|Level||Base Attack Bonus||Fort||Ref||Will||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|
Hit Dice: 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.
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.
Starting Gold: 2d6 × 10 gp (average 70 gp).
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 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.
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.
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