The Psion
Hit Point Rate: 5
Class Skills: Autohypnosis, Concentration, Craft, Diplomacy, Knowledge (architecture and engineering), Knowledge (psionics), Knowledge (the planes), Insight, Perception, Profession
Skill Points: 2 + Int per level
Level | BAB | Fort | Will | Ref | Class Features |
---|---|---|---|---|---|
1 | -2 | 0 | +2 | -2 | Efficient Psi Crystal, Manifester, Lesser Archetype Power |
2 | -1 | +1 | +3 | -1 | Mind over Body, Lesser Racial Power |
3 | 0 | +2 | +4 | 0 | Moderate Archetype Power |
4 | +1 | +3 | +5 | +1 | Power Crystal, Moderate Racial Power |
5 | +2 | +4 | +6 | +2 | Pinnacle of Mind |
6 | +3 | +5 | +7 | +3 | Ultimate Power, Greater Archetype Power, Greater Racial Power |
Class Features
Proficiencies: The Psion is proficient with no armor and simple weapons.
Efficient Psi Crystal: The Psion gains Psicrystal Affinity as a bonus feat. The psi crystal is a cognizance crystal with a number of power points equal twice the psions level. With one difference: The psi crystal always receives 2 power points for 1 power point given.
Manifester: The Psion manifests powers as a Psion without access to discipline powers. If not noted otherwise on the archetype, the primary attribute is intelligence.
Powers | |||
---|---|---|---|
Level | Points | Known | Maximum Power Level |
1st | 6 | 3 | 1st |
2nd | 12 | 5 | 1st |
3rd | 18 | 7 | 2nd |
4th | 24 | 9 | 2nd |
5th | 30 | 11 | 3rd |
6th | 36 | 13 | 3rd |
Mind over Body: The psion may perform concentration checks based on her intelligence modifier.
As an immediate action, a psion can reduce the damage she is about to take by 2 points for every 1 power point spent or add +4 on fortitude saving throws for one turn.
Power Crystal: When manifesting a power the psion may take up to one power point for each 3 class levels from the psi crystal to augment a power (on top of any existing augmentation) ignoring the normal manifester level cap.
Pinnacle of Mind: When a psion expended her psionic focus and is still conscious, she still counts as psionically focused. However, she must still retain her psionic focus before expending it again.
In addition, the psion may expend her psionic focus to receives a +2 bonus on any intelligence or wisdom based check.
Ultimate Power: At 6th level, the Psion gains the ability to manifest a particular power as a psi-like ability 1/day, as appropriate for her archetype. Her manifester level is equal to her hit dice, and the DC of the power, if applicable, is based on her primary attribute modifier.
Feats: Epic Psionic Refreshment
Archetypes
Architect
An architect receives the metacreativity discipline as bonus discipline.
Bonus Powers:
- 1: Astral Construct
- 2: Deconstruction
- 3: Ectoskeleton
- Ultimate Power: Ectoplasmic Construction or Ectoplasmic Swarm
Lesser Archetype Power: The architect designates one construct as his alpha construct. Its duration increases to permanent.
The architect is not limited to one construct.
Moderate Archetype Power: While psionically focused, an architect may share senses with any construct within 10 feet per level. He may manifest powers from that construct's space as if he occupied it for the purposes of determining range, origin square, and line of sight and effect. He may also use powers with a range of personal on that construct.
As a swift action the Architect can command an astral construct to form a wall or become a construct again. The construct gains hardness equal to the architects intelligence modifier and becomes a non-movable translucent wall that has a maximum size of one 1.5m tile for medium, 3x3 or four connected 1.5 x 1.5 tiles for large and 9 for huge and so on. Spells and spell-like abilities cannot be used through these walls. The architect may expend his psionic focus to command multiple astral constructs at once.
Greater Archetype Power: When using ectoskeleton you gain the constructs menu abilities. If using ectoskeleton on your alpha construct its duration increases to permanent and it only dies when you reach zero hitpoints. Furthermore, while doing this, your base attack bonus increases to medium.
The architect may use metacreativity powers through force walls and similar walls, as those created out of his astral constructs.
Feats: Ectoplasmic Armageddon, True Architect
Classes: Psion
Blade Binder
Bonus Powers:
- 1: Vibrating Blade
- 2: Blade Shield
- 3: Hidden Blades
- Ultimate Power: Blade Cyclone
The Blade Binder is proficient with martial weapons.
Lesser Archetype Power: The Blade Binder can gain telekinetic control over slashing one hand melee weapons he is proficient with:
The maximum number of weapons he can control is 1 + half the Blade Binder’s level. The weapon’s size category cannot exceed his own. The blades do actions as if the Blade Binder would perform the action himself. However, the blades use the binders sensory input. The blade substitutes their strength score with the binders intelligence score. The blades controlled by the Blade Binder can neither charge, nor have a threat range, that means no to performing attacks of opportunity and they cannot flank with another creature. When he spends his standard action to concentrate on his weapons, they may perform a standard action. The action of the blade can be primitive utility, such as carving some wood, a basic attack, or a specific attack action, such as mage slayer strike or the melee combat maneuvers: Trip, disarm, dirty trick or the interrupt. All DCs from the blades receive the multi instance penalty. You cannot manifest range touch powers through the blade. Once during the blade binders turn as a free, all his weapons can perform a move action. The weapons under his control have a fly speed equal to his movement speed. The weapons he controls must stay within 9m range around him or he loses control over them, causing them to drop. Once the weapon is within the control radius again, he regains control and can use the blades without spending an action.
Moderate Archetype Power: The Blade Binder gains the ability to create fake blades. The Blade Binder may copy weapons for as long as the blade binder is controlling them. The weapons lose magical qualities except for the enchantment bonus.
In addition, his control radius increases to 18m.
Greater Archetype Power: The blade binders blades gains threat range for flanking purposes.
In addition, his control radius increases to 27m.
Feats: Omega Fake
Classes: Psion
Egoist
An egoist receives the psychometabolism discipline as bonus discipline.
An egoists primary attribute is strength. This also means for psionic feats intelligence requirements are to be replaced with strength requirements.
An egoist adds athletics as a class skill.
Bonus Powers:
- 1: Rigor
- 2: Endorphin Surge
- 3: Metamorphosis Momentum
- Ultimate Power: Fission or Fusion
Lesser Archetype Power: You can always choose to activate two powers of the psychometabolism subschool with the same cast time and range personal at the same time. Apply power point cost etc normally.
An egoist receives twice their level bonus power points. If these power points are used to manifest psychometabolism disipline powers of level 3 or below, the duration turns to as long as these power points are used for nothing else.
Moderate Archetype Power:
Some of the egoists powers are improved:
Greater Archetype Power: When using mind over body versus a critical hit, you can choose to lose your psionic focus to negate the critical extra damage.
Feats: Psychometabolistic Compression
Classes: Psion
Kineticist
A Kineticist receives the Psychokinesis discipline as bonus discipline.
A Kineticist primary attribute is constitution. This also means for psionic feats intelligence requirements are to be replaced with constitution requirements.
Elemental chains The Kineticist is a master of the natural fluctuations of elemental energies. Each round roll 1d3 to determine the current dominant energy type. 1 Cold, 2 Fire, 3 Lightning. After manifesting a power corresponding to the currently dominant type, the Kineticist picks up an elemental point of the corresponding energy. The Kineticist can store up to 3 + half his level elemental points. The Kineticist may forfeit elemental points at any time as a free action to free up capacity. Elemental points also vanish at the end of an encounter. Elemental points can be spend to improve elemental psi powers:
- Cold + Cold: This works only on cold powers, that allow for a save. Creatures failing their save are frozen and cannot move for one round.
- Fire + Fire: This works only for fire powers with an area effect, that allow a saving throw. In addition to suffering the normal damage, creatures that fail their saving throw are thrown out of the area of effect. They move 1.5m per power point spend in a random direction and land prone.
- Lightning + Lightning: This works on any lightning power. Instead of taking effect instantly, the lightning power charges affected creatures for up to one round per manifester level. At any point during that time as an immediate action, the Kineticist may unleash the lightning powers normal effects.
- Cold + Fire + Lightning: The elemental power deals its normal amount of damage according to the dominant energy plus half its normal amount of damage with both non dominant energies.
Lesser Archetype Power:
After manifesting an energy power, the Kineticist gains 20 points of resistance against the corresponding energy until the end of its next turn
Moderate Archetype Power:
After manifesting an energy power, the Kineticist gains immunity against the corresponding energy until the end of its next turn
Greater Archetype Power:
After manifesting an energy power, the Kineticist gains absorption against the corresponding energy until the end of its next turn. This means the energy does not damage the Kineticist, but instead heals half of the amount.
Feats: None.
Classes: Psion
Mastermind
The Mastermind receives Knowledge (Arcana) and Spellcraft as bonus skills.
Bonus Powers:
- 1: Mana Refuel
- 2: Mana Synthesis
- 3: Mana Siphon
- Ultimate Power: Mana Bomb
Lesser Archetype Power: The Mastermind has the ability to cast Arcane spells. Their primary attribute is intelligence, number of spells and available schools are identical to that of a magician.
Moderate Archetype Power: The Mastermind receives the ability to simultaneously manifest psi powers and cast arcane spells. As a full round action, the Mastermind can expend their psionic focus to simultaneously manifest a power and cast an arcane spell. Both the power and the spell must be castable as a standard or swift action normally.
Greater Archetype Power: The Mastermind receives the ability to augment their spells by using psionic powers. As a swift action, the Mastermind can expend their psionic focus and spend a number of power points less than or equal to their class level. By doing so, the next arcane spell they cast has their caster level increased by half the amount of power points spent.
Feats: None.
Classes: Psion
Nomad
A Nomad receives the Psychoportation discipline as bonus discipline and gets its spells one level earlier, down to the first.
A Nomads primary attribute is dexterity. This also means for psionic feats intelligence requirements are to be replaced with dexterity requirements.
An Nomad adds escape artist and ride as class skills.
Bonus Powers:
- 1: Time Bubble
- 2: Wormhole
- 3: Caravan Palace
- Ultimate Power: Chess Master
Lesser Archetype Power:
The Nomad has an aura which affects allies within 18m.
When manifesting a psychoportation power which grants some kind of movement bonus, all targets may instantly move 1.5m + the movement bonus granted from the power. This movement does not provoke attacks of opportunity.
Moderate Archetype Power: When teleporting a friend or foe, you may teleport it 1.5m per intelligence modifier into any direction.
Furthermore, you may use any range personal or touch psychoporation power on creatures within the short range. Enemies are allowed a will saving throw to resist.
Greater Archetype Power: The Nomad gains an additional action each turn, either a move action to make a movement action, which makes attacks of opportunity against the Nomad impossible until the end of the Nomads turn or a standard action to manifest a psychoportation power that must target an ally of the Nomad.
Feats: Unlocked
Classes: Psion
Seer
A Seer receives the Clairsentience discipline as bonus discipline.
A Seers primary attribute is wisdom. This also means for psionic feats intelligence requirements are to be replaced with wisdom requirements.
An Seer adds Gather Information and Insight as skills.
Bonus Powers:
- 1: Foresee Destiny
- 2: Know the Dangers
- 3: Claircognizant Choices
- Ultimate Power: Weltschmerz
Lesser Archetype Power: When the Seer sets destiny, i.e, disallow a d20 roll to be rerolled either by rerolling it or using an ability as Foresee Destiny. The Seer may add or subtract 1d4 from the roll. This modifies the actual die rolled. A roll can become a critical failure or critical success that way.
Moderate Archetype Power: While under the effect of a clairsentience power, the Seer receives a +4 insight bonus on his dexterity and wisdom.
Greater Archetype Power: The Seer may share any of the precognition powers manifested with her allies as long as they are within 18m. However, the allies only receive the unaugmented bonus.
Feats: Edict Fate
Classes: Psion
Vitalist
A vitalist has full base attack bonus and a HPR of 6.
Bonus Powers:
- 1: Natural Healing
- 2: Body Purification, Strength of my Enemy
- 3: Relief, Vampiric Blade
- Ultimate Power: Broadcast
Lesser Archetype Power: A vitalist has a collective with a number of members up to his intelligence modifier. A new member can be added as a standard action touch attack and an old one can be removed as free action. Only sapient creatures can be part of the collective. A vitalist may perform psionic powers with range touch onto any member of his collective as long as they are on the same plane of existence.
Moderate Archetype Power: A vitalist may use the powers Natural Healing, Body Purification and Relief onto any other member of the collective.
Furthermore, if any creature within the collective receives healing from a non fast-healing or regeneration effect which source needs at least a standard action. The amount is increased by the vitalists intelligence modifier.
Greater Archetype Power: Any member of the collective may redirect the healing it would receive or redirect the removal of negative effects on any other member of the collective. When such a healing effect is redirected, everything is redirected and not only a part of the effect. One person can still only be effected by the same effect once per instance.
Feats: Epic Healing, Improved Healing, Vitality Is Power
Classes: Psion