In a perfect world, those with the greatest intelligence would rule. But in this world, those with the greatest power rule. The ascendant mind transmutes thought into power, and thus makes the world more perfect by her mere presence. She will open the minds of others, and fill them with her insights, while removing the cumbersome free will she finds within.
Casting: The ascendant mind may combine spheres and talents to create magical effects. The ascendant mind is considered a High-Caster and uses Intelligence as her casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
This replaces the spells class feature.
Spell Pool: The ascendant mind gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Intelligence modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents: A ascendant mind gains gains 1 magic talent every level.
Mental Powers: At each even numbered class level, the ascendant mind gains an additional magical talent of her choice from the Divination, Mind, or Telekinesis sphere.
This replaces detect thoughts and discipline spells.
Psychic Discipline: The ascendant mind gains a psychic discipline, but does not gain bonus spells from her discipline. Discipline powers that trigger with the use of psychic spells are triggered by any sphere ability.
This modifies psychic discipline.
Phrenic Techniques: The ascendant mind learns a large number of small, useful powers powered by her phrenic pool. Using any phrenic technique requires spending one point from her phrenic pool, and any saving throw against a phrenic technique is a Will save with a DC equal to 10 + 1/2 the ascendant mind’s class level + her phrenic ability modifier (Wisdom or Charisma, as determined by her discipline). All phrenic techniques are mind-affecting abilities, but have the ability to affect creatures normally immune to mind-affecting abilities. Those creatures gain a +4 to their saving throws against phrenic techniques instead. Mindless creatures are always immune to phrenic techniques.
At 1st level, the ascendant mind gains the following abilities:
- Autohypnosis - As an immediate action, the ascendant mind may use a limited form of mind control on herself. She may reroll a concentration check she just made. She must keep the second result, even if it is lower than the first.
- Psionic Blast - The ascendant mind may use a standard action to fire a blast of psychic energy. She may make a ranged touch attack against an enemy within 30 feet. If successful, the target takes 1d8 nonlethal damage per class level.
- Thought Shield - The ascendant mind may use an immediate action to create a small telekinetic shield that blocks a single attack. She receives a +2 shield bonus against that attack. The decision to use this power is made after a successful attack roll is made, but before damage dice or saving throws are rolled. The shield bonus lasts until the beginning of their next turn.
At 3rd level, the ascendant mind gains these abilities:
- Ego Whip - As a standard action, the ascendant mind may lash out with a tendril of ectoplasmic matter at an enemy. She makes a ranged touch attack against a creature within 30 feet. If successful, the creature receives a -2 penalty to their Will saving throws for 1 minute. This penalty does not stack with itself.
- Hypercognition - The ascendant mind can connect to higher sources of knowledge. When she rolls a knowledge check, she may use this ability as a free action to reroll a check, with an insight bonus equal to her phrenic ability modifier. She must accept the second result, even if it is lower than the first.
- Mind Trick - As a swift action, the ascendant mind may touch the mind of a creature within 30 feet. The target must make a save or be fascinated for 1 minute by whatever she chooses. This can be a person, object, or anything with a physical presence the target can see. The distraction of a nearby combat or other dangers prevents the ability from working. This is an enchantment (compulsion) ability.
At 7th level, the ascendant mind gains these abilities:
- False Sensory Input - As a swift action, the ascendant mind implants a thought into a target’s mind, making their reality a little more convenient for the ascendant mind. For 1 minute, she receives a circumstance bonus equal to 1/2 her class level on all Bluff, Diplomacy, Disguise, or Stealth checks against that target. This is an enchantment (charm) ability.
- Mental Barrier - The ascendant mind may use an immediate action create a psychokinetic barrier that interferes with magical energies and exists long enough to defend against a single spell or sphere effect. She gains spell resistance equal to 10 + her class level against that one effect.
- Thoughtsense - As a standard action, the ascendant mind can gain the thoughtsense ability with a range of 60 feet. This lasts for a number of rounds equal to her class level.
At 11th level, the ascendant mind gains these abilities:
- Biofeedback - As a standard action, the ascendant mind may reprogram the mind of a willing creature to ignore pain and injury. The creature receives a number of temporary hit points equal to twice the ascendant mind’s class level, heals an equal amount of nonlethal damage, and any condition that currently affecting them has its remaining duration shortened by 2 rounds.
- Id Insinuation - As a standard action, the ascendant mind may envelop a target within 60 ft. in a telepathic static that subtly influences them. The target must make a save or they immediately make an attack on a target of the ascendant mind’s choice other than themself. This is an enchantment (compulsion) ability.
- Mind Blank - As a swift action, the ascendant mind may empty her mind of all thought. While in this state, she is still able to function, but can not apply great mental effort, such as by using sphere abilities or making skill checks that involve mental abilities. While she is like this, she is effectively mindless, and is invisible to senses that detect intelligent creatures. Scrying also fails to detect her. This state lasts for up to 1 hour per class level, or until she exerts herself mentally. Her psychic nexus still operates normally.
At 15th level, the ascendant mind gains these abilities:
- Intellect Fortress - As a standard action, you may spend a point from your phrenic pool to create a telekinetic bubble surrounding yourself and everyone within 10 feet. The bubble is made up of overlapping fields moving in chaotic patterns, blocking line of effect for those who do not understand its mysteries. Whenever an enemy attacks anyone within the bubble, the enemy must make a Perception check with a DC equal to 10 + 1/2 your class level + your phrenic modifier or else the attack is negated as the fortress blocks it. Area of effect abilities can not penetrate the fortress, and the fortress blocks incorporeal movement, but not gaze attacks or light based attacks. The fortress lasts for a number of rounds equal to your class level.
- Mind Thrust - As a standard action, the ascendant mind may propel pure mental energy at a target within 30 feet. The target must make a saving throw or take 1d6 damage to a mental ability score of the ascendant mind’s choice.
- Precognition - As a full-round action, the ascendant mind can gain a glimpse into the future to determine what dangers lurk. The next time she rolls initiative within the next hour, she may add her phrenic modifier to her initiative.
At 19th level, the ascendant mind gains these abilities:
- Psychic Crush - As a standard action, the ascendant mind can reach out with her mind to another mind within 30 ft., and crush it. The target must make a save or be dazed for 1 round. If successful, they are staggered for 1 round instead. If a creature that fails a saving throw against this ability has a current hit point total less than the ascendant mind’s current hit point total, they are overwhelmed by her life force, and immediately drop to -1 hit point. They are unconscious, but stable.
- Schism - As a swift action, the ascendant mind may divide her mind into two separate, functional minds for a number of rounds equal to her class level. The two minds work together and share actions, essentially giving the ascendant mind two attempts to perform certain actions. While in this state, she rolls twice on any Will save or any skill check involving a mental ability. She may also roll twice for any concentration check.
- Tower of Iron Will - As an immediate action in response to needing to make a saving throw, the ascendant mind can create a field of psychic energy around her body. She receives a circumstance bonus to her saving throw equal to her phrenic modifier.
This replaces phrenic amplifications.
Psychic Nexus: At 9th level, the ascendant mind can form a telepathic bond with other willing creatures. This takes a full-round action and has a range of touch, but once formed, the bond lasts until the creature is knocked unconscious, moves to a different plane of existence, or the ascendant mind dismisses the bond as a free action. The ascendant mind may have a maximum number of other creatures bonded to her equal to her phrenic ability modifier. If the ascendant mind is knocked unconscious, her bonds remain, but not if she is killed. Creatures bonded to the ascendant mind can communicate with her and with each other telepathically. She may also use mind-affecting abilities on bonded creatures, even if she would normally not be in range.
This replaces telepathic bond.
Psychic Ascension: At 20th level, the ascendant mind gains the ability to transform into pure thought. While in this form, she exists in the minds of the creatures in her psychic nexus, while her physical form is suspended in time in a pocket dimension. While in this form, she can see and hear through the eyes and ears of those in her psychic nexus, but cannot act beyond making skills checks that don’t require her to act physically, or by using her phrenic powers. When she uses her phrenic powers while ascended, she chooses someone to be ‘her’ acting as target or point of origin of the power. She may use her phrenic powers on herself while ascended.
Entering or exiting this form is a full-round action that draws attacks of opportunity, and she may appear next to any member of her nexus when she exits. If no creatures make up her psychic nexus, she can not enter this form, and losing the last creature in her psychic nexus causes her body to materialize in an empty square adjacent to it. If the ascendant mind is rendered unconscious or even killed, her bonds remain and she automatically ascends without needing to take an action, provided the form of death allows for some form of resurrection.
If the ascendant mind is killed by an ability that prevents resurrection (such as certain forms of disintegration), she can not ascend.
While ascended, she is conscious and alive and can not be affected by any condition that is not a mind-affecting condition. If she materializes, she gains whatever conditions her body has, and dies if her body is dead. She regains one hit point per minute, even if she is dead. If she died due to hit point damage, she comes back to life upon reaching 1 hit point. If she rests for 8 hours while ascended, she is completely healed as if using the Greater Resurrection Life talent. Being brought back from the dead leaves the ascendant mind with one permanent negative level.
This replaces remake self.