Base Classes
Table of Contents


Harnessing the formidable power of your mind, you can use your unique abilities to enhance your own physical abilities, manipulate and even temporarily create matter, and even travel through the immaterium. A few Psions, though far less then many would assume, even possess the most feared and potentially dangerous of all psionic abilities - the ability to read and control the minds of others. However, even while being misunderstood and feared, Psions have proven themselves to be a great asset to any organisation or team they are a part of.

Depending on your campaign setting a Psion could be:
• A master spy, using his unique mental prowess to gather intel that no one else can.
• A warrior whose mind is their most powerful weapon.
• A seeker of truth, even if it means forcibly ripping it from someone's mind.
• A nomad, wandering the realms that were not meant for man to tread.
• The next dramatic leap forward in evolution.
• A space wizard from the far future, who rebels against a dark lord or an extra-galactic synthetic armada.

Party Role: Wild Card. Like a Mage or Priest, your party role is determined by your power selection and use.

Requirements: Psionics Campaign Quality
Favoured Attributes: Wisdom and Charisma
Class Skills: Bluff, Craft, Haggle, Impress, Intimidate, Investigate, Medicine, Notice, Resolve, Sense Motive
Skill Points: 6 + Int modifier per level (×4 at Career Level 1)
Vitality: 9 + Con modifier per level
Starting Proficiencies: 4

Level Base Attack Fort Ref Will Def Init Lifestyle Legend Abilities
1 +0 +1 +0 +2 +1 +1 +1 +1 Awakened, Evolved Mind
2 +1 +2 +0 +3 +1 +1 +2 +1 Dedicated Mind I
3 +2 +2 +1 +3 +2 +2 +2 +2 Evolved Mind
4 +3 +2 +1 +4 +2 +2 +2 +2 Knowledge Sponge
5 +3 +3 +1 +4 +3 +3 +3 +3 Evolved Mind
6 +4 +3 +2 +5 +4 +4 +3 +3 Open Chakra
7 +5 +4 +2 +5 +4 +4 +4 +4 Evolved Mind
8 +6 +4 +2 +6 +5 +5 +4 +4 Poise
9 +6 +4 +3 +6 +5 +5 +4 +5 Evolved Mind, Open Chakra
10 +7 +5 +3 +7 +6 +6 +5 +5 Without A Thought
11 +8 +5 +3 +7 +7 +7 +5 +6 Dedicated Mind II, Evolved Mind
12 +9 +6 +4 +8 +7 +7 +6 +6 Knowledge Sponge, Open Chakra
13 +9 +6 +4 +8 +8 +8 +6 +7 Evolved Mind
14 +10 +6 +4 +9 +8 +8 +6 +7 Psionic Wellspring
15 +11 +7 +5 +9 +9 +9 +7 +8 Evolved Mind, Open Chakra
16 +12 +7 +5 +10 +10 +10 +7 +8 Poise
17 +12 +8 +5 +10 +10 +10 +8 +9 Evolved Mind
18 +13 +8 +6 +11 +11 +11 +8 +9 Open Chakra
19 +14 +8 +6 +11 +11 +11 +8 +10 Dedicated Mind III, Evolved Mind
20 +15 +9 +6 +12 +12 +12 +9 +10 Knowledge Sponge, Without A Thought

Core Ability
Awakened: Your training lends you greater control over your abilities. Each time you spend 1 action die to boost a check made as part of manifesting a psionic power, you roll and add the results of 2 dice (e.g. at Career Level 1, 1d4 becomes 2d4).

Class Abilities
Evolved Mind: Your constantly evolving mind grants you abilities that others can only dream of. At Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, and 19, you gain 2 additional psionic powers known.
Dedicated Mind I: By giving the same level of focus to your mundane mental faculties that you do your superhuman ones, you make rapid advancements in skill and ability. At level 2, choose one: Bluff, Craft, Haggle, Impress, Intimidate, Investigate, Medicine, Notice, Resolve, Sense Motive. You gain 1 additional Skill feat and your maximum rank in your chosen skill increases to your Career Level + 6.
Dedicated Mind II: At Level 11, you gain 1 additional Skill feat and you may either increase your maximum rank in your previously chosen skill by +1 or choose a new one to increase to Career Level + 6.
Dedicated Mind III: At Level 19, you gain 1 additional Skill feat and you may either increase your maximum rank in one of your previously chosen skill by +1 or choose a new one to increase to Career Level + 6.
Knowledge Sponge: You absorb new things at an alarming rate, and are able to be rapidly tutored by your allies. At level 4, once per adventure, you may spend 1 hour with a teammate to temporarily gain 1 feat they possess of your choice until the end of the current adventure.
At level 12 and 20 you may use this ability 1 additional time per adventure.
Open Chakra: You've learned to improve the flow of energy to parts of yourself, becoming a more rounded person. At Levels 6, 9, 12, 15, and 18, you may choose 1 of the following abilities. Each of these abilities may be chosen only once.
Akashic Consultation: As a 1 Minute Action, you may request a hint from the GM. If he refuses, you gain 1 bonus action die. You may use this ability a number of times per session equal to your Starting Action Dice.
Always Ready: You may always act during surprise rounds.
Beguiling: When you successfully Taunt a character, you may decline the standard result to have your target become fixated on you for 1d6 rounds. Special characters and villains may spend 1 action die to cancel this effect and become immune to this ability for the rest of the scene. If you gain this benefit from multiple sources, you may also damage the target once without interrupting his fixation (you may do this only once, no matter how many times you gain the benefit).
Expertise: Choose one: Bluff, Craft, Haggle, Impress, Intimidate, Investigate, Medicine, Notice, Resolve, Sense Motive. You may always take 10 with this skill. Also, taking 10 with this skill doesn't take twice as long and taking 20 takes only 10 times as long.
Inner Drive: Your personal willpower sustains you in times of crisis. Your maximum vitality points are increased by an amount equal to your class level, and your maximum wound points are increased by an amount equal to your Charisma modifier (minimum +1).
Keen Senses: Your visual, hearing, and scent range increments increase by 20 ft.
Professional Recognition: Your abilities draw the respect of your peers. The Disposition of any NPC who possess any Psionic Powers that match yours improves by 5.
Superior Digestion: While enhancing your digestion doesn't have the pizzazz of throwing an enemy around with your will, you know that a body's gotta eat. While you require only 1 common meal per day to survive, you benefit from 1 additional food and drink per day (typically benefiting from 2 a day).
Poise: Your body and mind become more in sync as your powers grow. At level 8 and 16 your lowest attribute score increases by 1 (your choice in the case of a tie).
Without A Thought: You manifest powers almost instinctively, hardly having to concentrate. At level 10, once per Scene, you may manifest a psionic power that has a manifesting time of 1 round or less as a free action. Further, the power manifested with this ability does not count against your one power per round limitation.
At level 20, you may use this ability twice per Scene.
Psionic Wellspring: You are a font of barely contained psionic energy, just waiting to be unleashed. At level 14, once per Session, you may activate your Psionic Wellspring for a number of rounds up to your Starting Action Dice. While active, you may ignore the one power per round limitation, and may manifest new powers while maintaining another power. You may still only maintain one power at a time, even with your Psionic Wellspring activated. This ability is extremely taxing, and leaves the user Shaken and Fatigued after Psionic Wellspring deactivates.

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