Psychokinesis

You can manipulate energy and energetically charge objects or creatures.

* **Key Ability Score**: Charisma is the key ability score of Psychokinesis.
* **Discipline Skill**: Intimidate
* **Discipline Special**: Zeeks that take Psychokinesis have an affinity for a particular energy type, and mentally infuse creatures and objects physical forms with this energy. This usually isn’t a visible or audible display, making it difficult for others to be certain that you are responsible in most situations, unless you want them to know. Unless it is somehow made obvious, it requires a Perception check equal to the save DC of the power +5 to realize the source of the psychokinetic power.

You must choose an energy type when you select Psychokinesis as your discipline (Acid, Cold, Fire, Electricity) and this energy type cannot be changed. Any mention of energy damage in this discipline’s powers is energy of this type, and this is considered your Favored Energy type.
Psychokinetics who choose Acid psychically break down their targets on the molecular level. Those who choose Cold mentally slow the vibration of particles in their targets, causing them to cool and crystallize. Those who choose Fire accelerate particles in their targets, causing them to heat and combust. Finally, those that mentally wield electricity cause the atoms of their targets to violently shed or gain electrons.

## Discipline Powers

### Defensive Charge (Level 1+)

You can defend yourself by using unwanted physical contact to vent your pent-up energy. Whenever an adjacent creature touches you or makes a melee attack against you, you may choose to charge that enemy with energy. As a reaction, you activate this power, and that creature must make a Reflex save or take energy damage equal to half your Mental Blast damage.

* **Power Boost [level 6+]**: You may spend a Psychic Point to increase this damage to the full damage of your Mental Blast, and the creature still takes half damage even if they make the save.
* **Power Surge [level 10+]**: You may spend an additional Psychic Point to deal an additional 2 damage per die.

### Eroding Energy (Level 2+)

You may cause a creature that has been hit by your Mental Blast to take damage over time. Whenever you deal damage to a creature, you may spend a Resolve Point and that creature must save against the blast again or take half the damage dice of the blast again at the start of turn. If the creature saves, they still take one-fourth the damage of the blast (Minimum 1d6).

* **Power Boost [level 3+]**: You may spend a Psychic Point to deal an extra 2 damage per die.
* **Power Surge [level 7+]**: You may spend an additional Psychic Point to cause the enemy to save against the blast again following round or take one-fourth the damage of the blast (Minimum 1d6).

### Kinetic Absorption (Level 1+)

You can ignore and even feed off of energy itself. You may spend a Resolve Point to begin feeding off energy. Whenever you would be damaged by your favored energy type, you may ignore an amount of favored energy damage equal to your Zeek level from a single attack. This effect lasts for 1 minute per Zeek level.

* **Power Boost [level 3+]**: So long as this ability is active, whenever you ignore damage, and still take some energy damage of your favored type, you may choose to spend a Psychic Point as a reaction. After all damage is dealt and recorded, you gain an amount of temporary hit points equal to the amount you ignored. Temporary hit points are lost first, before damage is ignored, and temporary hit points from multiple uses of this ability do not stack with one another or temporary hit points from other sources.
* **Power Surge [level 7+]**: You may spend an additional Psychic Point to become Immune to energy damage of your favored type for as long as your Kinetic Absorption duration lasts. You may still ignore an amount of damage equal to your Zeek level and gain that amount as temporary hit points.

### Kinetic Amplification (Level 1+)

You can amplify a type of energy damage that occurs near you. You may spend a Resolve Point and emit an aura of damage amplification. Any ally within 30 feet who makes an attack with a weapon may choose for half that weapon's damage to be damage of you favored energy type. If the weapon already deals two types of damage, the ally may choose which type should be replaced. This effect lasts a number of rounds equal to your Zeek level.

* **Power Boost [level 3+]**: You may spend a Psychic Point to add 1 damage per die to all damage of your favored energy type dealt by weapons within 30 feet of you.
* **Power Surge [level 7+]**: You may spend an additional Psychic Point to increase the damage by another 1 damage per die.

### Kinetic Dampening (Level 1+)

You can manipulate your favored energy and can reduce the amount of damage an opposed energy type can deal near them. you may spend a Resolve Point as a standard action to create an invisible aura that reduces energy damage of a type opposed to their own type within 30 feet. Reduce the damage of the opposed energy type by an amount equal to half your Zeek level. This effect lasts for a number of rounds equal to your charisma modifier.

* **Power Boost [level 3+]**: You may spend a Psychic Point to only reduce the damage dealt to allies. Enemies still take full damage.
* **Power Surge [level 7+]**: You may spend an additional Psychic Point to extend the aura to 60 feet.

### Kinetic Disarm (Level 5+)

You charge an enemy's weapon with psychic energy, making it difficult for them to use. You can spend a Resolve Point as a full action and choose a weapon being wielded by an enemy within 30 feet. This weapon becomes psychically charged with energy, and is affected over the next 7 rounds, and you may not activate this ability again until no weapons are affected by the ability.

* On the first round, the weapon radiates a sensation that makes the enemy aware something related to the favored energy is happening to their weapon (such as it becomes cool to the touch if the favored energy type is cold).
* On the second round, the weapon deals one-fourth the energy damage of your Kinetic Mental Blast unless they make a reflex save with a DC equal to your Kinetic Mental Blast DC. If they make the save, they may choose to drop the weapon before they take damage.
* On the third round, the weapon deals half the energy damage of your Kinetic Mental Blast unless they make a Reflex save to drop the weapon.
* On the fourth round, the weapon deals the full damage of your Kinetic Mental Blast unless they make a Reflex save to drop the weapon.
* On the fifth round, the weapon deals half the energy damage of your kinetic mental blast unless they make a Reflex save to drop the weapon.
* On the sixth round, the weapon deals one-fourth the energy damage of your kinetic mental blast unless they make a Reflex save to drop the weapon.
* On the seventh round the energy has mostly dissipated but it still feels as if it has a residual charge.
* **Power Boost [level 10+]**: You may spend a Psychic Point to effect a second enemy within 30 feet with this ability as part of the same action.
* **Power Surge [level 15+]**: You may spend an additional Psychic Point to affect a third enemy within 30 feet with this ability as part of the same action.

### Kinetic Distraction (Level 1+)

You can cause a distraction by mentally causing superficial damage, noises, or by charging small unattended items in the area. You may spend a Resolve Point to Feint, using your Intimidate skill in place of the Deception skill. You can benefit from the Improved Feint and Greater Feint feats with this ability.

* **Power Boost [level 3+]**: You may spend a Psychic Point on a successful Feint to cause the target to be flatfooted against allies’ attacks as well.
* **Power Surge [level 7+]**: You may spend an additional Psychic Point to cause creatures who are made flat-footed by this ability to also be considered Off-Target for as long as they are flat-footed.

### Kinetic Intimidation (Level 1+)

You can use your ability to manipulate energy to frighten or bully opponents. You may spend a Resolve Point when making an Intimidate check to inflict minor energy effects on the target of the check as well as the immediate environment. This does no damage but makes it clear that you have the ability to do so. You gain an insight bonus to the Intimidate check equal to half your Zeek level.

* **Power Boost [level 3+]**: When you make a target shaken with this ability you may spend a Psychic Point to immediately make a second Intimidate check to bully the target without having to spend 1 minute conversing with the target.
* **Power Surge [level 7+]**: You may spend an additional Psychic Point to instead demoralize all targets within 30 feet with a single check. You may not bully as part of the same action if you choose this option.

### Kinetic Mental Blast (Level 1+)

Your mental blast is an invisible charging of matter that damages objects or creatures by infusing their material state with energy. You charge the form of a target within 30 feet, dealing your favored energy type energy damage to that target. The target makes a Fortitude save against a DC of 10 + 1/2 your Zeek level + your Charisma modifier or takes half damage. If they fail the save, they take full damage.

* **Power Boost [level 3+]**: You may spend a Psychic Point to deal an additional 2 damage per die.
* **Power Surge [level 7+]**: You may spend an additional Psychic Point to deal an extra 2d6 damage.

### Kinetic Stare (Level 5+)

You have a domineering gaze that gives others an inkling of your kinetic power with a glance. You may spend a Resolve Point and make eye contact with a creature as a standard action. The creature feels a slight sensation that hints at your powerful energy and takes a −1 penalty to their saves until your next turn. This penalty becomes −2 at 10th level and -3 at 15th level.

* **Power Boost [level 5+]**: You may spend a Psychic Point to extend the duration of this effect for a number of rounds equal to your Charisma modifier. Only one creature may suffer this penalty at a time.
* **Power Surge [level 10+]**: You may spend an additional Psychic Point make your stare a swift action and may inflict the penalty on a second creature with a second activation of this ability.

### Kinetic Sunder (Level 1+)

You may overcharge an object with energy to attempt to damage or destroy it. You may spend a Resolve Point and as a full-action and target an object within 30 feet with your Kinetic Mental Blast. The object may make a Fortitude save for half damage. If the object is attended, its wielder makes the save instead.

* **Power Boost [level 3+]**: You may spend a Psychic Point to ignore hardness for this effect.
* **Power Surge [level 7+]**: You may spend an additional Psychic Point to cause the object to explode, dealing half your Kinetic Mental Blast damage to any creature adjacent to it. They may make a Reflex save against your Mental Blast for half damage.

## See Also

* Zeek
* Phreak