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### Knowing Mind A Knowing Mind is a psion that grasps that future as intuitively as the present, weaving together strings of casualty and fate in ways that would shatter the mind of a lesser mortal. They live one step ahead and use that advantage to the fullest, bending probability, manipulating fate, and bringing their plans to fruition without room for failure. How their minds have been flung into the future varies, from divine meddling to a lineage of oracles or a connection to beings that don't live at quite the same temporal axis, the cause varies by the effect is always a remarkable individual. #### Forewarned At 1st level, when you select this archetype, you begin to glimpse the future, granting the psionic discipline of Precognition. #### Practiced Prescience Additionally at 1st level, keeping your gaze into the future with the Prescience feature of Precognition no longer requires your concentration. #### Climatic Moment Starting at 3rd level, you're ability to see and influence the future allows to set up things to have even greater influence throughout the sequence of events, building up to a pivotal moment where exerting your foresight can provide the greatest impact. Once per turn when you use Seeing empowered by 1 or psi points to look into the future while in initiative (or under a similar high stakes situation), you gain an Influence point. You can have a maximum number of Influence points equal to your Intelligence modifier. When you start your turn with one or more Influence points, you can expend all of your Influence points as psi points to empower a psionic power. Influence points spent this way can exceed your psi point limit, but cannot be combined with psi points. Any generated Influence points are lost after 1 minute, or when no longer in combat (or a similar high stakes situation). > ##### Conditions of Influence > You can only build up Influence points while in combat or other tense situations while every action counts as they represent chaining together events toward creating an opportunity. Without the pressure and stakes of combat or similar environments, the flow of events cannot be manipulated in such a way. > > This generally means you cannot build up Influence points before combat. \columnbreak #### Thread of Fate Starting at 6th level, you can start to see the path you must take to see your plans to fruition. When you start your turn with one or more influence points, you gain temporary hit points equal to twice your current Influence Points. While you have temporary hit points from this feature, you can transfer these temporary hit points to another creature that is the target of one of your psionic abilities, or the beneficiary of your Seeing power. #### Window of Opportunity Starting at 10th level, you can see the flow of battle giving time to exploit openings and opportunities. When a creature you can see misses you with an attack, you can use your reaction to make an weapon attack against that target or use a psionic power against them. When using a psionic power with this reaction, you cannot expend psi points to empower it, but can use Influence points. \pagebreakNum #### Mastermind Starting at 14th level, once per turn, when you use your Seeing power, you can select two beneficiaries of your power. Psi points spent are unique to each target affected (and not shared between them). > ##### Glimpsed Future > When using Glimpsed Future, you can still use Mastermind to target a second creature, but neither benefits from the bonus damage or damage reduction. ### Additional Talent Options **Knife of Fate.** *(Prerequisite: 6th level Knowing Mind Psion)* While you have temporary hit points from Thread of Fate, when you hit a creature with an attack roll you can expend them to deal damage equal to half the temporary hit points expended (rounded down). ___ **Plans Within Plans.** *(Prerequisite: Knowing Mind Psion)* When you empower a psionic power that has an attack roll or saving throw, you regain half of the influence powers spent (rounded up) if the attack misses or the target succeeds their saving throw.