Psionic Classes

PSION

The striking fist or flashing sword pales beside a psion's focused stare. Psionic powers arise from a regimen of strict mental discipline developed over months and years of selfscrutiny and subconscious discovery. Those who overcome their personal demons, fears, and other pitfalls of intense self-reflection learn to call upon an internal reservoir of psionic power. Psions depend on a continual study of their own minds to discover an ever wider range of mental powers. They meditate on memories and the nature of memory itself, debate with their own fragment personalities, and delve into the dark recesses of their minds' convoluted corridors. "Know thyself" is not just a saying for a psion - it's the road to power.

A psion adventures to stimulate his mind. New experiences translate to new avenues of thought, and eventually to the discovery of previously latent abilities. A psion's powers are innate but not effortlessly attained. Good psions seek what is best in the world and attempt to preserve those elements with their mastery of mental powers. Evil psions seek to mold others to their own desires, whether using their powers openly or in secret.

The psion draws real power from his mind. His power is a logical expression of lore attained through ongoing self-study. His aggressive powers do not freely scale as do the spells of arcane and divine casters, but he enjoys supreme flexibility in accessing those powers. A psion must choose one discipline in which to focus, at the cost of losing access to the signature powers found in other disciplines - so in a sense the psion character class is six classes rather than one. A shaper (a psion who has selected metacreativity as her discipline) is a very different character from a telepath (a psion whose discipline is telepathy).

For a psion, psionics is a personal art. Psions look always inward, so they tend slightly toward neutrality over both chaos and law, but being neutral is not a requirement. Psions can be either good or evil.

Psions are not particularly drawn to any deity, due to their exceptional focus on their own personal potential. Psions who do revere a deity do not conform to any general choice.

Those destined to be psions show signs of mental powers from the time they are just a few years old, but manifestations become especially noticeable at puberty. Unexplained noises and lights, crockery flying through the air of its own accord, and the appearance of small items out of thin air are common occurrences. Many who have the gift grow out of it, turning away from their potential. However, a few embrace their newfound special powers. Psions are often on their own, misunderstood and feared by friends and family. Sometimes, psions find others with similar abilities and form informal networks, small societies, or even tiny communes populated with individuals who all possess some psionic ability.

The inborn gift for psionics is unpredictable, and it can show up in any of the common races. Of the races with a penchant for psionic ability, elans are most likely to take up the psion mantle. Mind flayers are especially likely to become psions, since their abilities are actually components of a deeper psionic nature - they possess awesome psionic might even without taking levels in the psion class.

Psions enjoy the company of monks and psychic warriors, sharing those characters' dedication to self-mastery. Psions sometimes get off on the wrong foot with members of spellcasting classes such as sorcerers and wizards, because some psions feel that magic is a crutch for the mind. They are very suspicious of wilders, since the uncontained raw emotion of the wilder is anathema to the psion's disciplined path.

A psion's powers make him a good addition to any party. Psions take on differing roles within a party, based on the discipline each one selects. For example, seers (specialists in clairsentience) serve to guide parties in difficult spots, while shapers (psions who have chosen metacreativity as their discipline) vastly upgrade the party's options in a fight

Alignment: Any.

Hit Die: d4.

Class Skills
The psion's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Psicraft (Int). In addition, a psion gains access to additional class skills based on his discipline:

Seer (Clairsentience): Gather Information (Cha), Listen (Wis), and Spot (Wis).

Shaper (Metacreativity): Bluff (Cha), Disguise (Cha), and Use Psionic Device (Cha).

Kineticist (Psychokinesis): Autohypnosis (Wis), Disable Device (Dex), and Intimidate (Cha).

Egoist (Psychometabolism): Autohypnosis (Wis), Balance (Dex) and Heal (Wis).

Nomad (Psychoportation): Climb (Str), Jump (Str), Ride (Dex), Survival (Wis), and Swim (Str).

Telepath (Telepathy): Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), and Sense Motive (Wis).

Skill Points at 1st Level: (2 + Int modifier) × 4.

Skill Points at Each Additional Level: 2 + Int modifier.

Table: The Psion
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Power Points
per Day
Powers
Known
Maximum Power
Level Known
1st +0 +0 +0 +2 Bonus feat, discipline
2
3
1st
2nd +1 +0 +0 +3 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 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 +9 170
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 343
36
9th

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.

Power Points per 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 on Table: The Psion. 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.

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.

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. 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.

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. 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.

PSICRYSTALS

A psicrystal is a fragment of a psionic character's personality, brought into physical form and a semblance of life (via the Psicrystal Affinity feat). A psicrystal appears as a crystalline construct about the size of a human hand.

Because it is an extension of its creator's personality, a character's psicrystal is in some ways a part of him. That's why, for example, a psionic character can manifest a personal range power on his psicrystal even though normally he can manifest such a power only on himself.

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. In addition, a psicrystal has a personality (being a fragment of the owner's personality), which gives its owner a bonus on certain types of checks or saving throws, as given on the Psicrystal Personalities table below. These special abilities and bonuses apply only when the owner and the psicrystal are within 1 mile of each other.

Psicrystal abilities are based on the owner's levels in psionic classes. Levels from other classes do not count toward the owner's level for purposes of psicrystal abilities.

A psicrystal can speak one language of its owner's choice (so long as it is a language the owner knows). 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.

Saving Throws: A psicrystal uses its owner's base saving throw bonuses and ability modifiers on saves, though it doesn't enjoy any other bonuses its owner might have (from magic items or feats, for example).

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
Owner Level Natural
Armor Adj.
Int Adj.
Special
1st-2nd +0 +0
Alertness, improved evasion, personality, self-propulsion, share powers, sighted, telepathic link
3rd-4th +1 +1
Deliver touch powers
5th-6th +2 +2
Telepathic speech
7th-8th +3 +3
9th-10th +4 +4
Flight
11th-12th +5 +5
Power resistance
13th-14th +6 +6
Sight link
15th-16th +7 +7
Channel power
17th-18th +8 +8
19th-20th +9 +9

Psicrystal Ability Descriptions: All psicrystals have special abilities (or impart abilities to their owners) depending on the level of the owner, as shown on the table above. The abilities on the table are cumulative.

Natural Armor Adj. (Ex): This number noted here is an improvement to the psicrystal's natural armor bonus (normally 0). It represents a psicrystal's preternatural durability.

Intelligence Adj. (Ex): Add this value to the psicrystal's Intelligence score. Psicrystals are as smart as people (though not necessarily as smart as smart people).

Alertness (Ex): The presence of a psicrystal sharpens its master's senses. While a psicrystal is within arm's reach (adjacent to or in the same square as its owner), its owner gains the Alertness feat.

Improved Evasion (Ex): If a psicrystal is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Personality (Ex): Every psicrystal has a personality. See Psicrystal Personality, below.

Self-Propulsion (Su): As a standard action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the owner desires).

Share Powers (Su): At the owner's option, he can have any power (but not any psi-like ability) he manifests on himself also affect his psicrystal. The psicrystal must be within 5 feet of him at the time of the manifestation to receive the benefit. If the power has a duration other than instantaneous, it stops affecting the psicrystal if it moves farther than 5 feet away, and will not affect the psicrystal again, even if it returns to its owner before the duration expires.
Additionally, the owner can manifest a power with a target of "You" on his psicrystal (as a touch range power) instead of on himself. The owner and psicrystal cannot share powers if the powers normally do not affect creatures of the psicrystal's type (construct).

Sighted (Ex): Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can't discern invisible or ethereal beings. A psicrystal's sighted range is 40 feet.

Telepathic Link (Su): The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile. The owner cannot see through the psicrystal's senses, but the two of them can communicate telepathically as if the psicrystal were the target of a mindlink power manifested by the owner. For instance, a psicrystal placed in a distant room could relay the activities occurring in that room.
Because of the telepathic link between a psicrystal and its owner, the owner has the same connection to an item or place that the psicrystal does. For instance, if his psicrystal has seen a room, the owner can teleport into that room as if he has seen it too.

Deliver Touch Powers (Su): If the owner is 3rd level or higher, his psicrystal can deliver touch powers for him. If the owner and psicrystal are in contact at the time the owner manifests a touch power, he can designate his psicrystal as the "toucher." The psicrystal can then deliver the touch power just as the owner could. As usual, if the owner manifests another power before the touch is delivered, the touch power dissipates.

Telepathic Speech (Ex): If the owner is 5th level or higher, the psicrystal can communicate telepathically with any creature that has a language and is within 30 feet of the psicrystal, while the psicrystal is also within 1 mile of the owner.

Flight (Su): If the owner is 9th level or higher, he can, as a standard action, will his psicrystal to fly at a speed of 50 feet (poor). The psicrystal drifts gently to the ground after one day (or sooner, if the owner desires).

Power Resistance (Ex): If the owner is 11th level or higher, the psicrystal gains power resistance equal to the owner's level + 5. To affect the psicrystal with a power, another manifester must get a result on a manifester level check that equals or exceeds the psicrystal's power resistance.

Sight Link (Sp): If the owner is 13th level or higher, the character can remote view the psicrystal (as if manifesting the remote view power) once per day.

Channel Power (Sp): If the owner is 15th level or higher, he can manifest powers through the psicrystal to a distance of up to 1 mile. The psicrystal is treated as the power's originator, and all ranges are calculated from its location.
When channeling a power through his psicrystal, the owner manifests the power by paying its power point cost. He is still subject to attacks of opportunity and other hazards of manifesting a power, if applicable (for instance, he becomes visible when manifesting an offensive power if invisible, as does the psicrystal).

Psicrystal Personality (Ex): Each psicrystal has a distinct personality, chosen by its owner at the time of its creation from among those given on the following table. At 1st level, its owner typically gets a feel for a psicrystal's personality only through occasional impulses, but as the owner increases in level the psicrystal's personality becomes more pronounced. At higher levels, it is not uncommon for a psicrystal to constantly ply its owner with observations and advice, often severely slanted toward the psicrystal's particular worldview. The owner always sees a bit of himself in his psicrystal, even if magnified and therefore distorted.


Table: Psicrystal Personalities

Personality Benefit to Owner
Artiste
+3 bonus on Craft checks
Bully +3 bonus on Intimidate checks
Coward +3 bonus on Hide checks
Friendly +3 bonus on Diplomacy checks
Hero +2 bonus on Fortitude saves
Liar +3 bonus on Bluff checks
Meticulous +3 bonus on Search checks
Nimble +2 bonus on Initiative checks
Observant +3 bonus on Spot checks
Poised +3 bonus on Balance checks
Resolved +2 bonus on Will saves
Sage +3 bonus on checks involving any one Knowledge skill owner already knows; once chosen, this does not vary
Single-minded +3 bonus on Concentration checks
Sneaky +3 bonus on Move Silently checks
Sympathetic +3 bonus on Sense Motive checks

PSION VARIANTS

Variant Classes
Erudite
Alternative Class Features
Change Shape (Egoist)
Energy Snap (Kineticist)
Fate Points (Seer)
Greater Animator (Kineticist)
Harbinger (Telepath)
Personal Construct (Shaper)
Personal Space (Nomad)
Psicrystal Enhancement
Psychic Knowledge (Seer)
Telepathic Communication (Telepath)
Temporal Grace (Nomad)
Trinkets (Shaper)
True Healer (Egoist)
Substitution Levels
Changeling Egoist
Kalashtar Telepath

Change Shape

You gain the minor change shape ability, like that of a changeling.

Class: Egoist.

Level: 1st.

Replaces: The bonus feat at 1st level.

Benefit: You gain the minor change shape ability that is possessed by changelings.

Minor Change Shape (Su): Changelings have the supernatural ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This ability is not an illusory effect, but a minor physical alteration of a changeling's facial features, skin color and texture, and size, within the limits described for the spell. A changeling can use this ability at will, and the alteration lasts until she changes shape again. A changeling reverts to her natural form when killed. A true seeing spell reveals her natural form. When using this ability to create a disguise, a changeling receives a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action.

Changeling Egoist

A changeling's aptitude at reshaping his body makes him naturally inclined toward psionic powers that perform similar tasks, such as those of the psychometabolism discipline. The egoist - a psion who specializes in psychometabolic powers - is an avenue often pursued by psionic changelings; such characters are well-known for their superior mastery of the discipline.

Hit Die: d4.

Requirements

To take a changeling egoist substitution level, a character must be a changeling about to take his 1st, 3rd, or 5th level of egoist.

Class Skills

Changeling egoist substitution levels have the class skills of the standard egoist class, plus Bluff and Disguise.

Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character).


Table: Changeling Egoist Racial Substitution Levels

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Manifesting
1st +0 +0 +0 +2 Body control, discipline (egoist) Same as egoist
3rd +1 +1 +1 +3 Everchanging psicrystal See text
5th +2 +1 +1 +4 Extra powers known See text
Class Features

All the following are features of the changeling egoist's racial substitution levels.

Body Control (Ex): Beginning at 1st level, whenever a changeling egoist manifests a psychometabolism power that targets himself (and only himself), he can treat his manifester level as one higher than normal.

This substitution feature replaces the standard egoist's bonus feat gained at 1st level.

Everchanging Psicrystal (Ex): At 3rd level, a changeling egoist gains the ability to reshape his psicrystal's personality, selecting a new personality as a full-round action. The egoist gains the benefit of the new personality while losing the previous benefit. If he does not have a psicrystal, this ability has no effect until the egoist gains one.

This substitution feature replaces one of the powers gained by a standard egoist at 3rd level. From this point on, the changeling egoist knows one less power than the number indicated on Table: The Psion (6 at 3rd level, 8 at 4th level, and so forth).

Extra Powers Known: A 5th-level changeling egoist adds the following powers to his list of powers known: chameleon, hustle, metamorphosis, and thicken skin. The egoist adds metamorphosis to his list of powers known even though it exceeds the normal maximum power level known (he gains the power but can't yet manifest it). These powers do not count against his limit on powers known.

This substitution feature replaces the bonus feat gained by a standard egoist at 5th level.

Energy Snap

You can manifest a small burst of energy.

Class: Kineticist.

Level: 1st.

Replaces: The bonus feat at 1st level.

Benefit: By expending your psionic focus, you can create a small burst of energy. You can use it as a weapon; treat it as a psi-like ability and consider it a 1st-level power for power resistance. You have to succeed on a melee touch attack as you expend your focus and, if successful, it does 1d3 points of damage of the type of energy manifested.

This ability is used more often on objects for other effects, depending on the type of energy manifested, and you must expend your psionic focus every time you use it.

Fire: This can warm food, provide a distraction, and of course start a fire.

Cold: This can chill food or a drink, make sure a campfire is out, and numb a bruise.

Electricity: This can give someone a jolt, startle an animal, or start a fire.

Sonic: This can startle someone up close or get someone's attention from far away.

Fate Points

You have the ability to change your fate due to your knowledge of the future.

Class: Seer.

Level: 1st.

Replaces: You lose the bonus feat at 1st level.

Benefit: The Eberron Campaign Setting introduced action points with the setting. If you play outside of Eberron, action points can be used for seers and diviners as an ability to see the future and get out of its way. You can use a fate point to improve the results of an attack roll, a skill check, an ability check, a level check or a saving throw. When you spend an action point, you add the result of a roll of 1d6 to your d20 roll to help you meet or exceed the target number for the roll. You can declare the use of a fate point after you have made the roll, but before the Dungeon Master reveals whether you succeeded or failed. See the Eberron Campaign Setting and Magic of Eberron for more information and feats that work with action points.

If you are playing in the Eberron setting or using action points already, you gain the Action Boost and the Action Surge feats at 1st level. These allow you to be a master of your own fate.

Greater Animator

You can animate much larger objects.

Class: Kineticist.

Level: 5th.

Replaces: The bonus feat at 5th level.

Prerequisite: You must know the control object power.

Benefit: Your control object power gains the following augmentation.

Augment: For each additional power point you spend, you can target an object weighing an additional 25 lbs.

Harbinger

Your mental attacks have a specific symbolism to them that aids you in your mental combat.

Class: Telepath.

Level: 5th.

Replaces: The bonus feat at 5th level.

Prerequisite: You must also take the power false sensory input at 5th level.

Benefit: You have learned to incorporate symbolism into your psionic attacks and defenses. When you manifest powers that specifically target another's mind or defend your mind, you gain an augmentation option.

Augment: If you spend an additional 5 power points, you can add a mental illusionary aspect to your attack. This takes the form of a harbinger, a mental symbol that conveys a confusing or threatening message to the target's mind and momentarily distracts or disables them. The target gets a Will save to negate the effects of the harbinger. If the target fails the Will save, the power you manifest is considered 1d3 levels higher than its actual level for purposes of DC.

The form of the harbinger can vary wildly. An offensive power could have a harbinger of a sword, a flame, or a spider. A defensive power could have a harbinger of a shield, a wall, or brambles with thorns.

Kalashtar Telepath

To a certain extent, all kalashtar are telepaths, since they share a racial talent to create a mindlink. A kalashtar who specializes in the telepathy discipline takes this natural ability to the limit, but at the expense of some of the more general features of the psion class.

Hit Die: d4.

Requirements

To take a kalashtar telepath substitution level, a character must be a kalashtar about to take his 1st, 3rd, or 5th level of telepath.

Class Skills

Kalashtar telepath substitution levels have the class skills of the standard telepath class, plus Intimidate.

Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character).

Class Features

All the following are features of the kalashtar telepath's racial substitution levels.

Mindlink (Ps): If a kalashtar telepath selects at least one kalashtar telepath substitution level, he can manifest his racial mindlink power as a wilder of a level equal to his Hit Dice (rather than 1/2 his HD). As well, each time the character selects a kalashtar telepath substitution level, he gains the ability to manifest his racial mindlink power one additional time per day, to a maximum of four times per day if he selects all three racial substitution levels.

Telepathic Talent (Ex): Whenever a kalashtar telepath manifests a power from the telepathy discipline, he can treat his manifester level as one higher than normal. (This does not apply to all telepathy powers, just those specifically included in the telepathy discipline.)

This substitution feature replaces the standard telepath's bonus feat gained at 1st level.

Compound Psicrystal (Ex): Like the kalashtar race itself, the psicrystal of a kalashtar telepath manifests a hybrid nature. A 3rd-level kalash tar telepath can choose two different personalities for his psicrystal, and gains the benefits of both personalities simultaneously. A kalashtar telepath can even choose Sage as both personalities, but must select different Knowledge skills for each. If he does not have a psicrystal, this ability has no effect until the telepath gains one.

This substitution feature replaces one of the known powers gained by a standard telepath at 3rd level. From this point on, a kalashtar telepath knows one less power than the number given on Table: The Psion (6 at 3rd level, 8 at 4th level, and so forth).

Extra Powers Known: A 5th-level kalashtar telepath can add any two telepathy discipline powers of 3rd level or lower to his list of powers known. These powers do not count against his limit on powers known.

This substitution feature replaces the bonus feat gained by a standard telepath at 5th level.


Table: Kalashtar Telepath Racial Substitution Levels

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Manifesting
1st +0 +0 +0 +2 Discipline (telepathy), mindlink, telepathic talent Same as telepath
3rd +1 +1 +1 +3 Compound psicrystal, mindlink See text
5th +2 +1 +1 +4 Extra powers known, mindlink See text

Personal Construct

You have a favored astral construct form that you can summon at a moment's notice.

Class: Shaper.

Level: 5th.

Replaces: The bonus feat at 5th level.

Prerequisite: You must know the astral construct power.

Benefit: You can create a specific astral construct that you have chosen as your favored as if you had the Quickened Power feat, by only sacrificing your psionic focus. This personal construct, once chosen, always has the same abilities and appearance every time you summon it. Each time you gain a level, you may change the abilities and appearance of your favored construct.

Personal Space

You have an extradimensional storage pocket available.

Class: Nomad.

Level: 1st.

Replaces: The bonus feat at 1st level.

Benefit: You gain an extradimensional storage space within your body. You can access it as a psi-like ability by expending your psionic focus. You may send an item to it or retrieve an item as you wish. The size of the storage space grows with your own power. At 1st level it is equivalent to a belt pouch, at 5th level it equals a sack, at 10th level it is the size of a backpack, at 15th level it is the size of a chest, and at 20th level it is the size of a Medium creature.

You cannot store anything that has extradimensional properties, such as a bag of holding , within your personal space. Any attempt will fail.

Psicrystal Enhancement

A character who possesses a psicrystal might wish to retain its companionship, while at the same time using it to unlock deeper psionic power. By performing a complex ritual that combines meditation and the consumption of special reagents, a character with a psicrystal can enhance its power. This ritual takes one day and consumes gp and XP from the psicrystal's owner. At the end of the ritual, the psicrystal gains a new power usable once per day. Upon reaching the appropriate level (as noted under its description), this ritual can be performed again, at a greater cost, but adding a more powerful ability. The lesser ability must be in place before the greater ability is added. The greater ability can also be used once per day. Triggering a psicrystal ability usually requires a standard action (but see each description below).

All effects are treated as psi-like abilities of a manifester level equal to the character's total psionic class level. Unless otherwise noted, an effect lasts for the remainder of the encounter in which it is activated.

Enhancement GP Cost XP Cost
Lesser 300 300
Greater 900 900
Psicrystal Personalities

Each psicrystal personality type offers different substitution abilities.

ARTISTE

Lesser: Spend a standard action to instantly sculpt a real object from ectoplasm that takes up an empty 10-foot cube anywhere within 30 feet. This block has hardness 5 and a number of hit points equal to 10 times your psionic character level. The block can't be moved, but it can be destroyed. It stops movement and lasts for 1 hour or until the block is destroyed.

Greater (8th): Spend a standard action to instantly sculpt a real object from ectoplasm that creates a wall up to 20 feet tall, 1 foot thick, and up to 20 feet long anywhere within 50 feet. The wall has hardness 10 and a number of hit points equal to 20 times your psionic character level. It stops movement and lasts for 1 hour or until the wall is destroyed.

BULLY

Lesser: Spend a standard action to make a ranged bull rush attack against a single foe within 30 feet. To make this attack, first make a ranged touch attack. Next, instead of making a Strength check, you roll 1d20 and add a modifier equal to 15 plus your psionic character level. Your target opposes this roll with a standard Strength check. From here, resolve the bull rush attempt normally. You do not move as a result of the effect. Treat this instantaneous effect as a psionic power with a level equal to your psionic character class level.

Greater (16th): As above, save that you can spend another standard action on the round after you make use of one of these abilities to immediately use it again.

COWARD

Lesser: Spend a swift action to gain a +5 bonus on your Hide check (instead of the static +3 normally offered).

Greater (8th): Spend a swift action to gain a +10 bonus on your Hide check (instead of the static +3 normally offered).

FRIENDLY

Lesser: Spend a swift action to gain a +5 bonus on your Diplomacy check (instead of the static +3 normally offered).

Greater (8th): Spend a swift action to gain a +10 bonus on your Diplomacy check (instead of the static +3 normally offered).

HERO

Lesser: Spend an immediate action to gain immunity to poison for 10 rounds.

Greater (8th): Spend an immediate action to gain immunity to death effects for 10 rounds. Death effects include magical or psionic death effects, energy drain, and any negative energy effects (such as from inflict spells or chill touch). This substitution ability doesn't remove negative levels that you have already gained, nor can it affect the saving throw necessary 24 hours after gaining a negative level.

LIAR

Lesser: Spend a standard action to form a quasi-real membrane around yourself (as concealing amorpha). You remain visible within the translucent, amorphous enclosure. This distortion grants you concealment (opponents have a 20% miss chance), thanks to the rippling membrane encasing your form.

Greater (6th): As above, save you gain total concealment (50% miss chance), as greater concealing amorpha.

METICULOUS

Lesser: Spend a swift action to gain a +5 bonus on your Search check (instead of the static +3 normally offered).

Greater (8th): Spend a swift action to gain a +10 bonus on your Search check (instead of the static +3 normally offered).

NIMBLE

Lesser: Spend an immediate action to reroll initiative (without the +2 bonus normally granted by this psicrystal); keep the second roll even if it is worse than the original.

Greater (8th): Spend an immediate action to reroll initiative (without the +2 bonus normally granted by this psicrystal); keep the better of the two rolls.

OBSERVANT

Lesser: Spend a swift action to ignore one target's concealment (20% miss chance), whatever its source, for 10 rounds. If a target has greater than a 20% miss chance, subtract 20% from the higher chance to calculate your miss chance.

Greater (8th): Spend a swift action to ignore one target's concealment (50% miss chance), whatever its source, for 10 rounds.

POISED

Lesser: Spend an immediate action to automatically take only half damage against the full effects of an area effect if you failed your saving throw. Although you dive out of the way of the worst effects of the area effect, you end the action prone.

Greater (11th): If you succeed at a save made against an area effect that deals damage, you may spend an immediate action to take no damage from the effect.

RESOLVED

Lesser: Spend an immediate action to gain immunity versus a single compulsion effect.

Greater (11th): Spend an immediate action to gain immunity versus all mind-affecting effects for 10 rounds.

SAGE

Lesser: Spend a swift action to gain a +5 bonus on your Knowledge check (instead of the static +3 normally offered) in which you have at least 1 rank.

Greater (8th): Spend a swift action to gain a +10 bonus on your Knowledge check (instead of the static +3 normally offered) in which you have at least 4 ranks.

SINGLE-MINDED

Lesser: Spend a swift action to attempt to regain your psionic focus on a roll of 11 or better on 1d20.

Greater (8th): Spend a swift action to attempt to regain your psionic focus on a roll of 6 or better on 1d20.

SNEAKY

Lesser: Spend an immediate action to reroll your Move Silently check (without the +2 bonus normally granted by this psicrystal); keep the second roll even if it is worse than the original.

Greater (8th): Spend an immediate action to reroll initiative (without the +2 bonus normally granted by this psicrystal); keep the better of the two rolls.

SYMPATHETIC

Lesser: Spend a standard action to instantly sculpt a real object from ectoplasm that takes the shape of a crystal annulus 1 foot in diameter that hovers in the air before you (in your square). The gemstone ring has hardness 8 and 10 hit points and lasts until your psicrystal is reactivated or it is destroyed. While it lasts, any conversation you conduct through the ring with a conversation partner within 10 feet of you grants you a total +5 bonus on any Sense Motive checks you make during the conversation.

Greater (8th): As the lesser ability, but the bonus on Sense Motive checks increases to +10.

Psychic Knowledge

You gain bits and pieces of knowledge from all the divinations you do.

Class: Seer.

Level: 1st.

Replaces: You lose the bonus feat at 1st level.

Benefit: You gain the psionic equivalent of bardic knowledge. It functions just like a bard's class ability, except you use your manifester level in place of bardic level.

Telepathic Communication

You gain the supernatural ability to communicate with any creature with your telepathy.

Class: Telepath.

Level: 5th.

Replaces: The bonus feat at 5th level.

Benefit: You gain the supernatural ability telepathy. You can communicate telepathically with any other creature that has a language within 5 feet per manifester level. You can address multiple creatures at once telepathically, although maintaining telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Temporal Grace

You can resist effects that use extradimensional, temporal, or movement spells or powers.

Class: Nomad.

Level: 5th.

Replaces: The bonus feat at 5th level.

Benefit: Your power over movement allows you to resist effects that inhibit any form of movement. Anytime you fail a save against an effect that would slow, prevent, or otherwise affect your ability to move, you may expend your psionic focus to get another saving throw, adding +1 for every 5 manifester levels you possess.

Trinkets

You can create little items by sacrificing your psionic focus.

Class: Shaper.

Level: 1st.

Replaces: The bonus feat at 1st level.

Benefit: By sacrificing your psionic focus, you can create a temporary item as a move action. It is like minor creation, except the object you create is smaller and you create it more quickly. You can create one unattended, nonmagical object of nonliving plant matter, up to 1 cubic inch. For instance, you could create a wooden ring, a piece of paper, a handkerchief, a thin glove, or other item. You cannot create a dried herb, a poison, or other distillate of dead plant matter that has special secondary effects. The created object has a duration of 1 minute and can be recognized as a "created" object easily. This ability is considered a psi-like ability and treated as a 1st-level power for purposes of dispelling the effects.

True Healer

You gain access to the Life mantle.

Class: Egoist.

Level: 5th.

Replaces: The bonus feat at 5th level.

Prerequisite: You must have 8 ranks in the Heal skill.

Benefit: You gain access to the Life mantle and you may now choose from these powers when choosing new powers known.