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Making a Psion
|1st||+0||+0||+0||+2||Psicrystal, five psionic combat modes||2||2+d||d||—||—||—||—||—||—||—||—|
|3rd||+1||+1||+1||+3||Psionic combat mode||4||2+d||2+d||—||—||—||—||—||—||—||—|
|5th||+2||+1||+1||+4||Psionic combat mode||10||3+d||2+d||1+d||—||—||—||—||—||—||—|
|7th||+3||+2||+2||+5||Psionic combat mode||20||4+d||3+d||2+d||1+d||—||—||—||—||—||—|
|9th||+4||+3||+3||+6||Psionic combat mode||34||5+d||3+d||2+d||2+d||1+d||—||—||—||—||—|
|11th||+5||+3||+3||+7||Psionic combat mode||52||6+d||3+d||3+d||2+d||2+d||1+d||—||—||—||—|
The egoist’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Jump (Str), Knowledge (psionics) (Int), Psicraft (Int), Stabilize Self (Con), and Swim (Str).
The nomad’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Escape Artist (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (psionics) (Int), Psicraft (Int), Remote View (Int), Ride (Dex), Swim (Str), and Use Rope (Dex).
The savant’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Disable Device (Int), Knowledge (psionics) (Int), Open Lock (Dex), Pick Pocket (Dex), Psicraft (Int), Remote View* (Int), and Search (Int).
The shaper’s class skills (and the key ability for each skill) are Alchemy (Int), Appraise (Int), Concentration (Con), Craft (any) (Int), Disguise (Cha), Knowledge (psionics) (Int), Perform (Cha), Psicraft (Int), and Remote View (Int).
The seer’s class skills (and the key ability for each skill) are Concentration (Con), Gather Information (Cha), Intuit Direction (Wis), Knowledge (psionics) (Int), Listen (Wis), Psicraft (Int), Remote View (Int), Sense Motive (Wis), and Spot (Wis).
The telepath’s class skills (and the key ability for each skill) are Animal Empathy (Cha), Bluff (Cha), Concentra¬tion (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (psionics) (Int), Psicraft (Int), Remote View (Int), and Sense Motive (Wis).
All the following are class features of the psion.
Disciplines: A discipline is one of six groupings of powers, each defined by a common theme. A psion must choose one psionic discipline as his or her primary discipline at character creation. A psion may not change his or her primary discipline once chosen.
Weapon and Armor Proficiency: Psions are proficient with all simple weapons. They are not proficient with any type of armor or shield.
Power Points/Day: How many psionic power points the psion has access to each day. The psion possesses a maximum number of power points equal to the given number of power points per day plus any bonus power points per day.
"d": A single extra power from the Psion’s primary discipline.
Powers: A psion begins play knowing two 0-level powers (also called talents) and zero 1st-level powers, plus one extra power within the character’s primary discipline for each power level known. At each level, the psion discovers one or more powers, as indicated on Table: The Psion. Psions can pick powers from any discipline, but the “d” in each column represents a single extra power learned from the psion’s primary discipline. A “—” indicates no extra powers are known; a “d” or a number indicates that the psion can choose one or more powers at the given level.
To manifest a power within a particular discipline, a psion must have a key ability score of at least 10 + the power’s level. (Psionic attack and defense modes are exempt from this restriction, and do not possess levels.) The DC for saving throws to resist a psion’s powers is 1d20 + the power’s level + the psion’s key ability modifier. The 1d20 roll is made by the attacking psion when the power is manifested. (Psionic attack and defense modes add a special modifier instead.)
Certain powers can be enhanced as they are manifested, at the cost of additional power points.
Note: A psion may choose to discover a lower-level power in place of a higher-level power normally granted by level advancement. If a psion chooses to learn a lower-level power instead of his or her first discipline power for a particular level (indicated by a “d” on Table: Psion Powers), the substitute lower-level power must be in the psion’s primary discipline.
Power Points: A psion can manifest a certain number of 1st-level and higher powers per day based on his or her available power points. The number of available power points per day is improved by his or her bonus power points, if any.
0-Level Powers: Also called talents, 0-level powers have a special power point cost. A psion can manifest any talent he or she knows for free a number of times per day equal to his or her level +3. After exhausting his or her daily allotment, the psion must pay 1 power point per manifestation of a 0-level power for the rest of the day.
Psionic Combat Modes: At 1st level, the psion can choose to learn five of the ten psionic combat modes. At every odd-numbered level from 3rd through 11th, he or she can learn one additional psionic combat mode.
Psycrystal: A psion can encode a psicrystal. Doing so takes a day and requires materials that cost 100 gp (the gem used as the basis for the psicrystal represents at least 50% of the total cost). A psicrystal is a psionically charged crystalline stone no more than 1 inch in diameter. It carries a fragment personality seeded from the psion’s own mind, with which the psion can empathically interact and from which he or she can derive benefits. A psion may possess no more than one psicrystal at any one time.
The psion chooses the type of psicrystal he or she gets. As the psion increases in level, his or her psicrystal also increases in utility, as shown on Table: Psicrystal Special Abilities.
If the psicrystal is destroyed the psion must attempt a Fortitude save (DC 15). If the saving throw fails, the psion loses 200 experience points per class level. A successful saving throw reduces the loss by half. However, a psion’s experience can never go below 0 as the result of a psicrystal’s destruction. A destroyed psicrystal cannot be replaced for six months.
A psicrystal grants a special ability to its psion owner depending on the fragment personality seeded in the stone. Physically, psicrystals have AC 13, hardness 8, and 20 hit points. Psicrystals “regenerate” their crystal matrix at rate of 2d4 hit points per day if damaged. If a psicrystal is brought to 0 hit points, it is destroyed.
|Artiste||Owner gains +2 bonus on Craft checks.|
|Bully||Owner gains +2 bonus on Intimidate checks.|
|Coward||Owner gains +2 bonus on Hide checks.|
|Friendly||Owner gains +2 bonus on Diplomacy checks.|
|Hero||Owner gains +2 bonus on Fortitude saves.|
|Liar||Owner gains +2 bonus on Bluff checks.|
|Meticulous||Owner gains +2 bonus on Search checks.|
|Observant||Owner gains +2 bonus on Spot checks.|
|Poised||Owner gains +2 bonus on Balance checks.|
|Resolved||Owner gains +2 bonus on Will saves.|
|Sage||Owner gains +2 bonus on any one knowledge skill he or she already knows; once chosen, this does not vary.|
|Singleminded||Owner gains +1 bonus on Concentration checks.|
|Sneak||Owner gains +3 bonus on Move Silently checks.|
|Sympathetic||+3 bonus on Sense Motive checks.|
Psicrystal Personality Descriptions: All psicrystals have distinct personalities.
Psicrystal Ability Descriptions: All psicrystals have special abilities that depend on the level of the owner. These abilities are cumulative.
|1-2||6||Sighted, empathic link|
|7-8||9||Speak with other creatures|
Intelligence: The psicrystal’s Intelligence score. Psi¬crystals are smart, but their personality trait colors all empathic, telepathic, or verbal interaction.
Sighted: A psicrystal can sense its environment as well as a sighted, hearing creature can. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can’t discern invisible or ethereal beings. The psicrystal’s sighted range is 40 feet.
Empathic Link: The psion has an empathic link with his or her psicrystal to a distance of up to one mile. Psions cannot see using the psicrystal’s sighted ability, but they can communicate empathetically. The empathic link between a psicrystal and its owner limits communication to strong feelings, so misunderstandings are always possible.
Telepathic Link: The psion has a telepathic link with his or her psicrystal to a distance of up to one mile. Psions cannot see using the psicrystal’s sighted ability, but they can communicate telepathically. The telepathic link allows actual communication. Psicrystals know all the languages their psion owners know.
Self-Propulsion: If the psion pays the cost of 1 power point, his or her psicrystal forms spidery, ectoplasmic legs for a day. The legs grant the psicrystal a speed of 30 feet. The psicrystal can climb walls and ceilings with its legs at a speed of 20 feet. The legs fade to nothingness when their duration expires, or if the psicrystal takes 1 or more points of damage that penetrate its hardness.
Speak with Other Creatures: The psicrystal can communicate mentally with its owner, other creatures, or psicrystals within 60 feet, using any language known to its psion owner (other creatures must speak aloud to return communication, except for the owner and other psicrystals).
Power Resistance: The psicrystal’s power resistance (PR) equals the psion owner’s level plus 5. To affect the psicrystal with a power, an enemy manifester must make a manifester check (1d20 + enemy’s manifester level) at least equal to the psicrystal’s power resistance. The psicrystal’s spell resistance (SR) equals its power resistance.
Sight Link: Once per day, the psicrystal’s owner can see what the crystal sees for a period of 1 hour, as long as the psion and the crystal are not separated by more than one mile.
Channel Power: The psion can manifest powers through the psicrystal to a distance of up to one mile. The psicrystal is treated as the power’s originator, and all ranges are calculated from that location. When channeling a power through his psicrystal, the psion manifests the power by paying its cost. The psion is still subject to attacks of opportunity and other hazards of manifesting a power, if applicable.
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