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

Proficiencies: The Psion is proficient with no armor and simple weapons.

Level BAB Fort Will Ref Class Features Archetype Features Racial & Background Features
1 -2 0 +2 -2 Efficient Psi Crystal, Manifester Initial Archetype Power Origin Feat, Racial Features
2 -1 +1 +3 -1 Mind over Body Lesser Archetype Power Lesser Racial Power
3 0 +2 +4 0 Meditations - -
4 +1 +3 +5 +1 Power Crystal Moderate Archetype Power 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

Level 1

Racial Feature: Choose a Race and Subrace and receive all of their features, select your Origin feat.

Archetype Feature: Select your archetype and receive their basic features.

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

Level 2

Racial Feature: Lesser Power available

Archetype Feature: Lesser Power available

Mind over Body : >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.

Level 3

Meditations : The psion may perform concentration checks based on her intelligence modifier.

In addition, the psion may expend her psionic focus to receives a +2 bonus on any intelligence or wisdom based check.

Level 4

Racial Feature: Moderate Power available

Archetype Feature: Moderate Power available

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.

Level 5

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

Level 6

Archetype Feature: Greater Power available

Racial Feature: Greater Power available

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.

Specific advancement

Feats: Epic Psionic Refreshment

Archetypes

Archetypes

Architect Blade Binder Egoist Kineticist Mastermind Nomad Seer Vitalist

Architect

Bonus Powers:

Initial Archetype Power (Level 1): An architect receives the metacreativity discipline as bonus discipline.

The architect designates one construct as his alpha construct. Its duration increases to permanent.

Lesser Archetype Power (Level 2): The architect is not limited to one construct.

Moderate Archetype Power (Level 4): 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 (Level 6): 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.

Progression Options

Feats: Ectoplasmic Armageddon, True Architect

Classes: Psion

Blade Binder

Bonus Powers:

Initial Archetype Power (Level 1): The bladebinder may substitude his intelligence modifier for his strength modifier on attack, damage and combat maneuver rolls with slashing one handed melee weapons he is proficient with.

The Blade Binder is proficient with martial weapons.

The Blade Binder has moderate attack bonus.

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 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 perform a single unmodified attack.

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.

Lesser Archetype Power (Level 2): The bladebinders blades become more versatile. Instead of an unmodified attack, 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.

Moderate Archetype Power (Level 4): 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 (Level 6): The blade binders blades gains threat range for flanking purposes.

In addition, his control radius increases to 27m.

Progression Options

Feats: Omega Fake

Classes: Psion

Egoist

Bonus Powers:

Initial Archetype Power (Level 1): An egoist receives the psychometabolism discipline as bonus discipline.

The egoist adds half their strength modifier, up to their level, to opposed caster level checks and to determine how hard it is to dispel their powers.

An egoist adds athletics as a class skill.

An egoist receives moderate base attack bonus.

Lesser Archetype Power (Level 2): 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 (Level 4): 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 (Level 6): When using mind over body versus a critical hit, you can choose to lose your psionic focus to negate the critical extra damage.

Progression Options

Feats: Psychometabolistic Compression

Classes: Psion

Kineticist

Initial Archetype Power (Level 1):

A Kineticist receives the Psychokinesis discipline as bonus discipline.

A Kineticist uses the sum of constitution and intelligence modifier to determine damage of psi powers.

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 (Level 2):

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 (Level 4):

After manifesting an energy power, the Kineticist gains immunity against the corresponding energy until the end of its next turn

Greater Archetype Power (Level 6):

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.

Progression Options

Feats: None.

Classes: Psion

Mastermind

Bonus Powers:

Initial Archetype Power (Level 1): The Mastermind receives Knowledge (Arcana) and Spellcraft as bonus skills.

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.

Lesser Archetype Power (Level 2): The Mastermind receives the ability to simultaneously manifest psi powers and cast arcane cantrips. As a full round action, the Mastermind can expend their psionic focus to simultaneously manifest a power and cast an 0 level arcane spell. Both the power and the spell must be castable as a standard or swift action normally.

Moderate Archetype Power (Level 4): 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 (Level 6): 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.

Progression Options

Feats: None.

Classes: Psion

Nomad

Bonus Powers:

Initial Archetype Power (Level 1):

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

A Nomad may add adds their dexterity modifier to their manifester level to determine duration of powers.

An Nomad adds acrobatics, escape artist and ride as class skills.

Lesser Archetype Power (Level 2): The Nomad has an aura which affects allies within 18m.

Temporal Aura: The Nomad may prolong, i.e., double beneficial effects on allies or hostile effects on enemies. Instantaneous effects and ultimates are not affected.

When manifesting a psychoportation power which grants some kind of movement bonus as a standard action, one target may instantly perform a move action.

Moderate Archetype Power (Level 4): 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 (Level 6): 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.

When manifesting a psychoportation power which grants some kind of movement bonus as any action, choose any number of targets, they may perform a move action instantly.

Progression Options

Feats: Unlocked

Classes: Psion

Seer

Bonus Powers:

Initial Archetype Power (Level 1):

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.

Lesser Archetype Power (Level 2): 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 (Level 4): While under the effect of a clairsentience power, the Seer receives a +4 insight bonus on his dexterity and wisdom.

Greater Archetype Power (Level 6): 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.

Progression Options

Feats: Edict Fate

Classes: Psion

Vitalist

Bonus Powers:

Initial Archetype Power (Level 1): A vitalist has moderate base attack bonus and receive a second iterative attack at level 3 and a HPR of 6.

Lesser Archetype Power (Level 2): 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 (Level 4): 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 (Level 6): 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.

Progression Options

Feats: Epic Healing, Improved Healing, Vitality Is Power

Classes: Psion