TEXT: 1
  Psionics augmented: occult
  ◆ Empath ◆
  By Kevin Ryan
  
  1
  Psionics Augmented: occult
  Empath
  Author: Kevin Ryan
  Design Lead: Forrest Heck
  Additional Design: Kevin Ryan, Doug Haworth, Adam Boucher
  Editing: Forrest Heck
  Interior Design: Forrest Heck
  Interior Layout: Forrest Heck
  Interior Artwork: dadoo25071991, Tithi Luadthong
  Publisher: Jeremy Smith
  Special thanks to the legions of fans who helped playtest the material in this book and offered new and 
  innovative ideas to include.
  Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the 
  third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game 
  License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names 
  (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements 
  that have previously been designated as Open Game Content or are in the public domain are not included in this 
  declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game 
  product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion 
  of this work other than the material designated as Open Game Content may be reproduced in any form without 
  written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo 
  Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the 
  Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the 
  Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more 
  information on the compatibility license.
  Psionics Augmented: Occult is published by Dreamscarred Press under the Open Game License version 1.0a 
  Copyright 2000 Wizards of the Coast, Inc. 
  © 2016 Dreamscarred Press
  
  2
  Psionics augmented: occult
  Welcome to the empath, a psionic medium archetype that 
  forges contracts with zeitgeists rather than spirits. What 
  is a zeitgeist? You could think of them as a psionic spirit, 
  being pure thought-form, with neither body nor soul. 
  But that would be missing some of their significance. 
  Zeitgeists are formed from the echoes of concentrated 
  attention on a historical event: the thoughts of the 
  times themselves becoming a sentient being, a psionic 
  construct. One that makes them heavily connected to 
  history and all thinking minds—and connections are the 
  hallmark of psychic magic. So empaths isn’t just a psionic 
  medium; they use psionic power to amplify their psychic 
  connection to the psionic embodiments of history and 
  through them, the rest of the multiverse. Empaths are, 
  in many ways, a melding of psionic and psychic power.
  In gameplay, empaths are more supportive and more 
  versatile than mediums, but their lack of specialization 
  makes it difficult for them to stand on their own. Their 
  contracts with zeitgeists allows them considerable 
  flexibility, almost like a prepared spellcaster, but they 
  must pay for every power they access.
  —Kevin Ryan
  Freelancer, Psionics Augmented: Occult
  The True Power of the Mind
  “I have been asked what I think of those who use magic to 
  See. I have no opinion on them. The results are the same, 
  regardless of how you do it.”
  —Tecla, Oracle of Seven Eyes
  In a dusty room of an ancient library, a wizard studies her 
  books. Her mind overflows with secrets, the formulas 
  and diagrams needed to work his art. Across the world, a 
  priest bows his head, communing with the deity he draws 
  his divine spells from. A scholar of the supernatural buys 
  a cracked rod of wood from a merchant’s shop, knowing 
  that its true value far outweighs the price asked for it.
  Later in the day, each of them calls upon their magic, 
  through a pinch of sulfur, a symbol of divinity, or 
  historical meaning imbued within an object. Through 
  these implements, the mages will each create a perfect 
  sphere of heat and flame.
  In another corner of the world, an alchemist concocts 
  an unstable brew, which will later blossom into a 
  different, but equally magical explosion.
  Finally, a psion takes to the battlefield. The world bends 
  at his direction, and a gout of fire erupts around his foes.
  The end result of these effects is nearly-identical: 
  supernatural fire has been brought into a fight, and 
  corpses lie in its wake. Why are these different, and what 
  makes each of these individuals special? And why do we 
  care at all?
  Power Sources
  “Though I refuse to waste time citing my myriad sources, 
  I’ll say this: magic is the power of the world. Psionics is the 
  power of the self.”
  —Halford A. Last, Wizard of the Eighth Circle
  The Psionics Augmented: Occult series is all about the 
  distinctions and differences between psychic and psionic 
  magic. And despite their similar names, they really are 
  quite different: psychic magic is magic, and psionics is not. 
  Magic involves some external source: arcane magicians 
  manipulate the energy of the cosmos, divine priests pray 
  to gods for miracles, and psychic savants use historical, 
  conceptual, emotional, or spiritual connections to bind 
  magic to people and objects. Psionics does not use 
  anything external: it quite simply forces reality to make 
  way for the manifester’s own will.
  Previous entries in the Psionics Augmented: Occult 
  series have detailed the significance of these differences, 
  both in terms of what they mean for gameplay and 
  what they mean for characters who practice each. This 
  entry, however, deserves some discussion of how one 
  goes about using one to reinforce the other, since that is 
  exactly what empaths do.
  Psionic Being, Psychic Connections
  “Thoughts take on a life of their own. All minds know 
  it; all minds have experienced it. I would know—I have 
  been there with them, reborn over and over in that little 
  thought. A tiny foothold in every mind. A thought that 
  won’t die. That’s me.”
  —Cogito, Sum of the First Thoughts
  Zeitgeists are about as purely psionic as a thing can be: 
  self without any body or soul. They are minds without 
  any brain: instead of neurons and synapses, they are 
  themselves made from echoes of others’ thoughts. And 
  they are sentients without any soul; they are just a tangle 
  of thoughts and ideas, and when they unravel, they simply 
  cease to be. They are outside the realm of the material 
  and they are alien to the domains of gods and goddesses.
  But they do have very strong connections to history 
  and to myriad minds across uncounted worlds. They 
  are born of a colossal event that demands the attention 
  of entire nations, worlds, universes even, and are fed 
  from there by the attention to similar events and related 
  concepts. Even as the tangle of thoughts becomes a 
  zeitgeist, it is reinforcing its connections to reality.
  Enter the empath: a class that mentally reaches out 
  to these psionic thought-constructs, and through them 
  manipulates those myriad connections. She uses psionic 
  power to interface with and control the zeitgeists’ 
  connections, but she derives psychic power from them.
  Introduction
  
  3
  Psionics augmented: occult
  Books Needed
  The material in this book expands on the medium base 
  class found in Pathfinder Roleplaying Game: Occult 
  Adventures using the rules found in Ultimate Psionics. As 
  such, those books, along with the Pathfinder Roleplaying 
  Game Core Rulebook are needed to make the most of this 
  release of Psionics Augmented: Occult. Further options 
  for psionic characters can be found in the rest of the 
  Psionics Augmented series.
  Archetypes and Class Options
  Each alternate class feature presented in an archetype 
  either replaces or alters one or more specific class 
  features from the base class.
  When an archetype includes multiple alternate class 
  features, a character must take all of them—often 
  blocking the character from ever gaining certain standard 
  class features, but replacing them with other options. All 
  class features of the base class that aren’t mentioned 
  among the alternate class features 
  of an archetype remain unchanged 
  and are acquired normally when a 
  character reaches the appropriate 
  level. If an alternate class feature 
  replaces 
  a 
  base 
  class 
  feature, 
  the archetype doesn’t count as 
  having that base class feature 
  for the purpose of meeting any 
  requirements 
  or 
  prerequisites. 
  On the other hand, if an alternate 
  class feature alters an existing class 
  feature, it is considered to be the 
  core class feature for the purposes 
  of 
  meeting 
  any 
  requirements 
  or prerequisites, even if it was 
  renamed.
  A character can take more than 
  one archetype, but none of the 
  alternate class features can replace 
  or alter the same class feature of 
  the base class.
  If a class feature has a series of 
  improvements (such as a fighter’s 
  weapon training or a ranger’s 
  favored enemy), it can be replaced 
  either entirely or partially. By 
  default, an alternate class feature 
  replaces the entire original class 
  feature and all of its improvements. 
  For example, if a class feature states 
  that it replaces trap sense without 
  mentioning a specific bonus, it 
  replaces trap sense entirely. 
  If an alternate class feature 
  replaces one instance of a class 
  feature that’s part of a series, the 
  next time the character would gain 
  an improvement to that ability, 
  the new improvement counts as 
  the lower-level ability that was 
  replaced by the archetype, and all 
  subsequent improvements follow 
  suit. For example, if the barbarian’s 
  3rd-level 
  trap 
  sense 
  +1 
  were 
  replaced, the barbarian would gain 
  trap sense +1 at 6th level, trap sense 
  +2 at 9th level, and so on.
  
  4
  Psionics augmented: occult
  Empath (Medium Archetype)
  "It’s all connected isn’t it? Every thought everyone has 
  connecting to all the rest in a web. But some thoughts have 
  more connections—and some have way more connections. 
  Thoughts so connected that they have thoughts of their 
  own. And power of their own, too, pulling on the strings 
  of history."
  —Anne O'Malley, wayfaring empath
  Psychic magic is all about connections. Empaths are 
  mediums who, through anomalous birth or careful 
  training, have an inner power—psionics—that they 
  use to enhance their own connections to the cosmos 
  and those around them, rather than seek spirits. They 
  connect themselves to all people and all histories, and 
  they share in the most powerful communal thoughts 
  through the ages.
  For sometimes, some event captures the attention of 
  countless minds across myriad worlds. Thoughts echo 
  across the Astral Plane, like ripple in a sea, colliding 
  and amplifying one another. The thoughts get tangled 
  together, bound by a feedback loop that only strengthens 
  them, joins them together. These thought-constructs, 
  born of some great historical event, are thus “spirits of 
  the time;” zeitgeists.
  The empath is an archetype for the medium base class 
  detailed in Chapter 1 of Pathfinder Roleplaying Game: 
  Occult Adventures.
  Class Skills: An empath gains Autohypnosis, Knowledge 
  (history), and Knowledge (psionics) as class skills, and 
  loses Knowledge (arcana) and Knowledge (religion) as 
  class skills.
  Power Points/Day: An empath’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 1-1: Empath Powers. In addition, she receives 
  bonus power points per day if she has a high Charisma 
  score (see Table 2-1: Ability Modifiers and Bonus Power 
  Points in Chapter 2 of Ultimate Psionics). Her race may 
  also provide bonus power points per day, as may certain 
  feats and items.
  Powers Known: An empath does not generally learn 
  powers herself, but rather manifests the powers made 
  available to her through the volksgeist and zeitgeists 
  class features. The empath power list, for purposes 
  like activating psionic items, consists of all the powers 
  available through these class features.
  An empath’s “powers known” consist of the powers 
  she’s chosen to gain through the volksgeist and from the 
  zeitgeists she’s currently contracted with. In both cases, 
  she must have a high enough level and Charisma score 
  to manifest the power to consider it a power known (see 
  Maximum Power Level Known, below, for details).
  Chapter 1: The Empath
  An empath may also select the Expanded Knowledge 
  feat in order to actually learn her own powers, beyond 
  those she gains through the volksgeist and zeitgeists.
  Maximum Power Level Known: To manifest a power 
  and consider it a power known, an empath must have 
  a Charisma score of at least 10 + the power’s level, and 
  the power must be below her maximum power level, as 
  given on Table 1-1: Empath Powers. This ability replaces 
  spells.
  Zeitgeists (Su): An empath is aware of an extremely 
  faint, but impossibly vast cosmic collective: a web of 
  connections between all minds that exist, have ever 
  existed, possibly even those that don’t yet exist. It is 
  within this network that zeitgeists are found.
  Zeitgeists are astral echoes of all the thought and 
  attention and emotion given to great and wonderful and 
  terrible events. During a one-hour seance, an empath 
  may forge contracts with one or more zeitgeists, making 
  a deal for the power they offer. The seance requires the 
  empath’s concentration. Other members of the empath’s 
  collective can observe, and even participate in, the 
  seance, and this does not require their concentration.
  Table 1-1: Empath Powers
  Class Level
  Power Points/Day
  Maximum Power 
  Level Known
  1st
  2
  1st
  2nd
  4
  1st
  3rd
  7
  1st
  4th
  12
  2nd
  5th
  18
  2nd
  6th
  26
  2nd
  7th
  35
  3rd
  8th
  46
  3rd
  9th
  58
  3rd
  10th
  72
  4th
  11th
  87
  4th
  12th
  104
  4th
  13th
  122
  5th
  14th
  142
  5th
  15th
  163
  5th
  16th
  186
  6th
  17th
  210
  6th
  18th
  236
  6th
  19th
  263
  6th
  20th
  292
  6th
  
  5
  Psionics augmented: occult
  Zeitgeists are divided into four tiers: lesser, intermediate, 
  greater, and supreme. At 1st level, an empath may only 
  contract with lesser zeitgeists; she may contract with 
  intermediate zeitgeists at 6th level, greater zeitgeists at 
  11th level, and supreme zeitgeists at 16th level.
  A contract with a zeitgeist requires accepting its 
  compulsion and goal, and usually also requires the 
  expenditure of power points. In return, it offers a spirit 
  power as well as a number of psionic powers. The 
  number of power points a zeitgeist demands, as well as 
  the levels of psionic powers that it offers, are indicated in 
  Table 1-2: Zeitgeist Power Points Demanded and Psionic 
  Powers Offered. 
  An empath can contract with one zeitgeist at a time 
  without paying its power point demands. She must 
  spend power points for the rest of her zeitgeists. Unlike 
  with psionic powers, she is not limited by her manifester 
  level when spending power points in this way.
  The contract with these zeitgeists lasts until the next 
  time the empath refreshes her daily power points, at 
  which time the power points spent on the zeitgeists are 
  effectively “returned” to her. As with psionic powers, any 
  points spent on zeitgeist contracts within 8 hours prior 
  to regaining power points count against her daily limit. 
  She may choose when refreshing power points to extend 
  any or all of the contracts she wishes to continue without 
  needing a new seance, by paying the demanded power 
  points again. If she does so, she does not get to change 
  any decisions made during the forging of the contract, 
  but she does restore any abilities that were usable once 
  per contract.
  This ability alters spirit. For the purposes of 
  prerequisites, requirements, and effects, zeitgeists 
  count as spirits and this ability counts as the spirit class 
  feature. An empath contracted to a zeitgeist is treated 
  as a medium channeling a spirit. The spirit powers of 
  lesser, intermediate, greater, and supreme zeitgeists are 
  considered lesser, intermediate, greater, and supreme 
  spirit powers, respectively.
  Compulsions and Goals (Ex): Instead of influence 
  and taboos, zeitgeists carry a compulsion (a standard 
  of behavior which the empath is expected to follow) 
  and a goal (an accomplishment which strengthens the 
  empath's link to the zeitgeist if she achieves it).
  Whenever as empath acts against the compulsion of a 
  zeitgeist she has a contract with, she has a 15% chance of 
  suffering psychic enervation (as the wilder class feature, 
  except as noted here). For an empath, psychic enervation 
  means losing all psionic focus, losing a number of 
  power points equal to half her manifester level, losing 
  all remaining actions for the turn, and becoming flat-
  footed until the beginning of her next turn. This can be 
  modified by feats and abilities which modify psychic 
  enervation. An empath never risks psychic enervation 
  more than once for the same action, even if it takes place 
  over an extended period of time.
  If an empath ever achieves the goal of a zeitgeist 
  she has a contract with, her bond with that zeitgeist 
  is permanently strengthened: whenever she forms a 
  contract with that zeitgeist in future, she gains a single 
  use of the spirit surge class feature until the end of her 
  contract. Her current contract also benefits from this 
  effect, granting her one use of spirit surge which may 
  be used immediately. This is the only way in which an 
  empath may use spirit surge. The empath may gain 
  multiple uses of spirit surge by completing the goals of 
  multiple zeitgeists, but gains no additional benefit from 
  completing the same zeitgeist's goal more than once. 
  Accomplishing a zeitgeist’s goal while not contracted to 
  that zeitgeist offers no benefit.
  The empath is always aware of whether an action 
  would break one of her zeitgeist’s compulsions or 
  achieve one of its goals.
  For the purposes of effects that may care, any zeitgeist 
  that has a contract with an empath is always considered 
  to have 3 points of influence over her. This influence 
  does not have any penalties, and cannot be increased or 
  decreased.
  When an empath starts play, she may claim to have 
  accomplished the goals of a number of zeitgeists equal to 
  half her spirit bonus. All of these zeitgeists must be from 
  a lower tier (lesser, intermediate, greater, or supreme) 
  than the highest she can contract with.
  This ability replaces taboo. For the purposes of meeting 
  prerequisites and requirements, this ability counts as 
  both psychic enervation and taboo.
  Volksgeist (Su): Empaths are aware not only of 
  reactions to grand, historical events, but also local and 
  current thoughts and feelings. Empaths refer to these 
  as the “volksgeist,” and it functions much like a zeitgeist, 
  granting psionic and spirit powers.
  Unlike a zeitgeist, the volksgeist is not sentient, and 
  the empath does not contact it through seances. It has 
  neither compulsion nor goal, and the empath does not 
  need to forge any contract with it or pay power points 
  for it. The empath is just always aware of it.
  Table 1-2: Zeitgeist Power Points Demanded and Psionic Powers Offered
  Zeitgeist Tier
  Power Points
  Demanded*
  Powers Offered
  1st-Level
  2nd-Level
  3rd-Level
  4th-Level
  5th-Level
  6th-Level
  Lesser
  10pp
  3
  1
  1
  —
  —
  —
  Intermediate
  23pp
  —
  2
  1
  1
  —
  —
  Greater
  45pp
  —
  —
  1
  1
  1
  —
  Supreme
  60pp
  —
  —
  —
  1
  1
  1
  *An empath may contract with one zeitgeist at a time without paying its power point demands. 
  
  6
  Psionics augmented: occult
  Through the volksgeist, the empath can learn about 
  the general feelings of the community. Exactly what an 
  empath is aware of in a given community is entirely up 
  to the GM. This awareness does not penetrate secrets: if 
  the people in a community are attempting to hide their 
  true feelings or give the empath a particular impression 
  of them, it is that impression that she feels, even if they 
  are honest in private.
  The powers an empath gains from the volksgeist are 
  simply chosen as she reaches the appropriate level. Any 
  choices she makes can be changed if the volksgeist itself 
  changes (she moves to a new community, some great 
  event changes what people are thinking about), or if 
  the empath changes (she gains a new level, or an event 
  changes her personally in some significant way and 
  she looks for different things in the volksgeist), but are 
  otherwise fixed.
  At 1st level, an empath can interact with the volksgeist 
  reflecting a small, tight-knit community: a small village, 
  a neighborhood in a town, possibly just a single street 
  in a large city. The volksgeist grants her access to two 
  psionic talents from the empath power list. She also 
  gains access to the empathy talent, allowing her to get 
  a more detailed look at those closest to her. Empathy 
  furthermore gains the network descriptor for her, and 
  can be used on members of her collective even when she 
  cannot see them.
  At 3rd level, the empath gains a lesser spirit power 
  from the volksgeist. Each lesser spirit power taps into 
  an aspect of the community’s personality, and grants a 
  bonus equal to twice her spirit bonus on a particular 
  skill’s checks:
  • Traditional: From their culture and sense of history, 
  the empath gains a bonus on Knowledge (local) 
  checks equal to twice her spirit bonus.
  • Hospitable: From their welcome and hospitality, the 
  empath gains a bonus on Sense Motive checks equal 
  to twice her spirit bonus.
  • Progressive: From their hopes and dreams for the 
  future, the empath gains a bonus on Diplomacy 
  equal to twice her spirit bonus.
  • Cutthroat: From their competition and ruthlessness, 
  the empath gains a bonus on Intimidate checks 
  equal to twice her spirit bonus.
  • Isolationist: From their secrets and mistrust of 
  outsiders, the empath gains a bonus on Bluff checks 
  equal to twice her spirit bonus.
  She also gains one of astral traveler, empathic 
  connection, or precognition as a 1st-level psionic 
  power known. Each of these powers gains the network 
  descriptor for the empath.
  At 5th level, she gains one of object reading or 
  sensitivity to psychic impressions as a 2nd-level psionic 
  power known.
  At 7th level, she gains one additional psionic power 
  from those available at 3rd or 5th levels.
  At 9th level, an empath gains dispel psionics as a 3rd-
  level psionic power known, and her connection to the 
  world extends outward to include more people, from 
  a pastoral countryside to a large city. She gains an 
  intermediate spirit power from the volksgeist. Each 
  intermediate spirit power taps into another aspect of the 
  community, granting her a bonus feat even if she does 
  not meet its prerequisites. The bonus feats here may 
  be used to meet prerequisites for other feats, but if the 
  choice is changed the empath may no longer meet those 
  prerequisites and thus lose the use of feats that depend 
  on them.
  • Downtrodden: From their acceptance of their lot in 
  life, the empath gains Endurance as a bonus feat.
  • Hopeful: From their dreams for a better future, the 
  empath gains Fleet as a bonus feat.
  • Insular: From their protectionism and inward focus, 
  the empath gains Racial Heritage as a bonus feat. 
  The race chosen for the feat is always the dominant 
  race in the volksgeist, even if that is non-humanoid. 
  In addition to its usual effects, the empath is treated 
  as a member of the community.
  • Open: From their interactions with other cultures, 
  the empath gains Cosmopolitan as a bonus feat.
  At 11th level, she gains one additional psionic power 
  from those available at 3rd or 5th level.
  At 13th level, an empath gains augured answer as 
  a 4th-level psionic power known, and can connect to 
  entire nations. She gains a greater spirit power from the 
  volksgeist. Her options for this benefit are as follows:
  • Collective: From their togetherness, all members 
  of the empath’s collective may use the aid another 
  action as a move action.
  • Individualistic: From their strong individuals, all 
  members of the empath’s collective gain the ability 
  to, once per day, add a 1d8 bonus on an attack 
  roll, ability check, skill check, dispel check, or spell 
  resistance penetration check, or saving throw. They 
  may choose add this bonus after rolling, but before 
  the results have been announced.
  At 15th level, she gains the last psionic power from 
  those available at 3rd or 5th level.
  At 17th level, an empath can now connect to the entire 
  plane she is on. She gains a supreme spirit power from 
  the volksgeist. Her options for this benefit are as follows:
  • Divided: By tapping into the borders and divisions of 
  the world, the empath gains the ability to manifest 
  wall of force as a 5th level power, costing 9 power 
  points. For every 2 power points extra she spends, 
  she can augment the power to cause the wall to 
  have a corner of up to 90 degrees. For every 4 power 
  points extra she spends, she can augment the power 
  to create a section of floor or ceiling, which must 
  attach to the bottom or top of a segment of wall.
  • Globalistic: By tapping into the connections and 
  relationships of the world, the empath gains the 
  ability to manifest metaconcert as a 5th-level 
  power, costing 9 power points. It gains the network 
  descriptor for her. Furthermore, for every 4 power 
  
  7
  Psionics augmented: occult
  or casting spells from a different class (as is the case 
  for a multiclass empath), any compatible spell or 
  power with a range greater than touch can also be 
  used through the collective.
  If a member of the collective dies, the member 
  is removed from the collective and the empath 
  must make a Fortitude save (DC 15) or lose 1 
  power point for every Hit Die of the fallen 
  member and be sickened for an equal 
  number of rounds.
  At 7th level, an empath's collective 
  range is limitless on the same plane 
  as the empath, and at 14th level, an 
  empath's 
  collective 
  reaches 
  even 
  across to other planes and dimensions.
  This ability replaces astral journey.
  Collective Seance (Su): At 2nd 
  level, as long as the empath is 
  psionically focused, anyone who is 
  currently a member of a empath's 
  collective shares in the seance 
  boon offered by any zeitgeists 
  the 
  empath 
  is 
  currently 
  contracted with.
  This 
  ability 
  counts as spirit 
  of 
  many 
  for 
  the 
  purposes 
  of 
  prerequisites 
  and requirements, and 
  alters shared seance.
  Null 
  and 
  Void 
  (Su): 
  Starting at 5th level, an empath 
  can attempt to expel a zeitgeist, ending their contract 
  early. Doing so means the empath loses access to the 
  spirit power and psionic powers offered by that zeitgeist, 
  but is also free of that zeitgeist’s compulsion, and regains 
  half the power points she spent contracting with that 
  zeitgeist. If she expels the zeitgeist that she contracted 
  without paying any power points, she designates one 
  of her other zeitgeists as the new free zeitgeist, and 
  receives half the power points spent on that zeitgeist.
  Expelling a zeitgeist takes a full-round action that 
  provokes attacks of opportunity, and the empath risks 
  psychic enervation, just as if she were violating that 
  zeitgeist’s compulsion. If the empath is enervated, in 
  addition to the usual effects of psychic enervation, the 
  empath also fails to end the contract.
  This ability replaces location channel.
  Telepathy (Su): When an empath reaches 3rd level, all 
  willing members of her collective (including the emapth 
  herself) can communicate with each other telepathically, 
  even if they do not share a common language. Psionic 
  creatures who are willing members in an empath's 
  collective (including the empath herself) may manifest 
  unknown powers from powers known by another 
  willing psionic creature in the collective as if they were 
  making physical contact. An empath may temporarily 
  deactivate, and reactivate, this ability as a swift action.
  points extra she spends, she can augment 
  the power by adding a creature from 
  her collective to the metaconcert but 
  exempting that creature from the 
  power point contribution requirement. 
  This creature need not be psionic. For 
  the purposes of manifesting powers 
  from the metaconcert, that creature 
  has a manifester level equal to 
  half the empath’s.
  She also gains adapt body as a 
  5th-level psionic power known, 
  and it gains the network descriptor 
  for her.
  This 
  ability 
  replaces 
  knacks, 
  haunt 
  channeler, 
  connection 
  channel, 
  propitiation, 
  ask 
  the 
  spirits, trance of the three, and 
  spacious soul.
  Collective 
  (Su): 
  Starting 
  at 1st level, as a standard 
  action, an empath can join a 
  number willing targets into 
  her collective equal 
  to her Charisma 
  modifier or half 
  her 
  empath 
  level, 
  whichever 
  is higher. The empath 
  must have line of sight 
  to each target, each target 
  must have a Wisdom score of 
  at least 1, and all targets must be within long range (400 
  feet + 40 feet per empath level). The empath is always 
  considered a member of her own collective, and does 
  not count against the limit.
  An empath can choose to remove a member as a free 
  action on her turn, and any member can voluntarily 
  leave the collective as a free action on their turn. Any 
  member whose Wisdom drops to zero or who moves out 
  of range of the collective is automatically removed. If a 
  member enters a null psionics field, the connection to 
  the collective is suppressed until that member leaves the 
  field. A member who leaves the collective for any reason 
  immediately loses any and all benefits they may have 
  gained from being a member. An empath is aware of 
  the status of her collective and can, roughly, sense the 
  presence of each member, although beyond telling if 
  such a creature is still a member, this has no mechanical 
  benefit.
  An empath can manifest certain powers through 
  her collective. If a psionic power specifies one or 
  more willing targets (or is harmless) and has a range 
  greater than personal, she can manifest this power 
  on a member of her collective regardless of the range 
  of the actual power. All other non-range restrictions 
  still apply. She may also manifest any power with the 
  network descriptor this way, regardless of its actual 
  range or targets. If she is capable of manifesting powers 
  
  8
  Psionics augmented: occult
  A Place in History (Su): The accomplishments of a 
  20th-level character are always immense, but when that 
  character is an empath, with her powerful connection to 
  the cosmic collective, a zeitgeist is practically guaranteed 
  to result.
  Choose two skills as well as three psionic powers, one 
  at each of 4th, 5th, and 6th level. If a power appears on 
  more than one list, use the lowest level it appears at. A 
  new supreme zeitgeist becomes available for contract, 
  with a spirit boon that adds the empath’s spirit bonus 
  to the chosen skills, and which adds the chosen psionic 
  powers to an empath’s powers known. All empaths add 
  these powers to their power lists.
  The 20th-level empath who triggers the creation of 
  this zeitgeist does not need to obey its compulsion or 
  pay its power point demands. Furthermore, because of 
  her special connection to the zeitgeist, its spirit power 
  is different for her as well. Specifically, the zeitgeist 
  effectively includes her mind, her thoughts and 
  memories and emotions. It effectively includes a backup 
  of her. If she dies while contracting with this zeitgeist, 
  she is immediately resurrected with a fully restored 
  body, including full HP and with all ability damage, 
  ability drain, or negative levels erased. She does not lose 
  a level, but she does come back suffering from psychic 
  enervation, and loses the appropriate number of power 
  points. Her contract with this zeitgeist then immediately 
  ends and cannot be reforged until she restores power 
  points.
  Empaths aside from the 20th-level can contract with 
  this new zeitgeist only if they, too, are 20th level and 
  were involved in the event it reflects. In such a case, only 
  one zeitgeist is created that reflects each of them and 
  their contributions to events. Other empaths, those of 
  lower level or uninvolved in the event, cannot contract 
  with it because it is too new.
  This ability replaces astral beacon.
  Empaths and Maximum Power Level
  Because empath powers are inextricably linked to their 
  access to zeitgeists, if anything says that a level stacks 
  with empath for the purposes of maximum power level, 
  such as a prestige class, that level stacks with empath for 
  the purposes of what tier of zeitgeist she can access.
  Empath Power List
  The empath power list consists of all the powers that the 
  empath can get from the volksgeist or zeitgeists. The only 
  time an empath chooses powers off of this list is when 
  choosing the talents she receives from the volksgeist. 
  Otherwise, these powers are gained as part of her class 
  features, from either the volksgeist or the zeitgeists. These 
  powers can be found in Ultimate Psionics.
  • 0-Level (Talents)—Blinding flash, conceal thoughts, 
  crystal light, detect psionics, disruptive touch, 
  distract, ectoplasmic trinket, empathy, energy splash, 
  far hand, float, fortify (lesser), halt death, hinder, 
  judge, missive, my light, psionic repair, sense poison, 
  telekinetic punch, toughen, vim.
  • 1st—Astral construct, astral traveler, attraction, 
  biofeedback, compression, déjà vu, ectoplasmic 
  creation, ecto protection, empathic connection, 
  empty mind, expansion, fortify, guidance of the 
  ancestors, guide the willing, mindlink, mind thrust, 
  precognition, precognition (defensive), precognition 
  (offensive), 
  precognition 
  (tactical), 
  prescience 
  (offensive), shunning of the material, skate, skills as 
  one, synesthete, vigor.
  • 2nd—Animal affinity, dimension swap, object reading, 
  aversion, clairvoyant sense, cloud mind, clutching 
  the shroud, coordinate as one, empathic condition 
  relief, gravitational well, false future, hustle, id 
  insinuation, metamorphosis (minor), missive (mass), 
  read thoughts, reconstruction, sensitivity to psychic 
  impressions, share pain, sidestep, sustenance, time 
  hop.
  • 3rd—Astral caravan, battlesense, body purification, 
  concussive onslaught, dispel psionics, ectoplasmic 
  grapnel, empathic transfer (hostile), eradicate 
  invisibility, escape detection, false sensory input, 
  graft armor, graft weapon, metamorphosis, physical 
  acceleration, psionic lion’s charge, release death’s 
  hold, share pain (forced), touchsight, ubiquitous 
  vision, withstand as one.
  • 4th—Anchored navigation, augured answer, aura 
  sight, battle transformation, control body, death 
  urge, dimension slide, energy adaptation, energy ball, 
  memory modification, mindwipe, psychic reformation, 
  psychokinetic charge, quintessence, remote viewing, 
  sense as one, sensory cascade.
  • 5th—Adapt body, clairtangent hand, ectoplasmic 
  creation 
  (major), 
  flight, 
  induce 
  nightmare, 
  metaconcert, parasitic possession, pierce the veils, 
  planar travel, prowess as one, psionic revivify, shatter 
  mind blank, steadfast perception, summoning strike.
  • 6th—Aura 
  alteration, 
  barred 
  mind 
  (personal), 
  metamorphosis (major), sustained flight, technique as 
  one, temporal acceleration. 
  A New Zeitgeist
  A place in history produces a new zeitgeist reflecting 
  your campaign, but it is not actually necessary to create 
  an entire new zeitgeist in order to use it. Because you 
  do not use its compulsion or what would be its “usual” 
  spirit power, it is not necessary to create these things. 
  Its name is very likely your name, and it can have any 
  epithet you like. 
  The new zeitgeist may not last. The power of the 
  empath, effectively focusing the entire plane of her 
  volksgeist on these events, may be the only thing 
  maintaining it. When she passes, it may also dissipate. 
  If you and the GM are interested in creating a full-
  fledged new zeitgeist, however, it could become a 
  fixture of the setting over the course of many years, 
  establishing a regular spirit power and compulsion, and 
  becoming available to contract for all empaths capable 
  of contracting with zeitgeists of the appropriate level. 
  While rare, this is not unprecedented: the zeitgeist Tessa, 
  the Regal Administration was created this way.
  
  9
  Psionics augmented: occult
  Zeitgeists are echoes in the Astral of the intense focus and 
  attention on some particular event. They are no more 
  than tangles of thoughts, ideas, and emotions, but they 
  developed into minds of their own, thoughts thinking 
  about themselves. They are tightly connected to history, 
  the worlds and peoples who first thought them, and can 
  discuss little else.
  During a seance, participants can attempt to learn 
  from them, but they are frustratingly inconsistent and 
  incoherent. Thoughts may come from myriad languages, 
  including those have been dead for ages—or even come 
  from some other world entirely, completely foreign 
  to you. The GM may allow skill checks to persuade a 
  zeitgeist to be more helpful, or to parse the babbling 
  and unknown languages, but this occurs solely at his 
  discretion. Often times, the zeitgeists simply are not 
  capable of communicating anything useful.
  Otherwise, the only useful thing to be done during a 
  seance is for an empath to forge contracts with zeitgeists. 
  Below are descriptions of what happens when one does.
  Zeitgeist Descriptions
  The introduction to zeitgeists is their name and epithet, 
  along with a description of the zeitgeist and its origins. 
  The descriptions vary from histories to quotes stated 
  during or about the event.
  Associated Events: Each zeitgeist reflects a singular 
  event, but history’s tendency to repeat itself reinforces 
  and strengthens the zeitgeist when similar events occur. 
  Sometimes, the zeitgeist does not even represent the 
  first such event; some great development in an area 
  subsumed any previous zeitgeist. Empaths may be 
  able to learn of such events during seances, even from 
  zeitgeists they do not or cannot contract with.
  Compulsion: Empaths contracted with the zeitgeist 
  are required to obey this compulsion, or risk psychic 
  enervation.
  Goal: Zeitgeists whose goal an empath has completed 
  also grant her a spirit surge as part of her contract.
  Seance Boon: An empaths gains this boon, applying 
  her spirit bonus to a pair of skills, when she contracts 
  with the zeitgeist. If she has the collective seance ability, 
  the members of her collective also gain it, adding her 
  spirit bonus to their skill checks.
  Spirit Power: An empath contracted with the 
  zeitgeist gains this spirit power. The spirit powers of 
  lesser zeitgeists are treated as lesser spirit powers, the 
  spirit powers of intermediate zeitgeists are treated as 
  intermediate spirit powers, and so on.
  Psionic Powers: An empath contracted with the 
  zeitgeist treats these powers as powers known (excepting 
  those above her maximum power level).
  Lesser Zeitgeists
  Cogito, Sum of the First Thoughts
  The first minds grasped the meaning of the sensations they 
  felt, and thrilled, and feared, and obsessed, and ignored. They 
  explored, seeking new experiences. They shut themselves 
  away, hiding from all sensation. They built themselves up 
  from disparate streams of sensory information, all channeled 
  through this new fantasy called ‘mind.’ The echoes of those 
  first thoughts still ripple through the Astral Sea, having 
  constructed a ‘mind’ of their own.
  Associated Events: The first metacognitive thoughts 
  an independent, sapient creature has.
  Compulsion: Delight in novel and pleasant experiences, 
  and shun the unpleasant known.
  Goal: Do something no one has ever done before.
  Seance Boon: Your spirit bonus applies on Bluff and 
  Perception checks.
  Spirit Power: Whenever you anger a zeitgeist and 
  would suffer psychic enervation, you may expend 
  your psionic focus. If you do, you do not suffer psychic 
  enervation until you regain psionic focus, at which 
  point you immediately take its full effect. If you have 
  Chapter 2: Zeitgeists
  Running the Game: Goals and Compulsions
  Goals and compulsions are meant to be opportunities 
  for roleplaying. The goals and compulsions are not 
  described, generally, in the strict terms of the rules. 
  Instead, they are intentionally vague enough to allow 
  the GM to roleplay the zeitgeist, decide if the zeitgeist 
  is angered or pleased by the empath’s behavior. They 
  are intended to provide depth to the zeitgeists and 
  to give empaths incentive roleplay their many quirks 
  and idiosyncrasies. They are supposed to demonstrate 
  that empaths are in constant psychic contact with 
  these strange thought-constructs, beings without soul 
  or substance and whose perspective of mortal life is 
  significantly skewed.
  What they aren’t intended to be are “gotchas” for 
  empath players, or significant balancing mechanics to 
  the empath class. That is why empaths are always aware 
  of how their zeitgeists feel they should or shouldn’t act, 
  and why empaths are neither completely forbidden 
  from breaking compulsions nor absolutely required 
  to achieve goals. The risk of psychic enervation and 
  the benefit of gaining a spirit surge are things that all 
  empaths are aware of, and that should inform empaths’ 
  players of how valuable complying or contradicting a 
  zeitgeist’s influence is to their characters.
  
  10
  Psionics augmented: occult
  more than one psionic focus (such as by the Deep Focus 
  or Psicrystal Containment feats), you must expend all 
  your psionic focuses to use this ability, and the psychic 
  enervation takes effect as soon as you regain any.
  Level
  Cogito's Psionic Powers
  1st
  AttractionA – Subject has an attraction that you specify.
  1st
  Empty MindA – You gain +2 on Will saves until your next 
  action. 
  1st
  SynestheteA – You receive one kind of sense when 
  another sense is stimulated.
  2nd
  AversionA – Subject has aversion you specify.
  3rd
  False Sensory InputA – Subject sees what isn’t there.
  Imperator, the Foundation of Civilization
  The name of the first civilization is lost to time; even Imperator 
  itself seems not to know it. But every civilization brings 
  minds together, allows them to work in concert. And all too 
  many have gone too far, pressed its citizens into service and 
  stripped them of individual choice and privacy.
  Associated Events: Coronations, elections, and the like.
  Compulsion: Always put others first.
  Goal: Convince someone else to join you in a major 
  sacrifice that benefits neither of you directly.
  Seance Boon: Your spirit bonus applies on Diplomacy 
  and Sense Motive checks.
  Spirit Power: You may increase the bonus you offer 
  with the aid another action by your spirit bonus. If you 
  are aiding the action of a member of your collective, you 
  may use a spirit surge on the roll you aid as well.
  Level
  Imperator's Psionic Powers*
  1st
  Guidance of the AncestorsA – Use the minds of spirits to 
  make Knowledge checks untrained.
  1st
  MindlinkA – You forge a limited mental bond with 
  another creature.
  1st
  Skills as OneA, N – You and another share training in a skill.
  2nd
  Read ThoughtsA – Detect surface thoughts of creatures 
  in range.
  3rd
  Eradicate InvisibilityA – Negate invisibility in 50-ft. burst.
  Ilkahvval, the First Elan
  “Learned creature, attend to me now. To those narcissistic 
  things that dare to call me progenitor, it shall doubtless seem 
  a betrayal that I have chosen you over such as they. However, 
  though incorrect it would seem, we are flawed things, and 
  the ark of my heritage must pass beyond our kind. As you 
  have now passed beyond yours. Know, and endure, for it is the 
  burden of eternity that I thee bestow. This is correct.”
  Associated Events: The creation of an elan.
  Compulsion: Earn all knowledge through reflection 
  on its significance, painful though it may be. You must 
  use Autohypnosis to memorize every new fact you come 
  across.
  Goal: Learn a secret that had previously been known 
  to only one being.
  Seance Bonus: Add spirit bonus on Autohypnosis and 
  Knowledge (planes) checks.
  Spirit Power: You do not age for the duration of your 
  contract with Ilkahvval, the First Elan.
  Level
  Ilkahvval's Psionic Powers
  1st
  BiofeedbackA – Gain DR 2/–.
  1st
  FortifyA – Gain a +2 bonus on saving throws.
  1st
  VigorA – Gain 5 temporary hit points.
  2nd
  SustenanceA – Go without food and water for one day.
  3rd
  Body PurificationA – Restore 2 points of ability damage.
  Little Dip o’ the Dops, an Education in Survival
  In ancient times, a tiny mouse in the desert mastered the 
  discordant movements necessary to throw off its predators. 
  And the primitive peoples of that desert saw, and learned, and 
  survived. Learning from others had cemented itself as key to 
  that survival.
  Associated Events: Observations of another creature’s 
  behavior and learning from it.
  Compulsion: Never repeat oneself precisely. Even the 
  slightest change gives life.
  Goal: Convince a lawful creature to reject law and 
  embrace chaos.
  Seance Boon: Add spirit bonus on Escape Artist and 
  Perform checks.
  Spirit Power: While you are psionically focused, you 
  are imperceptible to tremorsense, just as an invisible 
  creature is imperceptible to sight.
  Level
  Little Dip o’ the Dops' Psionic Powers
  1st
  CompressionA – You grow smaller.
  1st
  ExpansionA – Become one size category larger.
  1st
  SkateA – Subject slides skillfully along the ground.
  2nd
  Sidestep – Avoid a single melee attack.
  3rd
  Physical AccelerationA – You move faster, gain a +1 on 
  attack rolls, AC, and Reflex saves.
  Obelisk, the First Monument
  “And on the pedestal these words appear: / ‘My name is 
  Ozymandias, king of kings:
  Look on my works, ye Mighty, and despair!' / Nothing 
  beside remains. Round the decay
  Of that colossal wreck, boundless and bare / The lone and 
  level sands stretch far away.” 
  —Percy Bysshe Shelley
  Associated Events: Erecting a monument.
  Compulsion: Ensure all know of your triumphs.
  Goal: Create a lasting monument to your legacy. It 
  must be something that can be expected to last centuries, 
  at least, barring active destruction, and it must be in a 
  public place where it will be seen.
  
  11
  Psionics augmented: occult
  Seance Boon: Add spirit bonus on Disable Device and 
  Knowledge (engineering) checks.
  Spirit Power: You can erect a small ectoplasmic totem 
  in a square within 30 feet as a full-round action that does 
  not provoke attacks of opportunity. Ectoplasmic effects 
  created by your metacreativity powers (such as astral 
  constructs or an ectoplasmic grapnel) do not count time 
  spent within 60 feet of this totem towards their durations. 
  The totem is small enough as to not hamper movement 
  through its square, though a creature in the same square 
  gains a +2 cover bonus to its AC and a +1 cover bonus 
  on Reflex saves unless it would be denied its Dexterity 
  bonus to AC. The totem itself has an AC of 10 plus your 
  spirit bonus, hardness of 5 plus twice your spirit bonus, 
  and hit points equal to 100 + 10 times your spirit bonus. 
  It cannot be moved. When you create a totem, any 
  existing totem you have created disappears. Otherwise, 
  the totem lasts until your contract with Obelisk, the First 
  Monument has ended.
  Level
  Obelisk's Psionic Powers
  1st
  Astral ConstructA – Creates astral construct to fight for 
  you.
  1st
  Ectoplasmic CreationA – Creates one cloth or wood 
  object.
  1st
  Ecto ProtectionA – An astral construct gains bonus 
  against dismiss ectoplasm.
  Level
  Obelisk's Psionic Powers
  2nd
  Reconstruction – Repairs construct of 3d8 hit points +1 
  hp/level.
  3rd
  Ectoplasmic GrapnelA – Use a ray of ectoplasm to 
  perform a variety of functions.
  Parasite, Memetic Virus
  An oddity even among zeitgeists, Parasite represents the 
  spread of new ideas itself, rather than the spread of any 
  particular idea. It converses almost entirely in cliches, catch 
  phrases, and proverbs, and its powers revolve around 
  aggressively forcing ideas out into the world.
  Associated Events: The spread of new phrases and 
  cliches.
  Compulsion: Infect all with your ideas, your feelings, 
  your thoughts. Never agree to disagree.
  Goal: Convince someone who had been indifferent or 
  better towards you to start a fight with you.
  Seance Boon: Your spirit bonus applies on Bluff and 
  Diplomacy checks.
  Spirit Power: Any creature that can understand 
  language understands you when you speak or write, as 
  if they were under the effect of a comprehend languages 
  spell, but only regarding you.
  Level
  Parasite's Psionic Powers
  1st
  Déjà VuA – Your target repeats his last action.
  1st
  Mind ThrustA – Deal 1d10 damage.
  Level
  Parasite's Psionic Powers
  1st
  Prescience, OffensiveA – Gain a +2 insight bonus on 
  damage rolls.
  2nd
  Id InsinuationA – Swift tendrils of thought disrupt and 
  confuse your target.
  3rd
  Empathic Transfer, HostileA – Your touch transfers your 
  hurt to another.
  Riastrad, the Last Stand
  Riastrad reflects the few against many, the band of brothers and 
  sisters sacrificing themselves against impossible odds to protect 
  their homes and families. It can, and will, describe at length the 
  specific battle that it reflects, but it cannot give any context for 
  it, and scholars have been unable to identify it. Indeed, some 
  think it has not actually taken place yet, but is from the future—
  literally the very last stand that will ever be taken.
  Associated Events: Desperate battles where the 
  defenders are badly outnumbered, but hold firm.
  Compulsion: Never abandon an ally.
  Goal: Save an ally by not retreating when you could, 
  and be reduced to less than 0 or fewer hit points as a result.
  Seance Boon: Your spirit bonus applies on Intimidate 
  and Knowledge (martial) checks.
  Spirit Power: The powers granted by Riastrad, the Last 
  Stand, gain the network descriptor for you. If two members 
  of your collective who are affected by any of these powers 
  threaten the same target, they are considered to be 
  flanking that target regardless of their positioning.
  Level
  Riastrad's Psionic Powers
  1st
  Precognition, DefensiveA – Gain a +1 insight bonus to AC 
  and saving throws.
  1st
  Precognition, OffensiveA – Gain a +1 insight bonus on 
  your attack rolls.
  1st
  Precognition, TacticalA – Gain a +2 enhancement bonus 
  to your combat maneuvers.
  2nd
  Coordinate as OneA, N – Shared perceptions improve 
  offense or defense.
  3rd
  BattlesenseA – Mental heads-up display allows for 
  improved teamwork.
  Intermediate Zeitgeists
  Aicanique, the Eternal Martyrdom
  Somewhere, tales say, a pharaoh's kingdom was beset by 
  plague. A pharaoh is her land and the land is her: to save the 
  land, she took the plague into herself, sacrificing herself and 
  binding it within her mummified corpse, animated to eternally 
  hold it safely away from her people. Some scholars suggest 
  that this event spawned not only the zeitgeist, but also affected 
  mummies from then on, and this is the origin of mummy rot.
  Associated Events: Mass deaths, mass resurrections, 
  or mass reanimations as undead.
  
  12
  Psionics augmented: occult
  Compulsion: Defend the dignity of undeath.
  Goal: Use guide the willing or release death’s hold on a 
  willing creature.
  Seance Boon: Your spirit bonus applies on Diplomacy 
  and Knowledge (religion) checks.
  Spirit Power: With undead who are mindless or with 
  whom you cannot communicate, you can communicate 
  in the same way a ranger can with animals using wild 
  empathy, though you still use an actual Diplomacy 
  check to do so. With this spirit power, undead that are 
  not under someone’s control usually start indifferent 
  towards you and your party. 
  As a standard action, you can make an opposed 
  Charisma check against anyone within 120 feet who 
  controls an undead creature; if you succeed, you break 
  their control over one undead creature (but do not gain 
  control yourself). You may apply your spirit bonus on 
  this Charisma check.
  Level
  Aicanique's Psionic Powers*
  1st
  Guide the WillingA – End the life of a willing creature.
  1st
  Shunning of the MaterialA – Make an object ethereal.
  2nd
  Clutching the ShroudA – You are treated as undead for 
  the purposes of effects.
  3rd
  Release Death’s HoldA – Turn an undead creature into a 
  living creature.
  4th
  Death UrgeA – Implant a self-destructive compulsion.
  *Aicanique grants two 1st-level powers and one 2nd-level 
  power, instead of the normal two 2nd-level powers.
  Charade, the Great and Powerful
  In days of old, when primitive peoples were first discovering 
  and worshiping gods, there was a conman, name lost to time, 
  who convinced an entire land that he was not just a god, but 
  the greatest and most powerful god there was. When he was 
  finally revealed, and the people learned of his fraud, the shock 
  and dismay created the zeitgeist we know today.
  Associated Events: A false idol revealed for what it is.
  Compulsion: Do everything you can to minimize your 
  own importance while maximizing the impression of 
  your alternate persona.
  Goal: Convince someone that your alternate persona 
  is a deity.
  Seance Boon: Your spirit bonus applies on Bluff and 
  Disguise checks.
  Spirit Power: When you contract with Charade, the 
  Great and Powerful, you create an alternate persona 
  for yourself. For the purposes of effects that seek 
  information about you, such as many clairsentience 
  powers and divination spells, this persona has its own 
  race, class, alignment, surface thoughts, magic auras, 
  and so on. While disguised as this persona and acting 
  in character, you may make a Disguise check whenever 
  targeted by such an effect, opposed by the originator of 
  the effect’s Sense Motive check. If win the opposed check, 
  the originator of the effect receives information about 
  your alternate persona and not about you. You may 
  apply your spirit bonus on this Disguise check. 
  Finally, you gain an alternative use for cloud mind: 
  instead of erasing your presence in the target’s mind, 
  you can replace yourself in the target’s mind with your 
  alternate persona, or replace your alternate persona 
  with yourself.
  Level
  Charade's Psionic Powers
  2nd
  Cloud MindA – You erase knowledge of your presence 
  from the target’s mind.
  2nd
  False FutureA – Show the target incorrect glimpses into 
  the future, moving them 5 feet.
  3rd
  Escape Detection – You become difficult to detect with 
  clairsentience powers.
  4th
  Sensory CascadeA – Trigger a dazing cascade of the 
  senses in the target.
  Hivemind, the Futility of Resistance
  Somewhere in the multiverse exists a great collective, so 
  aligned in purpose and thought that the psychic echoes of 
  their will are clear even to those of us who know them not. 
  Like a harbinger of doom, this zeitgeist reflects the formation 
  of that hivemind, and of the death of the individuality of every 
  mind added to it.
  Associated Events: Each addition of a new mind to 
  the hivemind bolsters its zeitgeist as well as itself.
  Compulsion: Do not dissent.
  Goal: Pressure dissenters to fall in line.
  Seance Boon: Your spirit bonus applies on Diplomacy 
  and Sense Motive checks.
  Spirit Power: You gain one tactician strategy (see the 
  tactician class in Chapter 2 of Ultimate Psionics) of your 
  choice when you make your contract with Hivemind, the 
  Futility of Resistance. You may use it a number of times 
  equal to your spirit bonus over the course of the contract. 
  Each new contract may involve new strategies and a new 
  pool of uses.
  Level
  Hivemind's Psionic Powers
  2nd
  Empathic Condition Relief – You relieve a target’s condition.
  2nd
  Share Pain – Willing subject takes some damage.
  3rd
  Withstand as OneA, N – You and another share the best 
  saving throws between you.
  4th
  Psychic ReformationA – Subject can choose skills, feats, 
  and powers anew for previous levels.
  Iron Eye, the Broadcast
  Strange, rectangular scrying lenses have become ubiquitous 
  on one world, captivating audiences with the stories and 
  information they show. Groups discuss events in the dramas, 
  speculate on future episodes, and generally obsess over the 
  images they see. With all that attention, it is little surprise 
  that the echoes of that communal preoccupation have formed 
  a zeitgeist.
  
  13
  Psionics augmented: occult
  Associated Events: Any story or drama that captures 
  the attention of a significant population.
  Compulsion: If there is any knowledge only you have, 
  keep secret at least one fact that those around you might 
  want to do know.
  Goal: Reveal a secret at an especially dramatic moment.
  Seance Boon: Your spirit bonus applies on Bluff and 
  Perform checks.
  Spirit Power: You can create an illusion of anything 
  you can perceive. This functions like major image, except 
  that what appears in the illusion must be something 
  you can currently perceive. It may contain any sensory 
  information that you perceive. This illusion may be 
  placed within long range (400 feet + 40 feet per empath 
  level) of any member of your collective, or you may 
  project the image through a remote viewing, at up to 
  close range (25 feet + 5 feet per 2 empath levels) from 
  the sensor.
  You can also memorize scenes with one Autohypnosis 
  check to memorize (DC 15) per round, and then replay 
  the entire memorized scene with this ability with 
  another Autohypnosis check (also DC 15). A failed check 
  to memorize ends that particular memorized recording, 
  but you can start a new one to play back-to-back with the 
  first on the following round.
  Level
  Iron Eye's Psionic Powers
  2nd
  Clairvoyant Sense – See and hear a distant location.
  2nd
  Missive, MassA – You send a one-way telepathic message 
  to an area.
  3rd
  Ubiquitous Vision – You have all-around vision.
  4th
  Remote ViewingA – See, hear, and potentially interact 
  with subjects at a distance.
  Metus, the Ceaseless Paranoia
  Predatory shapeshifters breed a special kind of fear. Nothing 
  and no one can be trusted, dread permeates an entire society. 
  So it was with the city of Metus, once a beautiful city, which 
  when beset by such predators became so enmeshed in fear 
  that people move only in small groups, trusting each other 
  barely more than strangers, and barricade themselves in 
  whenever possible. They became so permeated with fear that 
  they began to worship it, the greatest power in their lives.
  Associated Events: Any terror lurking among a 
  populace, one of its own secretly hunting them down one-
  by-one.
  Compulsion: Hunt your own food; accept not the 
  leftovers of others.
  Goal: Kill and eat a creature with at least 5 Intelligence.
  Seance Boon: Your spirit bonus applies on Intimidate 
  and Survival checks.
  Spirit Power: Whenever you manifest a power of the 
  Psychometabolism discipline on any member of your 
  collective (including yourself), creatures within 10 feet 
  of you who are not part of your collective must succeed 
  at a Will save (DC 10 + 1/2 your empath level + your 
  Charisma modifier) or become frightened of the target 
  of the Psychometabolism power for a number of rounds 
  equal to your spirit power. Whether they succeed or fail 
  on this save, they are immune to this effect, even from 
  other targets receiving different Psychometabolism 
  powers, for one hour.
  Level
  Metus' Psionic Powers
  2nd
  Animal AffinityA – Gain a +4 bonus to one ability.
  2nd
  Metamorphosis, MinorA – Change your physical form to 
  a minor degree.
  3rd
  MetamorphosisA – Change your physical form.
  4th
  Battle TransformationA – You gain combat bonuses.
  
  14
  Psionics augmented: occult
  Level
  Siderea's Psionic Powers
  2nd
  Gravitational WellA – Cause the target to draw attacks 
  toward it.
  2nd
  Hustle – Instantly gain a move action.
  3rd
  Concussive OnslaughtA – Pummel an area for 3d6 points 
  of force damage each round.
  4th
  Energy BallA – Deal 7d6 energy damage in 20-ft. radius.
  Greater Zeitgeists
  Et Panem, the Championship
  Games and sports by their very nature draw much attention, 
  and have long been reflected in the cosmos by various zeitgeists 
  (or one ever-changing zeitgeist). The current obsession seems 
  to be a strange, high-speed, high-impact sport, the details of 
  which seem to be difficult to describe.
  Associated Events: Championships, particularly those 
  that are somehow special above and beyond merely being 
  the regular final round of a season.
  Compulsion: Never give a competition anything less 
  than your best effort.
  Goal: Win a major championship in some game or 
  sport.
  Seance Bonus: Your spirit bonus applies on Acrobatics 
  and Swim checks.
  Spirit Bonus: While you are psionically focused, you 
  do not provoke attacks of opportunity for movement or 
  manifesting powers. You must maintain psionic focus 
  throughout power manifestation to avoid provoking; if 
  you expend your last psionic focus, for instance to apply 
  a metapsionic feat, then the manifesting does provoke.
  Level
  Et Panem's Psionic Powers
  3rd
  Psionic Lion’s ChargeA – You can make a full attack in the 
  same round you charge.
  4th
  Psychokinetic Charge – Telekinetically launch an ally 
  across the battlefield.
  5th
  Summoning StrikeA – Teleport a nearby creature to you 
  and attack it.
  Evol, the Star Beast
  The only zeitgeist possibly older than Cogito, Evol reflects the 
  sheer will to survive, possibly from the very first moments 
  when life struggled to do so, prior to any true minds. It is 
  impossible to say for sure, as Evol continuously changes, 
  and updates, and improves, becoming more and more fit for 
  survival. The current ‘Star Beast’ moniker, for instance, is 
  relatively new, and scholars still have not determined where 
  it came from.
  Associated Events: Literally every verb for survival 
  augments Evol in a small way, but the birth of novel, 
  effective evolutions and adaptations are most important 
  to it.
  Numquam, the Lost Moment
  None know why, or when, or where, or how, but a moment—it 
  could only have been a moment—has been excised from the 
  multiverse. What had happened in that moment, what was 
  undone by excising it, can only be speculation, but the psychic 
  turmoil of every existing mind losing that moment can still 
  be felt.
  Associated Events: The removal of a moment from 
  history, though it’s unlikely to have happened twice.
  Compulsion: Never break objects.
  Goal: Save an important, dangerous object from 
  destruction.
  Seance Boon: Your spirit bonus applies on Craft and 
  Disable Device checks.
  Spirit Power: When you use a psychoportation power 
  to teleport yourself (and others, if appropriate), you may 
  add a temporal component to the power, as if all of the 
  subjects were also subject to a time hop effect. You may 
  choose the duration of this time hop effect, but it may not 
  be longer than a number of rounds equal to your spirit 
  bonus.
  Level
  Numquam's Psionic Powers
  2nd
  Dimension SwapA – You and an ally switch places.
  2nd
  Time HopA – Subject hops forward in time 1 round/level.
  3rd
  Dimension SlideA – Teleports you a very short distance.
  4th
  Fold SpaceA – Teleports you and touched allies a short 
  distance.
  Siderea, the Ether Nova
  Ether novas, massive explosions of potential and wonder, 
  occur as massive collections of possibility in the Ethereal 
  collapse in on themselves. Siderea is the memory of the awe, 
  the fascination, and the terror of one such collapse. The light, 
  force, and possibility of that moment inspired a thousand 
  worlds—at the cost of the complete destruction of another.
  Associated Events: Natural disasters on colossal scales, 
  that nonetheless inspire with their might and terrible 
  beauty.
  Compulsion: You perceive all others as acting in awe 
  of you, even if they are not, even if you do not believe 
  yourself worthy of such awe. You can correct your 
  perception for a number of minutes equal to your spirit 
  bonus by risking enervation.
  Goal: Be worshiped by someone who did not know 
  you when you started your contract.
  Seance Boon: Your spirit bonus applies on Fly and 
  Perform checks.
  Spirit Power: You radiate magical light, as a daylight 
  spell but centered on you rather than a touched object. 
  This effect’s spell level for the purposes of interacting 
  with darkness effects is equal to your spirit bonus. You 
  can suppress or resume this light as a free action.
  Other allies touched by this light gain a +1 morale 
  bonus on all saving throws. You do not gain this bonus. 
  
  15
  Psionics augmented: occult
  Compulsion: Survive. Risks are part of life, but do not 
  lay down your life for another or for a cause.
  Goal: Discover, fight, and kill a new creature previously 
  unknown to your people.
  Seance Boon: Your spirit bonus applies on Heal and 
  Survival checks.
  Spirit Bonus: You gain a number of adaptation points 
  equal to your spirit bonus. When you use graft armor, 
  you may improve that armor as an aegis of your empath 
  level customizes his astral suit, with each adaptation point 
  counting as one customization point. When you use graft 
  weapon, you may improve the target weapon as a soulknife 
  of your empath level enhances his mind blade, using an 
  adaptation point each +1-equivalent worth of weapon 
  properties. In both cases these improvements are in 
  addition to whatever typical benefit that armor or weapon 
  provides. If this would cause the item’s enhancement 
  bonus equivalent to exceed +10, you must choose at most 
  +10 worth of properties. You may change how these points 
  are arranged each time you use graft armor or graft weapon, 
  including removing points from the opposite power’s 
  target. The improvements to either weapon or armor last 
  only as long as they remain grafted to you.
  Level
  Evol's Psionic Powers*
  3rd
  Graft Armor – Your armor becomes an extension of 
  your body.
  3rd
  Graft Weapon – Your hand is replaced seamlessly by 
  your weapon.
  4th
  Flight – You fly at a speed of 60 feet.
  5th
  Parasitic PossessionA – Hide within the body of a creature, 
  experiencing all of its activities.
  *Evol gains two 3rd-level powers, rather than one.
  Jammer, the Age of Exploration
  A zeitgeist remade many times, Jammer has its origins in the 
  first time primitive peoples took to the seas in ships. It was 
  recreated as new technologies enabled further exploration 
  and inspired new generations. It currently reflects the 
  multiverse’s interest in exploring the planes.
  Associated Events: Any new development that opens 
  up new places for exploration, or any explorer’s return 
  and stories of new lands becoming widely circulated.
  Compulsion: Do not interfere with other cultures’ 
  internal affairs, or at all in the case of primitive cultures 
  unaware of the outside world.
  Goal: Go where no one has gone before, and bring 
  back news of your travels.
  Seance Boon: Your spirit bonus applies on Knowledge 
  (planes) and Survival checks.
  Spirit Bonus: A number of creatures equal to your 
  spirit bonus may be included in your astral caravan 
  without them needing to be affected by astral traveler.
  You also gain a flight speed and a swim speed equal to 
  your land speed, and a burrow speed equal to half that. 
  Your flight has good maneuverability. You are also under 
  continuous spider climb and water walk supernatural 
  effects, and can use a supernatural freedom of movement 
  for a number of rounds equal to your spirit bonus by 
  expending your psionic focus.
  Level
  Jammer's Psionic Powers
  3rd
  Astral CaravanA – You lead astral traveler-enabled group 
  to a planar destination.
  4th
  Anchored NavigationA – Establish a mishap-free teleport 
  beacon.
  5th
  Planar Travel – Travel to other planes.
  Nirvana, the Becoming One
  Becoming one with your surroundings is a goal in many 
  philosophies and religions, but usually a goal or ideal, to 
  approach without ever reaching. This constant striving, however, 
  received a new fervor when, to all appearances, someone did.
  Associated Events: Meditation of all kinds
  Compulsion: Do not willingly accept morale bonuses.
  Goal: Be recognized as having attained the highest 
  form of enlightenment, as defined by at least one faith 
  or philosophy.
  Seance Bonus: Your spirit bonus applies on Perception 
  and Survival checks.
  Spirit Bonus: As a standard action, you can expend 
  your psionic focus to become a purely psychic entity and 
  meld with a willing ally within 30 feet. In this state, you 
  can only take purely mental actions, originating from 
  that ally’s space. However, you are also impossible to 
  target except by attempts to exorcise you (as if you were 
  possessing your ally), or to dispel this effect (using your 
  manifester level as the effect’s caster level). The ally you 
  meld with gains a +1 bonus to all saving throws and 
  cannot be flanked for as long as you are melded. This 
  effect has a visual display consisting of a spectral copy of 
  yourself floating over the ally. It lasts a number of rounds 
  equal to your spirit bonus, and once it ends you cannot 
  use it again for an hour. When it ends, you appear in 
  corporeal form adjacent to the ally. If the ally dies under 
  this effect, it immediately ends with you appearing in 
  the ally’s space, and you risk psychic enervation.
  Level
  Nirvana's Psionic Powers
  3rd
  TouchsightA – Your telekinetic field tells you where 
  everything is.
  4th
  Steadfast Perception – Gain immunity to illusory effects, 
  +6 bonus on Perception checks.
  5th
  Clairtangent HandA – Emulate far hand at a distance.
  
  16
  Psionics augmented: occult
  Yus, the Tortured Torturer
  Torture can have profound effects on the mind. The tortured 
  eventually reaches a point where they will say or do anything 
  to stop the pain. Yus reflects an entire religion obsessed with 
  it, good people tortured into torturers themselves by an 
  inquisition that stopped caring about their tenets and only 
  about the “art.”
  Associated Events: Each time a mind breaks under 
  the pressures of torture.
  Compulsion: Reject reality, and substitute your own. 
  Do not accept that there are any limitations on what you 
  are capable of.
  Goal: Break another being, completely reshaping its 
  outlook.
  Seance Boon: Your spirit bonus applies on Intimidate 
  and Use Magic Device checks.
  Spirit Power: Each time a creature takes damage 
  from your forced share pain power, you gain a number 
  of pain points equal to twice the amount of damage dealt. 
  Each negative level you apply with mindwipe grants you 
  a number of pain points equal to ten times the target’s 
  Hit Dice minus any negative levels it already had (for 
  example, if 2 negative levels are applied to a creature 
  with 10 Hit Dice, the first grants 100 pain points and 
  the second grants 90). Each time you fatigue a creature 
  with induce nightmare, you gain pain points equal to ten 
  times its caster level or manifester level (minimum 50, 
  including if the creature has no caster level or manifester 
  level). You lose any pain points you may have when the 
  contract with Yus, the Tortured Torturer ends. You may 
  expend 1,500 pain points in order to use bend reality as 
  a psi-like ability.
  Level
  Yus' Psionic Powers
  3rd
  Share Pain, ForcedA – Unwilling subject takes some of 
  your damage.
  4th
  MindwipeA – Subject’s recent experiences wiped away, 
  bestowing negative levels.
  5th
  Induce NightmareA – Sends vision dealing 1d10 damage, 
  fatigue.
  Supreme Zeitgeists
  Athame, the First Falling
  The fall of angels is a rare, awful event, full of pain and 
  resentment and bitter disappointment on all sides. It captures 
  the imaginations of mortals, as well, and it may well be that 
  Athame reflects more the stories mortals imagine for these 
  fallen than any particular historical event. Still, her epithet 
  indicates she is the first to fall, which may have happened so 
  long ago that no record of the event exists.
  Associated Events: The falling of an angel.
  Compulsion: Do not do anything you do not wish to 
  because you are “supposed” to.
  Goal: Save or revive someone evil and dangerous, but 
  personally important to you.
  Seance Bonus: Your spirit bonus applies on Bluff and 
  Heal checks.
  Spirit Bonus: You or members of your collective 
  taken on an angelic appearance while under the effect 
  of your energy adaptation or sustained flight powers. In 
  addition to its superficial benefits, this effect grants the 
  truespeech of angels, darkvision 60 feet and low-light 
  vision, constant magic circle against evil and magic circle 
  against good effects, resistance to acid and cold equal to 
  your manifester level (or your manifester level + 10, if 
  under the effects of energy adaptation), and immunity 
  to petrification.
  Level
  Athame's Psionic Powers
  4th
  Energy AdaptationA – Your body converts energy to 
  harmless light.
  5th
  Psionic RevivifyA – Return the dead to life before the 
  psyche leaves the corpse.
  6th
  Sustained Flight – You fly at a speed of 40 feet and can 
  hustle over long distances.
  Mac Dex, the March of Progress
  Technological progress opens up new possibilities, expands 
  horizons, even invites new dreams. Mac Dex is the reflection of 
  all the passion that goes into attempting to create something 
  new, all of the reaction to the new opportunities and all of the 
  frustration and fear that come with change.
  Associated Events: World-changing inventions.
  Compulsion: Never stop an experiment, no matter 
  how risky.
  Goal: Invent something new.
  Seance Bonus: Your spirit bonus applies on Knowledge 
  (engineering) and Use Magic Device checks.
  Spirit Bonus: You gain a series of powerful devices. 
  These are similar to magic items, but somehow they 
  work even in places magic won’t, such as within an 
  antimagic field. They require no special features or Use 
  Magic Device check to operate. These items may be lent 
  to others, but disappear if you end your contract with 
  Mac Dex or die.
  Atmospheric Waveform Spiral Driver: This device, 
  similar to a wand, allows its wielder to use the following 
  spells at will, with a caster level equal to your manifester 
  level: arcane lock, arcane mark, dimensional anchor, 
  knock, light, message, open/close, and prestidigitation. 
  Activating this item is a standard action that provokes 
  attacks of opportunity, and does not require any 
  knowledge of the spells or magical ability.
  Gate Bolter: This device appears to be a strange, 
  sleekly-designed crossbow of sorts. The gate bolter is 
  treated as a light crossbow, except that it generates 
  its own ectoplasmic ammunition, does not need to 
  be reloaded, and deals no damage on a successful hit. 
  Instead, an attack with it creates a small circular portal 
  with a radius of 5 feet on any solid, flat surface large 
  
  17
  Psionics augmented: occult
  enough to contain it (such a surface has an AC of 5). 
  When two portals have been created, they connect to 
  create a gate, allowing creatures, objects, spell effects, 
  and so on to pass through one portal and exit from the 
  other. Persistent emanations and similar effects (such 
  as auras), however, do not pass through these portals. 
  If the gate bolter’s wielder creates a third portal, one 
  of the existing portals of her choice winks out, and the 
  remaining portal links with the new one. Though the gate 
  bolter itself seems to be nonmagical and functions in an 
  antimagic field, the portals themselves are supernatural 
  in nature, and as such are suppressed by an antimagic 
  field. Furthermore, they can be dispelled as if they were 
  spell effects with a caster level equal to your manifester 
  level. Portals created by the gate bolter cannot connect 
  across planar boundaries.
  Walker’s Cloth: This sheet of ectoplasmic cloth is 
  soft, fairly warm, and reasonably absorbent. More 
  importantly, however, it is somehow a universally-
  recognized status symbol. Intelligent and civilized 
  creatures who are indifferent or friendly towards you 
  improve one step in attitude (to friendly or helpful, 
  respectively) when they first learn you have it, and 
  everyone, even those hostile towards you, will respect 
  you as a capable adventurer who knows exactly what 
  he or she is doing. Even if you later lose it, that first 
  impression will always remain. Summoning the cloth is 
  a standard action. You can summon the cloth even if it 
  is held by another creature or across a planar boundary.
  Level
  Mac Dex's Psionic Powers
  4th
  Quintessence – You collapse a bit of time into a physical 
  substance.
  5th
  Ectoplasmic Creation, Major – As ectoplasmic creation, 
  plus stone and metal.
  6th
  Temporal AccelerationA – Your time frame accelerates 
  for 1 round.
  Slash, a Tear in Space
  A brutal, but sophisticated culture discovered a tear in reality. 
  A jagged line, curving upwards almost in a smile. They built 
  a temple around it, worshiped it, conquered far and wide in 
  search of people to sacrifice to it. And were eventually driven 
  mad by it. It was no god, just an impossible slice in the fabric 
  of reality. But the savage zeitgeist borne of their intense fervor 
  and faith certainly thinks itself a god.
  Associated Events: The sacrifice of intelligent beings 
  for religious reasons.
  Compulsion: Do not show mercy.
  Goal: Sacrifice a member of your own race to Slash, as 
  if it were a deity.
  Seance Bonus: Your spirit bonus applies on Bluff and 
  Intimidate checks.
  Spirit Bonus: As a move action, you can form a warp 
  blade—a weaponized tear in reality. This is a light 
  weapon that deals 1d12 points of damage (for a Medium 
  creature) and has a critical range of 20/×4, and has an 
  enhancement bonus on attack and damage rolls equal to 
  your spirit bonus. You use your Charisma in place of your 
  Strength (or Dexterity, if you have the Weapon Finesse 
  or Deadly Agility feats) for attack and damage rolls with 
  this weapon. If it leaves your hand, it dissipates entirely, 
  and it cannot be broken.
  Your warp blade counts as any one type of weapon 
  for the purposes of determining which effects and feats 
  apply to its use, chosen each time it is formed. It is still a 
  light weapon, no matter what weapon it counts as
  Your warp blade always deals lethal damage that 
  cannot be mitigated in any way; it automatically 
  overcomes damage reduction and ignores hardness. If 
  it damages a creature with regeneration, that creature’s 
  regeneration is suppressed for one round. A creature 
  slain with this weapon cannot be brought back to life 
  except by miracle or wish.
  As a full-round action, you can expend your psionic 
  focus and 15 power points to use the warp blade to slice 
  an opening to another plane, as if by the planar travel 
  option of the gate spell. This cannot replicate the calling 
  creatures use of that spell.
  
  18
  Psionics augmented: occult
  Level
  Slash's Psionic Powers
  4th
  Aura SightA – Reveals creatures, objects, powers, or 
  spells of selected alignment axis.
  5th
  Pierce the Veils – See all things as they really are.
  6th
  Aura AlterationA – Repairs psyche or makes subject 
  seem to be something it is not.
  Tessa, the Regal Administration
  The zeitgeist Tessa reflects an epic battle to save a world, in 
  which an extremely powerful empath named Tessa played a 
  pivotal role. In the end, it was less Tessa’s personal power, but 
  rather more her ability to bring together and coordinate large 
  numbers of heroes that saved the day.
  Associated Events: Saving the world.
  Compulsion: Never yield to force; never yield to the 
  apparently overwhelming might of the enemy.
  Goal: Save the world.
  Seance Bonus: Your spirit bonus applies on Appraise 
  and Sense Motive checks.
  Spirit Bonus: You can allow the members of your 
  collective to be much more effective: by expending your 
  psionic focus and 15 power points as a full-round action, 
  you can allow a single member of your collective to 
  immediately take a single standard action.
  Level
  Tessa's Psionic Powers
  4th
  Sense as OneA, N – You and another share extraordinary 
  senses.
  Level
  Tessa's Psionic Powers
  5th
  MetaconcertA – Mental concert of two or more increases 
  the total power of participants.
  6th
  Technique as OneA, N – You and another share the use of 
  one feat between you.
  You
  No name can be associated with this zeitgeist, because in 
  everyone’s mind its name is their own. Even when just talking 
  about it, even without any connection to it, you will use your 
  own name to refer to it but listeners will each hear their 
  own. In seances, too, participants feel like they are talking 
  themselves. Its associations and compulsions imply there is 
  something more, something sinister, to this zeitgeist than 
  merely being a mirror, but it works very hard to make itself 
  impossible to learn about.
  Associated Events: Well-known mysteries that still 
  remain unsolved.
  Compulsion: Do not volunteer any personal information 
  to anyone.
  Goal: Impersonate a world leader and issue a major 
  decree, order, or ruling with international repercussions.
  Seance Bonus: Your spirit bonus applies on Bluff and 
  Disguise checks.
  Spirit Bonus: You may change your physical 
  appearance at will, to appear as any sort of creature 
  within your size category and body plan (e.g. for a 
  humanoid, no more limbs or heads than you have). This 
  operates like disguise self except that it applies only to your 
  body, can take on the appearances of other types so long 
  as they look similar to you, and is a Psychometabolism 
  effect rather than an illusion. Changing is a free action.
  You can use this ability to perfectly mimic members 
  of your collective, as the link between you allows them 
  to be subconsciously aware of what you are doing, and 
  you to subconsciously read and mimic their reactions. 
  You can even learn facts this way, if a situation prompts 
  a reaction from the creature you are mimicking that 
  involves that fact.
  If you use your major metamorphosis power, you can 
  extend this ability to any creature of any type of body 
  plan. You must use the major metamorphosis’s power to 
  replicate any special abilities of the creature you wish to 
  copy, which may mean your copy cannot be quite perfect.
  Level
  Your Psionic Powers
  4th
  Control BodyA – Take rudimentary control of your foe’s 
  limbs.
  5th
  Prowess as OneA, N – You and another share the use of 
  the highest base attack bonus between you.
  6th
  Metamorphosis, MajorA – Radically change your physical 
  form.
  Vinum Verum, the Altered Experience
  A zeitgeist that changes frequently—often enough in the 
  middle of seances—it seems to tap into every person whose 
  mind is in a chemically or magically altered state. It reflects 
  the highs and hallucinations, the calms and depressions, the 
  crashes and the addictions.
  Associated Events: Anyone voluntarily using chemical 
  or magical mind-altering effects.
  Compulsion: When presented with an opportunity to 
  apply a mind-affecting effect on yourself that you have 
  not experienced before, you must do so at the first safe 
  moment. 
  Goal: Discover a new enjoyable mind-affecting effect.
  Seance Bonus: Your spirit bonus applies on Craft 
  (alchemy) and Use Magic Device checks.
  Spirit Bonus: When you succeed at a saving throw 
  against a non-harmless mind-affecting effect, you can 
  choose to accept it anyway. If you do, the source of that 
  effect is affected just the same as you are.
  Level
  Vinum Verum's Psionic Powers
  4th
  Memory Modification – Changes 5 minutes of subject’s 
  memories.
  5th
  Shatter Mind BlankA – Cancel target’s mind blank effect.
  6th
  Barred Mind, PersonalA – You are immune to scrying 
  and remote viewing and gain a bonus to mental effects.
  
  19
  Psionics augmented: occult
  Ultimate Psionics discusses some house rules for psionics 
  that may make them a better fit for your game. Such 
  variants also have implications for the empath.
  Transparency Variants
  By default, psionic powers and magic spells are treated 
  very similarly by the rules, interacting with one another 
  equally well (e.g. a dispel magic spell can dispel an 
  animal affinity power), as discussed in Chapter 4 of 
  Ultimate Psionics. There are some variant campaigns 
  where psionics is very different from magic, and the 
  two do not interact, as discussed at the end of Chapter 
  4. If your campaign uses such a variant, consider these 
  variant rules for the empath to match that campaign.
  As in Ultimate Psionics, however, the authors must 
  warn you that using such variants has far-reaching 
  effects and can mean a lot of extra work for the GM. Use 
  the house-rules considered here and in Ultimate Psionics 
  at your own risk.
  The Psionic–Psychic Empath: The powers that an 
  empath accesses through the volksgeist and zeitgeists 
  come from connections and history, the hallmarks 
  of psychic magic. When playing a campaign where 
  psionics are different from magic, the empath effectively 
  manifests psychic spells, rather than psionic powers. She 
  still has the same power list, spends power points, and 
  does not require psychic components (the power points 
  tap her connection to the cosmic collective, which is the 
  source of the necessary thought and emotion), but the 
  result interacts with spell resistance rather than power 
  resistance, antimagic field rather than null psionics field, 
  and so on.
  The empath herself is still a manifester with a 
  manifester level, and counts as capable of manifesting 
  powers. She still takes psionic and metapsionic feats, 
  and applies them to her manifesting. It is only the result 
  of that manifesting that is treated as a spell effect (even if 
  it has been improved with e.g. a metapsionic feat) for the 
  purposes of interacting with other effects. The empath is 
  not considered a spell caster or capable of casting spells.
  Any powers she learns through multiclassing, Expanded 
  Knowledge, or the like are psionic powers as normal.
  Rune Magic Variant
  As outlined at the end of Chapter 4 of Ultimate Psionics, 
  renaming psionics as “rune magic” can help issues of 
  thematic overlap. In this case, the empath has these 
  changes.
  Empath: Rename the empath to "rune seer," emphasizing 
  the reading of history hidden in runes. Consider even 
  changing its manifesting and class features to be based 
  on Intelligence rather than Charisma.
  Seance: Rename to runic vision. Instead of reaching 
  out to thought constructs, the rune seer undergoes a 
  ritual in which she sees runes everywhere, detailing 
  each object’s history.
  Collective: Now formed by the rune seer applying a 
  magic rune to each member.
  Zeitgeists: Rename to ancient runes. By emulating 
  history and applying these runes of history, a rune seer 
  can make history repeat itself and apply the “runic” 
  powers and spirit power each ancient rune grants.
  Volksgeist: Rename to modern runes. These are the 
  topmost runes, most recent events written out.
  Chapter 3: Variant Rules
  Empaths and Zeitgeist Binders
  If your campaign also uses Pathfinder Roleplaying Game: 
  Ultimate Intrigue, the spiritualist class has an archetype 
  called zeitgeist binder. Empaths and other scholars point 
  out that the spiritualist’s “zeitgeist” is more properly a 
  manifestation of a certain “volksgeist,” but the name has 
  stuck.
  Nonetheless, empaths are interested in this practice, 
  and some may choose to use it to strengthen their 
  connection to the volksgeist of a community with the 
  Volksgeist Binder feat.
  Volksgeist Binder
  Your connection to a particular settlement enhances 
  your connections to the volksgeist wherever you are.
  Prerequisites: Settlement avatar class feature, 
  volksgeist class feature.
  Benefit: Your medium and spiritualist levels 
  stack for the purposes of your settlement avatar 
  class feature, your volksgeist class feature, and your 
  caster and/or manifester levels in each class. You 
  do not gain any other benefits that more levels in 
  either class would have granted, including a stronger 
  phantom, higher tier zeitgeists, higher power or spell 
  level, additional powers or spells known (aside from 
  those granted by the volksgeist), or additional powers 
  points (aside from bonus power points for having a 
  higher manifester level) or spells per day.
  
  20
  Psionics augmented: occult
  The following material is content from other publications 
  that is relevant to playing an empath.
  Feats
  Several feats relating to collectives are of note to an 
  empath, and because the empath expands her collective 
  at a different rate than previous classes, some of these 
  feats need special notes for her. In addition, we reprint 
  the feats granted by the volksgeist class feature here, one 
  of which also needs a new special note for the empath.
  Cosmopolitan
  Living in large, exotic cities has put you in touch with 
  many diverse civilizations, cultures, and races.
  Benefit: You can speak and read two additional 
  languages of your choice. In addition, choose two 
  Intelligence-, Wisdom-, or Charisma-based skills. Those 
  skills always count as class skills for you.
  Endurance
  Harsh conditions or long exertions do not easily tire you.
  Benefit: You gain a +4 bonus on the following checks 
  and saves: Swim checks made to resist nonlethal damage 
  from exhaustion; Constitution checks made to continue 
  running; Constitution checks made to avoid nonlethal 
  damage from a forced march; Constitution checks made 
  to hold your breath; Constitution checks made to avoid 
  nonlethal damage from starvation or thirst; Fortitude 
  saves made to avoid nonlethal damage from hot or 
  cold environments; and Fortitude saves made to resist 
  damage from suffocation.
  You may sleep in light or medium armor without 
  becoming fatigued.
  Normal: A character without this feat who sleeps in 
  medium or heavier armor is fatigued the next day.
  Enlarge Collective (Psionic)
  Your collective has a longer range than normal.
  Prerequisites: Manifester level 3rd, collective class 
  feature.
  Benefit: The range of your collective is now long 
  range (400 feet + 40 feet per class level). Additionally the 
  range of your collective becomes unlimited at 12th level 
  and planar at 16th level. At 19th level, if a member of 
  your collective would be removed from the collective 
  due to dying or their Wisdom being reduced to 0, they 
  remain in the collective for 24 hours, although they are 
  still dead or have a 0 Wisdom and remain unconscious, 
  as appropriate. However, you do not suffer any penalties 
  while they remain in your collective.
  Normal: The range of your collective is medium range 
  (100 feet + 10 feet per class level), and the level at which 
  your collective increase to unlimited and planar ranges 
  are level 15 and level 19 respectively.
  Reference Materials
  Special: If you have the Expansive Collective feat, use 
  your total hit dice instead of your class level.
  An empath medium normally gains unlimited and 
  planar collective ranges at 7th level and 14th level, 
  respectively. With this feat, those abilities come at 5th 
  level and 10th level instead, and dead or 0 Wisdom 
  creatures remain in the collective starting at 15th level.
  Expanded Collective (Psionic)
  You are able to include more creatures in your collective.
  Prerequisites: Collective class feature.
  Benefit: You may add two additional creatures into 
  your collective.
  Normal: Your collective can contain a number of 
  creatures equal to half your class level or your key 
  ability modifier, whichever is greater.
  Special: You may take this feat multiple times; its 
  benefits stack.
  Expansive Collective (Psionic)
  The power of your collective is unaffected by your other 
  dabblings.
  Prerequisites: Collective class feature, spirit of many 
  class feature.
  Benefit: When calculating the range and number of 
  creatures which may be joined to your collective, use 
  your total Hit Dice instead of your class level.
  Special: The empath’s collective seance class feature 
  counts as spirit of many for the purpose prerequisites 
  and requirements, including this one.
  Fleet
  You are faster than most.
  Benefit: While you are wearing light or no armor, 
  your base speed increases by 5 feet. You lose the benefits 
  of this feat if you carry a medium or heavy load.
  Special: You can take this feat multiple times. The 
  effects stack.
  Racial Heritage (Human)
  The blood of a non-human ancestor flows in your veins.
  Prerequisites: Human.
  Benefit: Choose another humanoid race. You count as 
  both human and that race for any effects related to race. 
  For example, if you choose dwarf, you are considered 
  both a human and a dwarf for the purpose of taking traits, 
  feats, how spells and magic items affect you, and so on.
  Special: An empath can receive this as a bonus feat 
  from the volksgeist class feature, even if she is not 
  human. When she does, she does not get to choose the 
  race for this feat. Instead, the chosen race is the dominant 
  race of the community she is in, even if that race is not 
  humanoid. A human empath may still select this feat 
  as one of her usual feats; if she does so, she chooses a 
  humanoid race as normal.
  
  21
  Psionics augmented: occult
  Psionic Powers
  In addition to the powers from Ultimate Psionics, the 
  empath gains access to a few powers from Psionics 
  Augmented: Seventh Path. For your convenience, we 
  have reproduced them here.
  CLUTCHING THE SHROUD
  Discipline: Athanatism; Level: Cryptic 2, empath 2 
  (Aicanique, the Eternal Martyrdom), psion/wilder 2
  Display: Material and mental
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  Power Points: 3
  You bridge the gap between life and death, counting 
  temporarily as one of the undead. You detect as an undead 
  creature (such as with detect undead, but not with magic 
  that reveals your true form) and are treated as undead for 
  the purposes of channeled energy, cure spells, and inflict 
  spells, but not for other effects that specifically target or 
  react differently to undead.
  Augment: You may spend an additional 2 power points 
  to gain a +2 bonus on saves against mind-affecting effects, 
  disease, poison, sleep, and stunning.
  GUIDANCE OF THE ANCESTORS
  Discipline: Athanatism; Level: Conduit 1, cryptic 1, empath 
  1 (Imperator, the Foundation of Civilization), psychic warrior 1
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute/level
  Power Points: 1
  By questioning the spirits of your ancestors, you gain vast 
  knowledge. You may make Knowledge skill checks untrained. 
  When you manifest this power, choose one Knowledge skill. 
  You gain a +2 insight bonus on skills checks made using that 
  skill.
  Augment: This power may be augmented in one of the 
  following ways.
  • For every additional power point you spend, you 
  increase the bonus you gain to skill checks from this 
  power by 1, to a maximum of +10.
  • You may spend an additional 4 power points and 
  expend your psionic focus to gain one armor or 
  weapon proficiency of your choice.
  • You may spend an additional 2 power points to choose 
  a language you do not speak. You may read, write, and 
  speak it.
  For every 4 power points you spend augmenting this power, 
  you may choose another Knowledge skill.
  GUIDE THE WILLING
  Discipline: Athanatism; Level: Dread 2, empath 1 (Aicanique, 
  the Eternal Martyrdom), psion/wilder 1
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Close (25 feet + 5 feet per two levels)
  Target: One conscious, willing, and living target
  Duration: Instantaneous
  Saving Throw: None and Fort negates; see text
  Power Resistance: No and yes; see text
  Power Points: 3 (dread), 1 (empath and psion/wilder)
  Your powers can grant the final mercy to those suffering. The 
  target dies immediately. Any triggered effects that would 
  normally activate on the target’s death do not activate, and 
  the target cannot be raised from the dead by any means. A 
  target killed by this power does not become undead when 
  it dies. If the target is coerced or compelled in any way, this 
  power fails.
  Augment: This power may be augmented in one of the 
  following ways.
  • You may expend your psionic focus to have only effects 
  of your choice trigger when the target dies.
  • By spending an additional 10 power points, the target 
  does not have to be willing or conscious. This power 
  has a range of touch, and the target receives a Fortitude 
  save to resist its effects (as well as power resistance, if 
  applicable).
  • By spending an additional 4 power points, the 
  target can be a willing undead creature. The target is 
  completely destroyed, releasing its soul to be raised 
  as normal.
  In addition, for every two power points spent augmenting 
  this power, increase the power’s save DC by 1.
  RELEASE DEATH’S HOLD
  Discipline: Athanatism; Level: Empath 3 (Aicanique, the 
  Eternal Martyrdom), psion/wilder 3
  Display: Mental and olfactory
  Manifesting Time: 5 minutes
  Range: Touch
  Target: One undead creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: 5
  You temporarily infuse an undead creature with life energy. 
  The undead creature touched must succeed at a Will save 
  or it becomes infused with life, no longer undead. The 
  target loses the undead type (do not change its HD, skills, or 
  saves), regaining whatever its type was in life (if its original 
  type is uncertain, it instead becomes a magical beast). Its 
  Constitution score becomes 10 temporarily, but it continues 
  to use Charisma to determine hit points and bonus added 
  to Fortitude saves. If it was mindless, it remains mindless. 
  It also loses all undead immunities, channel resistance, and 
  any energy drain abilities it may have possessed. If it was 
  incorporeal, it loses the incorporeal subtype and grows 
  a temporary body similar to the one it had in life, except 
  that it has a Strength score of 10. It also becomes sensitive 
  to pain. Whenever is suffers an amount of damage equal 
  
  22
  Psionics augmented: occult
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  to or greater than its HD, it must succeed at a Will save or 
  become sickened for one round.
  Augment: By spending an additional 6 power points and 
  expending your psionic focus, you may allow this power 
  to become contagious. The next undead creature that the 
  target touches is subjected to a second manifestation of 
  this power, including all augments and other enhancements. 
  This second manifestation costs you no additional power 
  points and does not require you to expend your psionic 
  focus.
  Special: If this power is manifested on a willing target, the 
  duration becomes 10 minutes/level and they do not suffer 
  sensitivity to pain.
  SHUNNING OF THE MATERIAL
  Discipline: Athanatism; Level: Empath 1 (Aicanique, the 
  Eternal Martyrdom), psion/wilder 1
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One object no larger than 2 cubic feet/level
  Duration: 1 min./level
  Saving Throw: Will negates; see text; Power Resistance: 
  Yes; see text
  Power Points: 1
  You send an object into the Ethereal Plane, making it 
  ethereal. While it is ethereal, the object cannot affect 
  or be affected by any force on the Material Plane, except 
  those that can normally interact with the ethereal (such as 
  through ghost touch). Any creatures inside the object must 
  succeed at a Will save, or be transported along with it. Any 
  creatures transported this way become fully ethereal, not 
  incorporeal until they leave the object—at which time they 
  immediately return to the Material Plane. If the object was 
  part of a larger object, or interacted with another object in 
  a significant way (such as the support beam or keystone 
  for a building, or a single part of a complex weapon), the 
  structure of the other objects that interact with the target 
  is unchanged.
  Augment: You may augment this power in one of the 
  following ways.
  • By spending an additional 6 power points, you may 
  shift an area instead of an object. You may shift up 
  to 3,000 sq. ft./level with this augmented use of this 
  power. Any creatures inside the area to be transported 
  gain Will saves as described above.
  • By spending an additional 4 power points, increase the 
  duration of this power to 1 hour/level.
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Dreamscarred Press/Psionics Augmented - Empath.pdf