Lore
By collecting expert information and reading all sorts of treatises and chapbooks on occult subjects, you learn proper techniques and rituals to empower your mental abilities. Your abilities become stronger through study and science, not instinct.
Phrenic Pool Ability
Wisdom.
Bonus Spells
comprehend languages (1st), hypercognition* (4th), dispel magic (6th), mind probe* (8th), retrocognition* (10th), legend lore (12th), greater arcane sight (14th), moment of prescience (16th), divide mind* (18th).
Your powers relate to your extensive knowledge and your ability to alter and adapt your memory.
Illuminating Answers You can glean deeper truths from advice you magically obtain, even if the information itself is specious. When you use a spell or spell-like ability that allows you to get answers to questions (such as augury, blood biography, or contact other plane) and get at least one answer, you regain 1 point in your phrenic pool. You regain this point even if the answer is false or vague. The maximum number of points you can regain in this way per day is equal to your Wisdom modifier.
Mnemonic Cache (Su)You can memorize a piece of information and later recall it perfectly. Your mnemonic cache can hold roughly 10 pages of written information, including images and maps, or 30 minutes' worth of speech or music. (Memorizing music doesn't confer the ability to perform it properly.) The amount you can store increases by 5 pages and 5 minutes at 2nd level, and at every psychic level thereafter. You can hold only one piece of information in your mnemonic cache at a time. The information doesn't go away when you recall it, but when you put a new piece of information in the cache, the old piece becomes as imperfect any other memory. Memorizing magical writing (such as a scroll or a page from a spellbook) doesn't confer the ability to borrow, duplicate, or retain any of the magic in the writing. You could reproduce the spell in writing to allow someone who prepares spells from a spellbook to prepare it, though this functions as using a borrowed spellbook for anyone other than you. If you're in telepathic contact with another creature (through telepathic bond, for example), you can transfer the information directly into its mind as a free action. For this creature, the information functions like a normal memory, not one with perfect clarity.
You can attempt to sequester a written magical trap (such as explosive runes or sepia snake sigil) in your mnemonic cache and destroy it. Treat this as a Disable Device check to disarm a magical trap (as though you had the trapfinding class feature). Your bonus on this roll is equal to either your Disable Device modifier or the sum of 5 + your psychic level + your Wisdom modifier, whichever is higher. If you succeed, instead of being disabled, the trap is erased and destroyed. This ability can't destroy symbol traps; it functions only if written text is involved.
Superior Automatic Writing (Ex)At 5th level, when attempting checks for the automatic writing occult skill unlock, you can treat your psychic level + your Wisdom bonus as your number of Linguistics skill ranks. At 8th level, you gain an additional option when using automatic writing, and can attempt a DC 35 check to gain information as though you'd used commune instead of augury or divination. This type of commune requires no material component, and the duration equals 1 round per psychic class level you possess. You connect to a distant being of great intellect, a fragment of the Akashic Record, or a similar bastion of knowledge instead of to a deity.
Memory Palace (Su)At 13th level, you mentally construct an extradimensional library to house mental constructs representing the volumes of lore you've studied. This ability functions as mage's magnificent mansion, with the following adjustments: the memory palace is limited in size to a number of 10-foot cubes equal to your psychic level; your memory palace doesn't contain any furniture other than bookcases and a few desks and sofas where you and your visitors can study; and there is no food within, though the memory palace does contain a number of unseen servants equal to 1/2 your psychic level, which function solely as librarians. The library keeps the same layout each time you summon it, though you can alter its appearance each time you gain a level or by spending 15 minutes concentrating. You can reshape the memory palace in your mind, so it doesn't need to currently be in effect for you to alter it. You can create your memory palace once per day.
Choose one type of Knowledge skill when you gain this ability. Consulting your memory palace gives anyone who studies within—including you—a +4 circumstance bonus on Knowledge checks of that type, and the memory palace counts as an extensive library for people attempting Knowledge checks of that type untrained. You gain a +2 circumstance bonus on checks with the chosen skill when you're not consulting the palace (including when the palace isn't in effect). At 14th level and at each additional level thereafter, choose another Knowledge skill to which your memory palace's library bonuses apply.
Pain
Mental blocks prevent your immense inborn psychic energies from flowing freely. They are unleashed only when you suffer pain.
Phrenic Pool Ability
Charisma.
Bonus Spells
persuasive goad (1st), pain strike (4th), vampiric touch (6th), mass pain strike (8th), synapse overload* (10th), mass inflict pain* (12th), waves of exhaustion (14th), horrid wilting (16th), mass suffocation (18th).
Your powers allow you to cause and endure pain.
Painful Reminder As a swift action, you can cause an enemy to take 1d6 points of nonlethal damage if you dealt damage to that enemy with a spell since the start of your previous turn. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This damage increases to 2d6 at 8th level and to 3d6 at 15th level.
Power from Pain (Su)If your painful reminder deals at least 5 points of damage, you regain 1 point in your phrenic pool. The maximum number of points you can regain in this way per day is equal to your Wisdom modifier.
Live On (Sp)At 5th level, you can use lay on hands as though you were a paladin of 3 levels lower than your psychic level. You also gain access to mercies as though you were a paladin of 3 levels lower than your psychic level. You can target only yourself with lay on hands or mercies gained from this discipline. This stacks with lay on hands abilities gained from other sources.
Agonizing Wound (Su)At 13th level, whenever you cast a spell that deals damage to a creature, you can also make that creature frightened or sickened (your choice) for a number of rounds equal to your Charisma modifier. If you expend two uses of this ability, you can instead have the creature become dazed, nauseated, or panicked for 1 round. The creature can attempt a Will saving throw to negate this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting pain effect.
Psychedelia
You ingest hallucinogens to expand your mind. Experimentation and study show you which ones will have the greatest effect. Your psychedelic forays put you into a different mental space from others, and normal people don't really understand you.
Phrenic Pool Ability
Wisdom.
Bonus Spells
polypurpose panacea (1st), mad hallucination (4th), synesthesia* (6th), confusion (8th), mirage arcana (10th), joyful rapture (12th), waves of ecstasy (14th), euphoric tranquility (16th), astral projection (18th).
You distort your own mind and perceptions, and can impress your altered states onto others.
Drug Resistance When you ingest drugs, you take half as much ability damage (minimum 1). You also gain a +4 bonus on saving throws to avoid becoming addicted to a drug or to overcome being addicted.
Cognatogen (Su)Once per day, you can create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. When you imbibe a cognatogen, you gain a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 1 minute per psychic level. In addition, while the cognatogen is in effect, you take a –2 penalty to one of your physical ability scores. If the cognatogen enhances your Intelligence, it applies a penalty to your Strength. If it enhances your Wisdom, it applies a penalty to your Dexterity. If it enhances your Charisma, it applies a penalty to your Constitution. Otherwise, this ability works just like the alchemist's mutagen ability. When the effect of the cognatogen ends, you take 2 points of ability damage to the ability score penalized by the cognatogen. If you have both alchemist and psychic levels, these levels stack to determine the duration of your cognatogen and the DC of the save a non-alchemist must attempt if he drinks your cognatogen. If you gain discoveries, you can take the grand cognatogen and greater cognatogen discoveries to improve your cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens. However, even if you have alchemist levels, the duration of your cognatogen remains 1 minute per level (instead of 10 minutes per level) and you can still create only one per day (instead of an unlimited number) unless you also possess the cognatogen discovery.
Warped Brain (Su)At 5th level, your mind becomes difficult to comprehend. When another creature uses a mind-affecting spell or ability against you, that creature must attempt a Will save. If it fails, it becomes nauseated for 1 round. This ability triggers even if you succeed at your save (or are otherwise unaffected by the spell or ability), but doesn't apply if you're a willing subject of the spell. This is a mind-affecting effect.
Hallucinogenic Aura (Su)At 13th level, a mental field emanates from you, touching the minds of those nearby. Any creature within 30 feet of you must succeed at a Will save or be confused for 1d4 rounds. A creature that succeeds at its saving throw is immune to your hallucinogenic aura for 24 hours. A creature that fails its save doesn't need to continue making saves while it's confused by this aura, and becomes immune for 24 hours once its confusion ends. This is a mind-affecting effect. You're immune to your own hallucinogenic aura, as well as that of any other psychic. You can brew an antidote that protects the imbiber from your aura. Brewing 1 dose requires 1 hour and a successful DC 15 Craft (alchemy) check. One dose's effects last for 1 month.
Rapport
Forging a close bond with other people brings out the best in you, making it easier for you to link your mind with theirs. Through bonding your psyche with another person, you're able to fill in your own mental gaps and develop new psychic powers.
Phrenic Pool Ability
Charisma.
Bonus Spells
charm person (1st), enthrall (4th), coordinated effort (6th), lesser geas (8th), telepathy* (10th), battlemind link (12th), mass hold person (14th), mass charm monster (16th), overwhelming presence (18th).
Your powers meld several minds together, or allow you to more easily influence others.
Emotional Bond You can create an empathic link between yourself and your allies, allowing you to monitor their emotional states. Setting up the link requires 10 minutes of uninterrupted concentration from you and all subjects, who must remain within 10 feet of you. You can link with a number of allies equal to your Charisma modifier. This bond lasts until the next time you regain your spells, or until you go unconscious or voluntarily end the bond as a free action. If the bond ends, you can establish a new bond at will with another 10 minutes of mutual concentration. This link allows you to monitor emotions, detecting when allies become angry, surprised, confused, fearful, or the like, but doesn't allow them to communicate specific details. You can also easily tell whether a subject is unconscious. If a subject dies or moves to a different plane than you, your bond with that creature is severed. The distance between you and the subjects doesn't affect the bond as long as you're on the same plane of existence. At 4th level, the bond also gives you the benefits of the status spell with all subjects of the emotional bond.
Emotional Push (Su)You can draw upon the intense power of your own emotions in desperate situations, and your allies can call upon you through your emotional link to protect themselves. When you or a subject of your emotional bond must attempt a saving throw, the person attempting the save can gain a bonus equal to your Charisma bonus on the save as an immediate action. This ability can be used once per day, plus one additional time per day for every 4 psychic levels you possess. Allies using this ability don't need your permission, since the emotional connection is so direct, though you know when one of the uses has been expended. If the ally's saving throw is successful, you regain 1 point in your phrenic pool.
Share Memory (Sp)At 5th level, you can use share memory at will, but only with a willing target.
Team Player (Ex)At 5th level and 13th level, you gain a bonus teamwork feat.
Shared Skill (Ex)At 13th level, each time you set up an emotional bond, you can choose one Intelligence- or Charisma-based skill from the list of psychic's class skills. Any subject of your bond can use your bonus instead of his own when attempting checks with that skill as long as the bond lasts.
Self-Perfection
You take a holistic view of psychic power, believing that you must hone both your mental and physical attributes to remain in balance. The focus you find while exercising, fasting, and otherwise tending to your body broadens your psychic powers.
Phrenic Pool Ability
Wisdom.
Bonus Spells
expeditious retreat (1st), bear's endurance (4th), haste (6th), freedom of movement (8th), echolocation (10th), transformation (12th), ethereal jaunt (14th), iron body (16th), akashic form* (18th).
Your powers alter your body through your force of will.
AC Bonus When unarmored and unencumbered, you add your Wisdom bonus (if any) to your AC and CMD. The bonus to AC applies even against touch attacks or when you're flat-footed. You lose these bonuses when you're immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.
Physical Push (Su)By channeling your psychic energy, you can make your body capable of greater physical feats. When you attempt a Strength-, Dexterity-, or Constitution-based ability check or skill check, you can gain a bonus on the check equal to your Wisdom bonus. You can use this ability a number of times per day equal to your Wisdom modifier. Using this ability is part of the action used to attempt the skill check (if any). If you succeed at the check, you regain 1 point in your phrenic pool.
Bodily Purge (Su)You can heal your own wounds and maladies with the power of thought alone. At 5th level, you gain access to a daily pool of healing energy. This pool starts with 3 d8 dice per day, and gains 1 additional d8 for every 2 psychic levels you possess beyond 5th. As a standard action, you can use up any number of these dice to regain a number of hit points equal to the result of rolling that many d8s. For example, at 5th level you could regain 3d8 hit points all at once, 1d8 hit points three separate times, or 1d8 hit points once and 2d8 hit points at a different time. In addition, you can expend 2 dice from this pool to instead gain the benefit of lesser restoration (affecting yourself only). At 7th level, you can expend 3 dice from this pool to instead gain the benefit of neutralize poison, remove disease, or restoration (affecting yourself only). To use restoration to dispel a permanent negative level, you must expend 4 dice from this pool instead of 3. Use your psychic level as your caster level for these effects.
Pure Body (Ex)At 13th level, you gain immunity to diseases and poisons.
Tranquility
Psychic magic flows through you when you attain a peaceful mental state. Regular meditation expands your mind, allowing new powers to develop.
Phrenic Pool Ability
Wisdom.
Bonus Spells
telempathic projection* (1st), silence (4th), mantle of calm (6th), mass daze (8th), serenity (10th), <em>psychic surgery</em> * (12th), mind blank (14th), euphoric tranquility (16th), time stop (18th).
Your stable mind protects you and your allies.
Mental Placidity As an immediate action, you can gain a +2 bonus on a Will saving throw you are about to attempt. This bonus increases to +4 against an enchantment spell or effect. Any ally who attempts a saving throw against the same effect gains a +1 bonus on the Will save, or a +2 bonus if the effect is an enchantment. If you succeed at the saving throw, you regain 1 point in your phrenic pool. You can use this ability a number of times per day equal to your Wisdom modifier.
Calming Presence (Su)At 5th level, you become a calming force. You can use calm emotions as a spell-like ability a number of times per day equal to your Wisdom modifier.
Purge Disquiet (Su)At 13th level, you can banish mental distress. You become immune to fear spells and effects and to the confused condition. As a standard action, you can choose a willing creature that is either within 30 feet or in telepathic contact with you. For 1 round per psychic level you possess, you suppress any fear effect or confused, cowering, frightened, panicked, or shaken condition affecting that creature. You can suppress only one effect at a time with this ability, and choosing a new target ends the suppression for the character you previously chose.