Learning Psionic Techniques
In order to learn Psionic Techniques, a character must first be Psionically Attuned. Many warriors spend years training to become Psionically Attuned with no results, but occasionally a spark ignites and a young warrior becomes attuned mid-battle, often with the rudimentary knowledge of a Psionic Technique.
When a character becomes Psionically Attuned, they gain a number of Spirit Points equal to half their Constitution + any relevant modifiers. After a character wakes from a complete rest, his or her Spirit Point total is refreshed. Throughout the day, the character may spend Spirit Points in order to perform Psionic Techniques.
Psionic Techniques are learned as feats are, with one exception: they cannot be learned when a character advances in level.
Bladed Fingers [Psionic Technique]
Prerequisites: Strength 16
Action: Swift Action
Cost: 1 Spirit Points
Effect: Psionic Blades spring from the caster’s hand as he attacks the enemy, transforming into a vicious transparent gauntlet. The character is proficient with the claws, and they count as a light weapon that does 2d6, 20/x3 piercing and force damage.
Clone [Psionic Technique]
Prerequisites: Wisdom 20
Action: Full-Round Action
Cost: 4 Spirit Points
Effect: A clone of the caster is created. The clone and the creator share an empathic link with one another, and when the clone is killed it’s body will disappear, with the caster receiving knowledge of it’s last few moments. If the clone takes damage equal to caster’s Hit Dice x 2 in a single attack, it will die. If the clone takes as much damage as half of it’s caster’s maximum hit points, it will die. If the clone falls unconscious, it will die. The clone cannot be healed. The clone does not fear death.
Clones come into play appearing as exact duplicates of you, but none of their equipment is magical, and will disappear when removed from them. They can cast spells, but the spells they cast are drawn from the caster’s spell list and spells per day.
A character can control up to two clones at a time.
Path of Pain [Psionic Technique]
Prerequisites: Improved Unarmed Strike, Base Attack Bonus +6
Action: Full Round Action
Cost: 4 Spirit Points
Effect: By turning off mental safeguards, the caster of this technique is able to push his physical body to new limits. The casters speed increases to 150% that of his normal speed, his Strength and Dexterity both temporarily increase by 4, and all physical attacks that the caster makes do an additional 1d6 of damage. While The Path of Pain is active, the caster takes 1d6 damage every round at the start of his turn. When this technique ends, the caster becomes fatigued for as many minutes as rounds he used The Path of Pain. This technique can be ended as a free action on the caster’s turn, and automatically ends if the caster becomes unconscious or is killed.
Transformation: Super Psion [Psionic Technique]
Prerequisites: Manifester level 11, can cast divine magic, worships Pelor
Action: Standard Action
Cost: 5 Spirit Points
Effect: By using his psionic abilities to enhance his faith in Pelor, a character can transform into a body of living light. While in super psion form, the caster is able to turn (if the character is already able to turn), cast divine spells, and manifest psion powers at his character level. In addition, a super psion is incorporeal, rendering most physical chances with a 50% miss chance. Every round, at the beginning of the casters turn, he takes 1d6 nonlethal damage. If the caster falls unconscious, or after one minute passes, this technique ends. The caster can end this technique on his turn as a free action.