ocular psychic

It’s said that almost all intelligent creatures possess incredible amounts of psychic energy, but safeguards in both the mind and body keep it in check. While a normal psychic builds channels to safely harness that power. An ocular psychic smashed through those safeguards infusing both their mind and body with unfathomable amounts of psionic energy and opening the latent third eye. 

While most psionic characters manifest powers ocular psychics harnesses their power though an immense effort of will. The power that courses though their body and mind give them bizarre powers and the ability to project power auras. 

This power wells up from within threatening to overcome its user. As their control of the power grows conversely it grows yet more powerful constantly threatening to break the psychic’s control. 

Adventures: Most ocular psychics adventure to vent their power outward, providing temporary relief from constant surge of energy from within and to increase their control of the power. Other relish the power and destruction that they can cause and seek to increase their power as an end in itself. 

Characteristics: Ocular psychics are renowned for violence as their psychic blasts temporary relieve the pressure of their power. They also develop unusual abilities as they learn to channel their power in other ways. They also learn to project psychic auras that aid both them and their allies. Though not as versatile as most psionic characters they are more resistant to attacks and tougher than most. 

Background: Many ocular psychics showed great psionic potential from an early age, but lacked discipline to train properly. Instead they sought a quicker and easier path thinking they could somehow easily master the power that others could not control. However, a surprising number started out in another psionic class and unlocked the power of the third eye and found themselves drawn deeper and deeper into this class. A few unlucky individuals just happen into this class by accident. 

Races: The arrogance and ambition of humans make them the most likely to take up this class as a short cut to power. Those races that are naturally psionic are most likely to accidentally happen into this class, but any race that commonly produce psionic characters produces a few ocular psychics. 

Other Classes: As long as they can control themselves ocular psychics make a good addition to a team. They tend to be impatient (or worse) with those that refuse to act and those that cannot understand the effort that is necessary to restrain the power that they wield. 

Role: An ocular psychic main role is that of a blaster. This may cause conflict with spell casters or manifesters, but they leave those with more room for other spells or powers. They also play a role as a support character as they widen their ability to project auras. 

GAME RULE INFORMATION 
Ocular psychics have the following game statistics. 

Abilities: A high charisma score makes an ocular psychic’s psychic blast more potent. A high dexterity score increases the hit rate of the psychic blast and a high constitution is always valuable. 

Hit Die: d6 

CLASS SKILLS 

The ocular psychic’s class skills (and the key ability for each skill) are Autohypnosis (Wis) Bluff (Cha), Craft (Int), Intimidate (Cha), Knowledge (psionics) (Int), Profession (Wis), Perception (Wis), Psicraft (Int), and Use Psionic Devise (Cha) 

Skill Points: 2 + Int Modifier 

CLASS FEATURES 
All the following are class features for an ocular psychic. 

Weapon and Armor Proficiency: Ocular Psychics are proficient with all simple weapons, light armor and with shields. 

Bonus Feat: At 1st level an ocular psychic gains Third Eye as a bonus feat even if they do not meet the prerequisites. If you already posses the Third Eye feat you gain Psionic Body instead. If you already possess Psionic Body you gain and psionic feat that you meet the prerequisites for. 

Psionics: An ocular psychic has a manifester level equal to their class level. They also gain 1 power point per level and bonus power points for a high Cha score. They however do not gain the ability to manifest powers. 

Mantle Abilities: At fist level you gain access to two mantles of your choice. You cannot learn powers from these mantles, but you gain the mantle abilities and later gain auras from those mantles. These abilities do not normally reflect an ocular psychic’s outlook on the world, but reflect methods that an ocular psychic have found to channel their power. However, using the granted abilities of aligned mantles (and their auras) are acts of alignment. 

At 2nd level and every three level there after, you gain a new mantle ability and aura. 

You focus you psychic energy and channel it into your third eye. Suddenly a blast of energy erupts forth and blasts you target. 

Psychic Blast (Ps): The ocular psychic most potent ability is their psychic blast. It deals damage and at higher levels can have other effects. 

A psychic blast is a ray with a range of 60 feet. It’s a ranges touch attack that deals 1d6 points of damage at 1st level and increases by 1d6 at 3rd level and increases by another 1d6 every two levels their after. At second level you learn an energy type (acid, fire, electricity, cold, and sonic) that you can add to your blast. Every two levels their after you learn another energy type until you learn all 5 at level 10. A psychic blast’s equivalent to a power that is equal to one half of you ocular psychic level rounded down, with a minimum of 1. 

A psychic blast is subject to power resistance, but can be improved with feats like Power Penetration and other effects that improve manifester level to power resistance also apply to psychic blast. A psychic blast deals half damage to object, or as its energy type. Metapsionic feats cannot be applied to psionic blast until you gain the meta-blast class feature (because it is a power-like ability rather than a power) and even then it is more limited than normal. You can select the Ability Focus feat for psychic blast to increase the saving throw (if any) by 2. Other wise the DC is equal to 10 + one half your class level + your Cha modifier. 

Augment Blast (Su): At 1st level you learn a single augmentation for you psionic blast that your meet the prerequisites for. You gain an additional blast augment at 2nd level and every other level their after. 

You can use your blast augments any number of time per day, but can apply only one shape and one essence augment to any psychic blast unless the description says different. 

At 4th level and every 4 levels their after you may learn a new blast augment in place of one that you already know. 

Burning Power: Once you awaken the power of an ocular psychic if is difficult at best to ignore. As a result if you try to gain a level in another class you must first succeed in a DC 20 will check. 

Psychic Aura (Su): At second level you gain a psychic auras related to the mantles that you have. Choose one aura to manifest, and its benefits take effect around you are a radius of 5 feet and increase by another 5 feet per two levels that you possess beyond 2nd. You can mediate for 1 hour to change your aura and at higher levels you can change you aura more quickly. 

At 7th level you gain the ability to manifest two auras at once. At level 14 you can manifest 3 auras at once. 

Damage Reduction (Su): The flow of psychic energy though an ocular psychics mind increases their resistance to physical attacks. At 3rd level they gain damage reduction 1/psionics, and every 4 level their after the damage reduction increase by 1. 

Deceive Item (Ex): At 4th level and higher an ocular psychic can subvert items made for others. As a resent they can take 10 on Use Psionic Device checks, even if distracted or threatened. 

Meta-Blast (Ex): At 6th level you gain the ability apply metapsionic feats to your psychic blast. You must still expend you psionic focus and spend power points as normal, but are limited by the number you can spend. For each blast you may spend the power points equal to half your class level on any one psychic blast and cannot use power points from sources other than your power point reserve (like a recognizance crystal). 

Chance Aura (Ex): At 8th level you gain the ability to change your auras more quickly. It takes only a standard action instead of an hour to change one aura. 

At 14th you can do so as a move action. 

At 18th it takes only a swift action. 

Imbue Item (Su): At 12th level an ocular psychic can create psionic items even if they do not know the required power. They instead substitute a Use Psionic Device check with the DC equal to 15 + the powers level. If you fail you do not expend and xp or gold, but cannot try again until you gain another rank in Use Psionic Device. 

Harmony (Ex): At 20th level an ocular psychic finally finds peace with their power. As a result they become an outsider with the native subtype and their damage reduction/psionics from this class becomes damage reduction/dark crystal and psionics. 

Level

BAB

Fort

Ref

Will

PP/ day

Blast

Mantle Aug

Special

1

+0

+0

+0

+2

1

1

2

Psychic Blast 1d6, Burning Power

2

1

0

0

3

2

1

3

Psychic Aura 1st

3

2

1

1

3

3

2

3

Psychic Blast 2d6, Damage Reduction 1/psionics

4

3

1

1

4

4

2

3

Deceive Item

5

3

1

1

4

5

3

4

Psychic Blast 3d6

6

4

2

2

5

6

3

4

Meta-Blast

7

5

2

2

5

7

4

4

Psychic Blast 4d6, Psychic Aura 2nd, Damage Reduction 2/psionics

8

6

2

2

6

8

4

5

Chance Aura (standard action)

9

6

3

3

6

9

5

5

Psychic Blast 5d6

10

7

3

3

7

10

5

5

--

11

8

3

3

7

11

6

6

Psychic Blast 6d6, Damage Reduction 3/psionics

12

9

4

4

8

12

6

6

Imbue Item

13

9

4

4

8

13

7

6

Psychic Blast 7d6

14

10

4

4

9

14

7

7

Chance Aura (move action), Psychic Aura 3rd

15

11

5

5

9

15

8

7

Psychic Blast 8d6, Damage Reduction 4/psionics

16

12

5

5

10

16

9

7

--

17

12

5

5

10

17

9

8

Psychic Blast 9d6

18

13

6

6

11

18

10

8

Chance Aura (swift action)

19

14

6

6

11

19

10

8

Psychic Blast 10d6, Damage Reduction 5/psionics

20

15

6

6

12

20

11

9

Harmony



Blast Augments
The list of an ocular psychic’s blast augments are as follows 

Axiomatic Blast (Essence) 

Aura Blast (Shape) 

Beam Blast (Shape) 

Chaotic Blast (Essence) 

Cone Blast (Shape) 

Confusing Blast (Essence) 

Disintegrating Blast (Essence) 

Exploding Blast (Shape) 

Malevolent Blast (Essence) 

Mind Blade Channel (Shape) 

Mind Fire Blast (Essence) 

Paralyzing Blast (Essence) 

Righteous Blast (Essence) 

Ruination Blast (Essence) 

Sniper Blast (Shape) 

Stygian Blast (Essence) 

Touch Channel (Shape) 

Vivacity Blast (Essence) 

Weakening Blast (Essence) 


BLAST AUGMENTS 
The following are augments an ocular psychic can add to their psychic blast. You may add one shape augment and one essence to each blast unless the description says different. 

Aura Blast (Shape) 
Instead of channeling your psychic blast into your third eye instead you to channel it into your aura causing a circular wave of death to your enemies. 

Prerequisite: 12th level 

Benefit: All your opponents within a 15 foot radius centered upon you take damage from your psychic blast while you and your allies are unaffected if you wish. 

An aura blast allows a Reflex Save for half damage. 



Beam Blast (Shape) 

You summon up a massive amount of psychic energy and release it. Leaving a path of destruction it its wake. 

Prerequisite: 3rd level 

Benefit: Your psychic blast becomes a 30 foot line effect instead of a ray, but you must wait 1d4 rounds before using it again. At 6th level this augment produces a 60 foot line instead. At 12th level you no longer have to wait 1d4 rounds before using your psychic blast again. 

A beam blast allows a Reflex Save for half damage. 



Cone Blast (Shape) 

You summon up a massive amount of psychic energy and release it. Leaving a path of destruction it its wake. 

Prerequisite: 3rd level 

Benefit: Your psychic blast becomes a 15 foot cone effect instead of a ray, but you must wait 1d4 rounds before using it again. At 6th level this augment produces a 30 foot cone instead. At 12th level you no longer have to wait 1d4 rounds before using your psychic blast again. 

A cone blast allows a Reflex Save for half damage. 



Exploding Blast (Shape) 

You summon a huge amount of psychic energy and focus it into a tight ball of energy and release it upon your target causing it to explode upon impact. 

Prerequisite: 3rd level 

Benefit: Your blast explodes upon impact causing half damage to all within a 5 foot radius of the original target, but you must wait 1d4 rounds before using your psychic blast again. At 6th level the explosion occurs in a 10 foot radius and a 15 foot radius at 9th level. At 12th level you no longer must wait for 1d4 rounds before using your psychic blast again. 

An exploding blast allows a Reflex Save for half damage. 



Mind Blade Channel (Shape) 

You channel your psychic energy into your mind blade instead of your third eye and strike with deadly power. 

Prerequisite: 1st, Mind Blade 

Benefit: As a standard action your may channel your psychic blast into and make a melee or ranged attack with your mind blade. If successful your attack deals damage from both the mind blade and from your psychic blast. If you miss your mind blade remains charged for the number of rounds equal to your manifester level, until you make a successful mind blade attack, or until your throw your mind blade, whichever comes first. 



Sniper Blast (Shape) 

You narrow your focus upon a distant target and fire a tightly focused blast. 

Prerequisite: 1st 

Benefit: The range of your psychic blast is increased to 120 feet and any precision based bonuses (sneak attack, point blank shot, and est.) are effective at double their normal range. 



Touch Channel (Shape) 

Prerequisite: 1st level 

Benefit: Your psychic blast’s becomes a touch attack instead of a ranged attack. 



Axiomatic Blast (Essence, Lawful) 

You draw upon the rigid organized portion of your mind and infuse that order into your psychic blast. 

Prerequisites: 5th level, Law Mantle 

Benefit: Your psychic blast deals no damage to lawful creatures, half damage to neutral creatures, and full damage to chaotic creatures. 



Chaotic Blast (Essence, Chaos) 

Prerequisites: 5th level, Chaos Mantle 

Benefit: Your psychic blast deals no damage to chaotic creatures, half damage to neutral creatures, and full damage to lawful creatures. 



Confusing Blast (Essence, Mind Affecting) 

You hit your target and they temporary cannot control their actions. 

Prerequisite: 6th level 

Benefit: The target of your blast must make a Will Save or be confused for 1 round. 



Disintegrating Blast (Essence) 

Your blast takes on an eerie green glow and your blast can reduce targets to dust. 

Prerequisite: 9th level 

Special: You cannot apply an energy type to a disintegrating blast. 

Benefit: Your psychic blast ignores the hardness of objects and deals full damage to them. Any creature killed or object destroyed by a disintegrating blast is reduced to dust as if by psionic disintegrate. 



Disrupting Blast (Essence) 

As you blast strikes psionic effects are stripped from the target. 

Prerequisite: 3rd level 

Benefit: Instead of dealing damage the target of your psychic blast are subject to a dispel psionics power with the manifester level equal to your manifester level. 

If a save is normally allowed for half damage instead it halves the manifester level of this effect. If that level is reduced to 0 then the target escapes this effect. 



Malevolent Blast (Essence, Evil) 

You draw upon the darker nature of you mind and infuse that malevolence into your mind blast. 

Prerequisites: 5th level, Evil Mantle 

Benefit: You psychic blast deals no damage to evil creature, half damage to neutral creatures, and full damage to good creatures. 



Mind Fire Blast (Essence, Mind Affecting) 

Your blast tears into the mind of your target and eats away at their intelligence and will. 

Prerequisite: 6th level 

Benefit: Your blast causes an Intelligence and Charisma penalty equal to the die of damage you psychic blast causes for the number of rounds equal to your manifester level. They may make a Will save to negate the penalty. 

The penalty from multiple mind fire blasts does not stack. 



Paralyzing Blast (Essence, Mind Affecting) 

You blast burrows into the mind of the target robbing them of their ability to move for a short time. 

Prerequisite: 12th level 

Benefit: The target of your psychic blast must make a Will Save or be paralyzed for 1 round. 



Righteous Blast (Essence, Good) 

You draw your higher nature and infuse the distillation of that higher nature into your blast. 

Prerequisites: 5th level, Good Mantle 

Benefit: Your psychic blast deals no damage to good aligned creatures, half damage to neutral creatures, and full damage to evil creatures. 



Ruination Blast (Essence, Force) 

You summon forth a huge amount of psychic energy and blast your foe. Though powerful a ruination blast takes its toll on your body. 

Prerequisite: 18th level 

Special: You cannot apply an energy type to a ruination blast. 

Benefit: In addition to the effects of disintegrating blast a ruination blast deals double the number of die of damage than normal, but you take the number of points of hit point burn equal to twice the augmented die of damage. 

If a DC is needed for partial damage from a shape augment, then it is a Fortitude save instead of a Reflex save. 

Hit point burn works like hit point damage, but can only be recovered by natural healing. 



Stygian Blast (Essence) 

You temporarily make a connection with the negative energy plane and draw forth the dark energy from that plane and form that power into an attack. 

Special: You cannot apply an energy type to a stygian blast. 

Prerequisite: 16th level, Death Mantle 

Benefit: The damage from you psychic blast is caused by negative energy so it heals undead instead of damaging them. Any living creature struck by your stygian blast must make a Fortitude save or gain 2 negative levels. These negative levels last for 1 hour. Any creature with the negative levels equal to its hit die dies. 



Unnerving Blast (Essence, Mind Affecting, Fear) 

The target of your psychic blast becomes infected with fear weakening them both physically and mentally. 

Prerequisite: 8th Level 

Benefit: The target of your of your psychic blast must make a Will Save or become shaken and fatigued for 2d4 rounds. This effect does not stack with itself or unsetting blast. 



Unsettling Blast (Essence, Mind Affecting, Fear) 

As your blast strikes its target it infects the mind causing a temporary surge of fear. 

Prerequisite: 1st 

Benefit: The target of you psychic blast must make a Will Save or be shaken for 1 round. 



Vivacity Blast (Essence) 

You temporarily make a connection with the positive energy plane and draw forth the golden energy from that plane and form that power into an attack. 

Special: You cannot apply an energy type to a vivacity blast. 

Prerequisite: 14th level, Life Mantle 

Benefit: You psychic blast because a positive energy effect so undead that are struck by this blast take damage in d8s instead of d6s and must make a Fortitude save or 2 points of strength damage. Living creatures instead gain the temporary hit points equal to the number of die of damage your psychic blast causes. These temporary hit points last for the number of rounds equal to your manifester level. 



Weakening Blast (Essence) 

Your blast works its way into the muscles of your target causing them to weaken. 

Prerequisite: 6th level 

Benefit: Your blast causes a strength penalty to equal to half die of damage you psychic blast causes for the number of rounds equal to your manifester level. They may make a Will save to negate the penalty. 

The penalty from multiple weakening blasts does not stack. 



EPIC OCULAR PSYCHIC 

An epic level ocular psychic is psionic power incarnate, one with their power and finally at peace. 

Hit Die: d6 

Skill Points at Each Additional Level: 2 + Int. modifier 

Burning Power: After 20th level this class feature no longer applies. That is you can multiclass normally. 



Blast Augments: After 20th level you no longer gain new blast augments, but you may chose one in place of a bonus epic feat. 



Psychic Blast: At 21st level you psychic blast damage increases to 11d6. At 23rd and every 2 levels thereafter it increases by another 1d6. 



Mantles: An epic ocular psychic does not automatically gain new mantles, but may chose a new mantle in place of a bonus epic feat. 



Psychic Aura: At 22nd level and every 2 levels thereafter an epic ocular psychic’s aura’s radius grows by another 5 feet. Also they gain the ability to change their auras even faster at higher levels. At 30th level they can don or change one aura as a free action. At 40th they may don or change 2 auras. At 50th they may don or change all three auras. 

Damage Reduction: At 23rd and every 4 levels thereafter your damage reduction/dark crystal and psionics increases by another 1. 



Bonus Feats: Every 4 levels after 20th an epic ocular psychic gains a bonus epic feat. 





TWO ALTERNATE MANTLES 

The Life and Creation mantles are very weak from this class so I came up with alternates for both. 



CREATION, ALT 

Granted Ability: You gain a +5 enhancement bonus on all craft checks. 



LIFE MANTLE, ALT 

Granted Ability: Add heal to your class skills. Also when you stabilize a character with your heal skill you may immediately expend you psionic focus to heal that character of 1d6 points of damage. 



I forgot to include the Third Eye feat and the decription for the special material Dark Crystal 





You should get you dungeon masters permission to take this feat as it is much more powerful than a normal feat. 

Those that possess a third eye are often outcasts for the “deformity” and seen as evil of corrupt. For those that are born into a psionic society that know of the power of the third eye, they are often put under great pressure to become powerful psions. Sometimes forced into this whether they want to be or not. 

Despite its appearance the third eye is not a visual organ, rather it’s a psionic sensory organ. 



THIRD EYE [Psionic] 

You have a third eye which represents the mind. 

Prerequisite: Character level 1st 

Benefit: Your favored class changes to any psionic. That is you highest psionic class does not count against you for determining any xp penalty for multiclassing. In addition your third eye occupies as your magic item space for goggles or other similar magic items. 



Also you gain additional benefits based on you psionic class levels, if you have any racial hit die and are naturally psionic add those hit die to this number as well. These benefits only apply with your third eye is open and exposed. 



1st Detect Psionics (Su): You may use detect psionics as the power at will, with the manifester level equal to you psionic class levels. 



3rd Empathic Insight (Su): You gain a slight ability to sense the emotions of others. Because of this you gain a +1 insight bonus on all bluff, diplomacy, intimidate, and sense motive checks. At 9 psionic class levels and again at 18 psionic class levels the insight bonus increases by another 1. 



6th Clairsentient Power (Su): Whenever you manifest a clairsentient power the manifester level is increased by one. 



9th Aura Sight (Su): You may use aura sight as the power at will, with the manifester level equal to your psionic class levels. 



12th Deeper Focus (Su): After you gain 12 psionic class levels your third eye, in a way gains, somewhat of a mind and will of its own. As a result you may psionicly focus you third eye with a DC 30 concentration check as a 1-round action. You expend this focus in place of your own. 



15th Eye of Power (Su): You can store power points in your eye as if it was a recognizance crystal. You may store the power points equal to your wisdom score minus ten. If your wisdom score is lowered you do not lose extra power points stored in your eye. 



18th True Seeing, Psionic (Su): You are constantly under the effects of true seeing, psionic as the power with the manifester level equal to your psionic class levels. 



Crystal, Dark: Dark crystal is black of obsidian, but reflects no light. A crystal of this type has a seemly unnatural affinity to psionic energy and usually is found is areas that have experienced prolonged seepage from the astral plane. It is also found in psionicly active planes. 



For most characters dark crystal weapons would seem no different from ordinary crystal weapons, but for a characters and creatures with the psionic subtype it can be something to be feared. When a character or creature with the psionic subtype is dealt damage by a dark crystal weapon they lose 1 power point and must make a will save equal to 10 + plus the damage dealt (only the base damage of the weapon contributes to the DC; additional damage from high strength or other sources do not increase the DC), or lose their psionic focus. 



Psionic enhancements to dark crystal are possible, but cost an extra 2,000 gp whenever they are enhanced. Any weapon made of dark crystal cost an extra 2,500 gp. Magical enchantments cost no extra. Armor could be theoretically be made of dark crystal, but as dark crystal is considered metallic druids cannot where it without giving up their spell casting abilities. 



Dark Crystal has 30 hit points per inch of thickness and a hardness of 10.
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