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Chapter 1 of 10

Chapter 1

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Reprinted from Dungeons & Dragons, Psionics Handbook

Psion (心灵术士)

The powerful punches and shining sword light are overshadowed by the mere thought of a psion. Psionic power originates from long-term, strict self-examination and mental training, cultivating one's own mental abilities. Those who overcome inner demons and various unforeseen difficulties, and can clear their minds of distractions, learn how to awaken the latent power within.

Psions delve into more extensive and powerful mental abilities through continuous study of their own mental consciousness. They meditate deeply on their memories and the nature of memory, debate with fragments of their personality, and delve into every dark corner of their hearts. "Know thyself" is not just a motto for psions, but also the path to great power.

Adventure: Psions participate in adventures to stimulate their minds. New experiences and encounters bring new ways of thinking to psions and ultimately uncover latent abilities. The power of psions is innate, but it is not easily unleashed.

Good psions are acutely aware of the impact of using psionic abilities unethically on the minds of the subjects, so they only use their abilities to attack an enemy's mind when absolutely necessary and strive to minimize intrusion. However, evil psions are not troubled by mental violence; they even see the corruption of the souls of those who stand in their way as proof of their superior mental power.

Traits: Psions draw their power from their minds, a logical expression of the knowledge they gain through unique self-study. Psions have fewer psionic powers than wizards or sorcerers of the same level, but they greatly enjoy the high flexibility of psionic powers. Psions must initially choose a basic discipline, which grants them additional psionic abilities, but they cannot learn the psionic powers of other basic disciplines. For example, a shaper (a psion who chooses the Metacreativity discipline as their basic discipline) and an egoist (a psion who chooses the Psychometabolism discipline as their basic discipline) are entirely different.

Alignment: For psions, psionics is a personal art. Psions tend to be introverted, so they slightly lean towards neutral rather than chaotic or lawful, but they are not required to be neutral. Psions can be both good and evil.

Religion: Due to their focus on their own potential, psions do not significantly worship any deities. There is no pattern to the deities revered by psions. (Psions who revere a deity do not conform to any general choice.)

Background: Those destined to become psions show signs of mental power in their childhood, which become particularly evident during adolescence. Common phenomena include inexplicable sounds and lights, pottery flying around in the air, and small objects appearing out of nowhere. Most people with this talent do not develop their potential, while others embrace their special abilities. Due to the fear of friends and the misunderstanding of family, psions are often very isolated. Sometimes, psions can find other individuals with similar abilities and form informal groups or even small communities of psions.

Race: The talent for psionics is unpredictable and can appear in any common race. Among races with a predisposition for psionics, Elans are the most likely to produce psions.

Illithids (mind flayers) are very likely to become psions because their abilities are actually components of deep psionic essence, and they possess terrifying mental powers even without psion levels.

Relationships with Other Classes: Psions appreciate monks and psychic warriors who are also dedicated to self-control. Some psions look down on wizards and sorcerers, whom they consider to use magic as a crutch for the mind. Psions often view wilders with suspicion because their raw, unrefined emotions are precisely what psion training aims to eliminate.

The abilities of psions make them powerful allies in any adventuring party. Psions of different disciplines play different roles in the party. For example, seers (specializing in Clairsentience) lead the party through difficult reconnaissance, while shapers (specializing in Metacreativity) greatly increase the party's tactical options.

Game Rule Information

Psions have the following game statistics:

Attributes: Intelligence determines how powerful a psion's psionic powers are, how many psionic powers they can manifest, and the difficulty of resisting their psionic powers. See "Class Features" below.

Alignment: Any

Hit Dice: d4

Class Skills

The psion's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all, taken individually) (Int), Profession (Wis), and Psicraft (Int). Additionally, each psion gains additional class skills based on their chosen 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), Survival (Wis), and Swim (Str)

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

*See Chapter 3 "New Skills and Expanded Skill Uses" of this book. Other skill descriptions are found in Chapter 4 of the Psionics Handbook.

Skill Points at 1st Level: (2 + Intelligence modifier) x 4

Skill Points at Each Additional Level: 2 + Intelligence modifier

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Table 2-3: Psion

Level Base Attack Bonus Fort Save Ref Save Will Save Special Daily Power Points Powers Known Highest Level Power 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

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Class Features

The following are the class features of the psion:

Weapon and Armor Proficiency: Psions are proficient with clubs, daggers, heavy crossbows, light crossbows, quarterstaffs, and shortspears. They are not proficient with any type of armor or shields. However, armor does not interfere with manifesting powers.

Daily Power Points: A psion's ability to manifest powers is limited by the number of power points available to them. Their daily base power points are listed in Table 2-3: Psion. Additionally, they can gain daily bonus power points if they have a high Intelligence score (see Table 2-1: Ability Modifiers and Bonus Power Points). Their race may also provide daily bonus power points, as can certain feats and items.

Discipline: At 1st level, each psion must choose which discipline to specialize in. Choosing a discipline grants the psion related class skills (see above) and access to powers exclusive to that discipline. However, choosing a discipline also means the psion cannot use the exclusive powers of other disciplines. They cannot even use them through psionic items (see "Disciplines" for a brief introduction to each discipline. Chapter 5 of this book contains the general powers of the psion and the exclusive powers of each discipline).

Powers Known: At 1st level, a psion can choose three powers from the psion power list. Each time they gain a new level, they gain knowledge of a new power.

New powers can be chosen from the psion power list or from the powers of the discipline they chose. They cannot choose powers from other disciplines. (Exception: The feat "Expanded Knowledge" on page 46 and the epic feat "Epic Expanded Knowledge" on page 34 allow psions to discover powers from other disciplines and even other classes.) A psion can manifest any power whose power point cost is equal to or less than their manifester level.

The total number of powers a psion can manifest each day is limited only by their daily power points. In other words, a 9th-level psion (with 72 power points) could manifest a power that costs 1 power point 72 times in a day, or a power that costs 9 power points 8 times, or any combination of powers whose total power point cost does not exceed 72.

Psions only need to know their powers, which are rooted in their consciousness. They do not need to prepare them in advance (like some spellcasters prepare spells), although they still need a full night's rest to recover used power points.

The Difficulty Class (DC) to resist a psion's power is 10 + the power's level + the psion's Intelligence modifier. For example, the DC to resist a 6th-level power is 16 + the psion's Intelligence modifier.

Highest Level Power Known: At the start of the game, a psion can learn 1st-level powers. As they gain new levels, they may gain the ability to master more complex powers. For example, a 3rd-level psion can discover 2nd-level or lower powers, a 5th-level psion can discover 3rd-level or lower powers, and so on.

To discover or manifest a power, a psion must have an Intelligence score of at least 10 + the power's level. For example, a psion with an Intelligence score of 15 can manifest 5th-level or lower powers.

Bonus Feats: A psion gains a bonus feat at 1st, 5th, 10th, 15th, and 20th level. The feat must be a psionic feat, metapsionic feat, or item creation feat.

These bonus feats are in addition to the feats a character of any class gains every three levels (as shown in Table 3-2: Experience and Level Advancement on page 22 of the Psionics Handbook). When choosing other feats, psions are not limited to psionic feats, metapsionic feats, and item creation feats.

Power Disciplines

A discipline is one of six groups of powers, each named after a common theme. The six disciplines are Clairsentience, Metacreativity, Psychokinesis, Psychometabolism, Psychoportation, and Telepathy.

Clairsentience: A psion who chooses the Clairsentience discipline is called a seer. Seers can discover divination powers to assist their allies in battle or gather information in various ways.

Metacreativity: A psion who specializes in the Metacreativity discipline is called a shaper. This discipline includes powers that draw ectoplasm or other substances from the Astral Plane to create semi-solid or solid objects. The created objects can be weapons, armor, or animated ectoplasmic constructs that follow the shaper's commands in battle.

Psychokinesis: A psion who specializes in the Psychokinesis discipline is called a kineticist. They are masters of manipulating energy and converting matter and energy. Kineticists can attack with powerful energy bursts.

Psychometabolism: A psion who specializes in the Psychometabolism discipline is called an egoist. This discipline includes powers that can alter the metabolism of the psion or nearby creatures. Egoists can heal and transform into formidable warriors.

Psychoportation: A psion who relies on the Psychoportation discipline is called a nomad. Nomads can advance or move objects in time or space.

Telepathy: A psion who chooses the Telepathy discipline is called a telepath. They are experts in mental contact and controlling other conscious beings. Telepaths can easily deceive or destroy the will of their enemies.

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