These insights are unique to the lost mind and his knowledge of the void. Many of them cause creatures struck by the lost mind’s disrupt pattern ability to have their pattern briefly contact the void, warping them in frightening or mind-altering ways.
Disrupt and Dismay: When the lost mind uses his disrupt pattern ability, the creature struck must make a successful Will save (DC 10 + 1/2 the cryptic’s level + the cryptic’s Intelligence modifier) or be shaken for a number of rounds equal to the lost mind’s Intelligence modifier. This is a mind-affecting fear effect.
Disrupt and Disorient: When the lost mind uses his disrupt pattern ability, the creature struck must make a successful Will save (DC 10 + 1/2 the cryptic’s level + the cryptic’s Intelligence modifier) or be confused for a number of rounds equal to the lost mind’s Intelligence modifier. Once targeted by this ability, a creature cannot be affected by it for 24 hours. This is a mind-affecting effect. The lost mind must be at least 8th level before selecting this insight.
Psionics Augmented
psi-like ability with a manifester level equal to the lost mind’s manifester level usable a number of times per day equal to 3 + the lost mind’s Intelligence modifier. If the target is unwilling and it fails the saving throw, it is shaken for a number of rounds equal to the lost mind’s Intelligence modifier.
Gaze From Beyond: By expending his psionic focus, the lost mind reveals the true depth of his insanity, inviting all those that meet his gaze to screamingly follow his path. For 1 round, the lost mind’s disrupt pattern becomes a gaze effect and allows a Will save (DC 10 + 1/2 the lost mind’s level + the lost mind’s Intelligence modifier). Those that make the save are shaken for one round, while those that fail the save take damage from the disrupt pattern effect and are confused for one round.
Nightmare Made Flesh: The lost mind adds form of doom to his list of powers known. In addition, the lost mind can manifest form of doom once per day without paying its power point cost, but when used in this fashion the power cannot be augmented. The lost mind must be at least 16th level to select this insight.
Overwhelming Disruption: When the lost mind uses his disrupt pattern ability, the creature struck must make a Fortitude save (DC 10 + 1/2 the cryptic’s level + the cryptic’s Intelligence modifier) or be paralyzed for a number of rounds equal to the cryptic’s Intelligence modifier. Once targeted by this ability, a creature cannot be affected by it for 24 hours. The lost mind must be at least 12th level before selecting this insight.
Metanexus (Tactician)
The sum is greater than its parts, and never has it been more true than with the metanexus. Their ability to harness their allies and redefine them as needed makes them highly flexible in the field of battle and using his allies as nodes to target others makes him capable of literally being everywhere at the same time
Bridged Power: A metanexus of 5th level has learned to use members of his collective as a link to alter the source of powers he manifests. Any time the metanexus manifests a power with a range greater than touch, he can choose a member of his collective and treat that member as the source for determining eligible targets or areas for the power. The metanexus must still himself have line of sight to the target or area to be affected to manifest the power. For example, a metanexus of 6th level who was manifesting a power of Short range (40 foot range) could use a member of his collective 100 feet away to target a creature within 40 feet of the collective member that would otherwise be beyond the Short range of the power. This ability replaces Improved Share (1).
Pooled Traits (Su): Starting at 8th level, a metanexus has learned to distribute the special abilities of the members of his collective. Any member of the collective can choose to use one of the racial traits of another willing member of the collective. Using this racial trait counts as a use for the member with the ability to be
used and the benefiting collective member must spend the appropriate action to use the ability. Only racial traits that are limited in use per day, such as the xeph’s burst ability, or that require a power point cost, such as the elan’s resilience ability, can be distributed in this way, but if the ability has a power point cost, the benefiting member must pay double the normal power point cost.
This ability replaces the power known normally gained at 8th level.
Harness Ally (Su): Beginning at 11th level, the metanexus has learned not only to use his ally as a link for his powers, but to actually tap into the senses of that member of the collective. As a swift action, the metanexus can expend his psionic focus and use the visual and auditory senses of one member of his collective for one round. In that round, the metanexus can manifest a power and can select a target for the power if it is eligible to the chosen member of the collective. The power then uses that collective member’s line of sight and line of effect to determine eligible targets. The member of the collective selected must be within 100 feet of the metanexus to use this ability. The metanexus can cease using the collective member’s senses at any time as a free action. The metanexus otherwise manifests the power as normal.
This ability replaces Improved Share (2).
Collective Knowledge (Su): Once a metanexus has reached level 16, he is able to tap into the collected psionic knowledge of all members of his collective. By taking a full-round action, the metanexus can manifest any power known by a member of his collective as if it was on the metanexus’s list of powers known. If the power’s manifesting time is longer than a standard action, that manifesting time is added to the time it takes to use this ability. If the power is not on the tactician power list, using this ability costs one daily use of the strategy ability.
This ability replaces the strategy normally gained at 16th level.
Pathmaster (Psychic Warrior)
There are some psychic warriors who choose to focus their study on a single path, rather than expanding their options. This particular style of psychic warrior gains mastery over their chosen warrior’s path and learns to use the tools at his disposal when others would not.
Advanced Path: At 9th level, the pathmaster gains the Advanced Path feat for his chosen warrior’s path as a bonus feat even if he does not meet the prerequisites. For example, if he chose the archer path, he would get the Advanced Archer Path feat as a bonus feat. If the pathmaster already has the feat, he can instead choose any psionic or combat feat as a bonus feat, but he must still meet any applicaple prerequisites. This ability replaces secondary path.
Focused Path (Ex): At 11th level, the pathmaster can take 10 on his path skills even if threatened or under duress. He can alternatively expend his psionic focus
Psionics Augmented
to take 15 on the path skill. In addition, at 11th level, he is treated as a psychic warrior four levels higher for the purposes of his warrior path trance. This ability replaces the bonus feat normally gained at 11th level.
Empowered Path: At 12th level, the pathmaster adds his Wisdom modifier to his manifester level when manifesting a path power. If he expends his psionic focus when manifesting a path power, the power is automatically augmented for the manifester level boost (minimum 1), but the pathmaster pays no extra power points for this boost. Instead, the additional power points that would normally be required to augment the power is effectively supplied by expending psionic focus. This ability replaces twisting paths.
Master Maneuver (Su): At 15th level, once per day the psychic warrior can activate a high-powered maneuver for his path. As an immediate action, the pathmaster can activate his warrior path maneuver, gaining the benefits of the maneuver and the ability to perform the action normally associated with the maneuver. The pathmaster does not need to expend his psionic focus to activate his maneuver when using this ability. In addition, the pathmaster is treated as four levels higher for the purposes of the maneuver’s benefit. The psychic warrior gains a second daily use of this ability at 18th level. This ability replaces pathweaving.