Table of Contents
A psychic is, at her core, a manipulator of existing energies and information. She uses her immense will to shape the world around her, the minds of the creatures that seek to harm her and her allies, and the substrate of reality itself to seek otherwise inaccessible insights. Through the perfection of her mind, and body, the psychic hones her influence over herself and the world around her.
Role: The psychic excels at moving and manipulating objects, as well as reading and influencing thoughts, gathering information and insight from beyond the physical world, and activating and supporting inscribed items.
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
---|---|---|---|---|---|
1st | +0 | +0 | +0 | +2 | Core principle, discipline power, discipline spell, knacks, phrenic amplification, phrenic pool, psychic discipline |
2nd | +1 | +0 | +0 | +3 | Energy channels +1 |
3rd | +1 | +1 | +1 | +3 | Phrenic amplification, resonant aura |
4th | +2 | +1 | +1 | +4 | Discipline spell |
5th | +2 | +1 | +1 | +4 | Discipline power |
6th | +3 | +2 | +2 | +5 | Discipline spell |
7th | +3 | +2 | +2 | +5 | Phrenic amplification |
8th | +4 | +2 | +2 | +6 | Discipline spell |
9th | +4 | +3 | +3 | +6 | Aspect aptitude, energy channels +2 |
10th | +5 | +3 | +3 | +7 | Discipline spell |
11th | +5 | +3 | +3 | +7 | Major amplifications, phrenic amplification |
12th | +6/+1 | +4 | +4 | +8 | Discipline spell |
13th | +6/+1 | +4 | +4 | +8 | Discipline power |
14th | +7/+2 | +4 | +4 | +9 | Discipline spell |
15th | +7/+2 | +5 | +5 | +9 | Phrenic amplification |
16th | +8/+3 | +5 | +5 | +10 | Discipline spell |
17th | +8/+3 | +5 | +5 | +10 | Aspect aptitude, Energy channels +3 |
18th | +9/+4 | +6 | +6 | +11 | Discipline spell |
19th | +9/+4 | +6 | +6 | +11 | Phrenic amplification |
20th | +10/+5 | +6 | +6 | +12 | Remade self |
Spells per Reinscription
Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|
1st | 3 | — | — | — | — | — | — | — | — |
2nd | 4 | — | — | — | — | — | — | — | — |
3rd | 5 | — | — | — | — | — | — | — | — |
4th | 6 | 3 | — | — | — | — | — | — | — |
5th | 6 | 4 | — | — | — | — | — | — | — |
6th | 6 | 5 | 3 | — | — | — | — | — | — |
7th | 6 | 6 | 4 | — | — | — | — | — | — |
8th | 6 | 6 | 5 | 3 | — | — | — | — | — |
9th | 6 | 6 | 6 | 4 | — | — | — | — | — |
10th | 6 | 6 | 6 | 5 | 3 | — | — | — | — |
11th | 6 | 6 | 6 | 6 | 4 | — | — | — | — |
12th | 6 | 6 | 6 | 6 | 5 | 3 | — | — | — |
13th | 6 | 6 | 6 | 6 | 6 | 4 | — | — | — |
14th | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | — |
15th | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | — |
16th | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — |
17th | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — |
18th | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 |
19th | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 |
20th | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
Spells Known
Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|
1st | 4 | 2 | — | — | — | — | — | — | — | — |
2nd | 5 | 2 | — | — | — | — | — | — | — | — |
3rd | 5 | 3 | — | — | — | — | — | — | — | — |
4th | 6 | 3 | 1 | — | — | — | — | — | — | — |
5th | 6 | 4 | 2 | — | — | — | — | — | — | — |
6th | 7 | 4 | 2 | 1 | — | — | — | — | — | — |
7th | 7 | 5 | 3 | 2 | — | — | — | — | — | — |
8th | 8 | 5 | 3 | 2 | 1 | — | — | — | — | — |
9th | 8 | 5 | 4 | 3 | 2 | — | — | — | — | — |
10th | 9 | 5 | 4 | 3 | 2 | 1 | — | — | — | — |
11th | 9 | 5 | 5 | 4 | 3 | 2 | — | — | — | — |
12th | 9 | 5 | 5 | 4 | 3 | 2 | 1 | — | — | — |
13th | 9 | 5 | 5 | 4 | 4 | 3 | 2 | — | — | — |
14th | 9 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | — | — |
15th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | — | — |
16th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | 1 | — |
17th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | — |
18th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | 1 |
19th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 2 |
20th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 3 |
Class Features
The following are the class features of the psychic.
Weapon and Armor Proficiency
A psychic is proficient with all simple weapons, but not with any type of armor or shield.
Spells
A psychic casts psychic spells. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a psychic's spell is equal to 10 + the spell's level + the psychic's Intelligence modifier.
A psychic can cast only a certain number of spells of each spell level per reinscription. Her base daily spell allotment is given on the Psychic progression table. In addition, she receives bonus spells per reinscription if she has a high Intelligence score.
A psychic need not prepare her spells in advance. She can cast any psychic spell she knows at any time, assuming she has not yet used up her allotment of spells per reinscription for the spell's level.
Core Principle
A psychic must choose a core principle, expressed as a short sentence, determining how she understand her magic affecting the world around her. A core principle is more than a theme, it is a principle that informs how the psychic reasons about her magic.
A psychic casts psychic spells drawn mostly from the psychic class's spell list, though players can propose spells from other lists for their character.
The psychic's selection of spells is limited, and must fit her core principle. A psychic begins play knowing four 0-level spells and two 1st-level spells of the psychic's choice. At each new psychic level, she learns one or more new spells, as indicated on the Psychic Spells Known table. Unlike a psychic's spells per reinscription, the number of spells a psychic knows isn't affected by her Intelligence score; the numbers on the Psychic Spells Known table are fixed.
Knacks
Psychics learn a number of knacks, or 0-level spells, as noted on the Psychic Spells Known table. These spells are cast like any other spell, but they don't consume any slots and can be used again. Knacks cast using other spell slots (due to metamagic feats, for example) consume spell slots as normal.
Phrenic Pool (Su)
A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic's phrenic pool is equal to 1/2 her psychic level + her Wisdom or Charisma modifier, as determined by her psychic discipline. The phrenic pool is replenished each reinscription. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool's maximum are lost.
Phrenic Amplifications
A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. The psychic can activate a phrenic amplification only while casting a spell using psychic magic, and the amplification modifies either the spell's effects or the process of casting it. The spell being cast is called the linked spell. The psychic can activate only one amplification each time she casts a spell, and doing so is part of the action used to cast the spell. She can use any amplification she knows with any psychic spell, unless the amplification's description states that it can be linked only to certain types of spells. A psychic learns one phrenic amplification at 1st level, selected from the list below. At 3rd level and every 4 levels thereafter, the psychic learns a new phrenic amplification. A phrenic amplification can't be selected more than once. Once a phrenic amplification has been selected, it can't be changed. Phrenic amplifications require the psychic to expend 1 or more points from her phrenic pool to function.
Complex Countermeasure (Ex): The psychic can spend 1 point from her phrenic pool to increase by 2 the DCs of concentration checks or caster level checks the linked spell requires enemies to attempt. For example, if the linked spell were nondetection, the DC of the caster level check for using a divination on the warded creature or item would increase. This increase also applies to checks to dispel, counterspell, or identify the linked spell. The bonus applies while the spell is cast and lasts for the spell's duration (if appropriate), to a maximum of 24 hours. The psychic can choose to spend 2 points from her phrenic pool to instead increase the linked spell's DCs by 4.
Conjured Armor (Su): By spending 1 point from her phrenic pool, the psychic grants any creature she conjures or summons with the linked spell a +2 deflection bonus to AC. This bonus lasts for 1 round per caster level or until the creature disappears, whichever comes first. This amplification can be linked only to conjuration (calling) or conjuration (summoning) spells. The bonus increases to +3 at 8th level and to +4 at 15th level.
Defensive Prognostication (Su): When casting a divination spell, the psychic sees a glimmer of her future. By spending 1 point from her phrenic pool as she casts a divination spell, she gains a +2 insight bonus to AC for a number of rounds equal to the linked spell's level. She can instead spend 2 points to increase the bonus to +4. This amplification can be linked only to divination spells.
Focused Force (Su): When casting a force spell, the psychic can increase the spell's damage by spending 1 point from her phrenic pool. Increase the die size for the spell's damage by one step (from 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, or 1d10 to 1d12). This increases the size of each die rolled, so a spell that dealt 4d6+3 points of force damage would deal 4d8+3 points of force damage instead. This amplification can be linked only to spells that deal force damage, and only if that damage includes a die value. A spell that already uses d12s for damage can't be amplified in this way.
Intense Focus (Ex): The psychic can spend 1 point from her phrenic pool to gain a +2 bonus on any concentration check she attempts as part of casting the linked spell. She can choose to spend 2 points from her phrenic pool to instead gain a +4 bonus.
Mindshield (Su): The psychic can spend 1 point from her phrenic pool to give one target of the linked spell a +2 morale bonus on Will saves for 1 round per psychic level (maximum 10 rounds). The psychic can instead spend 2 points to increase the bonus to +4. If the linked spell affects more than one creature, the psychic can spend the same number of points for each additional creature she wants to affect with this amplification. She must choose to spend either 1 point for each creature or 2 points for each creature; she can't grant different bonuses to different targets.
Mindtouch (Su): The psychic can spend 1 point from her phrenic pool to probe one target's mind if that creature is affected by the linked spell. If the target of the linked spell fails its saving throw or is hit by the spell, the psychic detects its surface thoughts (as the 3rd-round effect of detect thoughts). If the linked spell doesn't already require an attack roll or allow a saving throw, the target can attempt a Will saving throw to avoid the thought-detection effect only; the DC is calculated using the linked spell's level (and all other bonuses that would apply if the linked spell allowed a Will save). This amplification can be linked only to spells that affect a target or an area. If the linked spell can affect more than one creature, the psychic can attempt to detect more than one target's thoughts by spending 1 additional point per creature beyond the first. She must select these targets when she casts the spell and spends the points. This is a mind-affecting effect.
Ongoing Defense (Su): The psychic can increase the duration of spells that improve her psychic defenses. She can spend 1 point from her phrenic pool when she casts any intellect fortress, mental barrier, thought shield, or tower of iron will spell to extend the spell's duration by 1 round.
Overpowering Mind (Ex): The psychic can spend 2 points from her phrenic pool to increase the Will save DC of the linked spell by 1. At 8th level, she can choose to instead spend 4 points to increase the DC by 2. At 15th level, she can choose to instead spend 6 points to increase the DC by 3. This amplification can be linked only to spells that have the mind-affecting descriptor and require a Will saving throw.
Relentless Casting (Su): The psychic can spend 1 point from her phrenic pool to roll twice on any caster level checks to overcome spell resistance required for the linked spell and take the better result. Because she must decide to spend points from her phrenic pool when she starts casting a spell, the psychic must decide to use this ability before the GM calls for the caster level check.
Undercast Surge (Su): When the psychic undercasts a spell, she can spend points from her phrenic pool to increase the spell's effective level, essentially using up a lower-level spell slot to cast a higher-level version of the spell. This costs 2 points per spell level increased. She can't use this ability to cast a version higher than the version she knows. For instance, a psychic who knows mind thrust III but not mind thrust IV could cast mind thrust II and spend 2 points to treat it as mind thrust III, but couldn't spend 4 points to treat it as mind thrust IV. This amplification can be linked only to spells that can be undercast.
Psychic Discipline (Ex or Sp)
Each psychic accesses and improves her mental powers through a particular method, such as rigorous study or attaining a particular mental state. This is called her psychic discipline. She gains additional spells known based on her selected discipline. The choice of discipline must be made at 1st level; once made, it can't be changed. Each psychic discipline gives the psychic a number of discipline powers (at 1st, 5th, and 13th levels), and grants her additional spells known. In addition, the discipline determines which ability score the psychic uses for her phrenic pool and phrenic amplifications abilities. The DC of a saving throw against a psychic discipline ability equals 10 + 1/2 the psychic's level + the psychic's Intelligence modifier.
At 1st level, a psychic learns an additional spell determined by her discipline. She learns another additional spell at 4th level and every 2 levels thereafter, until learning the final one at 18th level. These spells are in addition to the number of spells given on the Psychic Spells Known table. Spells learned from a discipline can't be exchanged for different spells at higher levels.
Energy Channels
At 3rd level a psychic gains 1 additional energy channel. At 9th and 19th level, the number of additional energy channels increases by +1.
Resonant Aura
At 3rd level and higher a psychic has a particularly powerful aura. (See the Detect Magic spell for details).
Aspect aptitude
At 9th level a psychic rigorous control over her own mental energy allows the psychic to bestow an aspect affinity on one of her energy channels. The choice of aspect affinity must be made at 9th level and must fit her core principle; once made, it can't be changed. She must choose to bestow the aspect affinity on an energy channel when she regains spells, alternatively she can choose not to bestow the aspect and keep all her channels free of affinities. At 17th level the psychic can bestow the aspect affinity on an additional channel. If she knows multiple aspect affinities, she can only pick a single affinity for all her aspected channels.
Major Amplifications
At 11th level and every 4 levels thereafter, a psychic can choose one of the following major amplifications in place of a phrenic amplification.
Dispelling Pulse (Su): The psychic can spend 3 points from her phrenic pool to entwine dispelling magic with a targeted spell. If the target is hit by the linked spell or fails its saving throw, it's affected as though the psychic had cast a targeted dispel magic spell on it. This effect can dispel only spells of the linked spell's level or lower. If the linked spell doesn't already require an attack roll or allow a saving throw, the target can attempt a Will saving throw to avoid the dispelling effect only; the DC is calculated using the linked spell's level (and all other bonuses that would apply if the linked spell allowed a Will save). This amplification can be linked only to a spell that targets one creature or object.
Dual Amplification (Ex): When the psychic uses this major amplification, she chooses two other amplifications or major amplifications she knows to apply to the same linked spell. She must spend 1 point from her phrenic pool to do so, plus the full cost of the two other amplifications. She can't apply the same amplification to the linked spell more than once, even if she can use that amplification for multiple different effects.
Mimic Metamagic (Ex): When the psychic gains this amplification, she chooses two metamagic feats; she need not have these feats to select them. When she casts a spell, she can spend points from her phrenic pool to apply one of the chosen feats to the linked spell without increasing the spell's level or casting time. She must spend a number of points equal to double the number of levels by which the feat normally increases a spell's level (minimum 2 points). If the metamagic feat alters the spell's casting time in a different way than the standard rules for a spontaneous caster using a metamagic feat (as in the case of Quicken Spell), it changes the casting time accordingly. The psychic can still apply metamagic feats she knows to the spell while using this amplification, increasing the casting time and spell level as normal. This amplification can be applied only to a spell that the chosen metamagic feat could normally affect, and only if the spellcaster can cast spells of a high enough level that she would be able to apply the metamagic feat in question to the linked spell. For example, an 11th-level psychic could spend 8 points to quicken a 1st-level spell, but couldn't quicken a 2nd-level spell because she's unable to cast 6th-level spells. This ability doesn't require her to have any free spell slots in the relevant level, however, so the psychic in the example could quicken a 1st-level spell even if she had cast all her 5th-level spells for the reinscription. A psychic can select this amplification multiple times, adding two additional options to the list of metamagic feats she can apply using this amplification each time.
Subordinate Spell (Ex): The psychic can divide her mind to cast a less powerful spell upon herself alongside her linked spell. The linked spell can't be lower than 5th level and can't take less than a standard action to cast. This applies to the actual casting time, so the psychic can't add a subordinate spell to a quickened spell. The subordinate spell's casting time must be 1 standard action or less, and its level can be no higher than the linked spell's level – 5. The subordinate spell must target only the psychic (even if it could normally affect other or multiple targets). The psychic must spend a number of points from her phrenic pool equal to 3 + double the subordinate spell's level. The subordinate spell acts as though it had been cast, and uses up one of the psychic's spells per reinscription of its level. The effects of the two spells are separate, so each might require its own concentration check.
Synaptic Shock (Su): The psychic manipulates an enemy's mind with brute force, causing mental harm beyond that done by her linked spell. She can spend 1 point from her phrenic pool when casting a mind-affecting linked spell to select one of the spell's targets. If the target is affected by the linked spell, that target is confused for 1 round after the duration of the spell expires (or immediately, if the spell has an instantaneous duration). If the target succeeds at its save against the linked spell, it is instead confused for 1 round immediately. For each additional point the psychic spends from her phrenic pool, she can confuse one additional target of the linked spell. This amplification can be applied only to a mind-affecting spell that can affect a number of targets or that has an area. It has no effect on creatures that are immune to mind-affecting effects, unless the linked spell is able to affect such creatures (such as a spell that has both will of the dead and synaptic shock applied to it via dual amplification).
Turning Shield (Su): The psychic can turn her excess spell energy into a barrier that deflects weaker spells. She can spend a number of points from her phrenic pool equal to the linked spell's level to gain the benefit of spell turning for 1 round per psychic level. The number of spell levels she can turn is equal to the level of the linked spell.
Remade Self (Sp)
At 20th level, the psychic is affected by one of the following spells as a constant spell-like ability: arcane sight, fly, haste, heroism, or nondetection. This ability is chosen when the psychic reaches 20th level and can't be changed. While the psychic is under the effects of this spell-like ability, each time she casts a psychic spell, she can link one phrenic amplification or major amplification she knows that has a point cost of 1 to that spell without spending any points from her phrenic pool. This amplification is in addition to the normal maximum of one amplification per spell.
Psychic Disciplines
The following disciplines represent those most commonly chosen by psychics. Followers of a discipline might come to it in a variety of different ways, and though some might join together in orders, others follow personal, singular interpretations of the discipline.
Utilistic Transducer
You take a pragmatic view of your psychic power, finding that the mental exercise of channeling hones your mental acuity and strengthens your mental resilience. The constant strain you experience from channeling your energy outward continuously develops your psychic powers.
Phrenic Pool Ability: Charisma.
Bonus Spells: Mask Dweomer (1st), Assume Channels (4th), Realign Channel (6th), Enchantment Foil (8th), Psychic Asylum (10th), Reify Channels (12th), Elude Time (14th), Imelda's Channel Factor (16th), Divide Mind (18th).
Discipline Powers: Your powers greatly increase your ability to your channel energy.
Willful Channeling (Su): At 1st level the psychic gains 2 additional energy channels. Starting at 2rd level, and every 2 levels thereafter she gains 1 additional energy channel. This ability stacks with the psychic's Energy Channels ability. This ability counts as the Extra Channels feat for purposes of qualifying for feats or prestige classes.
Unconscious Channeling (Su): Should the psychich go unconscious for longer than 2 hours, all her unaspected energy channels remain committed for an additinal period of her Charisma modifier hours.
Early Aspect Aptitude: At 5th level, the psychic gains the Aspect Aptitude class feature. At 9th level, the psychic learns a second aspect affinity. Additionally, when bestowing aspect affinities with Aspect Aptitude, she can freely choose the aspect affinity she bestows on each channel (from the aspect affinities she knows), instead of being limited to the same affinity for all channels that she aspects.
Affinity Resonance Emulation (Su): At 13th level, the psychic learns how to emulate natural aspect affinity resonance between her energy channels. When she commits a channel with an aspect affinity, she can commit up to her Charisma modifier of unaspected channels bundled with it, counting the additionally committed channels as if having the same aspect affinity as the actually aspected channel.
Self-Perfection
You take a holistic view of psychic power, believing that you must hone both your mental and physical attributes to remain in balance. The focus you find while exercising, fasting, and otherwise tending to your body broadens your psychic powers.
Phrenic Pool Ability: Wisdom.
Bonus Spells: expeditious retreat (1st), bear's endurance (4th), haste (6th), freedom of movement (8th), echolocation (10th), transformation (12th), ethereal jaunt (14th), iron body (16th), akashic form* (18th).
Discipline Powers: Your powers alter your body through your force of will.
AC Bonus (Ex): When unarmored and unencumbered, you add your Wisdom bonus (if any) to your AC and CMD. The bonus to AC applies even against touch attacks or when you're flat-footed. You lose these bonuses when you're immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.
Physical Push (Su): By channeling your psychic energy, you can make your body capable of greater physical feats. When you attempt a Strength-, Dexterity-, or Constitution-based ability check or skill check, you can gain a bonus on the check equal to your Wisdom bonus. You can use this ability a number of times per reinscription equal to your Wisdom modifier. Using this ability is part of the action used to attempt the skill check (if any). If you succeed at the check, you regain 1 point in your phrenic pool.
Bodily Purge (Su): You can heal your own wounds and maladies with the power of thought alone. At 5th level, you gain access to a daily pool of healing energy. This pool starts with 1 d8 dice per reinscription, and gains 1 additional d8 for every 2 psychic levels you possess beyond 5th. As a standard action, you can use up any number of these dice to regain a number of hit points equal to the result of rolling that many d8s. For example, at 5th level you could regain 3d8 hit points all at once, 1d8 hit points three separate times, or 1d8 hit points once and 2d8 hit points at a different time. If you spend an hour in concentration, you can use up any number of these dice to add the rolled number of hit points to your recovery buffer. If you do so, your recovery buffer receives an additional 2 hit points per rolled die. In addition, you can expend 2 dice from this pool to instead gain the benefit of lesser restoration (affecting yourself only). At 7th level, you can expend 3 dice from this pool to instead gain the benefit of neutralize poison, remove disease, or restoration (affecting yourself only). To use restoration to dispel a permanent negative level, you must expend 4 dice from this pool instead of 3. Use your psychic level as your caster level for these effects.
Pure Body (Ex): At 13th level, you gain immunity to diseases and poisons.
Tranquility
Psychic magic flows through you when you attain a peaceful mental state. Regular meditation expands your mind, allowing new powers to develop.
Phrenic Pool Ability: Wisdom.
Bonus Spells: remove fear (1st), silence (4th), mantle of calm (6th), mass daze (8th), serenity (10th), psychic surgery * (12th), mind blank (14th), euphoric tranquility (16th), time stop (18th).
Discipline Powers: Your stable mind protects you and your allies.
Mental Placidity (Su): As an immediate action, you can gain a +2 bonus on a Will saving throw you are about to attempt. This bonus increases to +4 against an enchantment spell or effect. Any ally who attempts a saving throw against the same effect gains a +1 bonus on the Will save, or a +2 bonus if the effect is an enchantment. If you succeed at the saving throw, you regain 1 point in your phrenic pool. You can use this ability a number of times per reinscription equal to your Wisdom modifier.
Calming Presence (Su): At 5th level, you become a calming force. You can use calm emotions as a spell-like ability a number of times per reinscription equal to your Wisdom modifier.
Purge Disquiet (Su): At 13th level, you can banish mental distress. You become immune to fear spells and effects and to the confused condition. As a standard action, you can choose a willing creature that is either within 30 feet or in telepathic contact with you. For 1 round per psychic level you possess, you suppress any fear effect or confused, cowering, frightened, panicked, or shaken condition affecting that creature. You can suppress only one effect at a time with this ability, and choosing a new target ends the suppression for the character you previously chose.