Seraph Psychic Disciplines
Table of Contents

The following are new Psychic Disciplines often found in the city.

Mindfist

Your mind has become focused on the flow of combat allowing it to telekinetically enhance the attacks of others and manifest deadly and savage force weapons.

Phrenic Pool Ability: Intelligence.

Bonus Spells: 1st—lead bladesAPG, 4th—bladed dashISM, 6th—greater magic fang, 8th—forceful strikeISM, 10th—greater bladed dashISM, 12th—decapitateHA, 14th—legendary proportionsPPC:AA, 16th—clenched fist, 18th—telekinetic stormOA.

Discipline Powers: Your progressive mastery of telekinetic force allows your mind to lash out violently without the need for weapons in its mental grasp.

Telekinetic Savagery (Su): As a move action, you can generate a powerful telekinetic manifestation that can act as one of the following natural weapons: slam (1d8 bludgeoning), two claws (1d6 slashing each), tendril (1d4 slashing with at 10 ft. reach), or gore (1d8 piercing, x3 critical multiplier). These natural weapon attacks use Intelligence instead of Strength for attack and damage and resolve as a magical force effect that lasts for 1 round per psychic level. You can use this ability a number of times per day equal to your Intelligence modifier. At 6th level and 11th level you can add a +1 enhancement modifier to these natural weapons. At 10th and 15th level, you can add a weapon enchantment with an equivalent modifier of +1. You may only have one instance of telekinetic savagery active per 5 psychic levels. These natural weapons can be treated as manufactured weapons for spells, feats, and other abilities.

Telekinetic Motions (Ex): You may make acrobatics checks as normal. If you have already regained the ability to make Acrobatics checks you may add your Intelligence modifier to them. When you attempt an Acrobatics check, you can spend 1 point from your phrenic pool to roll the check twice and take the higher result.

Mindfrenzy (Ex): At 5th level, as a swift action, you can enter frenetic state of psychic power that allows you to make a full attack with your telekinetic savagery natural weapons and manifest a single spell you know through one of those attacks. The spell cannot be the highest level you know. If you miss with the attack your spell is wasted.

Mind Titan (Su): At 13th level, your telekinetic savagery manifestation now occupies a larger space around you. Your space counts as Large but you may select any one square within your space to be in for purposes of creatures attacking you. Your natural weapons generated from telekinetic savagery are considered one size category larger.

Psystorm

Your psychic lightning finds its way into items you use to empower and overcharge their potentials, even finding ways to restore the sparks of primal life itself.

Phrenic Pool Ability: Intelligence.

Bonus Spells: 1st—shocking grasp, 4th—defensive shockUM, 6th—lightning bolt, 8th—ball lightningAPG, 10th—lightning arcUM, 12th—chain lightning, 14th—displacing current, 16th—galvanic healing, 18th—ride the lightningUM.

Discipline Powers: Your mind ceaseless generates energy that it attempts to invest in nearby items or creatures sometimes augmenting their abilities or damaging them, as you desire:

Augment Power (Su): As a move action, you can focus your energies on an item you wield. At 1st level you may: use your own caster level instead of the item’s, replace the item’s ability score with your own Intelligence modifier, boost its caster level by +1, or roll a second time on attempts to penetrate spell resistance. This augmentation lasts for 1 round per psychic level. You can use this ability a number of times per day equal to your Intelligence modifier. At 11th level, you can use augment power to gain 2 of the above advantages. At 15th level, you can use augment power to gain 3 of the above advantages.

Galvanic Insights (Ex): At 1st level you gain Use Magic Device as a class skill. When you attempt a Knowledge or Use Magic Device check, you can spend 1 point from your phrenic pool to roll the check twice and take the higher result.

Galvanic Overcharge (Ex): At 5th level, once per day you can attempt to recharge an item with charges or limited daily uses using a spell with the electricity descriptor of a level equal to or higher than the highest spell used in the creation of the item and a successful Use Magic Device Check equal to the DC required to blind activate the item. The spell used to charge the item must be of a level equal to or higher than the highest spell used in the creation of the item. If you fail, the item automatically suffers a backlash equal to a scroll mishap of the same level.

Galvanic Revival (Su): At 13th level, you can use your mind-lightning to reignite the fallen spark of life in an ally. You can spend 1 point from your phrenic pool on your turn as a standard action to cast a special lightning bolt spell, roll damage as normal for the spell and on all targets except one, on the other target apply the damage as though it was a breath of life with the same capacity to restore the recently dead.


City of 7 Seraphs by Lost Spheres Publishing
Classes
Aegis Aethernaut Echo
Eclipse Nexus Radiant
Shadow Weaver Sphereshaper Theurge
Races
Ceptu Judow Mirrorkin Rhyzala Shadow Fey Veryx
Xodai
Luminous Organizations
Ashlords Children of Dreams Everlasting Dawn Foreseers House of Prominence Steamstriders
Neutral Organizations
Cocoon Pact Descendants of Thunder
Umbral Organizations
Blackswords Booksealers Church of Coin Frozen Graves Hands of Burden Scarlet Sovereignty
Get The City of 7 Seraphs
Get Spheres of Akasha
This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.