unosarta
2011-08-16, 02:55 PM
The Psionicist
http://fc04.deviantart.net/fs70/f/2010/151/c/e/art_trade__psion_tiefling_by_agnes_cecile.jpg
[1] (http://agnes-cecile.deviantart.com/art/art-trade-psion-tiefling-165981132)
”Balance is the essence of creation, destruction, movement, energy, knowledge, understanding, and shape. Balance is the key to all. By achieving balance in your mind, you can achieve balance in form, and balance in the universe. Balance is like a cascading effect. As one becomes balanced, so does one balance those around him. “
~Kikkisirak Oturik, Xanie Psionicist of the Clairsentience Discipline.
Adventures: Psionicists adventure to understand themselves. Psionics requires a huge amount of personal control, but more often than not that control eradicates some part of the Psionicist’s mind, the things he likes, the things he holds dearest to him. That much mental stability removes some of the things we hold dearest to us, love, hate, anger, fear, sorrow, happiness. Many Psionicists adventure in order to try to feel again, to remove some of their iron control and peek through into the world.
Characteristics: Psionicists are very personal, in many ways. They tend to focus on self more than others, because their power requires such aforementioned control. To not focus on one’s self might be a detriment to their power. In addition, the training it takes to become a Psionicist is almost entirely done on one’s own. They rarely are able to interact in meaningful ways with other creatures, even those Psionicists who employ the Telepathy discipline. They often are able to understand what others are thinking but not really understand how the person thinks in general, nor able to communicate his own emotions. In many ways, it is easier for the Psionicist to remain alone, without the impartiality and unbalanced quality of relationships.
Alignment: Psionicists can of any alignment. The rigid control they employ might imply more Lawful alignments, but truly, it is not one’s actions towards one’s self that ascribe alignment, but to those around them. Psionics can be used for evil, good, chaotic, lawful, and any spectrum in between.
Religion: Psionicists, because of their personal nature, tend to pass off worship and religion. To be sure, many Psionicists hold faith, but not like how others tend to. They do not really hold to gods so much as ideals or concepts held by said gods. So, a Psionicist might hold faith in say, peace, but not in a god of peace. To be sure, they in general dislike organized worship heartily.
Background: Psionicists come from literally any background. Psionics is not based on innate ability or some inborn quality but instead on personal control and intense training. As such, Psionicists can come from literally any culture or race.
Races: Psionicists can come from any race.
Other Classes: Psionicists can have trouble with other classes, especially classes that are dissimilar to the Psionicist, such as warriors or rogues. They can handle casters (if they exist, depends on setting), or other Psionics users.
Role: Psionicists have a fairly varied role, going from battlefield control, damage buffing, healing, to transportation, to more utility roles, to the face character. It all depends on the Discipline the Psionicist chooses. In general, though, the Psionicist can regularly deal some damage, which ties through the whole class.
http://th00.deviantart.net/fs42/PRE/f/2009/074/c/7/Alarian_Psion_formal_wear_COLR_by_shazzlnet.png
[2] (http://shazzlnet.deviantart.com/art/Alarian-Psion-formal-wear-COLR-116014545)
Abilities: The Psionicist’s manifesting ability score modifier is the most important Ability score that he possesses, since it allows him to manifest his powers, and many class features are based upon it, followed then by Constitution, granting him more health. After that is essentially up to the Psionicist, but usually Dexterity can be fairly important for Armor Class.
Alignment: Any
Hit Die: d6
Starting Age: As Wizard.
Starting Gold: As Wizard.
Class Skills: The psionicist’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: (6 + Intelligence modifier)*4
Skill Points at Each Additional Level: 6 + Intelligence modifier
http://fc08.deviantart.net/fs40/i/2009/032/e/1/Shaper_by_raven16.jpg
[8] (http://raven16.deviantart.com/art/Shaper-111451356)
The Psionicist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|PP/Day|Maximum Power Level Known
1st|
+0|
+0|
+0|
+2|By Will Word or Wit, Discipline|
2|
1
2nd|
+1|
+0|
+0|
+3|Inner Conflict 1d6|
6|
1
3rd|
+1|
+1|
+1|
+3|Discipline Focus (First)|
11|
1
4th|
+2|
+1|
+1|
+4|Inner Conflict 2d6|
17|
2
5th|
+2|
+1|
+1|
+4|Calm Power (First Level)|
24|
2
6th|
+3|
+2|
+2|
+5|Inner Conflict 3d6|
32|
2
7th|
+3|
+2|
+2|
+5|Discipline Focus (Second)|
41|
3
8th|
+4|
+2|
+2|
+6|Inner Conflict 4d6|
51|
3
9th|
+4|
+3|
+3|
+6|Calm Power (Second Level)|
62|
3
10th|
+5|
+3|
+3|
+7|Inner Conflict 5d6|
74|
4
11th|
+5|
+3|
+3|
+7|Discipline Focus (Third)|
87|
4
12th|
+6|
+4|
+4|
+8|Inner Conflict 6d6, Greater Conflict|
101|
4
13th|
+6|
+4|
+4|
+8|Calm Power (Third Level)|
116|
5
14th|
+7|
+4|
+4|
+9|Inner Conflict 7d6|
132|
5
15th|
+7|
+5|
+5|
+9|Discipline Focus (Fourth)|
149|
5
16th|
+8|
+5|
+5|
+10|Inner Conflict 8d6|
167|
6
17th|
+8|
+5|
+5|
+10|Calm Power (Fourth Level)|
186|
6
18th|
+9|
+6|
+6|
+11|Inner Conflict 9d6|
206|
6
19th|
+9|
+6|
+6|
+11|Discipline Focus (Fifth)|
227|
7
20th|
+10|
+6|
+6|
+12|Inner Conflict 10d6, Inner Mastery|
249|
7[/table]
http://fc02.deviantart.net/fs23/i/2008/020/4/3/Psion__Telepath_by_Humascension.jpg
[7] (http://humascension.deviantart.com/art/Psion-Telepath-75031137)
Weapon Proficiencies: The Psionicist is proficient with all simple weapons, but no armor or shields.
By Will Word or Wit: When the Psionicist takes their first level in this class, they must choose whether to have their manifesting be based off of Intelligence, Charisma, or Wisdom. After making this choice, they may not switch it.
Discipline: Starting at first level, the Psionicist must choose a discipline to focus in. The six disciplines are:
Clairsentience
A psionicist 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 psionicist 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
Psionicists 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 psionicist 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 psionicist 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 psionicist 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.
Manifesting: The Psionicist’s powers known depend entirely on the Discipline he chooses to focus in. He knows all powers on his Discipline’s powers list. Starting at fourth level, and every three levels thereafter, the Psionicist may learn a power that is on another Discipline besides his own’s power list. He may not change the powers chosen in this way.
The number of times a psionicist can manifest powers in a day is limited only by his daily power points.
A psionicist 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 psionicist powers is 10 + 1/2 Manifester Level + the psionicist’s manifesting ability score modifier modifier. Maximum Power Level Known: A psionicist begins play with the ability to learn 1st-level powers. As he attains higher levels, a psionicist may gain the ability to master more complex powers.
To manifest a power, a psionicist must have a manifesting ability score of at least 10 + the power’s level.
Inner Conflict (Su): Manifesting powers, for a psionicist, is to put yourself in an imbalance. There is too much power flowing one way, and that gives the power form and function. However, imbalance is also the opposite of the creed of the psionicists, and something that psionicists dread more than anything in the world. Thus, they developed a technique to rebalance themselves, via redistribution of power. This technique involves simply blasting energy out of the system, causing it to automatically balance itself. Starting at second level, after the Psionicist casts manifests a power, he may, as a swift action, make a Concentration check (DC 10 + 2*the level of the power). If he fails, the swift action is wasted. If he succeeds, he may automatically deal 1d6 damage to one creature within 30 feet. This damage increases to 2d6 at level four, and by 1d6 every two levels thereafter (3d6 at level six, 4d6 at level eight, etc).
Discipline Focus: Starting at third level, the Psionicist gains additional benefit from their chosen Discipline.
ClairsentienceFirst: Starting at third level, the Psionicist gains a clear sight of the future, even without manifesting a power that allows him to see it. The Psionicist gains an Insight bonus to any Attack, Armor Class, and Saves equal to one sixth of his Psionicist levels, minimum 1.
Second: Starting at seventh level, the Psionicist may use even his mundane knowledge to find someone with his second sight. He may make a Knowledge (Geography) check (DC 21) in order to gain the effects of the Clairfoyant Sense power. He need not spend any power points for this effect. Making the knowledge check is a 10 minute ritual.
Third: Starting at eleventh level, the Psionicist may look with half of his vision, half ranging over a large area. He gains the effects of the Arcane Eye spell, permanently, but the Eye cannot be attacked, and has no form to speak of. It has a movement speed equal to the base land speed of the Psionicist. His regular vision still functions.
Fourth: Starting at fifteenth level, the Psionicist may subtly change the outcomes of an event, for better or worse. As an immediate action, once per encounter per five Psionicist levels, the Psionicist may force one target within 30 feet to reroll one roll they just rolled. If they are an enemy, they take the lower roll. If they are an ally, they take the higher roll.
Fifth: Starting at nineteenth level, by spending 19 Power points, the Psionicist may once per day as a full round action, gain the effects of the Hypercognition power for three rounds.
MetacreativityFirst: Starting at third level, any astral construct the Psionicist creates gains an additional ability from each list that they gain access to based on the level of the Astral Construct power used to create them.
Second: Starting at seventh level, once per encounter, the Psionicist may create a wave of ectoplasm, as a full round action. All creatures in a 40 foot line take 1d6 damage per two Psionicist levels the Psionicist possesses, and are pushed back 20 feet. They may make a Reflex save (DC 10 + 1/2 Psionicist level + manifesting ability score modifier) to halve the distance.
Third: Starting at eleventh level, the Psionicist may make one Astral construct he possesses permanent. That astral construct does not fade away after the duration has ended. If the Psionicist were to try to do this when he already possesses a permanent astral construct through this ability, he replaces his current astral construct with the new one. Designating an astral construct as permanent is a ten minute ritual. After an astral construct is not longer designated as permanent, it fades away, melting into molten ectoplasm.
Fourth: Starting at fifteenth level, the Psionicist may grant his Astral Construct (if he possesses one) a single ability from the following list as a swift action:
Skin of Aether Steel: The Astral Construct gains a +10 bonus to Constitution, and gains a Deflection bonus to Armor Class equal to the Psionicist’s manifesting ability score modifier, and gains Damage Reduction equal to one half of the Psionicist’s Manifester level.
Psionic Reservoir: The Astral Construct gains a reservoir of Power Points equal to Psionicist’s Manifester level plus his manifesting ability score modifier. He knows a number of powers that the Psionicist knows equal to the Psionicist’s manifesting ability score modifier, none of which may be of the highest level of powers that the Psioncist knows. The Astral Construct refreshes it’s Power Points as the Psionicist does. The Power Points are based on the Psionicist, not the astral construct, so resummoning an astral construct and giving it this ability causes the construct to remain at the same number of Power Points as before.
Insubstantial Assassin: The Astral Construct gains a +10 bonus to Dexterity, a Dodge bonus to Armor Class equal to the Psioncist’s manifesting ability score modifier, and gains Sneak Attack as a rogue of the Psionicist’s Psionicist level -3.
Bladed Warrior: The Astral Construct gains a +10 bonus to Strength, and gains Base Attack Bonus equal to the Astral Construct’s hit dice. In addition, the Astral Construct may grow a blade from its form as a move action. The blade counts as a longsword of the Astral Construct’s size, with a Enhancement bonus equal to the Psionicist’s manifester level divided by 4. The Astral Construct may grow the blades only on its arms, and may only use two at a time.
Ballast Form: The Astral Construct gains a +10 bonus to Dexterity, and a +20 enhancement bonus to base land speed, and Skirmish as a Scout of the Psionicist’s level -3. In addition, the Astral Construct may shoot blasts of astral energy, as an attack action. The blasts deal 1d6 damage per three hit dice the Astral Construct has.
The effect lasts until the Psionicist chooses to change it.
Fifth: Starting at nineteenth level, once per day, the Psionicist may manifest the True Creation power as an hour long ritual, by paying 19 power points. He still must pay any Experience costs for the power. The items created by the power fade after 24 hours.
PsychokinesisFirst: Starting at third level, The Psionicist gains a bonus to all attack and damage rolls equal to one fifth of his Psionicist levels, minimum +1, as his powers unconsciously guide his strikes into the best locations.
Second: Starting at seventh level, once per encounter, the Psionicist may make a ranged touch attack against one target within 30 feet. Any one elemental resistance that that target possesses is reduced by a number equal to the Psionicist’s Psionicist levels. Immunity is considered Resistance 40 for the purposes of this ability.
Third: Starting at eleventh level, the Psionicist deals an additional amount of damage whenever he manifests a power that that allows for him to choose the type of elemental damage it deals equal to his manifesting ability score modifier, and increases the DC of the power by a number equal to to the one fifth of the Psionicist’s Psionicist levels, rounded down.
Fourth: Starting at fifteenth level, a number of times per encounter equal to the Psionicist’s Psionicist levels divided by 5, the Psionicist may make a melee touch attack against a target as an attack action, and if he hits, that target takes a number of d6 elemental damage (one of Acid, Cold, Electricity, Fire, or Sonic) equal to the Psionicist’s manifesting ability score modifier.
Fifth: Starting at nineteenth level, once per day, the Psionicist may, once per day, shoot a blastwave of energies against all targets within 50 feet of the Psionicist. All creatures caught in the wave take 2d6 damage per manifester level the Psionicist possesses, the damage being equal parts Acid, Cold, Electricity, Fire and Sonic damage. Any creature may make a Reflex save (DC 10 + 1/2 Psionicist level + manifesting ability score modifier) for half damage.
PsychometabolismFirst: Starting at third level, the Psionicist gains Fast healing equal to one half of the Psionicist’s Psionicist levels, rounded down, minimum 1. This becomes regeneration equal to one fifth of the Psionicist’s Psionicist levels, at level 15, bypassed by Acid, Fire, Sonic, or damage from Cold Iron weapons.
Second: Starting at seventh level, once per encounter, the Psionicist may gain a standard action, as a swift action. He may not use it to manifest a power.
Third: Starting at eleventh level, the Psionicist gains two secondary claw attacks, which deal 2d6 damage plus a number equal to the Psionicist’s manifesting ability score modifier. The Psionicist heals for an equal amount of damage deal with the claws.
Fourth: Starting at fifteenth level, a number of times per encounter equal to the Psionicist’s Psionicist levels divided by 5, the Psionicist may touch an ally, and heal them for a number of hit points equal to the Psioncist’s manifesting ability score modifier d6. This ability may not be used to harm undead.
Fifth: Starting at nineteenth level, once per day, the Psionicist may manifest the Greater Metamorphosis power by spending 19 power points. He must pay the Experience cost. The power cannot last longer than a total of 1 hour of time spent transformed.
PsychoportationFirst: Starting at third level, the Psionicist gains a Dodge bonus to Armor Class and Reflex saves equal to one fourth of the Psionicist’s Psionicist levels, minimum +1.
Second: Starting at seventh level, once per encounter, the Psionicist may teleport up to 20 feet as an immediate action, in any direction.
Third: Starting at eleventh level, the Psionicist gains an enhancement bonus to base land speed equal to the Psionicist’s manifesting ability score modifier times 5. This bonus may not exceed twice the Psionicist’s base land speed.
Fourth: Starting at fifteenth level, a number of times per encounter equal to the Psionicist’s Psionicist levels divided by 5, the Psionicist may make a melee touch attack as an attack action, and if he hits, the target teleports up to 20 feet in any direction, chosen by the Psionicist. They may make a will save (DC 10 + 1/2 Psionicist level + manifesting ability score modifier) for half distance. If the target is an enemy, they take 1d10 damage per 5 feet they move.
Fifth: Starting at nineteenth level, once per day, the Psionicist may manifest the Psionic Teleportation Circle power, as a 10 minute ritual, by spending 19 power points.
TelepathyFirst: Starting at third level, the Psionicist gains an Insight bonus to all social skills or skills involving Charisma equal to one fourth of his Psionicist levels, minimum +1.
Second: Starting at seventh level, once per encounter, the Psionicist may strip one creature within 30 feet of himself of their immunity to mind affecting spells, powers, and abilities for 5 rounds, as a full round action. They gain a +6 bonus to all will saves against mind affecting spells, powers, and abilities.
Third: Starting at eleventh level, the Psionicist gains Telepathy out to his Psionicist levels times 5 feet.
Fourth: Starting at fifteenth level, a number of times per encounter equal to the Psionicist’s Psionicist levels divided by 5, the Psionicist may make a melee touch attack against a foe as an attack action, and if he hits, he may read that foe’s inner most thoughts for 1 round. This ability functions as the Mindprobe power, only lasting for but one round.
Fifth: Starting at nineteenth level, once per day, the Psionicist may manifest the Psychic Chirurgery power as a 10 minute ritual by paying 19 power points. The Psychic Repair section of the power is altered to say “In fact, you can remove any instantaneous or permanent effect caused by a spell or power with psychic chirurgery.” and the third paragraph of said section becomes “You can also remove all effects penalizing the subject’s ability scores, heal all ability damage, and remove any ability drain affecting the subject. Psychic chirurgery negates all forms ofinsanity, confusion, the effect of such powers as Microcosm, and so on, but it does not restore levels or Constitution points lost due to death.” In addition, you do not have to pay any experience point costs from this ability, unless you use the Transfer Knowledge option of the power, in which case you must pay the full experience cost.
Calm Power (Ps): Starting at fifth level, the Psionicist gains control of several out of combat powers and effects. He can wield them with greater dexterity and control than his normal powers and effects.
He must choose one power at fifth level, and gains an additional one every four levels thereafter. He gains access to a new level of powers each time he is able to choose a new spell. He may choose first level spells at fifth level, second at ninth level, third at thirteenth level, etc.
His manifester level for these powers is equal to his Psionicist level. He may manifest the powers as a 10 minute ritual, at will. He pays no power point, or material cost for these powers. He must pay all experience costs.
1st-- Astral Traveler, Catfall, Detect Psionics, Empathy, Far Hand, Know Direction and Location, Missive, My Light.
2nd-- Body Equilibrium, Psionic Identify, Psionic Knock, Psionic Levitate, Mass Missive, Sustenance, Psionic Tongues.
3rd-- Psionic Darkvision, Ubiquitous Vision, Dispel Psionics.
4th-- Correspond, Psionic Fly, Psychic Reformation, Incarnate.
Greater Conflict: Starting at twelfth level, the Psionicist gains greater power and effect with his Inner Conflict ability. His Inner Conflict ability gains an additional effect, depending on the Discipline of the psionicist:
Clairsentience: Manifesting Clairsentience powers against that target take one action step less to manifest (one round->full round action->standard action->move action->swift action->free action, and time higher than one round is divided by two, rounded down) for 24 hours. This effect may only affect one target at any time.
Metacreativity: The blast is ectoplasmic, and the target of the blast is entangled in it. The target of the Psionicist’s Inner Conflict ability must make a Balance check (DC 10 + 1/2 Psionicist levels + manifesting ability score modifier) or fall prone. After being so affected, an enemy may not be affected for the duration of the encounter.
Psychokinesis: The Kineticist is adept and controlling and shaping energies. His Inner Conflict ability deals an extra amount of damage equal to twice his manifesting ability score modifier.
Psychometabolism: The Psionicist’s blast can actively destroy the target’s physiology. Whenever the Psionicist uses his blast on a target, they take 2d4 Strength or Dexterity damage, or 1d4 Constitution damage. They may make a Fortitude save (DC 10 + 1/2 Psionicist levels + manifesting ability score modifier) for half damage on this effect. A creature may be affected by the ability damage from this ability once per encounter.
Psychoportation: The Psionicist’s blast can actively move enemies around. After a target has been hit by the Psionicist’s Inner Conflict ability, the target is moved 20 feet in any direction. He may make a Will save (DC 10 + 1/2 Psionicist levels + manifesting ability score modifier) to move half of the distance, instead.
Telepathy: The Psionicist’s blast allows him to read the thoughts of a target. Any target hit by the blast’s thoughts are automatically known to the Psionicist, as if he had been manifesting the Mind Probe power. Any creature that has had this ability use on them may not be so affected for the duration of the encounter.
Inner Mastery (Ps): Starting at level twenty, the Psionicust may twist and shape the very universe and its energies with his will, through a massive release of energy, once per day. He may, as a 10 minute ritual, manifest the Bend Reality power. He may not choose to manifest a lower level power with this effect. He does not pay the experience cost when manifesting the power.
http://th03.deviantart.net/fs71/PRE/f/2011/173/0/2/02d77e861de2d8dc05a9c4a7c5a12562-d3jnxwj.jpg
[5] (http://mito25.deviantart.com/art/Pyrokensis-214428259)
Power List:
Clairsentience
1st-- Destiny Dissonance, Detect Psionics, Precognition, Call to Mind, Empathy, Know Direction and Location, Defensive Precognition, Offensive Precognition, Sense Link, and Offensive Prescience.
2nd-- Detect Hostile Intent, Elfsight, Psionic Identify, Clairvoyant Sense, Object Reading, Sensitivity to Psychic Impressions, and Forced Sense Link.
3rd-- Escape Detection, Fate Link, Danger Sense, Psionic Darkvision, Eradicate Invisibility, Touchsight, Mental Barrier, and Ubiquitous Vision.
4th-- Anchored Navigation, Remote Viewing, Aura Sight, Detect Remote Viewing, Psionic Divination, and Trace Teleport.
5th-- Clairtangent Hand, Second Chance, Psionic True Seeing, Incarnate, and Power Resistance.
6th-- Greater Precognition, Psionic Contingency, Remote View Trap, Remote View Snag (http://www.giantitp.com/forums/showpost.php?p=11653807&postcount=3) and Temporal Acceleration.
7th-- Fate of One, Psionic Moment of Prescience, Concurrent Teleport (http://www.giantitp.com/forums/showpost.php?p=11653807&postcount=3), Psionic Sequester, and Personal Mindblank.
Metacreativity
1st-- Astral Construct, Psionic Minor Creation, Bolt, Crystal Shard, Ecto Protection, Psionic Grease, and Entangling Ectoplasm.
2nd-- Psionic Repair Damage, Concealing Amorpha, Swarm of Crystals, Psionic, and Sustenance.
3rd-- Greater Concealing Amorpha, Ectoplasmic Cocoon, Psionic Keen Edge, and Dismiss Ectoplasm.
4th-- Psionic Fabricate, Quintessence, Ectoplasmic Sword (http://www.giantitp.com/forums/showpost.php?p=11653807&postcount=3), Ectoplasmic Cannon (http://www.giantitp.com/forums/showpost.php?p=11653807&postcount=3) and Wall of Ectoplasm.
5th-- Hail of Crystals, Psionic Major Creation, Ectoplasmic Shambler, Ectoplasmic Armor (http://www.giantitp.com/forums/showpost.php?p=11653807&postcount=3), and Incarnate.
6th-- Crystallize, Greater Psionic Fabricate, Fuse Flesh, and Psionic Disintegrate.
7th-- Mass Ectoplasmic Cocoon, Ectoplasmic Explosion (http://www.giantitp.com/forums/showpost.php?p=11653807&postcount=3) and Matter Manipulation.
Psychokinesis
1st-- Control Object, Control Flames, Control Light, Create Sound, Energy Ray, Far Hand, Force Screen, Inertial Armor, Matter Agitation, and My Light.
2nd-- Control Air, Energy Missile, Concussive Blast, Control Sound, Energy Push, and Energy Stun.
3rd-- Energy Cone, Dispel Psionics, Energy Bolt, Energy Burst, Energy Retort, Energy Wall, Telekinetic Force, and Telekinetic Thrust.
4th-- Control Body, Energy Ball, Inertial Barrier, Energy Adaption, Intellect Fortress, and Telekinetic Maneuver.
5th-- Energy Current, Fiery Discorporation, Energy Shield (http://www.giantitp.com/forums/showpost.php?p=11653807&postcount=3) and Incarnate.
6th-- Dispelling Buffer, Energy Flow (http://www.giantitp.com/forums/showpost.php?p=11653800&postcount=2), Psionic Contingency, and Null Psionics Field.
7th-- Reddopsi, Energy Conversion, Energy Consumption (http://www.giantitp.com/forums/showpost.php?p=11653800&postcount=2) and Energy Wave.
Psychometabolism
1st-- Thicken Skin, Hammer, Synesthate, Ameliorate (http://www.giantitp.com/forums/showpost.php?p=11653800&postcount=2), and Vigor.
2nd-- Animal Affinity, Chameleon, Empathetic Transfer, Biofeedback, Body Equilibrium, Specific Energy Adaption, and Sustenance.
3rd-- Ectoplasmic Form, Hustle, Body Adjustment, Body Purification, and Touchsight.
4th-- Metamorphosis, Psychic Vampire, Rejuvinate (http://www.giantitp.com/forums/showpost.php?p=11653800&postcount=2), and Energy Adaption.
5th-- Psionic Revivify, Psychofeedback, Restore Extremity, Adapt Body, and Leech Field.
6th-- Psionic Restoration, Breath of the Black Dragon, Fuse Flesh, and Suspend Life.
7th-- Fission, Energy Conversion, Evade Burst, Mass Ameliorate (http://www.giantitp.com/forums/showpost.php?p=11653800&postcount=2), and Oak Body.
Psychoportation
1st-- Burst, Detect Teleportation, Astral Traveler, Catfall, Deceleration, Dissipating Touch, Float, and Skate.
2nd-- Dimension Swap, Psionic Levitate, Psionic Knock, Passage (http://www.giantitp.com/forums/showpost.php?p=11653800&postcount=2) and Psionic Lock.
3rd-- Astral Caravan, Psionic Blink (http://www.giantitp.com/forums/showpost.php?p=11653800&postcount=2), Psionic Slow (http://www.giantitp.com/forums/showpost.php?p=11653800&postcount=2) and Time Hop.
4th-- Psionic Dimension Door, Psionic Dismissal, Psionic Fly, and Psionic Freedom of Movement.
5th-- Baleful Teleport, Psionic Teleport, Trigger Teleport, and Psionic Plane Shift.
6th-- Psionic Banishment, Psionic Shadow Walk (http://www.giantitp.com/forums/showpost.php?p=11653800&postcount=2), Psionic Phase Door, and Psionic Overland Flight.
7th-- Dream Travel, Psionic Ethereal Jaunt, Decerebrate, Divert Teleport, and Psionic Greater Teleport.
Telepathy
1st-- Psionic Charm, Mindlink, Attraction, Conceal Thoughts, Psionic Daze, Deja Vu, Demoralize, Disable, Distract, Empathy, Empty Mind, Mind Thrust, Missive, and Telempathic
Projection.
2nd-- Aversion, Brain Lock, Read Thoughts, Psionic Suggestion, Bestow Power, Cloud Mind, Ego Whip, Id Insinuation, Inflict Pain, Mental Disruption, Mass Missive, Recall Agony, Share Pain, Thought Shield, and Tongues.
3rd-- Crisis of Breath, Hostile Empathetic Transfer, False Sensory Input, Mind Trap, Psionic Blast, Forced Share Pain, and Solicit Psicrystal.
4th-- Psionic Dominate, Thieving Mindlink, Psionic Modify Memory, Schism, Correspond, Death Urge, Empathetic Feedback, Mindwipe, Personality Parasite, and Psychic Reformation.
5th-- Metaconcert, Mindprobe, Catapsi, Psychic Crush, Shatter Mind Blank, and Tower of Iron Will.
6th-- Mindswitch, Aura Alteration, Mass Cloud Mind, Psionic Geas (http://www.giantitp.com/forums/showpost.php?p=11653800&postcount=2) and Co-opt Concentration.
7th-- Crisis of Life, Insanity, Personal Mind Blank, and Ultablast.
http://fc04.deviantart.net/fs70/f/2010/151/c/e/art_trade__psion_tiefling_by_agnes_cecile.jpg
[1] (http://agnes-cecile.deviantart.com/art/art-trade-psion-tiefling-165981132)
”Balance is the essence of creation, destruction, movement, energy, knowledge, understanding, and shape. Balance is the key to all. By achieving balance in your mind, you can achieve balance in form, and balance in the universe. Balance is like a cascading effect. As one becomes balanced, so does one balance those around him. “
~Kikkisirak Oturik, Xanie Psionicist of the Clairsentience Discipline.
Adventures: Psionicists adventure to understand themselves. Psionics requires a huge amount of personal control, but more often than not that control eradicates some part of the Psionicist’s mind, the things he likes, the things he holds dearest to him. That much mental stability removes some of the things we hold dearest to us, love, hate, anger, fear, sorrow, happiness. Many Psionicists adventure in order to try to feel again, to remove some of their iron control and peek through into the world.
Characteristics: Psionicists are very personal, in many ways. They tend to focus on self more than others, because their power requires such aforementioned control. To not focus on one’s self might be a detriment to their power. In addition, the training it takes to become a Psionicist is almost entirely done on one’s own. They rarely are able to interact in meaningful ways with other creatures, even those Psionicists who employ the Telepathy discipline. They often are able to understand what others are thinking but not really understand how the person thinks in general, nor able to communicate his own emotions. In many ways, it is easier for the Psionicist to remain alone, without the impartiality and unbalanced quality of relationships.
Alignment: Psionicists can of any alignment. The rigid control they employ might imply more Lawful alignments, but truly, it is not one’s actions towards one’s self that ascribe alignment, but to those around them. Psionics can be used for evil, good, chaotic, lawful, and any spectrum in between.
Religion: Psionicists, because of their personal nature, tend to pass off worship and religion. To be sure, many Psionicists hold faith, but not like how others tend to. They do not really hold to gods so much as ideals or concepts held by said gods. So, a Psionicist might hold faith in say, peace, but not in a god of peace. To be sure, they in general dislike organized worship heartily.
Background: Psionicists come from literally any background. Psionics is not based on innate ability or some inborn quality but instead on personal control and intense training. As such, Psionicists can come from literally any culture or race.
Races: Psionicists can come from any race.
Other Classes: Psionicists can have trouble with other classes, especially classes that are dissimilar to the Psionicist, such as warriors or rogues. They can handle casters (if they exist, depends on setting), or other Psionics users.
Role: Psionicists have a fairly varied role, going from battlefield control, damage buffing, healing, to transportation, to more utility roles, to the face character. It all depends on the Discipline the Psionicist chooses. In general, though, the Psionicist can regularly deal some damage, which ties through the whole class.
http://th00.deviantart.net/fs42/PRE/f/2009/074/c/7/Alarian_Psion_formal_wear_COLR_by_shazzlnet.png
[2] (http://shazzlnet.deviantart.com/art/Alarian-Psion-formal-wear-COLR-116014545)
Abilities: The Psionicist’s manifesting ability score modifier is the most important Ability score that he possesses, since it allows him to manifest his powers, and many class features are based upon it, followed then by Constitution, granting him more health. After that is essentially up to the Psionicist, but usually Dexterity can be fairly important for Armor Class.
Alignment: Any
Hit Die: d6
Starting Age: As Wizard.
Starting Gold: As Wizard.
Class Skills: The psionicist’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: (6 + Intelligence modifier)*4
Skill Points at Each Additional Level: 6 + Intelligence modifier
http://fc08.deviantart.net/fs40/i/2009/032/e/1/Shaper_by_raven16.jpg
[8] (http://raven16.deviantart.com/art/Shaper-111451356)
The Psionicist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|PP/Day|Maximum Power Level Known
1st|
+0|
+0|
+0|
+2|By Will Word or Wit, Discipline|
2|
1
2nd|
+1|
+0|
+0|
+3|Inner Conflict 1d6|
6|
1
3rd|
+1|
+1|
+1|
+3|Discipline Focus (First)|
11|
1
4th|
+2|
+1|
+1|
+4|Inner Conflict 2d6|
17|
2
5th|
+2|
+1|
+1|
+4|Calm Power (First Level)|
24|
2
6th|
+3|
+2|
+2|
+5|Inner Conflict 3d6|
32|
2
7th|
+3|
+2|
+2|
+5|Discipline Focus (Second)|
41|
3
8th|
+4|
+2|
+2|
+6|Inner Conflict 4d6|
51|
3
9th|
+4|
+3|
+3|
+6|Calm Power (Second Level)|
62|
3
10th|
+5|
+3|
+3|
+7|Inner Conflict 5d6|
74|
4
11th|
+5|
+3|
+3|
+7|Discipline Focus (Third)|
87|
4
12th|
+6|
+4|
+4|
+8|Inner Conflict 6d6, Greater Conflict|
101|
4
13th|
+6|
+4|
+4|
+8|Calm Power (Third Level)|
116|
5
14th|
+7|
+4|
+4|
+9|Inner Conflict 7d6|
132|
5
15th|
+7|
+5|
+5|
+9|Discipline Focus (Fourth)|
149|
5
16th|
+8|
+5|
+5|
+10|Inner Conflict 8d6|
167|
6
17th|
+8|
+5|
+5|
+10|Calm Power (Fourth Level)|
186|
6
18th|
+9|
+6|
+6|
+11|Inner Conflict 9d6|
206|
6
19th|
+9|
+6|
+6|
+11|Discipline Focus (Fifth)|
227|
7
20th|
+10|
+6|
+6|
+12|Inner Conflict 10d6, Inner Mastery|
249|
7[/table]
http://fc02.deviantart.net/fs23/i/2008/020/4/3/Psion__Telepath_by_Humascension.jpg
[7] (http://humascension.deviantart.com/art/Psion-Telepath-75031137)
Weapon Proficiencies: The Psionicist is proficient with all simple weapons, but no armor or shields.
By Will Word or Wit: When the Psionicist takes their first level in this class, they must choose whether to have their manifesting be based off of Intelligence, Charisma, or Wisdom. After making this choice, they may not switch it.
Discipline: Starting at first level, the Psionicist must choose a discipline to focus in. The six disciplines are:
Clairsentience
A psionicist 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 psionicist 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
Psionicists 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 psionicist 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 psionicist 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 psionicist 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.
Manifesting: The Psionicist’s powers known depend entirely on the Discipline he chooses to focus in. He knows all powers on his Discipline’s powers list. Starting at fourth level, and every three levels thereafter, the Psionicist may learn a power that is on another Discipline besides his own’s power list. He may not change the powers chosen in this way.
The number of times a psionicist can manifest powers in a day is limited only by his daily power points.
A psionicist 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 psionicist powers is 10 + 1/2 Manifester Level + the psionicist’s manifesting ability score modifier modifier. Maximum Power Level Known: A psionicist begins play with the ability to learn 1st-level powers. As he attains higher levels, a psionicist may gain the ability to master more complex powers.
To manifest a power, a psionicist must have a manifesting ability score of at least 10 + the power’s level.
Inner Conflict (Su): Manifesting powers, for a psionicist, is to put yourself in an imbalance. There is too much power flowing one way, and that gives the power form and function. However, imbalance is also the opposite of the creed of the psionicists, and something that psionicists dread more than anything in the world. Thus, they developed a technique to rebalance themselves, via redistribution of power. This technique involves simply blasting energy out of the system, causing it to automatically balance itself. Starting at second level, after the Psionicist casts manifests a power, he may, as a swift action, make a Concentration check (DC 10 + 2*the level of the power). If he fails, the swift action is wasted. If he succeeds, he may automatically deal 1d6 damage to one creature within 30 feet. This damage increases to 2d6 at level four, and by 1d6 every two levels thereafter (3d6 at level six, 4d6 at level eight, etc).
Discipline Focus: Starting at third level, the Psionicist gains additional benefit from their chosen Discipline.
ClairsentienceFirst: Starting at third level, the Psionicist gains a clear sight of the future, even without manifesting a power that allows him to see it. The Psionicist gains an Insight bonus to any Attack, Armor Class, and Saves equal to one sixth of his Psionicist levels, minimum 1.
Second: Starting at seventh level, the Psionicist may use even his mundane knowledge to find someone with his second sight. He may make a Knowledge (Geography) check (DC 21) in order to gain the effects of the Clairfoyant Sense power. He need not spend any power points for this effect. Making the knowledge check is a 10 minute ritual.
Third: Starting at eleventh level, the Psionicist may look with half of his vision, half ranging over a large area. He gains the effects of the Arcane Eye spell, permanently, but the Eye cannot be attacked, and has no form to speak of. It has a movement speed equal to the base land speed of the Psionicist. His regular vision still functions.
Fourth: Starting at fifteenth level, the Psionicist may subtly change the outcomes of an event, for better or worse. As an immediate action, once per encounter per five Psionicist levels, the Psionicist may force one target within 30 feet to reroll one roll they just rolled. If they are an enemy, they take the lower roll. If they are an ally, they take the higher roll.
Fifth: Starting at nineteenth level, by spending 19 Power points, the Psionicist may once per day as a full round action, gain the effects of the Hypercognition power for three rounds.
MetacreativityFirst: Starting at third level, any astral construct the Psionicist creates gains an additional ability from each list that they gain access to based on the level of the Astral Construct power used to create them.
Second: Starting at seventh level, once per encounter, the Psionicist may create a wave of ectoplasm, as a full round action. All creatures in a 40 foot line take 1d6 damage per two Psionicist levels the Psionicist possesses, and are pushed back 20 feet. They may make a Reflex save (DC 10 + 1/2 Psionicist level + manifesting ability score modifier) to halve the distance.
Third: Starting at eleventh level, the Psionicist may make one Astral construct he possesses permanent. That astral construct does not fade away after the duration has ended. If the Psionicist were to try to do this when he already possesses a permanent astral construct through this ability, he replaces his current astral construct with the new one. Designating an astral construct as permanent is a ten minute ritual. After an astral construct is not longer designated as permanent, it fades away, melting into molten ectoplasm.
Fourth: Starting at fifteenth level, the Psionicist may grant his Astral Construct (if he possesses one) a single ability from the following list as a swift action:
Skin of Aether Steel: The Astral Construct gains a +10 bonus to Constitution, and gains a Deflection bonus to Armor Class equal to the Psionicist’s manifesting ability score modifier, and gains Damage Reduction equal to one half of the Psionicist’s Manifester level.
Psionic Reservoir: The Astral Construct gains a reservoir of Power Points equal to Psionicist’s Manifester level plus his manifesting ability score modifier. He knows a number of powers that the Psionicist knows equal to the Psionicist’s manifesting ability score modifier, none of which may be of the highest level of powers that the Psioncist knows. The Astral Construct refreshes it’s Power Points as the Psionicist does. The Power Points are based on the Psionicist, not the astral construct, so resummoning an astral construct and giving it this ability causes the construct to remain at the same number of Power Points as before.
Insubstantial Assassin: The Astral Construct gains a +10 bonus to Dexterity, a Dodge bonus to Armor Class equal to the Psioncist’s manifesting ability score modifier, and gains Sneak Attack as a rogue of the Psionicist’s Psionicist level -3.
Bladed Warrior: The Astral Construct gains a +10 bonus to Strength, and gains Base Attack Bonus equal to the Astral Construct’s hit dice. In addition, the Astral Construct may grow a blade from its form as a move action. The blade counts as a longsword of the Astral Construct’s size, with a Enhancement bonus equal to the Psionicist’s manifester level divided by 4. The Astral Construct may grow the blades only on its arms, and may only use two at a time.
Ballast Form: The Astral Construct gains a +10 bonus to Dexterity, and a +20 enhancement bonus to base land speed, and Skirmish as a Scout of the Psionicist’s level -3. In addition, the Astral Construct may shoot blasts of astral energy, as an attack action. The blasts deal 1d6 damage per three hit dice the Astral Construct has.
The effect lasts until the Psionicist chooses to change it.
Fifth: Starting at nineteenth level, once per day, the Psionicist may manifest the True Creation power as an hour long ritual, by paying 19 power points. He still must pay any Experience costs for the power. The items created by the power fade after 24 hours.
PsychokinesisFirst: Starting at third level, The Psionicist gains a bonus to all attack and damage rolls equal to one fifth of his Psionicist levels, minimum +1, as his powers unconsciously guide his strikes into the best locations.
Second: Starting at seventh level, once per encounter, the Psionicist may make a ranged touch attack against one target within 30 feet. Any one elemental resistance that that target possesses is reduced by a number equal to the Psionicist’s Psionicist levels. Immunity is considered Resistance 40 for the purposes of this ability.
Third: Starting at eleventh level, the Psionicist deals an additional amount of damage whenever he manifests a power that that allows for him to choose the type of elemental damage it deals equal to his manifesting ability score modifier, and increases the DC of the power by a number equal to to the one fifth of the Psionicist’s Psionicist levels, rounded down.
Fourth: Starting at fifteenth level, a number of times per encounter equal to the Psionicist’s Psionicist levels divided by 5, the Psionicist may make a melee touch attack against a target as an attack action, and if he hits, that target takes a number of d6 elemental damage (one of Acid, Cold, Electricity, Fire, or Sonic) equal to the Psionicist’s manifesting ability score modifier.
Fifth: Starting at nineteenth level, once per day, the Psionicist may, once per day, shoot a blastwave of energies against all targets within 50 feet of the Psionicist. All creatures caught in the wave take 2d6 damage per manifester level the Psionicist possesses, the damage being equal parts Acid, Cold, Electricity, Fire and Sonic damage. Any creature may make a Reflex save (DC 10 + 1/2 Psionicist level + manifesting ability score modifier) for half damage.
PsychometabolismFirst: Starting at third level, the Psionicist gains Fast healing equal to one half of the Psionicist’s Psionicist levels, rounded down, minimum 1. This becomes regeneration equal to one fifth of the Psionicist’s Psionicist levels, at level 15, bypassed by Acid, Fire, Sonic, or damage from Cold Iron weapons.
Second: Starting at seventh level, once per encounter, the Psionicist may gain a standard action, as a swift action. He may not use it to manifest a power.
Third: Starting at eleventh level, the Psionicist gains two secondary claw attacks, which deal 2d6 damage plus a number equal to the Psionicist’s manifesting ability score modifier. The Psionicist heals for an equal amount of damage deal with the claws.
Fourth: Starting at fifteenth level, a number of times per encounter equal to the Psionicist’s Psionicist levels divided by 5, the Psionicist may touch an ally, and heal them for a number of hit points equal to the Psioncist’s manifesting ability score modifier d6. This ability may not be used to harm undead.
Fifth: Starting at nineteenth level, once per day, the Psionicist may manifest the Greater Metamorphosis power by spending 19 power points. He must pay the Experience cost. The power cannot last longer than a total of 1 hour of time spent transformed.
PsychoportationFirst: Starting at third level, the Psionicist gains a Dodge bonus to Armor Class and Reflex saves equal to one fourth of the Psionicist’s Psionicist levels, minimum +1.
Second: Starting at seventh level, once per encounter, the Psionicist may teleport up to 20 feet as an immediate action, in any direction.
Third: Starting at eleventh level, the Psionicist gains an enhancement bonus to base land speed equal to the Psionicist’s manifesting ability score modifier times 5. This bonus may not exceed twice the Psionicist’s base land speed.
Fourth: Starting at fifteenth level, a number of times per encounter equal to the Psionicist’s Psionicist levels divided by 5, the Psionicist may make a melee touch attack as an attack action, and if he hits, the target teleports up to 20 feet in any direction, chosen by the Psionicist. They may make a will save (DC 10 + 1/2 Psionicist level + manifesting ability score modifier) for half distance. If the target is an enemy, they take 1d10 damage per 5 feet they move.
Fifth: Starting at nineteenth level, once per day, the Psionicist may manifest the Psionic Teleportation Circle power, as a 10 minute ritual, by spending 19 power points.
TelepathyFirst: Starting at third level, the Psionicist gains an Insight bonus to all social skills or skills involving Charisma equal to one fourth of his Psionicist levels, minimum +1.
Second: Starting at seventh level, once per encounter, the Psionicist may strip one creature within 30 feet of himself of their immunity to mind affecting spells, powers, and abilities for 5 rounds, as a full round action. They gain a +6 bonus to all will saves against mind affecting spells, powers, and abilities.
Third: Starting at eleventh level, the Psionicist gains Telepathy out to his Psionicist levels times 5 feet.
Fourth: Starting at fifteenth level, a number of times per encounter equal to the Psionicist’s Psionicist levels divided by 5, the Psionicist may make a melee touch attack against a foe as an attack action, and if he hits, he may read that foe’s inner most thoughts for 1 round. This ability functions as the Mindprobe power, only lasting for but one round.
Fifth: Starting at nineteenth level, once per day, the Psionicist may manifest the Psychic Chirurgery power as a 10 minute ritual by paying 19 power points. The Psychic Repair section of the power is altered to say “In fact, you can remove any instantaneous or permanent effect caused by a spell or power with psychic chirurgery.” and the third paragraph of said section becomes “You can also remove all effects penalizing the subject’s ability scores, heal all ability damage, and remove any ability drain affecting the subject. Psychic chirurgery negates all forms ofinsanity, confusion, the effect of such powers as Microcosm, and so on, but it does not restore levels or Constitution points lost due to death.” In addition, you do not have to pay any experience point costs from this ability, unless you use the Transfer Knowledge option of the power, in which case you must pay the full experience cost.
Calm Power (Ps): Starting at fifth level, the Psionicist gains control of several out of combat powers and effects. He can wield them with greater dexterity and control than his normal powers and effects.
He must choose one power at fifth level, and gains an additional one every four levels thereafter. He gains access to a new level of powers each time he is able to choose a new spell. He may choose first level spells at fifth level, second at ninth level, third at thirteenth level, etc.
His manifester level for these powers is equal to his Psionicist level. He may manifest the powers as a 10 minute ritual, at will. He pays no power point, or material cost for these powers. He must pay all experience costs.
1st-- Astral Traveler, Catfall, Detect Psionics, Empathy, Far Hand, Know Direction and Location, Missive, My Light.
2nd-- Body Equilibrium, Psionic Identify, Psionic Knock, Psionic Levitate, Mass Missive, Sustenance, Psionic Tongues.
3rd-- Psionic Darkvision, Ubiquitous Vision, Dispel Psionics.
4th-- Correspond, Psionic Fly, Psychic Reformation, Incarnate.
Greater Conflict: Starting at twelfth level, the Psionicist gains greater power and effect with his Inner Conflict ability. His Inner Conflict ability gains an additional effect, depending on the Discipline of the psionicist:
Clairsentience: Manifesting Clairsentience powers against that target take one action step less to manifest (one round->full round action->standard action->move action->swift action->free action, and time higher than one round is divided by two, rounded down) for 24 hours. This effect may only affect one target at any time.
Metacreativity: The blast is ectoplasmic, and the target of the blast is entangled in it. The target of the Psionicist’s Inner Conflict ability must make a Balance check (DC 10 + 1/2 Psionicist levels + manifesting ability score modifier) or fall prone. After being so affected, an enemy may not be affected for the duration of the encounter.
Psychokinesis: The Kineticist is adept and controlling and shaping energies. His Inner Conflict ability deals an extra amount of damage equal to twice his manifesting ability score modifier.
Psychometabolism: The Psionicist’s blast can actively destroy the target’s physiology. Whenever the Psionicist uses his blast on a target, they take 2d4 Strength or Dexterity damage, or 1d4 Constitution damage. They may make a Fortitude save (DC 10 + 1/2 Psionicist levels + manifesting ability score modifier) for half damage on this effect. A creature may be affected by the ability damage from this ability once per encounter.
Psychoportation: The Psionicist’s blast can actively move enemies around. After a target has been hit by the Psionicist’s Inner Conflict ability, the target is moved 20 feet in any direction. He may make a Will save (DC 10 + 1/2 Psionicist levels + manifesting ability score modifier) to move half of the distance, instead.
Telepathy: The Psionicist’s blast allows him to read the thoughts of a target. Any target hit by the blast’s thoughts are automatically known to the Psionicist, as if he had been manifesting the Mind Probe power. Any creature that has had this ability use on them may not be so affected for the duration of the encounter.
Inner Mastery (Ps): Starting at level twenty, the Psionicust may twist and shape the very universe and its energies with his will, through a massive release of energy, once per day. He may, as a 10 minute ritual, manifest the Bend Reality power. He may not choose to manifest a lower level power with this effect. He does not pay the experience cost when manifesting the power.
http://th03.deviantart.net/fs71/PRE/f/2011/173/0/2/02d77e861de2d8dc05a9c4a7c5a12562-d3jnxwj.jpg
[5] (http://mito25.deviantart.com/art/Pyrokensis-214428259)
Power List:
Clairsentience
1st-- Destiny Dissonance, Detect Psionics, Precognition, Call to Mind, Empathy, Know Direction and Location, Defensive Precognition, Offensive Precognition, Sense Link, and Offensive Prescience.
2nd-- Detect Hostile Intent, Elfsight, Psionic Identify, Clairvoyant Sense, Object Reading, Sensitivity to Psychic Impressions, and Forced Sense Link.
3rd-- Escape Detection, Fate Link, Danger Sense, Psionic Darkvision, Eradicate Invisibility, Touchsight, Mental Barrier, and Ubiquitous Vision.
4th-- Anchored Navigation, Remote Viewing, Aura Sight, Detect Remote Viewing, Psionic Divination, and Trace Teleport.
5th-- Clairtangent Hand, Second Chance, Psionic True Seeing, Incarnate, and Power Resistance.
6th-- Greater Precognition, Psionic Contingency, Remote View Trap, Remote View Snag (http://www.giantitp.com/forums/showpost.php?p=11653807&postcount=3) and Temporal Acceleration.
7th-- Fate of One, Psionic Moment of Prescience, Concurrent Teleport (http://www.giantitp.com/forums/showpost.php?p=11653807&postcount=3), Psionic Sequester, and Personal Mindblank.
Metacreativity
1st-- Astral Construct, Psionic Minor Creation, Bolt, Crystal Shard, Ecto Protection, Psionic Grease, and Entangling Ectoplasm.
2nd-- Psionic Repair Damage, Concealing Amorpha, Swarm of Crystals, Psionic, and Sustenance.
3rd-- Greater Concealing Amorpha, Ectoplasmic Cocoon, Psionic Keen Edge, and Dismiss Ectoplasm.
4th-- Psionic Fabricate, Quintessence, Ectoplasmic Sword (http://www.giantitp.com/forums/showpost.php?p=11653807&postcount=3), Ectoplasmic Cannon (http://www.giantitp.com/forums/showpost.php?p=11653807&postcount=3) and Wall of Ectoplasm.
5th-- Hail of Crystals, Psionic Major Creation, Ectoplasmic Shambler, Ectoplasmic Armor (http://www.giantitp.com/forums/showpost.php?p=11653807&postcount=3), and Incarnate.
6th-- Crystallize, Greater Psionic Fabricate, Fuse Flesh, and Psionic Disintegrate.
7th-- Mass Ectoplasmic Cocoon, Ectoplasmic Explosion (http://www.giantitp.com/forums/showpost.php?p=11653807&postcount=3) and Matter Manipulation.
Psychokinesis
1st-- Control Object, Control Flames, Control Light, Create Sound, Energy Ray, Far Hand, Force Screen, Inertial Armor, Matter Agitation, and My Light.
2nd-- Control Air, Energy Missile, Concussive Blast, Control Sound, Energy Push, and Energy Stun.
3rd-- Energy Cone, Dispel Psionics, Energy Bolt, Energy Burst, Energy Retort, Energy Wall, Telekinetic Force, and Telekinetic Thrust.
4th-- Control Body, Energy Ball, Inertial Barrier, Energy Adaption, Intellect Fortress, and Telekinetic Maneuver.
5th-- Energy Current, Fiery Discorporation, Energy Shield (http://www.giantitp.com/forums/showpost.php?p=11653807&postcount=3) and Incarnate.
6th-- Dispelling Buffer, Energy Flow (http://www.giantitp.com/forums/showpost.php?p=11653800&postcount=2), Psionic Contingency, and Null Psionics Field.
7th-- Reddopsi, Energy Conversion, Energy Consumption (http://www.giantitp.com/forums/showpost.php?p=11653800&postcount=2) and Energy Wave.
Psychometabolism
1st-- Thicken Skin, Hammer, Synesthate, Ameliorate (http://www.giantitp.com/forums/showpost.php?p=11653800&postcount=2), and Vigor.
2nd-- Animal Affinity, Chameleon, Empathetic Transfer, Biofeedback, Body Equilibrium, Specific Energy Adaption, and Sustenance.
3rd-- Ectoplasmic Form, Hustle, Body Adjustment, Body Purification, and Touchsight.
4th-- Metamorphosis, Psychic Vampire, Rejuvinate (http://www.giantitp.com/forums/showpost.php?p=11653800&postcount=2), and Energy Adaption.
5th-- Psionic Revivify, Psychofeedback, Restore Extremity, Adapt Body, and Leech Field.
6th-- Psionic Restoration, Breath of the Black Dragon, Fuse Flesh, and Suspend Life.
7th-- Fission, Energy Conversion, Evade Burst, Mass Ameliorate (http://www.giantitp.com/forums/showpost.php?p=11653800&postcount=2), and Oak Body.
Psychoportation
1st-- Burst, Detect Teleportation, Astral Traveler, Catfall, Deceleration, Dissipating Touch, Float, and Skate.
2nd-- Dimension Swap, Psionic Levitate, Psionic Knock, Passage (http://www.giantitp.com/forums/showpost.php?p=11653800&postcount=2) and Psionic Lock.
3rd-- Astral Caravan, Psionic Blink (http://www.giantitp.com/forums/showpost.php?p=11653800&postcount=2), Psionic Slow (http://www.giantitp.com/forums/showpost.php?p=11653800&postcount=2) and Time Hop.
4th-- Psionic Dimension Door, Psionic Dismissal, Psionic Fly, and Psionic Freedom of Movement.
5th-- Baleful Teleport, Psionic Teleport, Trigger Teleport, and Psionic Plane Shift.
6th-- Psionic Banishment, Psionic Shadow Walk (http://www.giantitp.com/forums/showpost.php?p=11653800&postcount=2), Psionic Phase Door, and Psionic Overland Flight.
7th-- Dream Travel, Psionic Ethereal Jaunt, Decerebrate, Divert Teleport, and Psionic Greater Teleport.
Telepathy
1st-- Psionic Charm, Mindlink, Attraction, Conceal Thoughts, Psionic Daze, Deja Vu, Demoralize, Disable, Distract, Empathy, Empty Mind, Mind Thrust, Missive, and Telempathic
Projection.
2nd-- Aversion, Brain Lock, Read Thoughts, Psionic Suggestion, Bestow Power, Cloud Mind, Ego Whip, Id Insinuation, Inflict Pain, Mental Disruption, Mass Missive, Recall Agony, Share Pain, Thought Shield, and Tongues.
3rd-- Crisis of Breath, Hostile Empathetic Transfer, False Sensory Input, Mind Trap, Psionic Blast, Forced Share Pain, and Solicit Psicrystal.
4th-- Psionic Dominate, Thieving Mindlink, Psionic Modify Memory, Schism, Correspond, Death Urge, Empathetic Feedback, Mindwipe, Personality Parasite, and Psychic Reformation.
5th-- Metaconcert, Mindprobe, Catapsi, Psychic Crush, Shatter Mind Blank, and Tower of Iron Will.
6th-- Mindswitch, Aura Alteration, Mass Cloud Mind, Psionic Geas (http://www.giantitp.com/forums/showpost.php?p=11653800&postcount=2) and Co-opt Concentration.
7th-- Crisis of Life, Insanity, Personal Mind Blank, and Ultablast.