Psychic (Amnesiac) 1
Psychic Discipline: Self-Perfection
Spellcasting
An amnesiac’s ability to cast psychic spells is the same as that of the psychic class, with the following exceptions.
An amnesiac’s faulty memory makes remembering and casting spells difficult, but the increased flexibility can be a great benefit. Instead of choosing a number of spells known from Table 1–8: Psychic Spells Known, an amnesiac accesses spells she knew the previous day from the recesses of her mind. This requires 1 hour of meditation. Each day, for each spell level the amnesiac can cast, she retains a number of spells known equal to half the number listed on Table 1–8, rounded up. These spells must be selected from spells the amnesiac knew the previous day (including any spells she remembered using spell recollection; see below). The remainder of her spells known (half the number on Table 1–8, rounded down) become amnesia slots, which the amnesiac can use with her spell recollection ability (see below). To determine the spells she knows on the day when she first takes this archetype, the amnesiac picks any one 1st-level spell from the psychic spell list.
This change to spells doesn’t apply to knacks (0-level spells) or discipline spells, which function the same way they do for a normal psychic. When the amnesiac gains access to 3rd-level spells, she gains full recall of her 1st-level spells and no longer gains 1st-level amnesia slots, instead gaining the full number of 1st-level spells known from Table 1–8 and casting them as a normal psychic. When this happens, the amnesiac can select any level-appropriate spells from the psychic spell list as her spells known, even if they were never among the spells she prepared or recalled; once selected, these spells can no longer be changed, as with a normal psychic. Each time the psychic gains access to a new level of spells, she gains full memory of spells 2 levels lower in the same way (gaining full memory and permanently selecting her 2nd-level spells when she gains access to 4thlevel spells, and so on).
This ability alters spellcasting.
Spell Recollection (Ex)
Once per hour as a swift action, an amnesiac can attempt to remember any spell from the psychic spell list of her choice from either of the 2 highest spell levels she can cast. When she does, she rolls on Table 2–1: Spell Recollection to determine the result. Because the mental stress of combat brings memories to the surface more easily, the amnesiac adds 1d10 to this roll’s result if she’s in combat when she attempts to recall a spell. Regardless of the result, the amnesiac expends an amnesia slot of the appropriate level for the spell she is attempting to remember; she must cast the spell remembered (if any) using that amnesia slot during the same round, or the spell slot is lost without effect.
Once a spell has been remembered in this way, the amnesiac can cast it as one of her spells known for the rest of the day (even if she failed to cast the spell during the round in which she remembered it), unless spell recollection allowed her to cast a spell of a higher level than she would normally be able to cast.
Table: Spell Recollection d% Result 1–10 The amnesiac is unable to cast spells this round.
11–35 The amnesiac can’t remember the new spell (but can still cast spells this round).
36–95 The amnesiac remembers and can cast the new spell.
96+ The amnesiac can choose to treat this result as 36–95. Alternatively, once per day, she can instead temporarily recall any spell from the psychic spell list that’s 1 level higher than the spell she’s attempting to remember. When she does, her caster level counts as the minimum caster level required to cast the higherlevel spell, and she forgets the spell after it’s cast.
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.
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.
Self-Perfection
You take a holistic view of psychic power, believing that you must hone both your mental and physical attributes to remain in balance. The focus you find while exercising, fasting, and otherwise tending to your body broadens your psychic powers.
Phrenic Pool Ability: Wisdom.
Bonus Spells: Expeditious retreat (1st), bear’s endurance (4th), haste (6th), freedom of movement (8th), echolocation (10th), transformation (12th), ethereal jaunt (14th), iron body (16th), akashic form (18th).
Discipline Powers: Your powers alter your body through your force of will.
AC Bonus (Ex)
When unarmored and unencumbered, you add your Wisdom bonus (if any) to your AC and CMD. The bonus to AC applies even against touch attacks or when you’re flat-footed. You lose these bonuses when you’re immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.
Physical Push (Su)
By channeling your psychic energy, You can make your body capable of greater physical feats.
When you attempt a Strength-, Dexterity-, or Constitution-based ability check or skill check, you can gain a bonus on the check equal to your Wisdom bonus. You can use this ability a number of times per day equal to your Wisdom modifier.
Using this ability is part of the action used to attempt the skill check (if any). If you succeed at the check, you regain 1 point in your phrenic pool.
Bodily Purge (Su)
You can heal your own wounds and maladies with the power of thought alone. At 5th level, You gain access to a daily pool of healing energy. This pool starts with 3 d8 dice per day, and gains 1 additional d8 for every 2 psychic levels you possess beyond 5th. As a standard action, you can use up any number of these dice to regain a number of hit points equal to the result of rolling that many d8s. For example, at 5th level you could regain 3d8 hit points all at once, 1d8 hit points three separate times, or 1d8 hit points once and 2d8 hit points at a different time.
In addition, you can expend 2 dice from this pool to instead gain the benefit of lesser restoration (affecting yourself only). At 7th level, you can expend 3 dice from this pool to instead gain the benefit of neutralize poison, remove disease, or restoration (affecting yourself only). To use restoration to dispel a permanent negative level, you must expend 4 dice from this pool instead of 3.
Use your psychic level as your caster level for these effects.
Defensive Focus (Ex)
At 1st level, the defensive prowess of the warder is second to none, allowing her to focus her actions purely on defending himself and her allies in ways that cannot be replicated. The warder gains the Combat Reflexes feat as a bonus feat, using her warder initiation modifier in place of her Dexterity modifier to determine the number of additional attacks of opportunity she may make each round.
When recovering warder maneuvers as a full round action, the warder sets up a defensive perimeter around herself to defend her allies, increasing her threatened area by 5 feet + 5 feet for every five initiator levels she possesses. Until the beginning of her next turn, she may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. She may move as part of these attacks of opportunity, provided her total movement before her next turn does not exceed her speed (his movement provokes attacks of opportunity as normal). Additionally, while using defensive focus, the warder adds her warder initiation modifier plus her class level to her CMD for the purposes of defending against enemies trying to use the Acrobatics skill to prevent her from getting attacks of opportunity against them.
Aegis (Ex)
At 1st level, the warder’s defensive prowess extends to those who choose to stay near to him. Allies who are within 10 ft. of the warder’s position gain a +1 morale bonus to Armor Class and to Will saves under the warder’s defensive aegis, her presence bolstering and shepherding the defenses of her allies. This bonus improves to +2 at 5th level (+3 at 9th level, +4 at 13th level, and +5 at 17th level). The warder does not receive this bonus, but may receive the benefits of this ability from another warder. If the ally cannot see or hear the warder, then the ally does not gain the benefits of this ability (such as if the warder is concealed or invisible).
Amplifications:
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.
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.
Phrenic Pool: 8
Spells Known:
Knacks: (9): Detect Magic, Light, Prestidigitation, Daze, Detect Psychic Significance, Mage Hand, Detect Poison, Sift, Ghost Sound
Level 1: (5+D+2 FCB) Expeditious Retreat [D], Anticipate Peril, Magic Missile, Mask Dweomer, Charm Person, Heightened Awareness, Burst of Adrenaline
Level 2: (5+D+2 FCB) Bear's Endurance [D], Greater Detect Magic, Invisibility, Hold Person, Locate Object, Mirror Image
Level 3: (4+D+1 FCB) Mind Thrust III, Nondetection, Fly, Haste [D], Wall of Nausea,
Level 4: (3+D) Telekinesis, Black Tentacles, Freedom of Movement [D], Scrying
Level 5: (2) Unknown [A], Greater Command
Level 6: (1) Unknown [A]
Spell Slots:
Level 1: (9)
Level 2: (9)
Level 3: (9)
Level 4: (9)
Level 5: (7)
Level 6: (5)
Maneuvers:
Disciplines: Broken Blade, Golden Lion, Sleeping Goddess, Primal Fury, Riven Hourglass
Bladecaster: Elemental Flux, Shattered Mirror, Riven Hourglass
Initiator Level: 4+1+4+2 = 11
PP: 7
Maneuvers: 7 Ready: 4
Stances: 2 - Internal Dominion of the Sleeping Goddess, Chronal Fission
Body of Delusion
Clockwatcher
Temporal Body Adjustment - Ready
Reunion In Dreams
Fetch’s Wrath - Ready
Relativity Burst - Ready
Eldritch Consumption - Ready
Devil Trigger
Archmage 2
1/day Swift 2 min.
Hard to kill, Mythic power 5/day, Surge +1d6
Archmage Arcana: Wild Arcana (Su)
Mythic Feat 1: Mythic Spell Lore
Path Ability 1: Legendary Item: Headband
Path Ability 2: Mythic Spellcasting
- Metamagician
- Legendary Fortification
- Locked
Mythic Spells Known:
1. Invisibility
2. Dominate Person
3. Telekinesis
4. Fly