Within the Shadow Plane are an endless web of pathways which can be exploited through magic or science to traverse the network of existence. Projectionists are masters of this art, harnessing the altered distances of the shadows to outmaneuver their foes.
Proficiencies
Projectionists are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is their first level in any class, they may select a martial tradition of their choice. This modifies weapon and armor proficiencies.
Casting
The projectionist may combine spheres and talents to create magical effects. The projectionist is considered a Mid-Caster. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
This replaces talents, powers and power points
Spell Pool
A projectionist gains a small reservoir of energy they can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to their class level + their casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Blended Training
A projectionist gains a combat or magic talent every time they gain a class level. This does not stack with caster levels gained from other sources. A projectionist uses their casting ability modifier as their practitioner modifier.
Flexible Movement
The DCs and effects of all of the projectionist’s class abilities are based on the projectionist’s casting ability modifier rather than Intelligence. Any voyager ability that would involve a manifester level check instead uses an MSB check.
Shadowdancer (Su)
At 1st level, the projectionist gains the IllusionUSoP sphere and WarpUSoP sphere as bonus spheres and treats their class level as their caster level for Warp sphere effects that target only themself. They may expend psionic focus in place of spending a spell point whenever they use an Illusion or Warp talent.
This replaces accelerate
Strike from Shadow (Su)
At 2nd level, the projectionist gains Pouncing Teleport as a bonus talent. In addition, the projectionist can spend momentum as part of a teleport or pouncing teleport to accomplish various effects.
- Adept Strike: By spending a number of points of momentum equal to half their projectionist level as part of a pouncing teleport, the projectionist may make an attack action rather than just an attack at the end of a pouncing teleport.
- Ripple: for every point of momentum spent in this way, the projectionist gains a 5% miss chance against all attacks for one round, to a maximum of 50%.
- Shadow Echo: If the projectionist spends a number of points of momentum equal to half their caster level for the illusion sphere, they may create an illusion effect occupying any space they travel through during their teleport. The projectionist must spend spell points as normal for this effect.
- Stride: for every point of momentum spent in this way, the projectionist may increase the maximum range of their teleport by 5 feet. Extra distance gained from this ability does not grant the projectionist momentum.
At 5th level, the projectionist adds the following abilities to their list of augmentations for strike from shadow
- Ephemeral Leverage: If the projectionist spends 3 points of momentum, they may attempt a combat maneuver as a free action against a single creature within their reach at the start or the end of the pouncing charge. For every 3 additional points they spend, they may attempt another combat maneuver against a different creature within this range. These combat maneuvers do not provoke attacks of opportunity.
- Quantum Convergence: If the projectionist spends 2 points of momentum, they may roll twice on any attack roll made as part of a pouncing teleport, taking the higher result.
At 9th level, the projectionist adds the following abilities to their list of augmentations for strike from shadow.
- Up from Shadow: When the projectionist uses shadow echo, they may spend momentum in place of shadow points. They may only have one surreal feat effect created through momentum active at a time. This improves to a number of surreal feat effects equal to their casting ability modifier (minimum 2) at 17th level.
At 13th level, the projectionist adds the following abilities to their list of augmentations for strike from shadow.
- Shadow Ripper: For every 3 points of momentum spent, the projectionist may make a single attack against a creature adjacent to the trajectory of their teleport.
This replaces manifestation of speed
Weaver of Shadows
At 4th level, the projectionist gains Shadow MagicUSoP as a bonus feat, or another surreal feat if they already possess this feat. The projectionist gains a number of additional shadow points equal to their casting ability modifier and treats their class level as their caster level for any illusion effect on which they spend shadow points. At 5th level and every 5 levels thereafter, the projectionist gains an additional surreal feat as a bonus feat.
This replaces stored power, voyager knowledge, and astral voyager.
Countless Selves (Su)
At 16th level, the projectionist can reach into the shadow plane and pull out an alternate version of themself by spending 10 minutes in meditation. This functions as the Complete ReversionUSoP advanced TimeUSoP talent, save that the projectionist must retain at least 16 levels of projectionist voyager at the end of the meditation.
This replaces fate in flux.
Spell Echo
The following parallel action should be used with the projectionist in place of the power echo action
Spell Echo: The projectionist’s alternate selves gather and hold an echo of the next sphere effect they spend spell points on within 1 round. The echo itself, once created, lasts until the end of their next turn. If the projectionist spends at least 2 spell points on the same sphere effect as an echo before it expires, the projectionist expends the echo and is refunded half the spell points they spent on the second casting (rounded down). This ability cannot be combined with other effects that would refund spell points; only the highest refund applies. A sphere effect whose cost is partially refunded will still charge a new echo, if the projectionist used this parallel action again in preparation for it.








