Index classes psion

Psion

Psions are masters of the art of psionic manifesting. Though rigorous training, self-discipline, and introspection, they are able to unlock the full powers of the mind. By specializing in a specific path, a psion can read and manipulate minds, alter his own body, generate astral constructs, crush the brains of his enemies, duplicate his own consciousness, and much more. Psions are most similar to arcanists, specifically wizards, and they share many of the same strengths and weaknesses.

Level BAB Fort Ref Will Features Power Points per Day Powers Known Maximum Power Level
1 0 0 0 2 Bonus Feat, Discipline 2 3 1st
2 1 0 0 3 - 6 5 1st
3 1 1 1 3 - 11 7 2nd
4 2 1 1 4 - 17 9 2nd
5 2 1 1 4 Bonus Feat 25 11 3rd
6 3 2 2 5 - 35 13 3rd
7 3 2 2 5 - 46 15 4th
8 4 2 2 6 - 58 17 4th
9 4 3 3 6 - 72 19 5th
10 5 3 3 7 Bonus Feat 88 21 5th
11 5 3 3 7 - 106 22 6th
12 6/1 4 4 8 - 126 24 6th
13 6/1 4 4 8 - 147 25 7th
14 7/2 4 4 9 - 170 27 7th
15 7/2 5 5 9 Bonus Feat 195 28 8th
16 8/3 5 5 10 - 221 30 8th
17 8/3 5 5 10 - 250 31 9th
18 9/4 6 6 11 - 280 33 9th
19 9/4 6 6 11 - 311 34 9th
20 10/5 6 6 12 Bonus Feat 343 36 9th

Class Features

Power Points per Day

A psion's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psion. In addition, he receives bonus power points per day if he has a high Intelligence score. His race may also provide bonus power points per day, as may certain feats and items.

Discipline

Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline, as well as the powers restricted to that discipline. However, choosing a discipline also means that the psion cannot learn powers that are restricted to other disciplines. He can't even use such powers by employing psionic items.

A discipline is one of six groupings of powers, each defined by a common theme. The six disciplines are clairsentience, metacreativity, psychokinesis, psychometabolism, psychoportation, and telepathy.

Clairsentience

A psion who chooses clairsentience is known as a seer. Seers can learn precognitive powers to aid their comrades in combat, as well as powers that permit them to gather information in many different ways. This discipline's class skills are Gather Information(Cha), Listen(Wis), and Spot(Wis).

Metacreativity

A psion specializing in metacreativity is known as a shaper. This discipline includes powers that draw ectoplasm or matter from the Astral Plane, creating semisolid and solid items such as armor, weapons, or animated constructs to do battle at the shaper's command. This discipline's class skills are Bluff(Cha), Disguise(Cha), and Use Psionic Device(Cha).

Psychokinesis

Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy. This discipline's class skills are Autohypnosis(Wis), Disable Device(Int), and Intimidate(Cha).

Psychometabolism

A psion who specializes in psychometabolism is known as an egoist. This discipline consists of powers that alter the psion's psychobiology, or that of creatures near him. An egoist can both heal and transform himself into a fearsome fighter. This discipline's class skills are Autohypnosis(Wis), Balance(Dex), and Heal(Wis).

Psychoportation

A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time. This discipline's class skills are Climb(Str), Jump(Str), Ride(Dex), Survival(Wis), and Swim(Str).

Telepathy

A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease. This discipline's class skills are Bluff(Cha), Diplomacy(Cha), Gather Information(Cha), and Sense Motive(Wis).

Powers Known

A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.

Choose the powers known from the psion power list, or from the list of powers of your chosen discipline. You cannot choose powers from restricted discipline lists other than your own discipline list. You can choose powers from disciplines other than your own if they are not on a restricted discipline list. (Exception: The feat Expanded Knowledge allows a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level.

The number of times a psion can manifest powers in a day is limited only by his daily power points.

A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier.

Maximum Power Level Known

A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers.

To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power's level.

Bonus Feats (Ex)

A psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat.

These bonus feats are in addition to the feats that a character of any class gains every three levels. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.



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