Psion

System: Pathfinder

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, or even a generalist, 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 gains 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, and the generalist becomes a master of the overall principles of psionics, while sacrificing some of the unique abilities of the other disciplines.

Role: The psion can fulfill a variety of different roles depending upon the power choices he makes. Generalist psions have the greatest versatility of the different psions, while those of a particular discipline excel at 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.

Alignment: Any.

Hit Die: d6.

Starting Wealth: 6000 c

Class Skills

The psion’s class skills are Autohypnosis* (Wis), Computer Use (Int), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Spellcraft (Int).

In addition, a psion gains access to additional class skills based on his discipline:

Seer (Clairsentience): Diplomacy (Cha) and Perception (Wis).
Shaper (Metacreativity): Bluff (Cha), Disguise (Cha), and Use Magic Device (Cha).
Kineticist (Psychokinesis): Disable Device (Dex) and Intimidate (Cha).
Egoist (Psychometabolism): Acrobatics (Dex) and Heal (Wis).
Nomad (Psychoportation): Climb (Str), Fly (Dex), Survival (Wis), and Swim (Str).
Telepath (Telepathy): Bluff (Cha), Diplomacy (Cha), and Sense Motive (Wis).
Technopath (Technopathy): Disable Device (Dex) and Use Magic Device (Cha) (New Discipline exclusive to Dark Sun Future)
Generalist (None): Use Magic Device (Cha) and any one skill chosen from the above discipline lists.

Skill Ranks at Each Level: 2 + Int modifier.

Level BAB Fort Save Ref Save Will Save Special Power Pts/Day Powers Known Max Power Level Known
1st +0 +0 +0 +2 Bonus feat, detect psionics, discipline, discipline talents 2 3 1st
2nd +1 +0 +0 +3 Discipline ability 6 5 1st
3rd +1 +1 +1 +3 11 7 2nd
4th +2 +1 +1 +4 17 9 2nd
5th +2 +1 +1 +4 Bonus feat 25 11 3rd
6th +3 +2 +2 +5 35 13 3rd
7th +3 +2 +2 +5 46 15 4th
8th +4 +2 +2 +6 Discipline ability 58 17 4th
9th +4 +3 +3 +6 72 19 5th
10th +5 +3 +3 +7 Bonus feat 88 21 5th
11th +5 +3 +3 +7 106 22 6th
12th +6/+1 +4 +4 +8 126 24 6th
13th +6/+1 +4 +4 +8 147 25 7th
14th +7/+2 +4 +4 +9 Discipline ability 170 27 7th
15th +7/+2 +5 +5 +9 Bonus feat 195 28 8th
16th +8/+3 +5 +5 +10 221 30 8th
17th +8/+3 +5 +5 +10 250 31 9th
18th +9/+4 +6 +6 +11 280 33 9th
19th +9/+4 +6 +6 +11 311 34 9th
20th +10/+5 +6 +6 +12 Bonus feat, discipline ability 343 36 9th

Class Features

The following are class features of the psion.

Weapon and Armor Proficiency: Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, shortspear, and Pistols. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.

Power Points/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 (see Table: Ability Modifiers and Bonus Power Points). 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 (see above), as well as the powers restricted to that discipline, and the special abilities associated with that discipline (detailed below). However, choosing a discipline also means that the psion cannot learn powers that are restricted to the other disciplines (generalist psions cannot learn powers on any of the discipline power lists). He can’t even use such powers by employing psionic items.

Powers Known

A psion begins play knowing three psion powers of your choice listed here. Each time he achieves a new level, he unlocks the knowledge of new powers from the psion/wilder power list.

Choose the powers known from the psion power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow 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

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 other level. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.

Detect Psionics (Ps)

All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.

Discipline Talents (Ps)

Each discipline gains access to two psi-like abilities that can be used as long as the psion maintains psionic focus. Discipline talents are treated as 0-level powers for all purposes (such as save DC). The manifesting time for a discipline talent is the same as if it was manifested normally, or a standard action if the discipline talent does not mimic a psionic power. These powers do not count as powers known for the psion; to manifest them normally, he must select them as his powers known normally.

Discipline Abilities

At 2nd, 8th, 14th, and 20th level, the psion gains special abilities related to his choice of discipline, as detailed below.

Images

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