Category:Psionic Oriented Advanced Classes

Psionic Advanced Classes
Telepath: A Hero naturally talented with innate psionic ability that harnesses emotions through memories to wield greater power at a risk. The fastest path into this advanced class is from the Charismatic Hero basic class, though other paths are possible.

Mentalist: A Hero that through meditation and strict mental discipline has discovered a deep reservoir of power within himself, a power that can be manifested as either a strong defense or a deadly weapon. The fastest path into this advanced class is from the Smart and Dedicated Hero basic classes, though other paths are possible.

Psionic Agent:  A Hero able to harness thier psionic talents for investigations or in long-range combat, able to be assassins, protectors, or just simply investigators. The fastest path into this advanced class is from the Fast Hero basic class, though other paths are possible.

Battle Mind: A Hero that turns her psionic potential into the ultimate weapon, combining physical prowess and their mental energies to become a devasting warrior that is never at a loss for an offensive strategy. The fastest path into this advanced class is from the Tough Hero basic class, though other paths are possible.

Bonus Power Points
The key ability score linked to your class grants you additional power points equal to your key ability modifier × your manifester level ×½.

Autohypnosis (Wis; Trained Only)
You have trained your mind to resist certain injuries and threats while also gaining a few select benefits.

Check: The DC and effect depend on the task you attempt.
 * Resist Fear: In response to a fear effect, you can make an Autohypnosis check on your next action even if you’ve been overcome by fear. A successful check grants you another saving throw with a +4 morale bonus to resist the fear effect.
 * Memorize: You can attempt to memorize a long string of numbers, a long passage of verse, or other particularly difficult piece of information. Each successful check allows you to memorize up to 250 words or the equivalent of what could be comfortably contained on an 8 1/2-by-11-inch sheet of paper. You always retain this information; however, you can only recall it with a successful Autohypnosis check.
 * Tolerate Poison: In response to being poisoned, you can make an Autohypnosis check on your next action. A successful check grants you a +4 morale bonus on your saving throw to resist the poison’s secondary damage.
 * Willpower: If reduced to 0 hit points (disabled), you may make an Autohypnosis check. If successful, you can perform a strenuous action without taking 1 point of damage. A failed check carries no penalties - you can choose not to perform the strenuous action. If you do perform the strenuous action after failing the check, you take 1 point of damage, as normal.

Try Again?: For resist fear and memorize, you can make a check once per round. You can’t try again to tolerate poison. You can’t try again in the same round for willpower.

Special: You can take 10 on Autohypnosis checks, but you can’t take 20. Most uses of Autohypnosis are attack actions. Willpower is a free action that can be attempted once per round.

Spellcraft (Int; Trained Only)
The following are additional uses or updated uses for the Spellcraft skill. Use this skill to identify powers as they are manifest or powers already in place.

Check: You can identify powers and psionic effects. The DCs for Spellcraft checks relating to various tasks are summarized on the following table. Additionally, certain powers allow you to gain information about psionic effects, provided that you make a successful Spellcraft check as detailed in the power description.


 * Action: Varies, as noted in table.


 * Try Again?: See table.

Use Magic Device (Cha; Trained only)
The following are additional uses or updated uses for the Use Magic Device skill. Use this skill to activate psionic devices (FX Items that have been created through the use of Psionics).

Check: This skill lets you use a psionic item as if you had the manifesting ability or class features of another class or a different allegiance. You make Use Magic Device checks each time you attempt to activate the device. If you are using the check to emulate an alligence or some other quality in an ongoing manner, you need to make the relevant emulation checks once per hour. You must consciously choose what to emulate. That is, you must know what you are trying to emulate when you make an emulation check. Activate Blindly: Some psionic items are activated by specific thoughts or conceptions. You can activate such items as if you were using the activation method even if you’re not, and even if you don’t know it. You do have to use something equivalent. You have to wave the item around or otherwise attempt to get it to activate. You get a +2 bonus on the check if you’ve activated the item at least once in the past.

If you fail the check by 10 or more, you suffer brainburn. Brainburn occurs when something goes awry, the resultant psionic surge persists for 1d4 rounds and deals 1d4 per Manifester Level of the item attempting to be activated. The surge also arcs across multiple targets similar to an energy current, except that the damage type isn't specified. The user being the primary target and one nearby ally (choosen randomly) is the secondary target.

Emulate Class Feature: Sometimes you need a class feature to activate a magic item. Your effective level in the emulated class equals your check result minus 20.

This skill use doesn’t allow you to use the class feature of another class. It just lets you activate items as if you had the class feature.

If the class whose feature you are emulating has an allegiance requirement, you must meet it. This may require a separate check to emulate allegiance (see below).

Emulate Alligence: Some magic items have positive or negative effects based on your allegiance. You can use these items as if you were of an allegiance of your choice. You can only emulate one allegiance at a time.

Use Dorje: Normally, to use a dorje, you must have the dorje's power on your class power list. This use of the skill allows you to use a dorje as if you had a particular power on your class power list. This use of the skill applies to other power trigger psionic items, if applicable.

Try Again?: Yes, but if you ever roll a natural 1 while attempting to activate an item and you fail the check, then you can’t try to activate that item again for 24 hours.

Special: You can’t take 10 or take 20 with this skill and you can't aid another on Use Magic Device checks.

Power Lists
Erudite Powers (Mentalist and Telepath Powers)

Psionic Agent Powers

Battle Mind Powers