Xuldarinar
2014-08-10, 11:24 AM
ULTIMATE SUBPSIONICS
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"The psionic activity of the subconscious mind lies just below the level of awareness. In this level, a darker, more insidious side of the psyche resides. While most psionic characters never venture into the subconscious mind, some have embraced it. The subconscious mind provides a psionic character with an alternate conduit for manifesting powers.
"Those who utilize their subconscious mind suffer some disadvantages. First, the thoughts and secrets of the subconscious mind are disquieting and injurious to the mortal mind. Second, while the conscious mind serves equally well for any kind of power, the subconscious mind is best for the disciplines of Metacreativity, Clairsentience, and Telepathy, and it is unsuited to the Psychometabolism, Psychoportation, and Psychokinesis disciplines. Third, powers with a visible display that involve the creation of light no longer create any visible light; creatures with darkvision can, however, see these powers.
"Finally, the more familiar a mortal becomes with the secrets of the subconscious mind, the more divorced they become from the conscious mind. An accomplished subpsionic character can manifest powers that normal psionic creatures find difficult to detect, counter, or nullify, but the subpsionic character becomes similarly unable to affect powers manifested by the conscious mind."
CLASS OPTIONS
While the use of subpsionics is far from limited to or from a given psionic class, the following psionic classes have unique options and interactions with the use of subpsionics.
AEGIS
Subpsionic Astral Suit Customizations
An aegis that forms their astral suit using their subconscious mind, otherwise referred to as an umbral aegis and dawning astral suits appearing black and purple in color, have access to the following customization options in addition to those available normally to an aegis (or your archetype if you possess a different list). To use these customization options, and be considered an umbral aegis, an aegis must possess the Subpsionic Astral Suit feat.
2-Point Customizations
Withering, Lesser: Each time a target is struck by the aegis, it must make a Fortitude save or take 1 point of temporary ability damage to the ability score chosen by the aegis at the time the suit is created. This ability does not stack with withering or greater withering. The aegis must have the psionic attacks customization and at least 5th level to select this customization.
3-Point Customizations
Withering: Each time a target is struck by the aegis, it must make a Fortitude save or take 1d3 points of temporary ability damage to the ability score chosen by the aegis at the time the astral suit is created. This ability does not stack with lesser withering or greater withering. The aegis must have the psionic attacks customization and be at least 8th level to select this customization.
4-Point Customizations
Withering, Greater: Each time a target is struck by the aegis, it must make a Fortitude save or take 1d3 points of temporary ability damage and 1 point of permanent ability drain to the ability score chosen by the aegis at the time the astral suit is created. This ability does not stack with withering or lesser withering. The aegis must have the psionic attacks customization and at least 13th level to select this customization.
Putrescence (Su): Any creature struck by the aegis must make a Fortitude save or contract astral rot (supernatural disease; incubation period 1d6 days; damage 1d3 temporary Constitution). Unlike normal diseases, astral rot continues until the victim reaches Constitution 0 (and dies) or until it is magically removed (such as by means of a Remove disease spell). An aegis must be at least 15th level before selecting this customization.
CRYPTIC
Cryptics that draw their powers from the subconscious mind are divided into two groups. Those that begun with subpsionics (Intuitive Cryptics) and those that later delved into subpsionics (Subpsionic Cryptics).
To become an intuitive cryptic, a cryptic must take the Conjunctive Mind feat at 1st level. An intuitive cryptic functions in all ways as a standard cryptic with the Conjunctive Mind feat, except an intuitive cryptic uses Wisdom instead of Intelligence for the purposes of their cryptic class features and for manifesting cryptic powers.
DREAD
Dreads, given the nature of fear and their powers, are the most common users of subpsionics. Already close it takes little for one to cross over into the discipline. A dread that possesses the Conjunctive Mind feat adds +1 to the DCs of saving throws made against dread class features. Furthermore, a dread with the nightmare constructer archetype and the tainted construction feat may add the abilities from that feat to their horror, treating Menu A abilities as 2-point evolutions that require 5th level to access, Menu B abilities as 3-point evolutions that require 9th level to access, and Menu C abilities as 4-point evolutions that require 15th level to access.
GAEAN
Gaeans (Druids of the Gaean archetype) sometimes choose to delve into the subconscious, exploring the depths of the minds of those of nature more than nature itself. A gaean who takes the Conjunctive Mind feat at 1st level may select from the following domains for their Nature bond, instead of those normally available to them: Charm (Lust subdomain only), Darkness, Destruction (Rage subdomain only), Evil (Fear Subdomain only), Madness, or Shadow Magic (Peacenlove's Complete Shadow Homebrew (https://docs.google.com/file/d/0B7pX5JzphJ4ya3YxNl91anlmLTQ/edit)).
PSION
Subpsionics Discipline
A psion who chooses subpsionics is known as a subpsion. Subpsions can learn an assortment of powers, drawn from the subconscious mind rather than the conscious.
Discipline Talents (Ps): Choose two powers from the following list: conceal thoughts, entangling ectoplasm, offensive precocntion, and telepathic lash.
As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. The duration of entangling ectoplasm is one round per two psion levels (minimum 1 round), and the duration of offensive precocnition is 1 round per psion level. You may only use conceal thoughts on yourself if used as one of your discipline talents.
Subpsionic Power (Ex): At 2nd level, and every four levels thereafter, you gain a point of subsonic power. Add the subsonic power value to the DC of saving throws and manifester level checks to overcome power resistance for powers you manifest from the Metacreataivity, Clairsentience, and Telepathy disciplines. This stacks with other spell/power effects that affect the specified powers.
Subpsionic Shield (Ps): At 8th level, you can create a mobile disk of purple-black force as a standard action. The subsonic shield intercepts attacks, providing a cover bonus to Armor Class equal to half your manifester level and grants three-quaters concealment against attacks form the other side of the shield. The disk protects you only from attacks from one direction. You designate half the battlefield (with yourself on the dividing line) as being blocked by the shield. The other half is not. You can change the defensive direction of the shield once as a free action on each of your turns. You can see and can reach through the shield and it moves out of the way when you attack, so it does not provide cover or concealment to opponents.
Shadow Twin (Su): At 14th level, you gain the Shadow Twin class feature as the dread class feature of the same name, except as follows. The shadow twin is only usable once per day, and the range the distance the shadow twin my stay within increases to 100 ft. at 18th level.
Delve into Shadow (Ps): At 20th level, each day when you meditate to regain power points, you may choose one spell of the darkness or shadow descriptor and treat it as one of your powers known for the day. This spell costs as many power points to cast as a power of the same level would, and benefits from Conjunctive Mind and feats that require Conjunctive Mind as if it were of the clairsentience, metacreativity or telepathy discipline. This spell does not count against your powers known.
PSYCHIC MAGE
Subpsionic mages are psychic mages (Wizards of the psychic mage archetype) that possess the conjunctive mind feat.
A subpsionic mage may treat Enchantment, Illusion and Necromancy as Telepathy, Clairsentience, and Metacreativity for the purpose of Conjunctive Mind and any feat with it as a prerequisite. In doing so they must have any combination of Transmutation, Conjuration and Evocation as their opposed schools, and count these schools as being the same as psionic powers of the Psychometabolism, Psychoportation and Psychokinesis for the purpose of Conjunctive Mind and any feat with it as a prerequisite. Furthermore, they may add all feats that have Conjunctive Mind as a prerequisite to their list of potential bonus feats.
A psychic mage that takes the Conjunctive Mind feat but does not have evocation and transmutation as their opposed schools cannot take the option listed above.
SOULKNIFE
Subpsionic Knife Enhancements
A soulknife who forms their weapon from psionic energy drawn from the subconscious mind is called a shadowknife and gains access to the Shadow Striking enchantment, a +3 enchantment with the following effect: 'Shadow striking weapons draw on the reflective nature of shadow to alter their nature and overcome damage reduction. A shadow strking weapon can adjust to emulate any alignment or substance required to overcome damage reduction.
A shadow striking weapon's attunement is to a particular sort of damage reduction fades 1d4 minutes after the last time it made contact with the appropriate creature.'
Shadowknives of certain archetypes focus on things other than their weapons and thus have the following enhancements and benefits in place of the normal benefits of the feat (+1 to attack and damage rolls):
Armored Blade: Enchantments: Greater Shadow, Improved Shadow, and Shadow. Benefit: +1 armor bonus to armor class.
Shielded Blade: Enchantment: Gloomy (Armor and shields with the gloomy special ability absorb light when worn. This can be suppressed or resumed on command. Designs usually feature dark colors when not active. Once per day, the wearer can command the armor or shield to darken to the strength of a darkness spell for 1 hour or until commanded to dim. This costs the same as a radiant enchant) [+3]. Benefit: +1 shield bonus to armor class.
FEATS
Below is a set of feats that facilitate and enhance one's abilities in the use of subpsionics.
Subpsionic Feats
You may notice some references to subpsionic feats, mostly to determine the effects of a feat. A subpsionic feat is any feat that makes you a subpsionic character, such as conjunctive mind or subpsionic mind blade, or any feat that has such a feat as a prerequisite, such as insidious mind or dreadful blow.
Feats Prerequisites Benefit
Conjunctive Mind Mental ability score 15+ +1 to metacreativity, clairsentience and telepathy powers, -1 to psychometabolism, psychoportation, and psychokinesis
-Collective Strength Conjunctive Mind Draw power from other subpsionics users.
-Gouge Psyche Conjunctive Mind Take ability damage to increase your manifester level
-Insidious Mind Conjunctive Mind Powers become harder to detect
-Nocturnal Manifester Conjunctive Mind Powers become more powerful at night
-Shadow Draining Conjunctive Mind Gain the ability to drain power from manifesters
-Subconcious Power Conjunctive Mind Gain additional power points based on Conjunctive feats
-Subpsionic Immersion Conjunctive Mind Recover expended power points from failed Telepathy powers used against you
-Tainted Construction Conjunctive Mind Astral constructs gain the evil subtype and access to a larger list of abilities
-Tenacious Mind Conjunctive Mind Powers become harder to nullify
--Mysterious Mind Conjunctive Mind, Tenecious Mind Shape psionic powers into a form more divorced from normal powers
Subpsionic Astral Suit Form Astral Suit Shape astral suit from subconscious, granting access to additional customization options
Subpsionic Mind Blade Shape Mindblade Shape mind blade from the subconscious.
-Dreadful Blow Subpsionic Mindblade, Psychic Strike Trade 1d8 Psychic strike damage to render foe shaken for 1 round
Embrace Id - -
-Anger Three subpsionic feats and rage class feature Use subpsionic abilities while raging by expending psionic focus.
-Fear Three subpsionic feats and fearsome insight class feature Enhance subpsionic abilities while under the effects of fear.
Terrifying Soulknife Enhanced mind blade +2, terrors class feature Your dread and soulknife training provide complementary benefits
Dark Tactician Coordinated Strike (+1), Fundamentals of Shadow Your shadowcaster and tactician training provide complementary benefits
Dreadful Shadow Devastating Touch, Fundamentals of Shadow Your dread and shadowcaster training provide complementary benefits
Ebon Vitalist Fundamentals of Shadow, Transfer Wounds (1d6) Your shadowcaster and vitalist training provide complementary benefits
Midnight Aegis Form Astral Suit, Fundamentals of Shadow Your aegis and shadowcaster training provide complementary benefits
Penumbral Cryptic Discreet Casting, Disrupt Pattern Your cryptic and shadowcaster training provide complementary benefits
Shadow Marksman Arrow of Dusk Fundamental, Favored Weapon class feature Your marksman and shadowcaster training provide complementary benefits
Shadow Smith Enhanced Mindblade +2, Fundamentals of Shadow Your shadowcaster and soulknife training provide complementary benefits
Warrior of Thought and Shadow Fundamentals of Shadow, Warrior's Path class feature Your psychic warrior and shadowcaster training provide complementary benefits
Wild Dread Terrors class feature, wild surge +1 Your dread and wilder training provide complementary benefits
Wild Shadow Fundamentals of Shadow, wild surge +1 Your shadowcaster and wilder training provide complementary benefits
Collective Strength (Psionic)
You have learned to reenforce your mind using the subconscious minds of others who have learned how to tap into its power.
Prerequisites:Conjunctive Mind
Benefit: You can draw on the power of the collective unconsciousness of those around you to strengthen your mind. You gain a +1 competence bonus to will saves for every being (including yourself) that has the Conjunctive Mind feat within 100 feet of you. Thus for example, if 2 other creatures had the Conjunctive Mind feat, your total bonus would be +3. Your bonus cannot exceed the total number of subpsionic feats you have. Thus, in the earlier example, if you only had Conjunctive Mind and Collective Strength, your bonus would only be +2 rather than +3.
Conjunctive Mind (Psionic)
You have discovered the dark and dangerous side of the mind that is buried deep within the subconscious.
Prerequisite: Mental ability score of at least 15.
Benefit: From now on, your powers have become integrated with your subconscious mind. You can also activate subpsionic items without taking damage.
Add a +1 to all saving throws of powers you manifest from Metacreativity, Clairsentience, and Telepathy disciplines. You get a +1 bonus on manifester level checks to overcome power resistance for powers from these disciplines.
The subconscious mind proves less than optimal for powers from the Psychometabolism, Psychoportation, and Psychokinesis disciplines. Your effective manifester level for powers you manifest from these disciplines is lessened by -1. (Subpsionic characters cannot manifest powers from these disciplines if they are 1st-level characters.) The reduced manifester level affects the power's range, duration, damage, and any other level-dependant variables the power might have, including nullify checks against you.
From now on any psionic item you create is a subpsionic item. Furthermore you may no longer use any powers of the light descriptor. Powers used to create or control shadow or entities made of shadow, such as shadow body or shadow eft, gain a +1 bonus on manifester level checks regardless of their discipline as well as benefit from feats and class features that require this feat as a prerequisite.
Special: Knowledge of the subconscious mind has a price. When you acquire this feat, or any other feat for the first time that makes you become a subpsionic character, you must reduce one of your ability scores by 2 points. Restorative powers (such as true rejuvenation) can not reverse the stat loss.
Dark Tactician
Prerequisite: Coordinated Strike (+1), Fundamentals of Shadow
Benefit: Your tactician manifester level gains a +2 bonus as long as this bonus doesn't raise your manifester level above your current Hit Dice. Your shadowcaster level gains a +2 bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. In addition, you may add your shadowcaster level to your tactician level for the purposes of advancing coordinated strike. Furthermore, you may expend a daily coordinated strike use as a free action once per round to regain a daily use of a mystery of one grade lower than the highest you can cast.
Dreadful Blow (Psionic)
Drawing from your subconscious, you can relinquish damage to assault one's mind with visions of terror.
Prerequisite: Subpsionic Mind Blade, Psychic Strike +2d8
Benefit: The target of your psychic strike is shaken for 1 round. The effect doesn't stack with any other fear effects, including itself. This is a mind-affecting fear effect.
Using this feat reduces your psychic strike damage by 1d8.
Dreadful Shadow
Prerequisite: Devastating Touch, Fundamentals of Shadow
Benefit: Your dread manifester level gains a +2 bonus as long as this bonus doesn't raise your manifester level above your current Hit Dice. Your shadowcaster caster level gains a +2 bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. In addition, you may add your shadowcaster level to your dread level for the purpose of meeting level prerequisites for terrors. Furthermore when you cast a mystery, you can make a free intimidate check against the target.
Embrace Id: Anger (Psionic)
As you've delved deeper into your subconscious, you've learned to embrace an aspect of the Id, your capacity for rage.
Prerequisite:Three subpsionic feats and Rage Class Feature
Benefit: While raging, you may expend psionic focus to manifest a single psionic power that benefits from Conjunctive Mind that you know. This power does not require a concentration check. Furthermore, when manifesting a power of one of the disciplines previously mentioned while in rage, you may increase the manifester level of the power equal to half the number of subpsionic feats you possess. This number increases by 1 if you have Greater Rage and by 2 if you have Mighty Rage.
Normal: While under the effects of rage you may not manifest psionic powers.
Embrace Id: Fear (Psionic)
As you've delved deeper into your subconscious, you've learned to embrace an aspect of the Id, your capacity for fear.
Prerequisite: Three subpsionic feats and Fearsome Insight Class Feature
Benefit: While under the effects of fear, powers that benefit from Conjunctive Mind are enchanted. While shaken, psionic powers of the appropriate disciplines have their effective manifester levels increased by 1. While Frightened these are increased by 2, and while Panicked these are increased by 3. These bonuses last for the duration of the effect or for a number of rounds equal to half the number of subpsionic feats you possess, which ever is less. If you possess the Immersed in Fear class feature, you may temporarily lower your immunities to fear to benefit from this feat, in which case shaken functions normally although you do not take penalties to checks made to manifest powers of the metacreativity, clairsentience or telepathy disciplines. Frightened functions as shaken except the penalties are increased to -4, and panicked functions as shaken except that penalties are increased to -6. You may not count as suffering from shaken, frightened or panicked for the purposes of Twin Fear.
Ebon Vitalitist
Prerequisite: Fundamentals of Shadow, Transfer Wounds (1d6)
Benefit: Your vitalist manifester level gains a +2 bonus as long as this bonus doesn't raise your manifester level above your current Hit Dice. Your shadowcaster caster level gains a +2 bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. Furthermore, you may add your shadowcaster level to your vitalist level for the purpose of advancing transfer wounds. In addition, you may expend a daily transfer wounds use as a free action to regain a daily use of a mystery one grade lower than the highest you can cast.
Gouge Psyche (Psionic)
You've learned how to force yourself plunge deeper into your subconscious, tapping more into the well of power that lies within its depths. Doing so however comes at a cost.
Prerequisite: Conjunctive Mind
Benefit: When manifesting a power, you can increase your effective manifester level but in so doing you take 1 point of damage to one of your mental ability scores (Intelligence, Wisdom or Charisma) per level increased. You cannot increase your manifester level using this feat more than half the number of subpsionic feats you possess. The effective increase in manifester level increases the number of power points you can expend on a single power manifestation, as well as increasing all manifester level-dependent effects, such as range, duration, and overcoming power resistance.
Normal: Your manifester level is equal to your total levels in classes that manifest powers
Special: Benefits that cannot be used with Overchannel, such as wild surge, may not be used with gouge psyche.
Insidious Mind (Psionic)
You can use your subconscious mind to make your powers harder for normal psionic creatures to detect.
Prerequisite: Conjunctive Mind.
Benefit: When a normal psionic creature employs a psi-like ability, psionic item, or power (such as detect psionics) that can detect the psionic aura of one of your powers, the normal psionic creature must make a level check (DC 12 + your manifester level) to successful detect your powers. Similarly, a normal psionic creature attempting to use a power to reveal the effects of one of your powers, such as sense psychoportation, must make a level check to reveal your power's effects. The normal psionic creature can check only once for each power used, no matter how many of your powers effects are operating in an area. This benefit does not extend to powers you manifest from the Psychometabolism, Psychoportation, or Psychokinesis disciplines.
From now on, your ability to detect normal psionic powers is impaired. Any power you use to detect a normal psionic power is successful only if you make a level check against a DC of 8 + the manifester level. This penalty does not extend to powers from the Metacreativity, Clairsentience, and Telepathy disciplines. (You detect them normally.)
Special: For the purposes of this feat, any creature that has the psionic subtype but does not have the Conjunctive Mind feat is considered to be a normal psionic creature.
Midnight Aegis
Prerequisite: Form Astral Suit, Fundamentals of Shadow
Benefit: Your shadowcaster caster level gains a +2 bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. Furthermore, you may add your shadowcaster level to your aegis level for the purpose of level requirements for astral suit customizations. In addition, you no longer suffer from Arcane Spell Failure when attempting to cast mysteries but only when you are wearing an astral suit.
Mysterious Mind (Psionic)
Delving further into your subconscious, you have found a way to make your powers can take on a new form.
Prerequisites:Conjunctive Mind, Tenacious Mind
Benefit: When meditating to regain your power points, you may choose to give up a number of power points to take a power of yours known and that benefits from the conjunctive mind feat, and convert it into a psi-like ability for the rest of the day. This psi-like ability requires a minimum of two uses having been put into it, each use costing the amount of power points you would normally spend on it upon manifesting it. All uses of a given power converted this way must have the same amount of power points expended. For example, if a 5th level psion wanted to have Psionic Blast as a psi-like ability, after they finished regaining their power points they would have 10 less power points, be unable to normally manifest Psionic Blast, but be able to use Psionic Blast 2/day as a psi-like ability.
You may do this with any number of psionic powers known to you but in doing so keeps them from being manifested normally until the next time you regain your power points, at which point you lose them as psi-like abilities and gain the full total of your power points back, unless of course you choose to store another psionic power as a psi-like ability.
Special: You may take this feat a second time. You may choose to instead convert a power into a supernatural ability, following all the rules listed above, except the minimum number of uses is three.
Nocturnal Manifester (Psionic)
As you reach deeper into your subconscious mind, you find your abilities become harder to resist in the night.
Prerequisites:Conjunctive Mind
Benefit: Choose between metacreativity, clairsentience and telepathy. At night, the save DC of all powers you manifest of your chosen discipline increases by +1.
The ambient light is irrelevant, nor does it matter if you can see the sky. Only the actual time of day matters.
Special: You may gain this feat multiple times, but its effects do not stack. Each time you take this feat, it applies to a new discipline.
Penumbral Cryptic
Prerequisite: Discreet Casting, Disrupt pattern
Benefit: Your cryptic manifester level gains a +2 bonus as long as this bonus doesn't raise your manifester level above your current Hit Dice. Your shadowcaster caster level gains a +2 bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. Furthermore, you may add your shadowcaster level to your cryptic level for the purpose of advancing disrupt pattern. In addition, you may attempt to hide the visual pattern usually displayed when manifesting cryptic powers. A perception check becomes require to notice this pattern, equal to the check required to notice your shadow is making different gestures than you when utilizing the discreet casting class feature.
Shadow Draining (Psionic)
You have learned to sap the power of wielders of the conscious mind when they use their powers against you and meet failure.
Prerequisites:Conjunctive Mind
Benefit: You can drain the psionic power of others into your subconscious. Whenever you succeed on a save against a psionic power manifested by a normal psionic creature, you may choose to drain some of their psionic power. If you do, they must make a will save. The DC of this save is 10 + 1/2 your character level + your ability modifier of your primary manifesting stat (if you have more than one from multiple manifesting classes, choose the highest). If they fail this save, they lose 1d6 power points from their pool of power points, and you gain half that many power points (rounded down) in your own pool. This is a [mind-affecting] supernatural effect.
Special: For the purposes of this feat, any creature that has a manifester level but does not have the Conjunctive Mind feat is considered to be a normal psionic creature.
Shadow Marksman
Prerequisite: Arrow of Dusk fundamental, Favored Weapon class feature
Benefit: Your marksman manifester level gains a +2 bonus as long as this bonus doesn't raise your manifester level above your current Hit Dice. Your shadowcaster caster level gains a +2 bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. In addition, you may treat Arrow of Dusk as if you selected it for your favored weapon class feature, and may choose to do lethal damage with it, but doing so reduces its damage to 1d6. Any and all class features of the marksman class that can be used with ranged weapons can be used with the arrow of dusk mystery.
Shadow Smith
Prerequisite: Enhanced Mindblade +2, Fundamentals of Shadow
Benefit: Your soul knife level gains a +2 bonus up to a maximum of your hit dice, for the purpose of your mind blade enhancement class feature. Your shadowcaster caster level gains a +2 bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. In addition, you may expend a use of one of your touch mysteries as a free action to channel the mystery through your mind blade.
Subconscious Power (Psionic)
As you delve deeper into the power stored within the depths of your subconscious, you find more power to fuel both abilities you possess and those that you have yet to uncover.
Prerequisites:Conjunctive Mind
Benefit: You have access to wells of hidden power deep within your psyche. You gain 1 additional power point for every subpsionic feat you have. If you gain additional feats, you gain further points.
Subpsionic Immersion (Psionic)
You've learned how to draw out additional power from your subconscious when others fail their attempts to pierce even your conscious mind.
Prerequisites:Conjunctive Mind
Benefit: You can absorb residual energy resulting from failed attempts to psionically affect your mind. Whenever a psionic creature attempts to affect you with a power from the Telepathy discipline and fails, you can dip into your subconscious to recover 1d3 power points or the amount that was spent on the failed power, whichever is lower. You can only use this feat if the power failed for one of the following reasons :
* You succeeded on your save.
* Your psionic resistance (if any) protected you from the power.
* The psionic creature failed a Concentration check and lost the power points as a result.
* You were immune to the power and/or all of its effects.
Subpsionic Astral Suit (Psionic)
You learn to shape your astral suit from the subconscious mind.
Prerequisite: Form Astral Suit
Benefit: From this point forward, you are treated as a subpsionic character. While in areas of shadowy illumination or darkness, you gain a +1 armor bonus to armor class while manifesting your astral suit. Furthermore, add Greater Withering, Lesser Withering, Putrescence, and Withering to your list of customization options.
Special: Knowledge of the subconscious mind has a price. When you acquire this feat, or any other feat for the first time that makes you become a subpsionic character, you must reduce one of your ability scores by 2 points. Restorative powers (such as true rejuvenation) can not reverse the stat loss.
Subpsionic Mind Blade (Psionic)
You learn to shape your mind blade from the subconscious mind.
Prerequisite: Shape Mind Blade
Benefit: From this point forward, you are treated as a subpsionic character. While in areas of shadowy illumination or darkness, you gain a +1 bonus to attack and damage rolls using your mind blade. Furthermore, you add shadow striking (+3 enhancement bonus, Tome of Magic) to the list of weapon special abilities you may apply to your mind blade. Your mind blade's surface becomes a shimmering black bathed in a deep purple glow.
Special: Knowledge of the subconscious mind has a price. When you acquire this feat, or any other feat for the first time that makes you become a subpsionic character, you must reduce one of your ability scores by 2 points. Restorative powers (such as true rejuvenation) can not reverse the stat loss.
Terrifying Soulknife
Through the merging of disciplines, your mind blade spreads terror as you make your way across the battlefield.
Prerequisite: Enhanced mind blade +2, terrors class feature
Benefit: Your manifester level which granted you the terrors class feature gains a +2 bonus as long as this bonus doesn't raise your manifester level above your current Hit Dice. Your soul knife level gains a +2 bonus, up to a maximum of your hit dice, for the purpose of your mind blade enhancement class feature. In addition, you may add your soul knife level to your dread level for the purpose of terrors level requirements. Furthermore, you may channel terrors normally channeled through devastating touch through blows delivered with your mind blade.
Tainted Construction (Psionic)
As a subpsionic character, you can tap into the subconscious mind when shaping astral constructs.
Prerequisite: Conjunctive Mind.
Benefit: You may select astral construct abilities from an extended menu. Each special ability can come from your normal menu or from the following table. Astral constructs you create are formed from a darker, tainted ectoplasm and now have the [Evil] subtype. Their surface is a shimmering black bathed in a deep purple glow.
Menu A
Lesser Aura of Fear: Creatures within 10 feet of the construct must make a Will save (DC 5 + 1/2 the construct's HD) or become shaken and suffer a -2 morale penalty on attack rolls, saves, and checks. Anyone whose HD exceed those of the construct are not affected. This ability cannot be chosen more than once.
Lesser Withering: Each time a target is struck by the construct, it must make a Fortitude save (DC 5 + 1/2 the construct's HD) or take 1 point of temporary ability damage to the ability score chosen by the manifester at the time the construct is created. This ability cannot be chosen more than once. This ability does not stack with withering or greater withering.
Menu B
Aura of Fear: Creatures within 10 feet of the construct must make a Will save (DC 10 + 1/2 the construct's HD) or become shaken and suffer a -2 morale penalty on attack rolls, saves, and checks and flee from the construct as quickly as they can. Anyone whose HD exceed those of the construct are not affected. This ability cannot be chosen more than once.
Withering: Each time a target is struck by the construct, it must make a Fortitude save (DC 10 + 1/2 the construct's HD) or take 1d3 points of temporary ability damage to the ability score chosen by the manifester at the time the construct is created. This ability cannot be chosen more than once. This ability does not stack with lesser withering or greater withering.
Menu C
Greater Aura of Fear: Creatures within 30 feet of the construct must make a Will save (DC 15 + 1/2 the construct's HD) or become shaken and suffer a -2 morale penalty on attack rolls, saves, and checks, flee from the construct as quickly as they can and have a 50% chance to drop what they're holding. Anyone whose HD exceed those of the construct are not affected. This ability cannot be chosen more than once.
Greater Withering: Each time a target is struck by the construct, it must make a Fortitude save (DC 15 + 1/2 the construct's HD) or take 1d3 points of temporary ability damage and 1 point of permanent ability drain to the ability score chosen by the manifester at the time the construct is created. This ability cannot be chosen more than once. This ability does not stack with withering or lesser withering.
Putrescence (Su): Any creature struck by the construct must make a Fortitude save (DC 10 + 1/2 construct's HD) or contract astral rot (supernatural disease; incubation period 1d6 days; damage 1d3 temporary Constitution). Unlike normal diseases, astral rot continues until the victim reaches Constitution 0 (and dies) or until it is magically removed (such as by means of a Remove disease spell).
Tenacious Mind (Psionic)
You can use your subconscious mind to make your powers harder for normal psionic creatures to nullify.
Prerequisite: Conjunctive Mind.
Benefit: Your powers resist dispel attempts by normal psionic creatures. When a normal psionic creature makes a check to dispel one of your powers, the DC is 14 + your manifester level. This benefit does not extend to powers from the Psychometabolism, Psychoportation, or Psychokinesis disciplines.
From now on your ability to dispel powers manifested by normal psionic creatures is impaired. When you make a check to dispel a power manifested by a normal psionic creature, the DC is 14 + the opponent's manifester level. This penalty does not extend to powers from the Metacreativity, Clairsentience, and Telepathy disciplines, which you can negate normally.
Special: For the purposes of this feat, any creature that has a manifester level but does not have the Conjunctive Mind feat is considered to be a normal psionic creature.
Warrior of Thought and Shadow
Prerequisite: Fundamentals of Shadow, Warrior's Path class feature
Benefit: Your manifester level which granted you the warrior's path class feature gains a +2 bonus as long as this bonus doesn't raise your manifester level above your current Hit Dice. Your shadowcaster caster level gains a +2 bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. In addition, you may your mysteries with the martial power class feature.
Wild Dread
You are terror incarnate, channeling the emotion of fear to inflict the same upon your foes.
Prerequisite: Terrors class feature, wild surge +1
Benefit: Your manifester level which granted you the terrors class feature gains a +2 bonus as long as this bonus doesn't raise your manifester level above your current Hit Dice. Your wilder manifester level gains a +2 bonus as long as this bonus doesn't raise your manifester level above your current Hit Dice. In addition, your dread and wilder levels stack for the purpose of terrors level requirements. Furthermore, you may channel terrors normally channeled through devastating touch through your surge blast.
Wild Shadow
Prerequisite: Fundamentals of Shadow, Wild surge +1
Benefit: Your wilder manifester level gains a +2 bonus as long as this bonus doesn't raise your manifester level above your current Hit Dice. Your shadowcaster caster level gains a +2 bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. In addition, you can use your wild surge on mysteries, increasing your caster level the wild surge amount.
http://archive.wizards.com/dnd/images/psi_shadow1_med.jpghttp://archive.wizards.com/dnd/images/astral_cons_black_med.jpg
"The psionic activity of the subconscious mind lies just below the level of awareness. In this level, a darker, more insidious side of the psyche resides. While most psionic characters never venture into the subconscious mind, some have embraced it. The subconscious mind provides a psionic character with an alternate conduit for manifesting powers.
"Those who utilize their subconscious mind suffer some disadvantages. First, the thoughts and secrets of the subconscious mind are disquieting and injurious to the mortal mind. Second, while the conscious mind serves equally well for any kind of power, the subconscious mind is best for the disciplines of Metacreativity, Clairsentience, and Telepathy, and it is unsuited to the Psychometabolism, Psychoportation, and Psychokinesis disciplines. Third, powers with a visible display that involve the creation of light no longer create any visible light; creatures with darkvision can, however, see these powers.
"Finally, the more familiar a mortal becomes with the secrets of the subconscious mind, the more divorced they become from the conscious mind. An accomplished subpsionic character can manifest powers that normal psionic creatures find difficult to detect, counter, or nullify, but the subpsionic character becomes similarly unable to affect powers manifested by the conscious mind."
CLASS OPTIONS
While the use of subpsionics is far from limited to or from a given psionic class, the following psionic classes have unique options and interactions with the use of subpsionics.
AEGIS
Subpsionic Astral Suit Customizations
An aegis that forms their astral suit using their subconscious mind, otherwise referred to as an umbral aegis and dawning astral suits appearing black and purple in color, have access to the following customization options in addition to those available normally to an aegis (or your archetype if you possess a different list). To use these customization options, and be considered an umbral aegis, an aegis must possess the Subpsionic Astral Suit feat.
2-Point Customizations
Withering, Lesser: Each time a target is struck by the aegis, it must make a Fortitude save or take 1 point of temporary ability damage to the ability score chosen by the aegis at the time the suit is created. This ability does not stack with withering or greater withering. The aegis must have the psionic attacks customization and at least 5th level to select this customization.
3-Point Customizations
Withering: Each time a target is struck by the aegis, it must make a Fortitude save or take 1d3 points of temporary ability damage to the ability score chosen by the aegis at the time the astral suit is created. This ability does not stack with lesser withering or greater withering. The aegis must have the psionic attacks customization and be at least 8th level to select this customization.
4-Point Customizations
Withering, Greater: Each time a target is struck by the aegis, it must make a Fortitude save or take 1d3 points of temporary ability damage and 1 point of permanent ability drain to the ability score chosen by the aegis at the time the astral suit is created. This ability does not stack with withering or lesser withering. The aegis must have the psionic attacks customization and at least 13th level to select this customization.
Putrescence (Su): Any creature struck by the aegis must make a Fortitude save or contract astral rot (supernatural disease; incubation period 1d6 days; damage 1d3 temporary Constitution). Unlike normal diseases, astral rot continues until the victim reaches Constitution 0 (and dies) or until it is magically removed (such as by means of a Remove disease spell). An aegis must be at least 15th level before selecting this customization.
CRYPTIC
Cryptics that draw their powers from the subconscious mind are divided into two groups. Those that begun with subpsionics (Intuitive Cryptics) and those that later delved into subpsionics (Subpsionic Cryptics).
To become an intuitive cryptic, a cryptic must take the Conjunctive Mind feat at 1st level. An intuitive cryptic functions in all ways as a standard cryptic with the Conjunctive Mind feat, except an intuitive cryptic uses Wisdom instead of Intelligence for the purposes of their cryptic class features and for manifesting cryptic powers.
DREAD
Dreads, given the nature of fear and their powers, are the most common users of subpsionics. Already close it takes little for one to cross over into the discipline. A dread that possesses the Conjunctive Mind feat adds +1 to the DCs of saving throws made against dread class features. Furthermore, a dread with the nightmare constructer archetype and the tainted construction feat may add the abilities from that feat to their horror, treating Menu A abilities as 2-point evolutions that require 5th level to access, Menu B abilities as 3-point evolutions that require 9th level to access, and Menu C abilities as 4-point evolutions that require 15th level to access.
GAEAN
Gaeans (Druids of the Gaean archetype) sometimes choose to delve into the subconscious, exploring the depths of the minds of those of nature more than nature itself. A gaean who takes the Conjunctive Mind feat at 1st level may select from the following domains for their Nature bond, instead of those normally available to them: Charm (Lust subdomain only), Darkness, Destruction (Rage subdomain only), Evil (Fear Subdomain only), Madness, or Shadow Magic (Peacenlove's Complete Shadow Homebrew (https://docs.google.com/file/d/0B7pX5JzphJ4ya3YxNl91anlmLTQ/edit)).
PSION
Subpsionics Discipline
A psion who chooses subpsionics is known as a subpsion. Subpsions can learn an assortment of powers, drawn from the subconscious mind rather than the conscious.
Discipline Talents (Ps): Choose two powers from the following list: conceal thoughts, entangling ectoplasm, offensive precocntion, and telepathic lash.
As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. The duration of entangling ectoplasm is one round per two psion levels (minimum 1 round), and the duration of offensive precocnition is 1 round per psion level. You may only use conceal thoughts on yourself if used as one of your discipline talents.
Subpsionic Power (Ex): At 2nd level, and every four levels thereafter, you gain a point of subsonic power. Add the subsonic power value to the DC of saving throws and manifester level checks to overcome power resistance for powers you manifest from the Metacreataivity, Clairsentience, and Telepathy disciplines. This stacks with other spell/power effects that affect the specified powers.
Subpsionic Shield (Ps): At 8th level, you can create a mobile disk of purple-black force as a standard action. The subsonic shield intercepts attacks, providing a cover bonus to Armor Class equal to half your manifester level and grants three-quaters concealment against attacks form the other side of the shield. The disk protects you only from attacks from one direction. You designate half the battlefield (with yourself on the dividing line) as being blocked by the shield. The other half is not. You can change the defensive direction of the shield once as a free action on each of your turns. You can see and can reach through the shield and it moves out of the way when you attack, so it does not provide cover or concealment to opponents.
Shadow Twin (Su): At 14th level, you gain the Shadow Twin class feature as the dread class feature of the same name, except as follows. The shadow twin is only usable once per day, and the range the distance the shadow twin my stay within increases to 100 ft. at 18th level.
Delve into Shadow (Ps): At 20th level, each day when you meditate to regain power points, you may choose one spell of the darkness or shadow descriptor and treat it as one of your powers known for the day. This spell costs as many power points to cast as a power of the same level would, and benefits from Conjunctive Mind and feats that require Conjunctive Mind as if it were of the clairsentience, metacreativity or telepathy discipline. This spell does not count against your powers known.
PSYCHIC MAGE
Subpsionic mages are psychic mages (Wizards of the psychic mage archetype) that possess the conjunctive mind feat.
A subpsionic mage may treat Enchantment, Illusion and Necromancy as Telepathy, Clairsentience, and Metacreativity for the purpose of Conjunctive Mind and any feat with it as a prerequisite. In doing so they must have any combination of Transmutation, Conjuration and Evocation as their opposed schools, and count these schools as being the same as psionic powers of the Psychometabolism, Psychoportation and Psychokinesis for the purpose of Conjunctive Mind and any feat with it as a prerequisite. Furthermore, they may add all feats that have Conjunctive Mind as a prerequisite to their list of potential bonus feats.
A psychic mage that takes the Conjunctive Mind feat but does not have evocation and transmutation as their opposed schools cannot take the option listed above.
SOULKNIFE
Subpsionic Knife Enhancements
A soulknife who forms their weapon from psionic energy drawn from the subconscious mind is called a shadowknife and gains access to the Shadow Striking enchantment, a +3 enchantment with the following effect: 'Shadow striking weapons draw on the reflective nature of shadow to alter their nature and overcome damage reduction. A shadow strking weapon can adjust to emulate any alignment or substance required to overcome damage reduction.
A shadow striking weapon's attunement is to a particular sort of damage reduction fades 1d4 minutes after the last time it made contact with the appropriate creature.'
Shadowknives of certain archetypes focus on things other than their weapons and thus have the following enhancements and benefits in place of the normal benefits of the feat (+1 to attack and damage rolls):
Armored Blade: Enchantments: Greater Shadow, Improved Shadow, and Shadow. Benefit: +1 armor bonus to armor class.
Shielded Blade: Enchantment: Gloomy (Armor and shields with the gloomy special ability absorb light when worn. This can be suppressed or resumed on command. Designs usually feature dark colors when not active. Once per day, the wearer can command the armor or shield to darken to the strength of a darkness spell for 1 hour or until commanded to dim. This costs the same as a radiant enchant) [+3]. Benefit: +1 shield bonus to armor class.
FEATS
Below is a set of feats that facilitate and enhance one's abilities in the use of subpsionics.
Subpsionic Feats
You may notice some references to subpsionic feats, mostly to determine the effects of a feat. A subpsionic feat is any feat that makes you a subpsionic character, such as conjunctive mind or subpsionic mind blade, or any feat that has such a feat as a prerequisite, such as insidious mind or dreadful blow.
Feats Prerequisites Benefit
Conjunctive Mind Mental ability score 15+ +1 to metacreativity, clairsentience and telepathy powers, -1 to psychometabolism, psychoportation, and psychokinesis
-Collective Strength Conjunctive Mind Draw power from other subpsionics users.
-Gouge Psyche Conjunctive Mind Take ability damage to increase your manifester level
-Insidious Mind Conjunctive Mind Powers become harder to detect
-Nocturnal Manifester Conjunctive Mind Powers become more powerful at night
-Shadow Draining Conjunctive Mind Gain the ability to drain power from manifesters
-Subconcious Power Conjunctive Mind Gain additional power points based on Conjunctive feats
-Subpsionic Immersion Conjunctive Mind Recover expended power points from failed Telepathy powers used against you
-Tainted Construction Conjunctive Mind Astral constructs gain the evil subtype and access to a larger list of abilities
-Tenacious Mind Conjunctive Mind Powers become harder to nullify
--Mysterious Mind Conjunctive Mind, Tenecious Mind Shape psionic powers into a form more divorced from normal powers
Subpsionic Astral Suit Form Astral Suit Shape astral suit from subconscious, granting access to additional customization options
Subpsionic Mind Blade Shape Mindblade Shape mind blade from the subconscious.
-Dreadful Blow Subpsionic Mindblade, Psychic Strike Trade 1d8 Psychic strike damage to render foe shaken for 1 round
Embrace Id - -
-Anger Three subpsionic feats and rage class feature Use subpsionic abilities while raging by expending psionic focus.
-Fear Three subpsionic feats and fearsome insight class feature Enhance subpsionic abilities while under the effects of fear.
Terrifying Soulknife Enhanced mind blade +2, terrors class feature Your dread and soulknife training provide complementary benefits
Dark Tactician Coordinated Strike (+1), Fundamentals of Shadow Your shadowcaster and tactician training provide complementary benefits
Dreadful Shadow Devastating Touch, Fundamentals of Shadow Your dread and shadowcaster training provide complementary benefits
Ebon Vitalist Fundamentals of Shadow, Transfer Wounds (1d6) Your shadowcaster and vitalist training provide complementary benefits
Midnight Aegis Form Astral Suit, Fundamentals of Shadow Your aegis and shadowcaster training provide complementary benefits
Penumbral Cryptic Discreet Casting, Disrupt Pattern Your cryptic and shadowcaster training provide complementary benefits
Shadow Marksman Arrow of Dusk Fundamental, Favored Weapon class feature Your marksman and shadowcaster training provide complementary benefits
Shadow Smith Enhanced Mindblade +2, Fundamentals of Shadow Your shadowcaster and soulknife training provide complementary benefits
Warrior of Thought and Shadow Fundamentals of Shadow, Warrior's Path class feature Your psychic warrior and shadowcaster training provide complementary benefits
Wild Dread Terrors class feature, wild surge +1 Your dread and wilder training provide complementary benefits
Wild Shadow Fundamentals of Shadow, wild surge +1 Your shadowcaster and wilder training provide complementary benefits
Collective Strength (Psionic)
You have learned to reenforce your mind using the subconscious minds of others who have learned how to tap into its power.
Prerequisites:Conjunctive Mind
Benefit: You can draw on the power of the collective unconsciousness of those around you to strengthen your mind. You gain a +1 competence bonus to will saves for every being (including yourself) that has the Conjunctive Mind feat within 100 feet of you. Thus for example, if 2 other creatures had the Conjunctive Mind feat, your total bonus would be +3. Your bonus cannot exceed the total number of subpsionic feats you have. Thus, in the earlier example, if you only had Conjunctive Mind and Collective Strength, your bonus would only be +2 rather than +3.
Conjunctive Mind (Psionic)
You have discovered the dark and dangerous side of the mind that is buried deep within the subconscious.
Prerequisite: Mental ability score of at least 15.
Benefit: From now on, your powers have become integrated with your subconscious mind. You can also activate subpsionic items without taking damage.
Add a +1 to all saving throws of powers you manifest from Metacreativity, Clairsentience, and Telepathy disciplines. You get a +1 bonus on manifester level checks to overcome power resistance for powers from these disciplines.
The subconscious mind proves less than optimal for powers from the Psychometabolism, Psychoportation, and Psychokinesis disciplines. Your effective manifester level for powers you manifest from these disciplines is lessened by -1. (Subpsionic characters cannot manifest powers from these disciplines if they are 1st-level characters.) The reduced manifester level affects the power's range, duration, damage, and any other level-dependant variables the power might have, including nullify checks against you.
From now on any psionic item you create is a subpsionic item. Furthermore you may no longer use any powers of the light descriptor. Powers used to create or control shadow or entities made of shadow, such as shadow body or shadow eft, gain a +1 bonus on manifester level checks regardless of their discipline as well as benefit from feats and class features that require this feat as a prerequisite.
Special: Knowledge of the subconscious mind has a price. When you acquire this feat, or any other feat for the first time that makes you become a subpsionic character, you must reduce one of your ability scores by 2 points. Restorative powers (such as true rejuvenation) can not reverse the stat loss.
Dark Tactician
Prerequisite: Coordinated Strike (+1), Fundamentals of Shadow
Benefit: Your tactician manifester level gains a +2 bonus as long as this bonus doesn't raise your manifester level above your current Hit Dice. Your shadowcaster level gains a +2 bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. In addition, you may add your shadowcaster level to your tactician level for the purposes of advancing coordinated strike. Furthermore, you may expend a daily coordinated strike use as a free action once per round to regain a daily use of a mystery of one grade lower than the highest you can cast.
Dreadful Blow (Psionic)
Drawing from your subconscious, you can relinquish damage to assault one's mind with visions of terror.
Prerequisite: Subpsionic Mind Blade, Psychic Strike +2d8
Benefit: The target of your psychic strike is shaken for 1 round. The effect doesn't stack with any other fear effects, including itself. This is a mind-affecting fear effect.
Using this feat reduces your psychic strike damage by 1d8.
Dreadful Shadow
Prerequisite: Devastating Touch, Fundamentals of Shadow
Benefit: Your dread manifester level gains a +2 bonus as long as this bonus doesn't raise your manifester level above your current Hit Dice. Your shadowcaster caster level gains a +2 bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. In addition, you may add your shadowcaster level to your dread level for the purpose of meeting level prerequisites for terrors. Furthermore when you cast a mystery, you can make a free intimidate check against the target.
Embrace Id: Anger (Psionic)
As you've delved deeper into your subconscious, you've learned to embrace an aspect of the Id, your capacity for rage.
Prerequisite:Three subpsionic feats and Rage Class Feature
Benefit: While raging, you may expend psionic focus to manifest a single psionic power that benefits from Conjunctive Mind that you know. This power does not require a concentration check. Furthermore, when manifesting a power of one of the disciplines previously mentioned while in rage, you may increase the manifester level of the power equal to half the number of subpsionic feats you possess. This number increases by 1 if you have Greater Rage and by 2 if you have Mighty Rage.
Normal: While under the effects of rage you may not manifest psionic powers.
Embrace Id: Fear (Psionic)
As you've delved deeper into your subconscious, you've learned to embrace an aspect of the Id, your capacity for fear.
Prerequisite: Three subpsionic feats and Fearsome Insight Class Feature
Benefit: While under the effects of fear, powers that benefit from Conjunctive Mind are enchanted. While shaken, psionic powers of the appropriate disciplines have their effective manifester levels increased by 1. While Frightened these are increased by 2, and while Panicked these are increased by 3. These bonuses last for the duration of the effect or for a number of rounds equal to half the number of subpsionic feats you possess, which ever is less. If you possess the Immersed in Fear class feature, you may temporarily lower your immunities to fear to benefit from this feat, in which case shaken functions normally although you do not take penalties to checks made to manifest powers of the metacreativity, clairsentience or telepathy disciplines. Frightened functions as shaken except the penalties are increased to -4, and panicked functions as shaken except that penalties are increased to -6. You may not count as suffering from shaken, frightened or panicked for the purposes of Twin Fear.
Ebon Vitalitist
Prerequisite: Fundamentals of Shadow, Transfer Wounds (1d6)
Benefit: Your vitalist manifester level gains a +2 bonus as long as this bonus doesn't raise your manifester level above your current Hit Dice. Your shadowcaster caster level gains a +2 bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. Furthermore, you may add your shadowcaster level to your vitalist level for the purpose of advancing transfer wounds. In addition, you may expend a daily transfer wounds use as a free action to regain a daily use of a mystery one grade lower than the highest you can cast.
Gouge Psyche (Psionic)
You've learned how to force yourself plunge deeper into your subconscious, tapping more into the well of power that lies within its depths. Doing so however comes at a cost.
Prerequisite: Conjunctive Mind
Benefit: When manifesting a power, you can increase your effective manifester level but in so doing you take 1 point of damage to one of your mental ability scores (Intelligence, Wisdom or Charisma) per level increased. You cannot increase your manifester level using this feat more than half the number of subpsionic feats you possess. The effective increase in manifester level increases the number of power points you can expend on a single power manifestation, as well as increasing all manifester level-dependent effects, such as range, duration, and overcoming power resistance.
Normal: Your manifester level is equal to your total levels in classes that manifest powers
Special: Benefits that cannot be used with Overchannel, such as wild surge, may not be used with gouge psyche.
Insidious Mind (Psionic)
You can use your subconscious mind to make your powers harder for normal psionic creatures to detect.
Prerequisite: Conjunctive Mind.
Benefit: When a normal psionic creature employs a psi-like ability, psionic item, or power (such as detect psionics) that can detect the psionic aura of one of your powers, the normal psionic creature must make a level check (DC 12 + your manifester level) to successful detect your powers. Similarly, a normal psionic creature attempting to use a power to reveal the effects of one of your powers, such as sense psychoportation, must make a level check to reveal your power's effects. The normal psionic creature can check only once for each power used, no matter how many of your powers effects are operating in an area. This benefit does not extend to powers you manifest from the Psychometabolism, Psychoportation, or Psychokinesis disciplines.
From now on, your ability to detect normal psionic powers is impaired. Any power you use to detect a normal psionic power is successful only if you make a level check against a DC of 8 + the manifester level. This penalty does not extend to powers from the Metacreativity, Clairsentience, and Telepathy disciplines. (You detect them normally.)
Special: For the purposes of this feat, any creature that has the psionic subtype but does not have the Conjunctive Mind feat is considered to be a normal psionic creature.
Midnight Aegis
Prerequisite: Form Astral Suit, Fundamentals of Shadow
Benefit: Your shadowcaster caster level gains a +2 bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. Furthermore, you may add your shadowcaster level to your aegis level for the purpose of level requirements for astral suit customizations. In addition, you no longer suffer from Arcane Spell Failure when attempting to cast mysteries but only when you are wearing an astral suit.
Mysterious Mind (Psionic)
Delving further into your subconscious, you have found a way to make your powers can take on a new form.
Prerequisites:Conjunctive Mind, Tenacious Mind
Benefit: When meditating to regain your power points, you may choose to give up a number of power points to take a power of yours known and that benefits from the conjunctive mind feat, and convert it into a psi-like ability for the rest of the day. This psi-like ability requires a minimum of two uses having been put into it, each use costing the amount of power points you would normally spend on it upon manifesting it. All uses of a given power converted this way must have the same amount of power points expended. For example, if a 5th level psion wanted to have Psionic Blast as a psi-like ability, after they finished regaining their power points they would have 10 less power points, be unable to normally manifest Psionic Blast, but be able to use Psionic Blast 2/day as a psi-like ability.
You may do this with any number of psionic powers known to you but in doing so keeps them from being manifested normally until the next time you regain your power points, at which point you lose them as psi-like abilities and gain the full total of your power points back, unless of course you choose to store another psionic power as a psi-like ability.
Special: You may take this feat a second time. You may choose to instead convert a power into a supernatural ability, following all the rules listed above, except the minimum number of uses is three.
Nocturnal Manifester (Psionic)
As you reach deeper into your subconscious mind, you find your abilities become harder to resist in the night.
Prerequisites:Conjunctive Mind
Benefit: Choose between metacreativity, clairsentience and telepathy. At night, the save DC of all powers you manifest of your chosen discipline increases by +1.
The ambient light is irrelevant, nor does it matter if you can see the sky. Only the actual time of day matters.
Special: You may gain this feat multiple times, but its effects do not stack. Each time you take this feat, it applies to a new discipline.
Penumbral Cryptic
Prerequisite: Discreet Casting, Disrupt pattern
Benefit: Your cryptic manifester level gains a +2 bonus as long as this bonus doesn't raise your manifester level above your current Hit Dice. Your shadowcaster caster level gains a +2 bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. Furthermore, you may add your shadowcaster level to your cryptic level for the purpose of advancing disrupt pattern. In addition, you may attempt to hide the visual pattern usually displayed when manifesting cryptic powers. A perception check becomes require to notice this pattern, equal to the check required to notice your shadow is making different gestures than you when utilizing the discreet casting class feature.
Shadow Draining (Psionic)
You have learned to sap the power of wielders of the conscious mind when they use their powers against you and meet failure.
Prerequisites:Conjunctive Mind
Benefit: You can drain the psionic power of others into your subconscious. Whenever you succeed on a save against a psionic power manifested by a normal psionic creature, you may choose to drain some of their psionic power. If you do, they must make a will save. The DC of this save is 10 + 1/2 your character level + your ability modifier of your primary manifesting stat (if you have more than one from multiple manifesting classes, choose the highest). If they fail this save, they lose 1d6 power points from their pool of power points, and you gain half that many power points (rounded down) in your own pool. This is a [mind-affecting] supernatural effect.
Special: For the purposes of this feat, any creature that has a manifester level but does not have the Conjunctive Mind feat is considered to be a normal psionic creature.
Shadow Marksman
Prerequisite: Arrow of Dusk fundamental, Favored Weapon class feature
Benefit: Your marksman manifester level gains a +2 bonus as long as this bonus doesn't raise your manifester level above your current Hit Dice. Your shadowcaster caster level gains a +2 bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. In addition, you may treat Arrow of Dusk as if you selected it for your favored weapon class feature, and may choose to do lethal damage with it, but doing so reduces its damage to 1d6. Any and all class features of the marksman class that can be used with ranged weapons can be used with the arrow of dusk mystery.
Shadow Smith
Prerequisite: Enhanced Mindblade +2, Fundamentals of Shadow
Benefit: Your soul knife level gains a +2 bonus up to a maximum of your hit dice, for the purpose of your mind blade enhancement class feature. Your shadowcaster caster level gains a +2 bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. In addition, you may expend a use of one of your touch mysteries as a free action to channel the mystery through your mind blade.
Subconscious Power (Psionic)
As you delve deeper into the power stored within the depths of your subconscious, you find more power to fuel both abilities you possess and those that you have yet to uncover.
Prerequisites:Conjunctive Mind
Benefit: You have access to wells of hidden power deep within your psyche. You gain 1 additional power point for every subpsionic feat you have. If you gain additional feats, you gain further points.
Subpsionic Immersion (Psionic)
You've learned how to draw out additional power from your subconscious when others fail their attempts to pierce even your conscious mind.
Prerequisites:Conjunctive Mind
Benefit: You can absorb residual energy resulting from failed attempts to psionically affect your mind. Whenever a psionic creature attempts to affect you with a power from the Telepathy discipline and fails, you can dip into your subconscious to recover 1d3 power points or the amount that was spent on the failed power, whichever is lower. You can only use this feat if the power failed for one of the following reasons :
* You succeeded on your save.
* Your psionic resistance (if any) protected you from the power.
* The psionic creature failed a Concentration check and lost the power points as a result.
* You were immune to the power and/or all of its effects.
Subpsionic Astral Suit (Psionic)
You learn to shape your astral suit from the subconscious mind.
Prerequisite: Form Astral Suit
Benefit: From this point forward, you are treated as a subpsionic character. While in areas of shadowy illumination or darkness, you gain a +1 armor bonus to armor class while manifesting your astral suit. Furthermore, add Greater Withering, Lesser Withering, Putrescence, and Withering to your list of customization options.
Special: Knowledge of the subconscious mind has a price. When you acquire this feat, or any other feat for the first time that makes you become a subpsionic character, you must reduce one of your ability scores by 2 points. Restorative powers (such as true rejuvenation) can not reverse the stat loss.
Subpsionic Mind Blade (Psionic)
You learn to shape your mind blade from the subconscious mind.
Prerequisite: Shape Mind Blade
Benefit: From this point forward, you are treated as a subpsionic character. While in areas of shadowy illumination or darkness, you gain a +1 bonus to attack and damage rolls using your mind blade. Furthermore, you add shadow striking (+3 enhancement bonus, Tome of Magic) to the list of weapon special abilities you may apply to your mind blade. Your mind blade's surface becomes a shimmering black bathed in a deep purple glow.
Special: Knowledge of the subconscious mind has a price. When you acquire this feat, or any other feat for the first time that makes you become a subpsionic character, you must reduce one of your ability scores by 2 points. Restorative powers (such as true rejuvenation) can not reverse the stat loss.
Terrifying Soulknife
Through the merging of disciplines, your mind blade spreads terror as you make your way across the battlefield.
Prerequisite: Enhanced mind blade +2, terrors class feature
Benefit: Your manifester level which granted you the terrors class feature gains a +2 bonus as long as this bonus doesn't raise your manifester level above your current Hit Dice. Your soul knife level gains a +2 bonus, up to a maximum of your hit dice, for the purpose of your mind blade enhancement class feature. In addition, you may add your soul knife level to your dread level for the purpose of terrors level requirements. Furthermore, you may channel terrors normally channeled through devastating touch through blows delivered with your mind blade.
Tainted Construction (Psionic)
As a subpsionic character, you can tap into the subconscious mind when shaping astral constructs.
Prerequisite: Conjunctive Mind.
Benefit: You may select astral construct abilities from an extended menu. Each special ability can come from your normal menu or from the following table. Astral constructs you create are formed from a darker, tainted ectoplasm and now have the [Evil] subtype. Their surface is a shimmering black bathed in a deep purple glow.
Menu A
Lesser Aura of Fear: Creatures within 10 feet of the construct must make a Will save (DC 5 + 1/2 the construct's HD) or become shaken and suffer a -2 morale penalty on attack rolls, saves, and checks. Anyone whose HD exceed those of the construct are not affected. This ability cannot be chosen more than once.
Lesser Withering: Each time a target is struck by the construct, it must make a Fortitude save (DC 5 + 1/2 the construct's HD) or take 1 point of temporary ability damage to the ability score chosen by the manifester at the time the construct is created. This ability cannot be chosen more than once. This ability does not stack with withering or greater withering.
Menu B
Aura of Fear: Creatures within 10 feet of the construct must make a Will save (DC 10 + 1/2 the construct's HD) or become shaken and suffer a -2 morale penalty on attack rolls, saves, and checks and flee from the construct as quickly as they can. Anyone whose HD exceed those of the construct are not affected. This ability cannot be chosen more than once.
Withering: Each time a target is struck by the construct, it must make a Fortitude save (DC 10 + 1/2 the construct's HD) or take 1d3 points of temporary ability damage to the ability score chosen by the manifester at the time the construct is created. This ability cannot be chosen more than once. This ability does not stack with lesser withering or greater withering.
Menu C
Greater Aura of Fear: Creatures within 30 feet of the construct must make a Will save (DC 15 + 1/2 the construct's HD) or become shaken and suffer a -2 morale penalty on attack rolls, saves, and checks, flee from the construct as quickly as they can and have a 50% chance to drop what they're holding. Anyone whose HD exceed those of the construct are not affected. This ability cannot be chosen more than once.
Greater Withering: Each time a target is struck by the construct, it must make a Fortitude save (DC 15 + 1/2 the construct's HD) or take 1d3 points of temporary ability damage and 1 point of permanent ability drain to the ability score chosen by the manifester at the time the construct is created. This ability cannot be chosen more than once. This ability does not stack with withering or lesser withering.
Putrescence (Su): Any creature struck by the construct must make a Fortitude save (DC 10 + 1/2 construct's HD) or contract astral rot (supernatural disease; incubation period 1d6 days; damage 1d3 temporary Constitution). Unlike normal diseases, astral rot continues until the victim reaches Constitution 0 (and dies) or until it is magically removed (such as by means of a Remove disease spell).
Tenacious Mind (Psionic)
You can use your subconscious mind to make your powers harder for normal psionic creatures to nullify.
Prerequisite: Conjunctive Mind.
Benefit: Your powers resist dispel attempts by normal psionic creatures. When a normal psionic creature makes a check to dispel one of your powers, the DC is 14 + your manifester level. This benefit does not extend to powers from the Psychometabolism, Psychoportation, or Psychokinesis disciplines.
From now on your ability to dispel powers manifested by normal psionic creatures is impaired. When you make a check to dispel a power manifested by a normal psionic creature, the DC is 14 + the opponent's manifester level. This penalty does not extend to powers from the Metacreativity, Clairsentience, and Telepathy disciplines, which you can negate normally.
Special: For the purposes of this feat, any creature that has a manifester level but does not have the Conjunctive Mind feat is considered to be a normal psionic creature.
Warrior of Thought and Shadow
Prerequisite: Fundamentals of Shadow, Warrior's Path class feature
Benefit: Your manifester level which granted you the warrior's path class feature gains a +2 bonus as long as this bonus doesn't raise your manifester level above your current Hit Dice. Your shadowcaster caster level gains a +2 bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. In addition, you may your mysteries with the martial power class feature.
Wild Dread
You are terror incarnate, channeling the emotion of fear to inflict the same upon your foes.
Prerequisite: Terrors class feature, wild surge +1
Benefit: Your manifester level which granted you the terrors class feature gains a +2 bonus as long as this bonus doesn't raise your manifester level above your current Hit Dice. Your wilder manifester level gains a +2 bonus as long as this bonus doesn't raise your manifester level above your current Hit Dice. In addition, your dread and wilder levels stack for the purpose of terrors level requirements. Furthermore, you may channel terrors normally channeled through devastating touch through your surge blast.
Wild Shadow
Prerequisite: Fundamentals of Shadow, Wild surge +1
Benefit: Your wilder manifester level gains a +2 bonus as long as this bonus doesn't raise your manifester level above your current Hit Dice. Your shadowcaster caster level gains a +2 bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. In addition, you can use your wild surge on mysteries, increasing your caster level the wild surge amount.