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Psion

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Those who can shut out the noise of the modern world can cultivate within their body a temple to psychic power. Psions live in monasteries or places away from the hustle and bustle of everyday life. They commonly take jobs are explorers of new planets, wardens of death worlds, leaders or guardians of small psychic covens, etc.

Hit Points: 7

Stamina Points: 7 + Con modifier

Key Ability Score: A psion uses Wisdom as their key ability score as it represents their psionic power but a psion would be naked without halfway decent Dexterity and Constitution.

Class Skills: Acrobatics ( Dex), Athletics ( Str), Diplomacy ( Cha), Disguise ( Cha), Intimidate ( Cha), Mysticism ( Wis), Perception ( Wis), Profession ( Cha, Int, or Wis), Sense Motive ( Wis), Sleight of Hand ( Dex), Stealth ( Dex), Survival ( Wis)

Skill Ranks per Level: 4 + Intelligence modifier

Proficiencies Armor Light; Weapons: Basic melee weapons

Table 3-1: The Psion
Level Base Attack Bonus Fort Save Ref Save Will Save Class Features
1st +1 +0 +2 +2 Improved Unarmed Strike, psionic empowerment
2nd +2 +0 +3 +3 Glorious energy fist
3rd +3 +1 +3 +3 Temple, temple ability, weapon specialization
4th +4 +1 +4 +4 Psionic power
5th +5 +1 +4 +4 Psychic reserve
6th +6 +2 +5 +5 Psionic power
7th +7 +2 +5 +5 Temple ability
8th +8 +2 +6 +6 Psionic power
9th +9 +3 +6 +6 Psychic reserve
10th +10 +3 +7 +7 Psionic power
11th +11 +3 +7 +7 Temple ability
12th +12 +4 +8 +8 Psionic power
13th +13 +4 +8 +8 Psychic reserve, psionic onslaught
14th +14 +4 +9 +9 Psionic power
15th +15 +5 +9 +9 Temple ability
16th +16 +5 +10 +10 Psionic power
17th +17 +5 +10 +10 Psychic reserve
18th +18 +6 +11 +11 Psionic power
19th +19 +6 +11 +11 Temple ability
20th +20 +6 +12 +12 Ego death, psionic power

Improved Unarmed Strike [1st Level]

The psion gains Improved Unarmed Strike as a bonus feat at 1st level.

Psionic Empowerment (Sp) [1st Level]

You have cultivated strong psionic powers and can divide your focus up to grant yourself tremendous supernatural abilities. This allows you to “invest” Resolve to grant yourself psionic abilities. An invested point is one that is unable to be used but is not consumed. It returns to being able to be used when you deactivate the ability.

As a swift action a psion can allocate (or reallocate) their invested Resolve to activate different psionic features. At 1st level a psion only knows the Psychic Kung Fu psionic power. At 4th level and every even level thereafter you gain 1 new psionic power.

Deeper Rules

Example: If you wanted your fists to become psionic, you could invest 1 Resolve. You could not use this Resolve for anything else until you deactivate your psionic fists.

Because a Resolve is not expended when it is invested, you cannot “recover” those points. So, for example, if you invested all your Resolve you could not recover any as your Resolve pool is technically still full.

Psychic Kung Fu (1)

When activated, this power causes your body to faintly glow with psychic energy, imbuing your body with psionic energy. This has multiple benefits:

  • You can chose to add your Wisdom modifier in place of your Strength/Dexterity modifier to attack rolls with unarmed strikes (but not damage rolls).
  • You double the number of weapon damage dice rolled for unarmed strikes.
  • Your unarmed strikes are no longer considered to be archaic.
  • While you are not wearing armor you add your level to your KAC and EAC as an insight bonus and gain the environmental protection equivalent to that of light armor.
Table 3-2: Psion Unarmed Damage
Level Unarmed Strike Damage Psy Kung Fu
1st 1d3 2d3
2nd 1d3 2d3
3rd 1d3 2d3
4th 1d6 2d6
5th 1d6 2d6
6th 1d6 2d6
7th 1d6 2d6
8th 2d6 4d6
9th 2d6 4d6
10th 2d6 4d6
11th 2d6 4d6
12th 3d6 6d6
13th 3d6 6d6
14th 3d6 6d6
15th 5d6 10d6
16th 5d6 10d6
17th 5d6 10d6
18th 5d6 10d6
19th 5d6 10d6
20th 7d6 14d6

Glorious Energy Fist [2nd Level]

You gain the glorious energy fist psionic power.

Weapon Specialization (Ex) [3rd Level]

You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with.

Psychic Reserve [5th Level]

You gain 1 “psychic reserve” point that can be used like a point of Resolve, but only to invest in psionic powers. At 9th level and every 4 levels thereafter you gain 1 additional psychic reserve point.

Psionic Onslaught (Ex) [13th Level]

When making a full attack, you can make up to three attacks instead of two attacks. You take a -6 penalty to these attacks instead of a -4 penalty.

Ego Death [10th Level]

You gain an additional 10 psychic reserve points.

Psionic Powers

All psionic powers are Supernatural (Su) abilities unless otherwise noted. The number listed in the parenthetical (#) is the amount of Resolve that is required to be invested to activate the power.

Body Immunity Control (2)

While active, you are immune to poisons and diseases.

Body Pain Control (1)

While active, you gain DR/- equal to your level. You must know psychic kung fu active to activate this psionic power.

Enhanced Movement (1)

While active, increase your base movement speed by +20 feet. This is an enhancement bonus.

Flight (3)

You gain a fly speed equal to your land speed with average maneuverability. You must know the levitation psionic power before selecting this power.

Glorious Energy Fist (1)

While active, your unarmed attacks can target either KAC or EAC. This does not change their damage type.

You may decide what your unarmed attacks target on a per-attack basis.

Hypnosis (1) (Sp)

While active, you can use charm person at will as a spell-like ability with a creature who meets your gaze but never more than once per day on a given creature.

You must be at least 6th level to select this psionic power.

Levitation (1)

While active you gain a fly speed equal to your movement speed but can only levitate 10 feet off the ground at maximum.

Meditative Recovery (3)

While active, you recover 1 Stamina per minute if you do nothing but meditate.

Mindsight (1)

While active you gain blindsight (thought) 30 feet.

Mirror Palm (2)

While active, you gain the Deflect Projectiles feat. If you are at least 12th level, you also gain the Reflect Projectiles feat. You may deflect or reflect projectiles of any damage types with your unarmed strikes.

Unlike the feats, deflecting or reflecting projectiles does not cost Resolve (however, as this is a reaction, it may only be done once per round).

Precognitive Assurance (1)

While active you can reroll one failed attack roll or skill check per round and take the better result. You may not have the precognitive avoidance psionic power active at the same time as this one.

Precognitive Avoidance (1)

While active you can reroll one failed save per round and take the better result or cause an opponent who has successfully hit you to reroll their attack roll and take the worse result. You may not have the precognitive assurance psionic power active at the same time as this one.

Precognitive Focus (2)

While active, any time you roll a natural 19 you count as critically hitting so long as your attack successfully hits. However, if you critically hit on a 19, you only deal 1.5x damage. You must be at least 10th level to select this psionic power.

Procognitive Speed (2)

While active you gain a +4 bonus to your initiative score. If initiative has already been rolled and this is activated, treat your result as if it were +4 higher.

If this was active at the start of combat and you deactivate it, lower your result by 4. This stacks with other effects that improve your initiative like the Improved Initiative feat.

Read Mind (1) (Sp)

While active, you can use detect thoughts at will as a spell-like ability.

Star Dancing (2) (Sp)

While active you can chose to move as if by a dimension door spell as a move action once per turn. Unlike the spell you may only move yourself with this psionic power, the range is limited to your highest movement speed, and this action does not end your turn. You must have the enhanced movement psionic power active to use this one.

Sustaining Lotus (1) (Sp)

You place your mind in a waking meditative state that allows you to endure environments that others would find impossible. While active you gain the benefit of a constant life bubble spell.

Telepathy (1)

While active, you gain limited telepathy with a range of 100 feet. If you are at least 14th level this improves to (non-limited) telepathy.

TK Barrier (1)

Your mind creates a transparent barrier that wards attacks off your. While active, you add your Wisdom modifier to your EAC bonus so long as you are wearing no armor. This stacks with the benefit from psychic kung fu.

TK Fist (1)

While active you can make unarmed strikes as if you had a reach of 10 feet greater than your size category (15 feet for a medium creature) as you strike them with psychic force.

TK Projectile (1) (Sp)

You can use the telekinetic projectile spell at will as a spell-like ability. You add your Wisdom modifier to the ranged attack roll made with this in place of your Dexterity modifier and add it to the damage it deals as well. If you are at least 14th level you can use telekinesis as a spell like ability at will as well if you invest 3 instead of 1.

Truthsense (3)

While active, you gain the benefits of a discern lies spell. Maintaining the effect does not require concentration but you must concentrate on a creature to gain the benefit of this spell. You must be at least 10th level and have the read mind power to select this psionic power.

Temples

Psions gain their power through many ways and all are guided on that path by a temple (or other group of like-minded psions of some sort). Temples instill discipline in the minds of psions and through their unique training impart secret practices that allow them to shape the way they employ their psionic abilities. Temple abilities are all supernatural abilities, unless otherwise noted.

Blind Monks of the Valley of the Mind

The Blind Monks of the Valley of the Mind are mendicant order of monks who seek to distance themselves from the physical in order to achieve a clearer view of the spiritual. They either symbolically or literally blind themselves and gain sight beyond sight. Their denial of the material world grants them their psionic powers, a representation of their partial inhabitation of the next world.

Requirement: You only gain the benefits of this temple while you are denied your race’s primary method of perception (vision for most creatures).

You may do this permanently or temporarily but only gain the benefits while you are denied your standard form of perception. For example, a human may tie a blindfold over their eyes or even shut them tightly. If you were of a race that is naturally blind, you’d have to deafen yourself. Shirren need to inhibit their natural vibration-sensing powers (often by binding their antennae or even cutting them off).

Mindsight [3rd Level]

You gain the mindsight psionic power and it requires no investment to activate. In addition, while active the range of your blindsight increases to 60 feet and you also benefit from blindsight (vibration) while it is active.

Ghostfist [7th Level]

While psychic kung fu is active you deal full damage to incorporeal creatures and can score critical hits on them. In addition, when you score a critical hit on an extraplanar creature they are subject to a dismissal spell. The Will save for this effect is DC 10 + 1/2 class level + Wisdom modifier.

Future Vision (Sp) [11th Level]

While your mindsight power is active you may use augury as a spell-like ability at will.

Unclouded Mind (Sp) [15th Level]

You gain the benefits of a true seeing spell via their mindsight power. In addition, while active the range of your mindsight increases to 120 feet and you also benefit from blindsight (life) while it is active.

All Seeing Eye of the Mind [19th Level]

When using mindsight you extend its range to 500 feet and it also grants you blindsight (emotion), blindsight (sound), and blindsight (scent) at the same range. In addition, while using mindsight you can take a full-round action to use retrocognition as a spell-like ability, though only to observe events that transpired up to 1 minute ago from the location they are standing in as if they had physically been there (using their senses).

Fist of the Phoenix

The pyrokinetic school of martial arts known as the Fist of the Phoenix has a reputation as an unsavory, vicious, kill-or-be-killed, sort of institution and its students strike to win at all costs. To lose is to be shamed. A Phoenix never dies though; a defeated student ritually takes on a new name to symbolize their rebirth before going on a trail of unmitigated destruction and rage to get revenge on those who bested them. They will stop at nothing to beat people who have bested them in contests, training excessively hard to try to catch up to superior opponents. This temple has produced some of the finest psions ever due to their focus on perfection and always striving to become better, but has produced far more violent, amoral, psychic brutes with anger issues.

Phoenix Fist [3rd Level]

You gain the TK Fist psionic power. In addition, anytime you make an unarmed strike you may add 1d6 fire damage. If you use TK fist, all the damage dealt can be fire damage if you wish.

Phoenix Skin [7th Level]

You gain fire resistance equal to your base attack bonus. If you have the Enhanced Resistance (fire) feat, these effects stack. In addition your unarmed strike gains the burn critical effect, dealing 1d6 fire damage per 4 class levels each round.

Pyrokinesis [11th Level]

While TK Fist is active you can chose to give your unarmed strikes the blast quality with a range increment equal to your reach -5 (minimum 10 feet).

This damage is always fire damage. You can make this choice on a per attack basis.

Pyrovore [15th Level]

You become immune to fire damage, instead absorbing any fire damage and healing your stamina for an amount equal to 1/4th the damage taken to a maximum of your level per round. Additional damage is simply negated.

Fiery Rebirth [19th Level]

The first time per day that you are reduced to 0 Hit Points you automatically spend 1 Resolve to recover your level in hit points at the start of your next turn.

This is a grandiose display; you are shot upright and explode in a ring of fire. This causes you to cease to be prone if you were, without provoking an attack of opportunity, and causing all creatures within 10 feet of you to make a Reflex save (DC 10 + 1/2 class level + your Wisdom modifier) or take 1d6 points of fire damage per class level. A successful save halves this damage.

Freaks

The term “Freak” is a disparaging one used by other psions to describe any psion who gained their powers from medical experimentation. They were manifested either by someone experimenting on their own mind or some agency doing it for them in order to bring about a superior being with psychic powers. Freaks congregate in laboratories, government programs, and even underground collectives of their own to train their minds.

TK Freak [3rd Level]

You gain the TK Projectile psionic power. In addition, you add 1.5 x your level to damage rolls with objects thrown with telekinetic projectile.

Lab Rat [7th Level]

You are immune to any drugs, medicinals, and poisons you chose to be (on a case by case basis) so long as their save DC is equal to 10 + 1/2 psion level + your Wisdom modifier or less. If it lacks a save (or it would be harmless), it’s item level must be lower than your character level. This does not negate the benefit of drugs you willing take. Regardless of the save, you can always immediately make a Life Science or Medical check to identify any subsistence that enters your body as a free action. When immune to something you can chose to hold 1 dose of whatever you were attempted to be infected with in your body, though only one such dose may be held at a time.

When you score a critical hit with your unarmed strike you may deliver the dose as if you had the “inject” weapon quality. A psion can deliver an unarmed strike that deals no damage to an ally and automatically imparts a medicinal in place of a normal unarmed strike.

Chemical Mind [11th Level]

You can hold up to your Wisdom modifier in doses of chemicals via your lab rat class feature. When scoring a critical hit, you may select which stored dose is used.

In addition, the DC of any drug, medical, or poison you administer to anyone has its DC can be increased to 10 + 1/2 psion level + your Wisdom modifier if you chose to.

TK Storm [15th Level]

You add your Wisdom modifier to the ranged attack roll made with objects hurled via the telekinesis spell in place of your Dexterity modifier and add your level to the damage dealt of a single object that has hit once per round.

Natural Telekinesis [19th Level]

At all times you have an aura of telekinetic energy surrounding you. You gain access to the TK Projectile psionic power without investing any Resolve. In addition, creatures attempting to attack you find their attacks turned away by an opposing telekinetic force.

You gain an additional +4 bonus to your KAC while your psychic kung fu is active.

Sidebar: Helpful Freaks

Medicinals can be stored in your body via the lab rat/chemical mind temple abilities. This can make a freak a reasonably good support characters in a pinch, as they can eventually store up to their Wisdom modifier in doses of medicinals in their body and impart them to their friend. Pair this up with TK Fist and you can deliver aid to your allies at a range!

Happy Soul Temple

The Happy Soul Temple represents a wide range of new religious movements that seeks to ensure that all creatures in the universe are happy and sustained. Cultists who follow this psionic discipline seek to cultivate joy and pleasure in themselves and others at all times and in return are rewarded with a supernaturally healthy life.

Sustainment [3rd Level]

You gain the Sustaining Lotus psionic power. In addition, you can spend 1 RP as a standard action to restore 3 Stamina Points to yourself per character level.

Happy [7th Level]

You are constantly, irrationally, happy. You become immune to any fear effects that you chose to.

However, in exchange, you must always smile. If you fail to smile, you lose this benefit until you smile again (a free action). While you are smiling, any ally who can see you and choses to smile gains a +2 morale bonus on saves against fear effects.

Mystic Touch [11th Level]

You can spend RP to cast mystic cure as a spell-like ability. The level of the spell is dependent on your level. The RP cost of this is equal to the level of spell cast.

Tukdam [15th Level]

While the sustaining lotus psionic power is active, you may choose to place yourself into a deep meditation trance. Activating this deeper meditation is a swift action but once in this state, known as “Tukdam”, you are immune to many environmental effects but may take no actions other than waking yourself up (which takes 1 minute). While in tukdam you can exist freely in the void of space without harm, are immune to radiation effects, are immune to death effects, and can endure temperatures up to 2,000 F and down to absolute zero. While in this state you do not need to eat, breath, or do any other biological functions (as they cease as if you were in stasis) and you do not age. You are not able to concentrate on much other than maintaining this state while doing so- effectively removing you from the universe. You are still somewhat cognizant of things happening around you and you can make Perception checks at a -8 penalty, though your eyes must remain closed. You are still subject to things that you are not expressly noted as being immune to like mortal wounds, spells, and mind affecting effects.

Cycle of Reincarnation [19th Level]

When you are killed, if you are not brought back within 1d4 months you automatically reincarnate (as per the reincarnate spell). You may be killed permanently if you died in an urban environment, in an evil-aligned plane, or if your body was desecrated in a profane fashion.

Table 3-3: Mystic Touch
Psion Level Maximum Mystic Cure Spell Level
4th 2nd
7th 3rd
10th 4th
13th 5th
16th 6th

Temple of the Wayward Swords

The Temple of the Wayward are a collective of warrior poets that cultivate not only their psionic powers but a sense of inner peace with their study of both weapons and poetry. They believe that to master the self one must master something outside themselves. Some dedicate themselves to cloistered works like botany, knitting, academic pursuits, or even obscure things like playing cards or racing but a sizable portion to the temple (the so called “Martialists”) dedicate themselves to the study of armed combat.

Warrior Monk [3rd Level]

You gain the Mirror Palm psionic power. In addition, you become proficient in all analog advanced melee weapons and with analog small arms. Finally, when using a psion class feature that specifies unarmed strikes you may use melee weapons. However, This does not increase the weapon’s base damage via your Improved Unarmed Strike class feature or the weapon dice doubling effect of the psychic kung fu psionic power. These weapons are affected by the Weapon Specialization class feature.

Warrior Poet [7th Level]

As all members of the Temple of the Wayward Sword are required to have an understanding of the poetic, they can inspire the minds of others. You can spend 1 Resolve as a reaction to grant yourself and all allies a +1/4 your class level morale bonus on a single save as you recite poetic verse relevant to the situation. This is a mind-affecting, language dependent, effect.

Gun Kata [11th Level]

When using psychic kung fu you add your Wisdom modifier to attack and damage rolls with analog small arms in place of your Dexterity. In addition, when using mirror palm to reflect a projectile you do not take the -4 penalty normally associated with the reflecting; you gain a +2 bonus on such attacks instead. Finally, the range of the reflection attack is equal to the range at which the attack was fired at you (or 60 feet, whichever is greater).

Mental Martialist [15th Level]

When you make a full attack while psychic kung fu is active you reduce the penalty associated with it by 1.

Black Belt [19th Level]

You add twice your Wisdom modifier on damage rolls with unarmed strikes, analog melee weapons, and analog small arms on attacks that normally allow you to add your Wisdom modifier in place of other relevant ability scores instead of just adding your Wisdom modifier.

Umberwave Riders

In the dark, accursed, reaches of the plane of Milliheim the Dökkálfar perfected an ascetic style of psychic combat that is suited to their situation.

While too new to truly be considered a Dökkálfar House, the Umberwave Rider Temple is a vital part of the training of many Dökkálfar, particularly those of House Skapti. Allies of the Dökkálfar have been permitted to learn this art, though only with the understanding that it must be used to guard Milliheim from those who would misuse it.

Note: Milliheim, the Dökkálfar, and Umberwaves were introduced in “Dökkálfar & the Houses of the Umber Worlds”

Requirement: Dökkálfar or have studied with the Dökkálfar or in Milliheim

Umber Jumper [3rd Level]

You gain the star dancing psionic power. Additionally, you may activate star dancing without activating the enhanced movement power so long as you have psychic kung fu active. If you have both psychic kung fu and enhanced movement active, activating star dancing only requires you to invest 1 Resolve.

Nonlinear Movement (Sp) [7th Level]

While either psychic kung fu or star dancing is active, you act as though under the effects of a spider climb spell, although your hands remain free and you can still run.

Umber Step [11th Level]

You may become incorporeal as a swift action by spending 1 Resolve, or as a reaction by spending 2 Resolve. This lasts for 1 round per 4 class levels (minimum 1). During this time, your unarmed strikes deal force damage and target EAC, allowing you to deal damage to corporeal creatures and objects. You may end this effect as free action.

Multidimensional Assault [15th Level]

While psychic kung fu is active, you may move up to your speed and still make a full attack, although you are limited to unarmed strikes. If you have Spring

Attack, you may divide your movement to move both before and after the attacks, so long as the attacks are all made with unarmed strikes.

Umberwave (Sp) [19th Level]

As a move action, you may spend 1 Resolve to cast ethereal jaunt as a spell-like ability.

Altered or Replaced Psion Class Features

For any level at which an archetype provides an alternate class feature, an envoy who takes the archetype alters or replaces the listed class features.

2nd Level: You don’t gain glorious energy fist at 2nd level.

Multilevel [4th, 6th, 12th, and 18th Levels]: You don’t gain your 4th, 6th, 12, and 18th level psionic powers.

9th Level: You don’t gain your 9th level psychic reserve

Builds

Ace Pilot Wayward Sword

Theme: Ace Pilot

A Wayward Sword psion whose external focus is racing ships.

Ability Scores: They favor Wisdom and Dexterity.

Temple: Temple of the Wayward Sword

Temple Powers: Mirror fist, TK fist, precognitive assurance, TK barrier, procognitive speed

Skills: Acrobatics ( Dex), Pilot ( Dex), Perception ( Wis), Stealth ( Dex)

Priest of the Third Eye

Theme: Priest

“Open your mind to the truth of all worlds, unveiled from the precepts of mere vision

Ability Scores: Wisdom is their primary concern.

Temple: Blind Monks of the Valley of the Mind

Temple Powers: Mindsight, hypnosis, read mind, telepathy, truthsense

Skills: Diplomacy ( Cha), Mysticism ( Wis), Perception ( Wis), Sense Motive ( Wis)

Psychic Street Fighter

Theme: Outlaw

A Fist of the Phoenix disciple who challenges everyone she meets.

Ability Scores: They favor Wisdom and Constitution.

Temple: Fist of the Phoenix

Temple Powers: TK fist, precognitive assurance, enhanced movement, body pain control, TK barrier

Skills: Athletics ( Str), Intimidate ( Cha), Survival ( Wis), Stealth ( Dex)

Happy Soul Missionary

Theme: Xenoseeker

A psion who travels far and wide to spread the word of the Happy Soul Temple to new alien cultures.

Ability Scores: They favor Wisdom and Charisma.

Temple: Happy Soul

Temple Powers: Sustaining lotus, hypnosis, truthsense, telepathy, meditative recovery

Skills: Diplomacy

Section 15: Copyright Notice

Classes of Red Sector © 2019 Little Red Goblin Games LLC; Authors: Scott Gladstein, Ian Sisson, Sasha Lindley Hall.