At 2nd level and every two psychic levels thereafter, a psychic learns a talent to help her mental focus and abilities. A psychic cannot select an individual talent more than once.
Table: Psychic Talents
|Additional Mind Blast (Su)
|Psychic 8, Mind Blast class feature
|As a full-round action, the psychic is able to fire off an additional mind blast at a -5 penalty to attack rolls or -1 DC if the psychic is using the mind flayer blast psychic talent.
|Capricious Step (Ex)
|The psychic can take an extra 5-foot step in any round when she doesn’t perform any other movement (except for the first 5-foot step). Like the first, the second 5-foot step does not provoke attacks of opportunity. The character can take the extra 5-foot step immediately after taking the first, or wait until the end of her other actions for the round. In all other ways, the rules for taking a 5-foot step apply.
|Dual Kinetic Mastery (Su)
|Telekinetic Hurl and Telekinetic Combat class features
|The psychic may wield melee weapons as normal and also have a weapon that is wielded telekinetically. The weapon must remain within 20 feet of the psychic. The psychic designates one square within range and can make attacks or attacks of opportunity from that square as well as the square in which she actually resides. This telekinetically-wielded weapon does not benefit from additional attacks from effects such haste, nor does it make iterative attacks. A psychic may only attack with weapons she wields or with the telekinetic weapon as a standard action, but may attack with her held weapons and with her telekinetic weapon on a full attack action.
|Enhanced Mind Blast (Su)
|Psychic 6, Mind Blast class feature
|The psychic’s mind blast now deals d8s instead of d6s.
|Focused Trance (Ex)
|The psychic can enter a deep meditation, blocking out visual and auditory stimuli and allowing her to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time she can only take move actions. During this period, she gains a bonus equal to her psychic level on all saves against gaze attacks. When she comes out of her trance, she may make a single Intelligence-based skill check with a +20 circumstance bonus. She may enter her focused trance a number of times per day equal to her Intelligence modifier.
|Greater Additional Mind Blast (Su)
|Psychic 16, Mind Blast class feature, Additional Mind Blast psychic talent
|As a full-round action, the psychic can fire off a third mind blast at a -10 penalty to attack rolls or -2 DC if the psychic is using the mind flayer blast psychic talent.
|Lore Keeper (Su)
|The psychic can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, she gains information as if she made the appropriate Knowledge skill check with a result equal to 15 + her psychic level + her Intelligence modifier.
|Mind Flayer Blast (Su)
|Psychic 12, Mind Blast class feature
|The psychic’s mind blast now affects creatures in a 30-ft.-cone instead of a ranged touch attack. A successful Will save (DC 10 + half of the psychic’s level + her Intelligence modifier) reduces the damage by half. If the psychic uses Mind Flayer of Old psychic talent with this talent, then affected creatures must make 2 Will saves.
|Mind Flayer of Old (Su)
|Psychic 10, Mind Blast class feature
|The psychic’s mind blast now stuns a creature struck by this ability for 1 round, with a Will save (DC 10 + half of the psychic’s level + her Intelligence modifier) to negate this effect. Once a creature makes a save, they are immune to any further attempts until the start of their next turn.
|Personal Gravity (Su)
|As long as the psychic is within 1 foot of a sufficiently stable solid or liquid surface, she can change her personal gravity with a thought (free action). As a result, she may move on walls, ceilings, etc. as if they were level floors, including being able to run, jump, and take 5′ steps. Personal gravity is constantly active, even when unconscious, unless the psychic deliberately suppresses it (a free action), is heavily encumbered, or is slain. If the psychic is carrying a medium load or wearing heavy or medium armor while using personal gravity, her speed reduces to 10 feet per round.
|Phrenic Prowess (Ex)
|A psychic’s phrenic pool increases by 2. At 10th level, a psychic’s phrenic pool increases by 4 instead.
|Returning Throw (Su)
|Telekinetic Hurl class feature
|The psychic treats an object or weapon thrown when using grab as if it had the returning special ability.
|Supreme Telepathic Reach (Su)
|Telepathy class feature
|The psychic's telepathy can reach anywhere in the world. She use telepathy anywhere i the world as long as she can physically see the creature (scrying counts) or know their name.
|Telekinetic Reach (Su)
|Telekinetic Hurl class feature
|The psychic treats all melee weapons she is wielding as reach weapons. Unlike most other weapons with reach, she can still use them against foes anywhere within her reach (including adjacent foes). If the melee weapons she is wielding already grant reach, their reach is increased by 5 ft.
|Telekinetic Whirlwind (Su)
|Psychic 12, Telekinetic Hurl class feature
|As a standard action, the psychic may designate a 10 ft. square within 20 ft. and make a single melee attack against each enemy inside using a weapon he is wielding. He resolves each attack separately.
|Terminal Velocity (Su)
|Personal Gravity psychic talent
|As long as personal gravity is active, if the psychic would be in a position to fall (for example, stepping over a pit), she instead hovers at her current position, as if standing on solid ground. As a move action, she can safely float or jump down 30′ (she can float down an additional 30′ per additional move action spent in this way).