Hauptmann

Edgy and dangerous psychics that inflict horrible damage on their foes by targeting their weak points.

**Phrenic Pool Ability**: Charisma.

**Bonus Spells**: Star (1st), Force Sword (4th), Mega Star (6th), Resilient Sphere (8th), Giga Star (10th), Forceful Hand (12th), Omega Star (14th), Tera Star (16th), Peta Star (18th).

**Discipline Powers**: Your power awakens to a power beyond human understanding. You toy with opponents in irregular combat focused on their weak points.

**Psychic Sneak Attack (Su)**

You gain the ability to sneak attack similarly to a rogue dealing +1d6 damage. This damage increases by +1d6 at 3rd level and at every odd numbered level afterward (To a maximum of +10d6 at 19th level).

If the Psychic can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The Psychic’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the psychic flanks her target. Should the psychic score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a psychic can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The psychic must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A psychic cannot sneak attack while striking a creature with concealment.

**Psychic Rogue Talent (Su)**

You gain a rogue talent, using your Psychic level as your rogue level to determine if you qualify for the ability. At any point whenever you select a Phrenic Amplification, you can select another Rogue Talent instead.

**Debilitating Injury (Ex)**

At 5th level, whenever the Psychic deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round. The Psychic can choose to apply any one of the following penalties when the damage is dealt.

*Bewildered*: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the psychic. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

*Disoriented*: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the psychic. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

*Hampered*: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

**Phrenic Sneak Attack (Su)**

At 13th level, You can expend a point from your phrenic pool to apply your Sneak Attack damage on any offensive spell or supernatural ability that you use that does not require an attack roll. Creatures that succeed on their saving throw against the effect take ½ of the sneak attack damage. The Psychic can also spend 1 point of it’s phrenic pool to still apply it’s sneak attack damage to a attack made against a creature with concealment. Finally, you gain an advanced rogue talent using your Psychic level as your rogue level to determine if it can be selected.