Path Of The Overmind

Manifesters learn to use psionic powers in a variety of different ways. From the raw bursts of emotion from the wilder, to the teamwork oriented manifesting of the tactician, to the deep understanding of the psion, each of these manifesters learns to channel psionic energy into effects that alter themselves or the world around them. The overmind takes this ability to new heights, learning not only to weave psionic energy into a variety of effects, but to do it easily and in ways other manifesters could never achieve.

The overmind is unparalleled in skill manifesting psionic powers, and many of the abilities of the overmind path improve your ability to manifest psionic powers or increase their capacity. In addition, this path offers a variety of options in increasing knowledge of psionics and typical defenses used against psionic powers. Overminds that approach the highest of mythic tiers can affect even the strongest-willed of creatures, while they themselves gain immunity from such effects.

Role: As an overmind, your role in the group is to enhance your manifesting ability and to have the right power for a particular situation. Whether that is improving the coordination over a collective or creating an opening in an enemy’s defenses, you channel psionic energy to overcome challenges and defeat foes. While you gain only limited defensive boosts, your offensive and tactical options prove that the best defense is a good offense.

Classes: The overmind is the primary path for psions, tacticians, vitalists, and wilders, the pure manifesting classes. Cryptics and psychic warriors might find many abilities in the overmind path useful, but could find other paths more appealing to their particular mix of skills and psionics.

Bonus Hit Points: Whenever you gain an overmind tier, you gain 3 bonus hit points. These hit points stack with themselves, and don’t affect your overall Hit Dice or other statistics.

Table: The Overmind
Tier Path Features
1st Path ability, psionic secret
2nd Path ability
3rd Path ability
4th Path ability
5th Path ability
6th Path ability
7th Path ability
8th Path ability
9th Path ability
10th Boundless mind, path ability

Overmind Features

As you gain new tiers, you gain the following abilities.

Psionic Secret

Select one of the following abilities. Once chosen, it can’t be changed.

Mythic Manifestation

As a standard action, you can expend one use of mythic power to manifest any one psionic power without expending any psionic power points. This must be one of your powers known. If the power requires a saving throw, any non-mythic creatures affected by the power roll twice and take the lower result. If you must attempt a manifester level check for the power to overcome a creature’s power resistance, you can roll your manifester level check twice (adding your tier to each) and take the higher result. You can’t add a metapsionic feat to a power you manifest using this ability. The power is treated as if augmented to your manifester level, should the power allow augmenting.

Psionic Strike

As a swift action, you can expend one use of mythic power to make one melee attack. This is in addition to any other attacks you make this round. Add your tier to the attack roll of this attack. The normal damage from this attack bypasses all damage reduction, although any energy damage on the attack from sources like flaming or the like are still affected by resistances and immunities.

Surging Psionics

As a standard action, you can expend one use of mythic power to manifest any one psionic power without spending any power points. The power must be on your class power list and one of your powers known. When manifesting a power in this way, you treat your manifester level as 2 levels higher for the purpose of any effect dependent on level. The power is treated as if augmented to your manifester level, should the power allow augmenting. You can apply any metapsionic feats you know to this power, but you must still expend psionic focus as normal to power the metapsionic feats and the total effective cost of the power cannot exceed your manifester level and count against any potential augmenting.

Path Ability

At 1st tier and every tier thereafter, select one new path ability from the overmind path abilities lists or from the universal path abilities lists. Once you select an ability, it cannot be changed. Unless otherwise noted, each ability can be selected only once. Some abilities have requirements, such as class ability or minimum mythic tiers, that you must meet before you select those abilities.

Boundless Mind

At 10th tier, whenever you manifest a psionic power that targets one or more non-mythic creatures, each of those creatures must roll any saving throw against the power twice and take the lower result. You gain power resistance equal to 15 + your highest manifester level, but only against psionic powers. Once per round when your power resistance protects you from a power manifested by an enemy mythic creature, you regain one use of mythic power.


1st-Tier Overmind Path Abilities

You can select these path abilities at any tier.

Additional Discipline (Su)

Select one psionic discipline that is not your selected discipline. You gain discipline abilities from that discipline, treating your tier as your psion level for the purposes of these abilities. Once you have chosen the discipline, it cannot be changed. You must have the discipline class feature to select this ability. You can select this ability up to three times, each time selecting another psionic discipline other than your own.

Armor of Force (Su)

You surround yourself in psychokinetic energy that grants you protection like armor, but made of force. This grants you an armor bonus to AC equal to 3 + your tier. This ability is a psychokinetic effect with a power level equal to your tier. If this armor is dispelled or otherwise ended, you can reactivate it as a swift action.

Boosted Surge

When determining the effects of your surge blast, treat your surge as 1 higher. In addition, when using wild surge, you can expend one use of mythic power to add half your tier (minimum 1) to the bonus to your manifester level. You must have the wild surge class feature to select this ability.

Boundless Collective (Su)

You are able to tap into the psionic knowledge and power of your collective with ease. As a swift action, you can request psionic power from your collective. Members of your collective can choose to spend power points, granting you the same number of power points, up to a total number of power points gained per use of this ability equal to your tier. In addition, by expending one use of mythic power, you can manifest one power known by any member of your collective as if it was on your list of powers known and on your class list. The power known can be up to a power level equal to your tier. You must have the collective class feature to select this ability.

Bypass Mental Defenses (Su)

When manifesting a power or using a class feature with the mind-affecting descriptor, you can expend one use of mythic power to affect creatures immune to mind-affecting effects and ignore abilities that apply their benefit only against mind-affecting effects, such as barred mind, as long as the creature being targeted is not mindless.

Calming Presence (Su)

You give off a telepathic soothing effect to all creatures within 30 feet, improving the starting attitude of any non-mythic creature by one step. This is a mind-affecting effect.

Discipline Boost (Su)

When determining the effects of your psionic discipline abilities, you’re considered 4 levels higher. This increases the effects of abilities you have access to, but doesn’t grant you abilities at a lower level than normal. If you have a discipline ability that can be used multiple times per day, such as ectoplasmic protection, you gain a number of extra uses of that power equal to half your tier (minimum 1). You must have the discipline class feature to select this ability. If you have more than one discipline, you must choose which discipline this ability uses when you select this ability. This ability can be selected once for every discipline you have.

Dual Energy (Su)

When you gain psionic focus, you choose two energy types as your active types. All effects that use your active energy type count both energies as active. When manifesting a power that deals fire, cold, sonic, or electricity damage, you can divide the dice of damage between the two energy types, but you gain the bonus for both energy types on all dice and attack rolls.

Durable Powers (Su)

When determining the duration of psionic powers you manifest, treat your manifester level as 4 higher. This does not affect any other variables of the power, such as range or the amount of power points you can spend augmenting the effect.

Energy Bond (Su)

You are connected to one of the four psionic energies. Select one energy type: cold, electricity, fire, or sonic. Whenever you manifest a power with a descriptor matching that energy type, add your tier to your manifester level for that power. You gain resistance 10 against that energy type. At 6th tier, this resistance increases to 20. At 9th tier, this resistance increases by 30.

Enhance Psionic Items (Ex)

Your mythic presence enhances the power of certain psionic items. Add half your tier to the manifester level of psionic tattoos, power stones, psicrowns, and dorjes you use. When using a psicrown or dorje, you may activate the item by expending one use of mythic power instead of one of the dorje’s charges or psicrown’s power points.

Expansive Understanding (Ex)

Add one new power known from any power list per mythic tier. If your tier goes up, add a new power. Expend one use of mythic power to change one of these powers.

Extra Discipline (Ex)

Select one discipline other than your own. You can select powers from that discipline’s power list when selecting your powers known. You must have the discipline class feature to select this ability.

Metabolic Surge (Su)

When you heal yourself, your mythic power and psionic energy grant you a brief boost of energy. Any time you manifest a personal range power on yourself that heals hit point damage, you gain a metabolic surge. This surge can only be used once and must be used before the end of your next turn. This surge can either be used to increase your speed by 10 ft., to gain a +1 circumstance bonus on your attack rolls, or to augment a power manifested by half your tier (minimum 1) in power points without having to spend those power points. The total number of power points spent on the power is still limited by your manifester level.

Mighty Construct (Su)

Your astral constructs gain DR 5/epic for the duration of the power. In addition, you can expend one use of mythic power when manifesting astral construct to grant your astral construct a number of aegis customization points equal to half your tier (rounded down, minimum 1). Treat the construct as an aegis equal to your tier when determining which customizations you can choose. If you summon more than one astral construct while using this ability, the customization points are split among the astral constructs.

Mythic Insight (Su)

Any time you manifest a power or activate a class feature that grants an insight bonus, you can expend one use of mythic power to double the insight bonus gained.

Mythic Method (Su)

When determining the effects of your vitalist method abilities, you’re considered 4 levels higher. This increases the effects of abilities you have access to, but doesn’t grant you abilities at a lower level than normal. You must have the vitalist method class feature to select this ability.

Mythic Warrior Path (Ex)

When determining the effects of your warrior’s path trance and maneuver, you are considered 4 levels higher. This increases the effects of abilities you have access to, but doesn’t grant you abilities at a lower level than normal. You must have the warrior’s path class feature to select this ability.

Naturally Focused (Su)

You do not lose your psionic focus when you sleep, lose consciousness, or enter a meditative trance, and you are always treated as having your focus for effects that require maintaining psionic focus. In addition, you can expend one use of mythic power as a free action when you expend your psionic focus to automatically regain psionic focus. This does not allow you to use two effects that require expending psionic focus on a single action.

Penetrating Energy

When you manifest a power that allows you to choose the energy type, such as energy ray, you can expend one use of mythic power as a swift action to have that power ignore any resistance or immunity that would be applied to it.

Psionic Breach (Su)

You are adept at breaching psionic defenses and overcoming resistance to your power. When attempting a manifester level check to dispel an effect, overcome power resistance, or otherwise determine whether your powers affects a target (such as with breach), roll twice and take the higher result.

Psychic Backlash (Su)

Your mind lashes out when you suffer critical hits. When an enemy confirms a critical hit against you, you can target that enemy with an empathic blast that deals 1d6 points of damage per power point spent. You can spend up to your tier in power points each time you use this effect. This is a mind-affecting effect with a maximum range of 100 feet and you do not need line of sight to the target enemy.

Rapid Construct (Su)

You can manifest astral construct as a standard action instead of as a full-round action. In addition, if you expend one use of mythic power while manifesting astral construct, the manifesting time becomes one swift action.

Reduced Enervation (Ex)

Your chance to suffer psychic enervation is reduced by 10% (to a minimum of 0%). When you would suffer from psychic enervation, you can expend one use of mythic power to negate the effects of enervation and instead gain your surging euphoria. If you do not have the surging euphoria class feature, you do not gain the benefits of it. You must have the psychic enervation class feature to select this ability.

Suffused With Psionics (Su)

You require no food, water, or sleep. If you have abilities or class features that require rest before they can be regained, you can choose to regain them once per day by spending 1 hour in uninterrupted meditation. If you are 3rd tier or higher, you can expend one use of mythic power in order to also not need to breathe for 24 hours.

Swap Power Known (Ex)

As a full round action, you can spend one use of mythic power to replace one of your powers known with another power known. The new power must be on your class list and must be of a power level equal to or lower than the power being replaced. After you’ve rested and regained your power points, you can choose to swap the power known back to the original power.


3rd-Tier Overmind Path Abilities

You must be at least third tier to select these abilities.

Flexible Form (Su)

You can alter your appearance at will as if using minor metamorphosis, but you do not gain any menu options. You can expend one use of mythic power to change shape as if using major metamorphosis, with a duration of 1 minute per tier. Your manifester level for this ability is a number equal to 10 + your tier. At 6th tier, the duration of the major metamorphosis ability increases to 10 minutes per tier.

Mythic Psionic Power (Ps)

You have a pool of psionic power you can draw upon for manifesting mythic powers. Up to twice per day, you can use this power to manifest a mythic power without expending any uses of mythic power. You can select this ability up to three times; each time you do, you gain two additional uses of this ability per day.

Potent Pool (Su)

Choose one of your manifesting classes. You gain four bonus power points. These power points stack with bonus power points from all other sources. You can take this ability once for each level of powers you can manifest of the chosen class. For example, if you are a 9th level psion, you can choose this ability five times. Each time beyond the first, you gain a number of power points equal to the previous time plus 8. These additional power points are cumulative. For example, the second time you take this ability, you gain 12 additional power points, for a total of 20; the third time an additional 20 power points, for a total of 40, and so on.

Psionic Metamastery (Su)

As a swift action, you can expend one use of mythic power and pick any one metapsionic feat you know that does not increase the power point cost of a power. For the next 10 rounds, you can apply this metapsionic feat to any psionic power you manifest without increasing the power point cost or needing to expend psionic focus. You can also use this ability on a psionic power you manifest from a power stone, psicrown, or dorje. You can’t have more than one use of this ability active at a time. If you use this ability again, any previous use immediately ends (though this doesn’t affect powers already manifested). You can select this ability more than once. Each time you select this ability, the metapsionic feat chosen can increase the power point cost by 2 additional power points, to a maximum of 6.

Psychic Tsunami (Su)

You generate crashing waves of psychic force that shatter objects around you. By expending one use of mythic power, you generate a 30-ft. aura that assaults non-magical objects within range (except for those upon your person). This aura lasts a number of rounds equal to your tier and causes 5 points of force damage per tier to each object affected for each round they are exposed to the effect, and ignores any hardness objects may possess. This aura damages all objects and structures indiscriminately, though if you maintain your psionic focus while this effect is ongoing, you can exempt structures or specific creatures and any objects they possess from the power of your aura.

Additionally, creatures moving toward you while your aura is in effect find it more difficult to approach you and move as though moving through difficult terrain.

Pyrokinetic Maelstrom (Ps)

You summon a swirling mass of psionic fire. You can expend one use of mythic power to attack each creature within 30 ft. with a wreath of green fire. Creatures suffer 2d6 fire damage per mythic tier you possess. A successful Reflex save (DC 10 + your mythic tier + your Charisma modifier) halves the damage. If so desired, unattended flammable objects are also set alight.

Ravaging Time (Su)

When you are affected by time stop or similar effects that alter your time relative to the manifester’s, you can expend one use of mythic power to take a standard action during the effect.

Reinforced Collective (Su)

Your collective is reinforced by your mythic power. Any powers you manifest over the collective through the use of spirit of the many add your tier rank when subjected to dispel checks. You must have the spirit of the many class feature to select this ability.


6th-Tier Overmind Path Abilities

You must be at least sixth tier to select these abilities.

Block Telepathy (Su)

As an immediate action, you can spend one use of mythic power to gain immunity to mind-affecting effects for one round.

Enthrall Monster (Ps)

You can exert your will over the minds of lesser beings. You can expend one use of mythic power to mind control on any type of creature for a number of days equal to your mythic tier.

Telekinetic Mastery (Su)

You can use your telekinetic powers to catch and hurl massive objects. You expend one use of mythic power to exert telekinetic influence over all nearby objects. You gain rock throwing, rock catching and a deflection bonus to your AC equal to your mythic tier. You do not need free hands to use either rock throwing or rock catching. Treat your size category as one larger than your actual size for purposes of this power. You gain these bonuses for a number of minutes equal to your mythic tier.

Telekinetic Surge (Su)

With a primal scream, you unleash a wave of telekinetic energy, shoving back your foes. You expend one use of mythic power to make a bull rush attempt against each creature you choose within a 30 ft. burst. Make a single CMB check with a bonus equal to your mythic tier and compare it to the CMD of each creature affected. You can choose to substitute your Intelligence, Wisdom or Charisma in place of your Strength for this CMB check.

Thrall (Ex)

Your influence is so great that no creature can resist your will. When a creature makes an additional saving throw (not an initial saving throw) against one of your mind-affecting powers or abilities, you can expend one use of your mythic power to make them automatically fail that save. Non-mythic attempts to dispel your mind-affecting powers or abilities automatically fail.

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