Psychic Duelist Dedication Feat 4
Source Pathfinder Dark Archive (Remastered)
Prerequisites trained in Occultism, you have been in a psychic duel
Through experience and in-depth visualizations of mental battles, you've grown adept at psychic duels. You gain a +2 circumstance bonus to your initiative rolls for psychic duels. Each time you enter a psychic duel, choose one of the following benefits for the duration of that duel.
- Mind Mace You gain a status bonus to mental damage with spells you cast equal to the spell's rank.
Psychic Fist You can use your standard attribute modifier for Strike damage instead of your highest mental modifier, and you can use your full AC instead of using your Will DC in place of your AC.
The mental landscape of the psychic duel rises to meet your steps and reshapes at your touch. You understand the binary mindscape links two minds, making its foundation only as strong as the wills of those involved. Two psychic castles in a siege—patch every loose brick in your walls and single out every flaw in your foe's defenses.
Psychic Duelist Dedication Feat 4
Prerequisites trained in Occultism, you have been in a psychic duel
Through experience and in-depth visualizations of mental battles, you've grown adept at psychic duels. You gain a +2 circumstance bonus to your initiative rolls for psychic duels. Each time you enter a psychic duel, choose one of the following benefits for the duration of that duel.
- Mind Mace You gain a status bonus to mental damage with spells you cast equal to the spell's rank.
- Psychic Fist You can use your standard ability modifier for Strike damage instead of your highest mental modifier, and you can use your full AC instead of using your Will DC in place of your AC.
Source: Pathfinder Dark Archive
Duel Spell Advantage Feat 6
Source: Pathfinder Dark Archive
Supreme Psychic Center Feat 8
Source: Pathfinder Dark Archive
Instigate Psychic Duel Feat 12
Source: Pathfinder Dark Archive
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
ArchetypeThis feat belongs to an archetype.
DedicationEach archetype's dedication feat represents your character's dedicated effort learning a new set of abilities, making it impossible to split your focus and pursue another archetype at the same time. Once you take a dedication feat, you can't select a different dedication feat until you complete your dedication by taking two other feats from your current archetype. You can't retrain a dedication feat as long as you have any other feats from that archetype.