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Psionics Augmented - Highlord 2

Psionics Augmented: Highlord II, authored by Michael Shih, is a roleplaying game supplement that expands on the highlord class with new archetypes and abilities. The book includes detailed rules for the 'Cherished' archetype, which focuses on supporting allies through psionic powers, as well as various mechanics for gameplay. It is compatible with the Pathfinder Roleplaying Game and requires additional source materials for full utilization.

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Richard Lara
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0% found this document useful (0 votes)
90 views14 pages

Psionics Augmented - Highlord 2

Psionics Augmented: Highlord II, authored by Michael Shih, is a roleplaying game supplement that expands on the highlord class with new archetypes and abilities. The book includes detailed rules for the 'Cherished' archetype, which focuses on supporting allies through psionic powers, as well as various mechanics for gameplay. It is compatible with the Pathfinder Roleplaying Game and requires additional source materials for full utilization.

Uploaded by

Richard Lara
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Psionics Augmented

◆ Highlord II ◆

By Michael Shi h

1
Psionics Augmented
Highlord II
Credits Foreword
Author: Michael Shih This started as just a pet project of mine. The first
Additional Design: Forrest Heck draft had a lot of promise, but clearly hadn’t reached
Editing: Forrest Heck its full potential. Its core concept was sound, but its
Artwork: Tithi Luadthong implementation was not the best and its identity was
Graphic Design: Forrest Heck lacking. It’s a little embarrassing to think about, but
Layout: Forrest Heck that’s in the past.
Publisher: Jeremy Smith After months of discussion, iterations, and partial
rewrites: now the highlord has its own identity, and boy
Special thanks to the legions of fans who helped playtest is it fabulous! I can see so many different ways to play
the material in this book. a highlord, but I think each playstyle stays true to the
overall theme and their own.
Based on the original roleplaying game rules designed by This has been a really fun project to work on. I hope
Gary Gygax and Dave Arneson and inspired by the third
you’ll all have just as much fun or more playing it.
edition of the game designed by Monte Cook, Jonathan
Tweet, Skip Williams, Richard Baker, and Peter Adkison. —Michael Shih, author
Product Identity: The following items are hereby identified
as Product Identity, as defined in the Open Game License
version 1.0a, Section 1(e), and are not Open Content:
Using this Book
All trademarks, registered trademarks, proper names The options in this book make use of the rules found in
(characters, deities, etc.), dialogue, plots, storylines, locations, Ultimate Psionics and Psionics Augmented: Highlord. As
characters, artwork, and trade dress. (Elements that have
previously been designated as Open Game Content or are such, these books, along with the Pathfinder Roleplaying
in the public domain are not included in this declaration.) Game Core Rulebook, are necessary to make full use of
this product.
Open Content: Except for material designated as Product
Identity (see above), the game mechanics of this game
product are Open Game Content, as defined in the Open
Gaming License version 1.0a Section 1(d). No portion of
Table of Contents
this work other than the material designated as Open Game
Content may be reproduced in any form without written FOREWORD 1
permission.
TABLE OF CONTENTS 1
Compatibility with the Pathfinder Roleplaying Game
requires the Pathfinder Roleplaying Game from Paizo
Publishing, LLC. See http://paizo.com/pathfinderRPG for HIGHLORD ARCHETYPES 2
more information on the Pathfinder Roleplaying Game.
Paizo Publishing, LLC does not guarantee compatibility, and
Cherished 2
does not endorse this product. Virtuoso 5
Pathfinder is a registered trademark of Paizo Publishing, LLC,
and the Pathfinder Roleplaying Game and the Pathfinder HIGHLORD TENETS 8
Roleplaying Game Compatibility Logo are trademarks of Ghost (Tenets of Guile) 8
Paizo Publishing, LLC, and are used under the Pathfinder
Roleplaying Game Compatibility License. See http://paizo. Shepherd (Tenets of Unity) 9
com/pathfinderRPG/compatibility for more information on
the compatibility license. Strategist (Tenets of Adaptation) 10
Psionics Augmented: Highlord II is published by
Tyrant (Tenets of Slaughter) 11
Dreamscarred Press under the Open Game License version
1.0a Copyright 2000 Wizards of the Coast, Inc. OPEN GAME LICENSE 12
© 2017 Dreamscarred Press

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Psionics Augmented

Highlord Archetypes
Archetypes and Class Options Cherished (Highlord Archetype)
“How could you possibly strike me? I’m helpless!”
The first section of this book includes two new highlord
archetpes. These archetypes have the following rules:
—Evie, a cherished
Each alternate class feature presented in an archetype A cherished is naturally drawn to others. Unlike a
either replaces or alters one or more specific class normal highlord, her power is not that of the ruler, but
features from the base class. of a treasured ally. She uses the minds and hearts of
When an archetype includes multiple alternate class their compatriots as a conduit, allowing her to support
features, a character must take all of them—often her protectors by inspiring them to fight harder and
blocking the character from ever gaining certain empowering them from afar.
standard class features, but replacing them with other There are cherished that captivate others naturally,
options. All class features of the base class that aren’t with a genuine, sometimes innocent charm. More
mentioned among the alternate class features of an malevolent examples use their psionic powers as a
archetype remain unchanged and are acquired normally tool to control others, rather than merely befriending
when a character reaches the appropriate level. If an them. Others still may even be unaware of their psionic
alternate class feature replaces a base class feature, manipulation, rallying their allies and manifesting her
the archetype doesn’t count as having that base class powers unconsciously in the hopes of aiding those around
feature for the purpose of meeting any requirements or them. Regardless of how they use their powers, however,
prerequisites. On the other hand, if an alternate class cherished tend to find themselves deeply ingrained in
feature alters an existing class feature, it is considered to any group they take part in, quickly becoming a valued
be the core class feature for the purposes of meeting any member of even the most antisocial teams.
requirements or prerequisites, even if it was renamed. Weapon and Armor Proficiencies: A cherished is
A character can take more than one archetype, but proficient with all simple weapons, light and medium
none of the alternate class features can replace or alter armor, and shields (except tower shields). This replaces
the same class feature of the base class. the highlord’s weapon proficiencies.
If a class feature has a series of improvements (such as Image of Innocence (Su): The cherished’s true
a fighter’s weapon training or a ranger’s favored enemy), motives, however benign or wicked they may be, are
it can be replaced either entirely or partially. By default, concealed behind a psionic veneer of innocence. As
an alternate class feature replaces the entire original long as she is psionically focused, she is immune to any
class feature and all of its improvements. For example, if magical, psionic, and supernatural effects that may try
a class feature states that it replaces trap sense without to read her mind or detect her intentions. When such
mentioning a specific bonus, it replaces trap sense effects fail against the cherished, the cherished becomes
entirely. aware of the attempt and may choose to still seem to
If an alternate class feature replaces one instance of be affected, displaying different surface thoughts or
a class feature that’s part of a series, the next time the intentions than what she truly feels. This ability replaces
character would gain an improvement to that ability, guarded rulership.
the new improvement counts as the lower-level ability Way of the Cherished (Su): A cherished does not
that was replaced by the archetype, and all subsequent choose a tenet to follow. Instead, she gains a unique
improvements follow suit. For example, if the barbarian’s set of abilities, described below. A cherished adds the
3rd-level trap sense +1 were replaced, the barbarian following psionic powers to her power list, at the listed
would gain trap sense +1 at 6th level, trap sense +2 at 9th levels. She can select them normally as highlord powers.
level, and so on.
• 1st—Empathic connection, suppress compulsion
• 2nd—Compelling voice, read thoughts
• 3rd—Forced share pain, guarded sleep
• 4th—Geth’s mind control, personality parasite
• 5th—Mind probe, psychic crush
• 6th—Aura alteration, mind switch
This ability replaces tenet and alters the cherished’s
power list.
Favor: A cherished’s base power points from the
highlord class are halved (if this reduces her base to 0,
she must have another source of power points, such as

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Psionics Augmented
from having a high Charisma score). However, she gains 1d20 and adds her manifester level and her Charisma
a second pool of power points, equal to that a normal modifier to determine the demoralize attempt result. If
highlord of her level would gain. These power points she normally gains any extra bonuses on Diplomacy
are referred to as her favor pool, and may only be used checks (such as from Skill Focus or her first impression
to manifest psionic powers and use abilities that affect class feature), these bonuses are also added to the check.
other allied members of her collective. She may still She may make this attempt regardless of the location
include herself in effects that allow multiple targets, of her assailant, and it occurs before the action that
but can never use these power points on an ability that prompted it, (potentially causing the attacker to miss). If
targets only herself. the cherished wishes, creatures who can perceive her get a
If the cherished gains bonus power points from having sense that they should not attack the cherished. The exact
a high Charisma score, she adds them to both of her details of this sense varies from cherished to cherished,
power point pools. For example, an 8th-level cherished and creature to creature, but generally, it creates a slight
with a Charisma score of 18 (+4 modifier) would have feeling that the cherished is innocent, nonthreatening, or
a normal pool of 26 (20 halved to 10, then +16 from her heavily guarded, in spite of any evidence to the contrary.
Charisma) and a favor pool of 36 (20 base, then +16 from The cherished can only demoralize a creature with this
her Charisma). ability once per action, regardless of whether or not they
This ability alters power points and replaces tribute. attacked her multiple times during it.
Cherished’s Gift: Starting at 1st level, a cherished can Regardless of the success or failure of this attempt,
always treat her highlord powers as having the network the cherished can then send a mental call for aid to
descriptor, but only for the purposes of manifesting an allied collective member as an immediate action.
them on allied collective members. When she manifests That ally is granted a standard action that they use
a power in this way, she can remove the mind-affecting immediately (even if it isn’t their turn), as long as that
descriptor from the power, and ignores the ally’s power the action affects or moves them closer to the cherished
resistance (if any) against the power. This ability replaces or her attacker. The member of the collective who takes
conscription and gift of power. this action becomes staggered for 1 round (even if they
Treasured by All (Su): Whenever a creature attempts would normally be immune).
to damage or inflict a harmful condition upon the This ability replaces lifeblood resonance.
cherished with an attack or ability, the cherished can Tenet Power: At 1st level, a cherished gains appointed
attempt to demoralize that creature as a free action. champion as a bonus power known (see the next page).
Instead of making an Intimidate check, the cherished rolls

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Psionics Augmented
APPOINTED CHAMPION metamorphosis’ menus, and so on). These additional
choices cost 2 power points for Menu A, 4 power
Discipline psychometabolism; Level cherished 1 points for Menu B, and 6 power points for Menu
Display mental C. You can use this augment multiple times for any
Manifesting Time see text combination of choices, but you cannot select the
Range close (25 ft. + 5 ft./2 levels) same choice more than once.
Target one member of your collective other than you • If you spend 4 additional power points, choose from the
Duration concentration Enhancement or Ability menus of the metamorphosis
Saving Throw none; Power Resistance yes power.
Power Points 1 • If you spend 10 additional points, choose from
You must be a highlord with the cherished archetype to the Enhancement or Ability menus of the major
manifest this power. You cannot learn this power with the metamorphosis power.
Expanded Knowledge feat or similar abilities. First Command (Su): A cherished gains highlord’s
You grant one of your close companions your blessing, command as her decree at 1st level. In addition, they
enhancing their body with your psionic power. The image gain an expanded use of this decree. While using its
of your ideal protector is made manifest, melding with effect, the cherished can give a specialized command
the impressions and desires of your ally. With your psionic to an ally in their collective, allowing that ally to make
support, a willing member of your collective temporarily a single attack with a weapon they are wielding, at
ascends to the status of your champion. their highest attack bonus. The ally does not gain any
You can manifest this power as either a standard action additional actions from this effect, but unlike other uses
or a move action; if you manifest it as a move action, of the decree, this does not stagger them.
concentrating on it is likewise a move action. Talents (Su): A cherished gains empathy as a psionic
• Standard Action: You choose a choice from both talent at 1st level.
Enhancement Menu A and Ability Menu A from the First Impression (Su): Starting at 2nd level, a
minor metamorphosis power. Your champion gains cherished gains a bonus on Diplomacy checks equal to
those effects for as long as you maintain this power. 1/2 her class level. Creatures’ starting attitudes towards
• Move Action: You choose a choice from either the cherished are improved by one step (from hostile
Enhancement Menu A or Ability Menu A from the to friendly, friendly to indifferent, and so on), up to a
minor metamorphosis power. Your champion gains maximum of helpful. This ability replaces skill affinity.
that effect for as long as you maintain this power. Air of Fragility (Su): Starting at 6th level, the cherished
is surrounded by an aura that forces those who attack her
You can use your treasured by all and air of fragility to second-guess their actions. Creatures susceptible to
abilities to affect opponents who attack your champion, as mind-affecting effects who attack or target the cherished
well as yourself, though your air of fragility breaks for 1 round with a hostile ability must succeed at a Will save (DC 10 +
after using it once to protect your champion, regardless of 1/2 the cherished’s class level + the cherished’s Charisma
whether or not it was successful. You may freely choose modifier) or become unable to follow through on their
to not protect an ally with either of these abilities, if you attack. The action is not lost, and resources are not spent,
wish, saving their defenses for yourself.. In addition, choose but until the end of the creature’s turn, they cannot
a decree that you know. While you maintain this power, you attempt to harm the cherished with their actions (though
can use that decree on your champion without expending they may still attack the cherished’s allies, so long as it
your psionic focus. doesn’t harm the cherished).
Augment: This power can be augmented in one or more This effect persists until it affects a creature with a
of the following ways. Every 2 power points you spend number of Hit Dice greater than 1/2 the cherished’s class
augmenting this power adds +1 to the power’s save DC level (regardless of their success or failure on the saving
(if any). This is in addition to the effects of the augments throw). When this occurs, the cherished’s air of fragility
themselves. shatters, ending this effect until the start of her next turn.
• For every additional power point you spend, you gain a As a standard action, the cherished can focus her air
+1 bonus on concentration checks made for this power, of fragility on a specific creature within her sight. For
except to manifest it defensively. 2 rounds, that creature takes a –2 penalty to Will saves
• If you spend 3 additional power points, your champion against the cherished’s air of fragility ability. Even if the
can choose to use your base attack bonus instead of air of fragility is broken for other creatures, it remains
their own for their attack rolls (including for gaining functional against this creature for that time.
iterative attacks) during the duration of the power. This ability replaces lifeblood siphon.
• You may spend additional power points to gain an
additional choice from the Enhancement or Ability
menus you have access to (so Menu A for the
base power, Menu B if you augmented it to use

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Psionics Augmented

Virtuoso (Highlord Archetype) Way of the Virtuoso (Su): A virtuoso adds the
“Come one, come all! The battlefield is my stage!” following psionic powers to his power list, at the listed
—Navarre, a virtuoso levels. He can select them normally as virtuoso powers.

A virtuoso engages in the art of energy manipulation, • 1st—Demoralize, energy ray


drawing upon his inner fire to create art from destruction. • 2nd—Energy missile, energy stun
Rather than simply wishing to destroy those who stand • 3rd—Energy cone, energy retort
in his way, he also seeks to cow them with fantastic • 4th—Energy ball, incite passion
displays of power. The virtuoso uses his dramatic shows • 5th—Energy current, fiery discorporation
of psychokinetic power in order to inspire his allies and • 6th—Disintegration, energy wave
terrorize his enemies. The virtuoso adds the following augments to powers
Even the most jaded warrior or knowledgeable he knows of the psychokinesis discipline.
scholar may feel some awe upon seeing the raw displays
• If you spend 2 additional power points, you can
of power that a kineticist or evoker may bring to bear
use the inspire decree as part of the action of
on the battlefield. A virtuoso weaponizes the awe and
manifesting this power. You do not need to expend
wonder that one may feel when seeing such a force on
your psionic focus to use this decree.
their side—along with the dread and fear when forced to
• If you spend 2 additional power points, you can use
face off against them.
the falter decree as part of the action of manifesting
Weapon and Armor Proficiencies: A virtuoso is
this power. You can target creatures who are not
proficient with all simple weapons, light and medium
part of your collective if they are marked with your
armor, and shields (except tower shields). This replaces
energy resonance.
the highlord’s weapon proficiencies.
Powers Known: A virtuoso begins play knowing one This ability replaces tenet and conscription.
virtuoso power of his choice. Each time he achieves a Energy Resonance (Su): Like a kineticist psion, a
new level, he unlocks knowledge of a new power. virtuoso is exempt from the restrictions of energy
Choose the powers known from the psion power list. powers and may freely choose the energy type of his
(Exception: The feat Expanded Knowledge does allow a powers at the time of manifesting, as long as it is within
virtuoso to learn powers from the lists of other classes.) the choices allowed by the power.
A virtuoso can manifest any power that has a power In addition, the virtuoso marks creatures who are
point cost equal to or lower than his manifester level. damaged by his energy powers. This mark lasts for
This alters the highlord’s powers known. one round, and detonates the first time the creature is

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Psionics Augmented
damaged by a member of the virtuoso’s collective. The • The number of power points you spent on showtime.
detonation causes the affected creature to take 1d8 • The number of power points you spent on the power
additional damage of that energy type. This ability deals that charged the encore.
an additional 1d8 points of damage per four class levels
You cannot regain more power points than you spent on
the virtuoso possesses (up to a maximum of 6d8 at 20th
the second manifestation, and for the purposes of this effect,
level). After detonation, the virtuoso’s mark becomes
a power’s cost includes all expenditures of power points
dormant and remains on the creature for a minute.
during its manifestation, including augments, metapsionic
While additional attacks will not detonate a dormant
feats, and other abilities.
mark, this mark allows the virtuoso to affect the marked
Manifesting a power while expending an encore cannot
creature with his way of the virtuoso and performance
itself create a new encore charge, and you can only be
manifesting abilities. Additional energy damage
charged with one encore at any given time. If you manifest
reactivates the mark (and changes its energy type to the
a different valid power while charged, you can choose to
activating power’s, if they were different), allowing his
either replace the encore with the new power or keep the
collective’s attacks to detonate it again.
old one.
This ability replaces lifeblood resonance, but counts
If showtime’s duration ends while you are still charged
as that ability for the purposes of meeting requirements
with an encore, you still gain that encore’s effect, though you
and prerequisites, and replaces conscription.
may not create new encores without manifesting this power
Tenet Power: At 1st level, a virtuoso gains showtime
again.
as a bonus power known.
Augment: This power can be augmented in one or more
SHOWTIME of the following ways.
Discipline psychokinesis; Level virtuoso 1 • For every additional power point you spend, you deal
Display visual 2 additional points of energy damage with powers
Manifesting Time 1 swift action for which you expend an encore as part of their
Range personal manifestation (dealt to each target before determining
Target you the results of their saves, if any).
Duration 1 round/level (minimum 3 rounds) • For every 2 additional power points you spend, you
Saving Throw none; Power Resistance no regain up to 1 power point the first time you manifest a
Power Points 1 highlord power that deals energy damage you manifest
during this power’s duration. You cannot regain more
You must be a virtuoso to manifest this power. You cannot power points than you spent on that power.
learn this power with the Expanded Knowledge feat or • For every 4 additional power points you spend, you
similar abilities. add 1 to the save DCs (if any) of powers for which you
You create a nimbus of energy around yourself. This aura expend an encore as part of their manifestation (dealt
reflects faint images of your power and how you perceive to each target before determining the results of their
it, and flares up especially when you draw on more of your saves, if any).
abilities.
When you manifest this power, note how many power First and Second Commands (Su): A virtuoso gains
points you spent on it. During its duration, whenever you either falter or inspire as his decree at 1st level. At 4th
manifest a highlord power that deals energy damage, you level, he gains the decree he did not choose at 1st level,
can charge yourself with an encore of that power. instead of choosing a decree. This ability alters first
An encore charge lasts until the end of your next turn, command and decrees.
which has the following effects (see the next page). Artistic Affinity (Su): Starting at 2nd level, a virtuoso
If you manifest the same power as the one that charged gains a bonus on all Perform checks equal to 1/2 class
the encore, you can expend the encore as part of the level. In addition, when the virtuoso uses psionic power
manifestation. If you do, you regain a number of power to aid in a performance (or vice-versa), he uses his
points equal to the lower of the following two values: highest Perform ranks for any Perform checks he makes.
Audience Participation (Su): At 3rd level, a
virtuoso is capable of conducting his power through
Representing Energy Resonance his allies. When a virtuoso manifests a power from the
When using a virtuoso highlord at the table, we at psychokinesis discipline, he may treat the space of a
Dreamscarred Press recommend using a coin to mark member of his collective as his own when determining
when a creature is marked by the virtuoso’s energy the power’s range and line of effect.
resonance. Keeping the coins heads-side up when the This class feature replaces gift of power.
mark is active, then flipping them over when the mark Art Made Manifest (Su): At 6th level, a virtuoso can
is dormant, is an easy shorthand for the virtuoso and manipulate his psionic abilities to manifest psychokinetic
his allies to keep track of what creatures are more power in grand flourishes, to further afflict creatures
vulnerable. who have suffered his wrath. This is unnecessary for
simply manifesting powers, but the virtuoso intends

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Psionics Augmented
for the performance itself to have an impact upon
his enemies. As a full-round action, the virtuoso can Encore Refunds
simultaneously make a Perform check and manifest a The showtime power allows a virtuoso to, after spending
psychokinesis power that deals energy damage, with a an initial amount of power points, begin to regain some
manifesting time of one standard action or less. of the power points he spends on later energy powers.
The virtuoso chooses a creature marked by his energy For the power’s main effect, refer to this example for
resonance ability, who can witness the display, to clarifications on how it works:
influence with the performance. The effect caused by
• First, the virtuoso manifests showtime, spending 13
the performance is determined by the energy type of the
power points.
power. These effects are all mind-affecting, and the DC of
• The virtuoso then manifests energy ball, spending
any saves required is DC 10 + 1/2 the virtuoso’s class level
8 power points. He charges himself with an encore
+ the virtuoso’s Intelligence modifier. In addition, the
of the energy ball power.
result of his Perform check adds a further bonus to the
• On his next turn, the virtuoso manifests energy ball
save DCs of both this ability and the power manifested,
again, expending the encore. This time, he spends
based on the following table:
10 power points on the power, and then regains 8
Perform Check DC Increase power points (the lower value of the 13 he spent
1–14 +0 on showtime and the 8 he spent on the first energy
ball). If he had not manifested energy ball during
15–20 +1 this second turn, his encore of the power would
21–25 +2 have dissipated harmlessly, unused.
26–30 +3 If he had instead spent 7 power points on his energy ball,
31–35 +4 he would only be able to regain a maximum of 7 power
36+ +5 points from expending the encore, because he cannot
be refunded more power points than he spent on the
• Cold: The virtuoso confronts a creature with the second power.
cold of death with his performance. The virtuoso
demoralizes the creature, using his Performance
check to shake the enemy instead of an Intimidate
check.
• Electricity: The virtuoso provides an electrical
incentive for a creature to move, with the crack of
lightning providing a substitute for a whip. Unless
the creature makes a Reflex save, the virtuoso
moves the chosen creature 5 feet for every damage
dice of the power.
• Fire: The virtuoso enrages a creature by fanning
the flames of the heart. Unless the creature makes
a Will save, they become enraged, like the incite
passion power. This effect lasts for a number of
turns equal to the virtuoso’s Charisma modifier.
• Sonic: The virtuoso’s sonic blasts are twisted into
music that captures the mind even as it breaks
the body. The chosen creature is fascinated for a
round unless they succeed at a Will save. This effect
is extended for a round whenever the virtuoso
manifests a power that deals sonic damage or
creates sound. The fascinated creature does not
observe the virtuoso and his actions as a threat
unless they directly take damage from them.
This ability replaces lifeblood siphon.

7
Psionics Augmented

Highlord Tenets
A highlord can choose from the following tenets in psionic focus, using the aid another action, and dismissing
addition to those presented in Psionics Augmented: the ability.
Highlord I, gaining the listed abilities at the listed levels. For the purposes of your own abilities, your location is
With the exception of psionic talents, all of the abilities considered to be the location of your possession target.
granted by tenets are supernatural abilities. Highlords However, you cannot be directly targeted, or be affected by
who follow specific tenets are often referred to using a effects that target this space. Any actions you take seem to
more specific title, depending on their philosophy. manifest from your host, ending effects such as cloud mind
or the blind eye decree on your host if you take actions that
Ghost (Tenets of Guile) would break these effects.
“All warfare is based on deception.” When you manifest a personal-range power or a power
A highlord who follows the tenets of guile is known
that includes you or your position as a target, you may
as a ghost. Ghosts exploit the weakness of the mind
choose for the creature you are possessing to gain the effect
when faced with unexpected situations, endeavoring
of the power instead. You may use the aid another action on
to confuse and mislead their opponents. Ghosts are
your possession target and any relevant allies within range
especially manipulative, capable of influencing battles
of them. Creatures possessed by this power automatically
from their hiding place in the minds of their collective.
fail any Will saves made against your decrees.
Tenet Power: At 1st level, a ghost gains parasitic mind
When you possess a creature who is unaware of the
as a bonus power known:
power’s effect (such as by failing their Spellcraft check
to identify its manifestation), they receive a Perception
PARASITIC MIND check (DC 10 + 1/2 your manifester level + your Charisma
modifier) to realize you’ve possessed them. If they succeed
Discipline telepathy; Level highlord (ghost) 1
(or later become aware of the possession), they can attempt
Display mental
to force you out by making a Will save as a full-round action.
Manifesting Time 1 standard action
If they succeed, the power ends. In addition, if your host
Range close (25 ft. + 5 ft./2 levels)
leaves your collective for any reason, the power ends.. You
Target one member of your collective
can otherwise dismiss this power as a free action.
Duration See text
If you are ejected from your host for any reason, you
Saving Throw none; Power Resistance yes
materialize at a location of your choosing within 5 feet of
Power Points 1
them. For every 4 levels you have, the range that you can
You must be a highlord following the tenets of guile to materialize away from your host increases by 5 feet.
manifest this power. You cannot learn this power with the Augment: This power can be augmented in one or more
Expanded Knowledge feat or similar abilities. of the following ways. Every 2 power points you spend
When manifesting this power, you designate a member augmenting this power adds +1 to the power’s save DC
of the collective within range with Hit Dice equal to or (if any). This is in addition to the effects of the augments
less than your manifester level, possessing the target by themselves.
transforming into telepathic energy patterns and infecting
• For every additional power point you spend, you gain
their body and mind.
2 temporary hit points. These temporary hit points
While inside your host, you do not need to sleep, eat, or
last for as long as you’re possessing a creature or until
breathe and you see, hear, and feel everything the target
used. Every 6 temporary hit points gained from this
experiences. Any time your host would take damage (even
augment, you gain a +1 bonus on saves against effects
if it is prevented by immunity or damage resistance), you
that targeted your host.
take half the damage they took. This does not reduce the
• For every 3 power points that you spend, you can
damage the host takes, and cannot be reduced in any way.
choose an additional member of the collective as a
In addition, whenever your host fails a saving throw against
secondary target; secondary targets of this power must
a non-damaging effect that did not originate from you,
succeed at a Will save or you can treat them as if you
you also suffer the effect (though you can make your own
were possessing them for the duration of this power.
save against it, and if you wish, you may dismiss this power
You do not take damage when they do, but as long as
instead of making a save and potentially suffering the effect).
you remain in the primary target, you can use decrees
The only actions you can take while possessing a creature
and powers through them as listed above, and they
are activating highlord class features and psionic feats,
automatically fail Will saves made against your decrees.
manifesting highlord powers, using decrees, recovering

8
Psionics Augmented
• If you spend 8 additional power points, you inflict the CHAMPION THE FLOCK
effect of the control body power on the primary target Discipline telepathy; Level highlord (shepherd) 1
of this power. The target may make a Will save to Display mental, visual
negate this effect, though you still possess them even Manifesting Time 1 standard action
on a successful save. You do not need to concentrate Range see text
on this effect, but it ends automatically when you stop Duration 1 round/level
possessing the target. Saving Throw none; Power Resistance no
Lifeblood Trickery (Su): A ghost’s lifeblood resonance Power Points 1
makes those within his collective keenly aware of the
You must be a highlord following the tenets of unity to
weak points of the others within the group. Each round,
manifest this power. You cannot learn this power with the
members of the collective deal the ghost’s lifeblood
Expanded Knowledge feat or similar abilities.
resonance damage as extra damage with their first
You become capable of representing your collective in
attack made against another member of the collective
battle, channeling their supernatural power through the
anytime they would be denied their Dexterity bonus to
mental link that you establish, and forming temporary
AC (whether the target actually has a Dexterity bonus or
ectoplasmic versions of their weaponry and forms if they
not), or when they flank their target.
choose to attack through you.
Deceptive Conscription (Su): By exploiting the
At the end of each of your turns, you choose an ally in the
element of surprise and the momentary weakness in will
collective within close range of you. Until the end of your
it brings, the ghost can suddenly force a creature into his
next turn, that ally becomes capable of using your location
collective. Once per round, as a free action that can be
as if it were their own for the purposes of determining line
taken even if it isn’t his turn, the ghost may attempt to
of sight and range of their attacks.
force a creature into his collective. He can only use this
If you manifest this power while you are still under its
conscription method on creatures that are flat-footed,
effects, then the duration of the oldest manifestation of this
or creatures that are denied their Dexterity bonus to AC
power ends.
against an attack made against them by a member of the
Augment: This power can be augmented in one or more
collective.
of the following ways.
First Command (Su): A ghost gains blind eye as his
decree at 1st level. • For every additional power point you spend, the first
Talents (Su): A ghost gains distract as a psionic talent time in each round that an ally deals damage while
at 1st level. attacking or using an effect through you, they deal 1
Affinity for Guile (Su): Starting at 2nd level, a ghost additional point of damage. This damage is doubled for
gains a bonus on Bluff checks equal to 1/2 his class level. effects that did not require an attack roll.
If the ghost forces a creature into the collective, they are • If you spend 3 additional power points, creatures
not aware that they have been forced into the collective. affected by this power can use your location as if it
They cannot communicate with other members of the were their own as long as they remain within long
collective through telepathy, though others are free to range (400 feet + 40 feet per level) of you.
communicate to them through it. In addition, the ghost • If you spend 4 additional power points, whenever a
doubles the bonus to Bluff he gains from this ability creature makes use of this power to act through your
against members of his collective. location, you gain temporary hit points equal to their
Thieving Siphon (Su): The ghost’s lifeblood siphon Hit Dice until this power ends. These hit points do
can be used on creatures that are not in his collective not stack with themselves; only the highest number
within close range (25 feet + 5 feet per two highlord applies.
levels), and leave the siphoned target flat-footed for as • For every 4 additional power point you spend, you can
long as they are staggered. choose an additional ally to affect at the end of each
of your turns.
Shepherd (Tenets of Unity) Lifeblood Bond (Su): The shepherd’s lifeblood
“Stand together, or fall apart.” resonance allows him to empower a member of the
A highlord who follows the tenets of unity is known as collective, and allows his flock to pool their power to aid
a shepherd. A shepherd coordinates with his subjects the chosen target. Once per round, when a member of
in order to destroy their enemies. Shepherds focus on the shepherd’s collective successfully damages another
guiding and protecting their allies in combat, and ensure member of the collective, the shepherd can deal his
that their strength is available to each member of their lifeblood resonance damage to the damaged member as
collective. a free action, even if it isn't his turn.
Tenet Power: At 1st level, a shepherd gains champion By expending a move action, any member of the
the flock as a bonus power known: collective with at least half as many Hit Dice as the
shepherd can amplify the damage of the shepherd’s
lifeblood bond for 1 round. The first member of the

9
Psionics Augmented
collective to do so increases the damage of the lifeblood In a manner similar to the much more sophisticated
resonance by half, including bonuses to its dice rolls. schism power, you split your mind in two, creating a pair of
Any further members of the collective who do so add fragments that then split again, repeating until you have one
1 damage for each damage die of lifeblood resonance fragment for each other member of your collective. Unlike
ability. its namesake, the minds created by a fractal schism are
At 8th level, the shepherd can use this ability twice per not truly autonomous, and do not gain their own actions.
round. At 15th level, the shepherd can use this ability Instead, they communicate with each other, forming a
three times per round. single gestalt consciousness that can efficiently split its
Fall in Line (Su): When another member of the attention across your whole collective. You can perceive
collective strikes a creature, the shepherd may attempt to through the senses of your collective members, allowing
force that creature to join the collective as an immediate you to draw line of sight (but not line of effect) from their
action. spaces in addition to your own. This even allows you to use
First Command (Su): A shepherd gains highlord’s those creatures’ special senses, such as blindsight, though
command as his decree at 1st level. only from the space of the creature in question.
Talents (Su): A shepherd gains empathy as a psionic Your assistance allows allies to coordinate with each other
talent at 1st level. far more effectively; you and your allies in the collective gain
Affinity for Unity (Su): Starting at 2nd level, a a +2 bonus on attack rolls when attacking a creature flanked
shepherd gains a bonus on Sense Motive checks equal by allied collective members (even if they themselves aren’t
to 1/2 his class level. In addition, the shepherd can flanking the target), and likewise increase the save DCs of
concentrate as a standard action to use detect hostile their abilities by 2 against such creatures.
intent as a psi-like ability. except the area emanates from Augment: This power can be augmented in one or more
a chosen member of his collective. The duration of this of the following ways.
ability lasts as long as the shepherd concentrates, and
• For every additional power point you spend, you gain a
ends when he stops concentrating.
+1 bonus on concentration checks made for this power,
Sacrificial Siphon (Su): If a shepherd uses lifeblood
except to manifest it defensively.
siphon on a willing ally, the shepherd may forgo the
• For every 3 additional power points you spend, the
staggering effect of the ability to grant the ally the effects
bonus granted by this power on attack rolls against
of the physical acceleration power for 1 round. In addition,
flanked opponents increases by +1.
the ally gains a number of temporary hit points equal to
• For every 5 additional power points you spend, the
twice the amount of damage they took from the ability.
bonus granted by this power to save DCs against
flanked opponents increases by +1.
Strategist (Tenets of Adaptation) • If you spend 6 additional power points, your fragmented
“Why stand against the rising tide, when you could move
minds form a defensive barrier against mental assaults;
with it?”
when an allied collective member fails a Will save, you
A highlord who follows the tenets of adaptation is known can roll a Will save using your own bonus against the
as a strategist. Strategists are malleable, following the same effect. If you succeed, the ally is treated as having
shifting tides of battle and guiding their allies to its flow. succeeded on their save, but loses the benefits of this
As the name would imply, highlords of adaptation are power until you end it and manifest it again.
flexible in combat, capable of adjusting to situations • If you spend 8 additional power points, you gain the
and repositioning faster than highlords of other benefits of the schism power in addition to this power’s
tenets. Strategists pursue self-improvement, and often normal effects. This schism remains for this power’s
encourage their allies to do the same. duration, and can concentrate on this power for you,
Tenet Power: At 1st level, a strategist gains fractal if you wish.
schism as a bonus power known.
Lifeblood Flow (Su): A strategist’s lifeblood resonance
FRACTAL SCHISM grants a versatile boon that can be used for additional
power or mobility. At the beginning of the strategist’s
Discipline telepathy; Level highlord (strategist) 1 turns, the strategist can choose a member of his
Display mental collective to charge with psionic power. That member of
Manifesting Time 1 standard action the collective deals the sovereign’s lifeblood resonance
Range personal (see text) damage as extra damage with their next successful
Duration concentration + 1 round/2 levels (up to a attack against another member of the collective. As a
maximum of 1 minute/level of concentration) swift action, the member of the collective can choose to
Saving Throw none; Power Resistance no give up any number of lifeblood resonance damage dice
Power Points 1 in order to move 10 feet per expended damage die. This
You must be a highlord following the tenets of adaptation movement does not provoke attacks of opportunity.
to manifest this power. You cannot learn this power with This effect lasts until discharged by a successful
the Expanded Knowledge feat or similar abilities. attack, or until the strategist’s next turn. At 8th level, the

10
Psionics Augmented
strategist can choose up to two members of the collective A lifeblood brand on a creature causes them to become
to empower in this way. At 15th level, the strategist can more vulnerable to your collective’s predation. When your
choose up to three members of the collective to empower collective acts against them, their body begins to break
in this way. down, slowly changing to a weaker, easier to hurt form.
Accelerated Conscription (Su): A strategist has the When you use this power on a creature, choose Mounting
ability to use his Unwilling Participant feat as a move Weakness or Crumbling Resistance; you apply the chosen
action. In addition, he can expend his psionic focus to effect to the target until you detonate the brand or the
use Unwilling Participant as a swift action. power otherwise ends.
First Command (Su): A strategist gains movement Mounting Weakness: When a member of your collective
command as his decree at 1st level damages the branded creature, they take an additional 3
Talents (Su): A strategist gains far hand as a psionic points of damage. This additional damage can only be dealt
talent at 1st level. once by a given collective member per round, but each time
Affinity for Adaptation (Ex): Starting at 2nd level, a it triggers, the additional damage dealt the next time they
strategist gains a bonus equal to 1/2 his class level on a are damaged by a collective member is increased by 3, up
skill of his choice. He can change this selection as a full- to a maximum increase equal to three times the number of
round action. The strategist is considered a trainer for power points spent on this power.
all purposes of retraining, using his highlord class level For example, if you’ve branded a creature, the first time
in place of any class levels required for training. He also they are damaged by a collective member, they’d take an
halves the time and cost of retraining for himself and additional 3 points of damage. Then, if another collective
any allies he chooses to assist in retraining as a trainer. member damaged them, they’d take 6 additional points of
Siphon Momentum (Su): When a strategist successfully damage, 9 points the time after that, and so on.
siphons a member of the collective, he can move 5 feet Crumbling Resistance: When the branded creature
for every 3 power points he spent, as a free action. This succeeds on a saving throw against an ability originating
movement does not provoke attacks of opportunity. The from a member of your collective, they take a –1 penalty
speed of that member of the collective is reduced by that on further saving throws against your collective members’
much for their next turn. abilities. This effect is cumulative, but can only be triggered
to increase the penalty once per round by a given collective
Tyrant (Tenets of Slaughter) member.
“Others may fall, but you will remain.”
Brand Detonation: As a full-round action that provokes
A highlord who follows the tenets of slaughter is known attacks of opportunity, you can detonate any number of
as a tyrant. A tyrant draws power from those who your lifeblood brands on creatures within range. When
fall while within his collective. Tyrants are masters you do, the brands sear their way into the targets’ flesh;
of escalating conflicts, freely gambling with lives for they must succeed at a Will save or take damage equal to
temporary advantages. The tyrant demands blood: be it twice your manifester level or the amount of damage that
from friend or foe. Mounting Weakness would deal to them (whichever is
Tenet Power: At 1st level, a tyrant gains lifeblood higher), and become permanently branded with a unique
brand as a bonus power known. scarring or warping of their bodies. This scarring resonates
in their mind, inflicting a –2 penalty on skill checks until it is
LIFEBLOOD BRAND removed by a remove curse spell or similar effect.
Discipline psychometabolism, Level highlord (tyrant) 1 Augment: This power can be augmented in one or more
Display material, mental, visual of the following ways. Every 2 power points you spend
Manifesting Time 1 standard action augmenting this power adds +1 to the power’s save DC
Range close (25 ft. + 5 ft./2 levels) (if any) This is in addition to the effects of the augments
Target one creature themselves.
Duration 1 round/level • For every additional power point you spend, the range
Saving Throw none (see text); Power Resistance yes of this power increases by 10 feet and the duration
Power Points 1 increases by 1 round.
You must be a highlord following the tenets of slaughter to • For every 3 additional power points you spend, the
manifest this power. You cannot learn this power with the initial amount of damage dealt by Mounting Weakness
Expanded Knowledge feat or similar abilities. increases by 2, and the amount it increases on each
You brand the target with your power, warping their trigger increases by 1.
form and bringing their weaknesses to the forefront of your • For every 4 additional power points you spend,
collective’s minds. If the target dies or is destroyed while the penalty inflicted by each trigger of Crumbling
branded, they activate your join the slaughter ability. The Resistance increases by –1.
brand fades and the power ends if the target leaves the • For every 5 additional power points you spend, you
power’s range. can target another creature with this power; each
lifeblood brand is treated as a separate power for the

11
Psionics Augmented
purposes of ending when a creature leaves its range, Talents (Su): A tyrant gains telekinetic punch as a
and its effects on the targets. If you wish, you can psionic talent at 1st level.
target a creature twice with this power, inflicting both Affinity for Slaughter (Su): Starting at 2nd level, a
Mounting Weakness and Crumbling Resistance on tyrant gains a bonus on Intimidate checks equal to 1/2
them. his class level. In addition, the tyrant doubles this bonus
• If you spend 8 additional power points, you more to Intimidate checks for a number of rounds equal to his
thoroughly debilitate a creature who fails their save Charisma modifier (minimum 1 round) after a creature
against their brand’s detonation, reducing one of their in his collective dies. This effect does not stack with itself.
physical ability scores of your choice by 6, or two by 4 Siphon the Slaughtered (Su): In addition to his
each, until the brand is removed. normal siphon ability, the tyrant can siphon energy
from the fallen. When a member of the highlord’s
Bloodbath (Su): A tyrant’s lifeblood resonance drives
collective dies or is destroyed, the tyrant can create a
his collective to kill or be killed. The first time in a round
psychic imprint on the space where the creature died as
that each collective member deals damage to another
a free action, even if it isn't his turn. The imprint simply
member of the collective, they deal the tyrant’s lifeblood
denotes the space where the creature died, but the tyrant
resonance as extra damage. If they deal damage to
can select it as his target when he uses lifeblood siphon.
multiple members of the collective at once, they choose
If he does so, the imprint disappears, and the highlord
one of the damaged creatures to take the additional
gains temporary power points equal to half the Hit Dice
damage.
of the creature the mark represented, in addition to the
Join the Slaughter (Su): Once per round, whenever a
normal power point refund of lifeblood siphon.
member of the collective dies or is destroyed, the tyrant
These temporary power points last a number of rounds
can immediately attempt to force another creature
equal to the tyrant’s Charisma modifier (minimum
within range into the collective as a free action that can
1 round) and do not stack with each other or other
be made at any time.
temporary power points. The duration of any power
First Command (Su): A tyrant gains expanded grasp
manifested with these power points is equal to the
as his decree at 1st level.
remaining time on the power points, or that power's
original duration, whichever is shorter.

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Psionics Augmented

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