Psion

The powers of the mind are varied and limitless, and the psion learns how to unlock them. Whether he is a shaper or a telepath, an egoist or a nomad, the psion learns to manifest psionic powers that alter himself and the world around him. Due to the limited powers that any one psion knows, each psion is unique in his capabilities, as his latent abilities are drawn out and shaped into the psionic powers that define the psion.

Each psion also has to the potential to gain unique abilities depending on his choice of disciplines: the egoist excels at altering his own physiology while the nomad learns to manipulate the very fabric of space and time.

The psion can fulfill a variety of different roles depending upon the power choices he makes and which particular discipline is the given focus of their chosen specialization. Regardless of their choice, all psions are masters of the powers of the mind and capable of helping their allies against any danger.

Table: The Psion

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialPsionic Manifesting
Power
Points
Powers
Known
Max Level
Known
1st+0+0+0+2Bonus feat, discipline231st
2nd+1+0+0+3651st
3rd+1+1+1+31172nd
4th+2+1+1+41792nd
5th+2+1+1+4Bonus feat25113rd
6th+3+2+2+535133rd
7th+3+2+2+546154th
8th+4+2+2+658174th
9th+4+3+3+672195th
10th+5+3+3+7Bonus feat88215th
11th+5+3+3+7106226th
12th+6/+1+4+4+8126246th
13th+6/+1+4+4+8147257th
14th+7/+2+4+4+9170277th
15th+7/+2+5+5+9Bonus feat195288th
16th+8/+3+5+5+10221308th
17th+8/+3+5+5+10250319th
18th+9/+4+6+6+11280339th
19th+9/+4+6+6+11311349th
20th+10/+5+6+6+12Bonus feat343369th
Hit Die: d4
Class Skills (2 + Int modifier per level): Academics, Profession, and Psi Lore In addition, you gain access to additional class skills based on your chosen discipline (see Discipline below):
Seer (Clairsentience): Insight and Perception.
Shaper (Metacreativity): Deception and Engineering.
Kineticist (Psychokinesis): Engineering and Intimidate.
Egoist (Psychometabolism): Acrobatics and Heal.
Nomad (Psychoportation): Athletics and Handle Animal.
Telepath (Telepathy): Insight and Persuasion.

Starting Wealth: Average (2d6 × 10 gp, Average 70 gp)

Class Features

Weapon and Armor Proficiency

A Psion is proficient with Basic weapons and Crossbows. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of their powers.

If not using weapon groups, a Psion is proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear.

Discipline

You must decide at 1st level which psionic discipline you will specialize in. Choosing a discipline provides you with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline. However, choosing a discipline also means that you cannot learn powers that are restricted to other disciplines. You 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.

Each discipline also offers a selection of unique discipline abilities only available to psions who specialize in that discipline. At each class level, you may select one of the available discipline abilities instead of a power known. If you make this exchange, you permanently know fewer powers. You cannot select the same discipline ability more than once, unless otherwise noted.

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.

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.

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.

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.

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.

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.

Psionic Manifesting

As a psion, you manifest psionic powers, which are drawn from the psion/wilder 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. (Exception: The feat Expanded Knowledge does allow a psion to learn powers from the lists of other disciplines or even other classes.)

Your key ability score is Intelligence.

To learn or manifest a power, you must have a key ability score equal to at least 10 + the power’s level. The Difficulty Class for saving throws against your psion powers is 10 + the power’s level + your key ability modifier.

Your manifester level is equal to your class level. You can manifest any power that has a total power point cost equal to or lower than your manifester level.

Power Points/Day

Your ability to manifest powers is limited by the power points you have available. Your base daily allotment of power points is given on Table: The Psion. In addition, you receive bonus power points per day if you have a high Intelligence score.

Powers Known

You begin play knowing three 0-level psion talents and three 1st-level psion powers of your choice. Each time you achieve a new level, you unlock the knowledge of new powers.

You simply know your powers; they are ingrained in your mind. You do not need to prepare or access them in the way that some spellcasters must, though you must gain the benefits of a Long Rest each day to regain all your spent power points.

Maximum Power Level Known

You begin play with the ability to learn o-level talents and 1st-level powers. As you attain higher levels, you may gain the ability to master more complex powers.

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

Psionic Talents

0-level powers, known as psionic talents, have some special rules associated with them.

As long as you maintain psionic focus, you may use your psionic talents at will and manifest them without spending any power points. Alternatively, if you do not have psionic focus or simply choose to do so, you may spend 1 power point to manifest a talent.

If the talent has a duration longer than instantaneous, you can have only one such talent active at a time. Manifesting a second automatically dismisses the first. Talents manifested using a power point do not have this limitation.

If a talent can be augmented, you must pay the augment cost, regardless of which method you use to manifest the talent.

When selecting powers known, you may choose any two psionic talents from your class list in place of one power known. You otherwise do not gain access to additional talents known as you gain levels.

Bonus Feats

You gain a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, metapsionic feat, or item creation feat. You must meet the prerequisites of the selected feat.

Psion Archetypes

You may choose to use one or more of these archetypes to modify the class features of this class. You may not choose more than one archetype unless they replace or modifiy different class features. See the section on Class Archetypes for full rules.

Table: Psion Archetypes

ArchetypesClass Features Replaced or Modified
DisciplinePsionic ManifestingBonus Feats
Arcane MindCC
BombardierXC
Dual DiscipleCC
EruditeXC
Node ManifesterX
X = replaced, C = changed, blank = as original class