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 Capstone PLA, 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 (Intelligence based) without access to discipline powers.

Powers
LevelPointsKnownMaximum Power Level
1st631st
2nd1251st
3rd1872nd
4th2492nd
5th30113rd
6th36133rd

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.

Capstone PLA: 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 Intelligence modifier.

Feats: Epic Psionic Refreshment

Archetypes

Architect

An architect receives the metacreativity discipline as bonus discipline.

Bonus Powers:

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

Blade Binder

Bonus Powers:

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: Ultimate Fake

Egoist

An egoist receives the psychometabolism discipline as bonus discipline.

Bonus Powers:

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:

  • Psychometabolism powers which deal damage may deal force damage instead of the normal damage type.
  • Enchantment bonus to physical attributes becomes psychic bonus.
  • If you are using powers and abilities which share damage. Apply reductions on the damage you take but not on the outgoing damage.

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

Incarnate

You add concentration, knowledge (planes) and knowledge (arcana) to your class skills.

Your primary attribute is wisdom

Bonus Spells:

  • 1: Incarnium Surge
  • 2: Choose a 2nd level incarnium spell from your class list.
  • 2: Choose a 3rd level incarnium spell from your class list.
  • Capstone SLA: Choose a 4th level incarnium spell from your class list.

Lesser Archetype Power: You receive meldshaping abilities as a meldshaper of your class level. You may only select Incarnate soulmelds, even with feats. Your primary meldshaping ability is wisdom. At the second level you can bind your chakra to your crown, at the fourth level you may bind your chakra to your feet and hands and at your sixth level you may bind your chakra additionally to either the arms, brows or shoulders.

LevelSoulmeldsEssentiaChakra Binds
1st120
2nd231
3rd341
4th462
5th572
6th683

An Incarnate receives bonus essentia equal to half his wisdom score.

Moderate Archetype Power: Your essentia capacity increases by one.

Greater Archetype Power: You add Incarnum Radiance to your capstone abilities:

Incarnum Radiance: As a free action you can activate this ability. After being activated Incarnum Radiance provides the bonus for 1 minute. At the start of every single of your turns you and all allies within 4.5m receive a number of temporary hitpoints equal to your level plus your constitution modifier. If you are using the Incarnate Avatar soulmeld, you and only you receive all of its bonuses (independent of your alignment).

Feats: None.

Mastermind

The Mastermind receives Knowledge (Arcana) and Spellcraft as bonus skills.

Bonus Powers:

Lesser Archetype Power: The Mastermind has the ability to cast Arcane spells. Its primary attribute is intelligence, number of spells and available schools are identical to that of a magican.

Moderate Archetype Power: The Mastermind receives the ability to simultaneously manifest psi powers and cast arcane spells. When the Mastermind manifests a psionic power that takes at least a standard action, he can choose to expend his psionic focus to additional cast a spell. This works only for spells of at most degree two that require at most a standard action.

Greater Archetype Power: The Mastermind receives the ability to augment his spells by using psionic powers. As a swift action, the Mastermind can expend its psionic focus and spend a number of power points less than or equal to his class level. By doing so, the next arcane spell he casts has its caster level insteased by half the amount of powerpoints spent.

Feats: None.

Nomad

A nomad receives the Psychoportation discipline as bonus discipline and gets its spells one level earlier, down to the first.

Bonus Powers:

Lesser Archetype Power: The nomad has an aura of speed which affects allies within 18m.

Nomads Aura: The initiative gets boosted by the nomads class level and the speed by 3m. Allies receive half the bonuses.

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 provokes 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 self or ally only psychoporation power on allies within the normal range or range touch, whichever is more far. Enemies are allowed a will saving throw to resist.

Greater Archetype Power: A nomad may teleport his base land speed as move action and may use a modified version of Spring Attack when teleporting - he may pause at any point during the line of transport, take a standard action (if he has one available), and then continue to his final destination.

Feats: Unlocked

Seer

A Seer receives the Clairsentience discipline as bonus discipline.

Bonus Powers:

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

Vitalist

A vitalist has full base attack bonus and a HPR of 7.

Bonus Powers:

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