands into deadly claws. You 
  gain two natural attacks with your claws, 
  each dealing 1d4 points of damage (1d6 if 
  you are Large, or 1d3 if you are Small or 
  smaller) plus your Strength bonus.
  If you are Huge or larger (or would have 
  claws effectively that size, due to Improved 
  Natural Attack or similar effects), your dam-
  age improves one step per size increase on 
  the following scale: 1d3, 1d4, 1d6, 1d8, 2d6, 
  3d6 (+1d6 per additional step beyond 3d6).
  Your claws are natural weapons, so you 
  are considered armed when attacking with 
  them, and they can be affected by powers, 
  spells, and effects that enhance or improved 
  natural weapons. You can choose to deal 
  nonlethal damage with your claws, taking 
  the standard –4 penalty on your attack roll.
  Your claws work just like the natural weap-
  ons of many monsters. You can make an 
  attack with one claw or a full attack with two 
  claws at your normal attack bonus, replac-
  ing your normal attack routine. You take no 
  penalties for twoweapon fighting, and nei-
  ther attack is a secondary attack unless you 
  are using manufactured weapons in the same 
  round, in which case any claw not used to 
  wield a weapon is considered a secondary at-
  tack (just like any other creature which uses 
  both manufactured and natural weapons). 
  If your base attack bonus is +6 or higher, 
  you do not gain any additional attacks—you 
  simply have two claw attacks at your normal 
  attack bonus. You may use secondary natu-
  ral attacks as normal when using your claw 
  attacks as part of a full attack.
  You can call or dismiss the claws as a swift 
  action during the duration of the power. If 
  you attack with a manufactured weapon or 
  another primary natural attack, you can’t 
  make any claw attacks in that round. You 
  can still hold and manipulate items with 
  your claws or cast spells just as well as you 
  could with your hands.
  Augment: This power may be augment-
  ed in one of the following ways.
  1. If you spend 2 additional power points, 
  your damage improves one step on the 
  above scale.
  2. If you spend 4 additional power points, 
  your damage improves two steps on the 
  above scale.
  3. If you spend 6 additional power points, 
  your damage improves three steps on the 
  above scale.
  4. If you spend 10 or more additional 
  power points, your damage improves three 
  steps on the above scale, plus an additional 
  step for every 4 power points spent on aug-
  mentation beyond 6 (four steps at +10 power 
  points, five steps at +14 power points, etc.).
  concussion BLast
  Discipline: Psychokinesis [Force]; Level: Psion/
  wilder 2
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature or object
  Duration: Instantaneous
  Saving Throw: None; Power Resistance: Yes
  Power Points: 3
  A subject you select is pummeled with tele-
  kinetic force for 1d6 points of force damage. 
  
  26
  You can choose to instead have the power 
  deal an equal amount of nonlethal damage.
  Concussion blast always affects a subject 
  within range that you can see, even if the 
  subject is in melee or has cover or conceal-
  ment (you cannot use this power against 
  creatures with total cover or total conceal-
  ment).
  Nonmagical, unattended objects (including 
  doors, walls, locks, and so on) may also be 
  damaged by this power.
  Augment: You can augment this power in 
  one or both of the following ways.
  1. For every 2 additional power points you 
  spend, this power’s damage increases by 1d6 
  points.
  2. For every 2 additional power points you 
  spend, this power can affect an additional 
  target. Any additional target cannot be more 
  than 15 feet from another target of the 
  power.
  DazzLe
  Discipline: Psychometabolism; Level: Vitalist 0
  Manifesting Time 1 standard action
  Display Visual
  Range 30 ft.
  Target One living creature
  Duration 1 round
  Saving Throw No; Power Resistance yes
  Power Points: Psionic focus or 1
  You attempt to disrupt the vision of the 
  targeted creature by making a ranged touch 
  attack. If the attack is successful, the crea-
  ture is dazzled until the beginning of your 
  next turn.
  DeFY gravitY
  Discipline: Psychoportation; Level: Cryptic 2, 
  gifted blade 2, marksman 2, psion/wilder 2, 
  psychic warrior 2
  Display: Olfactory
  Manifesting Time: 1 standard action
  Range: Personal or close (25 ft. + 5 ft./2 levels)
  Target: You or one willing creature or one object 
  (total weight up to 100 lb./level); see text
  Duration: 10 min./level (D)
  Saving Throw: None; Power Resistance: Yes 
  (harmless, object)
  Power Points: 3
  You gain the ability move yourself, an-
  other creature, or an object up and down as 
  you wish. A creature must be willing to be 
  affected, and an object must be unattended 
  or possessed by a willing creature. You can 
  mentally direct the recipient to move up or 
  down as much as 20 feet each round; doing 
  so is a move action. You cannot move the 
  recipient horizontally, but the recipient could 
  clamber along the face of a cliff, for exam-
  ple, or push against a ceiling to move later-
  ally (generally at half its base land speed).
  An affected creature that attacks with a 
  melee or ranged weapon finds itself increas-
  ingly unstable; the first attack has a –1 pen-
  alty on attack rolls, the second –2, and so on, 
  to a maximum penalty of –5. A full round 
  spent stabilizing allows the creature to begin 
  again at –1.
  Special: When a manifester other than a 
  nomad manifests this power, the target is the 
  manifester (not willing creature or an object).
  Déjà vu
  Discipline: Telepathy [Mind-Affecting]; Level: 
  Cryptic 1, psion/wilder 1
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: 1 round
  Saving Throw: Will negates; Power Resistance: 
  Yes
  Power Points: 1
  Your mental impulse forces the subject 
  to repeat the actions it took on its previous 
  turn. If the situation has changed in such 
  a way that the subject can’t take the same 
  
  27
  actions again (if its foe is dead, or the subject 
  has run out of power points, and so on), the 
  subject stands still and takes no actions for 1 
  round. In any event, the subject can still de-
  fend itself, and it retains its Dexterity bonus 
  to AC even if it stands still.
  Augment: For every 2 additional power 
  points you spend, this power’s save DC in-
  creases by 1.
  DeMoraLize
  Discipline: Telepathy [Mind-Affecting]; Level: 
  Dread 1, psion/wilder 1
  Display: Mental and olfactory
  Manifesting Time: 1 standard action
  Range: 30 ft.
  Area: 30-ft.-radius spread centered on you
  Duration: 1 min./level
  Saving Throw: Will negates; Power Resistance: 
  Yes
  Power Points: 1
  You fill your enemies with self-doubt. Any 
  enemy in the area that fails its save becomes 
  shaken for the duration of the power. Allies 
  and creatures without an Intelligence score 
  are unaffected.
  Augment: For every 2 additional power 
  points you spend, this power’s range and the 
  radius of its area both increase by 5 feet, and 
  the power’s save DC increases by 1.
  Detect reMote viewing
  Discipline: Clairsentience; Level Psion/wilder 4, 
  sighted seeker 4
  Display: Mental and visual
  Manifesting Time: 1 standard action
  Range: 40 ft.
  Area: 40-ft.-radius emanation centered on you
  Duration: 24 hours
  Saving Throw: None; Power Resistance: No
  Power Points: 7
  You immediately become aware of any at-
  tempt to observe you by means of a scrying 
  power or spell. The power’s effect radiates 
  from you and moves as you move. You know 
  the location of every psionic or magical sen-
  sor within the power’s area.
  If the viewing attempt originates within 
  the area, you also know the viewer’s loca-
  tion. Otherwise, you and the remote viewer 
  immediately make opposed manifester level 
  checks (1d20 + manifester level, or viewer’s 
  caster level as appropriate). If you at least 
  match the remote viewer’s result, you get a 
  visual image of the remote viewer and an 
  accurate sense of the remote viewer’s direc-
  tion and distance from you.
  eMPathic connection
  Discipline: Telepathy (Charm) [Mind-Affecting]; 
  Level: Telepath 1
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One humanoid
  Duration: 1 hour/lkevel
  Saving Throw: Will negates; Power Resistance: 
  Yes
  Power Points: 1
  You reach out with your mind, finding the 
  emotional strings that most apply to your 
  target. With delicate influences, you twist 
  those emotional strings, making your target 
  view you as a friend (treat the target’s atti-
  tude as friendly). If the creature is currently 
  being threatened or attacked by you or your 
  allies, however, it receives a +5 bonus on its 
  saving throw.
  This does not enable you to control the 
  affected person as if it was an automaton, 
  but it perceives your words and actions in 
  the most favorable way. You can try to give 
  the subject orders, but you must win an op-
  posed Charisma check to convince it to do 
  anything it wouldn’t ordinarily do. (Retries 
  are not allowed.) An affected creature never 
  obeys suicidal or obviously harmful orders, 
  but it might be convinced that something 
  very dangerous is worth doing.
  
  28
  Any act by you or your apparent allies that 
  threatens the charmed person breaks the 
  effect. You must speak the person’s language 
  to communicate your commands, be good at 
  pantomiming, or have some other method to 
  communicate, such as mindlink.
  Augment: You can augment this power in 
  one or more of the following ways.
  1. If you spend 2 additional power points, 
  this power can also affect an animal, fey, 
  magical beast, or monstrous humanoid.
  2. If you spend 4 additional power points, 
  this power can also affect an aberration, 
  dragon, elemental, or outsider in addition to 
  the creature types mentioned above.
  3. If you spend 4 additional power points, 
  this power’s duration increases to one day 
  per level. In addition, for every 2 additional 
  power points you spend to achieve any of 
  these effects, this power’s save DC increases 
  by 1.
  Far hanD
  Discipline: Psychokinesis; Level: Cryptic 0, 
  marksman 0, psion/wilder 0
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: A nonmagical, unattended object weigh-
  ing up to 5 lb.
  Duration: Concentration, up to 1 min.
  Saving Throw: None; Power Resistance: No
  Power Points: Psionic focus or 1
  You can mentally lift and move an object 
  at will from a distance. As a move action, 
  you can propel the object as far as 15 feet in 
  any direction, though the power ends if the 
  distance between you and the object exceeds 
  the power’s range.
  Augment: You can augment this power in 
  one or both of the following ways.
  1. For every 2 additional power points you 
  spend, this power’s range increases by 5 feet.
  2. For every additional power point you 
  spend, the weight limit of the target increas-
  es by 2 pounds.
  FoxhoLe
  Discipline: Psychokinesis; Level: Marksman 1, 
  psion/ wilder 1, psychic warrior 1
  Display: Material, Olfactory
  Manifesting Time: 1 standard action
  Range: 20 ft.
  Effect: Four 5-ft. squares of loose earth, sand, 
  snow, or similar unworked terrain (S)
  Duration: Instantaneous
  Power Points: 1
  A quick burst of psychokinetic force rear-
  ranges the land nearby you, providing an 
  emergency source of cover. By pushing the 
  terrain away from a central point and piling 
  it at the outer edges of the area of effect, 
  you can rapidly create a mundane safe-zone 
  for sudden combat.
  This power creates a small burrow three to 
  five feet deep in the land, with a small wall 
  that surrounds it which can provide cover for 
  creatures within.
  Multiple manifestations of this power can 
  dig deeper into the ground, providing a 
  quick underground burrow,or can be used to 
  extend an existing burrow into a trench.
  Foxhole cannot be used to dig through walls 
  or foundations (although it could burrow 
  around them) nor can it rearrange magically 
  treated terrain.
  If the area of effect completely contains 
  a creature’s space, including the manifester, 
  that creature must make a Reflex save or fall 
  prone in the burrow. If a creature happens 
  to be burrowing in the area of effect and 
  would be exposed by this power, it emerges, 
  prone but unharmed, in the trench.
  Augment You may augment this power in 
  one or more of the following ways:
  1. For each additional power point spend, 
  you can burrow one 5-ft, cube instead of 
  affecting four 5ft. squares. Only one of these 
  
  29
  cubes need be in contact with the surface 
  when you start manifesting.
  2. For each 2 additional power points 
  spend, you can affect substances with an 
  hardness of 2 additional points (such as 
  stone or ice) starting at hardness 0.
  3. If you spend 2 additional power points 
  you may manifest this power as a swift ac-
  tion.
  inertiaL arMor
  Discipline: Psychokinesis [Force]; Level: Gifted 
  blade 1, psion/wilder 1, psychic warrior 1
  Display: Visual; see text
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  Power Points: 1
  Your mind generates a tangible field of 
  force that provides a +4 armor bonus to 
  Armor Class. Unlike mundane armor, 
  inertial armor entails no armor check penalty 
  or speed reduction. Because inertial armor is 
  composed of psychokinetic force, incorpo-
  real creatures can’t bypass it the way they do 
  normal armor.
  Your inertial armor can be invisible or can 
  appear as a colored glow, at your option.
  The armor bonus provided by inertial armor 
  does not stack with the armor bonus pro-
  vided by regular armor.
  Augment: For every 2 additional power 
  points you spend, the armor bonus to Armor 
  Class increases by 1.
  MeMorY MoDiFication
  Discipline: Telepathy (Compulsion) [Mind-
  Affecting];
  Level: Telepath 4
  Display: Mental
  Manifesting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Permanent
  Saving Throw: Will negates; Power Resistance: 
  Yes
  Power Points: 7
  You reach into the subject’s mind and 
  modify as many as 5 minutes of its memo-
  ries in one of the following ways.
  Eliminate all memory of an event the 
  subject actually experienced. This cannot 
  negate charm, geas/quest, suggestion, or similar 
  spells.
  Allow the subject to recall with perfect 
  clarity an event it actually experienced.
  Change the details remembered of an 
  event the subject actually experienced.
  Implant a memory of an event the subject 
  never experienced.
  Manifesting this power takes 1 round. 
  If the subject fails to save, you proceed by 
  spending as much as 5 minutes (a period of 
  time equal to the amount of memory you 
  want to modify) visualizing the memory 
  you wish to modify in the subject. If your 
  concentration is disturbed before the visual-
  ization is complete, or if the subject is ever 
  beyond the power’s range during this time, 
  the power fails.
  A modified memory does not necessarily 
  affect the subject’s actions, particularly if it 
  contradicts the creature’s natural inclina-
  tions. An illogical modified memory is dis-
  missed by the creature as a bad dream, too 
  much wine, or another similar excuse.
  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: 
  
  30
  Yes
  Power Points: 7
  You brutally force the target’s conscious-
  ness 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 suscep-
  tible 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 mindaffecting effects 
  even if it made a successful save.
  cLouD MinD
  Discipline: Telepathy [Mind-Affecting]; Level: 
  Cryptic 2, gifted blade 2, marksman 2, psion/
  wilder 2
  Display: None
  Manifesting Time: 1 standard action
  Range: Close (25 ft. +5 ft./2 levels)
  Target: One creature
  Duration: 1 min./level
  Saving Throw: Will negates; Power Resistance: 
  Yes
  Power Points: 3
  You make yourself completely undetect-
  able to the subject by erasing all awareness 
  of your presence from its mind.
  This power has the following effects.
  First, you are invisible and inaudible to the 
  creature. It cannot even detect your presence 
  by means of blindsense, blindsight, scent, or 
  tremorsense. It cannot pinpoint your loca-
  tion by any means.
  Second, the subject remains unaware of 
  your actions, provided you do not make 
  any attacks or cause any obvious or directly 
  threatening changes in the subject’s environ-
  ment.
  If you attack the subject creature, the ef-
  fect ends.
  If you take an action that creates a sus-
  tained and obvious change in the subject’s 
  environment—for example, attacking a 
  creature aside from the subject or moving 
  a large or attended object the subject can 
  see—the subject immediately gains a new 
  saving throw against the power.
  An ally of the subject creature that is able 
  to see or perceive you can use a move action 
  to warn the subject and thereby grant it a 
  new saving throw.
  Augment: This power may be augmented 
  in one or both of the following ways.
  1. If you spend 6 additional power points, 
  you may manifest this power as an immedi-
  ate action.
  2. For every 2 additional power points you 
  spend, this power can affect one additional 
  creature.
  3. If you spend 8 additional power points, 
  this power effects one creature per mani-
  fester level.
  In addition, for every 2 power points spent 
  on any of the above options, the power’s 
  save DC increases by 1.
  PrevenoM
  Discipline: Psychometabolism (Creation); Level: 
  Psychic warrior 1
  Display: Material
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level or until discharged
  Saving Throw: None and fortitude negates; see 
  text; Power
  Resistance: No
  Power Points: 1
  
  31
  If you have a claw attack (either from an 
  actual natural weapon or from an effect such 
  as claws of  the beast), you can use this power 
  to produce a mild venom that coats one of 
  your claws. On your next successful melee 
  attack, the venom deals 1 point of Consti-
  tution damage per round for 2 rounds. A 
  target struck by the poison can make a Forti-
  tude save each round to negate the damage 
  and end the affliction.
  Augment: For every 3 additional power 
  points you spend, the poison’s duration in-
  creases by 1 round.
  PrevenoM weaPon
  Discipline: Psychometabolism (Creation); Level: 
  Gifted blade 1, marksman 1, psychic warrior 
  1, sighted seeker 1
  Range: Touch
  Target: Weapon touched
  Power Points: 1
  As prevenom, except your weapon gains the 
  poison coating as long as it remains in your 
  grip.
  sLuMBer
  Discipline: Telepathy (Compulsion) [Mind-
  Affecting];
  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 wound-
  ing awakens an affected creature, but nor-
  mal 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.
  stoMP
  Discipline: Psychokinesis; Level: Psychic warrior 
  1
  Display: Auditory and visual
  Manifesting Time: 1 standard action
  Range: 20 ft.
  Area: Cone-shaped spread
  Duration: Instantaneous
  Saving Throw: Reflex negates; Power Resis-
  tance: No
  Power Points: 1
  Your foot stomp precipitates a psycho-
  kinetic shock wave that travels along the 
  ground, toppling creatures and loose objects. 
  The shock wave affects only creatures stand-
  ing on the ground within the power’s area. 
  Creatures that fail their saves are thrown to 
  the ground, are prone, and take 1d4 points 
  of nonlethal damage.
  Augment: For every additional power 
  point you spend, this power’s nonlethal dam-
  age increases by 1d4 points.
  For every additional 2d4 points of nonle-
  thal damage, the power’s save DC increases 
  by 1.
  
  32
  teLekinetic Punch
  Discipline: Psychokinesis [Force]; Level: Cryp-
  tic 0, dread 0, marksman 0, 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.
  thicken skin
  Discipline: Psychometabolism; Level: Gifted 
  blade 1, egoist 1, psychic warrior 1, vitalist 1
  Display: Material and olfactory
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level
  Power Points: 1
  Your skin or natural armor thickens and 
  spreads across your body, increasing your 
  natural armor bonus by +1.
  Augment: You can augment this power in 
  one or both of the following ways.
  1. For every 3 additional power points you 
  spend, the bonus increases by 1.
  2. If you spend 6 additional power points, 
  you can manifest this power as a swift action.
  
  33
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a, © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arne-
  son.
  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder RPG 
  Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Author: Cam 
  Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam 
  Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito 
  Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard 
  Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, 
  Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, 
  Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Ultimate Magic, © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
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  thors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim 
  Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Pat-
  rick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Au-
  thors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim 
  Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen 
  K.C. Stephens, Todd Stewart, and Russ Taylor.
  The Book of Experimental Might, © 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Unearthed Arcana, © 2004, Wizards of the Coast, Inc.; Authors Andy Collins, Jesse Deck-
  er, David Noonan, Rich Redman
  The Iconic Bestiary: Classics of Fantasy, © 2005, Lions Den Press; Author Ari Marmell
  Hyperconscious: Explorations in Psionics, © 2004, Bruce R Cordell. All rights reserved.
  If Thoughts Could Kill, © 2001–2004, Bruce R. Cordell. All rights reserved.
  Mindscapes, © 2003–2004, Bruce R. Cordell. All rights reserved.
  Unearthed Arcana, © 2004, Wizards of the Coast.
  Mutants & Masterminds © 2002, Green Ronin Publishing.
  Swords of Our Fathers, Copyright 2003, The Game Mechanics.
  Modern System Reference Document, © 2002, Wizards of the Coast, Inc.; Authors Bill 
  Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, 
  Monte Cook, Skip Williams, Richard Baker,Peter Adkison, Bruce R. Cordell, John Tynes, 
  Andy Collins, and JD Wiker
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  Games; Authors: Mark Gedak, Alex Schroeder, Joel Arellano, George Fields, Yair Rezek, 
  Mike Whalen, Shane O’Connor, Mike Rickard, John Whamond, Bill Browne, Eric Wil-
  liamson, Slatz Grubnik, Charles R. Wenzler Jr, John Fraser, Jonathon Thompson, Thomas 
  Boxall.
  Legendary VI: Legendary Armor © 2012, Purple Duck Games; Author: Marc Radle.
  The Genius Guide To: Feats of Psionic Might. Copyright 2011, Super Genius Games. Au-
  thor: Owen K.C. Stephens
  Pathfinder Companion: Sargava, the Lost Colony. Copyright 2010, Paizo Publishing, LLC; 
  Author: JD Wiker.
  Psionics Unleashed, © 2010, Dreamscarred Press.
  Psionic Bestiary, © 2013, Dreamscarred Press.
  Psionics Augmented, © 2013, Dreamscarred Press
  Ultimate Psionics, © 2013, Dreamscarred Press
  Mindblast!—Classic Monsters Augmented © 2014 Fat Goblin Games; Authors; Eric Hind-
  ley
  
  34
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Fat Goblin Games/Mindblast!/Classic Monsters Augmented.pdf