Psychic Mutations

What is a psychic mutation?

Psychic mutations are mutant abilities that almost always have a supernatural effect. They are powers of the mind or the mutant’s pure force of will over the physical universe.

Many settings assume psionic powers, phrenic spells, psychic powers, divine spells, and arcane spells are all drawing on the same mystical power through different channels and are all governed by the same rules. Example: a tear in space-time which functions as an anti-magic zone would affect psionic, phrenic, or psychic abilities as though they are magic.


Psychic Mutation Tables

Tiers 1-3

Mutation Gene Pool Disguise DC Common
Biofeedback -1 +0 -
Burst of adrenaline -1 +0 -
Burst of insight -1 +0 -
Combat empathy -1 +0 -
Gravity boost -1 +0 -
Graviton fist -1 +0 -
Limited telepathy -1 +0 -
Mindlink -1 +0 -
Psychic power, minor -1 +0 -
Thought shield -1 +0 -
Blinding flash -2 +0 -
Catatonia -2 +0 -
Detect thoughts -2 +0 -
Enshrouded thoughts -2 +0 -
Gravity anchor -2 +0 -
Gravity combat maneuver -2 +0 -
Limning light -2 +0 -
Mental barrier -2 +0 -
Phase -2 +0 -
Telekinetic projectile -2 +0 -
Uncanny direction -2 +0 -
Body adjustment -3 +0 -
Brain lock -3 +0 -
Ego whip -3 +0 -
Force barrier -3 +4 -
Graviton burst -3 +0 -
Gravity field -3 +0 -
Gravity flight -3 +0 -
ID insinuation -3 +0 -
Inflict pain -3 +0 -
Mind thrust -3 +0 -
Psychic buffer -3 +0 -
Psychic power, moderate -3 +0 -
Synapse pulse -3 +0 -

Tiers 4+

Mutation Gene Pool Disguise DC Common
Battlesense -4 +0 -
Catapsi -4 +0 -
Force blast -4 +0 -
Force screen -4 +0 -
Gravity shield -4 +0 -
Gravity wave -4 +0 -
Intellect fortress -4 +0 -
Mental block -4 +0 -
Mind probe -4 +0 -
Prescience -4 +0 -
Psychic assault -4 +0 -
Psychic blast -4 +0 -
Psychic noise -4 +0 -
Vampiric field -4 +0 -
Control light -5 +0 -
Disintegration -5 +0 -
Flash of insight -5 +0 -
Inflict pain -5 +0 -
Modify memory -5 +0 -
Precognition -5 +0 -
Primal regression -5 +0 -
Psychic crush -5 +0 -
Psychic power, major -5 +0 -
Searing mind -5 +0 -
Spirit projection -5 +0 -
Synapse overload -5 +0 -
Thoughtsense -5 +0 -
Tower of iron will -5 +0 -
Psychic power, uber -8 +0 -

Psychic Mutations

Battlesense (Su)

Gene Pool -4 | Disguise DC Modifier +0

Your mutation allows you to link the minds of your allies who possess limited telepathy or telepathy by creating a collective, dramatically improving their coordination for 2d4+1 rounds. When you manifest this psychic mutation as a standard action, a type of heads-up display appears in each target’s mind, improving their coordination and group awareness. Each affected target can use the Aid Another action as a reaction action. Creatures that move out of the 30-foot range after the power is manifested lose the benefits of this psychic mutation. Additionally, all targets that are also willing members of your collective (if any) gain one special ability of your choice from this list. Your choice affects all members equally.

  • +1 circumstance bonus to attack rolls
  • +1 circumstance bonus to AC
  • +2 circumstance bonus to weapon damage
  • +5 circumstance bonus to speed

Once you’ve used battlesense, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your collective gains two special abilities from the list above.

Evolution II: Your collective gains three special abilities from the list above.

Biofeedback (Su)

Gene Pool -1 | Disguise DC Modifier +0

Your psychic mutation allows you to toughen your body against wounds, lessening their impact. For 2d4+1 rounds, you gain damage reduction 1/–. Activating this mutation is a standard action. This mutation will stack with physical mutations but not other spell-like or supernatural effects. Once you’ve used biofeedback, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your damage reduction increases to 2/-.

Evolution II: Your damage reduction increases to 3/-.

Blinding Flash (Su)

Gene Pool -2 | Disguise DC Modifier +0

As a move action, your psychic mutation you can shed light in a 30-foot radius for 1 minute. You choose dim, normal, or bright light (daylight) each time you activate this revelation. As a standard action, you can create a flash of brilliant light, forcing one creature within 30 feet to succeed at a Reflex save (DC = 11 + ½ your character level), or be dazzled for 1 round. Blind or sightless creatures are not affected by this use of this mutation.

Evolution I: The base DC of your blinding flash is increased to 13, and the duration of the dazzled condition is increased to 1d4+1 rounds.

Evolution II: The base DC of your blinding flash is increased to 15, and you can affect all creatures within a 30- ft. radius.

Body Adjustment (Su)

Gene Pool -3 | Disguise DC Modifier +0

Your mutation allows you to take control of your body’s healing process. When you rest for 10 minutes and spend a Resolve point to regain Stamina, you also cure yourself of an additional 1d12 hit points of damage.

Evolution I: Your additional healing increases to 2d12 hit points.

Evolution II: Your additional healing increases to 5d12 hit points.

Brain Lock (Su)

Gene Pool -3 | Disguise DC Modifier +0

This psychic mutation allows you to reach out and telepathically lock away a subject’s high mind functions. The subject must make a Will save (DC 11 + ½ your character level), or it stands dazed, unable to take any actions other than those identified below. Brain lock has a 25 ft. range + 5 ft per character level of the mutant, and requires a standard action each round to maintain the effect. The effect ends 1 round after you cease concentrating on it.

A brain locked subject gains the dazed condition, but is not stunned, so attackers get no special advantage against him. A brain locked flyer must descend to the closest safe level area below it. An air-breathing swimmer must make for the surface.

Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a considered a full action that does not provoke any attacks of opportunity. Once you’ve used brain lock, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your base DC is increased to 13.

Evolution II: Your base DC is increased to 15.

Burst of Adrenaline (Su)

Gene Pool -1 | Disguise DC Modifier +0

Your mutation allows you to draw upon your body’s inner reserves of strength, leaving you winded. When you are about to make a d20 roll based on Strength, Dexterity, or Constitution, you can use this mutation as a swift action to gain a +4 enhancement bonus to Strength, Dexterity, or Constitution for that roll, but you are fatigued for 1 round afterward.

Once you’ve used your burst of adrenaline, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your enhancement bonus is increased to +8.

Evolution II: Your enhancement bonus is increased to +12.

Burst of Insight (Su)

Gene Pool -1 | Disguise DC Modifier +0

Your mutation allows you to plumb the depths of your mind for insight, leaving you momentarily frazzled. When you are about to make a d20 roll based on Intelligence, Wisdom, or Charisma, you can use this mutation as a swift action to gain a +4 enhancement bonus to Intelligence, Wisdom, or Charisma for that roll, but you are dazed for 1 round afterward.

Once you’ve used your burst of insight, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your enhancement bonus is increased to +8.

Evolution II: Your enhancement bonus is increased to +12.

Catapsi (Su)

Gene Pool -4 | Disguise DC Modifier +0

This psychic mutation allows you to generate psychic static for 2d4 rounds, interfering with the ability of other creatures to use their spells, powers, psi-like abilities, or supernatural effects (you are not affected by your own catapsi mutation). All activity within a 30-ft. radius of you requires any creature caught in the area to make a Will save each time it attempts to manifest a power or cast a spell (DC = 11 + ½ your character level). Casting a spell or manifesting a power becomes a full-round action, instead of a standard action, in a catapsi field. If two or more fields of catapsi overlap, the effects are not cumulative.

Once you’ve used catapsi, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your base DC is increased to 13.

Evolution II: Your base DC is increased to 15.

Catatonia (Su)

Gene Pool -2 | Disguise DC Modifier +0

Your mutation allows you to place yourself into a deathlike state as a full action that persists until the duration expires or you will yourself back to life. You can remain in this state for a number of hours equal to your Constitution score. You are fatigued for 2d4 rounds after exiting catatonia.

You appear to be dead, and any creature that interacts with you must succeed at a Heal check (DC = 15 + ½ your character level) to recognize you are actually alive. While under the effects of catatonia, you count as if you were dead for the purpose of resolving any effects that target or affect only living creatures, but you do not count as undead. You are also immune to the effects of a vacuum. However, you are helpless, and can still be killed normally.

Any effect that would bring you back to life or animate you as an undead fails, but ends the catatonia state. You can be affected by spells and supernatural abilities that affect objects. However, anything that would cause the body to change form fails and ends the catatonia. This doesn’t prevent the effects of spells or super natural abilities that simply deal damage or otherwise destroy objects.

Once you’ve used catatonia, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: You can remain in catatonia for a number of days equal to your Constitution score.

Evolution II: You can remain in catatonia indefinitely.

Combat Empathy (Su)

Gene Pool -1 | Disguise DC Modifier +0

This mutation allows you to delve into your target’s mind as a swift action so you get an impression of the actions it will take. You gain a +1 insight bonus to AC against the target’s attacks. If the target fails its Will save (DC = 11 + ½ your character level), you also see how the target will react to your attacks, and the bonus applies on your attack rolls and damage rolls against the target. These bonuses apply only while the target is within range (25 ft.), though if it goes out of range, the bonuses return once it’s back in range. The effects of this mutation last 2d4 rounds.

Once you’ve used your anticipate thoughts psychic mutation, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your insight bonus improves to +2 and your range extends to 50 ft.

Evolution II: Your insight bonus improves to +5 and your range extends to 75 ft.

Control Light Waves (Su)

Gene Pool -5 | Disguise DC Modifier +0

As a standard action, your mutation allows you to control light, creating a number of interesting effects. Each round you can choose one of the following effects.

  • You can bend light around yourself, becoming invisible. See invisibility in the Starfinder Core Rulebook.
  • You may remove all light (total darkness) from a small area (10’ radius) at a range of 30 feet.
  • You may also completely dissipate laser fire anywhere within a 30’ range.

All of these effects require concentration, such that the mutant must spend a standard action each round to maintain its manipulation of light. This mutation can be used as long as you have 1 Resolve point.

Evolution I: Your manipulation of light waves persists for 1d2 rounds after you maintaining the effect.

Evolution II: Your manipulation of light waves persists for 1d4+1 rounds after you maintaining the effect.

Detect Thoughts (Su)

Gene Pool -2 | Disguise DC Modifier +0

Your psychic mutation allows you to detect thoughts as the detect thoughts spell with the following exceptions. Your caster level is considered equal to your character level. To resist your detect thoughts the targets must make a Will save (DC = 11 + ½ your character level). For additional information on detect thoughts, see "Spell Descriptions" in Chapter 10 of the Starfinder Core Rulebook.

Once you’ve used your detect thoughts psychic mutation, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your detect thoughts base DC is increases to 13.

Evolution II: Your detect thoughts base DC is increases to 15.

Disintegration (Su)

Gene Pool -5 | Disguise DC Modifier +0

With this powerful mutation, you completely destroy matter on a molecular level. Doing so requires so much energy expenditure, however, you must spend a Resolve Point and you gain the fatigued condition for 2d4 rounds after attempting to disintegrate a target.

When you use this mutation, a thin, green ray springs from your finger. You must make a ranged attack against your target’s EAC, but you can add your key ability score bonus to this attack instead of your Dexterity modifier if it is higher. If you hit, the target takes 2d20 damage. Any creature reduced to 0 Hit Points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. Only one target is affected per use of this mutation.

When used against an object, the ray simply disintegrates as much as a 10-foot cube of nonliving matter.

Thus, the psychic mutation disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, but it does not affect other magical effects that are not an object, creature, or force effect.

A creature or object that succeeds at a Fortitude save (DC = 11 + ½ your character level) is partially affected, taking only half damage. If this damage reduces the creature or object to 0 Hit Points, the target is entirely disintegrated. To regain the use of disintegrate, 24 hours must have passed since you last regained this mutant ability, and you must have rested for 8 continuous hours during that period.

Evolution I: Your disintegrate ability’s base DC increases to 13 and does 6d20 damage.

Evolution II: Your disintegrate ability’s base DC increases to 15, and does 14d20 damage.

Ego Whip (Su)

Gene Pool -3 | Disguise DC Modifier +0

Your mutation grants you the psychic power to overwhelm a target’s ego, leaving the target feeling hopeless and unsure of itself. Choose Intelligence, Wisdom, or Charisma. When you ego whip as a standard action, the target takes a –2 penalty to that ability score, and is also staggered for the first round it’s affected. The effects of ego whip last 2d4 rounds. A successful Will save (DC = 11 + ½ your character level), negates the staggered effect and reduces the duration of the penalty to 1 round. Using this supernatural power is a standard action and this mutation has a range of 25 ft. + 5 ft./character level.

Once you’ve used your ego whip psychic mutation, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your target takes a -4 penalty to an ability score and the base DC is increased to 13.

Evolution II: Your target takes a -8 penalty to an ability score and the base DC is increased to 15.

Enshrouded Thoughts (Su)

Gene Pool -2 | Disguise DC Modifier +0

Your mutation has warded your mind against the mental prying of others, including the effects of divination spells and supernatural powers such as detect thoughts, as well as enchantments such as modify memory. If another creature attempts to target you with a mind-affecting spell or supernatural power that detects or alters your thoughts or memories, the caster must succeed a Will save (DC = 11 + ½ your character level), or the spell fails. Only spells that detect or alter your thoughts or memories are blocked by this spell; effects such as clairaudience/clairvoyance, detect evil, and locate creature continue to affect you as normal.

Evolution I: Your base DC is increased to 13.

Evolution II: Your base DC is increased to 15.

Flash of Insight (Su)

Gene Pool -5 | Disguise DC Modifier +0

As a swift action, your psychic mutation allows you to peer into an occluded visual spectrum of possible futures, gaining insight that allows you to select the exact result of one die roll before the roll is made. This effect can alter an action taken only by you, and cannot be applied to the rolls of others.

To regain the use of flash of insight, 24 hours must have passed since you last regained this mutant ability, and you must have rested for 8 continuous hours during that period.

Force Barrier (Su)

Gene Pool -3 | Disguise DC Modifier +4

You can generate an electromagnetic force field around yourself to deflect or absorb incoming attacks. As a swift action, you can generate an invisible electromagnetic barrier around yourself that provides damage reduction 1/– against incoming weapon attacks and force effects. You can enable the barrier as long as you have at least 1 Resolve point in your pool.

Portable electronic devices such as cell phones, sensor comps, and headsets temporarily cease to function if held or worn by you while the electromagnetic force barrier is in effect.

Evolution I: Your damage reduction increases to 2/-.

Evolution II: Your damage reduction increases to 5/-.

Force Blast (Su)

Gene Pool -4 | Disguise DC Modifier +0

As a standard action, you gather mystical energy and blast it outward in a mighty wave originating from your fingertips, damaging and potentially knocking back your enemies. This psychic mutant deals 2d6 force damage to each creature caught in a 30-ft. cone shaped burst unless it succeeds at a Reflex save (DC = 11 + ½ your character level) for half damage.

Additionally, the force from this mutation effectively attempts to bull rush all creatures in the area. Attempt a single bull rush combat maneuver, using your character level + your key ability score modifier as your attack bonus. Compare the result to each target’s KAC + 8. If you’re successful, that creature is knocked back 5 feet, plus 5 additional feet for every 5 by which your attack exceeds the creature’s KAC + 8. If there is an obstacle in the way, the creature stops at the obstacle instead.

Once you’ve used your force blast psychic mutation, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your force damage increases to 4d6, the base DC to the Reflex save increases to 13, and you gain a +4 bonus on your bull rush combat maneuver with this mutation.

Evolution II: Your force damage increases to 9d6, the base DC to the Reflex save increases to 15, and you gain a +8 bonus on your bull rush combat maneuver with this mutation.

Force Screen (Su)

Gene Pool -4 | Disguise DC Modifier +0

This mutation allows you to create an invisible field of energy that is difficult to penetrate. The force screen is close to your mutant’s body, extending only a few inches from your skin. It is capable of taking 15 Hit Points worth of damage before it collapses, and you begin taking Stamina and Hit Point damage normally.

Your force screen is always active until you have expanded its temporary hit points. Once your temporary hit points are expended, you can’t generate a force screen again until you’ve rested for 10 minutes to regain Stamina Points. You also must have at least 1 Resolve point remaining to maintain a force screen.

Evolution I: Your force screen protects you against 30 points of damage.

Evolution II: Your force screen protects you against 60 points of damage.

Gravity Anchor (Su)

Gene Pool -2 | Disguise DC Modifier +0

As a move action, your psychic mutation allows you to form a gravitational bond between yourself and either the surface you’re standing on or the objects you are holding. This grants you a +2 bonus to your AC against bull rush, reposition, and trip combat maneuvers if you choose the surface underfoot, or against disarm combat maneuvers if you choose objects. Gravity anchor can be maintained by spending a move action each round or 1 round if you choose not to maintain it. You can have only one gravity anchor active at a time. You can take advantage of the gravity anchor mutation as long as you have at least one Resolve Point remaining.

Evolution I: Your AC against bull rush, reposition, and trip combat maneuvers if you choose the surface underfoot, or against disarm combat maneuvers if you choose objects increases to +4.

Evolution II: Your AC against bull rush, reposition, and trip combat maneuvers if you choose the surface underfoot, or against disarm combat maneuvers if you choose objects increases to +8.

Gravity Combat Maneuver (Su)

Gene Pool -2 | Disguise DC Modifier +0

Your psychic mutation allows you to create violent fluctuations in gravity to perform either a reposition or a trip combat maneuver against the target. Resolve this attempt as normal, but use your character level plus your key ability score modifier as your attack bonus. No saving throw is allowed against these attempts. When repositioning a creature in this way, you can move the target up to 10 feet from its original position. This psychic mutation has a range of 50 ft.

Once you’ve used your gravity combat maneuver psychic mutation, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your range is increased to 100 ft. and you gain an additional +2 bonus to your combat maneuver roll.

Evolution II: Your range is increased to 150 ft. and you gain an additional +4 bonus to your combat maneuver roll.

Gravity Boost (Su)

Gene Pool -1 | Disguise DC Modifier +0

Your mutation allows you to increase or reduce the gravitational attraction between yourself and the terrain around you as a swift action. You can add a bonus equal to one-half your character level (minimum +1) to Athletics checks to climb, jump, or swim as part of the action you take to attempt the skill check. In addition, as a reaction when you are falling, you can reduce the falling damage you take by half. You can take advantage of the gravity boost mutation as long as you have at least one Resolve Point remaining.

Evolution I: Your mutation allows you to move along vertical surfaces and even upside down along ceilings for 1 round. This functions as spider climb, but it leaves your hands free and you can also run. You must end your movement on a surface that can support you normally. If you end your movement while you are standing on a vertical surface or ceiling, you fall unless you succeed at an Athletics check to climb to remain in position.

Evolution II: You can run on upside down surfaces and end your movement on a vertical surface or ceiling without falling as long as you continue spending swift actions to maintain the gravity boost.

Graviton Burst (Su)

Gene Pool -3 | Disguise DC Modifier +0

Your mutation empowers the ability to manipulate gravitons allowing you to bend and burst balls of concentrated gravity, allowing you to fire concussive bursts at nearby opponents as a natural ranged attack against their EAC. This graviton burst is projected from the palm of your hand. Your hand must be empty to effectively use this bioweapon. The gravity burst deals 2d6 points of force damage and a range increment of 20 feet. You can use graviton burst a number of times equal to key ability score modifier (minimum 1) before having to recharge the ability. Once you’ve used up your graviton burst, you can’t use them again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge them immediately.

Evolution I: Your graviton burst damage increases to 3d6.

Evolution II: Your graviton burst damage increases to 7d6.

Gravity Field (Su)

Gene Pool -3 | Disguise DC Modifier +0

Your psychic mutation allows you to control gravity in an area. As a standard action, you create a 10 ft. x 10 ft. area of abnormal gravity. This gravity field has a duration of 2d4 rounds and includes one of the following effects.

Heavy Gravity: If you increase gravity in the area, creatures and objects weigh twice as much as normal, move at half speed, can jump only half as far as normal, and can lift and carry only half as much as normal. Any flying target has its maneuverability worsened by one step (from average to clumsy, for example; minimum clumsy) and plummets to the ground unless it succeeds at a DC 25 Acrobatics check to fly to remain in the air.

Light Gravity: You decrease the gravity to a third of standard gravity, creatures can jump three times as high and as far and lift three times as much. (Movement speed, however, stays the same, as moving in great bounds is awkward and difficult to control.) Thrown weapons have their range categories tripled.

Standard gravity: You can create an area of standard gravity in a high gravity, low gravity, or zero gravity environment.

Zero Gravity: An area of zero-g works like the zero-g environment (see Chapter 11 of the Starfinder Core Rulebook).

Once you’ve used up your graviton field, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge them immediately.

Evolution I: The area of your gravity field is increased to a 20 ft. x 20 ft. and the duration is increased to 3d4 rounds.

Evolution II: The area of your gravity field is increased to a 40 ft. x 40 ft. and the duration is increased to 5d4 rounds.

Graviton Fist (Su)

Gene Pool -1 | Disguise DC Modifier +0

Your mutation empowers the ability to manipulate gravitons allowing you to project a massive concussive graviton force in addition to your normal unarmed attack or natural weapon damage. When you make a successful unarmed attack, you may focus graviton energy into the attack for greater effect. On a successful hit your unarmed attack deals an additional 1d6 points of concussion damage, and grants a bull rush attempt as a swift action. You can take advantage of the gravity fist mutation as long as you have at least one Resolve Point remaining.

Evolution I: Your graviton fist damage increases to 2d6.

Evolution II: Your graviton fist damage increases to 3d6.

Gravity Flight (Su)

Gene Pool -3 | Disguise DC Modifier +0

Your psychic mutation allows you to manipulate gravity temporarily granting you the ability to fly. As a swift action, you gain a fly speed of 30 feet (poor maneuverability). When this ability ends, you descend gently at a rate of 60 feet per round and take no damage when you land. This super natural flight has a duration of 2d4 rounds.

Once you’ve used your gravity flight psychic mutation, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your flight speed increases to 40 ft. (average maneuverability) and the duration increases to 3d4 rounds.

Evolution II: Your flight speed increases to 50 ft. (good maneuverability) and the duration increases to 5d4 rounds.

Gravity Shield (Su)

Gene Pool -4 | Disguise DC Modifier +0

Your psychic mutation allows you to use pulses of gravity to deflect attacks. As a reaction, you gain a +1 shield bonus to your AC against a single attack per round. You can take advantage of the gravity shield psychic mutation as long as you have at least one Resolve Point remaining.

Evolution I: Your gravity shield bonus increases to +2 and you can use this defense against two attacks.

Evolution II: Your gravity shield bonus increases to +4 and you can use this defense against three attacks.

Gravity Wave (Su)

Gene Pool -4 | Disguise DC Modifier +0

Your psychic mutation allows you to create a ripple of gravitational destruction. As a standard action, you can unleash a wave of force in a 60-foot cone that deals 1d12+1 bludgeoning damage to each creature in the area and pushes affected creatures 10 feet away from you. A target can attempt a Reflex save (DC = 11 + ½ your character level) to halve the damage and negate the movement.

Once you’ve used up your graviton wave, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge them immediately.

Evolution I: Your gravity wave bludgeoning damage increases to 3d12.

Evolution II: Your gravity wave bludgeoning damage increases to 7d12.

Id Insinuation (Su)

Gene Pool -3 | Disguise DC Modifier +0

Your mutation allows you to invade the mind of a creature with your psychic presence, you can isolate parts of its mind, preventing your target from functioning in a coherent manner. The target is confused as long as you concentrate on it plus 1 additional round. A successful Will save (DC = 11 + ½ your character level) negates this effect. Using ID insinuation is a standard action and has a range of 25 ft. + 5 ft. per character level.

Once you’ve used ID insinuation, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your base DC is increased to 13 and your target rolls twice against the confused condition. You select which roll the target uses.

Evolution II: Your base DC is increased to 15 and in the first round you select your targets confused condition. In the following rounds your target rolls twice against the confused condition, and you select which roll the target keeps.

Inflict Pain (Su)

Gene Pool -3 | Disguise DC Modifier +0

Your mutation allows you to telepathically wrack the target’s mind and body with agonizing pain that imposes a –2 penalty on attack rolls, skill checks, and ability checks for 2d4 rounds. A successful Will save (DC = 11 + ½ your character level) reduces the duration to 1 round. Using inflict pain is a standard action and has a range of 25 ft. + 5 ft. per character level.

Once you’ve used inflict pain, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your target takes a -4 penalty to an on attack rolls, skill checks, and ability checks and the base DC is increased to 13.

Evolution II: Your target takes a -8 penalty on attack rolls, skill checks, and ability checks and the base DC is increased to 15.

Inflict Pain (Su)

Gene Pool -5 | Disguise DC Modifier +0

Your mutation allows you to target one creature/level, no two of which can be more than 30 ft. apart. Otherwise, this mutation functions like inflict pain except as noted above.

Intellect Fortress (Su)

Gene Pool -4 | Disguise DC Modifier +0

Your mutation allows you to use the power of pure logic, you disrupt mental attacks. Intellect fortress suppresses all effects with the emotion and fear descriptors for 1 round in a 20 ft. radius. Intellect fortress is used as a reaction to mental attacks.

Once you’ve used intellect fortress, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your mutation causes mind-affecting effects that deal damage to have their damage reduced by half. This applies to stamina, hit points, and ability score damage.

Evolution II: Anyone in your area of effect that makes their save against a fear or emotion effect suffer no effects, even if there is usually a partial effect on a successful saving throw.

Limited Telepathy (Su)

Gene Pool -1 | Disguise DC Modifier +0

Your mutation allows you to mentally communicate with any creatures within 30 feet with whom you share a language. Communicating with multiple creatures simultaneously is just as difficult as listening to multiple people speaking audibly.

Evolution I: You can communicate with creatures up to 60 ft. away.

Evolution II: You can communicate with creatures up to 120 ft. away.

Limning Light (Su)

Gene Pool -2 | Disguise DC Modifier +0

As a standard action, your psychic mutation allows you to cause all creatures and objects in a 5-foot-radius burst to shed a pale glow. Creatures outlined by the limning light take a –20 penalty to Stealth checks and don’t benefit from the concealment usually provided by darkness. If an affected creature is benefiting from an effect such as invisibility, all others within line of sight of it become aware of its location (see Chapter 8 of the Starfinder Core Rulebook). This effect lasts for a number of rounds equal to your character level. This ability has a range of 100 feet. Once you’ve used your limning light psychic mutation, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Mental Barrier (Su)

Gene Pool -2 | Disguise DC Modifier +0

Your mutation allows you to put a barrier of mental energy (force) that protects you from harm. This barrier grants you a +2 shield bonus to your AC. In addition, you take half damage from mind thrust I & II (reduced to one-quarter on a successful Will save). This super natural power is used as a reaction to attacks against your AC and mind thrust.

Once you’ve used your mental barrier psychic mutation, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your AC increases to +4. In addition, you take half damage from mind thrust I, II, and III (reduced to one-quarter on a successful Will save).

Evolution II: Your AC increases to +6. In addition, you are immune to mine thrust I, and you take half damage from mind thrust II, III, and IV (reduced to one-quarter on a successful Will save).

Mental Block (Su)

Gene Pool -4 | Disguise DC Modifier +0

Your mutation allows you to lock access to the target’s procedural memories, preventing it from drawing upon its experience and expertise. The target must make a Will save (DC = 11 + ½ your character level), or it loses all skill ranks, spells known, spells prepared, and activated feats, as well as its supernatural, and spell-like abilities for 2d4 rounds. Each round at the end of the target’s turn, the target can attempt another Will save to end this effect. Using mental block is a standard action and this mutation has a range of 25 ft. + 5 ft./character level.

Once you’ve used your mental block psychic mutation, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your mental block base DC is increases to 13.

Evolution II: Your mental block base DC is increases to 15.

Mind Probe (Su)

Gene Pool -4 | Disguise DC Modifier +0

Your mutation allows you to gain access to the subject’s memories and knowledge. As a full action you can attempt to learn the answer to one question per round. A successful Will save (DC = 11 + ½ your character level) ends this psychic mutant ability. Otherwise, the creature can attempt a Bluff check with a DC equal to 11 + your Sense Motive modifier.

If it fails its Bluff check, you gain the answer you desire. If it succeeds at its check, you gain no information. If it succeeds by 5 or more, it answers whatever it chooses, and you believe that wrong answer to be true. Your questions are purely telepathic inquiries, and the answers to those questions are imparted directly to your mind. You and the target don’t need to speak the same language, though less intelligent creatures may yield up only appropriate sensory images in answer to your questions. To use this psychic mutation, you must be touching the target. The mind probe lasts 2d4 rounds.

Once you’ve used your mind probe psychic mutation, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your mental block base DC is increases to 13.

Evolution II: Your mental block base DC is increases to 15.

Mind Thrust (Su)

Gene Pool -3 | Disguise DC Modifier +0

Your mutation allows you to divine the most vulnerable portion of your opponent’s mind and overload it with a glut of psychic information. A mind thrust is a standard action and causes 2d10 points of damage. The target can attempt a Will saving throw (DC = 11 + ½ your character level) to halve the damage dealt by this psychic mutation. This mutation has no effect on creatures without an Intelligence score. This mutation has a range of 25 ft. + 5 ft./character level.

Once you’ve used your mind thrust psychic mutation, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your mind thrust base DC is increases to 13 and damage increases to 4d10.

Evolution II: Your mind thrust base DC is increases to 15, the damage is increased to 10d10, and if the target fails their saving throw it gains the fatigued condition for 2d4 rounds.

Mindlink (Su)

Gene Pool -1 | Disguise DC Modifier +0

Your mutation allows you to link your mind to that of a touched creature to swiftly communicate a large amount of complex information in an instant. You decide what the target learns, limited to any amount of information that otherwise could be communicated in 10 minutes. This information comes in a series of visual images emotional sensations, and isn’t language-dependent. Using mindlink is a standard action and you must be touching the target. A target creature can resist mind link by making a Will save (DC 11 + ½ your character level). You can use mind link as long as you have 1 Resolve point remaining in your pool.

Evolution I: Your mind link base DC is increases to 13.

Evolution II: Your mind link base DC is increases to 15.

Modify Memory (Su)

Gene Pool -5 | Disguise DC Modifier +0

Your mutation allows you to reach into the target’s mind and modify up to 5 minutes of its memories in one of the following ways.

  • Eliminate all memory of an event the target actually experienced. This psychic mutation cannot negate charm person, suggestion, or similar spells.
  • Allow the target to recall with perfect clarity an event it actually experienced.
  • Change the details of an event the target actually experienced.
  • Implant a memory of an event the target never experienced.

Using this psychic mutation takes a full action. If the target fails its Will saving (DC = 11 + ½ your character level), you proceed with the modify memory by spending as much as 5 minutes (a period of time equal to the amount of memory you want to modify) visualizing the memory you wish to modify in the target. If your concentration is disturbed before the visualization is complete, or if the target moves beyond your range at any point during this time, the memory modification fails. A modified memory does not necessarily affect the target’s actions, particularly if it contradicts the creature’s natural inclinations. An illogical modified memory is usually dismissed as a bad dream, a hallucination, or another similar excuse. This mutation has a range of 25 ft. + 5 ft./character level.

Once you’ve used your modify memory psychic mutation, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your mental block base DC is increases to 13.

Evolution II: Your mental block base DC is increases to 15.

Phase (Su)

Gene Pool -2 | Disguise DC Modifier +0

Your psychic mutation allows you to temporarily exist slightly out of phase with the Material Plane. As a swift action you can phase for 1 round. You can pass through walls or material objects (but not corporeal creatures) as long as you begin and end your turn outside of any wall or obstacle. In addition, you always benefit from a 20% miss chance against attacks and effects targeting it directly and takes only half damage from area effects. Force effects, however, function normally against you.

Once you’ve used your phase psychic mutation, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: The duration of your phase ability increases to 1d4+1 rounds.

Evolution II: The duration of your phase ability increases to 2d4+1 rounds.

Precognition (Su)

Gene Pool -5 | Disguise DC Modifier +0

As a swift action, you can activate precognition. This mutation allows you to see one round in the future. Essentially, you can see the results of your actions and the actions of others against you before they happen. Any time you are required to make a d20 roll you can make the roll up to three times keeping the best roll and discarding the others. Precognition works on any ability check, attack roll, saving throw, or skill check until your next turn. It also effects all these types of rolls against you by others, but you still choose which roll your opponent or ally keeps. It’s very likely you will get to use precognition multiple times during a single round of combat if you are using multiple attacks and getting attacked by multiple foes. The mental strain of precognition causes you to become fatigued for 1 round immediately following the completion of its use.

Once you’ve used your precognition psychic mutation, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately, but only after the fatigued condition has expired.

Evolution I: The duration of your precognition is extended to 2 rounds.

Evolution II: The duration of your precognition is extended to 5 rounds.

Prescience (Su)

Gene Pool -4 | Disguise DC Modifier +0

The limited precognitive abilities of your psychic mutation grant a you a +1 insight bonus on initiative checks, on Reflex saves, and to your Armor Class. This mutation is active as long as you have at least 1 Resolve point.

Evolution I: Your insight bonus increases to +2.

Evolution II: Your insight bonus increases to +3.

Primal Regression (Su)

Gene Pool -5 | Disguise DC Modifier +0

This psychic mutation allows you to sequester your ability for higher reasoning, allowing your darker impulses to come to the fore. You become a ravening monster— savage, bloodthirsty, and brutish. For 10 rounds, you have all of the following benefits and drawbacks.

  • Your Intelligence and Charisma scores drop to 3 (if the scores were higher), and you are unable to use Intelligence-or Charisma-based skills, cast spells, understand language, or communicate coherently.
  • You take a –4 penalty on Will saves.
  • You gain a +6 enhancement bonus to Strength, a +2 natural armor bonus to AC, and 2d10 temporary hit points. These temporary hit points disappear when the primal regression ends.

When the primal regression ends, you must succeed at a Will saving throw or take 1d4 points of Intelligence drain and 1d4 points of Charisma damage. Once you’ve used your primal regression psychic mutation, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: You gain a +8 enhancement bonus to Strength, a +3 natural armor bonus to AC, and 3d10 temporary hit points.

Evolution II: You gain a +12 enhancement bonus to Strength, a +5 natural armor bonus to AC, and 5d10 temporary hit points.

Psychic Assault (Su)

Gene Pool -4 | Disguise DC Modifier +0

As a standard action, your psychic mutation allows you to unleash a burst of harmful mental chatter at a target within 30 feet as a standard action. The target must make a Will save (DC = 11 + ½ your character level), or it takes 1d8 damage per character level.

Once you’ve used your psychic assault, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your psychic assault base DC is increases to 13 and it gains a +1 bonus to damage per die.

Evolution II: Your psychic assault base DC is increases to 15 and it gains a +3 bonus to damage per die.

Psychic Blast (Su)

Gene Pool -4 | Disguise DC Modifier +0

As a standard action, this psychic mutation allows you to emit a blast of psychic energy from your mind in a 30-foot-radius burst centered on yourself. All creatures in this area take 2d12 points of nonlethal damage from the intense pain and are confused for 1 round. A successful Will save (DC 11 + ½ your character level) halves the damage and negates the confusion.

Once you’ve used psychic blast, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your psychic blast base DC is increases to 13 and the damage increased to 4d12 and the duration of the confusion is increased to 1d6+1 rounds.

Evolution II: Your psychic blast base DC is increases to 15 and the damage increases to 7d12 and the duration of the confusion is increased to 2d6+1 rounds.

Psychic Buffer (Su)

Gene Pool -3 | Disguise DC Modifier +0

Your psychic mutation generates a field of mental interference that absorbs hostile attacks. Whenever you would take hit point damage from a mind-affecting effect, it reduces the damage taken by 5. In addition, you add your to key ability score modifier (minimum 0) as a racial bonus to your Armor Class against mind-affecting attacks which require to hit rolls. You can take advantage of the psychic buffer as long as you have at least one Resolve Point remaining.

Evolution I: The hit point damage taken from mind-affecting effects is reduced by 10.

Evolution II: The hit point damage taken from mind-affecting effects is reduced by 20.

Psychic Crush (Su)

Gene Pool -5 | Disguise DC Modifier +0

As a standard you can attempt to crush the mind of a single creature within 60 feet. If the target succeeds at the initial Will save (DC = 11 + ½ your character level), it is sickened for 1 round. If the target fails its Will save, it must attempt a Fortitude save (DC = 11 + ½ your character level). If it also fails the Fortitude save, the target is reduced to 0 hit points and is dying. If the target succeeds at its Fortitude save, it instead takes 3d8 points of damage, which cannot reduce the target below 0 hit points, and the target is sickened for 1 round. This attack has no effect on creatures without an Intelligence score.

Once you’ve used psychic crush, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: On a successful Fortitude save, the target takes 5d8 points and gains the sickened condition for one round.

Evolution II: The target takes 9d8 points of damage on a successful Fortitude or Will save, and gains the sickened condition for 1d4 rounds.

Psychic Power, Major (Sp)

Gene Pool -5 | Disguise DC Modifier +0

Your mutation grants a single mystic spell. You gain one 2nd-level mystic spell as a spell-like ability and may manifest this ability once per day. Your caster level is one-half your character level (minimum 1st).

You can take this mutation more than once. It can be used to increase the number of times you may use the same ability, or give you a new 2nd-level spell you may use once per day.

Once you’ve used your major psychic power, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge a single use immediately.

Evolution I: Your caster level improves to one-half your character level +2.

Evolution II: Your caster level improves to one-half your character level +5.

Psychic Power, Minor (Sp)

Gene Pool -1 | Disguise DC Modifier +0

Your mutation grants a single mystic spell. You gain one 0-level mystic spell as a spell-like ability and may manifest this ability three times per day. Your caster level is one-half your character level (minimum 1st).

You can take this mutation more than once. It can be used to increase the number of times you may use the same ability, or give you a new 0-level spell you may use three times per day.

Once you’ve used your minor psychic power, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge all three uses immediately.

Evolution I: Your caster level improves to one-half your character level +2.

Evolution II: Your caster level improves to one-half your character level +5.

Psychic Power, Moderate (Sp)

Gene Pool -3 | Disguise DC Modifier +0

Your mutation grants a single mystic spell. You gain one 1st-level mystic spell as a spell-like ability, and may manifest this ability twice per day. Your caster level is one-half your character level (minimum 1st).

You can take this mutation more than once. It can be used to increase the number of times you may use the same ability, or give you a new 1st-level spell you may use two times per day.

Once you’ve used your moderate psychic power, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge all both uses immediately.

Evolution I: Your caster level improves to one-half your character level +2.

Evolution II: Your caster level improves to one-half your character level +5.

Psychic Power, Uber (Sp)

Gene Pool -8 | Disguise DC Modifier +0

Your mutation grants a single mystic spell. You gain one 3rd-level mystic spell as a spell-like ability and may manifest this ability once per day. Your caster level is one-half your character level (minimum 1st).

You can take this mutation more than once. It can be used to increase the number of times you may use the same ability, or give you a new 3rd-level spell you may use once per day.

To regain the use of this psychic mutant ability, 24 hours must have passed since you last used your uber psychic power, and you must have rested for 8 continuous hours during that period.

Evolution I: Your caster level improves to one-half your character level +2.

Evolution II: Your caster level improves to one-half your character level +5.

Psychic Noise (Su)

Gene Pool -4 | Disguise DC Modifier +0

The discordant psychic noise emitted by your psychic mutation dazes nearby creatures for 1 round. Activating your psychic noise is a standard action. When a creature begins its turn within the aura, it must succeed at a Will save (DC = 11 + ½ your character level) to negate this effect.

Whether or not the save is successful, that creature cannot be affected again by your psychic noise for 24 hours. An affected creature may attempt a new save to shake off the effect at the end of each of its turns. You can activate psychic noise as long as you have at least one Resolve Point remaining.

Evolution I: Your psychic noise base DC is increases to 13 and the dazed condition is extended to 1d2 rounds.

Evolution II: Your psychic noise base DC is increases to 15 and the dazed condition is extended to 1d4 rounds.

Searing Mind (Ex)

Gene Pool -5 | Disguise DC Modifier +0

Your mutation makes you immune to mind-affecting effects. However, you cannot benefit from mind-affecting effects like moral bonuses, many incite bonuses, and even certain circumstance bonuses. You cannot communicate through telepathy nor can you use mind-affecting abilities.

In addition, your mind is so convoluted and energetic that direct contact with it via abilities like detect thoughts, mind link, limited telepathy, or other spells or abilities that charm or dominate causes feedback of psychic energy. Any creature contacting your mind must make a Will save (DC = 11 + ½ your character level), or take 2d10 damage from psychic energy.

Evolution I: Your searing mind base DC is increases to 13 and the damage increased to 3d10.

Evolution II: Your searing mind base DC is increases to 15 and the damage increases to 5d10.

Spirit Projection (Su)

Gene Pool -5 | Disguise DC Modifier +0

Once per day as a full action, your psychic mutation allows you to enter a trance that separates your spirit from your body. This splits your current hit points in half between its body and its spirit, your Stamina remains with your physical body. Your spirit body gains the incorporeal subtype and special ability; otherwise, you retain the same statistics as your physical self with the following changes: +4 Dexterity, +4 insight bonus to AC, single incorporeal touch attack that deals 1d4 Constitution damage on a hit as your sole attack. This spirit projection can travel no more than 1 mile away from your body. Because you are only partially in existence when in this state, your body gains displacement as the spell. When separated in this way, your body is unconscious and helpless. If your body is injured while in this state, the separated projection immediately returns to your body, and your body loses displacement. If the physical body is slain, the spirit body immediately dies as well. If the spirit is reduced to 0 or fewer hit points, it returns to the body immediately. While you are in spirit form you can end the effect at any time as a standard action, at which point your spirit immediately returns to the body. When your spirit form returns to the body, add both the spirit body’s hit points and the physical body’s hit points back together to determine your current hit point total. Projection lasts 10 rounds per character level.

To regain the use of this mutant ability, 24 hours must have passed since you last used your projection ability, and you must have rested for 8 continuous hours during that period.

Evolution I: This duration of your projection ability increases to minutes per character level.

Evolution II: You can choose to use your projection once per day with an unlimited duration.

Synapse Overload (Su)

Gene Pool -5 | Disguise DC Modifier +0

To use this psychic mutation and affect the target, you must hit with a melee attack against its EAC; you can add your key ability score modifier to this attack roll instead of your Strength modifier if it is higher. You then overload the target’s mind, causing the target’s synapses to violently trigger. The target takes 4d8 damage and is staggered for 1 minute. A target can negate the staggered effect with a successful Fortitude saving throw (DC = 11 + ½ your character level), but still takes full damage.

Once you’ve used your synapse overload, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your synapse over load does 8d8 points of damage and the base DC is increased to 13.

Evolution II: Your synapse over load does 16d8 points of damage and the base DC is increased to 15.

Synapse Pulse (Su)

Gene Pool -3 | Disguise DC Modifier +0

Your mutation allows you to send out a synaptic pulse with stuns all creatures within a 20-ft. radius of you. Each create gets a Will save (DC = 11 + ½ your character level) to avoid the stunned condition for one round.

Once you’ve used your synapse pulse, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: You stun all creatures in range for 1d4 rounds. With a successful Will saving throw, a creature is instead sickened for 1 round.

Evolution II: You stun all creatures in range for 2d4 rounds. With a successful Will saving throw, a creature is instead sickened for 1d4 round.

Telekinesis (Su)

Gene Pool -5 | Disguise DC Modifier +0

Your psychic mutation allows you to move objects or creatures by concentrating on them. Depending on your desired effect (choose one from below), telekinesis can perform a variety of combat maneuvers, provide a gentle, sustained force, or exert a single short, violent thrust. Telekinesis has a range of 100 ft. and a duration of 2d4 rounds. Concentrating to maintain this psychic mutation requires a standard action each round.

Combat Maneuver: Once per round, you can use telekinesis to perform a ranged attack that acts as a bull rush, disarm, grapple (including pin), or trip combat maneuver. Resolve these attempts as normal, but use your character level plus your key ability score modifier as your attack bonus. No saving throw is allowed against these attempts. You can maintain this form of telekinesis up to 1 round per character level, but it ends if you cease concentrating.

Sustained Force: A sustained force moves an object of no more than 25 pounds or 2 bulk per character level up to 20 feet per round in any direction (including up or down). A creature can negate the effect on an object it holds with a successful Will save or with spell resistance. You can maintain this form of telekinesis up to 1 round per character level, but it ends if you cease concentrating. The effect ends if the object is forced beyond the mutation’s range.

You can telekinetically manipulate an object as if with one hand. For example, a lever can be pulled, a key turned, a button pushed, an object rotated, and so on if the force required is within the weight limitation. You might even be able to untie simple knots, though a delicate activity such as this requires a successful DC 15 Intelligence check.

Violent Thrust: The psychic mutation’s energy can be spent in a single round. You can hurl up to 15 objects or creatures that are within range (no two of which can be more than 10 feet apart) toward any target within 150 feet of all the objects. You can hurl up to a total weight of 25 pounds per character level or 2 bulk per character level. You must make attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus plus your key ability score modifier as your attack bonus. All objects cause damage ranging from 1 damage per 25 pounds or 2 bulk (for less dangerous objects) to 1d10 damage per 25 pounds or 2 bulk (for extremely dangerous objects, such as weapons or bladed or spiked objects). Objects and creatures that miss the target land in a square adjacent to the target. Creatures that fall within the weight capacity of the telekinesis violent thrust can be hurled, but they are entitled to a Will save (DC = 11 + ½ your character level) to negate the effect, as can those whose held possessions are targeted by the violent thrust. If a thrown creature is hurled against a solid surface, it takes 1d6 damage as if it had fallen 10 feet.

Once you’ve used your telekinesis, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your telekinesis range extends out to 200 ft. and the base DC of any saving throw increases to 13.

Evolution II: Your telekinesis range extends out to 400 ft. and the base DC of any saving throw increases to 15.

Telekinetic Projectile (Su)

Gene Pool -2 | Disguise DC Modifier +0

Your mutation grants you limited telekinesis. You can fling an object weighing up to 5 pounds (less than 1 bulk) at a target, making a ranged attack against its KAC. If you hit, you deal 1d6 bludgeoning damage to both the target and the object. The type of object thrown doesn’t change the damage type or any other properties of the attack. You can use this psychic mutation as long as you have 1 Resolve point remaining.

Evolution I: Your object damage increases to 2d6.

Evolution II: Your object damage increases to 5d6.

Thought Shield (Su)

Gene Pool -1 | Disguise DC Modifier +0

Your mutation makes you sensitive to mental intrusion. If you sense an intrusion, you throw up a defense to protect your mind from attack or analysis as a reaction. This grants you a +4 circumstance bonus on Will saving throws against mind-affecting effects for one round. As long as this spell lasts, spells and effects that allow a creature to read your thoughts receive no information from you.

Once you’ve used your thought shield, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your Will saves to resist mind-affecting effects increases to +6.

Evolution II: Your Will saves to resist mind-affecting effects increases to +8. Any creature that tries to read your thoughts while this spell lasts must succeed at a Will save (DC = 11 + ½ your character level), or be stunned for 1d4 rounds. Additionally, if you succeed at your save against a psychic crush, you take no damage.

Thoughtsense (Su)

Gene Pool -5 | Disguise DC Modifier +0

Your mutation grants you a constant effect which allows you to automatically detect and locate conscious creatures within 60 feet, as if you possessed the blindsight ability. Nondetection, mind blank, and similar effects can block this effect. Thoughtsense can distinguish between sentient (Intelligence 3 or greater) and non-sentient (Intelligence 1– 2) creatures, but otherwise provides no information about the creatures it detects.

Tower of Iron Will (Su)

Gene Pool -5 | Disguise DC Modifier +0

Your psychic mutation projects a fortress of mental power that blocks out the psychic energy of others, granting mental strength and resiliency to all inside the 10 ft. radius area effect. All creatures inside the area gain supernatural resistance equal to 10 + your character level against spell-like, supernatural, or any mind-affecting attacks. Creatures inside the area don’t receive this protection against your supernatural abilities. This mutation is a reaction to hostile spell-like, supernatural, or mind-affecting attacks. Tower of iron will lasts for one round once it’s been triggered. Once you’ve used your tower of iron will, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.

Evolution I: Your tower of iron will duration is increased to 1d4+1 rounds.

Evolution II: Your tower of iron will duration is increased for 2d4+1 rounds.

Uncanny Direction (Su)

Gene Pool -2 | Disguise DC Modifier +0

You are incapable of becoming lost in natural surroundings, even if all other senses are somehow nullified. Your psychic mutation ensures you will always be able to find a location where you have been previously, and you will know that location relation to any location in which you currently reside. You might not know where you are going but can always get back to where you have been. You can always take the 20 when making a Survival skill check to return to a place you have previously been.

Evolution I: You can apply your uncanny direction to urban settings, building interiors, and space stations.

Evolution II: Your uncanny direction applies to space travel. As long as conditions do change you can always navigate a route home by retracing the route from which you came. You can always take the 20 on Piloting (navigation) checks to return to a point in space which you have previously been. This does not allow you to hyperspace directly to any place you have been before, but does allow you to backtrack on your exact path.

Vampiric Field (Su)

Gene Pool -4 | Disguise DC Modifier +0

This psychic mutation grants the you the ability to absorb the life essence (hit points) from all creatures (friend or foe) within a 10-foot radius. All creatures in the area of effect must make a Fortitude save (DC = 11 + ½ your character level), or lose 1d4 hit points per round. Hit points drained from creatures are added directly to your Stamina or Hit Points. This vampiric field does not allow you to exceed your maximum Stamina or Hit Point totals. The vampiric field has a duration of 2d4 rounds.

Once you’ve used your vampiric field, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge them immediately.

Evolution I: Your vampiric field drains 1d8 hit points per round and the duration is increased to 2d6 rounds.

Evolution II: Your vampiric field drains 3d8 hit points per round and the duration is increased to 2d8 rounds.


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