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paradigm

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Psion
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LevelPostsPowers KnownSpecial
1st53Bonus Feat, Discipline
2nd105---
3rd157---
4th209---
5th2511Bonus Feat
6th3013---
7th3515---
8th4017---
9th4519---
10th5021Bonus Feat
11th5522---
12th6024---
13th6525---
14th7027---
15th7528Bonus Feat
16th8030---
17th8531---
18th9033---
19th9534---
20th10036Bonus Feat


Class Skills
Favored Traits|
  • Concentration (Con)
  • Craft (Int)
  • Knowledge (Int)
  • Profession (Wis)
  • Psicraft (Int).


Disciplines and Class Skills|
  • Seer (Clairsentience)—Gather Information (Cha), Listen (Wis), Spot (Wis).
  • Shaper (Metacreativity)—Bluff (Cha), Disguise (Cha), Use Psionic Device (Cha).
  • Kineticist (Psychokinesis)—Autohypnosis (Wis), Disable Device (Int), Intimidate (Cha).
  • Egoist (Psychometabolism)—Autohypnosis (Wis), Balance (Dex) Heal (Wis).
  • Nomad (Psychoportation)—Climb (Str), Jump (Str), Ride (Dex), Survival (Wis), Swim (Str).
  • Telepath (Telepathy)—Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Sense Motive (Wis).



Class Features
All the following are class features of the psion.

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: 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. However, choosing a discipline also means that the psion cannot learn powers that are restricted to other disciplines. He can’t even use such powers by employing psionic 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.

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.

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.

Psions who take the Psicrystal Affinity feat may create psicrystals.


Psionic Disciplines
A discipline is one of six groupings of powers, each defined by a common theme. The six disciplines are clairsentience, metacreativity, psychokinesis, psychometabolism, psychoportation, and telepathy.

Clairsentience: 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.

Metacreativity: 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.

Psychokinesis: 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.

Psychometabolism:
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.

Psychoportation: 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.

Telepathy:
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.



source info from dandwiki
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