Pseudopsi Techs

Pseudopsi is a tech school concerning emotions and reactions, it focuses on healing and buffing, but has other utilities.

Tier I
Eat Least Wounds (Em): One target gains a nanite barrier than absorbs 2 damage from any source that would harm the target for the next 1 round per caster level. This damage is dealt to the Empath.

Enfeeble Mind (Em): One creature must make a will save or be hypnotised for 3 rounds. A hypnotised creature cannot act, but is not considered to be helpless, if any hostile effects affect them while this tech is active, they are no longer hypnotised. A single creature can only be hypnotised once in 24 hours. The save dc for this tech is Wisdom based.

Mind Fade (Em): One target's mind begins to fade away when this tech is activated, unless they make a will save they take 2 damage per round for 4 rounds. The save dc for this tech is Wisdom based.

Reverse Empathy, Lesser (Em): When this tech is executed, the empath removes up to 4 points of damage that they have sustained and forces it onto an enemy. The enemy may make a will save to ignore this damage, if they are successful, the empath does not remove the damage. The empath cannot remove more damage than they have sustained. The save dc for this tech is Wisdom based.

Take Least Wounds (Em): When this tech is executed, one creature selected by the empath, besides the empath, is healed for 1d4+1 and the empath takes 1/2 of the damage restored to the target, rounded down. This is not a positive energy effect, this is a Morale effect. The empath still takes damage regardless of being immune to morale effects, however if the target is immune to morale effects the spell fails.

Fleeting Armor (En): Whenever a creature attacks the enthusiast while this effect is active, they must make a will save to disbelieve or the enthusiast gains a misc. bonus to AC equal to their strength modifier against the attack. In chains of attacks in a full-round attack or flurry of blows or other similar multiple attack during a single round, the will save is made with a cumulative +2 bonus for each additional attack the attacker makes to overcome this increased armor bonus. This lasts for 1 round. The save dc for this tech is Strength based.

Fleeting Fury (En): While this tech is active, the enthusiast gains a +1 cumulative misc. bonus +1 per four caster levels to damage rolls for each consecutive hit. This lasts for 1 round.

Mind Purification (En): This tech can be executed to remove a single hypnosis effect from a single target. A caster level check must be made against the caster level of the tech-user who initiated the hypnosis effect or this tech fails.

Reactive Rage (En): When this tech is executed, the enthusiast reverses the effects of any shaken effect affecting them or that would affect them for the next 1 minute per caster level, granting the enthusiast a bonus equal to the penalty of the shaken effect, enthusiasts immune to fear affects gain no benefit from this.

Reflective Warrior (En): When this tech is executed, the enthusiast gains 1 mirror image plus 1 additional image per five caster levels. This mirror image is 50% real and can make a single attack dealing 1/2 of the damage that the enthusiast would. A will save to disbelieve can be made to prevent this damage. Otherwise, mirror images created by this tech act in the same way as those created with a mirror images spell. The save dc for this tech is Strength based.

Aura Reading (Sm): This tech can only be executed while sympathic aura is active. Aura Reading grants a small aura to living creatures within the range of the sympathic aura. Non-Detection and similar things prevent this, otherwise the creatures gain one of the following colors based on minor emotions.

Green - Nervous/Demoralized

Red - Angry

Blue - Sad

Yellow - Happy

Emotional Embodiment (Sm): When this tech is executed,

Happy creatures within the sympath's sympathic aura gain a bonus against will saves of +1.

Sad creatures within the sypath's sypathic aura gain DR 1/-.

Angry creatures gain a -1 penalty to AC.

and Nervous/Demoralized creatures gain a -1 penalty to reflex saves.

Song of Seething (Sm): When this tech is executed, all creatures within the sympathic aura become angry unless they succeed in a Will save. The save dc for this tech is Wisdom based.

Sympathic Aura (Sm): This tech creates a 15-foot aura around the sympath that grants a +10 perception to detect living creatures within the range. This aura is also used to activate many other sympath techs.

Twinkling Thoughts (Sm): When this tech is activated a single creature takes 1d6 points of untyped damage per caster level (max 5d6). A will save negates this damage, If they fail the save by more than 5 they become dazzled for 1 round. The save dc for this tech is Wisdom based.

Tier II
Enflame (Em): Any DoT's active on the target immediately do the rest of their damage multiplied by 2 and the effect ends, Target becomes immune to further DoTs for 24 hours.

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Tier III
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Tier IV
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Tier V
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Tier VI
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Tier VII
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Tier VIII
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Tier IX
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