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Psion

"Inside the mind is an infinite expanse that anyone could explore. The darkest depths of that expanse can lead towards the greatest adventures imaginable, or to the greatest destruction of ones self. It is because of these depths that those who tap into the absolute power of ones mind, must learn to temper it with care, or the destruction of ones' self will be the least of our worries."
— Thomas Wringeld, quote from "The Most Dangerous Mind."

Psions are the masters of the mind, and their direct inner connection to the Psi Fields. This direct connection allows for astonishing feats of mental prowess, capacity, and the ability to break through magical defenses easier than most.

Mechanics

Psion

Preferred Stats: Intelligence, Dexterity, Constitution
Starting Gold: 3d4
HP: (1 + CON Mod)* Level
Skill Poins: 3 + Int Mod/HD
Starting Age: Advanced

Psion Level Up Benefits

LevelSpecialPower Points/DayPowers KnownMaximum Power Level
1stBonus Feat, Discipline231st
2nd--651st
3rd--1172nd
4th--1792nd
5thBonus Feat21113rd
6th--35133rd
7th--46154th
8th--58174th
9th--72195th
10thBonus Feat88215th
11th--106226th
12th--126246th
13th--147257th
14th--170277th
15thBonus Feat195288th
16th--221308th
17th--250319th
18th--280339th
19th--311349th
20thBonus Feat343369th
BAB: Poor
Saves: Fortitude (Poor), Reflex (Poor), Will ( Good)
Class Skills: Concentration (Con), Craft (Int), Knowledge (all) (Int), Magicraft (Int), and Profession (Wis).
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 interfere with the manifestation of powers however.
Bonus Feat: At 1st, 5th, 10th, 15th and 20th level, a psion gains a bonus feat of their choice as long as they qualify for the feat.
Discipline: Every psion upon taking 1st level must decide on a Disipline they will specialize in. Choosing a disipline will grant additional skills that are available to the psion, as well as bonuses specific to specific types of power effects or spells.
Seer (Divination): Add Investigate (*), Navigate, and Perception (Wis) to class skills. Gain a +1 bonus to any divination type powers used.
Shaper (Transmutation): Add Deception (Cha), Forgery (Int), and Use Magic Device (Int) to class skills. Gain a +1 bonus to any Transmutation type powers used.
Kineticist (Evocation): Add Disable Device (Dex), Perception (Wis), and Persuasion (Cha) to class skills. Gain a +1 bonus to any Evocation type powers used.
Egoist (Abjuration): Add Balance (Dex), Heal (Wis), and Use Magic Device (Int) to class skills. Gain a +1 bonus to any Abjuration type powers used.
Nomad (Conjuration): Add Athletics (Str), Navigate (Dex), and Survival (Wis) to class skills. Gain a +1 bonus to any Conjuration type powers used.
Telepath (Enchantment): Add Deception (Cha), Investigate (*), Persuasion (Cha) and Sense Motive (Wis) to class skills. Gain a +1 bonus to any Enchantment type powers used.
Wilder: Add Athletics, Balance (Dex), Deception (Cha), Escape Artist (Dex), Perception (Wis), Persuasion (Cha), Sense Motive (Wis), and Tumble to class skills. Lose all psionic bonus feats. 1st level: Gain Wild surge, where when casting a power, you may choose to activate wild surge. This improves the caster level of the psion by +1/3 psion levels. However, it also gives a chance for a wild magic effect equal to 2.5% per psion level. Additionally, a wilder uses CHARISMA instead of INTELLIGENCE for using powers and all benefits therof.
Powers: A psion casts psionic powers and can cast spells spontaneously. To learn/cast powers, the psion must have an Intelligence score equal to at least 10 + the power level. The DC for a saving throw against a psions spell is the psions Intelligence score+ the power level + other modifiers.
Unlike other spellcasters, psions can cast any number of spells of each spell level per day. Their limiting factor is actually their power points, which they use in place of spell slots. Points are spent based on the individual power cast, but will usually follow the formula of: 1st:1pp, 2nd:3pp,3rd:5pp,4th:7pp,5th:9pp,6th:11pp, 7th:13pp, 8th:15pp, 9th:17pp. Augmenting a spell requires the same amount of power points used, but enhancing requires using the higher number of power points for the next level. You always enhance before augmentation.
Psions may know a number of powers equal to their level. Psions will always know their their powers, and cannot be lost or need to be prepared. Psions can exchange 1 power of each level each time they can cast a higher level of power however, allowing them to change powers later on.

Operations

Provided Services

Spells

Though called "powers" by psions, all psionic abilities are similar to the different spells found throughout the world. Below you will find a full list of all abilities that a psion can cast.

2nd Level Spells

Interpret
Truth

5th Level Spells


8th Level Spells

3rd Level Spells


6th Level Spells


9th Level Spells

Bonus spells based on Disipline

Because psions choose their disiplines when obtaining 1st level, they gain additional powers based on what disipline they have chosen. Psions will always gain 1 additional spell from the spell list based on their discipline, and may choose which they gain.

Note:Psions do not count as either divine or arcane, and cannot gain the benefits or penalties of being treated as either.

Telepath

Meld
Alternative Names
Psion, Wilder, Egoist, Seer, Shaper, Kineticist, Nomad, Telepath.
Type
Arcane

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