Role: Controller. You can mentally influence the actions of your foes, and you can toss your enemies around the battlefield with psionic force.
Power Source: Psionic. You direct psionic energy from
within your own mind, focusing that power through meditation and contemplation. Your magic works on the minds of others or manifests your will as a physical force in the world.
Key Abilities: Intelligence, Charisma, Wisdom
Armor Proficiencies: Cloth
Weapon Proficlencies: Simple melee, simple ranged
Implements: Orbs, staffs
Bonus to Defense: +2 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: From the class skills Iist below, choose four trained skills at 1st level.
Class Skills: Arcana (Int), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Intimidate (Cha), Perception (Wis)
Class Features: Discipline Focus, Psionic Augmentation, Ritual Casting
Psions are the quintessential manipulators of psionic power. Psions unleash the potential locked within every conscious mind, move objects with just a thought, and assume command of even the least desire of their foes. Psions make manifest their secret wishes when others can only dream.
You know the mental pathways that lead to amazing edifices of altered reality. You could be a brash human youth flush with your mental ability's first flowering, a tattooed cenobite enrolled in a secret psionic academy, a fey enchanter using ancient techniques to beguile your foes, or perhaps a specially trained inquisitor who has learned one secret too many.
A flare of mental energy warms you, the thoughts of friends and foes glitter like stars all about you, and your thoughts themselves are weapons half-sheathed. If a god can reshape the world and you can enthrall a god, what does that make you?
Psions have the following class features:
DISCIPLINE FOCUS Psions focus their studies and meditations toward perfecting or understanding a particular concept or manifestation of psionic power. Choose one of these options. Your choice represents the focus of your studies.
Telekinesis Focus: You gain the powers Far Hand and Forceful Push. Telepathy Focus: You gain the powers Distract and Send Thoughts.
PSIONIC AUGMENTATION Through discipline and careful study, you have mastered a form of psionic magic that offers greater versatility than other characters command. You know a broad array of at-wiII powers, each of which is a conduit through which you can pour as much or as little psionic energy as you choose. You channel psionic energy into a reservoir of personal power- represented in the game as power points- that you can use to augment your at-will attack powers, replacing the encounter attack powers that other characters use.
Because of this class feature, you acquire and use powers in a slightly different manner from how most other classes do.
At-Will Attack Powers: At 1st level , you choose two at-will attack powers and one daily attack power from your class, but you don't start with any encounter attack powers from your class. You can instead augment your class at-will attack powers using power points. These powers have the augmentable keyword.
You gain new at-will attack powers from this class, instead of new encounter attack powers, as you increase in level. At 3rd level, you choose a new at-will attack power from this class. At 7th, 13th, 17th, 23rd, and 27th level, you can replace one ofyour at-will attack powers with another one of your level or lower. Both powers must be augmentable and from this class.
Power Points: You start with 2 power points. You gain 2 additional power points at 3rd and 7th level, 1 additional power point at 13th level, and 2 additional power points at 17th, 21st, 23rd, and 27th level. If you gain power points from another source (such as your paragon path), add them to your power point total. You can use your power points to augment any augmentable power you have, regardless of how you gained the power.
You regain all your power points when you take a short or an extended rest.
RITUAL CASTING You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals (see Chapter 10 of the Player's Handbook). You own a ritual book. Choose either Sending or Tenser's Floating Disk. Your book contains that ritual, which you can use without expending components once per day. It also contains another 1st-level ritual of your choice.
Psions employ orbs and staffs to focus their psionic energy into their powers. When you wield a magic orb or staff, you can add its enhancement bonus to the attack rolls and the damage rolls of psion powers and psion paragon path powers that have the implement keyword. Without an implement, you can still use these powers.
Creating a psionEdit
All psions rely on Intelligence. Psions also benefit from a high Charisma or Wisdom, depending on which expression of the dass they favor. Psions often choose feats, skills, and powers to complement the ability score related to their choice of focus.
Your psion powers are called disciplines. You tap into your mental reservoir to affect the world around you and your enemies' perception of it.
The General rule in most campaigns for a Psion manipulating NPC/PC minds is "D20+Int. Mod vs. Target Will save". Enthralling creatures and dominating them for a permanent duration cannot be done without first having achieved the Thrallherd Paragon Class. A successful Manipulation check influences the target for 1d4 rounds, 1d6 rounds at 5th level, and 1d10 rounds at 10th level. The target NPC/PC has the option to make a Will save each round/turn to negate the affect but does not get to attack that turn, suffering confusion for 1d6 rounds after making the will save. Enthralling a Confused, Dizzied, Sleeping, or otherwise affected target is made at a -10 to the save (Psion 1D20+Int.Mod Vs. Will at -10)
The same "General Rule" is applied to this portion, however the Psion who is controlling the target may choose the option to learn the memories and thoughts of the controlled party, this is counted as a free action and can be done while enthralling the target, a successful Will Save negates Enthralling, but the target must make another save to resist the effect of thought manipulation (Psion 1D20+Int. Mod vs. Will). Manipulating a Confused, Dizzied, Sleeping, or otherwise affected target is made at a -10 to the save (Psion 1D20+Int.Mod Vs. Will at -10).