Hit Die: d6

Class Skills: Autohypnosis* (Wis), Craft (Int), Knowledge (all) (Int), Profession (Wis), and Spellcraft (Int). In addition, a psion gains access to additional class skills based on his discipline:

  • Seer (Clairsentience): Diplomacy (Cha) and Perception (Wis).
  • Shaper (Metacreativity): Bluff (Cha), Disguise (Cha), and Use Magic Device (Cha).
  • Kineticist (Psychokinesis): Disable Device (Dex) and Intimidate (Cha).
  • Egoist (Psychometabolism): Acrobatics (Dex) and Heal (Wis).
  • Nomad (Psychoportation): Climb (Str), Fly (Dex), Survival (Wis), and Swim (Str)
  • Telepath (Telepathy): Bluff (Cha), Diplomacy (Cha), and Sense Motive (Wis).
  • Generalist (None): Use Magic Device (Cha) and any one skill chosen from the above discipline lists.

Skill Points per Level: 2 + Int Modifier

Level Base Attack Fort Ref Will Special Power Points Powers Known Max Power Level
1 +0 +0 +0 +2 Bonus Feat, Detect Psionics, Discipline, Talents 2 3 1st
2 +1 +0 +0 +3 Discipline Ability 6 5 1st
3 +1 +1 +1 +3 - 11 7 2nd
4 +2 +1 +1 +4 - 17 9 2nd
5 +2 +1 +1 +4 Bonus Feat 25 11 3rd
6 +3 +2 +2 +5 - 35 13 3rd
7 +3 +2 +2 +5 - 46 15 4th
8 +4 +2 +2 +6 Discipline Ability 58 17 4th
9 +4 +3 +3 +6 - 72 19 5th
10 +5 +3 +3 +7 Bonus Feat 88 21 5th
11 +5 +3 +3 +7 - 106 22 6th
12 +6 +4 +4 +8 - 126 24 6th
13 +6 +4 +4 +8 - 147 25 7th
14 +7 +4 +4 +9 Discipline Ability 170 27 7th
15 +7 +5 +5 +9 Bonus Feat 195 28 8th
16 +8 +5 +5 +10 - 221 30 8th
17 +8 +5 +5 +10 - 250 31 9th
18 +9 +6 +6 +11 - 280 33 9th
19 +9 +6 +6 +11 - 311 34 9th
20 +10 +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 per 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 the table above. In addition, he receives bonus power points per day if he has a high Intelligence score. 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.

Psion Disciplines

Talents: Talents are 0th-level psionic powers that are powered by psionic focus, rather than power points. These abilities give manifesters minor abilities that can be used at-will, but typically have very limited functionality or use. Talents are typically used as a way to train manifesters to avoid depleting the power point reserve.

A manifester may manifest any talent that he knows without paying power points as long as he maintains psionic focus. However, if the talent has a duration longer than instantaneous, he can only have one such talent active at a time; manifesting another talent without paying power points in this manner causes the original talent to immediately expire.

A manifester may also manifest a talent by paying one power point, regardless of whether psionic focus is held; these do not cause any other active talents to lapse and may be augmented if the power description indicates such.

Talents can only be augmented if the manifester spends 1 power point on the manifestation in addition to any power points spent augmenting the power.

Psions begin play with the knowledge of 3 Talents of their choosing.

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.

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.

Psion/Wilder Powers

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