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This question already has an answer here:

Archives of Nethys, had a archetype called Psychic Marauder

I am looking for the psychic marauder archetype.

It was on the archives of Nethys site, which is down, and now I'd like another site I can find it at please or a copy of it.

Archives of Nethys: Pathfinder RPG Database ... archivesofnethys.com/ArchetypeDisplay.aspx?...Psychic%20Psychic%20Marauder Psychic Marauder. Source Heroes of the Darklands pg. 22.

Thank you.

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marked as duplicate by Miniman, SevenSidedDie Jul 18 '17 at 1:51

This question has been asked before and already has an answer. If those answers do not fully address your question, please ask a new question.

  • \$\begingroup\$ Can anyone confirm that the archetype in question is open content under the license and that this question is not asking for pirated material? \$\endgroup\$ – Oblivious Sage Jul 18 '17 at 0:58
  • \$\begingroup\$ Archive seems to be working fine. \$\endgroup\$ – Kyaaadaa Jul 18 '17 at 1:03
  • \$\begingroup\$ I've tried from my desk top phone and ipad. Also used chrome and safari browser i can't get in. keep getting an error page. how you all getting in? \$\endgroup\$ – Roland Jul 18 '17 at 1:39
  • \$\begingroup\$ Please don't double post questions. \$\endgroup\$ – SevenSidedDie Jul 18 '17 at 1:52
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That's a link to the page. You're welcome.

http://archivesofnethys.com/ArchetypeDisplay.aspx?FixedName=Psychic%20Psychic%20Marauder

Also if for whatever reason you can't access it...

When one encounters aberrant creatures, it can unlock psychic potential within a person, though this experience is traumatic for those who endure it. The psychic marauder’s powers come hand in hand with madness, either from exposure to alien psyches or from terrifying glimpses into the cosmos that the psychic can’t suppress. But she does not crumble under the strain of this insanity; instead, she cordons it off to use as a shield against other psychic intrusions and harnesses it to unleash it upon the world around her. Psychic marauders in Orv have often been corrupted by the influence of aboleths or neothelids. Alignment: A psychic marauder must be of nonlawful alignment. A psychic marauder that becomes lawful loses her aura of insanity. However, she retains all other benefits of this archetype. Skewed Mentality (Ex): At 2nd level, a psychic marauder becomes alienated from reality as others perceive it. The psychic marauder uses her Charisma modifier on Will saves instead of her Wisdom modifier. This ability replaces detect thoughts. Aura of Insanity (Su): At 3rd level, a psychic marauder’s madness begins to leak out. As a standard action, the psychic marauder can spend 1 point from her phrenic pool to manifest an aura of insanity, letting bits of her psyche penetrate the minds of those around her. The aura is centered on the psychic marauder and has a radius of 10 feet, increasing by 5 feet for every 3 class levels beyond 3rd. Any creature starting its turn within the aura must succeed at a Will save (DC = 10 + half the psychic marauder’s level + the psychic marauder’s Charisma modifier) or be confused for 1 round. The psychic marauder can exclude a number of targets inside the radius equal to 1 + 1 for every 3 class levels beyond 3rd, shielding them from her madness. The aura of insanity lasts for a number of rounds equal to the psychic marauder’s Charisma modifier. This is a mind-affecting effect. At 11th level, when a creature rolls to determine the effects of a confusion effect while within the aura of insanity, the psychic marauder can spend 1 point from her phrenic pool to force the affected creature to roll twice. The psychic marauder selects which result is used. At 19th level, when a creature would roll to determine the effects of a confusion effect while within the aura of insanity, the psychic marauder can spend 2 points from her phrenic pool to select the result of the affected creature’s confused condition without rolling. This does not allow the psychic marauder to control how that result is applied. This ability replaces the phrenic amplifications gained at 3rd, 11th, and 19th levels. Cracked Perspectives (Ex): At 9th level, a psychic marauder’s growing madness renders her immune to confusion and insanity effects. This ability replaces telepathic bond. Unreal Understanding (Ex): At 20th level, a psychic marauder’s mindset becomes completely aberrant, to the point that no outside force can penetrate her psyche. Because of this, the psychic marauder becomes immune to all mind-affecting effects. This ability replaces remade self. - Archives of Nethys Psychic Marauder

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