These elusive practitioners tap into existential nothingness or the raw potential of oblivion itself, not to destroy life, but to unravel the fabric of an individual’s accumulated prowess. Their signature ability allows them to sever the mental or spiritual connection an enemy has to their learned proficiencies; under their influence, a warrior might suddenly forget their signature maneuvers, a black mage crucial spell incantations, or a thief the muscle memory for their most intricate skill checks. Opponents are left disoriented, panicked, and reduced to a confused, fumbling shadow of their former selves, as their combat style collapses and their unique talents vanish into the void, leaving behind only a terrifying emptiness where their power once resided.
The void binder is an archetype of the psychic class.
Memory Lapse (Sp)
A void binder can use Memory Lapse as a spell-like ability. The void binder can use this ability a number of times per day equal to 3 + his Intelligence modifier.
This ability replaces sense thoughts.
Forget (Su)
At 3rd level, a void binder reaches into the void to pluck a memory temporarily from a creature. Any creature within 60 feet can be made to forget one of the following actions:
- Defense: The target forgets how to defend himself. The target no longer gains any bonuses from Dodge, Insight, and Shield bonuses. Any untyped bonus from AC Bonus class feature also no longer function.
- Offense: The target forgets how to attack. For the duration, the target treats weapons as non-proficient and treats natural weapons as a -4 penalty, dealing half-damage. In addition, the target cannot commit attacks of opportunity.
- Skills: The target forgets all of their skills, temporarily losing all ranks and class skill bonus.
- Spell/Song/Ninjutsu: The target forgets how to cast/perform a spell/song/ninjutsu.
A successful Will save (DC 10 + half of the psychic’s level + his Intelligence modifier) negates this ability. This ability lasts for 1 round + 1 round per three psychic levels beyond 3rd level.
This ability replaces mind blast.
Modify Memory (Su)
At 7th level, a void binder reaches into the target’s mind within 30 feet and modify as many as 5 minutes of its memories in one of the following ways. A successful Will save (DC 10 + half his psychic level + his Intelligence modifier) negates this ability.
- Eliminate all memory of an event the subject actually experienced. This spell cannot negate charm, geas/quest, suggestion, or similar spells.
- Allow the target to recall with perfect clarity an event it actually experienced.
- Change the details of an event the subject actually experienced.
- Implant a memory of an event the subject never experienced.
If the target fails to save, the void binder proceeds with this ability by spending as much as 5 minutes (a period of time equal to the amount of memory he wants to modify) visualizing the memory he wishes to modify in the target. This ability does not necessarily affect the subject’s actions, particularly if it contradicts the creature’s natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream, too much wine, or another similar excuse.
This ability replaces telepathy.
Forgotten Presence (Su)
Once per day as an immediate action, at 11th level, the void binder can cause a creature to forget that he was present for the last minute per psychic level, including forgetting all actions he took during that time, unless it succeeds at a Will save (DC 10 + half of his psychic level + his Intelligence modifier). Spells such as esuna or dispel can restore the lost memories. At 17th level, the void binder can use this ability twice per day.
This ability replaces guarded thoughts.
Steal the Painful Memory (Su)
Sometimes information is best left unknown. Perhaps a village doesn’t want to remember a particularly horrible murder, or the shameful act of one of its members. At 17th level, a void binder can use this ability to remove all recollection of the event from the minds of the community. This ability allows him to strip away all memories of a particular event. He must be able to describe the event in approximately 12 words or less. For example, any of the following would work: “Forget that this creature ever existed” “Forget that this creature was murdered” or “Forget that this creature murdered this creature.” The gap in memory will be filled in by the simplest solution, and all people affected by this ability will share this memory. Told to forget a murder, they will believe that the victim moved away; told to forget the identity of the murderer, they will believe that the crime was never solved or that the unknown murderer escaped.
The targets of this ability must be linked in some way and affects targets within 1 mile per psychic level. They could be members of the same community, the same guild, the same religion, or the same party of adventurers. The power of this ability spreads out in a radius from his location until it reaches the maximum range. A successful dispelling restores the memories of a single individual; it requires a basuna to restore all the memories of those affected.
This ability replaces perpetual foresight.