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.
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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. His base daily allotment of power points is given on Table: The Psion. In addition, he receives bonus power points per day if he has a high Intelligence score see Table: Ability Modifiers and Bonus Power Points.
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. However, choosing a discipline also means that the psion cannot learn powers that are restricted to other disciplines. 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. You cannot choose powers from restricted discipline lists other than your own discipline list. You can choose powers from disciplines other than your own if they are not on a restricted discipline list. Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do 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. 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. 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.
These bonus feats are in addition to the feats that a character of any class gains every three levels. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats. 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. 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. 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. A psicrystal appears as a crystalline construct about the size of a human hand. A psicrystal is treated as a construct for the purposes of all effects that depend on its type.
A psicrystal grants special abilities to its owner, as shown on the Psicrystal Special Abilities table below. These special abilities and bonuses apply only when the owner and the psicrystal are within 1 mile of each other. A psicrystal can understand all other languages known by its owner, but cannot speak them. This is a supernatural ability.
Psicrystal Basics Use the statistics for a psicrystal, but make the following changes. Abilities When its self-propulsion ability is not activated, a psicrystal has no Strength score and no Dexterity score.
Skills A psicrystal has the same skill ranks as its owner, except that it has a minimum of 4 ranks each in Spot , Listen , Move Silently , and Search. Even if its owner has no ranks in these skills, a psicrystal has 4 ranks in each. A psicrystal uses its own ability modifiers on skill checks.
Psicrystal Special Abilities.
d&d 3.5 - psionics handbook
Class Skills: A psion gains additional class skills based on his discipline, as listed below. 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.
The Mind's Eye: a Psion Handbook
Rock gnomes have several very conditional racial bonuses such as a racial saving throw bonus against illusions and a racial ac bonus against giants. The racial bonus to craft alchemy checks is also very helpful if your psion has access to the minor creation power. Despite their small size, the whisper gnome has a 30 foot movement speed. The whisper gnome also has great racial skill bonus to the stealth skills and good racial bonuses to the perception skills. It retains the gnomish racial dodge bonus against giants and has several helpful spell-like abilities. A solid choice. The racial bonuses to move silently and listen are nice as well.
Class Features Weapon and Armor Proficiency: Psion uncarnates gain no proficiency with any weapon or armor. Powers Known: At every level indicated on Table 6—6, a psion uncarnate gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on. This essentially means that he adds the level of psion uncarnate to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before he became a psion uncarnate, he must decide to which class he adds the new level of psion uncarnate for the purpose of determining power points per day, powers known, and manifester level. Incorporeal Touch Su : Beginning at 1st level, a psion uncarnate can make up to three melee touch attacks per day that each deal 1d6 points of damage if they hit. A miss still counts as a use of the ability.