FERAL PSYCHIC "Don't make me angry..." Some Orc and Goblinoids can use their psychic powers to become juggernauts in physical combat. Many are raised in the most primitive societies of their peoples.
BECOMING A FERAL PSYCHIC Most Feral Psychics are Psychic Warriors, with sometimes a level in Barbarian, Ranger, or Scout.
ENTRY REQUIREMENTS Race: Any Orc or Goblinoid
Manifester Level: 5th
Feats: Improved Unarmed Strike, Psionic Body, and either Psionic Fist or Psionic Weapon
SKills: Concentration 4 ranks, Survival 4 ranks
Class Skills The Feral Psychic's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Psionics), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level : 4 + int
Hit Dice: d8
BAB Fort Ref Will Abilities
1. +0 +2 +0 +0 Psychic Combat
2. +1 +3 +0 +0 Psychic Body
3. +2 +3 +1 +1 Empowered Psionic Feat
4. +3 +4 +1 +1 Psychic Combat
5. +3 +4 +1 +1 Psychic Body
6. +4 +5 +2 +2 Empowered Psionic Feat
7. +5 +5 +2 +2 Psychic Combat
8. +6 +6 +2 +2 Psychic Body
9. +6 +6 +3 +3 Empowered Psionic Feat
10.+7 +7 +3 +3 Psychic Brute
Weapon Proficiencies: A Feral Psychic gains no new weapon or armor proficiencies.
Manifester Levels: The Feral Psychics Manifester Class levels and Prestige Class levels stack for determining how many power points they get and their Manifester Level. For powers known though they are considered to be 5 levels lower (i.e. assuming they are Psychic Warrior 5/other class ?, the first 5 levels of that class do not gain them new powers known.
Psychic Combat (Su): Feral Psychics can use their psionic powers to enhance the fighting abilities they already possess. Psychic Combats actual effect varies depending on what fighting abilities you already have. You may only spend power points on your Psychic Combat Style equal to your Manifester level just as if it were a power. Choose one of the following you meet the prerequisites for:
Psychic Rage (Prerequisite: Rage): At 1st level you can increase the duration of your Rage by spending Power Points as a Free Action. It increases another 2 rounds per power point spent.
At 4th level you may spend 5 Power Points to Rage an additional time per day after you have run out of daily uses of Rage.
At 7th level you may spend 5 power points as a Free Action when you Rage, and for the duration of your Rage you may not be Dazed or Stunned, and are immune to Morale Penalties.
Psychic Skirmisher (Prerequisite: Skirmish): At first level you can spend 2 power points as a Free Action to increase your Skirmish damage by +1d6, or 2 power points to increase your Skirmish AC Bonus by +1. Every 2 additional power points increases it another +1d6 or +1 AC. This effect lasts 1 round.
At 4th level spending another 2 power points makes the additional skirmish bonuses last 2 more rounds, and each additional 2 power points increases duration another 2 rounds.
At 7th level you can expend your Psionic Focus to automatically confirm a critical hit if you were using your Skirmish ability.
Psychic Slayer (Prerequisite: Favored Enemy): At 1st level, anytime you succeed in hitting a favored enemy with an attack you can spend power points to up the damage as a Free Action after the hit, doing +2 damage per power point.
At 4th level you can expend your Psionic Focus to automatically confirm a critical hit against a Favored enemy.
At 7th level you can expend your Psionic Focus and spend 5 power points as a Free Action to automatically avoid a threatened critical by a Favored Enemy.
Psychic Ambusher (Prerequisite: Not having Favored Enemy, Rage, or Skirmish as Class Abilities): At 1st level you become able to Manifest Evade Attack.
At 4th Level you become able to Manifest Escape Detection.
At 7th level you become able to Manifest Detect Remote Viewing, and Remote Viewing.
Psychic Body (Su): Feral Psychics may also use their Psionic powers to enhance their physical form. Much like their Psionic powers you may only spend power points equal to your Manifester level. At levels 2, 5, and 8 you may choose one ability from the following:
Enhance Body: This ability may be taken multiple times. Each time it is taken you may choose one of your physical ability scores (Str, Dex, or Con). It costs 2 power points to Manifest as a Swift Action. The chosen ability score gains a +4 Enhancement Bonus for 1 round. The duration can be extended by 2 rounds per 1 power point. The Enhancement Bonus can be increased by +1 per 1 power point.
Enhance Damage: You may spend Power Points to increase your weapon, natural weapon, or unarmed strike damage for the duration of the encounter as a Swift Action. You may increase your base unarmed strike (or weapon) damage (+1d4=1 power point, +1d6=3 points, +1d8=5 points, +2d6=7 points), can increase your Critical Threat Range by one (+5 points), and increase your Critical Multiplier by 1 (+5 points). Your unarmed strikes or weapon attacks enhanced by this ability are considered magic for purposes of overcoming DR.
Enhance Defense: You may spend power points as a Swift Action to gain one of various bonuses to your Armor Class. You may choose Armor, Deflection, Dodge, Insight, or Natural Armor. Armor and Natural Armor are +1 per power point. Dodge and Insight are +2 per 3 power points. Deflection is +1 per 2 power points. This lasts for the duration of the encounter.
Enhance Movement: As a Swift Action you may enhance or gain new forms of movement for 10 rounds. You may increase any form of movement you already possess naturally by 10 feet per power point. To gain a 30' Swim move costs 2 points. To gain a 30' Climb move costs 2 points. To gain a 30' Burrow move costs 3 points. To gain a 30' (Poor) Fly Move costs 5 points. Once the points are spent to gain a movement form, it may be increased for the same power point cost as forms of movement you already had. To increase the maneuverability of Flight speed costs +3 points per increase (i.e. from Poor to Average, from Average to Good, etc.).
Enhance Skills: As a Swift Action you may spend power points to enhance any skill on the following list: Balance, Climb, Hide, Jump, Listen, Move Silently, Search, Spot, Survival, Swim, and Tumble. The bonus lasts for 10 minutes, and it costs 1 power point to enhance one skill by +4. Each additional +2 costs another power point as does each skill enhanced past the first.
Enhance Toughness: As a Swift Action you may enhance your Saving Throws, add temporary hit points as a damage buffer, or possibly even add Damage Reduction. Duration is for the rest of the encounter. Every 2 power points grants a +1 Resistance Bonus to one Saving Throw. You may create a pool of temporary hit points by spending 1 power point per 5 hit points. Damage is removed from this pool before it is removed from your own hit points, and if the pool is depleted this power ends. Until then extra power points may be spent as a Swift Action to reinforce it. Damage done to the pool is NOT subtracted from your own hit points once the spell ends. Also you may gain Damage Reduction by spending 3 power points for every +2 DR/-.
Empowered Psionic Feat (Su): Feral Psychics are able to take more advantage than usual from some Psionic Feats. Much like their Psionic powers you may only spend power points equal to your Manifester level on your enhanced Feats. At levels 3, 6, and 9 they may choose 1 Feat to enhance from the following list if they have it:
Aligned Attack: When using this Feat you may expend additional power points to increase the damage done. 1 power point increases the damage done by +1d6 for this round
Deep Vision: You no longer need to be Psionically Focused to gain the benefits of this Feat.
Focused Perception: Your Blindsight now lasts for an extra 3 rounds if you spend 1 power point.
Focused Sunder: When using this Feat you may expend 5 power points to ignore the weapons Hardness this round.
Ghost Attack: You may automatically hit Incorporeal creatures, you don't need to roll twice any longer.
Instinctive Consummator: By spending 5 power points you may increase your weapons critical multiplier by 1 (i.e. if it normally does x2 damage it now does x3).
Mental Juggernaut: You may use this Feat against any effect that would stun you, not merely magic/psionic ones, and may spend 1 power point to avoid expending your Psionic Focus.
Mental Leap: When using this Feat you may expend additional power points to increase the Jump Bonus (an additional +2 per power point spent) this round.
Psionic Dodge: When using this Feat you may expend additional power points to increase the Dodge Bonus to AC (+1 per 2 power points spent, lasts for the encounter).
Psionic/Greater Psionic Fist: By expending 2 power points whenever you make an applicable attack your unarmed strikes/natural weapons do +3d6 (+6d6 w/Greater Feat).
Unavoidable Strike: If you decide to use this Feat you may spend 5 power points instead of losing your Psionic Focus.
Psionic/Greater Psionic Shot: By expending 2 power points whenever you make an applicable attack your ranged weapons do +3d6 (+6d6 w/Greater Feat).
Fell Shot: If you decide to use this Feat you may spend 5 power points instead of losing your Psionic Focus.
Psionic/Greater Psionic Weapon: By expending 2 power points whenever you make an applicable attack your melee weapons do +3d6 (+6d6 w/Greater Feat).
Deep Impact: If you decide to use this Feat you may spend 5 power points instead of losing your Psionic Focus.
Speed of Thought: When using this Feat you may increase your landspeed by an additional +30 feet by expending 5 power points. This lasts for the rest of the encounter.
Up the Walls: You no longer need to end your movement on a horizontal surface while using this Feat.
Wounding Attack: When using this Feat if you expend 5 power points you may do 1d4 Constitution damage instead of 1 point.
Psychic Brute (Su): At 10th level you gain the supreme ability available to the Psychic Brute: Once per round as a Swift Action you may spend power points to ignore any damage taken in 1 round, or ignore a spell or effect that specifically targets you. Each 3 power points spent delays the time before you suffer the effects by 1 round.
PLAYING A FERAL PSYCHIC You are insular, nervous, and always on edge. You tend to react more from instinct or reflex than conscious thought, and sometimes people end up dead when they make sudden moves near you. In other words sudden moves or loud noises near you are bad ideas.
Combat: Feral Psychics tend to prefer ambushes to straightforward combat, as usually there won't be anyone to heal them up if they get really hurt. This doesn't mean they won't stand toe to toe with someone, but being loners they prefer to have as much of an edge as they can.
Advancement: The options of a Feral Psychic are pretty limited unless they can find a teacher. Most simply try to excel at combat, and survival skills.
Resources: Feral Psychics generally have whatever resources they can provide themselves. Misunderstood by their own people they try to be as self-reliant as possible.
FERAL PSYCHICS IN THE WORLD "The freaky one with the shark's eyes makes me nervous." You are primarily a hunter and fighter for the tribe. You don't interact much with them or anyone else as you don't really understand civilization. You'd honestly prefer living out in the wild on your own.
Daily Life: You spend most of your time hunting for food or hunting your enemies. Sometimes you do odd jobs for the tribe involving your woodland skills, such as gathering good firewood or finding medicinal herbs.
Notables: Burka (CN Male Orc Ranger 1/Psychic Warrior 5/Feral Psychic 6) is his tribes war chief. Normally he wouldn't be allowed in such a position, but the former chiefs have all died in battle, and no one else was capable of taking their place. Plus the tribe has prospered under his rule.
Organizations: Feral Psychics don't really have any organizations bigger than an older Psychic teaching the younger ones.
NPC Reaction NPC's are as scared of you as any other Orc/Goblinoid. Maybe a little moreso. After all you look...different some how.
FERAL PSYCHICS IN THE GAME Feral Psychics make a nice surprise for PC's who assume that all Goblins are token mooks and all Orcs are just thugs. Perfect to spring on unsuspecting parties.
Adaptation: Not sure this one would fit in most campaigns that don't have psionics as a common casting type. Otherwise they make make a nice change of pace from the usual.
Encounters: PC's will generally encounter Feral Psychics far from civilization, and they will usually only encounter one raiding their camp in the middle of the night for food. Some have gone crazy from isolation though and murder anything that enters their territory.
Sample Encounter EL 12: Burka has decided to restore the tribes shattered defenses, and has been raiding. He's had bad luck though, and has accidentally slain the daughter of a priest of St. Cuthbert who is howling for revenge. The PC's are asked to accompany said priest, but along the way they find him more disquieting than the Orcs as he wantonly slaughters anything that angers him. Is it possible they can convince Burka to accept a more peaceful solution and simultaneously prevent the priest from killing anything in his path to get to the Orcs?
BurkaCN Male Orc Ranger 1/Psychic Warrior 5/Feral Psychic 6
Init +0,
Senses: Listen +3, Spot +3, Dark Vision 60'
Languages Orc, Common
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AC 20, touch 10, flat-footed 20 (+10 Armor)
hp 78 (12 HD)
Fort +12,
Ref +5,
Will +5
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Speed 30 ft. (6 squares)
Melee Unarmed Strike +12/+7 (1d10+4)
Base Atk +8,
Grp +12
Atk Options Favored Enemy (Human), Psychic Combat (Psychic Slayer), Psychic Body (Enhance Defense, Enhance Skills), Empowered Psionic Feats (Greater Psionic Fist, Wounding Attack)
Combat Gear 2 Potions of Cure Serious Wounds
Powers Known 1st: Biofeedback, Bite of the Wolf, Grip of Iron
2nd: Body Adjustment, Body Purification
Caster Level 11 Power Points 47
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Abilities Str 18, Dex 10, Con 13, Int 8, Wis 14, Cha 10
SQ Light Sensitivity, Wild Empathy
Feats Greater Psionic Fist, Improved Unarmed Strike, Superior Unarmed Strike, Psionic Fist, Unavoidable Strike, Psionic Body (B), Speed of Thought (B), Track (B), Wounding Attack (B)
Skills Autohypnosis +6, Climb +6, Concentration +5, Heal +3, Hide +2, Jump +6, Knowledge (Geography, Nature) +0, Listen +3, Move Silently +1, Search +0, Spot +3, Survival +6, Swim +5
Possessions Skin of the Chameleon, +5 Shadow Silent Moves Breastplate, Bag of Boulders, Survival Pouch, Boots of Tracklessness, Cat's Eye Brooch, Devastation Gauntlets, Goggles of Day, Phoenix Helm, 2 Potions of Cure Serious Wounds, 450 GP
EPIC FERAL PSYCHIC Hit Die: d8
Skills Points at Each Level : 4 + int
Empowered Psionic Feat At Level 23 and ever 3 Levels thereafter you may enhance an additional Psionic Feat you know.
Bonus Feats: The Epic Feral Psychic gains a Bonus Feat every 3 levels higher than 20th