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Psionics Augmented - Living Legend

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100% found this document useful (2 votes)
873 views18 pages

Psionics Augmented - Living Legend

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
  • Introduction
  • The Living Legend
  • Legendary Roles
  • Reference Materials

Psionics augmented: occult

◆ Living Legend ◆
B y F o r r e s t He c k

1
Psionics Augmented: occult
Living Legend

Design Lead: Forrest Heck


Additional Design: Kevin Ryan, Doug Haworth, Adam Boucher
Editing: Forrest Heck
Interior Design: Forrest Heck
Interior Layout: Forrest Heck
Interior Artwork: Christina Olszewski [kuri-hime]

Publisher: Jeremy Smith

Special thanks to the legions of fans who helped playtest the material in this book and offered new and
innovative ideas to include.

Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the
third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter
Adkison.

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: All trademarks, registered trademarks, proper names
(characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements
that have previously been designated as Open Game Content or are in the public domain are not included in this
declaration.)

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 this work other than the material designated as Open Game Content may be reproduced in any form without
written permission.

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo
Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.
Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the
Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the
Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more
information on the compatibility license.

Psionics Augmented: Occult is published by Dreamscarred Press under the Open Game License version 1.0a
Copyright 2000 Wizards of the Coast, Inc.

© 2016 Dreamscarred Press

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Psionics augmented: occult
Introduction
I have always found magic systems fascinating. Class Power Sources
fluff; ability fluff; all of it. It's the little things I found the
neatest, like the fact that divine spellcasters don't need to “Though I refuse to waste time citing my myriad sources,
rest to get their spells like arcane spellcasters do, or how I’ll say this: magic is the power of the world. Psionics is the
the 3.5 bard drew its magic from a completely different power of the self.”
source from other mages. —Halford A. Last, Wizard of the Eighth Circle
This is part of why I've always loved psionics. As a You might look at the psionics subsystem published by
subsystem it's mechanically interesting, and as a collection Dreamscarred Press and wonder what the point of it all
of fluff it provides further avenues for character creation is. There are plenty of ways to achieve the same results,
and worldbuilding. Psionics' classes, feats, and powers and psychic magic has major overlaps with psionics in
create an environment that remains similar enough to thematics and abilities.
the rest of the game to be approachable, but still feels The chief difference between psychic magic and
different enough to be refreshing and new. psionics is that psychic magic is largely external, while
We wrote Psionics Augmented: Occult with this outlook psionics is largely internal. At its core, psionics is about
in mind. It's not about replacing psychic magic with expressing one's self, and in doing so imposing that self
psionics, or creating psychic options for all the psionic on the world. A psionicist rejects reality and substitutes
classes—it's about exploring the differences between his own in the local area, fueling their abilities with
the two concepts. With this project, our goal was to find internal power generated by his mind and soul, rather
places where we could expand both occult concepts than drawing it from outside sources.
and psionic concepts, and to create something new and In contrast, psychic magic is defined by interacting with
interesting in the process. and manipulating emotional, spiritual, and conceptual
I hope that you find it as fun as we did. connections between person and person, person and
—Forrest Heck object, and even just the mage and some concept. A
Design Lead, Psionics Augmented: Occult psychic mage is not imposing their self on the world,
but taking the world and arranging it to fit their needs.
The True Power of the Mind Through their ability to utilize tethers between thing
and thing, psychic mages gain power.
“I have been asked what I think of those who use magic to Mechanically, psionic power tends to be expressed
See. I have no opinion on them. The results are the same, through effects sustained by the personal power of the
regardless of how you do it.” psionicist. It is often difficult for a psionicist to anchor
—Tecla, Oracle of Seven Eyes their power to something other than themselves. Arcane,
In a dusty room of an ancient library, a wizard studies her divine, and psychic magic, on the other hand, are much
books. Her mind overflows with secrets, the formulas better at "leaving" power somewhere—a mage can
and diagrams needed to work his art. Across the world, a easily imbue another with a spell or ability, especially
priest bows his head, communing with the deity he draws regarding beneficial effects.
his divine spells from. A scholar of the supernatural buys While the concepts of the subsystems may be similar,
a cracked rod of wood from a merchant’s shop, knowing the way psionicists and psychic mages go about doing
that its true value far outweighs the price asked for it. their respective businesses is evident in their classes,
Later in the day, each of them calls upon their magic, abilities, and descriptive text. When a psionicist does
through a pinch of sulfur, a symbol of divinity, or use their powers to trespass in the realm of psychic
historical meaning imbued within an object. Through connections, it is generally in the micro-scale. In contrast,
these implements, the mages will each create a perfect a psychic mage actively draws from external power
sphere of heat and flame. sources and interacts with these connections on a daily
In another corner of the world, an alchemist concocts basis. No psychic mage natively empowers themselves
an unstable brew, which will later blossom into a to bend reality; they have the natural or learned ability
different, but equally magical explosion. to tap into other sources. Unlike with a psionicist, the
Finally, a psion takes to the battlefield. The world bends fuel comes from elsewhere.
at his direction, and a gout of fire erupts around his foes. Those in-between (such as the archetypes in Psionics
The end result of these effects is nearly-identical: Augmented: Occult) occupy the same space as characters
supernatural fire has been brought into a fight, and such as bards, mystic theurges, and multiclassed characters.
corpses lie in its wake. Why are these different, and what Through study and talent in both psionics and psychic
makes each of these individuals special? And why do we magic, they can combine concepts from one with the
care at all? other to become something new.

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Psionics augmented: occult
Room Enough for Two Archetypes and Class Options
“I’ve never met a mage who didn’t think their brand of Each alternate class feature presented in an archetype
magic wasn’t the pinnacle of sorcery. The trick is to just let either replaces or alters one or more specific class
them keep thinking that. Even if they’re wrong, disabusing features from the base class.
them of these notions tends to end explosively.” When an archetype includes multiple alternate class
—Grandmaster Kent, War’s End features, a character must take all of them—often
blocking the character from ever gaining certain
Psionics and psychic magic can coexist within a campaign
standard class features, but replacing them with other
setting. Though they share similar effects, psionics is
options. All class features of the base class that aren’t
just as distinct from psychic magic as it is from arcane
mentioned among the alternate class features of an
or divine magic, not only mechanically, but in the
archetype remain unchanged and are acquired normally
background and descriptive fluff. The concept of “power
when a character reaches the appropriate level. If an
through meditation and self-improvement” is one that
alternate class feature replaces a base class feature,
exists in many settings, and the psionics subsystem fills
the archetype doesn’t count as having that base class
that role just as well as classes such as the monk.
feature for the purpose of meeting any requirements or
Thematic overlaps between psionics and psychic magic
prerequisites. On the other hand, if an alternate class
should not be seen as a detractor from either system, but
feature alters an existing class feature, it is considered to
an opportunity to create interesting interactions and
be the core class feature for the purposes of meeting any
characters with the two systems. Every variety of magic
requirements or prerequisites, even if it was renamed.
has the sorts of abilities that are seen as “iconic psychic
A character can take more than one archetype, but
powers” in media: telepathy, telekinesis, divination, and
none of the alternate class features can replace or alter
the like. That both psychic magic and psionics have them
the same class feature of the base class.
is not a bad thing, nor should it be taken as a reason why
If a class feature has a series of improvements (such as
one cannot exist if the other does.
a fighter’s weapon training or a ranger’s favored enemy),
However, that is not to say that the introduction of
it can be replaced either entirely or partially. By default,
psychic magic or psionics to a setting should be done
an alternate class feature replaces the entire original
without thinking about how the two interact. There are
class feature and all of its improvements. For example, if
possible confusions that might occur both in and out
a class feature states that it replaces trap sense without
of character, thanks to some of the stronger overlaps
mentioning a specific bonus, it replaces trap sense
between the two magic systems, compared to the
entirely.
overlaps between psionics and arcane or divine magic.
If an alternate class feature replaces one instance of
On a superficial level, they seem similar in overall effects,
a class feature that’s part of a series, the next time the
which may mean that in a game world, the uneducated
character would gain an improvement to that ability,
view them as the same power, or at the very least the
the new improvement counts as the lower-level ability
same type of ability. A setting where the intricacies of
that was replaced by the archetype, and all subsequent
the different types of supernatural effects are privy only
improvements follow suit. For example, if the barbarian’s
to their practitioners, and for which those supernatural
3rd-level trap sense +1 were replaced, the barbarian
effects are collected under the umbrella of “magic” to
would gain trap sense +1 at 6th level, trap sense +2 at 9th
the layman makes just as much sense as a setting where
level, and so on.
general knowledge about magic is more thorough, and
the differences in power source between psionics and
psychic magic come to the forefront. Books Needed
Alternatively, a GM may want to rename and refluff The material in this book expands on the soulknife base
one or both of these systems. Names are one of the class found in Ultimate Psionics. As such, that book, along
surest ways to change something’s meaning, and as with the Pathfinder Roleplaying Game Core Rulebook,.
such, altering the names of abilities within psionics (as is needed to make the most of this release of Psionics
outlined at the end of Chapter 4 of Ultimate Psionics) can Augmented: Occult. Further options for the soulknife
help to solve the issues of thematic overlap. One may class can be found in Psionics Augmented: Seventh Path
also decide to roll psychic magic into the other types and Psionics Augmented: Soulknives.
of magic, fluffwise—it is easily depicted as “merely” a
specialization of arcane or divine magic, similar to how
different spellcasters have different focuses or spell lists.
In the end, what matters is that psionics and psychic
magic can coexist with ease. We at Dreamscarred Press
believe that psionics and psychic magic work well to
complement each other, and hope that this product
improves your game as much as it’s improved ours.

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Psionics augmented: occult

The Living Legend


Living Legend (Soulknife Archetype) or passive, the living legend falls under its influence, is
"True power is telling a story so well that reality cannot beholden to one of its taboos (chosen when he completes
bear it to be false.” his seance), and gains the benefits of its narrative.
—Florian, a living legend In addition, he gains the powers of his active role.
He gains access to a role’s lesser power at 1st level, its
Words have power. Through words, a storyteller can intermediate power at 4th level, its greater power at
shape a mind. Through a narrative, a storyteller can 10th level, and its supreme power at 16th level.
change the world. Some soulknives take these truths If the living legend wishes, he may choose to have one
and weaponize them, empowering themselves with the or both of his roles not influence his behavior when he
strength of the heroes of old, the subtlety of cunning completes a seance. If he does so, he does not gain the
rogues, and the hidden secrets of wizened mages. The benefit of those roles’ narratives. He must still choose a
warriors known as living legends hold these ideals in taboo as normal.
their minds and uses their bodies as a vessel for the The living legend is not magically prevented from
powerful words of the past. Through their psionic power, breaking his taboos, but if he breaks a taboo for any
they can bring reality to deeds that may have originated reason, he takes a –2 penalty on attack rolls, damage
as mere fiction. rolls, ability checks, skill checks, and saving throws for 1
The living legend is an archetype for the soulknife hour. This penalty is not cumulative; if the living legend
base class detailed in Chapter 2 of Ultimate Psionics. violates the taboo again while taking the penalty, the
Class Skills: A living legend gains Knowledge (all), duration of the penalty extends to one hour from the
Linguistics, and Perform as class skills. most recent violation. If he breaks a given role’s taboo
Scholar (Ex): A living legend uses his Intelligence three times while it inhabits him, it leaves him (his other
instead of his Wisdom for any soulknife ability he gains, role becomes active if it was previously passive) and he
such as blade skills that rely on Wisdom for determining loses the ability to play that role for one week.
save DC. He also uses his Intelligence instead of his This ability replaces psychic strike and the blade skills
Wisdom for abilities gained from prestige classes that gained at 4th, 10th, 16th levels.
advance his mind blade. Storied Blade (Su): Unlike a normal soulknife, a
Protagonist (Su): At 1st level, a living legend gains the living legend’s mind blade changes its form based
ability to channel concepts through himself—sometimes on what roles he is playing with his protagonist class
echoes of souls from ages past, sometimes tales that feature, starting with the form of his active role’s mind
have taken on lives of their own—and use them as blade. Each role has its unique mind blade listed in its
a “template” for his psionic power. Each day, a living individual description. Unless otherwise noted, these
legend can meditate to accept these tales by undergoing mind blades function as a normal soulknife’s mind
a ritual called a seance, preparing his body and soul to blade, including the ability to choose its handedness
take on the role of a character or archetype. A seance and damage type. For example, a living legend could
takes 1 hour to perform, and requires the living legend materialize the Sacred Relic of the Hierophant as a two-
concentrate fully on his preparations; reading and handed weapon, a one-handed weapon, or even two
recalling, meditating on a trinket or relic, or even going separate light weapons. However, if he was wielding the
through combat drills or motions from more active tales. Mystic Might of the Archmage or Thousand Blades of the
At the end of a seance, the living legend takes on roles Champion, he could only use them in the ways listed in
given to him by his knowledge and power, inviting a their individual descriptions, because they have special
role to take form within his mind. He chooses two of the rules for their use. The soulknife has access to both of
seven legendary roles described on page 6 to inhabit him his current roles' mind blades, regardless of which is his
for the day. Although each role has a favored location active role. This ability replaces form mind blade, and
or tale to be drawn out of, the living legend can find his otherwise functions as the soulknife’s form mind blade
roles wherever he looks if he can conceive of possible class feature.
conceptual ties between them. He remains playing his Shape Mind Blade (Su): As a full-round action, the
roles for 24 hours or until he expels them as a full-round living legend can reshape his mind blade to one of his
action. A living legend can only hold two roles in a given current roles’ mind blades. Alternatively, when he
day; once he has completed a seance, he cannot start changes his active role, he can have his mind blade
another one until the next day. automatically reshape itself to that role’s mind blade.
At any given time, the living legend has an active role In addition, the living legend can reassign the ability or
and a passive role. He can switch which is which as a abilities he has added to his roles’ mind blades with his
swift action. Regardless of whether or not a role is active enhanced mind blade class feature when he completes a

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Psionics augmented: occult
seance. After doing so, the mind blades materialize with of which roles he has. A living legend must be at least 6th
the new ability or abilities selected by the living legend. level to select any of these blade skills. This ability does
This ability alters shape mind blade. not cause the living legend archetype to be incompatible
Protagonist’s Portrayal (Su): When inviting roles to with other archetypes that alter the blade skills class
fill his mind, the living legend is at least in part playing a feature.
character, and with that character comes the knowledge Defender’s Oath (Su): As a swift action, the living legend
needed to accurately portray it. Starting at 1st level, a can lay a powerful psionic mark on an opponent he can
living legend gains the benefit of one of the following see. As long as he is psionically focused, that creature
feats, depending on his active role. He need not meet the takes a –2 penalty on attack rolls for attacks that do not
prerequisites for these feats. target the living legend, as well as an equal penalty to
their saving throw DCs for any attacks and abilities that
• Archmage: Precise Shot.
do not target him or otherwise include him in their effect
• Champion: Power Attack.
(such as area spells). These penalties increase by –1 at
• Guardian: Combat Reflexes (using the higher of the
10th level and every five levels thereafter. In addition,
living legend's Dexterity and Intelligence to determine
while the living legend’s active role is the guardian, he
the number of additional attacks of opportunity he
deals additional damage equal to 1/2 his living legend
can make).
level on a successful attack with his mind blade against
• Hierophant: Enforcer.
• Marshal: Lookout.
• Overmind: Psionic Weapon.
• Trickster: Dirty Fighting.
This class feature counts as each of these feats for the
purposes of prerequisites and requirements, although
he only gains the benefit of feats and classes he used this
ability to qualify for while he has is playing the role in
question. If the living legend already has one of these
feats, he may choose another feat to gain the benefit of
while the appropriate role is his active role. This feat
must be the same type as the feat it replaces (for example,
if the living legend is replacing Power Attack, he must
choose a combat feat), and the living legend must meet
its other prerequisites as normal. This choice is made
for each of his roles when he completes his seance, and
cannot be changed until he completes another seance.
This ability replaces the bonus feat gained at 1st level.
Blade Skills: A living legend cannot choose the Alter
Blade, Discipline Blade Shapes, Empowered Fist, Emulate
Melee Weapon, Emulate Ranged Weapon, Mind
Daggers, Telekinetic Blade, or Telekinetic
Bolt blade skills. Blade skills that change
the form of his mind blade instead apply
their effects to his storied sword without
changing how the weapon functions. For
example, a living legend with the Mindflayer
blade skill would still gain the ability to expend
his psionic focus for an added effect on an attack,
but would not transform his mind blade into a
whip. This ability alters blade skills, but does
not cause the living legend archetype to be
incompatible with other archetypes that
alter the blade skills class feature.
Legendary Stunts: A living legend gains
a number of unique blade skills, which may
be selected any time the he would gain a blade skill.
Unlike other blade skills, the living legend only gains the
benefits of these abilities while he has roles inhabiting
him; if he has not completed a seance or expels his roles,
he loses access to these abilities. However, while they
are tied to individual roles, he can use them regardless

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Psionics augmented: occult
an opponent marked with this ability. He can only have Stealth to hide from the living legend and his allies
one such opponent marked at a time, although he can because of the light.
move his mark to another target as a swift action. A Secret Techniques (Su): When the living legend completes a
marked opponent remains marked for as long as the seance, he chooses a combat feat he meets the prerequisites
living legend can see them and one minute thereafter. for and gains the benefit of that feat while he remains
High Wizard’s Fury (Su): As a standard action, the inhabited by his roles. In addition, if one of his roles is the
living legend can expend his psionic focus to detonate champion, the living legend can change the feat selected
his mind blade, scattering it as a cone of fragmented by performing weapon drills for ten minutes. If a combat
mental energy. This cone has a range of 5 feet per 2 feat has a daily use limitation (such as Stunning Fist) or
living legend levels and deals 1d6 points of piercing and grants a resource (such as Extra Ki), any uses of that feat
slashing damage per living legend level to each creature or its resource count towards that feat's limit, even if the
caught within its area. A successful Reflex save (DC 10 living legend changes the feat and regains it later.
+ 1/2 the living legend’s class level + the living legend’s Tap Potential (Ps): The living legend gains a single
Intelligence modifier) halves the damage. Damage from power of up to 2nd level from the psion/wilder power list
this ability is subject to damage reduction, although it as a psi-like ability, with a manifester level equal to his
counts as an attack with the living legend’s mind blade living legend level. At 10th level, he gains a power of up
for the purposes of overcoming it. If the living legend’s to 3rd level, and at 15th level he gains a power of up to
active role is the archmage, he can choose to deal damage 4th level. He can use each of these psi-like abilities once
of his active energy type instead (in which case it is not per day. In addition, while the living legend’s active role
subject to damage reduction, but is affected by energy is the overmind, he increases his manifester level with
resistance and immunity as normal). these psi-like abilities by his mind blade’s enhancement
Mark of the Heretic (Su): As a standard action, the living bonus. The living legend uses his Intelligence to determine
legend can expend his psionic focus and make a single the save DCs of these psi-like abilities.
attack with his mind blade. If it hits, it deals weapon Enhanced Mind Blade (Su): When a living legend
damage as normal plus additional damage equal to the chooses how he enhances his mind blade, each of his
living legend’s class level and a painful brand sears itself unique mind blades can be given their own combinations
onto the target’s face. The exact shape of the brand is of enhancement bonuses and weapon special abilities.
up to the living legend, but any creature bearing it takes These abilities must be able to be applied to the mind blade
a –2 penalty on attack rolls, damage rolls, ability checks, in question (for example, Mystic Might of the Archmage
skill checks, and saving throws for 1 hour. The brand is a projectile weapon, so it would not be allowed melee-
stays visible for 1 hour, after which it will disappear if only weapon special abilities), and this ability otherwise
the target receives magical healing of any sort. Once per functions as the normal soulknife’s enhanced mind blade
day, if the living legend’s active role is the hierophant, class feature, including the list of special abilities the living
he may choose to make both the brand and the penalty legend can draw from and the maximum enhancement
permanent until the target receives a remove curse spell bonus he can assign to his mind blades. This ability alters
or similar effect (healing does not remove the brand). enhanced mind blade.
Now You See Me (Su): While the living legend is psionically Quick-Change (Su): At 13th level, the living legend
focused, he can hide himself from view in the open without can more fluidly control his powers and the role he
anything to actually hide behind as long as he is within weaves. The living legend can switch his active role and
10 feet of some sort of shadow. He cannot, however, hide passive roles as a free action a number of times per day
in his own shadow. In addition, while the living legend’s equal to his Intelligence modifier (minimum 1). He can
active role is the trickster and he is psionically focused, he use this ability even if it isn’t his turn.
can use the Stealth skill even while being observed. Written Into History (Su): At 20th level, a living
Paint the Target (Su): The living legend can expend his legend truly lives up to his name. He has made his mark
psionic focus as a free action when he hits an opponent on the world, and proves difficult to remove from it so
with his mind blade to place a mark on them that only long as his story remains told. If the living legend dies, his
allies can see. The mark lasts for a number of rounds soul cannot be trapped or otherwise bound. In addition,
equal to the living legend’s Intelligence modifier. The as long as a spellcaster knows of the living legend’s story
next time another ally attacks that creature, they can and deeds, they can bring him back to life with raise
trigger the mark as a free action. If they do, the mark dead, resurrection, true resurrection, or similar effects
erupts in a small cascade of psionic energy, empowering without needing expensive material components, his
their strike and allowing it to be resolved against the intact corpse, or a piece of his body. He does not gain
target’s touch AC. In addition, while the living legend’s
active role is the marshal, the mark also casts light as
a torch. Opponents of the living legend cannot see this
light, and the marked creature may be unable to use

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Psionics augmented: occult

Legendary Roles
negative levels when returned to life in this way. This Archmage
ability replaces mind blade mastery.
The stories invoked by a living legend are as countless as “It’s such a shame that both knowledge and power tend to find
there are possible ideas. Some are the echoes of heroes their way into the hands of those who don’t appreciate them.”
and villains from the distant past, some potentially —Halford A. Last, Wizard of the Eighth Circle
dreams of his contemporaries, and others still might be The archmage is a font of knowledge and arcane power.
outright fabrications, a legend that grew out of rumor Favored Locations: The archmage is often found
and circumstance to gain a life of its own. Regardless of within stories of clever wizards, dark overlords, and
the tale’s nature, the roles a living legend can play and mystical arts. It is more easily played in locations such as
the characters they empower him to portray all arise arcane redoubts, libraries, schools, and areas of unusual
from the following seven legends: archmage, champion, magic, or when in the possession of a spellbook, staff, or
guardian, hierophant, marshal, overmind, and trickster. other tool of a mage.
Influence: While inhabited by the archmage, a you
Writing Your Own Story
find yourself thirsting for knowledge. You instinctively
At the GM’s option, a player of a living legend can write
want to learn, a desire that sometimes conflicts with
custom legendary roles to play with their protagonist
your other goals. In addition, you grow more arrogant
class feature. The mechanics should not change, but the
of your abilities, especially those that are magical or
influence and taboos of a given legend can and should
psionic in origin.
be modified to fit your character, your setting, and
Taboos: You choose one of the following taboos when
your campaign. One possible idea would be to create
you play this role.
influences and taboos for specific combinations of roles;
for example, in one campaign, a living legend might take • You eschew all faith in the divine; you must not be
on the legend of a specific ancient lich (perhaps using the willing target of divine spells or abilities, and
the archmage and marshal roles together) into his body. must attempt a Will saving throw against even
The default influences and taboos could work, but if this harmless divine spells and abilities.
dark lord had a unique pattern of behavior, then the • You must not pass up the opportunity to learn
living legend playing his role could be influenced by that something new and significant (a nontrivial piece
instead, rather than the fluff that we at Dreamscarred of information with a Knowledge check of DC 20 or
Press have written. higher) when that opportunity is directly present.
Another possible change to these roles would be to • You must use your own magical or psionic solution
modify them by culture; perhaps in one region in the to a challenge if you can, even if a mundane solution
setting, there is a legend of an incredibly honest thief who that would require fewer resources is available.
robs the rich to give to the poor—the default trickster Narrative: Knowledge fills your mind, drawn from
influence and taboos involving lies and subtlety may ages past and the legends you recall. While you are
not fit this story, so an alternate role should be written psionically focused, you gain an insight bonus on
up for the character to use. These roles may potentially Intelligence checks and Intelligence-based skill checks
be used as rewards; a living legend might find a book equal to the maximum enhancement bonus of your
detailing a legend he can use with its own influence and mind blade (see Table 2-8: The Soulknife in Chapter 2 of
taboos, and possibly memories or details that can affect Ultimate Psionics). In addition, you can make Knowledge
the characters and campaign. A living legend may even checks to identify creatures untrained with no limit to
find himself being emulated by others, his story having the DC.
become important enough that others seek to play his Mystic Might of the Archmage (Mind Blade): Your
role. mind blade disperses into flickers of elemental energy
dancing around your body. You can no longer make
melee attacks with your mind blade; instead, it becomes
a ranged weapon with a range increment of 60 feet that
Living Legend Active Energy Types deals 1d10 points of bludgeoning, piercing, or slashing
Every psionic character, regardless of whether or not damage (chosen when you complete your seance). You
they can manifest powers, has an active energy type add your Intelligence modifier as a bonus on damage
(cold, electricity, fire, or sonic) that they choose when rolls with this mind blade, and it has a critical range
they become psionically focused. See Chapter 4 of​ of 19-20/x2. This damage is based on a Medium-sized
Ultimate Psionics for more details. creature; adjust the weapon damage as appropriate for
a differently-sized living legend.

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Psionics augmented: occult
You need at least one hand free to attack with this mind Table 1-1: Adept Analysis
blade. It treated as a projectile weapon, but you do not
Check Result Bonus Granted
require ammunition for your mind blade; you can make
as many attacks as you are able to in a round. You can 15 or lower +1
only form a single Mystic Might of the Archmage mind 16–25 +2
blade at any given time, and cannot throw it with the 25–30 +3
throw mind blade class feature. If you have the Focused
31–35 +4
Offense blade skill, you can use your Intelligence
modifier instead of your Dexterity modifier when 36 or higher +5
making attacks with this mind blade while psionically
focused. a Knowledge (religion) check to identify the zombie and
Active Powers: You gain the benefits of the following determine your bonus against undead creatures, and a
abilities if the archmage is your active role and you are Knowledge (local) check to identify the elf and determine
high enough level. your bonus against humanoid creatures. If another type
Wizardry (Lesser, Su): You can use spell completion of undead joined the fray, you would be able to roll
and spell trigger items as if you were a wizard of your Knowledge (religion) again, this time to identify that
living legend level. In addition, while you are psionically creature, and your bonus against all undead creatures
focused, you can choose to have your Mystic Might of this combat could potentially increase.
the Archmage mind blade deal damage of your active
energy type, rather than its normal damage type.
You make the choice to deal energy damage
when you make an attack, and can alternate
normal or energy damage if you so wish.
Adept Analysis (Intermediate, Su):
When you make a Knowledge check to
identify a creature, you gain an insight
bonus on attack rolls and damage rolls
(including damage rolls from spells,
powers, and other abilities) against
opponents of that creature’s type for the
duration of the encounter. The bonus
granted depends on your Knowledge
check result, as shown on Table 1-1:
Adept Analysis.
You gain these bonuses even if you
could not identify the creature in
question, as long as you can discern
the type of your opponents (through
either visual cues or knowledge of
their abilities). You only gain these
bonuses while the archmage is your
active role, although you can still gain
them if the archmage isn’t your active
role when you make a Knowledge
check to identify a creature (using your
check result to determine the bonus
gained when you switch your active
role to the archmage).
If you fight multiple creatures during
the same combat, you determine
your bonus based on the highest roll
you made to identify a creature of a
given type. For example, if you face a
zombie and an elf, you would make

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Psionics augmented: occult
Arcane Artillery (Greater, Su): As a student of history, or if an ally does with your foreknowledge, you
you know that the most emblematic examples of powerful break this taboo.
mages are the ones who can level entire battlefields
Narrative: Your body strengthens to match your role,
through sheer magical power. You can expend your
allowing you to move easier and fight better. While you
psionic focus as a swift action to emulate them. For one
are psionically focused, you gain an insight bonus on
round, each attack you make with your mind blade affects
Strength checks and Strength-based skill checks equal to
a 5-foot-radius burst within your maximum range. You
the maximum enhancement bonus of your mind blade
take penalties as normal for attacking at more than one
(see Table 2-8: The Soulknife in Chapter 2 of Ultimate
range increment. For each attack, make a single attack
Psionics). In addition, you gain proficiency with a
roll and compare it to the AC of each creature caught
single melee weapon of your choice, selected when you
within the area to determine if an affected creature is hit.
complete your seance.
You must be wielding your Mystic Might of the Archmage
Thousand Blades of the Champion (Mind Blade):
mind blade to use this ability.
Your mind blade takes the form of any melee weapon
Legendary Archmage (Supreme, Su): You can twist
you are proficient with except for technological weapons.
the world to your liking, creating magical effects to suit
Your mind blade functions as the chosen weapon in all
your fancy. Once per day, you can cast any spell on the
ways, and you can change the weapon it emulates once
sorcerer/wizard spell list of a level up to your total bonus
per round as a free action. You can only have a single
of your enhanced mind blade ability. Your caster level
one of these mind blades materialized at any one time (if
for this spell is equal to your living legend level, and you
you transform your mind blade into a double weapon, its
must provide any expensive material components for
enhancement bonuses and abilities apply to both ends of
the spell as normal. You use the spell’s normal casting
the weapon).
time and components, although you do not suffer from
Active Powers: You gain the benefits of the following
arcane spell failure chances when you use this ability.
abilities if the champion is your active role and you are
high enough level.
Champion Grounded (Lesser, Ex): You gain a bonus on saving
“Magic and swordsmanship have one thing in common: a throws against magical effects (including powers, psi-
competent warrior needs neither, but uses both.” like abilities, spells, spell-like abilities, and supernatural
—Grandmaster Kent, War’s End abilities) equal to 1/4 your living legend level (minimum
+1). In addition, you can expend your psionic focus as
The champion is a paragon of skill at arms.
a free action at the end of your turn to make a second
Favored Locations: The champion is often found
saving throw against a magical effect affecting you. You
within stories of great warriors, grand battles, and
can only attempt one additional save against any given
heroic deeds. It is more easily played in locations such
effect using this ability, and can use it even if the effect
as arenas, battlefields, places of historic violence, and
in question would normally make you unable to take the
practice yards, or when in the possession of a weapon,
action.
piece of armor, or other remnant of a warrior.
Combat Mastery (Intermediate, Su): Once per round,
Influence: While inhabited by the champion, you are
when you hit a creature with a melee attack with your
quick to violence and prefer the solidarity of a weapon
mind blade, you can make a bull rush, disarm, sunder, or
to spells or contemplation. Your behavior grows more
trip attempt against that creature as a free action. This
aggressive, and although you realize the merits of
combat maneuver attempt does not provoke attacks of
patience, you find yourself less willing to wait.
opportunity.
Taboos: You choose one of the following taboos when
Lightning Rush (Greater, Su): While you are psionically
you play this role.
focused, you gain the ability to move up to your speed
• You become superstitious about arcane spellcasting; as a swift action. This movement provokes attacks of
you must not be the willing target of arcane spells or opportunity as normal. You can expend your psionic
abilities and you must attempt a Will saving throw focus to use this ability as a free action, rather than a
against even harmless arcane spells and abilities. swift action. If you do, you don't provoke attacks of
• You must choose a weapon group to favor; if you opportunity during the movement. You can only use this
make an attack with a weapon outside that group, ability once per round, regardless of whether or not you
you break this taboo. For the purposes of this ability, expended your psionic focus.
your mind blade counts as being in that weapon Legendary Champion (Supreme, Su): As a paragon
group unless it is currently shaped like an actual of martial superiority, you can invoke a semblance of
weapon (such as with the Thousand Blades of the reality around yourself, temporarily rending magic
Champion). into nothingness. Once per day, you can expend your
• You must accept any challenge to prove your psionic focus as an immediate action to create a zone
prowess in battle, including challenges to single of dead magic around you. This functions as a null-
combat—if you breaks the terms of the challenge, psionics field power centered on you, except that it lasts

9
Psionics augmented: occult
for a number of rounds equal to 1/2 your living legend shield bonus, this bonus also applies to your touch AC.
level, and you are unaffected by it. Your magical and You do not need a free hand to wield this shield; it moves
psionic equipment continues to function within the field, itself to deflect blows on its own.
your abilities are not impeded, and magical effects of Absorb Blow (Intermediate, Su): You gain damage
your choice currently affecting you are not suppressed. reduction/– and resistance to acid, cold, electricity,
Hostile effects on you are suppressed as normal, unless fire, and sonic equal to 1/2 your living legend level. In
you allow them to remain. addition, you can expend your psionic focus as an
immediate action to grant this damage reduction and
Guardian these resistances to an ally within 30 feet for one round.
Interpose (Greater, Su): Whenever an ally you can
“Dying is for people who have time to rest.”
see would be hit by an attack or effect (including targeted
—Arada Valard, the Unbowed
effects and effects that affect an area), you can expend your
The guardian is an exemplar of protection and defense. psionic focus as an immediate action to move up to your
Favored Locations: The guardian is often found within speed towards that ally. This movement does not provoke
stories of sealed artifacts, perilous rescues, and heroic last attacks of opportunity. If you end your movement adjacent
stands. It is more easily played in locations such as city to them, the attack or effect targets you instead. If the effect
walls, forts, gates, and keeps, or when in the possession of was an attack, then compare it to your AC, potentially
a something precious to be protected. causing it to miss. If the effect allowed a saving throw, you
Influence: While inhabited by the guardian, you can make your own saving throw, as appropriate.
become incredibly cautious and guarded in all things, Legendary Guardian (Supreme, Su): Your indomitable
and your caution sometimes gets in the way. You fiercely willpower grants you an unbreachable defense. Once
defend people, places, and things that are important to per day as an immediate action, you can ignore the
you, and try to not take risks if it would affect them. effects of a single attack against you, including magical
Taboos: You choose one of the following taboos when effects targeting you or whose area or effect includes
you play this role. you. If the attack affects an area or has multiple targets,
• You must always protect others from danger when you can choose to allow each other affected creature
you can (including defeated enemies, but not enemies to ignore its effects as well. If you used the interpose
that are an active threat to you and others). greater power this round, you can activate this ability
• You will never let your comrades die, and break this as a free action (even if it isn’t your turn), rather than
taboo every time an ally you can see drops below an immediate action. This ability may be used after you
zero hit points. know the success or failure of the attack or effect and
• You must defend a specific group or type of people how much damage it would deal, but it cannot be used
(such as a race, the residents of a nation, or the after the effect has resolved.
adherents of a religion), based on the role you are
playing. You break this taboo if you work against or Hierophant
betray this group. "You say you see a garden? I say that I witness a miracle,
Narrative: You become more durable, allowing you to cunningly made to perpetuate itself.”
defend your charges more successfully. While you are —Tristana the Pantheon
psionically focused, you gain temporary hit points equal The hierophant is a being of true and pure faith.
to twice your living legend level. These temporary hit Favored Locations: The hierophant is often found
points stack with other temporary hit points as normal, within religious texts, or stories of gods, outsiders, or
and reset to twice your living legend level each time you people of faith. It is more easily played in locations such
gain psionic focus. as altars, churches, sacred groves, shrines, or when in
Dependable Steel of the Guardian (Mind Blade): the possession of a holy symbol or relic.
Your mind blade functions as a normal soulknife’s mind Influence: While inhabited by the hierophant, you
blade, except that its melee reach is increased by 5 feet try not to deal lethal blows. Whether playing your role
(regardless of your natural reach or size). You can still means you offer a chance for redemption or that you
attack adjacent creatures as normal, and can reshape your sacrifice your enemies later on a dark altar, you prefer
mind blade as a full-round action, as if you possessed the to take them down without killing them.
normal soulknife’s shape mind blade class feature. Taboos: You choose one of the following taboos when
Active Powers: You gain the benefits of the following you play this role.
abilities if the guardian is your active role and you are
high enough level. • You must follow a code of conduct appropriate to a
Unyielding Shield (Lesser, Su): While you wield your deity or philosophy tied to the role you are playing
mind blade, a shield of psionic energy appears in the air (such as the paladin or antipaladin code, a deity’s
next to you. You gain a shield bonus to your AC equal to 2 dogmas, or a druid's oaths about metal armor).
+ your mind blade’s enhancement bonus. Unlike a normal • You may not deliberately speak any lies, including
exaggerating, stating half-truths with intent to

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Psionics augmented: occult
deceive, lies by omission, and so on. If you know request a minor miracle. This request must be in line
the answer to a question that someone asks you, with the options for the miracle spell that don't cost
you must give the answer. powdered diamond. As usual for a miracle, the deity or
• You must not tolerate blasphemy, regardless of other being granting the miracle chooses whether or not
what god is being blasphemed. While you need not to grant the request, at its whim. You should work with
respond with violence, your disapproval must be your GM to determine what sort of beings are inclined
voiced or otherwise conveyed. towards aiding you when you take on the hierophant
Narrative: You gain a spiritual connection to the world role during a seance.
around you. While you are psionically focused, you
gain an insight bonus on Wisdom checks and Wisdom- Marshal
based skill checks equal to the maximum enhancement “Power is self-evident. If you have it, the world will see it.”
bonus of your mind blade (see Table 2-8: The Soulknife —Ribault August, the Pristine Hands
in Chapter 2 of Ultimate Psionics). In addition, your
spiritual connection grants you a touch of the divine, The marshal is a towering presence and an inspiration
giving you an aura of alignment like a cleric does. When to others.
you take on this role during a seance, choose chaotic, Favored Locations: The marshal is often found within
evil, good, or lawful. You appear to be that alignment stories of brilliant tacticians, inspiring leaders, and
to effects that detect alignments for as long for as the rousing speeches. It is more easily played in locations
hierophant inhabits you. such as council rooms, stages, theaters, and throne
Sacred Relic of the Hierophant (Mind Blade): Your rooms, or when in the possession of powerful stories
mind blade functions as a normal soulknife’s mind blade, themselves.
except that it deals automatically deals nonlethal damage Influence: While inhabited by the marshal, the time
rather than lethal damage against creatures that are not you spend concentrating on your allies often prevents
immune to nonlethal damage. You can reshape your you from attending to other important matters. In
mind blade as a full-round action, as if you possessed the addition, you find yourself pushing for a leadership
normal soulknife’s shape mind blade class feature. position; it feels slightly wrong for you to not at least
Active Powers: You gain the benefits of the following nominally in charge of your present allies.
abilities if the hierophant is your active role and you are Taboos: You choose one of the following taboos when
high enough level. you play this role.
Power of Faith (Lesser, Su): Choose a single cleric • You may not allow yourself or your allies to prevent
domain or subdomain. You gain that domain’s granted a fleeing enemy from escaping, since an at-large
powers as a cleric of your living legend level. You use villain makes a better tale (this applies only to
your Intelligence instead of your Wisdom or Charisma enemies seeking to escape, not to those retreating
for these domain powers, as appropriate. to alert others or falling back to fight from a better
Energy Font (Intermediate, Su): You can channel position).
energy as a cleric of your living legend level a number of • You may never leave an ally behind or allow
times per day equal to 1 + your Intelligence modifier. You yourself or your allies to sacrifice another ally, even
choose whether you channel positive or negative energy a summoned creature.
each time you take on a hierophant role, and use your • You must embrace any opportunity to spread the
Intelligence in place of your Charisma for determining legend of yourself and your allies, even when a low
its effects. Your mind blade is treated as a holy symbol profile would be helpful.
for the purposes of using this and other abilities while
Narrative: Your words carry immense weight,
the hierophant is your active role.
allowing you to influence others more easily. While you
Denounce (Greater, Su): Your holy words allow you
are psionically focused, you gain an insight bonus on
to disrupt a trespasser’s connection with the planes.
Charisma checks and Charisma-based skill checks equal
Three times per day, you can expend your psionic focus
to the maximum enhancement bonus of your mind blade
as a standard action to attempt to send an extraplanar
(see Table 2-8: The Soulknife in Chapter 2 of Ultimate
creature within 30 feet back to its home plane. That
Psionics). In addition, you can use the aid another action
creature must succeed at a Will save (DC 10 + 1/2 your
as a move action.
living legend level + your Intelligence modifier) or be
Brilliant Banner of the Marshal (Mind Blade): Your
whisked away, as if by a dismissal spell. The target of this
mind blade functions a normal soulknife’s mind blade,
ability must be able to hear you speak to be affected by
except that it glows with a supernatural light that only
this ability, although it need not understand your words.
allies can see. For the purposes of determining if you or
Legendary Hierophant (Supreme, Su): Regardless
your allies can see, your mind blade casts light as a torch.
of your actual faith, your psionic power allows you to
Opponents cannot see this light, and you do not take any
become a beacon through the spiritual planes. When
penalties on Stealth checks from this light. In addition,
you reach out and entreat aid, you know that you can
allies within 20 feet of you gain a bonus on saving throws
expect someone to be listening. Once per day you can

11
Psionics augmented: occult
against mind-affecting effects equal to your mind blade’s because it causes your emotions to run rampant, your
enhancement bonus. You can reshape your mind blade perception of the world is fundamentally changed.
as a full-round action, as if you possessed the normal Taboos: You choose one of the following taboos when
soulknife’s shape mind blade class feature. you play this role.
Active Powers: You gain the benefits of the following
• You must let your emotions flow freely, and break this
abilities if the marshal is your active role and you are
taboo if you repress your thoughts and don’t speak
high enough level.
your mind when you feel strongly about something.
The “I” in Team (Lesser, Su): Choose one teamwork
• You must have great confidence in your mental
feat you possess. Your allies within 30 feet are treated
abilities, and cannot back down from a battle of wills
as having that feat while you are psionically focused,
or contest of minds.
gaining its benefits and allowing them to use the feat with
• You must not hide your powers; if prompted, you use
each other (even if they don't meet the prerequisites).
your psionic abilities to their fullest when able.
Each time you gain psionic focus, you can change your
choice, selecting a different feat to share. At 10th level, Narrative: Your spark of psionic power brightens,
you can share two teamwork feats while psionically granting you the benefits of the Unlocked Talent feat
focused instead of one, choosing both when you gain (even if you don't meet the prerequisites), except that
psionic focus. you use your Intelligence instead of your Charisma to
Inspiring Call (Intermediate, Su): As a standard determine its effects. You choose the power learned when
action, you can grant all allies who can see and hear you complete your seance.
you a competence bonus equal to 1/2 the maximum Pristine Brand of the Overmind (Mind Blade): Your
enhancement bonus of your mind blade (see Table 2-8: mind blade functions as a normal soulknife’s mind blade,
The Soulknife in Chapter 2 of Ultimate Psionics) on either except that it readily absorbs psionic power. As a swift
saving throws or to attack and damage rolls. You choose action, you can charge your mind blade as if by the
which bonus to grant each time you use this ability, and psychic strike class feature. If you do not have that class
the bonus lasts for one round. At 10th level, you can use feature, your mind blade does not deal any additional
this ability as a move action, and at 16th level, you can damage, although it still counts as charged for the
use it as a swift action. purposes of blade skills and other abilities. This ability
Decisive Strike (Greater, Su): Three times per day, counts as psychic strike for the purposes of meeting
you can expend your psionic focus as a swift action to prerequisites. You can reshape your mind blade as a full-
allow an ally within 30 feet who can see and hear you to round action, as if you possessed the normal soulknife’s
make a single melee or ranged attack during your turn. shape mind blade class feature.
You can use this ability as a standard action to instead Active Powers: You gain the benefits of the following
allow the ally to take a standard action. abilities if the overmind is your active role and you are
Legendary Leader (Supreme, Su): You can inspire high enough level.
even those who lay dying to get up and fight, and your Mentalism (Lesser, Su): You can use power completion
commands can be heard from beyond the grave. Once and power trigger items as if you were a psion of your
per day as a standard action, you can order a deceased living legend level. In addition, you gain the telepathy
ally to return to the battle. This ability functions as a ability, allowing you to mentally communicate with any
resurrection spell, except that it does not require any other creature that has a language within 5 feet per living
material components and the ally can have been dead legend level. It is possible to address multiple creatures
for no longer than one day. You need not touch the ally’s at once telepathically, although maintaining a telepathic
remains; as long as they are within earshot, they will conversation with more than one creature at a time is just
hear your call. as difficult as simultaneously speaking and listening to
multiple people at the same time.
Overmind Telekinetic Blade (Intermediate, Su): You gain the
benefits of the two-handed throw blade skill (see below).
“It’s not about ‘mind over matter.’ ‘Matter’ isn’t even in If you already have that blade skill, you instead increase
the running.” the range increment of your thrown mind blades by 50%.
—Tecla, Oracle of Seven Eyes In addition, while you are psionically focused, your mind
The overmind is a being of immense psionic power. blade is wreathed in a field of telekinetic force, causing it
Favored Locations: The overmind is often found to deal damage as if it was one size category larger. At 10th
within stories of powerful psionicists, brilliant minds, and level, you can expend your psychic strike as a free action to
battles of will. It is more easily played in locations that are
either devoid of other sapient beings or full of them, or Two-Handed Throw (blade skill)
when in the possession of psionic items and crystals. The soulknife gains the ability to throw his mind blade
Influence: While inhabited by the overmind, you become if it is in a two-handed form, with a range increment of
slightly detached from reality. Whether it’s because the role 10 feet.
causes you to become contemplative and introspective, or

12
Psionics augmented: occult
increase your mind blade’s critical multiplier by 1 for one Table 2-8: The Soulknife in Chapter 2 of Ultimate Psionics).
round. You can use this ability even after you know if you In addition, you can use Disable Device to disarm magic
hit or missed, although it must be used before damage is traps like a rogue can.
rolled. You can only use this ability once per round. Invisible Blade of the Trickster (Mind Blade): Your
Mind’s Eye (Greater, Su): While you are psionically mind blade takes the form of one or more light or one-
focused, you can detect the presence of creatures with an handed weapon mind blades (functioning as a normal
Intelligence score of 3 or higher within the range of your soulknife’s mind blade), except that they are transparent
telepathy. If you have line of effect to such a creature, you and nearly invisible. While wielding this mind blade,
automatically pinpoint its location (although if you cannot you can make Bluff checks to feint in combat and dirty
otherwise perceive them, they still have total concealment trick combat maneuver attempts as move actions. If you
against you). A creature that is immune to mind-affecting can already use one of these abilities as a move action,
effects or under the effect of a mind blank spell or similar you can also choose to do so as a swift action.
effect cannot be detected with this ability. Active Powers: You gain the benefits of the following
Legendary Overmind (Supreme, Su): For a brief abilities if the trickster is your active role and you are
moment, you represent the pinnacle of mental power, high enough level.
completely denying the world’s effects on you. Once per Trickster’s Edge (Lesser, Su): Choose any two skills.
day, when you would be killed or knocked unconscious, These skills count as class skills for you, and you are
either through damage reducing you to 0 or fewer hit treated as if you had an additional number of ranks
points or by an effect that kills you outright (such as a death in those skills equal to your living legend level (to a
effect or a vorpal weapon), you can activate this ability as maximum of your character level). You may choose
an immediate action. You do not take the damage and different skills each time you complete a seance.
are completely unaffected by the effect, and reconstruct Sneak Attack (Intermediate, Su): You gain the sneak
yourself in any unoccupied space within 100 feet. You attack ability. Whenever you attack a creature that’s denied
regain hit points equal to half your normal maximum its Dexterity bonus to AC (whether the target actually has a
when you do so. Dexterity bonus or not), or when you flank your target, you
deal extra damage. This extra damage is 2d6 at 4th level,
Trickster and increases by 1d6 for every three living legend levels
thereafter. This otherwise functions as the rogue ability of
“If you can’t win the day, steal it.”
the same name.
—The Suicide King
Transfer Magic (Greater, Su): Three times per day, you
The trickster is a savvy and manipulative master of skills. can make a melee touch attack with your mind blade in
Favored Locations: The trickster is often found within place of a normal attack (including during a full attack or
stories of cunning thieves, villainous scoundrels, and an attack of opportunity). If it hits, you randomly steal one
secret conspiracies. It is more easily played in locations of the harmless spells of the highest spell level active on
such as alleys, mazes, taverns, and trap-filled dungeons, that creature, ending the effect for the original creature
or when in the possession of something you have stolen. and gaining its remaining duration for yourself. This
Influence: While inhabited by the trickster, you become ability does not work on personal-range or instantaneous-
a protean manipulator, and begin to see the possibility that or permanent-duration spells. You can only use this ability
everyone around you might have ulterior motives as well. once per round.
In addition, you feel a need to obfuscate your true identity Legendary Trickster (Supreme, Su): Your attunement
to strangers, even if that might cause problems for you. to the tale of the trickster is such that you can trick the
Taboos: You choose one of the following taboos when world itself, taking any form you wish. Once per day,
you play this role. instead of rolling for a skill check, you can choose your d20
• You can't abide revealing your true identity, and you result. In addition, you gain the ability to change form at
break this taboo when forced to reveal that you’re will as if using the greater polymorph spell, except that you
disguised. If you wear no disguise, you must answer can mimic the form of a specific individual. You can only
to a false name rather than your real one. remain transformed with this ability while the trickster is
• You can never tell the whole truth, and must hide your active role; if you change to another active role, you
information compulsively. return to your normal form.
• You can never pass up a more lucrative offer than
one you’ve already accepted, even if it causes you to
appear to switch sides.
Narrative: Your body becomes more agile and you
gain training in bypassing deadly traps. While you are
psionically focused, you gain an insight bonus on Dexterity
checks and Dexterity-based skill checks equal to the
maximum enhancement bonus of your mind blade (see

13
Psionics augmented: occult

Reference Materials
New Item Protagonist Portrayals
Like all soulknives, a living legend can empower himself We've reproduced the feats a living legend can gain with
with psionically-imbued crystals. The following is the his protagonist portrayal class feature here, for ease of
crystalline focus item for living legends. reference during play.
Combat Reflexes (Combat)
PRICE
CRYSTAL BOOKMARK varies
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks
+1 Bonus 11,200 GP of opportunity per round equal to your Dexterity bonus.
With this feat, you may also make attacks of opportunity
+2 Bonus 44.800 GP
while flat-footed.
+3 Bonus 100,800 GP Normal: A character without this feat can make only
one attack of opportunity per round and can't make
SLOT none ML 3 × bonus WEIGHT —
attacks of opportunity while flat-footed.
AURA faint psychokinesis Special: The Combat Reflexes feat does not allow a
rogue to use her opportunist ability more than once per
A crystal bookmark looks like a small, thin rectangle of crystal. round. A living legend soulknife whose active role is the
A soulknife with the living legend archetype, or anyone else guardian uses the higher of his Dexterity and Intelligence
with the ability to manifest a storied sword, channels their modifiers to determine the number of additional attacks
mind blade through the crystal bookmark when summoning of opportunity he can make.
it. This does not otherwise alter the action needed to
summon a storied sword; the summoner must simply be Dirty Fighting (Combat)
holding the crystal bookmark and choose to manifest their You can take advantage of a distracted foe.
weapon through the crystal. Crystal bookmarks have 45 hit Benefit: When you attempt a combat maneuver check
points and a hardness of 15. against a foe you are flanking, you can forgo the +2
When a storied sword is manifested in this fashion, the bonus on your attack roll for flanking to instead have the
enhancement bonus and the maximum enhancement combat maneuver not provoke an attack of opportunity.
bonus of the storied sword is increased by the enhancement If you have a feat or ability that allows you to attempt
bonus of the crystal bookmark, although any enhancement the combat maneuver without provoking an attack of
bonus above +5 is lost. The crystal bookmark affects all of opportunity, you can instead increase the bonus on your
the wielder’s storied blades, regardless of which role is his attack roll for flanking to +4 for the combat maneuver
active role or if he is wielding multiple weapons. Throwing check.
a storied blade while wielding a crystal bookmark does not Special: This feat counts as having Dex 13, Int 13,
require the bookmark be thrown. Combat Expertise, and Improved Unarmed Strike for
Crystal bookmarks may only be made with a +1, +2, or +3 the purposes of meeting the prerequisites of the various
enhancement bonus. improved combat maneuver feats, as well as feats that
require those improved combat maneuver feats as
CONSTRUCTION REQUIREMENTS COST varies prerequisites.
+1 Bonus 5,600 GP Enforcer (Combat)
+2 Bonus 22.400 GP You are skilled at causing fear in those you brutalize.
Prerequisites: Intimidate 1 rank.
+3 Bonus 50,400 GP Benefit: Whenever you deal nonlethal damage with
Craft Crystalline Focus, ability to manifest a storied blade a melee weapon, you can make an Intimidate check
to demoralize your target as a free action. If you are
successful, the target is shaken for a number of rounds
equal to the damage dealt. If your attack was a critical hit,
your target is frightened for 1 round with a successful
Intimidate check, as well as being shaken for a number
of rounds equal to the damage dealt.

14
Psionics augmented: occult
Lookout (Combat, Teamwork) manifesting the power gained from this feat, as well as
Your allies help you avoid being surprised. the appropriate key ability modifier.
Benefit: Whenever you are adjacent to an ally who Special: The manifester level when manifesting the
also has this feat, you may act in the surprise round as power granted from this feat is not a true manifester
long as your ally would normally be able to act in the level and does not count as a manifester level for
surprise round. If you would normally be denied the purposes such as bonus power points, feat, item creation,
ability to act in the surprise round, your initiative is or prestige class prerequisites.
equal to your initiative roll or the roll of your ally –1,
whichever is lower. If both you and your ally would be High-Psionics Soulknives
able to act in the surprise round without the aid of this
As noted in Psionics Augmented: Soulknives, some GMs
feat, you may take both a standard and a move action (or
running higher-magic and psionics campaigns may find it
a full-round action) during the surprise round.
reasonable to add the manifesting and power progression
Power Attack (Combat) of the gifted blade archetype to all soulknives by default,
You can make exceptionally deadly melee attacks by to create a more a more "psionic’" soulknife. This gives the
sacrificing accuracy for strength. soulknife more of a competitive edge in a world where
Prerequisites: Str 13, base attack bonus +1. manifesting and/or magic is highly dominant, without
Benefit: You can choose to take a –1 penalty on all compromising the combat focus of the class. The gifted
melee attack rolls and combat maneuver checks to gain blade archetype adds some additional flexibility both in
a +2 bonus on all melee damage rolls. This bonus to and out of combat, and lets the soulknife stand as both
damage is increased by half (+50%) if you are making a combative and psionic equal to classes like the psychic
an attack with a two-handed weapon, a one handed warrior and marksman.
weapon using two hands, or a primary natural weapon In games with higher levels of expertise, powerful
that adds 1-1/2 times your Strength modifier on damage classes and abilities, or just generally better toys available
rolls. This bonus to damage is halved (–50%) if you are to characters, we at Dreamscarred Press recommend
making an attack with an off-hand weapon or secondary adding the gifted blade archetype's manifesting abilities
natural weapon. to the soulknife as well.
When using this variant, levels in prestige classes
Precise Shot (Combat) that advance a soulknife's gifted blade manifesting also
You are adept at firing ranged attacks into melee.
advance their enhanced mind blade ability as if they
Prerequisites: Point-Blank Shot.
had gained a level in soulknife. The inverse is also true;
Benefit: You can shoot or throw ranged weapons at an
levels that advance a soulknife's mind blade advance
opponent engaged in melee without taking the standard
the soulknife's gifted blade manifesting at an equal rate
–4 penalty on your attack roll.
(if the character possesses manifesting from another
Psionic Weapon (Psionic) source, it is not advanced by such prestige classes).
You can charge your melee weapon with additional If a class advances both the soulknife's manifesting and
damage potential. their mind blade (such as the dark tempest in Ultimate
Prerequisite: Str 13. Psionics), then the soulknife's manifesting and mind
Benefit: While you maintain psionic focus, your attacks blade are advanced independently. If the soulknife
with a melee weapon deal an extra 1 point of damage. possesses levels in another manifesting class, they may
Additionally, if you expend your psionic focus as part of still choose to advance that class' manifesting, and also
an attack with a melee weapon, that attack instead deals progress their mind blade abilities (but not their gifted
an extra 2d6 points of damage. You must decide whether blade manifesting) as normal.
or not to use this feat prior to making an attack. If your For example, a soulknife/psychic warrior who took
attack misses, you still expend your psionic focus. levels in dark tempest would add their dark tempest level
to their soulknife level for the purposes of determining
Unlocked Talent the effectiveness of their mind blade. Then, at each level
You have discovered your psionic ability, granting you
of the prestige class, they would have to choose whether
limited manifesting ability.
that level added its manifesting progression to their
Prerequisites: Wild Talent.
gifted blade manifesting or psychic warrior manifesting.
Benefit: You gain 2 power points. In addition, when
you take this feat, select any one 1st level power. You
treat this power as a power known and can manifest
this power with a manifester level of 1 as long as you
have a Charisma score of at least 11. Use your Charisma
modifier to determine any applicable save DCs. If you
have manifester levels from a psionic class, you may
instead use the manifester level from that class when

15
Psionics augmented: occult
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Common questions

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A living legend can assume two roles through the seance ritual, where each role has associated taboos that influence the character's behavior. If a living legend breaks a taboo, he incurs a –2 penalty on various checks and rolls for 1 hour. If the taboo is broken three times during its inhabitation, the role leaves the legend, and he cannot assume that role again for one week . This mechanism enforces role-playing consistency and penalizes deviation from established role characteristics.

The "Protagonist’s Portrayal" ability allows a living legend to gain certain feats without meeting their prerequisites, depending on the active role. For instance, playing the Archmage role grants Precise Shot, while the Champion role grants Power Attack . This ability enhances strategic play by allowing the legend to tailor his feats to the encounter, changing focus dynamically depending on the situation and the roles selected. The player must carefully select roles that maximize benefits specific to desired tactics or expected challenges.

The "Transfer Magic" ability enhances the Trickster's narrative by allowing them to literally 'steal' spells from others mid-combat, reflecting their cunning and unpredictable nature . This ability plays into the Trickster's theme of deceit and opportunism, where the legend repurposes enemy assets for personal gain, thus adding depth to the role's portrayal as a manipulative force that defies conventional expectations.

Living legends integrate psionic components by channeling roles and narratives to enhance their mind blade, such as using psionic focus to create effects like those in the Telekinetic Blade power . Unlike traditional soulknives, who rely on fixed blade forms and abilities, living legends’ psionic-driven roles allow for more thematic and story-based powers, creating a character that evolves based on the stories and narratives they embody rather than static, inherent abilities.

The Overmind role grants various powers, including Mentalism, which allows using power completion and trigger items as if a psion, and telepathy with nearby creatures. The supreme ability, Legendary Overmind, lets the character avoid death or unconsciousness once per day, embodying the narrative of mental supremacy and reality manipulation . These powers align with the Overmind's focus on psionic mastery and intellectual dominance, emphasizing the detachment and introspection central to its narrative.

The Storied Blade of a living legend changes its form based on the active role's mind blade description. Each role defines a unique mind blade, and these align with the role's thematic concept. The living legend has access to both roles' mind blades, but can only utilize them according to the specific rules and forms stated in the role's description . This ability emphasizes versatility and adaptability, reflecting the character's narrative-driven power.

The "shape mind blade" feature allows the living legend to reshape his mind blade based on current roles, paralleling the form of the active role's unique mind blade. This grants immediate adaptability in different combat situations, enabling the legend to switch between weapon types to best suit the encounter . The ability to align the blade's form with the strategic demands of a battle underscores the flexibility and dynamic combat potential of the living legend.

A living legend uses his Intelligence instead of his Wisdom for any soulknife abilities he gains, such as blade skills that rely on Wisdom for determining save DC. This substitution ensures that all abilities tied to psionics or roles leverage the same mental attribute, thus creating a cohesive and focused character progression centered around Intelligence .

The Trickster role's taboos, such as the compulsion to hide one's true identity or the refusal to reveal full truths, reflect its thematic concept of deception and cunning . These taboos impose restrictions that enhance role-playing by requiring the living legend to act in ways consistent with the archetype of a sly and manipulative individual, thus reinforcing the interconnectedness between mechanics and narrative.

"Defender’s Oath" allows the living legend to mark an opponent, imposing penalties on attacks not targeting the legend and on saving throw DCs . This strategic ability incentivizes enemies to focus on the legend, diverting attacks from allies and disrupting enemy strategy. It enables the legend to control enemy actions, effectively creating a zone of influence that can be pivotal in maintaining team defensive positions and pressuring opponents.

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