Level BAB Fort Ref Will Special Power Points Per Day
1 +0 +0 +0 +2 Discipline Focus, Powers 2
2 +1 +0 +0 +3 Bonus Feat 6
3 +1 +1 +1 +3 Minor Psionics 11
4 +2 +1 +1 +4 Advanced Learning (1st) 17
5 +2 +1 +1 +4 Discipline Focus 25
6 +3 +2 +2 +5 Bonus Feat 35
7 +3 +2 +2 +5 Focused Skill Mastery 46
8 +4 +2 +2 +6 Advanced Learning (3rd) 58
9 +4 +3 +3 +6 Discipline Focus 72
10 +5 +3 +3 +7 Bonus Feat 88
11 +5 +3 +3 +7 Breach Resistance 106
12 +6/+1 +4 +4 +8 Advanced Learning (5th) 126
13 +6/+1 +4 +4 +8 Discipline Focus 147
14 +7/+2 +4 +4 +9 Bonus Feat 170
15 +7/+2 +5 +5 +9 Double Manifest 195
16 +8/+3 +5 +5 +10 Advanced Learning (7th) 221
17 +8/+3 +5 +5 +10 Discipline Focus 250
18 +9/+4 +6 +6 +11 Bonus Feat 280
19 +9/+4 +6 +6 +11 Improved Breach Resistance 311
20 +10/+5 +6 +6 +12 Discipline Mastery 343

Abilities: Intelligence is the most important ability for a psion, since it defines the level of powers she can manifest, the number of power points she gains per day, and the saving throw DCs of her powers. It also grants her additional skill points. Constitution and Dexterity are important for defense.

Hit Points per level: 2
Skill Points per Level: 2 + intelligence modifier
Class Skills: Concentration, Craft, Expertise, Psionics. Psions gain extra class skills based on discipline.

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.

Discipline Focus: At 1st level, the psion chooses a discipline in which to specialize. The choice of discipline determines a bonus class skill and gives the psion access to powers from the appropriate discipline power list, which she can choose as powers known.

At 1st level, and every 4 levels thereafter, the psion gains a Discipline Focus related to her chosen discipline.

Powers: A psion begins play knowing one power from the psion power list of her chosen discipline. At every class level after 1st, she chooses one new power. A psion can manifest any power that has a power point cost equal to or lower than her manifester level. The total number of powers a psion can manifest in a day is limited by her daily power points. The Difficulty Class for saving throws against psion powers is 10 + the power’s level + the psion’s Intelligence modifier.

A psion simply knows her powers; they are ingrained in her mind. She need not prepare them, but she must get a good night’s sleep each day to regain her spent power points. At 3rd level and every odd-numbered level thereafter, the psion may replace a known power with another of the same level.

The maximum power level the psion can choose as his powers known is one-half the psion's level, rounded down (minimum 1). thus, the psion can choose a 3rd-level power at 6th and 7th level, for example. To manifest a power, the psion must have an Intelligence score of 10 + the power's level.

At 5th level, and every odd-numbered level thereafter, the psion can choose to lose one power and learn another of the same level in its place. This does not apply to powers gained from her Advanced Learning class feature or other sources of powers.

Power Points per Day: A psion’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on the table above. In addition, she receives bonus power points per day if she has a high Intelligence score (see Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items.

Bonus Feats: At 2nd level, and every 4 levels thereafter, the psion gains a bonus psionic, metapsionic, or psionic item creation feat.

Minor Psionics (Sp): At 3rd level the psion can manifest her first-level powers without using any power points as long it is not altered by augmentations, metapsionic feats, or other abilities that change how the power works.

Advanced Learning: At 4th level, and every 4 levels thereafter, the psion can choose a power known from the psion power list that may be from any discipline. These powers are in addition to her normal power known that level. The level of these powers is limited by class level as noted in the table.

Focused Skill Mastery (Ex): At 7th level and higher, the psion can take 10 on the two skills granted by her discipline, as long as she is psionically focused.

Breach Resistance (Ex): At 11th level and above, the psion may expend her psionic focus when she manifests a power to gain a bonus to the manifester level check to overcome power resistance or spell resistance. She gains a bonus to this check equal to her Intelligence bonus.

Double Manifest (Ex): At 15th level and above, the psion can manifest two powers with a single action, paying the cost of both and using the longest of the two manifesting times. The combined power point cost cannot exceed her manifester level. Each power otherwise takes effect separately as normal.

Improved Breach Resistance (Ex): At 19th level and above, when the psion uses her Breach Resistance ability, she automatically overcomes power resistance or spell resistance, with no check required.

Discipline Mastery: At 20th level, the psion reaches the apex of his discipline, gaining a powerful ability.

Discipline Focus

Seer (Clairsentience)

Add Persuasion and Perception to the seer’s list of class skills.

Fate (Ex): At 1st level, the seer gains the ability to influence fate to a degree. She gains a number of fate points per day equal to the number of Discipline Focus abilities she has (including this one). She may spend one fate point to accomplish any of the following. Using a fate point takes no action, and can be used even when the seer is flat-footed (such as initiative checks or in a surprise round).

When spending a fate point, the seer rolls 1d6, using the result of this roll in one of the following ways:

• Add to any d20 roll.
• Add to armor class until the end of her next turn. This applies even to touch and flat-footed AC.
• Add to damage of a single attack.
• Increase the critical threat range of one weapon for one round.
• Increase the manifester level of a power or the caster level of a special ability.
• Regain power points.
• Increase the saving throw of one power or special ability.
• Increase a variable effect of a power (such as healing).

The decision to use this ability can be made after the result of the action in question, if any, is declared (whether it succeeds or not and to what degree). For example, he can use a fate point after learning that an attack did not hit; regaining power points, however, has no success or failure involved.

Psychic Knowledge (Ex): At 5th level, the seer is able to tap into a type of collective knowledge, making a special check with a bonus equal to his class level + his Intelligence modifier. This ability works as the Bardic Knowledge special ability. In addition, the seer can make a Psionics check to learn the properties of a psionic item with a difficulty class equal to 10 + the item’s manifester level.

Fate (2d6) (Ex): At 9th level, the seer rolls 2d6 instead of 1d6, using the higher of the two rolls.

Fate (2d8) (Ex): At 13th level, the seer rolls 2d8 instead of 2d6, using the higher of the two rolls.

Fate (3d6) (Ex): At 17th level, the seer rolls 3d8 instead of 2d8, using the highest of the three rolls.

Shaper (Metacreativity)

Add Deception and Mechanics to the shaper’s list of class skills.

Personal Construct (Ex): At 1st level the shaper forms a bond with a favored astral construct form. By expending his psionic focus, the shaper can manifest this astral construct as a swift action. The personal construct, once chosen, always has the same abilities and appearance every time it is created. The shaper may choose a new personal construct each time he gains a level. Creating this construct does not cost power points.

At 1st level, the shaper has a 1st-level astral construct as his personal construct. At 4th level, the shaper can choose a 2nd-level astral construct, and the astral construct’s level increases by 1 at each even-numbered level, up to a maximum of a 9th-level astral construct at 20th level.

The shaper has only one personal construct, and is not able to create multiple creatures using this ability. The personal construct remains indefinitely until either destroyed or dismissed. The shaper can dismiss the construct at will as a standard action. If the construct is destroyed, the shaper suffers mental backlash, making her unable to create it again for one day. If it is dismissed, it can be created again at any time, but with the same hit points and conditions it had when it was dismissed. After the construct is dismissed for one full day, it returns at full hit points and with all debilitating conditions removed.

Astral Armor, lesser (Sp): At 5th level, the shaper can create portions of ectoplasmic armor that grant him the abilities of an astral construct. When the shaper becomes psionically focused, she can choose one ability from the Astral Construct A Menu. She gains this ability as long as she maintains her psionic focus. She can only have one such ability at a time. This ectoplasm doesn’t interfere with her normal armor or magic items.

The appearance of this armor varies depending on which menu item the shaper chooses. For example, the Celerity ability could manifest as ectoplasmic boots, while the Fly ability could manifest as an ectoplasmic cape.

Interpose (Ex): At 9th level, a shaper’s personal construct can interfere with attacks against its master. As an immediate action, an adjacent personal construct can interpose on an attack targeted against its master, taking all of the damage and effects of the attack itself.

Astral Armor (Sp): At 13th level, the shaper is able to choose and maintain one ability from the Astral Construct B Menu or two abilities from the Astral Construct A menu when she becomes psionically focused.

Life Bond (Ex): At 17th level, the shaper and his personal construct effectively share a single pool of hit points. Any amount of damage to the construct can be immediately transferred to the shaper and vice versa. This does not require any action on the part of either shaper or construct. In this way, a shaper may choose to take some damage dealt to the construct in order to keep it around for longer, or to shift damage taken by the shaper to the construct in order to keep himself alive. This ability only works while the construct is manifested.

Kineticist (Psychokinesis)

Add Intimidation and Mechanics to the kineticist’s list of class skills.

Telekinetic Hurl (Sp): At 1st level and above, as long as the kineticist is psionically focused, she can move small objects as if using the far hand power but without using any power points. She cannot apply any augmentations to this use of the power.

Alternatively, she can expend her psionic focus to hurl a small object as an attack up to 30 feet, dealing 1d4 damage. This damage increases by 1d4 for each discipline focus the kineticist knows.

Greater Animator (Ex): At 5th level, the kineticist can augment the control object power. For each additional power point spent, the kineticist can target an object weighing an additional 25 lbs. A controlled object deals an additional 1d6 damage on its slam attack for every 4 points thus spent (each additional 100 pounds).

Deflecting Focus (Sp): At 9th level and above, the kineticist gains a deflection bonus to her armor class equal to the number of discipline focus abilities she knows.

Energy Focus (Ex): At 13th level and above, the kineticist gains energy resistance 10 to a chosen energy type while psionically focused. Each time she becomes psionically focus she can choose a different energy type.

Elemental Focus (Sp): At 17th level and above, the kineticist can align herself with an element when she becomes psionically focused, gaining one of the following benefits. She may choose a different element each time she becomes psionically focused. In addition, when she expends this focus, she gains an additional ability.
• Air: The kineticist can fall any distance without harm. By expending her focus she can fly up to her land speed for one round.
• Earth: The kineticist gains a +4 bonus on checks and saves versus bull rush, trip, and other effects that force her to move. This bonus applies only when the kineticist is standing on earth. By expending her focus she can perform an earth strike, gaining a bonus to one melee attack equal to her Constitution bonus and dealing additional damage equal to her level.
• Fire: The kineticist’s gains a +10’ bonus to his land speed. By expending her focus she can deal +5d6 fire damage to a single attack.
• Water: The kineticist gains a swim speed equal to her land speed and a +10 bonus to Athletics checks to swim. By expending her focus she can

Egoist (Psychometabolism)

Add Acrobatics and Healing to the psion’s list of class skills.

Change Shape (Sp): At 1st level, the egoist can alter her appearance as though using a disguise self spell at will as a standard action. This does not affect her possessions. This is not an illusory effect but a minor physical alteration of features. This change lasts until the egoist chooses to change again or is knocked unconscious or dead. A true seeing spell reveals her natural form. When in use this ability gives the egoist a +10 circumstance bonus to Deception checks.

True Healer (Ex): At 5th level, egoist can expends her psionic focus as a swift action when she manifests any (Healing) power to increase her manifester level for that power by 1 (thus increasing the number of power points she can spend on the power, among other benefits).

In addition, as long as she is psionically focused, the egoist gains fast healing each time she manifests a psychometabolism power on herself. This fast healing lasts a number of rounds equal to the level of the power manifested and heals a number of hit points per round equal to the number of discipline focus abilities the egoist knows.

Everchanging Psicrystal (Ex): At 9th level, the egoist can change his psicrystal’s personality (if he has a psicrystal) as a full-round action. The psicrystal loses the granted ability of its former personality and gains the granted ability of the new one chosen. If the egoist does not have a psicrystal, she instead gains the Psicrystal Affinity feat.

Body Control (Ex): At 13th level, the egoist gains greater power when altering her own body. When she manifests a psychometabolism power that affects herself, her manifester level is treated as 1 higher.

Shared Effect (Ex): At 17th level, the egoist can augment her personal range psychometabolism powers to share the effects with others. She can share her power with one additional creature for every two additional power points spent. The additional targets must be within touch range when the power is manifested, but afterwards are unaffected by the targets moving out of range. These additional power points still count toward the manifester level cap.

Nomad (Psychoportation)

Add Athletics and Survival to the psion’s list of class skills.

Personal Space (Sp): At 1st level, the nomad is able to hide items within an extradimensional pocket. When the nomad becomes psionically focused, she can place an item in an extradimensional space within her own body. She can retrieve this item by expending her psionic focus.

The size of the nomad’s extradimensional space increases as she gains levels. At 1st level, she can hide a fine object within this space (up to 6 inches and 1/8 pound). At 5th level she can hide a diminutive object (up to 1 foot and 1 pound). At 10th level she can hide a tiny object (up to 2 feet and 8 pounds). At 15th level she can hide a small object (up to 4 feet and 60 pounds). At 20th level she can hide a medium object (up to 8 feet and 500 pounds). Every 5 levels thereafter the size of this extradimensional space increases by 1 size category.

The nomad can not store anything that has extradimensional properties, such as a bag of holding or portable hole, within your personal space, nor can she store creatures. Any attempt will fail.

Additionally, by expending her psionic focus as a standard action, she may teleport up to 10 feet per discipline focus she knows.

Temporal Grace (Ex): At 5th level, the nomad can resist effects that use extradimensional, temporal, or movement abilities. Any time she fails a save against an effect that would move, slow, hinder, prevent, or otherwise affect her ability to move, she may expend her psionic focus to gain another saving throw, gaining a +1 bonus on the reroll for every Discipline Focus ability she knows.

Freedom (Ex): At 9th level, while psionically focused, the nomad gains a +10 bonus to her speed. She can expend her focus to add her manifester level to a roll made to resist bull rush, grapple, or trip attempts.

Inconstant Position (Ex): At 13th level and above, the nomad may expend her psionic focus as an immediate action when she would be hit by an attack. The attack suffers a 50% miss chance.

Accelerated Activity (Ex): At 17th level and above, the nomad can use an immediate action to gain another turn. When she uses this ability, she can take one full turn’s worth of actions. She may use this ability one time per day.

Telepath (Telepathy)

Add Deception and Persuasion to the telepath’s list of class skills.

Telepathy (Su): At 1st level, the telepath gains the ability to communicate mentally with any other creature that has a language within 10 feet per manifester level. She can address multiple creatures at once telepathically, which is just as difficult as simultaneously speaking and listening to multiple people.

Harbinger (Ex): At 5th level, the telepath learns to incorporate symbolism into her psionic attacks. When she manifests powers that target another's mind, she gains an augmentation option.

Augment: If the harbinger spend an additional 5 power points, she can add a mental illusionary aspect to her attack. This takes the form of a harbinger, a mental symbol that conveys a confusing or threatening message to the target's mind and momentarily distracts or disables them. The target gets a Will save to negate the effects of the harbinger. If the target fails the Will save, the difficulty class of the power manifested increases by 1d3.

Compound Psicrystal (Ex): At 9th level, the telepath can add a second personality to her psicrystal (if she has one). The psicrystal gains the granted ability of the second personality in addition to the first. If the telepath does not have a psicrystal, she instead gains the Psicrystal Affinity feat.

Improved Harbinger (Ex): At 13th level and above, when the telepath uses her Harbinger ability, the difficulty class of the power increases by 1d6 instead of 1d3.

Compound Psicrystal (Ex): At 17th level, the telepath can add an additional personality to her psicrystal. The psicrystal gains the granted ability of each personality simultaneously.

Discipline Mastery

Seer (Clairsentience)

Fate Surge (Ex): The seer can spend one fate point to gain an additional move action, two points to gain an additional standard action, or three points to gain a full round action.

Additionally, the seer can expend her psionic focus any time she makes a d20 roll to roll 2d20s instead, taking the higher of the two rolls.

Shaper (Metacreativity)

Astral Armor, Greater (Ex): When the shaper becomes psionically focused, she is able to choose and maintain one ability from the Astral Construct C Menu, two abilities from the Astral Construct B Menu, four abilities from the Astral Construct A Menu, or one ability from the Astral Construct B Menu and two from the Astral Construct A Menu.

In addition, the shaper can merge with her personal construct, occupying the same space. The merged form can take only one set of actions. While so merged, the shaper gains two melee slam attacks that deal 2d6 + Strength modifier damage, damage reduction 15/magic, construct traits, and she takes the same space and has the same reach as the astral construct (huge, 15’). In this form, the shaper appears as floating within the translucent ectoplasmic form of the personal construct.

Kineticest (Psychokinesis)

Focused Immunity (Ex): When the kineticist gains psionic focus, she can choose one type of energy. She becomes immune to damage of this energy type and effects with that descriptor.

In addition, when she would be the hit by such an attack, she can expend her focus. Any damage she would have taken of the type for which she was immune is converted into regained power points, up to her daily maximum.

Egoist (Psychometabolism)

Resilient Form (Ex): The egoist gains damage reduction 5/-, immunity to critical hits, and is constantly under the effect of an augmented adapt body power. In addition to its normal effects, it completely negates damage from extreme environmental features such as acid, lava, fire, and lightning.

By expending her psionic focus, the egoist can re-roll a failed save that affects her body or form. This does not include damage or mental effects. Alternatively, by expending her focus she can force a target of one her powers to re-roll a successful save.

Nomad (Psychoportation)

Rapid Movement (Ex): While psionically focused, the nomad may take an additional move action each round. If she expends her focus, she may take an additional standard action instead.

Telepath (Telepathy)

Last Respite (Ex): As long as the telepath is psionically focused, she is immune to mind-affecting effects except those she willingly accepts.

In addition, if the telepath takes damage that would result in her death, she can expend her psionic focus as an immediate action to shunt her mind outside of her body and temporarily into another creature within line of sight, as per the mind switch power, except that you share the body with the original mind. The target creature must have hit dice no higher than your manifester level, and receives a Will save (DC = 10 + ½ psion level + Intelligence modifier) to negate. If a creature is willing, it can forego this Will save. The telepath can take this action even if unconscious.

The telepath’s original body is left stable at one hit point away from death. If her body takes further damage, it is dead. The telepath inhabits and controls the target body for one round per manifester level. During this time, she must heal her original body and return to it, or permanently inhabit a new body such as through the true mind switch power. If the duration expires without securing a new body, the telepath’s mind returns to her original body and she dies.

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