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    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, 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: 3d4 × 10 (average 75gp)

    Class Skills

    The psion's class skills are Autohypnosis* (Wis), 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).

    Generalist (None): Use Magic Device (Cha) and any one skill chosen from the above discipline lists.

    *New skill or expanded use of existing skill.

    Skill Ranks at Each Level: 2 + Int modifier.

    Table: Psion

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Power Points/Day Powers Known Maximum 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, 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, 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. 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 (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.

    Psionic Disciplines


    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. If a psion chooses to specialize in a discipline, he gains special benefits, while those who choose to stay generalists gain unique benefits of their own.

    Favored Class Bonuses

    Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have psion as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.

    Race Bonus Source
    Dreamscarred Press
    Blue Add 1/3 to the psion's saving throws versus mind-affecting effects. PE:APG
    Dromite Add +1 to the dromites energy resistance from its chitin racial ability to a maximum +10, after which the dromite may choose a different energy type to gain the +1 energy resistance. PE:APG
    Elan Add +1/2 bonus on concentration checks when manifesting psion powers. PE:APG
    Elf Choose one Disciplinetalent gained at 1st level. Add 1/3 to the number of power points that power is treated as being augmented by. This is an exception to the rule that discipline talents cannot be augmented. PE:APG
    Gnome Choose one discipline talent gained at 1st level. Add 1/3 to the number of power points that power is treated as being augmented by. This is an exception to the rule that discipline talents cannot be augmented. PE:APG
    Human Add +1/2 power known from the psion power list. This power must be at least one level below the highest power level the psion can manifest. PE:APG
    Ophiduan Add +1/4 on manifester level checks to overcome power resistance. PE:APG
    Xeph Add +1/2 to the xeph's saving throw against psychoportation powers or effects. PE:APG
    Jon Brazer Enterprises
    Dhampir Add +1/4 to the psion’s manifester level when manifesting powers of the charm subdiscipline. SF:FCO
    Drow When manifesting psion powers of the telepathy discipline, add +1/3 to the effective manifester level of the power, but only to determine the power’s duration. SF:FCO
    Duergar Add a +1/2 bonus on checks made to craft psionic item. SF:FCO
    Fetchling Add 1/4 power known from the psion power list. This power must be at least one level below the highest power level the psion can manifest. SF:FCO
    Hobgoblin Add +1/3 to the psion’s saving throws versus mind-affecting effects. SF:FCO
    Orc Reduce the cost to augment a psion power with the fire descriptor or that deals fire damage by 1/3 power points. SF:FCO
    Ratfolk Add a +1 bonus on concentration checks when using psion powers and within 5 feet of an ally. SF:FCO
    Tiefling Add a +1 bonus on manifester level checks of psion powers made to overcome the power resistance of outsiders. SF:FCO
    Wayang Add +1/3 to the psion’s saving throws versus mind-affecting effects. SF:FCO

    Archetypes & Alternate Class Features

    When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.

    A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.

    Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Characters may take more than one archetype if they meet the requirements.

    Table:Psion Archetypes / Alternate Class Features

    Archetype / Alternate Class Feature Class Features Changed or Replaced
    Class Skills Weapon & Armor Bonus feat Detect Psionics Discipline Discipline talents Discipline ability
    1 5 10 15 20 2 8 14 20
    Dreamscarred Press
    Bombardier C
    X




    X X X X X X
    Dual Disciple



    X X

    C




    Mindwright C
    C C C C C X
    X X X X X
    X=replaced, (X)=optional replacement, C=changed