A player of mine emailed this template to me. He wants to play it, but we can't agree on a CR/ECL adjustment. To this, I look for help.
I've been trying to keep in mind that the template balances itself in some points. Spirit points are up to a die roll and never enough to be too ultra-powerful anyway. The new Psionic Focus will keep creatures and players from using some of the powers since the cost of it is to lose all other powers in effect for a full round at least (or movement action with the proper feat). The DC20 Concentration check is enough to keep most low level characters from having the powers at all times. Still, it's a lot of benefit with not a whole lot of minus. Not really any role-playing penalties or other character penalties.
This is why I come to you. I'm not sure if it needs more limits, or if a hefty ECL is necessary or what.
Thank you for your time, help, and patience (especially since there's a lot of text to this post).
Spirited Template (Psychic)
The mage shapes the ambient energy of the world around her. The cleric wields the divine powers of the gods. The psion realizes the full potential of her mind. The psychic taps into her own spirit to achieve her ends. Through luck, fate, or divine intervention this person was born with a stronger spirit than others around her.
Spirited creatures, called psychics by themselves and those who know of them, are born, not trained. They use their powers sometimes without even realizing they are doing anything special. This happens most often in cases of emergency when the power is used through sheer force of will instead of meditative concentration. Most cultivate those mundane skills their powers augment, making themselves better, while a few others take for granted what comes naturally to them and focus on other skills, or perhaps do no training whatsoever. Those psychics who do realize they are special are more likely to find the limits of their powers or find new uses for their abilities.
DM's Option: Assign the template without telling the player. Keep a record of the character's statistics and special abilities, adjusting rolls the character makes accordingly. If a dire emergency arises, the character may use his power unwittingly. A percentage should be rolled in this case. If the player character ever concentrates on something one of his abilities would benefit, the DM should roll the concentration check for gaining a psionic focus to see if the ability shows through. Another option is to describe to the player the barest glimmer of the power his character has. For example, the psychic character with Awareness(1) and no knowledge of her strong spirit might benefit from the Uncanny Dodge ability a certain percentage of the time, but will never have the full Awareness(1) ability without a psionic focus. Most importantly, let the player realize in his own time that the character is different. *This isn't recommended for characters above 3rd level. Past that, the character has likely had too many opportunities to realize his potential.
Creating a Spirited Creature
"Spirited" is a template that can be added to any aberration(5%), dragon(1%), elemental(3%), fey(3%), giant(5%), humanoid(10%), magical beast(3%), monstrous humanoid(5%), outsider(5%), or shapechanger(5%). The creature (referred to hereafter as the "base creature" must have an Intelligence score and a Wisdom score of at least 15. There is still only a small chance the base creature will have been born a psychic, reflected by the percentages listed above. The base creature gains the "psionic" subtype. It uses all the base creature's statistics and special abilities except as noted here.
The spirited creature's power is more closely related to psionics than magic. Those special abilities listed as supernatural(Su) are treated as being psionic instead of magical in case the Psionics Are Different option is being used (ex. A psychic's power goes away in a null psionics field, but not an antimagic field). A psionic focus is needed to use any of the abilities listed. Some abilities require expenditure of the focus. Once used, the psychic loses the benefit of all her abilities until focus is regained.
Special Attacks: The spirited creature retains all special attacks of the base creature. In addition, the psychic also gains some of the special attacks described below. Each special attack has four ranks. The psychic has 2d4 spirit points to spend as ranks on a one-for-one basis. The only exception is rank 4 requires two points to be spent. So to have a rank 4 ability, five total points must be spent (three points to achieve rank 3, then two more in order to gain rank 4). Spirit points may not be saved for later use. All abilities dependent upon a caster/manifester level use the spirited creature's HD.
All abilities dependent upon a caster/manifester level use the spirited creature's HD. A 10 HD creature has a caster/manifester level of 10. The bonuses do not stack. If the spirited creature has Obfuscation(2), she has a +5 bonus to Hide, Move Silently, and Bluff, not a +7 bonus. If an ability is not mentioned further along the chain, it has not changed. A psychic with Telekinesis(2) still has Telekinetic Force and Telekinetic Thrust.
*Remember: if the player comes up with a new idea or use for one of these abilities or a combination of them that isn't listed here, try to work it out with him. With the proper combination of skill checks, ability checks, and power use, near anything is possible in the D&D universe. Don't stifle creation just to follow these exact lists. (ex. Clairtangent Hand might be used if the appropriate Ranks of Projection and Telekinesis were combined.)
Obfuscation: The spirited creature using this skill can hide herself as well as others, including objects and even the truth. Psionic focus must be maintained to use all Obfuscation skills unless noted otherwise. The skill bonuses are competence bonuses. All Rank 4 abilities require expenditure of psionic focus.
Projection: The psychic can see long distances. Some can project visions of themselves while the most powerful can transfer themselves to that point. All Projection abilities require the psychic to expend her psionic focus.
Telekinesis: The psychic can exercise control over the air itself. The spirited creature can push and pull objects, manipulate them, even stop the air from moving completely. All Telekinesis powers require the psychic to expend her psionic focus.
Combustion: The spirited creature has the rare ability to create fires from nothing. All abilities require the expenditure of her psionic focus.
Barrier: A spirited creature with skill in this ability is better able to defend herself from those with skill in Energy Manipulation. All bonuses are resistance bonuses. The psychic must have a psionic focus for all Barrier abilities.
Flame Control: The psychic can focus herself and direct fire, both natural and supernatural. All Flame Control abilities require a psionic focus.
Energy Manipulation: A psychic can in some cases expend their energy and direct it in some form outside of her body. Each use of this power expends a spirited creature's psionic focus. These powers can be drawn from a psion or wizard's spell list of appropriate level (listed below), or can be new creations of the player's mind. New creations must be no more powerful than a spell or power of the Rank's level cap. For each Rank, one power is chosen. A character with Energy(4) will have 4 powers.
Obfuscation(Su): (1) Hide +2, Move Silently +2, Bluff +2, Change Self; (2) Skills1 +5, Disguise +2, Forgery +2, Mimic +2, Suggestion; (3) Skills2 +5, Major Image; (4) Mass Suggestion, Mirage Arcana, Veil.
Projection(Su): (1) Clairvoyant Sense; (2) Remote Viewing; (3) Dimension Door to place seen through Projection as long as the location is within Dimension Door's range; (4) Fission (in this case, the double can appear next to you or wherever you're viewing through other Projection powers.)
Telekinesis(Su): (1) Telekinetic Force, Telekinetic Thrust; (2) Telekinetic Maneuver; (3) Wall of Force; (4) Telekinetic Sphere.
Combustion(Su): (1) Create Flames (as if making a fire bigger using the Control Flames power with max size Small); (2) Fire Lash (Pyrokineticist ability), Create Flames (Huge); (3) Nimbus (Pyrokineticist ability at 1/2 damage); (4) Create Flames (Collossal), Conflagration (Pyrokineticist ability at 2/3 damage).
Barrier(Su): (1) +1 saves; (2) Evasion, +2 saves; (3) Mettle; (4) Improved Evasion, +3 saves.
Flame Control(Su): (1) Control Flames (size of fire capped at Large); (2) Augment requires full-round concentration instead of power points; (3) Control two fires at a time instead of one; (4) Augment takes a move-equivalent action, no cap on the size of the fire.
Energy Manipulation(Su): (1) 1 single-target non-damaging power 3/day - 1st; (2) a single/multi-target non-damaging power 3/day, or a single-target damaging power 1/day - 3rd; (3) a single/multi-target non-damaging power 2/day - 4th, or a single-target damaging power 1/day - 5th; (4) a single/multi-target non-damaging power 1/day - 6th, or a single/multi-target damaging power 2/day - 6th.
Special Qualities: A spirited creature has all the special qualities of the base creature and some of those listed below, and gains the psionic subtype. Each special quality has four ranks. The spirited creature has 2d6 spirit points to spend as ranks on a one-for-one basis. The only exception is rank 4 requires two points to be spent. So to have a rank 4 ability, five total points must be spent at the time of creation (three points to achieve rank 3, then 2 more in order to gain rank 4). Spirit points may not be saved for later use.
All abilities dependent upon a caster/manifester level use the spirited creature's HD. A 10 HD creature has a caster/manifester level of 10. The bonuses do not stack. If the spirited creature has Fortification(3), she has +6 to her strength score, not +12. Bonuses not mentioned further along the chain stay the same. Awareness(3) gives a +10 to certain skills. This doesn't change in Awareness(4), therefore isn't mentioned. Awareness(4) grants Blind-Fight, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2, Blindsight 60ft, and a +10 bonus to Spot and Search.
*Remember: if the player comes up with a new idea or use for one of these abilities or a combination of them that isn't listed here, try to work it out with him. With the proper combination of skill checks, ability checks, and power use, near anything is possible in the D&D universe. Don't stifle creation just to follow these exact lists. (ex. High Ranks in Heat Resistance and Vitality could allow for the healing of fire damage, or possibly even the absorption of fire damage if it suits the campaign.)
Clairvoyance: The psychic benefits from slight insights into the future. This can be anywhere from a few seconds to days or weeks at a time. All bonuses are insight bonuses. Psionic focus must be maintained to benefit from Clairvoyance except with Augury, Divination, and Precognition. Those require the psychic to expend her psionic focus.
Telepathy: The psychic has the ability to sense the emotions of other creatures, as well as being able to communicate mentally with them and even read their thoughts. All bonuses are insight bonuses. The spirited creature must expend her psionic focus to use Mind-link. All other abilities require her to have a psionic focus.
Awareness: The spirited creature has an amazing sense of her surroundings. The bonuses are enhancement bonuses. Psionic focus must be maintained to gain any benefit from Awareness.
Fortification: The spirited creature possesses amazing strength. Psionic focus must be maintained to gain any benefit from Fortification. All bonuses are competence bonuses.
Quickness: The psychic moves faster than others, improving her base speed and reaction times. The speed bonuses are competence bonuses and the Attack, AC, and Reflex bonuses are reaction bonuses. Reaction bonuses are lost when flat-footed or the psychic is otherwise denied her Dexterity bonus. Psionic focus must be maintained to benefit from Quickness.
Visual: The spirited creature has sharper vision than most creatures. She also has the power to affect typical sight conditions. The skill bonuses are circumstance bonuses. Using Light or Darkness expends the psionic focus. Psionic focus is required to gain the benefits of other Visual skills.
Aural: The spirited creature has more sensitive ears than most creatures. She can also change the ambient noise. The skill bonuses are circumstance bonuses. Create Sound expends the psychic's psionic focus. Psionic focus is required to gain all other Aural benefits.
Flight: The psychic can use her inborn power to keep herself in the air for extended periods of time. The bonuses are enhancement bonuses. Psionic focus is required to gain Flight benefits.
Heat Resistance: The spirited creature is less likely to be affected by fire of any kind. Psionic focus is required to benefit from Heat Resistance.
Vitality: The spirited creature is harder to injure and has a stronger immune system than most people. Psionic focus is required to benefit from Vitality.
Clairvoyance(Su)
1) +1 insight to all attacks, ac, saves, and checks, 40% of the time; (2) +2, 40%, Augury 1/day; (3) +3, 50%, Divination 1/week; (4) +5, 75%, Precognition 1/week.
Telepathy(Su): (1) Sense Motive +2, Bluff +2, Diplomacy +2, Empathy, Missive; (2) Skills1 +5, Gather Information +2, Intimidate +2, Mass Missive; (3) Skills1 +10, Skills2 +5, Handle Animal +2, Animal Empathy +2, Read Thoughts; (4) Telepathy 100ft, Mind-link.
Awareness(Su): (1) Blind-Fight, Uncanny Dodge, Spot +2, Search +2, Listen +2; (2)Skills +5, Trap Sense +1; (3) blindsight 15ft, Skills +10; (4) blindsight 60ft, Improved Uncanny Dodge, Trap Sense +2.
Fortification(Su): (1) +2 competence bonus to Strength score; (2) +4 Strength score; (3) +6 Strength score; (4) +10 Strength score.
Quickness(Su): (1) +5ft competence bonus to speed, +1 reaction bonus to attack, AC, and reflex; (2) +10ft speed, +2 reaction; (3) +15ft speed, +3 reaction; (4) +30ft speed, +5 reaction.
Visual(Su): (1) Hide +2, Spot +2, Search +2, Light; (2) Skills +5, Darkness, Low-light Vision 60ft; (3) Skills +10, Darkvision 60ft, Low-light 90ft; (4) Skills +15, Darksight 60ft.
Aural(Su): (1) Move Silently +2, Listen +2, Ghost Sound; (2) Skills +5, Create Sound; (3) Skills +10, Silence; (4) Skills +15, Control Sound, Whispering Wind.
Flight(Su): (1) Jump +5; (2) Jump +15, Levitation; (3) Fly 30ft (average); (4) Fly 90ft (perfect).
Heat Resistance(Ex): (1) Fire Resistance 5; (2) Fire 10; (3) Fire 15; (4) Fire 30.
Vitality(Su): (1) save vs poison/disease +2, natural armor +1; (2) Saves +4, DR 1/-, AC +2; (3) Con score +2, Saves +6, AC +3; (4) DR 3/-, AC +5, Fast Healing 1, Con score +4.
Feats: A psychic gains the Wild Talent feat for free. This allows the psychic to gain the psionic focus necessary to use the special abilities listed above.
-----------------------------------------------------------------------------------------------------------------------------------
Challenge Rating:
Level Adjustment:
New Feats
Powerful Spirit [General]
Some extraordinary psychics find that they can exceed the limits of their powers through proper focus and training.
Prerequisite: Spirited template.
Benefit: The psychic gains two more spirit points. These points must be used on two separate abilities.
Normal: A spirited creature never gains more spirit points. Those she has upon creation represent the limits of her ability.
Special: This feat may not be used to increase an ability from Rank 3 to Rank 4. This feat may be taken up to two times.
Energy Savant [General]
Training and experimentation has granted a spirited creature further insight into energy manipulation.
Prerequisites: Spirited template, Powerful Spirit, Energy(3)
Benefit: The spirited creature gains one additional energy power. This raises the total powers known to Energy Rank + 1.
Normal: Total powers known are equal to the psychic's Energy Rank.
Special: This feat can only be taken one time.
Gradual Resistance [General]
Experimentation and continued exposure to the elements has strengthened the psychic's resistance.
Prerequisites: Spirited template, Con14, 10 HD, Powerful Spirit, Heat Resistance(2), exposure to electricity, acid, cold, or sonic energy five minutes a day for a number of days equal to the character's level or HD, whichever is higher.
Benefit: The spirited creature's rank in Heat Resistance goes down by one, but she gains Resistance(1) in whichever element she was exposed to for the required time.
Normal: The psychic is only resistant to fire.
Special: This feat can be taken once for every energy type as long as the psychic's Heat Resistance never drops below Rank 1.
I've been trying to keep in mind that the template balances itself in some points. Spirit points are up to a die roll and never enough to be too ultra-powerful anyway. The new Psionic Focus will keep creatures and players from using some of the powers since the cost of it is to lose all other powers in effect for a full round at least (or movement action with the proper feat). The DC20 Concentration check is enough to keep most low level characters from having the powers at all times. Still, it's a lot of benefit with not a whole lot of minus. Not really any role-playing penalties or other character penalties.
This is why I come to you. I'm not sure if it needs more limits, or if a hefty ECL is necessary or what.
Thank you for your time, help, and patience (especially since there's a lot of text to this post).
Spirited Template (Psychic)
The mage shapes the ambient energy of the world around her. The cleric wields the divine powers of the gods. The psion realizes the full potential of her mind. The psychic taps into her own spirit to achieve her ends. Through luck, fate, or divine intervention this person was born with a stronger spirit than others around her.
Spirited creatures, called psychics by themselves and those who know of them, are born, not trained. They use their powers sometimes without even realizing they are doing anything special. This happens most often in cases of emergency when the power is used through sheer force of will instead of meditative concentration. Most cultivate those mundane skills their powers augment, making themselves better, while a few others take for granted what comes naturally to them and focus on other skills, or perhaps do no training whatsoever. Those psychics who do realize they are special are more likely to find the limits of their powers or find new uses for their abilities.
DM's Option: Assign the template without telling the player. Keep a record of the character's statistics and special abilities, adjusting rolls the character makes accordingly. If a dire emergency arises, the character may use his power unwittingly. A percentage should be rolled in this case. If the player character ever concentrates on something one of his abilities would benefit, the DM should roll the concentration check for gaining a psionic focus to see if the ability shows through. Another option is to describe to the player the barest glimmer of the power his character has. For example, the psychic character with Awareness(1) and no knowledge of her strong spirit might benefit from the Uncanny Dodge ability a certain percentage of the time, but will never have the full Awareness(1) ability without a psionic focus. Most importantly, let the player realize in his own time that the character is different. *This isn't recommended for characters above 3rd level. Past that, the character has likely had too many opportunities to realize his potential.
Creating a Spirited Creature
"Spirited" is a template that can be added to any aberration(5%), dragon(1%), elemental(3%), fey(3%), giant(5%), humanoid(10%), magical beast(3%), monstrous humanoid(5%), outsider(5%), or shapechanger(5%). The creature (referred to hereafter as the "base creature" must have an Intelligence score and a Wisdom score of at least 15. There is still only a small chance the base creature will have been born a psychic, reflected by the percentages listed above. The base creature gains the "psionic" subtype. It uses all the base creature's statistics and special abilities except as noted here.
The spirited creature's power is more closely related to psionics than magic. Those special abilities listed as supernatural(Su) are treated as being psionic instead of magical in case the Psionics Are Different option is being used (ex. A psychic's power goes away in a null psionics field, but not an antimagic field). A psionic focus is needed to use any of the abilities listed. Some abilities require expenditure of the focus. Once used, the psychic loses the benefit of all her abilities until focus is regained.
Special Attacks: The spirited creature retains all special attacks of the base creature. In addition, the psychic also gains some of the special attacks described below. Each special attack has four ranks. The psychic has 2d4 spirit points to spend as ranks on a one-for-one basis. The only exception is rank 4 requires two points to be spent. So to have a rank 4 ability, five total points must be spent (three points to achieve rank 3, then two more in order to gain rank 4). Spirit points may not be saved for later use. All abilities dependent upon a caster/manifester level use the spirited creature's HD.
All abilities dependent upon a caster/manifester level use the spirited creature's HD. A 10 HD creature has a caster/manifester level of 10. The bonuses do not stack. If the spirited creature has Obfuscation(2), she has a +5 bonus to Hide, Move Silently, and Bluff, not a +7 bonus. If an ability is not mentioned further along the chain, it has not changed. A psychic with Telekinesis(2) still has Telekinetic Force and Telekinetic Thrust.
*Remember: if the player comes up with a new idea or use for one of these abilities or a combination of them that isn't listed here, try to work it out with him. With the proper combination of skill checks, ability checks, and power use, near anything is possible in the D&D universe. Don't stifle creation just to follow these exact lists. (ex. Clairtangent Hand might be used if the appropriate Ranks of Projection and Telekinesis were combined.)
Obfuscation: The spirited creature using this skill can hide herself as well as others, including objects and even the truth. Psionic focus must be maintained to use all Obfuscation skills unless noted otherwise. The skill bonuses are competence bonuses. All Rank 4 abilities require expenditure of psionic focus.
Projection: The psychic can see long distances. Some can project visions of themselves while the most powerful can transfer themselves to that point. All Projection abilities require the psychic to expend her psionic focus.
Telekinesis: The psychic can exercise control over the air itself. The spirited creature can push and pull objects, manipulate them, even stop the air from moving completely. All Telekinesis powers require the psychic to expend her psionic focus.
Combustion: The spirited creature has the rare ability to create fires from nothing. All abilities require the expenditure of her psionic focus.
Barrier: A spirited creature with skill in this ability is better able to defend herself from those with skill in Energy Manipulation. All bonuses are resistance bonuses. The psychic must have a psionic focus for all Barrier abilities.
Flame Control: The psychic can focus herself and direct fire, both natural and supernatural. All Flame Control abilities require a psionic focus.
Energy Manipulation: A psychic can in some cases expend their energy and direct it in some form outside of her body. Each use of this power expends a spirited creature's psionic focus. These powers can be drawn from a psion or wizard's spell list of appropriate level (listed below), or can be new creations of the player's mind. New creations must be no more powerful than a spell or power of the Rank's level cap. For each Rank, one power is chosen. A character with Energy(4) will have 4 powers.
Obfuscation(Su): (1) Hide +2, Move Silently +2, Bluff +2, Change Self; (2) Skills1 +5, Disguise +2, Forgery +2, Mimic +2, Suggestion; (3) Skills2 +5, Major Image; (4) Mass Suggestion, Mirage Arcana, Veil.
Projection(Su): (1) Clairvoyant Sense; (2) Remote Viewing; (3) Dimension Door to place seen through Projection as long as the location is within Dimension Door's range; (4) Fission (in this case, the double can appear next to you or wherever you're viewing through other Projection powers.)
Telekinesis(Su): (1) Telekinetic Force, Telekinetic Thrust; (2) Telekinetic Maneuver; (3) Wall of Force; (4) Telekinetic Sphere.
Combustion(Su): (1) Create Flames (as if making a fire bigger using the Control Flames power with max size Small); (2) Fire Lash (Pyrokineticist ability), Create Flames (Huge); (3) Nimbus (Pyrokineticist ability at 1/2 damage); (4) Create Flames (Collossal), Conflagration (Pyrokineticist ability at 2/3 damage).
Barrier(Su): (1) +1 saves; (2) Evasion, +2 saves; (3) Mettle; (4) Improved Evasion, +3 saves.
Flame Control(Su): (1) Control Flames (size of fire capped at Large); (2) Augment requires full-round concentration instead of power points; (3) Control two fires at a time instead of one; (4) Augment takes a move-equivalent action, no cap on the size of the fire.
Energy Manipulation(Su): (1) 1 single-target non-damaging power 3/day - 1st; (2) a single/multi-target non-damaging power 3/day, or a single-target damaging power 1/day - 3rd; (3) a single/multi-target non-damaging power 2/day - 4th, or a single-target damaging power 1/day - 5th; (4) a single/multi-target non-damaging power 1/day - 6th, or a single/multi-target damaging power 2/day - 6th.
Special Qualities: A spirited creature has all the special qualities of the base creature and some of those listed below, and gains the psionic subtype. Each special quality has four ranks. The spirited creature has 2d6 spirit points to spend as ranks on a one-for-one basis. The only exception is rank 4 requires two points to be spent. So to have a rank 4 ability, five total points must be spent at the time of creation (three points to achieve rank 3, then 2 more in order to gain rank 4). Spirit points may not be saved for later use.
All abilities dependent upon a caster/manifester level use the spirited creature's HD. A 10 HD creature has a caster/manifester level of 10. The bonuses do not stack. If the spirited creature has Fortification(3), she has +6 to her strength score, not +12. Bonuses not mentioned further along the chain stay the same. Awareness(3) gives a +10 to certain skills. This doesn't change in Awareness(4), therefore isn't mentioned. Awareness(4) grants Blind-Fight, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2, Blindsight 60ft, and a +10 bonus to Spot and Search.
*Remember: if the player comes up with a new idea or use for one of these abilities or a combination of them that isn't listed here, try to work it out with him. With the proper combination of skill checks, ability checks, and power use, near anything is possible in the D&D universe. Don't stifle creation just to follow these exact lists. (ex. High Ranks in Heat Resistance and Vitality could allow for the healing of fire damage, or possibly even the absorption of fire damage if it suits the campaign.)
Clairvoyance: The psychic benefits from slight insights into the future. This can be anywhere from a few seconds to days or weeks at a time. All bonuses are insight bonuses. Psionic focus must be maintained to benefit from Clairvoyance except with Augury, Divination, and Precognition. Those require the psychic to expend her psionic focus.
Telepathy: The psychic has the ability to sense the emotions of other creatures, as well as being able to communicate mentally with them and even read their thoughts. All bonuses are insight bonuses. The spirited creature must expend her psionic focus to use Mind-link. All other abilities require her to have a psionic focus.
Awareness: The spirited creature has an amazing sense of her surroundings. The bonuses are enhancement bonuses. Psionic focus must be maintained to gain any benefit from Awareness.
Fortification: The spirited creature possesses amazing strength. Psionic focus must be maintained to gain any benefit from Fortification. All bonuses are competence bonuses.
Quickness: The psychic moves faster than others, improving her base speed and reaction times. The speed bonuses are competence bonuses and the Attack, AC, and Reflex bonuses are reaction bonuses. Reaction bonuses are lost when flat-footed or the psychic is otherwise denied her Dexterity bonus. Psionic focus must be maintained to benefit from Quickness.
Visual: The spirited creature has sharper vision than most creatures. She also has the power to affect typical sight conditions. The skill bonuses are circumstance bonuses. Using Light or Darkness expends the psionic focus. Psionic focus is required to gain the benefits of other Visual skills.
Aural: The spirited creature has more sensitive ears than most creatures. She can also change the ambient noise. The skill bonuses are circumstance bonuses. Create Sound expends the psychic's psionic focus. Psionic focus is required to gain all other Aural benefits.
Flight: The psychic can use her inborn power to keep herself in the air for extended periods of time. The bonuses are enhancement bonuses. Psionic focus is required to gain Flight benefits.
Heat Resistance: The spirited creature is less likely to be affected by fire of any kind. Psionic focus is required to benefit from Heat Resistance.
Vitality: The spirited creature is harder to injure and has a stronger immune system than most people. Psionic focus is required to benefit from Vitality.
Clairvoyance(Su)

Telepathy(Su): (1) Sense Motive +2, Bluff +2, Diplomacy +2, Empathy, Missive; (2) Skills1 +5, Gather Information +2, Intimidate +2, Mass Missive; (3) Skills1 +10, Skills2 +5, Handle Animal +2, Animal Empathy +2, Read Thoughts; (4) Telepathy 100ft, Mind-link.
Awareness(Su): (1) Blind-Fight, Uncanny Dodge, Spot +2, Search +2, Listen +2; (2)Skills +5, Trap Sense +1; (3) blindsight 15ft, Skills +10; (4) blindsight 60ft, Improved Uncanny Dodge, Trap Sense +2.
Fortification(Su): (1) +2 competence bonus to Strength score; (2) +4 Strength score; (3) +6 Strength score; (4) +10 Strength score.
Quickness(Su): (1) +5ft competence bonus to speed, +1 reaction bonus to attack, AC, and reflex; (2) +10ft speed, +2 reaction; (3) +15ft speed, +3 reaction; (4) +30ft speed, +5 reaction.
Visual(Su): (1) Hide +2, Spot +2, Search +2, Light; (2) Skills +5, Darkness, Low-light Vision 60ft; (3) Skills +10, Darkvision 60ft, Low-light 90ft; (4) Skills +15, Darksight 60ft.
Aural(Su): (1) Move Silently +2, Listen +2, Ghost Sound; (2) Skills +5, Create Sound; (3) Skills +10, Silence; (4) Skills +15, Control Sound, Whispering Wind.
Flight(Su): (1) Jump +5; (2) Jump +15, Levitation; (3) Fly 30ft (average); (4) Fly 90ft (perfect).
Heat Resistance(Ex): (1) Fire Resistance 5; (2) Fire 10; (3) Fire 15; (4) Fire 30.
Vitality(Su): (1) save vs poison/disease +2, natural armor +1; (2) Saves +4, DR 1/-, AC +2; (3) Con score +2, Saves +6, AC +3; (4) DR 3/-, AC +5, Fast Healing 1, Con score +4.
Feats: A psychic gains the Wild Talent feat for free. This allows the psychic to gain the psionic focus necessary to use the special abilities listed above.
-----------------------------------------------------------------------------------------------------------------------------------
Challenge Rating:
Level Adjustment:
New Feats
Powerful Spirit [General]
Some extraordinary psychics find that they can exceed the limits of their powers through proper focus and training.
Prerequisite: Spirited template.
Benefit: The psychic gains two more spirit points. These points must be used on two separate abilities.
Normal: A spirited creature never gains more spirit points. Those she has upon creation represent the limits of her ability.
Special: This feat may not be used to increase an ability from Rank 3 to Rank 4. This feat may be taken up to two times.
Energy Savant [General]
Training and experimentation has granted a spirited creature further insight into energy manipulation.
Prerequisites: Spirited template, Powerful Spirit, Energy(3)
Benefit: The spirited creature gains one additional energy power. This raises the total powers known to Energy Rank + 1.
Normal: Total powers known are equal to the psychic's Energy Rank.
Special: This feat can only be taken one time.
Gradual Resistance [General]
Experimentation and continued exposure to the elements has strengthened the psychic's resistance.
Prerequisites: Spirited template, Con14, 10 HD, Powerful Spirit, Heat Resistance(2), exposure to electricity, acid, cold, or sonic energy five minutes a day for a number of days equal to the character's level or HD, whichever is higher.
Benefit: The spirited creature's rank in Heat Resistance goes down by one, but she gains Resistance(1) in whichever element she was exposed to for the required time.
Normal: The psychic is only resistant to fire.
Special: This feat can be taken once for every energy type as long as the psychic's Heat Resistance never drops below Rank 1.