Unchained Psychic

Within the mind of any sentient being lies power to rival that of the greatest magical artifact or holy site. By accessing these staggering vaults of mental energy, the psychic can shape the world around her, the minds of others, and pathways across the planes. No place or idea is too secret or remote for a psychic to access, and she can pull from every type of psychic magic. Many methods allow psychics to tap into their mental abilities, and the disciplines they follow affect their abilities.

Role: With a large suite of spells, psychics can handle many situations, but they excel at moving and manipulating objects, as well as reading and influencing thoughts.

Alignment: Any.

Hit Die: d8.

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

### Class Skills

The psychic’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.

### Class Features

The following are the class features of the psychic.

#### Weapon and Armor Proficiency

A psychic is proficient with all simple weapons, but not with any type of armor or shield.

#### Spell Casting

A psychic casts psychic spells drawn from the psychic class’s spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a psychic’s spell is equal to 10 + the spell’s level + the psychic’s Intelligence modifier.

A psychic can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Psychic. In addition, she receives bonus spells per day if she has a high Intelligence score.

The psychic’s selection of spells is limited. A psychic begins play knowing four 0-level spells and two 1st-level spells of the psychic’s choice. At each new psychic level, she learns one or more new spells, as indicated on Table: Psychic Spells Known. Unlike a psychic’s spells per day, the number of spells a psychic knows isn’t affected by her Intelligence score.

At 4th level and every even-numbered level thereafter (6th, 8th, and so on), a psychic can choose to learn a single new spell in place of one she already knows. In effect, the psychic loses the old spell in exchange for the new one.

The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell from the psychic’s class list that the psychic can cast. A psychic can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

A psychic need not prepare her spells in advance. She can cast any psychic spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

Knacks: Psychics learn a number of knacks, or 0-level spells. These spells are cast like any other spell, but they don’t consume any slots and can be used again. Knacks cast using other spell slots (due to metamagic feats, for example) consume spell slots as normal.

#### Phrenic Pool (Su)

A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic’s phrenic pool is equal to 1/2 her psychic level + her Wisdom or Charisma modifier, as determined by her psychic discipline. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don’t need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool’s maximum are lost.

#### Phrenic Amplifications

A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. The psychic can activate a phrenic amplification only while casting a spell using psychic magic, and the amplification modifies either the spell’s effects or the process of casting it. The spell being cast is called the linked spell. The psychic can activate only one amplification each time she casts a spell, and doing so is part of the action used to cast the spell. She can use any amplification she knows with any psychic spell, unless the amplification’s description states that it can be linked only to certain types of spells. A psychic learns one phrenic amplification at 1st level, selected from the list below. At 3rd level and every 4 levels thereafter, the psychic learns a new phrenic amplification.

A phrenic amplification can’t be selected more than once.

Once a phrenic amplification has been selected, it can’t be changed. Phrenic amplifications require the psychic to expend 1 or more points from her phrenic pool to function.

Akashic Glimpse (Su): When the psychic scores a critical hit on an enemy                                         they can gain a glimpse into the Akashic records regarding that creature. The psychic can spend one point of her phrenic pool to act as if she had just made a knowledge check on the creature with a roll on the dice of 20. Any bonuses or penalties applied to the appropriate Knowledge skill are applied to this result. These glimpses into the Akashic Record may grant the psychic insight into the creatures strengths or weaknesses

Biokinetic Healing (Su): When the psychic casts a linked spell from the transmutation school, she can spend 1 point from her phrenic pool to regain 2 hit points per level of the linked spell. Source PZO9461

Complex Countermeasure (Ex): The psychic can spend 1 point from her phrenic pool to increase by 2 the DCs of concentration checks or caster level checks the linked spell requires enemies to attempt. For example, if the linked spell were nondetection, the DC of the caster level check for using a divination on the warded creature or item would increase. This increase also applies to checks to dispel, counterspell, or identify the linked spell. The bonus applies while the spell is cast and lasts for the spell’s duration (if appropriate), to a maximum of 24 hours. The psychic can choose to spend 2 points from her phrenic pool to instead increase the linked spell’s DCs by 4.

Conjured Armor (Su): By spending 1 point from her phrenic pool, the psychic grants any creature she conjures or summons with the linked spell a +2 deflection bonus to AC. This bonus lasts for 1 round per caster level or until the creature disappears, whichever comes first. This amplification can be linked only to conjuration (calling) or conjuration (summoning) spells. The bonus increases to +3 at 8th level and to +4 at 15th level.

Defensive Prognostication (Su): When casting a divination spell, the psychic sees a glimmer of her future. By spending 1 point from her phrenic pool as she casts a divination spell, she gains a +2 insight bonus to AC for a number of rounds equal to the linked spell’s level. She can instead spend 2 points to increase the bonus to +4. This amplification can be linked only to divination spells.

Dragon’s Breath Focus (Su): The psychic can spend 2 points from her phrenic pool to change a linked spell that has a line or burst area of effect into a 30-foot cone that emanates from the psychic’s mouth as a breath weapon. Source PZO9461

Focused Force (Su): When casting a force spell, the psychic can increase the spell’s damage by spending 1 point from her phrenic pool. Increase the die size for the spell’s damage by one step (from 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, or 1d10 to 1d12). This increases the size of each die rolled, so a spell that dealt 4d6+3 points of force damage would deal 4d8+3 points of force damage instead. This amplification can be linked only to spells that deal force damage, and only if that damage includes a die value. A spell that already uses d12s for damage can’t be amplified in this way.

Intense Focus (Ex): The psychic can spend 1 point from her phrenic pool to gain a +2 bonus on any concentration check she attempts as part of casting the linked spell. She can choose to spend 2 points from her phrenic pool to instead gain a +4 bonus.

Mind’s Eye (Su): Some psychics train their visual and psychic senses, binding them together into a unified focus to better guide their ranged spells and place them with uncanny precision. While casting a spell that requires a ranged attack roll, the psychic can spend 2 points from her phrenic pool and gain a +4 insight bonus on the attack roll. The psychic can spend 1 additional point to ignore penalties from cover (but not total cover). Source PPC:HoG

Mindshield (Su): The psychic can spend 1 point from her phrenic pool to give one target of the linked spell a +2 morale bonus on Will saves for 1 round per psychic level (maximum 10 rounds). The psychic can instead spend 2 points to increase the bonus to +4. If the linked spell affects more than one creature, the psychic can spend the same number of points for each additional creature she wants to affect with this amplification. She must choose to spend either 1 point for each creature or 2 points for each creature; she can’t grant different bonuses to different targets.

Mindtouch (Su): The psychic can spend 1 point from her phrenic pool to probe one target’s mind if that creature is affected by the linked spell. If the target of the linked spell fails its saving throw or is hit by the spell, the psychic detects its surface thoughts (as the 3rd-round effect of detect thoughts). If the linked spell doesn’t already require an attack roll or allow a saving throw, the target can attempt a Will Saving Throw to avoid the thought-detection effect only; the DC is calculated using the linked spell’s level (and all other bonuses that would apply if the linked spell allowed a Will save). This amplification can be linked only to spells that affect a target or an area. If the linked spell can affect more than one creature, the psychic can attempt to detect more than one target’s thoughts by spending 1 additional point per creature beyond the first. She must select these targets when she casts the spell and spends the points. This is a mind-affecting effect.

Ongoing Defense (Su): The psychic can increase the duration of spells that improve her psychic defenses. She can spend 1 point from her phrenic pool when she casts any intellect fortress, mental barrier, thought shield, or tower of iron will spell to extend the spell’s duration by 1 round.

Overpowering Mind (Ex): The psychic can spend 2 points from her phrenic pool to increase the Will save DC of the linked spell by 1. At 8th level, she can choose to instead spend 4 points to increase the DC by 2. At 15th level, she can choose to instead spend 6 points to increase the DC by 3. This amplification can be linked only to spells that have the mind-affecting descriptor and require a Will saving throw.

Perfect Body (Ex): Some practitioners of psychic techniques extend their training to improve their bodies as well as their minds. When the psychic casts a linked transmutation spell, she can spend 1 point from her phrenic pool to gain a +2 bonus on her next Reflex or Fortitude save. Source PPC:HoG

Phrenic Strike (Su): As long as the psychic has at least 1 point in her phrenic pool, she can attempt an unarmed strike in place of a touch attack as part of casting a spell with a range of touch. This unarmed attack still provokes attacks of opportunity as normal unless the psychic can otherwise make unarmed attacks without provoking attacks of opportunity. Source PZO9461

Psychic Defense (Su): Reading small, invisible cues allows the psychic to take advantage of social circumstances and subtly influence her target. Casting a linked spell during a social encounter and spending 1 point from her phrenic pool allows the psychic to add a +4 bonus on her next Bluff, Diplomacy, Intimidate, or Sense Motive check. Source PPC:HoG

Psychic Enshroudment (Su): The psychic can spend 1 point from her phrenic pool while casting an illusion spell to cause a distraction to wrap herself in a shroud of pure psychic energy giving her a +4 to her Stealth and Bluff checks when trying to hide or cause a diversion

Psychic Mask (Su): When the psychic casts a linked spell from the divination school she can spend two points from her phrenic pool to assume the form of the creature she attacked as per the spell disguise self with the exception that this spell’s duration lasts one hour per level

Psychofeedback (Su): The psychic can spend 2 points from her phrenic pool to sacrifice a linked spell of 2nd level or higher. Doing so grants the psychic a +1 enhancement bonus to Strength, Dexterity, or Constitution per level of the sacrificed spell. This bonus lasts for 1 minute per psychic level. Source PZO9461

Relentless Casting (Su): The psychic can spend 1 point from her phrenic pool to roll twice on any caster level checks to overcome spell resistance required for the linked spell and take the better result. Because she must decide to spend points from her phrenic pool when she starts casting a spell, the psychic must decide to use this ability before the GM calls for the caster level check.

Recursive Current (Su): When the psychic attempts a counterspell, instead of dispelling the spell, she can spend a number of points fro her phrenic pool equal to the spells level to instead reflect the spell back on its target

Telempathic Restoration (Su): When the psychic casts telepathic bond, she can spend 1 point from her phrenic pool to remove the dazed, frightened, panicked, shaken, or stunned condition from one target of the bond. Doing so removes the status from the target of the linked spell, but applies it immediately (with any remaining duration) to the psychic. Source PZO9461

Transfer Fear (Su): When the psychic successfully affects a target with a fear effect, she can spend 1 point from her phrenic pool to remove a fear effect from herself or one ally with whom she is in telepathic contact. Source PZO9461

Undercast Surge (Su): When the psychic undercasts a spell, she can spend points from her phrenic pool to increase the spell’s effective level, essentially using up a lower-level spell slot to cast a higher-level version of the spell. This costs 2 points per spell level increased. She can’t use this ability to cast a version higher than the version she knows. For instance, a psychic who knows mind thrust III but not mind thrust IV could cast mind thrust II and spend 2 points to treat it as mind thrust III, but couldn’t spend 4 points to treat it as mind thrust IV. This amplification ca``1n be linked only to spells that can be undercast.

Whisper of Ancients (Ex): The psychic can send her consciousness into the Astral Plane for a glimpse of synchronous information. While casting a linked divination spell, the psychic can spend 1 point from her phrenic pool to gain a +2 bonus on any associated skill check. She can spend 2 points from her phrenic pool to instead gain a +4 bonus. Source PPC:HoG

Will of the Dead (Su): Even undead creatures can be affected by the psychic’s mind-affecting spells. The psychic can spend 2 points from her phrenic pool to overcome an undead creature’s immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren’t undead. This amplification can be linked only to spells that have the mind-affecting descriptor.

### Psi-Tech Discoveries

Source PZO9286

The exact origin of psi-tech is lost to time, but many believe that the first practitioners of this strange art gained their abilities through exposure to the cybernetics, nanites, and biological technology salvaged from ancient ruins. Others posit that the psychics who discovered it were working at the behest of sinister entities. Regardless, psi-tech traditions have endured and are available to psychics who have connections to high technology.

Androids and individuals with ties to those synthetic humanoids often find themselves called to merge their natural psychic abilities with the technological aptitude that comes so organically to them, considering many of the psi-tech discoveries below as well as the mindtech discipline to be part of their unique heritage. Psychics often spend years studying ways to synergize these two seemingly unrelated specialties before returning home and awing others with their newfound capabilities. More than a few seemingly innocuous psychic scholars have found themselves driven mad with power this way, making psitech a potentially dangerous route for the weak willed.

A psychic can learn a psi-tech discovery in place of a phrenic amplification or a feat.

Disease Transference (Su): You are able to psychically control and manipulate all manner of diseases. You can cast diagnose disease as a spell-like ability at will. Additionally, you can touch a creature afflicted with a disease as a standard action and draw the disease into yourself, or transfer it to another willing living creature that is susceptible to diseases and that you (or the afflicted creature) are also touching. Attempt a caster level check against a DC equal to 10 + the disease’s Fortitude save DC. If you are successful, the afflicted creature is no longer affected by the disease. If you move the disease into yourself or another creature you (or the afflicted) are touching, the target receiving the disease must immediately attempt a Fortitude save as if it were initially exposed to the disease. If the target fails, the disease affects it immediately with no onset time. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. You must be at least 7th level to select this discovery.

Force Field (Su): As a swift action, you can spend 1 point from your phrenic pool to activate a force field of raw psychic energy that provides you with a number of temporary hit points equal to 5 + your psychic level (maximum 10 temporary hit points). If you spend 2 points from your phrenic pool, the force field provides a number of temporary hit points equal to 10 + your psychic level (maximum 20 temporary hit points). The force field lasts for a number of minutes equal to your psychic level. If you spend 3 points from your phrenic pool, the force field lasts for twice as long, and it provides fast healing 2. Once the temporary hit points are depleted, the force field disappears and you cannot reinstate it for 24 hours. You must be at least 3rd level to select this discovery.

Kinetic Enhancement: You can generate kinetic energy to aid yourself in close-quarters scrapes. You can add your Intelligence modifier as a bonus on combat maneuver checks and to your CMD. You can also add your Intelligence modifier as a bonus on Strength checks to break or lift objects.

Laser Blast (Su): You can generate laser blasts powered by your psychic energy. As a standard action, you can sacrifice an unused spell slot of 1st level or higher and transform it into a ray of laser energy, targeting any foe within 30 feet as a ranged touch attack. This attack deals 2d6 points of fire damage plus an additional 1d6 points of fire damage for every level of the spell slot you sacrificed. You can’t sacrifice 0-level spells in this manner. You must be at least 11th level to select this discovery.

Mind Over Augmentation: When you’re determining how many cybernetic implants you can have, the total implantation values of all cybertech implanted in you can’t exceed your Intelligence score + 4 (ignoring your Constitution score).

Psychic Battery (Su): You can expend an unused spell slot or a number of points from your phrenic pool as a swift action to power a technological device you are touching. Each spell level expended in this way grants the device 1 charge, and every 2 points from your phrenic pool spent grant 1 charge. Any charges unused at the end of the round are lost, and any charges used by the device that round that aren’t provided by you must come from the device’s own power reserves. You cannot use this ability to power timeworn technology. You can power only devices that use charges. You must be at least 7th level to select this discovery.

Radiation Resistance: You apply your Intelligence modifier as a bonus on all Fortitude saves versus the effects of radiation.

Techsmith: Select one type of technological item (armor, cybertech, pharmaceuticals, technological gear, or weapons). You can create items of this type 25% faster than normal, and you gain a +4 bonus on Craft (mechanical) checks (or other checks, as appropriate) to craft items of this type. You can select this discovery multiple times; its effects do not stack. Instead, each time you select this discovery, it applies to a single different type of technological item.

#### Psychic Discipline (Ex or Sp)

Each psychic accesses and improves her mental powers through a particular method, such as rigorous study or attaining a particular mental state.

This is called her psychic discipline. She gains additional spells known based on her selected discipline. The choice of discipline must be made at 1st level; once made, it can’t be changed. Each psychic discipline gives the psychic a number of discipline powers (at 1st, 5th, and 13th levels), and grants her additional spells known. In addition, the discipline determines which ability score the psychic uses for her phrenic pool and phrenic amplifications abilities. The DC of a saving throw against a psychic discipline ability equals 10 + 1/2 the psychic’s level + the psychic’s Intelligence modifier.

At 1st level, a psychic learns an additional spell determined by her discipline. She learns another additional spell at 4th level and every 2 levels thereafter, until learning the final one at 18th level. These spells are in addition to the number of spells given. Spells learned from a discipline can’t be exchanged for different spells at higher levels.

#### Detect Thoughts (Sp)

At 2nd level, a psychic can use detect thoughts as a spell-like ability once per day. She can also expend any unused spell slot of 1st level or higher to cast detect thoughts. If she does so, she uses the level of the spell slot expended to determine the Will save DC. When a psychic gains this ability, if she knows detect thoughts, she can learn a different 1st-level spell in place of detect thoughts, losing the old spell in exchange for the new one.

#### Telepathic Bond (Sp)

At 9th level, a psychic can use telepathic bond as a spell-like ability once per day, using her psychic level as her caster level. She can’t leave herself out of a bond created in this way. She can also expend any unused spell slot of 4th level or higher to cast telepathic bond. Casting the spell using a higher-level spell slot gives no benefit on its own, but the psychic can apply metamagic feats that would increase the spell level to the appropriate level. For instance, if the psychic knows Extend Spell, she can use a 5th-level spell slot to cast extended telepathic bond as a full-round action. When a psychic who knows telepathic bond gains this ability, she can learn a different 4th-level spell in place of telepathic bond, losing the old spell in exchange for the new one.

#### Major Amplifications

At 11th level and every 4 levels thereafter, a psychic can choose one of the following major amplifications in place of a phrenic amplification.

Deflection Field (Su): Whenever the psychic casts a linked spell that grants her a deflection bonus to AC, she can spend 2 points from her phrenic pool to automatically reflect the first ranged attack that misses her (as long as the linked spell remains active) back at the attacker. This reflected attack uses the original attack roll plus a circumstance bonus equal to the psychic’s caster level. Source PZO9461

Dispelling Pulse (Su): The psychic can spend 3 points from her phrenic pool to entwine dispelling magic with a targeted spell. If the target is hit by the linked spell or fails its saving throw, it’s affected as though the psychic had cast a targeted dispel magic spell on it. This effect can dispel only spells of the linked spell’s level or lower. If the linked spell doesn’t already require an attack roll or allow a saving throw, the target can attempt a Will saving throw to avoid the dispelling effect only; the DC is calculated using the linked spell’s level (and all other bonuses that would apply if the linked spell allowed a Will save). This amplification can be linked only to a spell that targets one creature or object.

Dual Amplification (Ex): When the psychic uses this major amplification, she chooses two other amplifications or major amplifications she knows to apply to the same linked spell. She must spend 1 point from her phrenic pool to do so, plus the full cost of the two other amplifications. She can’t apply the same amplification to the linked spell more than once, even if she can use that amplification for multiple different effects.

Magical Consumption (Su): When the psychic is hit by a melee attack she can spend spend three points fro her phrenic pool to make a touch attack as an immediate action. If this touch attack succeeds the psychic may pick a singular magic piece of equipment her enemy is in possession of and may consume its magic. When she does regain a number of points in her phrenic pool equal to ½ the caster level of the item. Items consumed in this way gain the broken description(or are destroyed if already broken). This amplification can only be used on artifacts if the psychic is at least mythic Tier 3. Object damaged by this amplification ay only be repaired by a miracle or wish.

Mimic Metamagic (Ex): When the psychic gains this amplification, she chooses two metamagic feats; she need not have these feats to select them. When she casts a spell, she can spend points from her phrenic pool to apply one of the chosen feats to the linked spell without increasing the spell’s level or casting time. She must spend a number of points equal to double the number of levels by which the feat normally increases a spell’s level (minimum 2 points). If the metamagic feat alters the spell’s casting time in a different way than the standard rules for a spontaneous caster using a metamagic feat (as in the case of Quicken Spell), it changes the casting time accordingly. The psychic can still apply metamagic feats she knows to the spell while using this amplification, increasing the casting time and spell level as normal. This amplification can be applied only to a spell that the chosen metamagic feat could normally affect, and only if the spellcaster can cast spells of a high enough level that she would be able to apply the metamagic feat in question to the linked spell. For example, an 11th-level psychic could spend 8 points to quicken a 1st-level spell, but couldn’t quicken a 2nd-level spell because she’s unable to cast 6th-level spells. This ability doesn’t require her to have any free spell slots in the relevant level, however, so the psychic in the example could quicken a 1st-level spell even if she had cast all her 5th-level spells for the day. A psychic can select this amplification multiple times, adding two additional options to the list of metamagic feats she can apply using this amplification each time.

Space-rending Spell (Su):When the psychic casts a linked spell they can spend one phrenic point to  quickly pop into the Astral Plane and back out at another location allowing her to move 10 feet per psychic level to any visible location. This counts as using her movement for the round and can only be used once per round. This counts as dimension door for feats and Prereqs.

Subordinate Spell (Ex): The psychic can divide her mind to cast a less powerful spell upon herself alongside her linked spell. The linked spell can’t be lower than 5th level and can’t take less than a standard action to cast. This applies to the actual casting time, so the psychic can’t add a subordinate spell to a quickened spell. The subordinate spell’s casting time must be 1 standard action or less, and its level can be no higher than the linked spell’s level – 5. The subordinate spell must target only the psychic (even if it could normally affect other or multiple targets). The psychic must spend a number of points from her phrenic pool equal to 3 + double the subordinate spell’s level. The subordinate spell acts as though it had been cast, and uses up one of the psychic’s spells per day of its level. The effects of the two spells are separate, so each might require its own concentration check.

Synaptic Shock (Su): The psychic manipulates an enemy’s mind with brute force, causing mental harm beyond that done by her linked spell. She can spend 1 point from her phrenic pool when casting a mind-affecting linked spell to select one of the spell’s targets. If the target is affected by the linked spell, that target is confused for 1 round after the duration of the spell expires (or immediately, if the spell has an instantaneous duration). If the target succeeds at its save against the linked spell, it is instead confused for 1 round immediately. For each additional point the psychic spends from her phrenic pool, she can confuse one additional target of the linked spell. This amplification can be applied only to a mind-affecting spell that can affect a number of targets or that has an area. It has no effect on creatures that are immune to mind-affecting effects, unless the linked spell is able to affect such creatures (such as a spell that has both will of the dead and synaptic shock applied to it via dual amplification).

Telepathic Targeting (Su): By spending 2 points from her phrenic pool, the psychic can target any creature with which she is in telepathic communication (whether via her telepathic bond ability, a creature’s telepathy ability, or another effect) with the linked spell, even if the creature would normally be out of range. The linked spell must have the mind-affecting descriptor and must have a range of touch or greater. Source PZO9461

Turning Shield (Su): The psychic can turn her excess spell energy into a barrier that deflects weaker spells. She can spend a number of points from her phrenic pool equal to the linked spell’s level to gain the benefit of spell turning for 1 round per psychic level. The number of spell levels she can turn is equal to the level of the linked spell.

#### Telepathy (Su)

At 17th level, the psychic can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as both speaking and listening to multiple people at the same time. When a psychic who knows telepathy gains this ability, she can learn a different 5th-level spell in place of telepathy, losing the old spell in exchange for the new one. This telepathy is a constant effect.

#### Remade Self (Sp)

At 20th level, the psychic is so attuned to their psychic discipline that it grants them an additional power, additionally each time she casts a psychic spell, she can link one phrenic amplification or major amplification she knows that has a point cost of 1 to that spell without spending any points from her phrenic pool.

This amplification is in addition to the normal maximum of one amplification per spell.

NEW DISCIPLINES

Discipline of Abjuration

Just as traditional practitioners of magic find the best course of action is always a good defense, you have chosen to hone your psychic defenses through meditation and focus.

Phrenic Pool Ability Wisdom

Bonus Spells Alarm (1st), Mental Barrier I (4th), Thought Shield II (6th), Intellect Fortress I (8th), Tower of Iron Will I (10th), Intellect Fortress III (12th), Mind Blank (14th), Fool’s Forbiddance (16th), Tower of Iron Will V (18th).

Discipline Powers Your powers flow from your ability to defend yourself physically and psychically.

Phrenic Field (Su) You may spend 1 point from your phrenic pool as a swift action to gain a +1 deflection bonus to your AC for a number of minutes equal to your Intelligence modifier. Spending another point from your phrenic pool while this power is active does not add to this bonus, but extends the effect from the last time you activated it. You may spend an additional point at 5th level and every 5 levels thereafter to increase the deflection bonus by +1.

Glancing Blow (Ex) At 5th level, you may spend 1 point from your phrenic pool as an immediate action to negate the additional damage caused by either a critical strike or sneak attack (or other precision based damage). At 10th level, you may expend the remainder of your phrenic pool (minimum of 1 point) as an immediate action when your hit points would be reduced to 0 or below by a physical attack. You ignore any damage that would reduce you below 1 hit point.

Repulsion (Sp) At 13th level, you may generate a field that repels creatures as the Repulsion spell as a swift action. The range 2 of the field is 10 ft, though you can extend it by spending points from your phrenic pool, gaining 10 ft. per point spent. Once activated, the field may be maintained as a free action each round you choose to use it. The saving throw DC is equal to 10 + ½ your class level + your Intelligence modifier. You may use this power a total number of rounds per day equal to your class level, though they do not need to be consecutive.

Discipline of Conjuration

Pulling items or creatures from the ether is not the purview of the arcane realm. You have learned the secrets of manipulating the energy of the cosmos to bend them to your will, whether to summon forth allies to do your bidding or quickly travel from point to point at the blink of an eye.

Phrenic Pool Ability Charisma

Bonus Spells Unseen Servant (1st), Apport Object (4th), Ablative Barrier (6th), Minor Creation (8th), Plane Shift (10th), Dream Travel (12th), Instant Summons (14th), Create Demiplane (16th), Dream Voyage (18th).

Discipline Powers Your ability to summon elements from the ether to shape them as you see fit defines your powers.

Cosmic Sculpting (Su) You may create an inanimate object made of simple materials (wood, glass, stone, and simple metals) as a standard action. The object cannot weigh more than 1 lb. per class level. As long as the item remains in your possession it lasts for up to 1 minute. After that time—or if the item leaves your grasp—it bursts in an innocuous flash of sparks. If the item contains any moving parts you must make a Craft skill check to successfully render it (DC dependent on the complexity of the item, general guideline is DC 10 + 5 per moving part - see chart for other examples). You may also make a Craft skill check when creating an item without moving parts, and if you meet or exceed a DC 20 the item is considered masterwork quality and you regain 1 point to your phrenic pool. You may use this power a total number of times per day equal to 3 + your Intelligence modifier. You may only create one object at a time, using this power to create another item while one currently exists, the previous item immediately disappears.

Cosmic Portal (Su) At 5th level, you may manifest a shimmering two-dimensional door of energy in your space as a standard action and another door up to 1 mile per class level away in a specific direction. The other door will appear in an open area that will allow you passage. The door lasts until the end of you turn or until you move through it, whichever comes first. You can extend the duration of the door by 1 round by spending 1 point from your phrenic pool, though the door does instantly vanish once you step through. Others may use the door while it remains open.

Spectral Guardians (Su) At 13th level, you may summon a spectral hound that function in all aspects as the watchdog summoned by the Mage’s Faithful Hound spell as a standard action. The hound follows you and is considered to be in your space in regards to its threat range. The hound remains for an hour, though you can extend it by another hour by expending 1 point from your phrenic pool. Once the hound makes an attack, it returns back to the ether after a number of rounds equal to your class level. You may use this power 3 + your Intelligence modifier times per day, though only one guardian may be summoned at a time. Summoning another hound immediately causes the previous hound to disappear.

Discipline of Divination

While others seek the favor of higher powers to gain a glimpse of the unknown, you know that you can obtain the same information by opening your third eye. You can access the knowledge of the cosmos bound in the Akashic Record, granting you the ability to predict the future, both immediate and long term.

Phrenic Pool Ability Wisdom

Bonus Spells Detect Thoughts (1st), Anticipate Thoughts (4th), Mind Thrust III (6th), Telepathic Bond (8th), Remote Viewing (10th), Battlemind Link (12th), Vision (14th), Discern Location (16th), Foresight (18th).

Discipline Powers You open your mind to the cosmos unlocking the powers reaching beyond anything most can even comprehend.

Scry Sense (Su) As long as you have at least 1 point in your phrenic pool, you automatically know when you are the specific target of an attempt to locate or sense you by means of a divination (scrying) spell, spell-like ability, or supernatural effect. You do not know who is attempting to spy on you, but you may spend 1 point from your phrenic pool as an immediate action if you are allowed a saving throw, rolling twice and taking the best result for the attempt to evade the divination effect.

Thought Detection (Su) At 2nd level when you gain Detect Thoughts as a spell-like ability, you may use it a number of times per day equal to your Wisdom modifier rather than just once per day. If you successfully use the Detect Thoughts spell-like ability, you regain 1 point to your phrenic pool. In addition, at 7th level you may spend 1 or more points from your phrenic 4 pool to use this ability, with the Will save DC equal to 10 + the number of points from the phrenic pool spent + your Intelligence modifier. You do not regain any points to your phrenic pool when using your phrenic pool to initiate this ability.

Mind Blast (Sp) At 5th level, you may project a powerful blast of psychic energy that causes damage to everyone with an Intelligence of 1 or greater within a 60 ft. cone as a standard action. The blast causes 1d6 points of damage, plus an additional 1d6 at 8th level and every 3 levels thereafter (maximum of 6d6 at 20th level). Those affected are allowed a Will save with a DC equal to 10 + ½ your class level + your Intelligence modifier. This attack is a mind-affecting effect. You may use this blast 3 + your Intelligence modifier times per day.

Quick Read (Su) At 13th level, you may make a touch attack as a standard action against one opponent within reach. If successful, you gain a +4 insight bonus to attacks against that opponent and a +4 insight bonus to your AC when attacked by that opponent. The opponent suffers a -4 penalty to any saving throws versus your spells or spell-like abilities. The effect lasts for the duration of the combat, but you may only use this on one opponent during an encounter. You may use this power a number of times per day equal to 3 + your Intelligence modifier.

Discipline of Enchantment

While the mesmerist may be seen as the virtuoso of bending the minds of others, you have delved into the intricacies of the psyche, id, and super id in order to enrapture others with ease. You focus your energies into warping the thoughts and actions of others, manipulating them for good or ill as you see fit.

Phrenic Pool Ability Charisma

Bonus Spells Hypnotism (1st), Calm Emotions (4th), Ego Whip I (6th), Id Insinuation III (8th), Mind Fog (10th), Ego Whip IV (12th), Insanity (14th), Power Word Stun (16th), Divide Mind (18th).

Discipline Powers Your knowledge of the mind and its ability to be coerced by your own thoughts fuel your psychic powers.

Your Thoughts Are Not Your Own (Sp) You can cast Telempathic Projection as the spell once per day as a spell-like ability. When you gain the ability to cast Detect Thoughts as a spell-like ability at 2nd level, you may choose to use either spell-like ability in place of the other. This includes sacrificing a spell slot to use the spelllike ability, using the level of the spell slot sacrificed to determine the required Will save DC.

Noisome Aura (Su) At 5th level, you may generate an aura of psychic noise with a 10 ft. radius as a swift action. Anyone (other than you) within the area of the 5 effect attempting to cast a spell must make a concentration check in order to successfully work through the thought distortions caused by your aura. If the spell has a thought component, the -10 penalty applies unless the caster spends a move action to filter out the noise while centering themselves. You may generate this aura a total number of rounds per day equal to your class level, though they do not need to be consecutive. Once you have initiated the aura, you may maintain it with a free action. At 10th level you may spend 1 point from your phrenic pool each round to extend the range of the aura to 20 ft. At 15th level you may spend 2 points from your phrenic pool to extend the range of the aura to 30 ft. This is a mind-affecting effect.

Inimical Bond (Sp) At 13th level, you may use your Telepathic Bond to forge a mental connection with your enemies instead of your allies. The casting time, range, and effect is identical to the Telepathic Bond spell, while the duration is only one round per class level. Anyone targeted by this effect is allowed a Will save with a DC equal to 10 + ½ your class level + your Intelligence modifier. Once connected, you gain a +2 insight bonus to your AC and a +1 insight bonus on your attacks when attacked by anyone you have forged with which you have forged a link. Linked enemies suffer a -1 penalty to attack you as well as and saving throws made against your spells (-2 if the spell is an enchantment). This power adds one additional use of Telepathic Bond per day, and you may use either effect as desired. You may also sacrifice a 4th level or higher spell when using this version of the bond, with the same benefits and restrictions as for the Telepathic Bond ability. This is a mind-affecting effect.

Discipline of Evocation

While harnessing raw energy for explosive results seems to be easily attained by though that practice eldritch rituals, you have found to funnel such energies with just your mind. You have perfected the complexities of gathering nascent energies, coalescing them with spectacular results.

Phrenic Pool Ability Wisdom

Bonus Spells Ear-Piercing Scream (1st), Shatter (4th), Force Punch (6th), Sending (8th), Sonic Thrust (10th), Blade Barrier (12th), Ectoplasmic Eruption (14th), Earthquake (16th), Implosion (18th).

Discipline Powers Capturing raw energy and multiplying it encapsulates the powers you attain through this discipline.

Harassing Hand (Sp) You may manifest a hand composed of telekinetic force that is the same size as your own hand as a swift action. You may use this hand to perform the following combat maneuvers, using your class level to determine your combat maneuver bonus in place of your base attack 6 bonus: disarm, grapple, or trip. You may also use the hand to slap or punch an opponent as a normal unarmed attack, causing normal damage based on your size. Such maneuvers do not provoke an attack of opportunity from the hand itself, though if you within the threat range of the target, you will still provoke an attack of opportunity from manifesting this power. The hand cannot be physically attacked and does not grant flanking bonuses. You may manifest the hand up to 30 ft. away from your position. The hand remains until the beginning of your next turn. You may extend the duration of the hand by spending 1 point from your phrenic pool at the beginning of your turn as a free action, and you may move it to another space up to 30 ft. away from its current position with your move action. You may manifest the hand a number of times per day equal to 3 + your Intelligence modifier.

Telekinetic Charge (Sp) At 5th level, you envelope yourself in a cacoon of hyperactive kinetic energy as a swift action. You then launch yourself in the desired horizontal direction as a charge attack. Anyone within that line of attack is susceptible to the force of your propelled charge, and you make an attack using your highest base attack bonus for each consecutive target until you successfully strike one or you reach a distance of twice your normal movement rate (or you hit a wall or other immovable object, see below). You stop at the first target you successfully strike, causing 3d6 points of force damage plus your Strength modifier. Targets that you fail to strike are treated as being overrun (you do not have to make a CMB check to perform the maneuver) and may attempt an attack of opportunity unless you have the Improved Overrun feat. You gain the normal +2 attack bonus for the charge and suffer the -2 penalty to AC until the beginning of your next turn after the charge. You cannot stop the charge until you strike a target, reach the distance granted the charge, or you hit immovable object. If you strike a physical barrier of stone or metal, you suffer the 3d6 points of damage. If the barrier is made of wood or lesser strength material, you only suffer 1d6 points of damage. Creatures of at least two size categories are treated as immovable objects for the purpose of this power. If you end your movement over an open area, you will fall and take damage as normal for falling. You may use this power 3 + your Intelligence modifier times per day.

Energy Manipulation (Su) At 13th level, you can use a swift action to enlarge or diminish the effects of a single source of energy (acid, cold, electricity, fire, or sonic) within 30 ft. Non-magical sources can be doubled in their effect and size or completely extinguished. Magical sources that are enlarged to cause an additional damage equal to a number of d6 equal to your Wisdom modifier. You may attempt to extinguish magical sources of energy as if casting the Dispel Magic spell.  You may use this power while casting an evocation spell that has an energy component. Spells that cause damage, add the same damage as granted for enlarging magical energy sources above. You may also use this effect when casting a spell that grants resistance to a specific energy type, adding your Wisdom modifier to the resistance gained by the spell. You may use this power 3 + your Intelligence modifier times per day.

Discipline of Illusion You understand that reality is a lie, subjective to how the senses perceive one’s surroundings and the mind attempt to comprehend those results. You have learned how to alter those perceptions, melding your reality to overcome the senses of others. Phrenic Pool Ability Charisma Bonus Spells Quintessence (1st), Hypnotic Pattern (4th), Mindscape Door (6th), Aura Alteration (8th), Seeming (10th), Mislead (12th), Synesthesia [Mass] (14th), Screen (16th), Microcosm (18th). Discipline Powers Your powers allow you manipulate the senses and grant you the ability to alter your appearance and cause confusion for your opponents. Cloak of Dimness (Su) As a swift action, you may cause the ambient light level within a 30 ft. radius to drop by one level to a minimum of natural darkness, though it will affect both mundane and magical lighting conditions. The effect lasts as long as you concentrate to continue the effect as a swift action each round. You may spend 1 point from your phrenic pool to increase the area of effect by 30 ft. At 4th level and every four levels thereafter you may extend the range an additional 30 ft. by spending an additional point from your phrenic pool for each 30 ft. extension. At 12th level, you may decrease the light level up to two levels by spending 3 points from your phrenic pool when you initiate the power. At 18th level, you may decrease the light level up to three levels by spending 5 points from your phrenic pool when you initiate the power. You may never decrease the light beyond natural darkness. You may use this power 3 + your Intelligence modifier times per day. Master of the Disguise (Ex) You gain Disguise as a class skill. When you attempt a Bluff or Disguise skill check, you may spend 1 point from your phrenic pool to roll twice, taking the better of the two results. Body Double (Sp) At 5th level, you may create an exact duplicate of yourself to appear up to 30 ft. away as a standard action. The double may then take a standard action upon creation. The duplicate is made of shadowstuff and has the same AC you have and half as many hit points, disappearing once it is reduced to 0 or fewer hit points. The duplicate may cast spells, attack, and perform other actions (including the use of copied magic items you may possess) as if it were you as you direct each round, having access to any remaining spell slots you have. However, any effects or damage caused by the double are completely illusory in nature, any one subjected to its attacks is immediately granted a Will save to realize the attack isn’t real (DC 10 + ½ your class level + your Intelligence modifier). Once an individual realizes that the attacks aren’t real, it does not need to make another Will save. Otherwise the damage will seem real and may render a victim unconscious (but 8 not dead) until the duplicate dissipates or it makes a Will save to realize the illusion for what it is, at which point the damage is immediately removed. A victim rendered unconscious from the double’s attacks revive at the beginning of their next round and any damage from the duplicate is removed. The duplicate may be dispelled (treat it’s effective spell level equal to ½ your class level - 1) and attacked normally (with AC and hit points given above). The body double remains for a number of rounds equal to your class level and you may only have one such duplicate at a time. It is of the illusion (shadow) subtype. You may create one body double per day, gaining an additional use at 10th and 15th levels. Phantasmagoria (Su) At 13th level, you designate an area with a 30 ft. radius up to 60 ft. away as the target of a phantasmagoric field as a standard action. Anyone passing through this area must make a Will save (DC 10 + ½ your class level + your Intelligence modifier) or be subjected to phantasmal images of their darkest fears and become shaken while they are within the field and an additional 1d4 rounds thereafter. In addition, those within the field cannot make attacks of opportunity and suffer a -2 penalty to any perception checks. The field remains while you concentrate on it, spending at least a move action each round after for a maximum number of rounds equal to your class level. The field may be moved by spending 1 point from your phrenic pool and using a standard action as long as it is centered no further than 60 ft. away from you. If you move more than 60 ft. away from the center of the field, it immediately collapses and its effects disappear from those affected. You can generate a number of phantasmagoric fields equal to 3 + your Intelligence modifier times per day, though only one field may be active at a time. The field is a mind-affecting effect.

Discipline of Illusion

You understand that reality is a lie, subjective to how the senses perceive one’s surroundings and the mind attempt to comprehend those results. You have learned how to alter those perceptions, melding your reality to overcome the senses of others.

Phrenic Pool Ability Charisma

Bonus Spells Quintessence (1st), Hypnotic Pattern (4th), Mindscape Door (6th), Aura Alteration (8th), Seeming (10th), Mislead (12th), Synesthesia [Mass] (14th), Screen (16th), Microcosm (18th).

Discipline Powers Your powers allow you manipulate the senses and grant you the ability to alter your appearance and cause confusion for your opponents.

Cloak of Dimness (Su) As a swift action, you may cause the ambient light level within a 30 ft. radius to drop by one level to a minimum of natural darkness, though it will affect both mundane and magical lighting conditions. The effect lasts as long as you concentrate to continue the effect as a swift action each round. You may spend 1 point from your phrenic pool to increase the area of effect by 30 ft. At 4th level and every four levels thereafter you may extend the range an additional 30 ft. by spending an additional point from your phrenic pool for each 30 ft. extension. At 12th level, you may decrease the light level up to two levels by spending 3 points from your phrenic pool when you initiate the power. At 18th level, you may decrease the light level up to three levels by spending 5 points from your phrenic pool when you initiate the power. You may never decrease the light beyond natural darkness. You may use this power 3 + your Intelligence modifier times per day.

Master of the Disguise (Ex) You gain Disguise as a class skill. When you attempt a Bluff or Disguise skill check, you may spend 1 point from your phrenic pool to roll twice, taking the better of the two results. Body Double (Sp) At 5th level, you may create an exact duplicate of yourself to appear up to 30 ft. away as a standard action. The double may then take a standard action upon creation. The duplicate is made of shadowstuff and has the same AC you have and half as many hit points, disappearing once it is reduced to 0 or fewer hit points. The duplicate may cast spells, attack, and perform other actions (including the use of copied magic items you may possess) as if it were you as you direct each round, having access to any remaining spell slots you have. However, any effects or damage caused by the double are completely illusory in nature, any one subjected to its attacks is immediately granted a Will save to realize the attack isn’t real (DC 10 + ½ your class level + your Intelligence modifier). Once an individual realizes that the attacks aren’t real, it does not need to make another Will save. Otherwise the damage will seem real and may render a victim unconscious (but 8 not dead) until the duplicate dissipates or it makes a Will save to realize the illusion for what it is, at which point the damage is immediately removed. A victim rendered unconscious from the double’s attacks revive at the beginning of their next round and any damage from the duplicate is removed. The duplicate may be dispelled (treat it’s effective spell level equal to ½ your class level - 1) and attacked normally (with AC and hit points given above). The body double remains for a number of rounds equal to your class level and you may only have one such duplicate at a time. It is of the illusion (shadow) subtype. You may create one body double per day, gaining an additional use at 10th and 15th levels.

Phantasmagoria (Su) At 13th level, you designate an area with a 30 ft. radius up to 60 ft. away as the target of a phantasmagoric field as a standard action. Anyone passing through this area must make a Will save (DC 10 + ½ your class level + your Intelligence modifier) or be subjected to phantasmal images of their darkest fears and become shaken while they are within the field and an additional 1d4 rounds thereafter. In addition, those within the field cannot make attacks of opportunity and suffer a -2 penalty to any perception checks. The field remains while you concentrate on it, spending at least a move action each round after for a maximum number of rounds equal to your class level. The field may be moved by spending 1 point from your phrenic pool and using a standard action as long as it is centered no further than 60 ft. away from you. If you move more than 60 ft. away from the center of the field, it immediately collapses and its effects disappear from those affected. You can generate a number of phantasmagoric fields equal to 3 + your Intelligence modifier times per day, though only one field may be active at a time. The field is a mind-affecting effect.

Discipline of Necromancy

While others see energy as wide spectrum, you truly understand that only two types exist within the cosmos, positive and negative, providing not just energy and matter, but both life and unlife as well. You have spent your life in contemplation and study of these forces in an attempt to master both life and death and what comes beyond.

Phrenic Pool Ability Charisma Bonus Spells Interrogation (1st), Scare (4th), Purge Spirit (6th), Riding Possession (8th), Psychic Crush I (10th), Object Possession [Greater] (12th), Finger of Death (14th), Possession [Greater] (16th), Akashic Form (18th).

Discipline Powers You meld the very essence of life and death with your mind as your powers allow you to transcend beyond both.

Feign Death (Su) You have learned how to still the life forces within you through extreme meditation and focus. You may spend a standard action to take on the aspects of death, appearing dead to anyone that inspects your body through both 9 mundane and magical means. While in this state you cannot be reduced below 0 hit points unless subjected to a death attack or a coup de grace. You may maintain this effect for a number of minutes equal to your class level per day. This time does not need to be consecutive, but consumes one minute increments when used. You may revive yourself at any time as a free action. You still suffer the effects of damage if reduced to 0 hit points or any other conditions you were suffering before you went into this trance.

Minor Quidditic Transfer (Su) At 5th level, you may transfer your life essence to another or vice versa through touch as a standard action. The source of the transfer suffers 1d6 points of nonlethal damage while the target gains 1d6 temporary hit points. Temporary hit points remain for up to an hour and the transfer between two individuals may only occur once every 24 hours. If you are attempting to draw the life force from another, it requires a melee touch attack and only functions on living creatures. You may transfer an additional 1d6 points by spending 1 point from your phrenic pool when initiating this power once you reach 9th level. You may spend an additional point every three levels thereafter to a maximum of 5d6 at 18th level. You may use this power 3 + your Intelligence modifier times per day.

Life and Death (Su) At 13th level, you can transpose your essence from life to unlife and back again as a free action. You take on the undead type when you do so and gain many of the undead’s traits. You effectively lose your Constitution score and use your Charisma to determine additional hit points, Fortitude saving throw adjustments, etc. You become immune to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning and are not affected by nonlethal damage. You are treated as undead for the purpose of the cleric’s channel positive or negative energy class feature as well as conjuration (healing) spells. You may maintain this state for a total number of rounds per day equal to your class level plus you Constitution modifier (minimum of 0), though they do not need to be consecutive. Changes in your hit points take effect immediately and when you take back your life force you are fatigued for 1 round. You may not use this power while you are fatigued or exhausted.

Discipline of Transmutation

The world is your playground. You understand that matter is energy and energy is matter and that by tapping into the very essence of earth, time, and space, you can alter the physical world to your liking.

Phrenic Pool Ability Wisdom Bonus Spells Charge Object (1st), Time Shudder (4th), Telekinetic Maneuver (6th), Condensed Ether (8th), Fabricate (10th), Ethereal Jaunt (12th), Resonating Word (14th), Etherealness (16th), Time Stop (18th).

Discipline Powers From granting a boost to your own physiological system to altering your very form, your powers provide a true means of transformation.

Cognitive Burst (Ex) You may spend 1 point from your phrenic pool as a swift action to gain +4 enhancement bonus to an ability or skill check. If the bonus is granted to Strength, Dexterity, or Constitution, you are fatigued until the end of your next turn after making the ability or skill check. If the bonus is granted to Intelligence, Wisdom, or Charisma, you are dazed until the end of your next turn after performing the skill check. At 8th level, you only suffer the effects of the granted bonus (fatigued or dazed) until the beginning of your next turn. At 16th level, you no longer suffer the ill effects of the enhancement bonus granted.

Expanding Appendages (Su) At 5th level, you can focus your psychic energies to enlarge one or more of your appendages as a swift action, gaining one of the following advantages from the power. • Gain a slam natural attack for 1d6 points of bludgeoning damage (1d4 if you are small or 1d8 if you are large) as a primary attack that does not provoke an attack of opportunity. • Wield a weapon designed for a creature one size category larger than yourself without any penalty. • Treat your melee attacks as if they have reach. You may not extend the reach of a weapon that already grants you reach. • Gain a +2 circumstance bonus to your CMB and CMD while performing (or subject to) a bull rush, disarm, grapple, overrun, or trip maneuver. You are still subject to attacks of opportunity unless you have a feat or ability that negates it. Once the choice has been made, the effect cannot be changed unless you decide to initiate the power again. You suffer a -1 penalty to your base attack bonus while using this power,regardless of the effect. The appendage(s) remain enlarged for a number of rounds equal to your class level. You may use this power once per day, gaining another use at 10th level and every five levels thereafter.

Skin Conversion (Su) At 13th level, you can alter your skin to take on the physical properties of another object as a swift action. This change grants you a hardness of the material touched for a number of rounds equal to your class level. If the material has a hardness of 10 or greater, your unarmed or natural attacks increase in damage to the next highest die (or dice). Thus if you are a medium sized humanoid you normally cause 1d3 points of damage with an unarmed attack, but your hardened skin causes 1d4 points of damage (plus any applicable Strength modifiers). If you are also using your Expanding Appendages power with the slam attack, the damage increases to 1d8 (1d6 if you are small and 2d6 if you are large). You may use this power 3 + your Intelligence modifier times per day. If you are currently altered by this power and choose to alter your skin to another material, the effect of the previous use immediately ends and you take on the properties of the new materials.