The striking fist or flashing sword pales beside a psion's focused stare. Psionic powers arise from a regimen of strict mental discipline developed over months and years of self-scrutiny and subconscious discovery. Those who overcome their personal demons, fears, and other pitfalls of intense self-reflection learn to call upon an internal reservoir of psionic power.
Characteristics
The psion draws real power from his mind. His power is a logical expression of lore attained through ongoing self-study. His aggressive powers do not freely scale as do the spells of arcane and divine casters, but he enjoys supreme flexibility in accessing those powers. A psion must choose one discipline in which to focus, at the cost of losing access to the signature powers found in other disciplines — so in a sense the psion character class is six classes rather than one. A shaper (a psion who has selected metacreativity as her discipline) is a very different character from a telepath (a psion whose discipline is telepathy).
Alignment
For a psion, psionics is a personal art. Psions look always inward, so they tend slightly toward neutrality over both chaos and law, but being neutral is not a requirement. Psions can be either good or evil.
Religion
Psions are not particularly drawn to any deity, due to their exceptional focus on their own personal potential. Psions who do revere a deity do not conform to any general choice.
Background
Those destined to be psions show signs of mental powers from the time they are just a few years old, but manifestations become especially noticeable at puberty. Unexplained noises and lights, crockery flying through the air of its own accord, and the appearance of small items out of thin air are common occurrences. Many who have the gift grow out of it, turning away from their potential. However, a few embrace their newfound special powers. Psions are often on their own, misunderstood and feared by friends and family. Sometimes, psions find others with similar abilities and form informal networks, small societies, or even tiny communes populated with individuals who all possess some psionic ability.
Races
The inborn gift for psionics is unpredictable, and it can show up in any of the common races. Of the races with a penchant for psionic ability, elans are most likely to take up the psion mantle.
Mind flayers are especially likely to become psions, since their abilities are actually components of a deeper psionic nature—they possess awesome psionic might even without taking levels in the psion class.
Hit Die
d6
Class Skills
The psion's class skills (and the key ability for each skill) are:
Autohypnosis (Wis), Craft (Int), Knowledge (all) (Int), Profession (Wis), and Psicraft (Int).
In addition, a psion gains access to additional class skills based on his discipline:
Skill Points Per Level
2 + Int Modifier
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 |
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 the table above. In addition, he receives bonus power points per day if he has a high Intelligence score (see Ability Scores). 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.
- Seer: A psion who chooses clairsentience is known as a seer. Seers can learn precognitive powers to aid their comrades in combat, as well as powers that permit them to gather information in many different ways.
- Shaper: A psion specializing in metacreativity is known as a shaper. This discipline includes powers that draw ectoplasm or matter from the Astral Plane, creating semisolid and solid items such as armor, weapons, or animated constructs to do battle at the shaper’s command.
- Kineticist: Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy.
- Egoist: A psion who specializes in psychometabolism is known as an egoist. This discipline consists of powers that alter the psion’s psychobiology, or that of creatures near him. An egoist can both heal and transform himself into a fearsome fighter.
- Nomad: A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time.
- Telepath: A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.
- Generalist: A psion who chooses to remain more general in his studies of psionics is known as a generalist. While he does not gain the unique abilities each discipline grants to the specialized psions, he is able to broaden his powers and blend them in unique ways.
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
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 two levels. 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.
A psion adventures to stimulate his mind. New experiences translate to new avenues of thought, and eventually to the discovery of previously latent abilities. A psion's powers are innate but not effortlessly attained. Good psions seek what is best in the world and attempt to preserve those elements with their mastery of mental powers. Evil psions seek to mold others to their own desires, whether using their powers openly or in secret.
The information below is intended to help new players. They are the suggestions and opinions of those that have some experience. All players have the right to play their class however they see fit.
Pros and Cons of playing a psion
Anyone wishing to explore psionic powers to their fullest extent possible should consider a psion. The psion is the psychic equivalent of the wizard. The class boasts a tremendous range of mental powers, placing psions among the most potent and versatile characters in the game.
Class Assets
When you choose a psion, you have access to many formidable psionic powers, but the class also has a few hidden resources. Here's a brief list of things you'll have going for you when you choose a psion.
- High Skill Points: Psions receive a mere two skill points per level, but don't let that fool you. Psions have high Intelligence scores (because Intelligence governs their psychic abilities), and a high Intelligence score boosts the number of skill points they have available.
- Good Will Saves: A psion uses the best progression for Will saves. This helps the psion resist most effects that attack or fool her mind or assault her spirit, such as charms, compulsions, illusions, fear, and even inflict wounds spells.
- Good Power Selection: The psion power list is unmatched for flexibility and sheer size. With the right power, you can damage or slay foes, whisk yourself (and your friends) to safety, discern hidden truths, throw up impassible barriers, create useful things out of thin air, or work profound transformations on yourself or the creatures and objects around you.
- Discipline: A psion must choose a particular area of psychic study. The psion class includes six disciplines — clairsentience (information gathering powers), metacreativity (powers that shape items or creatures from ectoplasm), psychokinesis (powers that transform matter and energy), psychometabolism (powers that alter creatures' mental or biological states), psychoportation (powers that move items or creatures in space or time), and telepathy (powers that allow mental contact between creatures or provide mental control over others). Choosing a discipline gives the psion access to a short list of exclusive powers (and a few class skills other psions don't have). The psion cannot choose powers from other discipline's lists, but this still leaves a broad array of powers available. A discipline also can serve as an underlying theme for the character's approach to life, adventuring, and psionic study.
- Bonus Feats: A psion gains bonus feats at 1st, 5th, 10th, 15th, and 20th level. These feats must be psionic feats, metapsionic feats, or psionic item creation feats. A psion's selection of bonus feats can greatly expend her power.
Class Weaknesses
Psions pay a heavy price for their extensive psionic powers. Here are a few you'll want consider when thinking about a psion character.
- Low Hit Points: The psion gains only 4-sided hit dice which inevitably leads to a low hit point total.
- Poor Armor Class: The psion has no proficiency with any kind of armor or shield. As a consequence, the character has a low Armor Class. The combination of low hit points and low Armor Class leaves most psions vulnerable in physical combat, especially melee. Many psionic powers, especially those from the psychometabolism discipline, can improve a psion's defenses. Employing such powers, however, expends time and psionic potential that the psion could use for other things.
- Poor Weapon Selection: The psion has proficiency with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear — not a world-beating collection of weaponry.
- Poor Attack Bonus: A psion's base attack bonus is +1 per two psion levels, which is as bad as any in the game. Psions can dish out lots of damage with their spells, but they don't do well with weapons.
- Poor Reflex and Fortitude Saves: Psions have the worst progression for Reflex and Will saves. Psions aren't good at avoiding attacks on their bodies.
Playing a psion
People who play great psions usually keep the following in mind.
Think for the Long Term
Among the most critical decisions you'll make as a psion is choosing your personal repertoire of psionic powers. Once you choose a power, you cannot unlearn it and choose a new one, so choose powers that you think you'll want to keep using throughout your career (the psychic reformation power allows you to change known powers if you give up some experience points). Choose powers that will help you deal with as many different situations as possible. It's hard to go wrong with powers that deal damage, but choose powers that deal different kinds of damage or that use different kinds of energy. Don't forget the power list for your discipline — these lists are short, but they contain powers that other characters usually can't learn. If you choose the Expanded Knowledge feat, you can learn just about any power you like, subject to the limits noted in the feat description.
No matter what your discipline is, it pays to include in your personal repertoire a few powers for travel, defense, and miscellaneous tasks. Always consider powers that you can use in several different ways. The far hand power, for example, is good for performing all sorts of tasks at a distance.
Powers aren't the only tool you have at your disposal. A few weapons, alchemical items, and other equipment can greatly expand your options.
Remember that you are one of your party's most vulnerable members. Make sure you have a proper place in the marching order — preferably in the middle with at least one ally between you and your foes.
Manifest Early, Manifest Often
Your chief asset is your ability to manifest any power you know, provided you have the power points to do so. Unspent power points at the end of the day represent wasted potential. Of course, you should not waste your power points on frivolous or ineffective power manifestations, and it pays to keep a reserve of points available just in case you get in a bind where only a certain power will do (or if you have an encounter after you and your group have retired for the night). As a rule of thumb, keep enough power points on hand to manifest your highest level power once or twice. If you know or strongly suspect trouble ahead, keep more power in reserve. Otherwise, put your powers into play as often as you can.
Remember Your Friends
The sheer power you command as a psion can make you cocky. Don't forget that physical attacks can defeat you pretty quickly. You need the rest of your party for protection.
In addition, you must be careful not to become your party's worst enemy.
- The Party's Front Line: The rogue, ranger, bard, or monk in your group often serve as a scout for the rest of the party and often will locate your foes for you. These characters, along with the party's more heavily armored types (particularly fighters and paladins) form a fighting line that keeps enemies away from you. Be ready to support those characters with your powers in case they get into trouble. When manifesting your powers, be careful to aim them so your friends aren't caught in their destructive effects. Nothing wears out your welcome faster than poorly aimed powers that hurt friend as well as — or more than — foes.
- Spellcasters and Other Manifesters: You probably aren't the only character in your party who wields psychic powers or spells, so don't act as though you are. Arcane spellcasters can produce many effects that are similar to what you can produce. Divine spellcasters have potent spells, too. Other psionic classes, such as psychic warriors, have power lists that are slightly more limited but probably more focused than yours. Learn what spells and psionic powers are available in your group, and be ready to fill in the gaps in each character's capabilities. When your capabilities overlap another character's, try to divide tasks between you in some equitable manner. For example, if you are a kineticist (psychokinesis discipline) with a roster of attack powers good for blasting foes, ask the spellcasters and other manifesters in your group to handle tasks such as transportation, information gathering, and defense. Blasting foes can be fun, however, so don't hog all the action. You might divide up the battlefield into sections that different characters can cover, or develop a sequence of attacks that can really hurt a foe. For example, perhaps you might use energy push to knock a foe back and an allied wizard or sorcerer can hit the same foe with a magic missile spell.
Important Abilities
- Intelligence: Determines how powerful a power a psion can manifest, how many powers he can manifest, and how hard those powers are to resist.
Useful Feats
- Psicrystal Affinity: Psicrystals are very useful in a lot of ways.
- Expanded Knowledge: Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest. You can choose any power, including powers from another discipline’s list or even from another class’s list.
Key Equipment
Your powers are more important to you than your gear, but a few pieces of the right gear can make your career longer and happier:
Melee Weapon
You're not much good in combat, but you never know when you'll need to resort to hand-to-hand combat. The club, quarterstaff, and the shortspear have the best damage potential of the few melee weapons available to you. Among the three, the shortspear is arguably the most flexible, because you can throw it a fair distance if you need to, ready it against a charge, or use it as a probe.
Ranged Weapon
A light crossbow can prove as effective as a low-level attack power against some opponents. Use it when necessary to conserve your power points, such as when the opposition isn't threatening enough to merit power use. A heavy crossbow deals more damage with a single hit but has a slower rate of fire than a light crossbow. In many cases, you will find using a power to be more useful than taking multiple shots.
Backup Powers
You never know when you'll run out of power points, and you never know when you'll need a particular power and need it very badly. It's hard to beat a cognizance crystal for keeping a few power points in reserve.
Dorje
A dorje is useful for manifesting powers that you use often, such as energy ray, body adjustment, or detect hostile intent. Best of all, you can use a dorje to manifest any power on the psion class list or your discipline's list, even if you don't know the power.