PSION
The powers of the mind are varied and limitless, and the psion learns how to unlock them. Whether he is a shaper or a telepath, an egoist or a nomad, or even a generalist, the psion learns to manifest psionic powers that alter himself and the world around him. Due to the limited powers that any one psion knows, each psion is unique in his capabilities, as his latent abilities are drawn out and shaped into the psionic powers that define the psion.
Each psion also gains unique abilities depending on his choice of disciplines: the egoist excels at altering his own physiology, while the nomad learns to manipulate the very fabric of space and time, and the generalist becomes a master of the overall principles of psionics, while sacrificing some of the unique abilities of the other disciplines.

Role: The psion can fulfill a variety of different roles depending upon the power choices he makes. Generalist psions have the greatest versatility of the different psions, while those of a particular discipline excel at the given focus of their chosen specialization. Regardless of their choice, all psions are masters of the powers of the mind and capable of helping their allies against any danger.
Alignment: Any.
Hit Die: d6.
Class Skills
The psion’s class skills are Autohypnosis* (Wis), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Spellcraft (Int). In addition, a psion gains access to additional class skills based on his discipline:
Seer (Clairsentience): Diplomacy (Cha) and Perception (Wis).
Shaper (Metacreativity): Bluff (Cha), Disguise (Cha), and Use Magic Device (Cha).
Kineticist (Psychokinesis): Disable Device (Dex) and Intimidate (Cha).
Egoist (Psychometabolism): Acrobatics (Dex) and Heal (Wis).
Nomad (Psychoportation): Climb (Str), Fly (Dex), Survival (Wis), and Swim (Str).
Telepath (Telepathy): Bluff (Cha), Diplomacy (Cha), and Sense Motive (Wis).
Generalist (None): Use Magic Device (Cha) and any one skill chosen from the above discipline lists.
*New skill or expanded use of existing skill.
Skill Ranks at Each Level: 2 + Int modifier.

Class Features
The following are class features of the psion.
Weapon and Armor Proficiency: Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.
Power Points/Day: A psion’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table 2-6: The Psion. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table 2-1: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
Discipline: Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline, and the special abilities associated with that discipline (detailed below). However, choosing a discipline also means that the psion cannot learn powers that are restricted to the other disciplines (generalist psions cannot learn powers on any of the discipline power lists). He can’t even use such powers by employing psionic items.
Powers Known: A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.

Choose the powers known from the psion power list, or from the list of powers of your chosen discipline (if any).
You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level.
The number of times a psion can manifest powers in a day is limited only by his daily power points.
A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against psion powers is 10 + the power’s level + the psion’s Intelligence modifier.
Maximum Power Level Known: A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers.
To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power’s level.
Bonus Feats: A psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat. These bonus feats are in addition to the feats that a character of any class gains every other level. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.
Talents: Each psion gains three 0 level talents (see Chapter 5: Powers) of their choice, as well as detect psionics. These talents do not count against the psion’s powers known.
Discipline Abilities: At 2nd, 8th, 14th, and 20th level, the psion gains special abilities related to his choice of discipline, as detailed below.

PSIONIC DISCIPLINES
A discipline is one of six groupings of powers, each defined by a common theme. The six disciplines are clairsentience, metacreativity, psychokinesis, psychometabolism, psychoportation, and telepathy. If a psion chooses to specialize in a discipline, he gains special benefits, while those who choose to stay generalists gain unique benefits of their own.

Clairsentience
A psion who chooses clairsentience is known as a seer. Seers can learn precognitive powers to aid their comrades in combat, as well as powers that permit them to gather information in many different ways.
Recovered Information (Su): At 2nd level, as long as you maintain psionic focus, when someone successfully saves against a Clairsentience power you’ve manifested, you learn about a single psionic effect currently in effect (if any) on the target. Each subsequent successful save against a Clairsentience power you manifest transfers information about another psionic effect currently in effect (if any) on the target. If there are no psionic powers in effect on the target that you do not already know, then you learn information about a single psionic item the creature currently possesses, as if you had identified the item. This effect does not give any information on artifacts. The number of psionic effects or items you learn about per save increases by one every four psion levels thereafter.
Alter the Waves (Su): At 8th level, each day when you meditate to regain your power points, you gain a +3 insight bonus that can be used on any one die roll.
Every two psion levels thereafter, this ability may be used one additional time per day and the insight bonus is increased by 1.
Seeing the Connections (Su): At 14th level, once per day, you can automatically identify all properties of a magic item, magic aura, or identify a spell or power in effect. In addition, if you are being scried upon, you can expend your daily use of this power as an immediate action to disrupt the scrying attempt and instead scry on the originator of the effect using the same effect as that which targeted you. You need not pay any power point cost for this ability, although the originator can make a save to block the attempt (same DC as the original scrying attempt). This ability does not work on artifacts.
Perpetual Foresight (Su): At 20th, your ability to foresee the different possibilities has suffused you. Anytime you roll a d20, you may expend your psionic focus as an immediate action to roll a second time. To choose the result of the second roll, you must pay the unmodified die roll in power points.

Metacreativity
A psion specializing in metacreativity is known as a shaper. This discipline includes powers that draw ectoplasm from the Astral Plane, creating semisolid and solid items such as armor, weapons, or animated constructs to do battle at the shaper’s command.
Summoner’s Call (Ex): At 2nd level, if you maintain focus when manifesting a power of the creation subdiscipline, the duration is increased by 1 round plus 1 round for every four psion levels. In addition, your astral constructs gain an additional menu option of the highest menu available when you manifest the power.
Ectoplasmic Protection (Su): At 8th level, you can gain an ectoplasmic coating over your form, granting you concealment for one round per psion level, usable once per day and an additional time per day every four psion levels thereafter.
Maestro of Ectoplasm (Su): At 14th level, once per day as a standard action, you can take raw ectoplasm and use it in a myriad of ways. You can choose to coat up to 50 square feet (in 10 foot squares) in an ectoplasmic slick, as the ectoplasmic sheen power (DC 10 + half psion level + Intelligence modifier), or create a up to 7 levels in astral constructs, divided at your discretion (a 5thlevel construct and a 2nd-level construct, a single 7thlevel construct, seven 1st-level constructs, etc.), create a volume of matter as if manifesting major ectoplasmic creation, or repair a damaged astral construct for up to 30 hit points plus 1 hit point per psion level.
Astral Ally (Su): At 20th level, you can change the duration of an astral construct power to permanent. You can have no more than one astral construct power made permanent in this way at one time. If you designate another astral construct power as permanent, the previous power immediately ends.

Psychokinesis
Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy. Unlike other psions, when a kineticist selects any power that specifies the character must select from cold, electricity, fire, or sonic damage, he gains the option to choose the type of damage at the time the power is manifested.
Telekinetic Hurl (Su): At 2nd level, as long as you maintain psionic focus, you gain the ability to telekinetically hurl objects of up to 5 lbs. as a ranged attack at an enemy within 30 ft. Such attacks deal 1d4 points of damage due to the force exerted. This damage increases by 1d4 points of damage for every four psion levels thereafter.
Kinetic Aura (Su): At 8th level, you gain a +1 deflection bonus to AC. This bonus increases by +1 every three levels thereafter.
Energetic Recharge (Su): At 14th level, once per day, you can expend psionic focus as an immediate action when you would take damage from cold, electricity, fire, force, or sonic damage to convert the damage into power points, at a rate of 1 power point per 5 damage.
You suffer none of the converted damage, but may not gain more than your manifester level in power points.
For example, if a 14th level kineticist suffers 80 points of cold damage, he may expend his psionic focus to convert up to 70 points of that damage into 14 power points. He takes the remaining 10 points of cold damage as normal.
Energy Immunity (Su): At 20th level, when you gain psionic focus, you gain immunity to either cold, electricity, fire, force, or sonic, at your choice. You may change this immunity by gaining psionic focus again, and need not maintain psionic focus to maintain the immunity.

Psychometabolism
A psion who specializes in psychometabolism is known as an egoist. This discipline consists of powers that alter the psion’s psychobiology, or that of creatures near him. An egoist can both heal and transform himself into a fearsome fighter.
Metabolic Healing (Su): At 2nd level, as long as you maintain psionic focus, you gain fast healing 1 when you manifest any psychometabolism power on yourself.
This fast healing lasts for a number of rounds equal to the level of the power manifested. The fast healing increases by 1 for every four psion levels thereafter.
Shared Effect (Su): At 8th level, any time you manifest a psychometabolism power with a range of personal, you may pay an additional 4 power points to have it affect two additional creatures touched. These additional power points count as an augment for the power and the manifestation is still limited by the normal manifester level cap. A power augmented in this fashion can affect an additional creature every four psion levels thereafter.
The fission power may not be shared in this fashion.
Resilient Body (Su): At 14th level, once per day as an immediate action, you may negate a critical hit that would have hit you, and instead receive normal damage.
Infused Form (Su): At 20th level, you gain DR 5/- and are treated as always under the effect of adapt body.

Psychoportation
A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time.
Nomad’s Step (Su): At 2nd level, as long as you maintain psionic focus, as a standard action you may teleport to a location up to 15 feet away. You must have line of sight to the location and you can bring along possessions that amount to as much as a medium load. The distance increases by 5 feet every psion level thereafter.
Inconstant Position (Su): At 8th level, once per day as an immediate action when someone attacks you, you can force them to suffer a 50% miss chance. This ability can be used an additional time per day every two psion levels thereafter.
Accelerated Activity (Su): At 14th level, once per day as a swift action, you may gain 1 extra round of actions usable in the same round.
Rapid Movement (Ex): At 20th level, you gain an additional move action each round, but it may only be used for either the move, stand up, or mount/dismount a steed move actions.

Telepathy
A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.
Mental Intrusion (Ex): At 2nd level, as long as you maintain psionic focus, increase the save DC of any mindaffecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power’s save DC. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.
Telepathy (Su): At 8th level, you gain telepathy out to 400 ft. and can communicate with any creature, regardless of intelligence, so long as they have an Intelligence of 1 or higher. The range of your telepathy increases by 10 ft. every psion level thereafter.
Additionally, as long as you maintain psionic focus, you can detect other creatures within 30 ft. using telepathy to communicate, although you cannot determine the content of the communication.
Last Respite (Su): At 14th level, once per day, if you are about to suffer damage that would result in your death, as an immediate action, you can shunt your mind into the body of a creature within 30 ft., effectively granting you the benefits of mind switch (Will save negates DC 10 + half psion level + Intelligence modifier) and your original body is left stable, but its hit point total is left one point of damage away from death. This ability lasts a number of rounds equal to your psion level. You must secure a permanent body for your mind, either by healing your original body, through the use of a power such as true mind switch, or some other means to permanently inhabit a body, by the end of the effect’s duration or die.
This is considered a mind-affecting effect. You can take this action even if you are unconscious. This ability cannot be used against effects that outright kill or that deal ability damage, only against effects that deal hit point damage.
Guarded Thoughts (Su):At 20th level, you gain increased protection from mind-affecting effects, granting you a +10 bonus on saves against mind-affecting effects.

Generalist Psion
A psion who chooses to remain more general in his studies of psionics is known as a generalist. While he does not gain the unique abilities each discipline grants to the specialized psions, he is able to broaden his powers and blend them in unique ways.
Bonus Feat: At 2nd level and every five psion levels thereafter, you gain a bonus feat. You must choose a metapsionic feat, an item creation feat, Expanded Knowledge, or Extra Power Known. You must still meet all prerequisites for the bonus feat, including minimum manifester level requirements. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. You are not limited to the categories of item creation feats, metapsionic feats, or Expanded Knowledge when choosing those feats.
Breach Power Resistance (Su): At 8th level, anytime you manifest a power, you may expend your psionic focus to add your Intelligence modifier on any check to overcome power resistance. This bonus increases by 1 every two psion levels thereafter.
Double Manifest (Ex): At 14th level, once per day, you may manifest two powers with a single action, but the combined power point cost cannot exceed your manifester level and the two powers must be of different disciplines. The two powers must have the same manifesting time and if they have a target, the targets for the powers may be different.
Expanded Mind (Ex): At 20th level, each day when you meditate to regain power points, you may choose any one power from any class power list and add it to your powers known for the day. This power does not count against your number of powers known.