Ominous Presence
A malefactor may choose to use Charisma for any class ability normally based on Intelligence. This decision is made when the character first gains their malefactor level.
Ill Omen
A malefactor gains the Fate sphere as a bonus magic talent and uses his class level as his caster level with the Fate sphere. This stacks normally with caster levels gained from other sources.
This replaces mental powers.
Unfortunate Psionics (Su)
A malefactor gains the following effects he may create with his psionics:
Negate Expertise
At 3rd level, the malefactor may inhibit the abilities of enemies around them. The malefactor chooses one ability score. All enemies within 60 feet of the malefactor take penalties equal to half the malefactor’s level on all skill checks and ability checks which use that ability score. At 10th level, the malefactor may choose 2 ability scores rather than 1.
This replaces share expertise.
Unfortunate Accident
At 6th level, the malefactor may twist and amplify a foe’s failure to magnify its consequences. The malefactor may affect an additional target at 9th level and every 3 levels thereafter, to a maximum of 5 targets at 18th level. Affected targets within 60 feet of the malefactor take untyped damage equal to the malefactor’s chosen ability modifier for class abilities whenever they miss on an attack or fail a saving throw.
This replaces telekinetic edge.
Sudden Ineptitude
At 7th level, the malefactor may deprive their enemies of their abilities. Each enemy within 60 feet of the malefactor must make a Will save or lose access to a single feat, magic talent, or combat talent that the malefactor declares for the duration of this psionic. If the malefactor has not identified one or more feats or talents that the target possesses, they must guess randomly as to whether the target has a specific declared ability for each enemy, with the effect failing if they do not possess it. The target cannot use any abilities which involve the suppressed feat or talent, but still counts as having it for the purpose of meeting prerequisites. At 14th level, 2 feats or talents are suppressed rather than just 1.
This replaces share capacity.
Terrible Fate
At 11th level, the malefactor may twist fate around themselves to severely handicap foes. Any enemies within 30 feet double any penalties they are suffering from the malefactor’s Fate sphere talents and cannot benefit from luck bonuses so long as they remain in the area.
This replaces psionic fortress.
Calamity
At 16th level, the malefactor may compound intense misfortune upon a target. The malefactor may affect one creature within 60 feet, plus an additional creature for every 2 levels beyond 16th. Whenever the affected creature takes damage, they must make a Will save or have the damage be treated as if it rolled the maximum possible result. In addition, when the affected creature fails their saving throw, it is affected by one condition that could be applied through a Dirty Trick combat maneuver (they may remove this condition as a move action as normal).
This replaces telekinetic colossus.
Sinking Feeling (Ex)
A malefactor’s presence is enough to put people on edge, but their wrath is uniquely terrifying. Beginning at 2nd level, he gains a bonus to Intimidate and Sense Motive checks equal to 1/2 his symbiat level.
This replaces ESP.
Resilient Woe (Ex)
Bad luck is not easily removed through violence. At 3rd level, the malefactor gains Diehard as a bonus feat even if they do not meet the prerequisites. At 6th level, the malefactor gains DR 1/- which improves by 1 at 9th level and every 3 levels thereafter.
This replaces pushed movement.
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book









