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Psionic Classes
PSION![]() ![]() Hit Die: d4. Class SkillsThe psion’s class skills (and the key ability for each skill) are Concentration* (Con), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Psicraft* (Int). In addition, a psion gains access to additional class skills based on his discipline:Seer (Clairsentience): Gather Information (Cha), Listen (Wis), and Spot (Wis). Shaper (Metacreativity): Bluff (Cha), Disguise (Cha), and Use Psionic Device* (Cha). Kineticist (Psychokinesis): Autohypnosis* (Wis), Disable Device (Dex), and Intimidate (Cha). Egoist (Psychometabolism): Autohypnosis* (Wis), Balance (Dex) and Heal (Wis). Nomad (Psychoportation): Climb (Str), Jump (Str), Ride (Dex), Survival (Wis), and Swim (Str). Telepath (Telepathy): Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), and Sense Motive (Wis). *New skill or expanded use of existing skill. Skill Points at 1st Level: (2 + Int modifier) x4. Skill Points at Each Additional Level: 2 + Int modifier. Table: The Psion
Class FeaturesAll the following are class features of the psion.Weapon and Armor Proficiency: Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. 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. 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.
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.
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. PSIONIC DISCIPLINESA 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. 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.
A psicrystal is a fragment of a psionic character’s
personality, brought into physical form and a semblance of life (via
the
Psicrystal Affinity
feat). A psicrystal appears as a crystalline construct about the
size of a human hand.
|
Owner Level |
Natural Armor Adj. |
Int Adj. |
Special |
---|---|---|---|
1st–2nd | +0 | +0 |
Alertness, improved evasion, personality, self-propulsion,
share powers, sighted, telepathic link |
3rd–4th | +1 | +1 |
Deliver touch powers |
5th–6th | +2 | +2 |
Telepathic speech |
7th–8th | +3 | +3 |
- |
9th–10th | +4 | +4 |
Flight |
11th–12th | +5 | +5 |
Power resistance |
13th–14th | +6 | +6 |
Sight link |
15th–16th | +7 | +7 |
Channel power |
17th–18th | +8 | +8 |
- |
19th–20th | +9 | +9 |
- |
Psicrystal Ability Descriptions: All psicrystals have special abilities (or impart abilities to their owners) depending on the level of the owner, as shown on the table above. The abilities on the table are cumulative.
Natural Armor Adj. (Ex): This number noted here is an improvement to the psicrystal’s natural armor bonus (normally 0). It represents a psicrystal’s preternatural durability.
Intelligence Adj. (Ex): Add this value to the psicrystal’s Intelligence score. Psicrystals are as smart as people (though not necessarily as smart as smart people).
Alertness (Ex): The presence of a psicrystal sharpens its master’s senses. While a psicrystal is within arm’s reach (adjacent to or in the same square as its owner), its owner gains the Alertness feat.
Improved Evasion (Ex): If a psicrystal is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Personality (Ex): Every psicrystal has a personality. See Psicrystal Personality, below.
Self-Propulsion (Su): As a standard action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the owner desires).
Share Powers (Su): At the
owner’s option, he can have any power (but not any psi-like
ability) he manifests on himself also affect his psicrystal. The
psicrystal must be within 5 feet of him at the time of the
manifestation to receive the benefit. If the power has a duration
other than instantaneous, it stops affecting the psicrystal if it
moves farther than 5 feet away, and will not affect the psicrystal
again, even if it returns to its owner before the duration
expires.
Additionally, the owner can manifest a power with a target of
“You” on his psicrystal (as a touch range power)
instead of on himself. The owner and psicrystal cannot share
powers if the powers normally do not affect creatures of the
psicrystal’s type (construct).
Sighted (Ex): Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can’t discern invisible or ethereal beings. A psicrystal’s sighted range is 40 feet.
Telepathic Link (Su): The
owner has a telepathic link with his psicrystal out to a distance
of up to 1 mile. The owner cannot see through the
psicrystal’s senses, but the two of them can communicate
telepathically as if the psicrystal were the target of a
mindlink
power manifested by the owner. For instance, a psicrystal placed
in a distant room could relay the activities occurring in that
room.
Because of the telepathic link between a psicrystal and its owner,
the owner has the same connection to an item or place that the
psicrystal does. For instance, if his psicrystal has seen a room,
the owner can teleport into that room as if he has seen it too.
Deliver Touch Powers (Su): If the owner is 3rd level or higher, his psicrystal can deliver touch powers for him. If the owner and psicrystal are in contact at the time the owner manifests a touch power, he can designate his psicrystal as the “toucher.” The psicrystal can then deliver the touch power just as the owner could. As usual, if the owner manifests another power before the touch is delivered, the touch power dissipates.
Telepathic Speech (Ex): If the owner is 5th level or higher, the psicrystal can communicate telepathically with any creature that has a language and is within 30 feet of the psicrystal, while the psicrystal is also within 1 mile of the owner.
Flight (Su): If the owner is 9th level or higher, he can, as a standard action, will his psicrystal to fly at a speed of 50 feet (poor). The psicrystal drifts gently to the ground after one day (or sooner, if the owner desires).
Power Resistance (Ex): If the owner is 11th level or higher, the psicrystal gains power resistance equal to the owner’s level + 5. To affect the psicrystal with a power, another manifester must get a result on a manifester level check that equals or exceeds the psicrystal’s power resistance.
Sight Link (Sp): If the owner is 13th level or higher, the character can remote view the psicrystal (as if manifesting the remote view power) once per day.
Channel Power (Sp): If the
owner is 15th level or higher, he can manifest powers through the
psicrystal to a distance of up to 1 mile. The psicrystal is
treated as the power’s originator, and all ranges are
calculated from its location.
When channeling a power through his psicrystal, the owner
manifests the power by paying its power point cost. He is still
subject to attacks of opportunity and other hazards of manifesting
a power, if applicable (for instance, he becomes visible when
manifesting an offensive power if
invisible, as does the psicrystal).
Psicrystal Personality (Ex):
Each psicrystal has a distinct personality, chosen by its owner at
the time of its creation from among those given on the following
table. At 1st level, its owner typically gets a feel for a
psicrystal’s personality only through occasional impulses,
but as the owner increases in level the psicrystal’s
personality becomes more pronounced. At higher levels, it is not
uncommon for a psicrystal to constantly ply its owner with
observations and advice, often severely slanted toward the
psicrystal’s particular worldview. The owner always sees a
bit of himself in his psicrystal, even if magnified and therefore
distorted.
Personality | Benefit to Owner |
---|---|
Artiste |
+3 bonus on Craft checks |
Bully | +3 bonus on Intimidate checks |
Coward | +3 bonus on Hide checks |
Friendly | +3 bonus on Diplomacy checks |
Hero | +2 bonus on Fortitude saves |
Liar | +3 bonus on Bluff checks |
Meticulous | +3 bonus on Search checks |
Nimble | +2 bonus on Initiative checks |
Observant | +3 bonus on Spot checks |
Poised | +3 bonus on Balance checks |
Resolved | +2 bonus on Will saves |
Sage | +3 bonus on checks involving any one Knowledge skill owner already knows; once chosen, this does not vary |
Single-minded | +3 bonus on Concentration checks |
Sneaky | +3 bonus on Move Silently checks |
Sympathetic | +3 bonus on Sense Motive checks |