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Those who can shut out the noise of the modern world can cultivate within their body a temple to psychic power. Psi fists live in monasteries or places away from the hustle and bustle of everyday life.

The psi fist is an archetype of the psychic class.

Weapon and Armor Proficiency

The psi fist is proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, sling, and any weapon with the monk special weapon quality, but no armor.

This ability replaces the psychic’s starting weapon/armor proficiencies.

Martial Prowess

A psi fist’s base attack bonus increases by one step (from 3/4 BAB to Full BAB). Also increases psi fist’s hit dice from d8 to d10.

This ability replaces telekinetic hurl.

Wise Psychic (Ex)

The psi fist uses his Wisdom modifier for the purpose of psychic class features that use his Intelligence modifier.

Psychic Kung Fu (Ex)

At 1st level, a psi fist gains Improved Unarmed Strike as a bonus feat. Psi fists are highly trained in fighting unarmed, giving them considerable advantages when doing so. A psi fist’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a psi fist may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a psi fist striking unarmed. A psi fist may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a psi fist’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A psi fist also deals more damage with his unarmed strikes than a normal person would, as shown on the table below. The unarmed damage values listed on that table are for Medium psi fists. A Small psi fist deals less damage than the amount given there with his unarmed attacks, while a Large psi fist deals more damage; see the following table. A psi fist’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

At 3rd level, a psi fist can spend a phrenic point to activate and cause his body to faintly glow with psychic energy, imbuing his body with psi fistic energy. This lasts for a duration of rounds equal to his psychic level + his Wisdom modifier. This has multiple benefits:

  • He can choose to add his Wisdom modifier in place of his Strength/Dexterity modifier to attack rolls with unarmed strikes (but not damage rolls).
  • He doubles the number of weapon damage dice rolled for unarmed strikes.
  • While he is not wearing armor, he adds half his psychic level to his AC as an insight bonus.

Table: Small, Medium, or Large Psi Fist Unarmed Damage

Level

Damage (Small)

Damage (Medium)

Damage (Large)

1st – 3rd

1d3

1d4

1d6

4th – 7th

1d4

1d6

2d4

8th – 11th

1d6

1d8

2d6

12th – 15th

1d8

2d4

3d4

16th – 19th

2d4

2d6

3d6

20th

2d6

2d8

4d6

 

This ability replaces altered defense and enduring defense.

Monk Talents

Starting at 2nd level and every two psychic levels thereafter, a psi fist gains a monk talent. A psi fist treats his psychic levels as his monk levels for these talents.

These abilities replace psychic talents.

Phrenic Pool (Su)

At 3rd level, a psi fist can use his phrenic pool to enhance his unarmed strikes. As long as he has at least 1 point in his phrenic pool, he can make a ki strike.

At 6th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.

At 9th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.

At 12th level, his unarmed attacks are also treated as being aligned, based upon his alignment. If the psi fist has an alignment that is not Neutral along either the Law-Chaos or Good-Evil axis, his unarmed attacks count as that alignment (for example, a Lawful Good psi fist’s unarmed attacks are counted as both Lawfully-aligned and Good-aligned). If the psi fist’s alignment along either axis is Neutral, he must either choose an end of that axis to count his unarmed strikes as, or he may instead retain his neutrality and count his unarmed strikes as neither alignment.

At 15th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

This ability modifies phrenic pool.

Psi Fist Powers (Su)

Also, at 3rd level and every three psychic levels after, a psi fist gains a psi fist power. These powers usually cost a phrenic point and a swift action to activate.

Body Immunity Control (Su): At a cost of 1 phrenic point, the psi fist is immune to poisons and diseases for 1 minute.

Body Pain Control (Su): At a cost of 1 phrenic point, the psi fist gains DR/- equal to his psychic level for a number of rounds equal to his Wisdom modifier. Prerequisite: The psi fist must know the body immunity control power to select this power.

Enhanced Movement (Ex): At a cost of 1 phrenic point, the psi fist increases his base movement speed by +20 feet for 1 minute. This is an enhancement bonus.

Flight (Su): At a cost of 1 phrenic point, the psi fist gains a fly speed equal to his land speed with average maneuverability for a number of rounds equal to his Wisdom modifier. Prerequisites: The psi fist must know the levitation power before selecting this power.

Glorious Energy Fist (Su): At a cost of 1 phrenic point, the psi fist’s unarmed attacks can make melee touch attacks to inflict damage for a number of rounds equal to his Wisdom modifier.

Levitation (Su): At a cost of 1 phrenic point, the psi fist gains a fly speed equal to his movement speed but can only levitate 10 feet off the ground at maximum for a number of rounds equal to his Wisdom modifier.

Meditative Recovery (Su): At a cost of 1 phrenic point, the psi fist recovers 1 hit point per minute if he does nothing but meditate. If he does more than just meditate, this ability immediately ends.

Mindsight (Su): At a cost of 1 phrenic point, the psi fist gains blindsight 30 feet for a number of rounds equal to his Wisdom modifier.

Mirror Palm (Ex): At a cost of 1 phrenic point, the psi fist gains the Deflect Arrows feat for a number of rounds equal to his Wisdom modifier. At 12th level, when the psi fist successfully deflects an attack with the Deflect Arrows feat, he can spend 1 additional phrenic point to redirect the attack at a target within 60 feet to which he has line of effect. He then makes a ranged attack at a –4 penalty against the Armor Class of the new target. If his attack succeeds, the target is damaged as if it had been the target of the original attack.

Precognitive Assurance (Su): At a cost of 1 phrenic point, the psi fist can reroll one failed attack roll or skill check per round and take the better result for a number of rounds equal to his Wisdom modifier. He may not have the precognitive avoidance power active at the same time as this one.

Precognitive Avoidance (Su): At a cost of 1 phrenic point, the psi fist can reroll one failed save per round and take the better result or cause an opponent who has successfully hit him to reroll their attack roll and take the worse result for a number of rounds equal to his Wisdom modifier. He may not have the precognitive assurance power active at the same time as this one.

Precognitive Focus (Su): At a cost of 1 phrenic point, any time the psi fist rolls a natural 19 he counts as critically hitting so long as his attack successfully hits for a number of rounds equal to his Wisdom modifier. However, if he critically hits on a 19, he only deals 1.5x damage. Prerequisite: The psi fist must be at least 10th level to select this power.

Precognitive Speed (Su): At a cost of 1 phrenic point, the psi fist gains a +4 bonus to his initiative score. If initiative has already been rolled and this is activated, treat his result as if it were +4 higher. This stacks with other effects that improve his initiative like the Improved Initiative feat.

Star Dancing (Sp): At a cost of 1 phrenic point, the psi fist can choose to move as if by a dimension door spell as a move action once per turn. Unlike the spell, he may only move himself with this power, the range is limited to his highest movement speed, and this action does not end his turn. Prerequisite: The psi fist must have the enhanced movement power active to select this power.

Sustaining Lotus (Sp): At a cost of 1 phrenic point, the psi fist places his mind in a waking meditative state that allows him to endure environments that others would find impossible. While active, he gains the benefit of a life bubble spell for a number of rounds equal to his Wisdom modifier.

TK Barrier (Su): The psi fist’s mind creates a transparent barrier that wards attacks of his attackers. At a cost of 1 phrenic point, the psi fist adds his Wisdom modifier to his AC bonus so long as he is wearing no armor for a number of rounds equal to his Wisdom modifier.

TK Fist (Su): At a cost of 1 phrenic point, the psi fist can make unarmed strikes as if he had a reach of 10 feet greater than his size category (15 feet for a medium creature) as he strikes them with psychic force for a number of rounds equal to his Wisdom modifier.

These abilities replace phrenic amplifications.

Temple Abilities (Su)

At 3rd level, a psi fist gains his power through many ways and all are guided on that path by a temple (or other group of like-minded psi fists of some sort). Temples instill discipline in the minds of psi fists and through their unique training impart secret practices that allow them to shape the way they employ their abilities. The psi fist must choose a temple (this choice cannot be changed later). Temple abilities are all supernatural abilities, unless otherwise noted.

  • Blind Monks of the Valley of the Mind: The Blind Monks of the Valley of the Mind are mendicant order of monks who seek to distance themselves from the physical in order to achieve a clearer view of the spiritual. They either symbolically or literally blind themselves and gain sight beyond sight. Their denial of the material world grants them their powers, a representation of their partial inhabitation of the next world.
    • Requirement: The psi fist only gains the benefits of this temple while he is denied his race’s primary method of perception (vision for most creatures). He may do this permanently or temporarily but only gain the benefits while he is denied his standard form of perception. For example, a hume may tie a blindfold over his eyes or even shut them tightly.
    • Mindsight (Su): At 3rd level, the psi fist gains the mindsight power and it requires no investment to activate. In addition, if the psi fist spend a phrenic point, the range of his blindsight increases to 60 feet.
    • Ghostfist (Su): At 7th level, while psychic kung fu is active, he deals full damage to incorporeal creatures and can score critical hits on them. In addition, when he scores a critical hit on an extraplanar creature they are subject to a dismissal spell. The Will save for this effect is DC 10 + half his psychic level + his Wisdom modifier.
    • Future Vision (Sp): At 11th level, while his mindsight power is active, he may use augury as a spell-like ability at will.
    • Unclouded Mind (Sp): At 15th level, the psi fist gains the benefits of a true seeing spell via his mindsight power. In addition, if he spends a phrenic point, the range of his mindsight increases to 120 feet.
    • All Seeing Eye of the Mind (Su): At 19th level, when using mindsight and he spends a phrenic point, the psi fist extends its range to 500 feet and it also grants him tremorsense and scent at the same range. In addition, while using mindsight, he can take a full-round action to use foresight as a spell-like ability.
  • Fist of the Phoenix: The pyrokinetic school of martial arts known as the Fist of the Phoenix has a reputation as an unsavory, vicious, kill-or-be-killed, sort of institution and its students strike to win at all costs. To lose is to be shamed. A Phoenix never dies though; a defeated student ritually takes on a new name to symbolize their rebirth before going on a trail of unmitigated destruction and rage to get revenge on those who bested them. They will stop at nothing to beat people who have bested them in contests, training excessively hard to try to catch up to superior opponents. This temple has produced some of the finest psi fists ever due to their focus on perfection and always striving to become better, but has produced far more violent, amoral, psychic brutes with anger issues.
    • Phoenix Fist (Su): At 3rd level, the psi fist gains the TK Fist power. In addition, anytime the psi fist makes an unarmed strike, the psi fist may add 1d6 fire damage. If the psi fist uses TK fist, all the damage dealt can be fire damage if the psi fist wishes.
    • Phoenix Skin (Su): At 7th level, the psi fist gains fire resistance equal to his base attack bonus. If the psi fist has the racial fire resistance, these effects stack. In addition, his unarmed strike gains the burn critical effect, dealing 1d6 fire damage per four psychic class levels each round.
    • Pyrokinesis (Su): At 11th level, while TK Fist is active, the psi fist can choose to give his unarmed strikes the flaming burst effect upon getting critical hits.
    • Pyrovore (Su): At 15th level, the psi fist becomes immune to fire damage, instead absorbing any fire damage and healing his hit points for an amount equal to 1/4th the damage taken to a maximum of his level per round. Additional damage is simply negated.
    • Fiery Rebirth (Su): At 19th level, the first time per day that the psi fist is reduced to 0 Hit Points. the psi fist automatically spends a phrenic point to recover his psychic level in hit points at the start of his next turn. This is a grandiose display; the psi fist is shot upright and explode in a ring of fire. This causes the psi fist to cease to be prone if the psi fist were, without provoking an attack of opportunity, and causing all creatures within 10 feet of the psi fist to make a Reflex save (DC 10 + half of his psychic level + his Wisdom modifier) or take 1d6 points of fire damage per psychic level. A successful save halves this damage.
  • Happy Soul Temple: The Happy Soul Temple represents a wide range of new religious movements that seeks to ensure that all creatures in the universe are happy and sustained. Cultists who follow this discipline seek to cultivate joy and pleasure in themselves and others at all times and in return are rewarded with a supernaturally healthy life.
    • Sustainment (Su): At 3rd level, the psi fist gains the Sustaining Lotus power. In addition, the psi fist can spend a phrenic point as a standard action to restore 3 hit points to himself per psychic level.
    • Happy (Su): At 7th level, the psi fist is constantly, irrationally, happy. The psi fist become immune to any fear effects. However, in exchange, the psi fist must always smile. If he fails to smile, he loses this benefit until he smiles again (a free action). While the psi fist is smiling, any ally who can see him and choses to smile gains a +2 morale bonus on saves against fear effects.
    • Curing Touch (Sp): At 11th level, the psi fist can spend phrenic points to cast cure as a spell-like ability, but the range is reduced to touch. The phrenic point cost is dependent on the spell used (Cure, Cure II, Cure III, or Cure IV).
    • Tukdam (Su): At 15th level, while the sustaining lotus power is active, the psi fist may choose to place himself into a deep meditation trance. Activating this deeper meditation is a swift action but once in this state, known as “Tukdam”, the psi fist is immune to many environmental effects but may take no actions other than waking himself up (which takes 1 minute). While in tukdam, the psi fist can exist freely in the void of space without harm, is immune to radiation effects, is immune to death effects, and can endure temperatures up to 2,000 F and down to absolute zero. While in this state, he does not need to eat, breath, or do any other biological functions (as he ceases as if he was in stasis) and he does not age. The psi fist is not able to concentrate on much other than maintaining this state while doing so- effectively removing him from the universe. The psi fist is still somewhat cognizant of things happening around him and he can make Perception checks at a -8 penalty, though his eyes must remain closed. The psi fist is still subject to things that he is not expressly noted as being immune to like mortal wounds, spells, and mind affecting effects.
    • Cycle of Reincarnation (Su): At 19th level, when the psi fist is killed, if he is not brought back within 1d4 months, he automatically reincarnates (as per the reincarnate spell). The psi fist may be killed permanently if he died in an urban environment, in an evil-aligned plane, or if his body was desecrated in a profane fashion.
  • Temple of the Wayward Swords: The Temple of the Wayward are a collective of warrior poets that cultivate not only their powers but a sense of inner peace with their study of both weapons and poetry. They believe that to master the self, one must master something outside themselves. Some dedicate themselves to cloistered works like botany, knitting, academic pursuits, or even obscure things like playing cards or racing but a sizable portion to the temple (the so called “Martialists”) dedicate themselves to the study of armed combat.
    • Warrior Monk (Su): At 3rd level, the psi fist gains the Mirror Palm power. In addition, the psi fist becomes proficient in all martial melee weapons and simple firearms. Finally, when using a psi fist class feature that specifies unarmed strikes the psi fist may use melee weapons. However, this does not increase the weapon’s base damage via his Improved Unarmed Strike class feature or the weapon dice doubling effect of the psychic kung fu power.
    • Warrior Poet (Su): At 7th level, as all members of the Temple of the Wayward Sword are required to have an understanding of the poetic, they can inspire the minds of others. The psi fist can spend a phrenic point as a swift action to grant himself and all allies a +1/4th his psychic level morale bonus on a single save as he recites poetic verse relevant to the situation. This is a mind-affecting, language dependent, effect.
    • Gun Kata (Su): At 11th level, when using psychic kung fu, the psi fist adds his Wisdom modifier to attack and damage rolls with simple firearms in place of his Dexterity. In addition, when using mirror palm to reflect a projectile, he does not take the -4 penalty normally associated with the reflecting; he gains a +2 bonus on such attacks instead. Finally, the range of the reflection attack is equal to the range at which the attack was fired at him (or 60 feet, whichever is greater).
    • Mental Martialist (Su): At 15th level, when the psi fist makes a full attack while psychic kung fu is active, he reduces the penalty of iterative attacks by 1.
    • Black Belt (Su): At 19th level, the psi fist adds twice his Wisdom modifier on damage rolls with unarmed strikes, martial melee weapons, and simple firearms on attacks that normally allow him to add his Wisdom modifier in place of other relevant ability scores instead of just adding his Wisdom modifier.

These abilities replace mind blast, telekinetic combat, improved telekinetic combat, full attack telekinesis, improved violent thrust, and fling skyward.