Atempt at converting the Psions & Psionics


Conversions

Dark Archive

This is my attempt to convert the Psion into a Pathfinder base class (not core). This post will be edited as changes occur, and I want to thank anyone in advance for advice, support, or constructive criticism.

Notes: I am loosely basing the Psion off of the Sorcerer & Wizard.

Psion
Alignment: Any
Hit Die: d6

Class Skills
Craft (Int), Diplomacy (Cha), Fly (Dex), Knowledge (all) (Int), Profession (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.

Class Features:

Base Attack: Slow progression
Saves: Will strong
Power Points: Same
Powers Known: Same (see talents)
Max Power Level: Same
Talents Known: 4 (1st level), 5 (2nd level), 6 (4th level), 7 (6th level), 8 (8th level), 9 (10th level).

Weapon and Armor Proficiency: Psions are proficient with the club, dagger, heavy heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield.

Bonus FeatsAt 6th, 12th, and 18th level a Psion gains a bonus feat. At each such opportunity, he can choose a metapsionic feat, an item creation feat, or Combat Casting. The Psion must still meat all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The psion is not limited to the categories of item creation feats, metapsionic feats, or Combat casting when choosing those feats.

Talents:
Psions learn a number of talents, or 0-level powers. These are manifested like any other power, but they do not consume any slots and may be used again. Any talents that can be augmented, have their cost paid as normal, however there is no initial cost.
Powers Converted into Talents: Bolt, Burst, Catfall, Daze Psionic, Detect Psionics , Distract, Far Hand, Float, Know Direction, Minor Creation Psionic, Missive, My Light, Telempathic Projection.

Psionic Bond: At 1st level, psions form a powerful bond with an object of a psicrystal. "Use the rules for Arcane Bond for object bonding as normal, and use the rules for psicrytals as normal".

Discipline: A psion chooses a discipline of how he pulls his powers. This represents the way and path of a psionic character. These disciplines grant bonus powers, an additional class skill, and other special abilities.
At 3rd level, every 2 levels thereafter, a psion learns an additional power, derived from his discipline. These powers are in addition to the number of powers given.

Psionic Disciplines
The following disciplines represent only some of the possible sources of power that a psion can draw upon.

Clairsentience
Class Skill: Perception (Wis)
Bonus Powers: Precognition (3rd), Clairvoyant Sense (5th), Escape Detection (7th), Remote Viewing (9th), Clairtangent Hand (11th), Precognition, Greater (13th), Fate of One (15th), Hypercognition (17th), Metafaculty (19th).
Discipline Psionics:
Discipline Powers:

Metacreativity
Class Skill: Use Magic Device (Cha)
Bonus Powers: Astral Construct (3rd), Psionic Repair Damage (5th), Ectoplasmic Cocoon (7th), Quintessence (9th), Hail of Crystals (11th), Fabricate, Greater Psionic (13th), Ectoplasmic Cocoon, Mass (15t), Astral Seed (17th), True Creation (19th).
Discipline Psionics:
Discipline Powers:

Psychokinesis
Class Skill: Disable Device (Dex)
Bonus Powers: Control Object (3rd), Control Air (5th), Energy Cone (7th), Control Body (9th), Energy Current (11th), Null Psionics Field (13th), Reddopsi (15th), Telekinetic Sphere Psionic (17th), Tornado Blast (19th).
Discipline Psionics:
Discipline Powers:

Psychometabolism
Class Skill: Heal (Wis)
Bonus Powers: Thicken Skin (3rd), Animal Affinity (5th), Ectoplamic Form (7th), Metamorphosis (9th), Psionic Revivify (11th), Restoration Psionic (13th), Fission (15th), Fusion (17th), Metamorphosis Greater (19th).
Discipline Psionics:
Discipline Powers:

Psychoportation
Class Skill: Acrobatics (Dex)
Bonus Powers: Detect Teleportation (3rd), Levitate Psionic (5th), Astral Caravan (7th), Fly Psionic (9th), Teleport Psionic (11th), Banishment Psionic (13th), Ethereal Jaunt (15th), Time Hop Mass (17th), Teleportation Circle Psionic (19th).
Discipline Psionics:
Discipline Powers:

Telepathy
Class Skill: Bluff (Cha)
Bonus Powers: Charm Psionic (3rd), Suggestion Psionic (5th), False Sensory Input (7th), Dominate Psionic (9th), Mind Probe (11th), Mind Switch (13th), Crisis of Life (15th), Mind Seed (17th), Mind Switch True (19th).
Discipline Psionics:
Discipline Powers:

special note:
Any powers that are normally under discipline powers listed in the books, allow for any psion to take. Disciplines simply grant bonus powers now, not a selection of limited powers.
Also note that I have not yet written powers for the disciplines.


Nice. I would rather you have kept the discipline powers the same as in the EPHB.

I like that other discipline powers are NOT prohibited but keeping in line with wizards using non-specialtly spells they should hurt a little for it. Taking up two powers known would be excessive so I'd rule a psion learns a prohibited power as a power 1 level higher (sorta like the eclectic learning feature PH2 bought in for Warmages)

EG Energy Missile would be a 2nd level kineticist power but a 3rd level power for non-kineticists- effectively costing to more pp to manifest.

I'd keep bonus feats the same. but add psicrystal affintiy or elemental envoy at level 1 (like a wizard choosing a familiar or bonded item)

at a later dead level add Psionic Endowment (between 3rd and 9th) and Gtr Psionic Endowment between 10 and 15th

A psion should know talents equal to his int bonus at level 1 and gain a new talent every 4th level.

Wilder's should get the Hidden Talent feat at level 1 (variant feat in EPHB- learn an extra 1st level power and extra 4pp)

I'd add at a later dead level add overchannel (between 3rd and 9th) and talented between 10 and 15th

I'd also nerf psychic enervation a bit (the risk only got worse as you leveled up)

Wilder's also need a Capstone ability- probably some sorta 'NUKE' but hurt yourself power.

The idea is Most psions should be the DC masters- cold and calculating
and Wilders should encourage Nova tactics- ala 'scanners'


I'd like to take a shot at finishing up a shaper:
Metacreativity
Class Skill: Use Magic Device (Cha)
Bonus Powers: Astral Construct (3rd), Psionic Repair Damage (5th), Ectoplasmic Cocoon (7th), Quintessence (9th), Hail of Crystals (11th), Fabricate, Greater Psionic (13th), Ectoplasmic Cocoon, Mass (15t), Astral Seed (17th), True Creation (19th).
Discipline Psionics:
Multishaper(Su): When you use the astral construct power, you have these additional augments: For every 2 power points that you spend, you may create 1 additional astral construct. All constructs created in this way must have the same capabilities.
Discipline Powers:
Astral Blade(Psi-like): As a standard action, you may create a simple light or 1-handed weapon in your hand or in the hand of 1 person that you touch. Alternatively, you may create 10 pieces of ammunition. The weapon created by this power lasts for 1 minute, and gives you (but not other wielders) proficiency in that specific weapon. This weapon gains a +1 enhancement bonus per 3 psion levels. These enhancement bonuses can be replaced for weapon special abilities. Also, you can use a +1 bonus to instead create 2 identical weapons, or to create a 2-handed weapon. You can also use a +1 bonus to create a martial weapon, or a +2 bonus to create an exotic weapon. This ability can be used intelligence modifier times per day.
Construct Armor(Psi-like): At 8th level, you can bind the force of the astral plane to act as armor for yourself for a number of rounds per day equal to your level as a standard action. These rounds do not need to be consecutive. Treat this as an astral construct manifested with 7 power points on yourself. While wearing this armor, you gain 4+your Cha modifier as an armor bonus to your AC, and can use any forms of movement and attacks that the astral construct has. These attacks use your BAB, but use your construct's strength. You also gain any resistances that the construct has. The construct armor can be attacked without needing a sunder attempt, and it is the size that you are, no matter what size it would otherwise be. At 16th level, you may instead treat this as a construct manifested with 13 power points.

I'm not sure this is balanced, but I hope it's an interesting first attempt.

Dark Archive

Kamai wrote:

Discipline Psionics:

Multishaper(Su): When you use the astral construct power, you have these additional augments: For every 2 power points that you spend, you may create 1 additional astral construct. All constructs created in this way must have the same capabilities.

Discipline Powers:
Astral Blade(Psi-like): As a standard action, you may create a simple light or 1-handed weapon in your hand or in the hand of 1 person that you touch. Alternatively, you may create 10 pieces of ammunition. The weapon created by this power lasts for 1 minute, and gives you (but not other wielders) proficiency in that specific weapon. This weapon gains a +1 enhancement bonus per 3 psion levels. These enhancement bonuses can be replaced for weapon special abilities. Also, you can use a +1 bonus to instead create 2 identical weapons, or to create a 2-handed weapon. You can also use a +1 bonus to create a martial weapon, or a +2 bonus to create an exotic weapon. This ability can be used intelligence modifier times per day.

I like these abilities...i would change this.

make multishaper require 4 pp, and up astral blade to follow the standard of 3+ability mod per day.
As for the final power im not too sure of at the moment, but this does give me a good launching point to continue adding more powers to the other disciplines.

Multishaper(Su): When you use the astral construct power, you have these additional augments: For every 4 power points that you spend, you may create 1 additional astral construct. All constructs created in this way must have the same capabilities.

Astral Blade(Psi-like): As a standard action, you may create a simple light or 1-handed weapon in your hand or in the hand of 1 person that you touch. Alternatively, you may create 10 pieces of ammunition. The weapon created by this power lasts for 1 minute, and gives you (but not other wielders) proficiency in that specific weapon. This weapon gains a +1 enhancement bonus per 3 psion levels. These enhancement bonuses can be replaced for weapon special abilities. Also, you can use a +1 bonus to instead create 2 identical weapons, or to create a 2-handed weapon. You can also use a +1 bonus to create a martial weapon, or a +2 bonus to create an exotic weapon. This ability can be used a number of times per day equal to 3 + your intelligence modifier.


DragonBringerX wrote:

I like these abilities...i would change this.

make multishaper require 4 pp, and up astral blade to follow the standard of 3+ability mod per day.
As for the final power im not too sure of at the moment, but this does give me a good launching point to continue adding more powers to the other disciplines.

I thought that since it gave a longer usage than all of the other powers, that it should have more limited uses, but 3+int should be fine.

DragonBringerX wrote:


Multishaper(Su): When you use the astral construct power, you have these additional augments: For every 4 power points that you spend, you may create 1 additional astral construct. All constructs created in this way must have the same capabilities.

I went with 2pps to make it mirror summon monster's ability to get multiple lower level summons (1d3 for 1 level lower, 1d4+1 for 2 levels lower).

I'll see what I can come up with for the 8th level ability.


Go here:
http://community.wizards.com/go/thread/view/75882/19872054/Alternative_Clas s_Features_III

Look at the alt class features for Psion (scroll down, and there should be a link embedded in the text to the various web enhancements wotc put out).

I suggest incorporating these in automatically at certain levels, much as for a wizard.

Wilder and Psi Warrior would need more work of course, but I think the above would go a long way towards converting the Psion.

For the Ardent and Divine Mind, I recommend this:
http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/communityContent/conversions/divineMindArdentPFConversionArdentMind

For the Lurk and Soulknife... good luck with that :)


I was recently considering which powers would do best as talents (0-level) and it seems that you and I are mostly in agreement :D


Below is my personal conversion of the Psion, the Psychic Warrior and the Wilder.
First some things that should be noted.
1) Autohypnosis is used for the psionic focus mechanic.
2) Knowledge (Psionics), Psicraft and Use Psionic Device are all there and different skills than Knowledge (Arcana), Spellcraft and Use Magic Device, though one can easily merge them if he wants.
3) Psionic Devotions are back. Some of those are given for free at 1st level of manifesting classes, you can take two devotions instead of a new power known when you'd gain knowledge of a new power.

Psion

Hit dice: d6
Class Skills: Autohypnosis, Craft, Knowledge (All), Profession, Psicraft. In addition, a psion gains access to additional class skills based on his discipline:
Seer (Clairsentience): Appraise, Linguistics, Perception, Sense Motive
Shaper (Metacreativity): Appraise, Bluff, Disguise, Use Psionic Device
Kineticist (Psychokinesis): Disable Device, Intimidate
Egoist (Psychometabolism): Acrobatics, Climb, Fly, Heal, Swim
Nomad (Psychoportation): Acrobatics, Climb, Fly, Ride, Survival, Swim
Telepath (Telepathy): Bluff, Diplomacy, Handle Animal, Sense Motive

Skill Points at Each Level: 2 + Int Modifier

Level Base Attack Bonus Fort Save Ref Save Will Save Special Power Points / Day Powers Known Maximum Power Level Known
1st +0 +0 +0 +2 Bonus Feat, Discipline, Devotions 2 2 1st
2nd +1 +0 +0 +3 6 4 1st
3rd +1 +1 +1 +3 Discipline Devotion 11 6 2nd
4th +2 +1 +1 +4 17 8 2nd
5th +2 +1 +1 +4 Bonus Feat 25 10 3rd
6th +3 +2 +2 +5 35 12 3rd
7th +3 +2 +2 +5 46 14 4th
8th +4 +2 +2 +6 Expanded Discipline 58 16 4th
9th +4 +3 +3 +6 72 18 5th
10th +5 +3 +3 +7 Bonus Feat 88 20 5th
11th +5 +3 +3 +7 106 21 6th
12th +6 +4 +4 +8 Discipline Focus 126 23 6th
13th +6 +4 +4 +8 147 24 7th
14th +7 +4 +4 +9 170 26 7th
15th +7 +5 +5 +9 Bonus Feat 195 27 8th
16th +8 +5 +5 +10 Expanded Discipline 221 29 8th
17th +8 +5 +5 +10 250 30 9th
18th +9 +6 +6 +11 280 32 9th
19th +9 +6 +6 +11 311 34 9th
20th +10 +6 +6 +12 Bonus Feat, Discipline Mastery 343 36 9th

Weapons 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: The Psion. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: 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. However, choosing a discipline also means that the psion cannot learn powers that are restricted to other disciplines. He can’t even use such powers by employing psionic items.
By expending his psionic focus, a psion can expend one less power point when manifesting a power of his discipline, with a minimum of zero power points. So a 1st level Telepath can expend his psionic focus while manifesting Mind Thrust for 1d10 damage with no power points expenditure, or he can expend one power point (the maximum he can expend in a single power) to augment the power to 2d10 damage. He can use this ability 3+INT times per day.
In addition, each discipline grants the psion additional benefits, reported below.
Powers Known: A psion begins play knowing two 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. You cannot choose powers from restricted discipline lists other than your own discipline list. You can choose powers from disciplines other than your own if they are not on a restricted discipline list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do 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 at odd levels. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.
Devotions: A psion knows four devotions, or 0-level powers. While psionically focused, a psion can manifest these powers like any other power, but they do not consume any power points (though they can still be augmented by expending additional power points). If the character is not psionically focused, manifesting a devotion requires 1 power point. A character can learn two new devotions available to him instead of a new 1st level power.
Psion devotion list: Bolt, Catfall, Psionic Daze (targets are immune to subsequent manifestation of this power for one minute), Detect Psionics, Distract, Far Hand, Float, Know Direction and Location, Missive, My Light, Telempathic Projection.
Egoist devotion list: Thicken Skin (enhancement bonus to natural armor).
Nomad devotion list: Burst (untyped bonus, can be manifested once per minute only).
Seer devotion list: Precognition.
Discipline Devotion: At 3rd level, a psion chooses a single 1st level power of his discipline that he knows. That power may be manifested as a Devotion in all respects (reduced DC, no power points cost).
Expanded Discipline: At 8th and 16th levels, a psion gains the Expanded Knowledge feat, but he may select only powers of his own discipline.
Discipline Focus: After manifesting a power of his discipline that has a manifesting time of at least a standard action, a psion can make an Autohypnosis check to regain his psionic focus as a free action.
Discipline Mastery: All the powers of the psion’s discipline now cost one less power point to manifest (minimum zero power points). This stacks with the 1st level discipline ability, with the usual minimum of zero power points expenditure. Using both abilities, a 20th level Telepath can manifest a 22d10 Mind Thrust with a 20 power points expenditure.

Discipline benefits

Seer (Clairsentience)
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your psion level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Shaper (Metacreativity)
Shaper’s Touch (Su): You can manifest psionic mending at will (this psionic power is the same as the spell), using your psion level as the manifester level. In addition, you receive a bonus on craft checks equal to 1/2 your psion level (minimum +1). At 20th level, you can choose a single power that you know and psionically shape it to become a Metacreativity power.

Kineticist (Psychokinesis)
Intense Powers (Su): Whenever you manifest a psychokinesis power that deals hit point damage, add 1/2 your psion level to the damage (minimum +1). This bonus only applies once to a power, not once per missile or ray, and cannot be split between multiple missiles or rays. This damage is of the same type as the power. At 20th level, whenever you manifest a psychokinesis power you can roll twice to penetrate a creature's spell resistance and take the better result.

Egoist (Psychometabolism)
Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five psion levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you regain power points. At 20th level, this bonus applies to two physical ability scores of your choice.

Nomad (Psychoportation)
Speed of Thought (Su): You gain a +10 ft enhancement bonus to your base speed. This bonus increases by +10 feet for every five psion levels you possess to a maximum of +50 ft at 20th level. This stacks with the namesake feat. At 20th level, while focused, you gain the benefits of Psionic Freedom of Movement.

Telepath (Telepathy)
Telepathy (Su): You can communicate telepathically with any other creature that has a language within 5 feet per psion level. You can address multiple creatures at once telepathically, although maintaining telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. At 20th level, whenever you succeed at a saving throw against a power of the telepathy discipline, that power is reflected back at its manifester, as per reddopsi.

Psychic Warrior

Hit dice: d8
Class Skills: Autohypnosis, Climb, Craft, Knowledge (Psionics), Profession, Psicraft, Ride, Swim.
Skill Points at Each Level: 2 + Int Modifier

Level Base Attack Bonus Fort Save Ref Save Will Save Special Power Points / Day Powers Known Maximum Power Level Known
1st +0 +2 +0 +0 Psionic Stance (1st), Devotions 1 1 1st
2nd +1 +3 +0 +0 Bonus Feat 3 2 1st
3rd +2 +3 +1 +1 Moment of Perfect Mind and Body 6 3 1st
4th +3 +4 +1 +1 Strong Mind +1 9 4 2nd
5th +3 +4 +1 +1 Bonus Feat 12 5 2nd
6th +4 +5 +2 +2 Psionic Stance (2nd) 17 6 2nd
7th +5 +5 +2 +2 Strong Mind +2 22 7 3rd
8th +6 +6 +2 +2 Bonus Feat 27 8 3rd
9th +6 +6 +3 +3 Warrior Focus 32 9 3rd
10th +7 +7 +3 +3 Strong Mind +3 37 10 4th
11th +8 +7 +3 +3 Bonus Feat 46 11 4th
12th +9 +8 +4 +4 Psionic Stance (3rd) 55 12 4th
13th +9 +8 +4 +4 Strong Mind +4 64 13 5th
14th +10 +9 +4 +4 Bonus Feat 73 14 5th
15th +11 +9 +5 +5 Dual Stance 82 15 5th
16th +12 +10 +5 +5 Strong Mind +5 95 16 6th
17th +12 +10 +5 +5 Bonus Feat 108 17 6th
18th +13 +11 +6 +6 Psionic Stance (4th) 121 18 6th
19th +14 +11 +6 +6 Strong Mind +6 134 19 6th
20th +15 +12 +6 +6 Bonus Feat, Perfect Mind and Body 147 20 6th

Weapons and Armor Proficiency: Psychic warriors are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Power Points / Day: A psychic warrior’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. In addition, he receives bonus power points per day if he has a high Wisdom score. His race may also provide bonus power points per day, as may certain feats and items. A 1st-level psychic warrior gains one power points for his class level, and can manifest the single power he knows with those power points.
Powers Known: A psychic warrior begins play knowing one psychic warrior power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power.
Choose the powers known from the psychic warrior power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a psychic warrior to learn powers from the lists of other classes.) A psychic warrior can manifest any power that has a power point cost equal to or lower than his manifester level.
The total number of powers a psychic warrior can manifest in a day is limited only by his daily power points.
A psychic warrior 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 psychic warrior powers is 10 + the power’s level + the psychic warrior’s Wisdom modifier.
Bonus Feats: At 2nd level, a psychic warrior gets a bonus combat-oriented feat. The psychic warrior gains an additional bonus feat at 5th level and every three levels thereafter (8th, 11th, 14th, 17th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats or psionic feats. The psychic warrior must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. A psychic warrior is considered to have a fighter level equal to 3/4 his psychic warrior level (round down) for the purpose of meeting feat prerequisites.
These bonus feats are in addition to the feats that a character of any class gains at odd levels. A psychic warrior is not limited to fighter bonus feats and psionic feats when choosing these other feats.
Devotions: A psychic warrior knows three devotions, or 0-level powers. While psionically focused, a psychic warrior can manifest these powers like any other power, but they do not consume any power points (though they can still be augmented by expending additional power points). If the character is not psionically focused, manifesting a devotion requires 1 power point. A character can learn two new devotions available to him instead of a new 1st level power.
Psychic Warrior devotion list: Burst (untyped bonus, can be manifested once per minute only), Catfall, Detect Psionics, Distract, Elfsight, Float, My Light, Thicken Skin (enhancement bonus to natural armor).
Psionic Stance: At 1st level, a psychic warrior gains a psionic stance, an unaugmented 1st level personal power drawn from the psychic warrior list that is always active as long as the psychic warrior is psionically focused. The power must have a duration of at least 1 minute per level (non concentration dependant) and a manifesting time of no more than 1 standard action. The manifester level of the stance equals the psychic warrior’s class level. At 6th, 12th and 18th level, the psychic warrior learns one additional stance and all his stances can work as if the power they mimic was augmented by up to 2, 4 and 6 power points respectively. Initiating a new stance is a standard action that provokes attacks of opportunities (as manifesting a power does) and requires the psychic warrior to be psionically focused, but does not cost any power points. By expending the proper power point(s) cost, the psychic warrior can instead initiate the stance as a swift action. The psychic warrior can have no more than one stance active at a time, but see Dual Stance below.
Psionic stances and powers known are two separated lists. A psychic warrior can’t manifest the power related to his stance unless he actually has that power in his powers known list (though he can take the Stance Knowledge feat to add his stance powers to his power known list).
Moment of Perfect Mind and Body: By 3rd level, a psychic warrior can expend his psionic focus as an immediate action to make an Autohypnosis check instead of a saving throw. He uses the result of the check as his saving throw roll and doesn’t risk failure on a natural roll of one (though he still fails if the check is too low).
Strong Mind: At 4th level, a psychic warriors adds +1 to his will saving throws against telepathy and enchantment effects. This bonus increases by +1 for every three more levels that he attains, up to +6 at 19th level.
Warrior Focus: At 9th level, after a full attack action, a psychic warrior can make an Autohypnosis check to recover his psionic focus as a free action.
Dual Stance: At 15th level, a psychic warrior can keep two different stances active at once. He still needs to initiate the two stances separately. If the psychic warrior wants to initiate both stances as a swift action, he needs to expend a number of power points equal to the sum of the proper powers cost.
Perfect Mind and Body: When the psychic warrior recovers his lost power points, he can choose a psionic feat that he possesses and that requires the psionic focus expenditure to grant its benefits. The psychic warrior needs not expend his psionic focus to get the benefits from that feat until his next rest. In addition, while he is psionically focused, the psychic warrior gains a +4 bonus to will saves vs mind affecting effects and gains DR 10/-.

Wilder

Hit dice: d8
Class Skills: Acrobatics, Autohypnosis, Bluff, Climb, Craft, Escape Artist, Intimidate, Knowledge (Psionics), Perception, Profession, Psicraft, Sense Motive, Swim, Use Psionic Device.

Skill Points at Each Level: 4 + Int Modifier

Level Base Attack Bonus Fort Save Ref Save Will Save Special Power Points / Day Powers Known Maximum Power Level Known
1st +0 +0 +0 +2 Driving Emotion, Wild Surge +1, Psychic Enervation, Devotions, Empathy 2 1 1st
2nd +1 +0 +0 +3 Emotive Protection 6 2 1st
3rd +2 +1 +1 +3 Wild Surge +2 11 2 1st
4th +3 +1 +1 +4 Surging Euphoria +1 17 3 2nd
5th +3 +1 +1 +4 Emotional Mind +1, Psionic Talent 25 3 2nd
6th +4 +2 +2 +5 Emotion Power 35 4 3rd
7th +5 +2 +2 +5 Wild Surge +3 46 4 3rd
8th +6 +2 +2 +6 Psychic Enervation Endurance 58 5 4th
9th +6 +3 +3 +6 Emotional Mind +2, Psionic Talent 72 5 4th
10th +7 +3 +3 +7 Surging Euphoria +2 88 6 5th
11th +8 +3 +3 +7 Wild Surge +4 106 6 5th
12th +9 +4 +4 +8 Emotion Power 126 7 6th
13th +9 +4 +4 +8 Emotional Mind +3, Psionic Talent 147 7 6th
14th +10 +4 +4 +9 Psychic Enervation Delay 170 8 7th
15th +11 +5 +5 +9 Wild Surge +5 195 8 7th
16th +12 +5 +5 +10 Surging Euphoria +3 221 9 8th
17th +12 +5 +5 +10 Emotional Mind +4, Psionic Talent 250 9 8th
18th +13 +6 +6 +11 Emotion Power 280 10 9th
19th +14 +6 +6 +11 Wild Surge +6 311 10 9th
20th +15 +6 +6 +12 Deep Surge 343 11 9th

Weapons and Armor Proficiency: Wilders are proficient with all simple weapons, with light armor, and with shields (except tower shields).
Power Points / Day: A wilder’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table. In addition, she receives bonus power points per day if she has a high Charisma score. Her race may also provide bonus power points per day, as may certain feats and items.
Powers Known: A wilder begins play knowing one wilder power of your choice. At every even-numbered class level after 1st, she unlocks the knowledge of new powers.
Choose the powers known from the wilder power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a wilder to learn powers from the lists of other classes.) A wilder can manifest any power that has a power point cost equal to or lower than her manifester level.
The total number of powers a wilder can manifest in a day is limited only by her daily power points.
A wilder simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points.
The Difficulty Class for saving throws against wilder powers is 10 + the power’s level + the wilder’s Charisma modifier.
Maximum Power Level Known: A wilder begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers.
To learn or manifest a power, a wilder must have a Charisma score of at least 10 + the power’s level.
Devotions: A wilder knows two devotions, or 0-level powers. While psionically focused, a wilder can manifest these powers like any other power, but they do not consume any power points (though they can still be augmented by expending additional power points). If the character is not psionically focused, manifesting a devotion requires 1 power point. A character can learn two new devotions available to him instead of a new 1st level power.
Wilder devotion list: Bolt, Catfall, Psionic Daze (targets are immune to subsequent manifestation of this power for one minute), Detect Psionics, Distract, Far Hand, Float, Know Direction and Location, Missive, My Light, Telempathic Projection.
Driving Emotion: Passion and emotion are the driving force of all wilder powers. Each wilder must choose a particular emotion to call upon to manifest his powers. This choice affects which psychic enervation type, emotional protection and emotional mind the wilder has access to. A driving emotion also provides the wilder with additional powers throughout her carreer.
A list of emotions is available below.
Wild Surge: During a wild surge, a wilder gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see Psychic Enervation, below).
A wilder can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.
Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge.
This improvement in manifester level does not grant her any other benefits (psicrystal abilities do not advance, she does not gain higher-level class abilities, and so on).
She cannot use the Overchannel psionic feat and invoke her wild surge at the same time.
At 3rd level, a wilder boosts her manifester level by two instead of one. At 7th level, she boosts her manifester level by three; at 11th level, by four; at 15th level, by five; and at 19th level, by six. A wilder always surges at maximum.
In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the wilder’s power point reserve.
Power displays during a wild surge are four times more powerful (the range at which the auditory display can be heard quadruples, the distance at which the mental display triggers quadruples and so on), and the DC to dispense from display increases by 10.
A wilder can't enter a wild surge if she is immune to the psychic enervation main effect and/or has no power points left.
Psychic Enervation: Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wilder may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 20%.
The effects of a psychic enervation depend on the wilder's driving emotion. All psychic enervations carry a main effect (usually a condition) and a side effect (usually a power/hit points loss, based on manifester level but not counting the wild surge bonus).
The wilder loses her psionic focus during the psychic enervation, if she has any.
Empathy: By concentrating on your driving emotion and expanding your senses, you can sense it on any creature that you can see within 5 ft per wilder level (a standard action that provokes attacks of opportunity). You can sense the presence and magnitude of your driving emotion as if you were under the effect of the Empathy power, but this works for your driving emotion only. If you sense your driving emotion on a creature, you gain a +2 insight bonus on any Bluff, Diplomacy, Intimidate, or Sense Motive checks that you make against that creature within the following round.
Emotive Protection: A wilder gains a bonus to Armor Class equal to her Charisma Modifier. The bonus type depends on the wilder's driving emotion.
Surging Euphoria: Starting at 4th level, when a wilder uses her wild surge ability, she gains a +1 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls for a number of rounds equal to the intensity of her wild surge.
If a wilder is overcome by psychic enervation following her wild surge, she does not gain the morale bonus for this use of her wild surge ability.
At 10th level, the morale bonus on a wilder’s attack rolls, damage rolls, and saving throws increases to +2. At 16th level, the bonus increases to +3.
Emotional Mind: By 5th level, a wilder gains a +1 bonus to saves against certain effects, depending on her driving emotion. This bonus increases by +1 at 9th level, and every four levels thereafter, up to a +4 bonus at 17th level.
Psionic Talent: At 5th, 9th, 13th and 17th level, a wilder gains the Psionic Talent feat as a bonus feat.
Emotion Power: At 6th, 12th and 18th level, a wilder learns a new power. These bonus powers are 2nd,5th and 8th level powers respectively and depend on the wilder's driving emotion.
Psychic Enervation Endurance: By 8th level, the chance for a psychic enervation to occur is reduced to 15% and the wilder does not risk to lose her psionic focus.
Psychic Enervation Delay: By 14th level, a wilder can choose to delay the effects of her psychic enervation for one round. She can't invoke a new wild surge until the psychic enervation has properly occurred.
Deep Surge: At 20th level, a wilder reaches the most hidden depths of her emotion, and can choose to enter a Deep Surge instead of a normal Wild Surge. The Deep Surge increases her manifester level by +10 and the Deep Surge itself effectively pays the extra 10 power point cost that is normally required to augment the power.
The effective power level is increased by four for all purposes, including the saving throw DC and how it interacts with a Globe of Invulnerability or similar effects. The DC bonus for the increase in effective power level does not stack with any DC increases for augmentation.
There is a 1% chance per manifester level (including the +10 bonus for the Deep Surge) that the power can penetrate a Null Psionic Field or similar effects.
The power's displays can't be hidden with a concentration check and are ten times more powerful. At the wilder's choice the displays can be so powerful to carry their own side effects: Auditory displays can deafen all creatures within a 60 ft spread (fortitude DC 20+Cha negates), Material displays can entangle all creatures affected by the power as they are covered with thick ectoplasm (reflex DC 20+Cha negates), Mental displays can daze all creatures within a 60 ft spread (will DC 20+Cha negates), Olfactory displays can nauseate all creatures within a 60 ft spread (fortitude DC 20+Cha negates) and Visual displays can blind all creatures within a 60 ft spread (fortitude DC 20+Cha negates). These side effects last for the duration of the display and the wilder is never affected by them.
The wilder automatically incurs in a non-delayable psychic enervation after the Deep Surge. The main effect of the psychic enervation doubles in duration, and the side effect doubles in magnitude.

Driving Emotions

Joy
Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Psychic enervation main effect: Shaken for 1 minute
Psychic enervation side effect: Loses 1 power point per manifester level
Emotional protection: Morale
Emotional mind: Bonus vs Negative Energy effects
Emotion powers: Share Pain, Psionic Revivify, Bend Reality

Trust
Inspiring Presence (Sp): As a standard action, you can concentrate on a creature within 30 feet that can see you. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your wilder level (minimum 1). You can use this power a number of times per day equal to 3 + your Charisma modifier.
Psychic enervation main effect: Confused for 1 round
Psychic enervation side effect: Loses 1 power point per manifester level
Emotional protection: Deflection
Emotional mind: Bonus vs Compulsion effects
Emotion powers: Empathic Transfer, Metaconcert, Fusion

Fear
Fear Touch (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your wilder level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wilder level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Psychic enervation main effect: Panicked for 1 round
Psychic enervation side effect: Loses 1 power point per manifester level
Emotional protection: Dodge
Emotional mind: Bonus vs Scrying effects
Emotion powers: Detect Hostile Intent, Second Chance, Shadow Body

Surprise
Distracting Presence (Sp): As a standard action, you can cause a living, sentient creature within 30 ft to become distracted for a number of rounds equal to 1/2 your wilder level (minimum 1). If the creature is flat-footed and has fewer Hit Dice than your wilder level, it becomes fascinated instead. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Psychic enervation main effect: Dazed for 1 round
Psychic enervation side effect: Loses 1 hit point per manifester level
Emotional protection: Luck
Emotional mind: Bonus vs effects that allow a reflex save for half damage
Emotion powers: Chameleon, Psionic Teleport, Greater Psionic Teleport

Sadness
Sadness Touch (Sp): As a standard action, you can make a melee touch attack that causes a living creature to become sick for a number of rounds equal to 1/2 your wilder level (minimum 1). You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Psychic enervation main effect: Nauseated for 1 round
Psychic enervation side effect: Loses 1 hit point per manifester level
Emotional protection: Deflection
Emotional mind: Bonus vs disbelievable effects (such as most illusions)
Emotion powers: Recall Agony, Leech Field, Mind Seed

Disgust
Disgusting Touch (Sp): As a standard action, you can make a melee touch attack that causes a living creature to become nauseated for 1 round. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Psychic enervation main effect: Nauseated for 1 round
Psychic enervation side effect: Loses 1 power point per manifester level
Emotional protection: Dodge
Emotional mind: Bonus vs either Good, Law, Chaos or Evil effects (choice can't match own alignment)
Emotion powers: Aversion, Clairtangent Hand, Recall Death

Anger
Rage (Sp): As a standard action, you can make a melee touch attack that causes a living creature to become enraged (as per the spell rage) for a number of rounds equal to 1/2 your wilder level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Psychic enervation main effect: Exhausted for 1 round and Fatigued for 1 minute
Psychic enervation side effect: Loses 1 hit point per manifester level
Emotional protection: Morale
Emotional mind: Bonus vs Fear
Emotion powers: Animal Affinity, Fiery Discorporation, True Metabolism

Anticipation
Touch of Anticipation (Sp): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wilder level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Psychic enervation main effect: Paralyzed for 1 round
Psychic enervation side effect: Loses 1 power point per manifester level
Emotional protection: Insight
Emotional mind: Compulsion effects
Emotion powers: Psionic Identify, Mind Probe, Hypercognition


Quote:

Superb work Krinn and thankyou to DragonBringerX also.

Below is mostly Krinn's Psion with some refinements - an update to the Devotions list, removal of some extra feats, and restoration of original progression for Psion Powers Known.
This stuff is a bugger to format using BBCode tags. If this forum supported file attachments I'd put it up as a PDF

For me Psionics-Magic Transparency Rule is in effect (default setting).
- Knowledge (Psionics), Psicraft and Use Psionic Device are interchangeable with Knowledge (Arcana), Spellcraft and Use Magic Device respectively. For convention these skills are universally referred to as Knowledge (Arcana), Spellcraft and Use Magic Device.
- There is no Autohypnosis skill
Concentration uses Pathfinder Concentration check (Psionic Focus is still used).
- Spell Resistance and Power Resistance are interchangeable. For convention this ability is universally referred to as Spell Resistance.

GAME RULE INFORMATION

Pathfinder Psions have the following game statistics.

Abilities: Intelligence determines how powerful a power a psion can manifest, how many powers he can manifest, and how hard those powers are to resist. See Class Features, below.

Alignment: Any
Hit Die: d6
Starting Character Wealth: As Wizard Class (2d6 x 10gp, Average 70gp)

Class Skills
The psion’s class skills (and the key ability for each skill) are Craft (Int), Knowledge (all) (Int), Profession (Wis), and Spellcraft (Int). In addition, a psion gains access to additional class skills based on his discipline.
Skill Ranks per Level: 2 + Int modifier.

TABLE 1: THE PSION
Level Base Attack Bonus Fort Save Ref Save Will Save Special Power Points / Day Powers Known Maximum Power Level Known
1st +0 +0 +0 +2 Bonus Feat, Devotions, 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 Discipline Devotion 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 +4 +4 +8 126 24 6th
13th +6 +4 +4 +8 147 25 7th
14th +7 +4 +4 +9 170 27 7th
15th +7 +5 +5 +9 Bonus Feat 195 28 8th
16th +8 +5 +5 +10 221 30 8th
17th +8 +5 +5 +10 250 31 9th
18th +9 +6 +6 +11 280 33 9th
19th +9 +6 +6 +11 311 34 9th
20th +10 +6 +6 +12 Bonus Feat, Discipline Mastery 343 36 9th

Class Features
All the following are class features of the psion.

Weapons and Armour 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 Per 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 1: The Psion. In addition, he receives bonus power points per day if he has a high Intelligence score (see Expanded Psionics Handbook Table 2-3: 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, as well as the powers restricted to that discipline. However, choosing a discipline also means that the psion cannot learn powers that are restricted to other disciplines. He can’t even use such powers by employing psionic items. See Psionic Disciplines, below, for a brief description of each discipline.

Discipline (Su):
By expending his psionic focus, a psion can expend one less power point when manifesting a power of his discipline, with a minimum of zero power points. So a 1st level Telepath can expend his psionic focus while manifesting Mind Thrust for 1d10 damage with no power points expenditure, or he can expend one power point (the maximum he can expend in a single power) to augment the power to 2d10 damage. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Note that devotions already manifest at zero power points thus a devotion must be augmented to benefit from this ability.

Discipline Devotion (Su):
At 8th level, a psion chooses a single 1st level power of his discipline that he knows. That power may be manifested as a Devotion in all respects (i.e. a 0 level power with reduced DC and no power point cost).

Discipline Mastery (Su):
All the powers of the psion’s discipline now cost one less power point to manifest (minimum zero power points). This stacks with the 1st level discipline ability, with the usual minimum of zero power points expenditure. Using both abilities, a 20th level Telepath can manifest a 22d10 Mind Thrust with a 20 power points expenditure.

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. You cannot choose powers from restricted discipline lists other than your own discipline list. You can choose powers from disciplines other than your own if they are not on a restricted discipline list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do 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 at odd levels. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.

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.
In addition, each discipline grants the psion additional benefits, reported below.

Clairsentience (Seer)
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.
Class Skill: Appraise (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis)
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your psion level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Metacreativity (Shaper)
A psion 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 armour, weapons, or animated constructs to do battle at the shaper’s command.
Class Skill: Appraise (Int), Bluff (Cha), Disguise (Cha), Use Magic Device (Cha)
Shaper’s Touch (Su): You can manifest psionic mending at will (this psionic power is the same as the spell - Pathfinder Core Rulebook pg312), using your psion level as the manifester level. In addition, you receive a bonus on craft checks equal to 1/2 your psion level (minimum +1). At 20th level, you can choose a single power that you know and psionically shape it to become a Metacreativity power.

Psychokinesis (Kineticist)
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.
Class Skill: Disable Device (Dex), Intimidate (Cha)
Intense Powers (Su): Whenever you manifest a psychokinesis power that deals hit point damage, add 1/2 your psion level to the damage (minimum +1). This bonus only applies once to a power, not once per missile or ray, and cannot be split between multiple missiles or rays. This damage is of the same type as the power. At 20th level, whenever you manifest a psychokinesis power you can roll twice to penetrate a creature's spell resistance and take the better result.

Psychometabolism (Egoist)
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.
Class Skill: Acrobatics (Dex), Climb (Str), Fly (Dex), Heal (Wis), Swim (Str)
Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five psion levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you regain power points. At 20th level, this bonus applies to two physical ability scores of your choice.

Psychoportation (Nomad)
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.
Class Skill: Acrobatics (Dex), Climb (Str), Fly (Dex), Ride (Dex), Survival (Wis), Swim (Str)
Speed of Thought (Su): You gain a +10 ft enhancement bonus to your base speed. This bonus increases by +10 feet for every five psion levels you possess to a maximum of +50 ft at 20th level. This stacks with the Speed of Thought feat (which is not an enhancement bonus). At 20th level, while focused, you gain the benefits of Freedom of Movement, Psionic.

Telepathy (Telepath)
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.
Class Skill: Bluff (Cha), Diplomacy (Cha), Handle Animal (Cha), Sense Motive (Wis)
Telepathy (Su): You can communicate telepathically with any other creature that has a language within 5 feet per psion level. You can address multiple creatures at once telepathically, although maintaining telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. At 20th level, whenever you succeed at a saving throw against a power of the telepathy discipline, that power is reflected back at its manifester, as per reddopsi.

Devotions
A psion knows four devotions, or 0-level powers. While psionically focused, a psion can manifest these powers like any other power, but they do not consume any power points (though they can still be augmented by expending additional power points). If the character is not psionically focused, manifesting a devotion requires 1 power point.
A character can learn two new devotions available to him instead of a new 1st level power.

Psion Devotion List: These powers are listed as 1st-Level Psion/Wilder Powers in the Expanded Psionics Handbook. They are now treated as 0-level Psion/Wilder Powers called Devotions.
- Create Sound (Metacreativity)
- Daze, Psionic (Telepathy)
- Detect Psionics (Clairsentience)
- Distract (Telepathy)
- Eidetic Lock (Telepathy) Complete Psionic pg84
- Far Hand (Psychokinesis)
- Know Direction and Location (Clairsentience)
- Missive (Telepathy)
- My Light (Psychokinesis)
- Sense Link (Telepathy)
- Slow Breathing (Psychometabolism) Complete Psionic pg99


Quote:

Update to Devotions section - rounding out the diciplines with the addition of Detect Teleportation (Psychoportation)

Interestingly it looks like users are prevented from editing their posts once an hour or two has passed.

Devotions

A psion knows four devotions, or 0-level powers. While psionically focused, a psion can manifest these powers like any other power, but they do not consume any power points (though they can still be augmented by expending additional power points). If the character is not psionically focused, manifesting a devotion requires 1 power point.
A character can learn two new devotions available to him instead of a new 1st level power.

Psion Devotion List: These powers are listed as 1st-Level Psion/Wilder or Nomad Powers in the Expanded Psionics Handbook. They are now treated as 0-level Psion/Wilder Powers called Devotions.
- Create Sound (Metacreativity)
- Daze, Psionic (Telepathy)
- Detect Psionics (Clairsentience)
- Detect Teleportation (Psychoportation)
- Distract (Telepathy)
- Eidetic Lock (Telepathy) Complete Psionic pg84
- Far Hand (Psychokinesis)
- Know Direction and Location (Clairsentience)
- Missive (Telepathy)
- My Light (Psychokinesis)
- Sense Link (Telepathy)
- Slow Breathing (Psychometabolism) Complete Psionic pg99


I am actually more fond of using the PF Wizard as the model for the Psion. For specialization alternatives, use the expanded class features WotC put up, but don't include them as alternate class features (so, give them the benefit, but none of the cost)
http://www.wizards.com/default.asp?x=dnd/psm/20070314a
http://www.wizards.com/default.asp?x=dnd/psm/20070411a


In case anyone is interested, this is what I was using for PF talents.

Psions and psychic warriors gain three 0-level talents at 1st-level, which can be used for a total of 3 + manifester level uses per day and are always caster-level 1 only. These do not cost anything to cast, may not be augmented in any way and may be used in addition to their normal powers per day. If the manifester wishes to use them as anything other than caster-level 1 talents, they must select them as 1st-level powers from their normal power pool.

Psion (Kineticist): Detect Psionics, Far Hand, My Light (1 minute)
Psion (Nomad): Detect Psionics, Catfall, Float
Psion (Seer): Detect Psionics, Defensive Precognition (1 round), Know Direction & Location
Psion (Shaper): Detect Psionics, Psionic Grease, Psionic Minor Creation (1 minute)
Psion (Telepath): Detect Psionics, Distract (1 round), Missive (5 words)
Psychic Warrior: Detect Psionics, Metaphysical Weapon (1 round), Vigour (1 round)


Quote:

Great feedback rydi123 and Arakhor. It is noted you both posted earlier in the thread as well.

Arakhor - mods to Talent durations/damage etc. are definitely needed. This would be incorporated if we did a complete update of Psionic powers but that is not my goal for this conversion. The goal is to convert the Psion class with minimum changes to Psionic rules/powers in the 3.5e books - thus people can use the books without having to check for additional conversion changes.

Keep the input coming - Pathfinder Psion conversion MK II should be pretty close to a satisfactory result. I'll play-test it from level 1 in a new campaign starting this weekend.

Pathfinder Psion conversion MK II is in progress. At this stage it will incorporate the following changes:

Remove
- Discipline (Su):
- Discipline Devotion (Su):
- Discipline Mastery (Su):

Rename Devotions to Talents
- Looking at using Pathfinder Bard Cantrip progression as the model for Talent progression
- Remove the need to be psionically focused for 0 point cost.

Add expanded class features WotC put up (grant the benefit, but none of the cost). Keep same level requirements - typically level 1 and level 5.
The Class Skills and powers for each discipline remain - e.g. Forewarned (Su), Physical Enhancement (Su), Intense Powers (Su), Physical Enhancement (Su), Speed of Thought (Su).
- Shaper’s Touch (Su) should be reviewed to see if any changes are necessary
- Telepathy (Su) will likely need revision as it overlaps with the expanded class feature
Any ideas on these last two powers - particularly the rewrite for Telepathy?


Quote:
Here is my updated Pathfinder conversion for the Psion class. Pretty damn happy with the improvements while still making minimal changes and leveraging off existing Pathfinder abilities such as Wizard powers. Please advise of any refinements that may still be needed.

Psion Conversion for Pathfinder

TABLE 1: THE PSION
-------------------------------------------------------------------------

  • Level
  • Base Attack Bonus
  • Fort Save
  • Ref Save
  • Will Save
  • Special
  • Power Points Per Day
  • Talents Known
  • Powers Known
  • Maximum Power Level Known
    1 +0 +0 +0 +2 Bonus Feat, Discipline, Talents 2 4 3 1st
    2 +1 +0 +0 +3 - 6 5 5 1st
    3 +1 +1 +1 +3 - 11 6 7 2nd
    4 +2 +1 +1 +4 - 17 6 9 2nd
    5 +2 +1 +1 +4 Bonus Feat 25 6 11 3rd
    6 +3 +2 +2 +5 - 35 6 13 3rd
    7 +3 +2 +2 +5 - 46 6 15 4th
    8 +4 +2 +2 +6 - 58 6 17 4th
    9 +4 +3 +3 +6 - 72 6 19 5th
    10 +5 +3 +3 +7 Bonus Feat 88 6 21 5th
    11 +5 +3 +3 +7 - 106 6 22 6th
    12 +6/+1 +4 +4 +8 - 126 6 24 6th
    13 +6/+1 +4 +4 +8 - 147 6 25 7th
    14 +7/+2 +4 +4 +9 - 170 6 27 7th
    15 +7/+2 +5 +5 +9 Bonus Feat 195 6 28 8th
    16 +8/+3 +5 +5 +10 - 221 6 30 8th
    17 +8/+3 +5 +5 +10 - 250 6 31 9th
    18 +9/+4 +6 +6 +11 - 280 6 33 9th
    19 +9/+4 +6 +6 +11 - 311 6 34 9th
    20 +10/+5 +6 +6 +12 Bonus Feat 343 6 36 9th

Note the extra column in above table is for Talents Known (based off Pathfinder Bard progression of 4 at L1, 5 at L2, and 6 from L3+).
-------------------------------------------------------------------------

GAME RULE INFORMATION
Psions have the following game statistics.
Abilities: Intelligence determines how powerful a power a psion can manifest, how many powers he can manifest, and how hard those powers are to resist. See Class Features, below.

Alignment: Any
Hit Die: d6

Starting Character Wealth: As Wizard
Class Starting Wealth Average
Psion 2d6 x 10gp 70gp

Class Skills
The psion’s class skills (and the key ability for each skill) are Craft (Int), Knowledge (all) (Int), Profession (Wis), and Spellcraft (Int). In addition, a psion gains access to additional class skills based on his discipline (see below).
Skill Ranks per Level: 2 + Int modifier.

Class Features
All the following are class features of the psion.

Weapons and Armour 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 Per 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 1: The Psion. In addition, he receives bonus power points per day if he has a high Intelligence score (see Expanded Psionics Handbook Table 2-3: 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, as well as the powers restricted to that discipline. However, choosing a discipline also means that the psion cannot learn powers that are restricted to other disciplines. He can’t even use such powers by employing psionic items. See Psionic Disciplines, below, for a brief description of each discipline.

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. You cannot choose powers from restricted discipline lists other than your own discipline list. You can choose powers from disciplines other than your own if they are not on a restricted discipline list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do 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.

Talents: A psion knows a number of talents, or 0-level powers as noted on Table 1: The Psion under "Talents Known". A character can also learn two additional talents instead of a new 1st level power. These powers are manifested like any other power, but they do not consume power points and may be used again. They can still be augmented by expending additional power points above the initial 0 cost.
------------------------------------------------------------
Psion Talent Powers

Note: These powers are listed as 1st-Level Psion/Wilder (or Nomad Powers) in Complete Psionics and Expanded Psionics Handbook. They are now treated as 0-level Psion/Wilder Powers and called Talents.

Create Sound (Metacreativity)
Daze, Psionic (Telepathy)
Detect Psionics (Clairsentience)
Detect Teleportation (Psychoportation)
Distract (Telepathy)
Eidetic Lock (Telepathy) CP pg84
Far Hand (Psychokinesis)
Know Direction and Location (Clairsentience)
Missive (Telepathy)
My Light (Psychokinesis)
Sense Link (Telepathy)
Slow Breathing (Psychometabolism) CP pg99
------------------------------------------------------------

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 at odd levels. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.

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.
The following descriptions detail each discipline and its corresponding powers.

Clairsentience (Seer)
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.
Class Skill: Appraise (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis)

Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your psion level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Psychic Knowledge (Ex): You gain bits and pieces of knowledge from all the divinations you do. This grants you the psionic equivalent of bardic knowledge. You add half your Psion class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bend Fate (Su): At 5th level your knowledge of the future grants you the ability to bend fate. Once per day you can improve the results of an attack roll, a skill check, an ability check, a level check or a saving throw. You add the result of a roll of 1d6 to your d20 roll to help you meet or exceed the target number for the roll. You can declare the use of bend fate after the roll is made but it must be before the results are revealed by the GM. At 15th level, you can use this ability twice per day.

Metacreativity (Shaper)
A psion 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 armour, weapons, or animated constructs to do battle at the shaper’s command.
Class Skill: Appraise (Int), Bluff (Cha), Disguise (Cha), Use Magic Device (Cha)

Shaper’s Touch (Su): Whenever you cast a metacreativity (creation) power, increase the duration by a number of rounds equal to 1/2 your Psion level (minimum 1). Powers with a duration of instantaneous are not affected by this ability. At 20th level, you can change the duration of all metacreativity (creation) powers to permanent. You can have no more than one metacreativity (creation) power made permanent in this way at one time. If you designate another metacreativity (creation) power as permanent, the previous power immediately ends.

Trinkets (Sp): By sacrificing your psionic focus, you can create a temporary item as a move action. It is like the spell minor creation, except the object you create is smaller and you create it more quickly. You can create one unattended, non-magical object of nonliving plant matter, up to 1 cubic inch. For instance, you could create a wooden ring, a piece of paper, a handkerchief, a thin glove, or other item. You cannot create a dried herb, a poison, or other distillate of dead plant matter that has special secondary effects. The created object has a duration of 1 minute and can be recognized as a "created" object easily. This ability is considered a psi-like ability and treated as a 1st-level power for purposes of dispelling the effects.

Personal Construct (Sp): At 5th level you have a favoured astral construct form that you can summon at a moment's notice. You must know the astral construct power to benefit from this ability.
Benefit: You can create a specific astral construct that you have chosen as your favoured as if you had the Quickened Power feat, by only sacrificing your psionic focus. This personal construct, once chosen, always has the same abilities and appearance every time you summon it. Each time you gain a level, you may change the abilities and appearance of your favoured construct.

Psychokinesis (Kineticist)
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.
Class Skill: Disable Device (Dex), Intimidate (Cha)

Intense Powers (Su): Whenever you manifest a psychokinesis power that deals hit point damage, add 1/2 your psion level to the damage (minimum +1). This bonus only applies once to a power, not once per missile or ray, and cannot be split between multiple missiles or rays. This damage is of the same type as the power. At 20th level, whenever you manifest a psychokinesis power you can roll twice to penetrate a creature's spell resistance and take the better result.

Energy Snap (Sp): You can manifest a small burst of energy. By expending your psionic focus, you can create a small burst of energy. You can use it as a weapon; treat it as a psi-like ability and consider it a 1st-level power for spell resistance/power resistance. You have to succeed on a melee touch attack as you expend your focus and, if successful, it does 1d3 points of damage of the type of energy manifested.
------------------------------------------------------------
Energy Snap Uses: This ability is used more often on objects for other effects, depending on the type of energy manifested, and you must expend your psionic focus every time you use it.

Fire: This can warm food, provide a distraction, and of course start a fire.
Cold: This can chill food or a drink, make sure a campfire is out, and numb a bruise.
Electricity: This can give someone a jolt, startle an animal, or start a fire.
Sonic: This can startle someone up close or get someone's attention from far away.
------------------------------------------------------------

Greater Animator (Sp): You gain control object as a bonus power (added to your list of Powers Known) and gain an augmentation option.
Augment: You can animate much larger objects. For each additional power point you spend, you can target an object weighing an additional 25 lbs.

Psychometabolism (Egoist)
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.
Class Skill: Acrobatics (Dex), Climb (Str), Fly (Dex), Heal (Wis), Swim (Str)

Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five psion levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you regain power points. At 20th level, this bonus applies to two physical ability scores of your choice.

Minor Change Shape (Su): You have the supernatural ability to alter your appearance as though using a disguise self spell that affects your body but not your possessions. This ability is not an illusory effect, but a minor physical alteration of facial features, skin colour and texture, and size, within the limits described for the spell. This ability can be used at will, and the alteration lasts until you change shape again. You revert to your natural form when killed. A true seeing spell reveals your natural form. When using this ability to create a disguise, you receive a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action.

True Healer (Ex): You begin play with access to the Life mantle and its specific granted ability. While you do not immediately know any powers, you may choose from these powers when choosing new powers known. The powers in the mantle are considered on your list for the purpose of using dorjes and other items.

------------------------------------------------------------
Life Mantle

Granted Ability: If you expend your psionic focus as a swift action as you manifest a power from this mantle, your manifester level for that power is considered 1 higher (thus increasing the number of power points you can spend on the power, among other benefits).

1 Touch of Health
2 From the Brink
3 Body Purification
4 Stygian Ward
5 Psionic Revivify
6 Mend Wounds
6 Restoration, Psionic
8 True Metabolism
------------------------------------------------------------

Psychoportation (Nomad)
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.
Class Skill: Acrobatics (Dex), Climb (Str), Fly (Dex), Ride (Dex), Survival (Wis), Swim (Str)

Speed of Thought (Su): As long as you are psionically focused and not wearing heavy armour or carrying a heavy load, you gain an enhancement bonus to your land speed of 10 feet. This bonus increases by +10 feet for every five psion levels you possess to a maximum of +50 ft at 20th level. This stacks with the Speed of Thought feat (which grants an insight bonus). At 20th level, while focused, you gain the benefits of Freedom of Movement, Psionic.
You lose this extra speed (and Freedom of Movement ability) if you are in heavy armour or carrying a heavy load, or whenever you expend your psionic focus.

Personal Space (Su): You gain an extradimensional storage space within your body. You can access it as a psi-like ability by expending your psionic focus. You may send an item to it or retrieve an item as you wish. The size of the storage space grows with your own power. At 1st level it is equivalent to a belt pouch, at 5th level it equals a sack, at 10th level it is the size of a backpack, at 15th level it is the size of a chest, and at 20th level it is the size of a Medium creature.
You cannot store anything that has extradimensional properties, such as a bag of holding, within your personal space. Any attempt will fail.

Temporal Grace (Su): At 5th level you can resist effects that use extradimensional, temporal, or movement spells or powers. Your power over movement allows you to resist effects that inhibit any form of movement. Anytime you fail a save against an effect that would slow, prevent, or otherwise affect your ability to move, you may expend your psionic focus to get another saving throw, adding +1 for every 5 manifester levels you possess.
This ability provides no benefit against natural (non-magical) movement restrictions such as difficult terrain.

Telepathy (Telepath)
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.
Class Skill: Bluff (Cha), Diplomacy (Cha), Handle Animal (Cha), Sense Motive (Wis)

Powerful Mind (Su): You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five Psion levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a power of the telepathy discipline, that power is reflected back at its manifester, as per reddopsi.

Telepathy (Su): You can communicate telepathically with any other creature that can speak a language within 5 feet per Psion level. You can address multiple creatures at once telepathically, although maintaining telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Harbinger (Su): At 5th you gain false sensory input as a bonus power (added to your list of Powers Known) and gain an augmentation option.
Augment: If you spend an additional 5 power points, you can add a mental illusionary aspect to your attack. This takes the form of a harbinger, a mental symbol that conveys a confusing or threatening message to the target's mind and momentarily distracts or disables them. The target gets a Will save to negate the effects of the harbinger. If the target fails the Will save, the power you manifest is considered 1d3 levels higher than its actual level for purposes of DC.
The form of the harbinger can vary wildly. An offensive power could have a harbinger of a sword, a flame, or a spider. A defensive power could have a harbinger of a shield, a wall, or brambles with thorns.


Quote:

Constructor PrC Pathfinder Conversion Notes

2004 Constructor Prestige Class (PrC) is available at WotC website.

2006 3.5e Complete Psionics includes Ectopic Adept PrC. This PrC is clearly related but has significant differences to the Constructor PrC.

2010 Pathfinder conversion for Constructor Prestige Class.
Revisions:
- Changed HD from d4 to d6
- Changed Requirement for Craft (any) from 9 ranks to 6 ranks
- Saving Throw progression updated to meet Pathfinder standard for all PrCs
- Removed Concentration and Spot Class Skills
- Clarified Boost Construct class feature for the number of additional special abilities gained
- Redefined Extended Construction class feature regarding the expenditure of psionic focus
- Limited the number of astral constructs that can be shaped at any one time using Extended Construction
- Changed Quickened Construction from a Quickened Power to a standard action. In Pathfinder powers with a casting time of 1 round (or greater) cannot be quickened. Only powers normally cast as full-round action (or less) can be quickened

Constructor Prestige Class Conversion for Pathfinder

TABLE 1: CONSTRUCTOR PRESTIGE CLASS


    -----------------------------------------------------------------------
  • Level
  • Base Attack Bonus
  • Fort Save
  • Ref Save
  • Will Save
  • Special
  • Powers Known
    1 +0 +0 +0 +1 Advanced construction --
    2 +1 +1 +1 +1 Ecto protection 1 +1 level of existing manifesting class
    3 +1 +1 +1 +2 Combat construction +1 level of existing manifesting class
    4 +2 +1 +1 +2 Boost construct, ecto protection 2 +1 level of existing manifesting class
    5 +2 +2 +2 +3 Extended construction +1 level of existing manifesting class
    6 +3 +2 +2 +3 Ecto protection 3 +1 level of existing manifesting class
    7 +3 +2 +2 +4 Utility construct +1 level of existing manifesting class
    8 +4 +3 +3 +4 Boost construct, ecto protection 4 +1 level of existing manifesting class
    9 +4 +3 +3 +5 Enhanced construction +1 level of existing manifesting class
    10 +5 +3 +3 +5 Quickened construction, ecto protection 5 --
    -----------------------------------------------------------------------

It seems like someone is always itchin' for a fight. It is a well-known fact that most psions don't last too long in a knock-down drag-'em-out style melee. However a few gifted psionic characters have chosen to follow a different path. They use the brawn and bodies of others as their fists and shields. These psionic characters have focused their studies on astral constructs and have created constructs that are much more powerful than those of their so-called "normal" counterparts. Some of these specialists, sometimes known as "Erbauer" or constructors, have become quite famous by leading the charge into battle or laying waste to the walls of enemy strongholds. Regardless of the path they travel in life, many find comfort in knowing that extra help isn't far away whenever these constructors are around.

Hit Die: d6

Requirements
To qualify to become a constructor, a character must fulfil all the following criteria:
Skill: Craft (any) 6 ranks.
Feat: Boost Construct.
Psionics: Manifester level 5th and able to manifest astral construct, ecto protection, and psionic repair
damage.

Class Skills
The constructor's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Disguise (Cha), Knowledge (any) (Int), Spellcraft (Int).
Skill Points at Each Level: 4 + Int modifier.

Class Features
All the following are class features of the constructor prestige class.

Weapon and Armour Proficiency: Constructors gain no proficiency with any weapon or armour.

Powers Known: At every level from 2nd through 9th, a constructor gains additional power points per day
and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of constructor to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

If a character had more than one manifesting class before she became a constructor, she must decide to which class she adds the new level of constructor for the purpose of determining power points per day, powers known, and manifester level.

Advanced Construction: At 1st level, a constructor gains the ability to select menu abilities from an expanded list.
-----------------------------------------------------------------------
Menu A

Brawn (Ex): The astral construct does an additional +1 point of damage on a successful melee attack.

Claws (Ex): The astral construct has razor sharp claws. Attacks are now considered claw attacks instead of slams. Damage from these claw attacks is 1d8 + Strength modifier. The claw attacks are considered slashing or piercing weapons. The type is chosen when the construct is manifested.

Dodge (Ex): The astral construct gains the Dodge feat even if it does not meet the prerequisites.

Armour Spikes: The construct's body is covered in spikes, which allows the construct to deal an extra 1d6 points of piercing damage with a successful trample, constrict, bull rush, or grapple attack. The construct also can make a regular melee attack with the spikes, and they deal 1d6 points of damage (x2 critical) in that case.

-----------------------------------------------------------------------
Menu B

Great Cleave (Ex): The astral construct gains the Great Cleave feat even if it does not meet the prerequisites.

Improved Brawn (Ex): The astral construct deals an additional +3 points of damage on a successful melee attack.

Reach (Ex): The astral construct's arms elongate, which increases its reach by 5 feet.

Stunning Fist (Ex): The astral construct gains the Stunning Fist feat even if it does not meet the prerequisites.

-----------------------------------------------------------------------
Menu C

Extra Brawn (Ex): The astral construct deals an additional +5 points of damage on a successful melee attack.

Tail Slap (Ex): The astral construct has a tail, and it can slap one opponent each round with its tail. A tail slap deals 2d8 points of damage plus 1-1/2 times its Strength bonus (round down) and is treated as a secondary attack.

-----------------------------------------------------------------------

Ecto Protection: At 2nd level, any constructs manifested by a constructor are made from reinforced ectoplasm. They receive a +1 bonus on any manifester level checks made to protect them against dispel magic/psionics or a similar effect, and a +1 bonus on saving throws to resist dismiss ectoplasm. These bonuses increase by +1 every other level (4th, 6th, 8th, and 10th). These bonuses stack with those of the ecto protection power (see Expanded Psionics Handbook, page 97).

Combat Construction: At 3rd level, the constructor gets a +4 bonus on Concentration checks made to manifest astral construct while on the defensive (see Manifesting Powers on the Defensive on page 54 of the Expanded Psionics Handbook). The +4 bonus from this ability stacks with that of Combat Casting or Combat Manifestation feats (Expanded Psionics Handbook, page 44), granting a possible total bonus of +8.

Boost Construct: At 4th level, when the constructor creates an astral construct, she can give it one additional special ability from any menu (Expanded Psionics Handbook, page 186) from which the construct currently has an ability. This stacks with the Boost Construct feat (Expanded Psionics Handbook, page 43) thus you can create an astral construct with two additional special abilities.
At 8th level you can create an astral construct with three additional special abilities (includes the Boost Construct feat).

Extended Construction: At 5th level, astral constructs manifested by the constructor have a duration of 1 minute per manifester level instead of their normal duration. The constructor must expend psionic focus to activate this ability.

Utility Construct: At 7th level, the constructor gains the ability to alter an astral construct as it is being
manifested. The astral construct loses all attack capabilities and menu selections. The astral construct in return has its duration increased to 1 hour per manifester level. The constructor can shape the astral construct into either a standard featureless humanoid-shaped biped or a horselike-shaped quadruped.

A utility construct can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. It can perform only one activity at a time, but it repeats the same activity over and over again if told to do so, thus allowing you to command it to clean the floor and then turn your attention elsewhere as long as you remain within range. As another example, a utility construct following a psion and carrying a barrel will stop at a closed door; it must be told to place the barrel on the ground and open the door. It can open only normal doors, drawers, lids, and the like. It can trigger traps and such, but it can exert only 100 pounds of force, which may not be enough to activate certain pressure plates and other devices. It can also perform simple functions such as opening only normal doors, drawers, lids and so on.

A utility construct cannot attack in any way; it is never allowed an attack roll. It can make saves as normal. You need to stay in close range (Close 25 ft. + 5 ft./2 levels) of a utility construct to command it; however, it will continue to execute its last command to the best of its ability until its duration is reached or it is destroyed.

When shaped like a quadruped, the utility construct can more easily have bags or crates strapped to it or be used to pull a cart. A character can ride a quadruped utility construct if her weight is less than its carrying capacity.

Enhanced Construction: At 9th level, the constructor gains added flexibility and greater efficiency when manifesting astral construct. When manifesting astral construct, she can add the following augmentation to the power.

Augment: For every 2 power points you spend, an additional construct is created. The additional construct's level equals that of the first construct created. You can create up to three additional constructs per manifestation. Additional constructs have the same menu selections as the first construct.

Each time you manifest astral construct using Enhanced construction, all previously created astral constructs dissipate immediately. Thus you can have a maximum of four astral constructs created at any one time, and all must be created by the same manifestation of Enhanced construction. This is an exception to the rule where you can have only one astral construct shaped at any one time (introduced in 3.5e Complete Psionic, Astral Construct pg79).

For example, a constructor can spend 17 power points manifesting astral construct: 1 to manifest the power, 14 power points to augment the level of the first construct to 8th level, and 2 power points to create a second 8th-level construct.

Quickened Construction: At 10th level, the constructor gains the ability to manifest astral construct as a standard action (normally casting time is 1 round). Doing so does not cost any additional power points though the constructor must expend psionic focus to activate this ability.


The 'Official' Pathfinder Psionics system is being worked on by Dreamscarred Press, and they are doing alpha and beta versions for comentary and play-testing here on their web-site. So far they are doing a pretty good job, but any input from those knowing psionics would be welcomed by them!


I just posted a PDF on my Mediafire account that includes my conversions of the Psion and Psychic Warrior (as well as the Beguiler, Dread Necromancer, Hexblade). if anyone is interested.
I've posted the link here for easy access.

Elghinn Lightbringer Conversions


Dabbler wrote:
The 'Official' Pathfinder Psionics system is being worked on by Dreamscarred Press, and they are doing alpha and beta versions for comentary and play-testing here on their web-site. So far they are doing a pretty good job, but any input from those knowing psionics would be welcomed by them!

What's the site for the playtest info? I'd really like to see what they're doing with it.


Elghinn Lightbringer wrote:
Dabbler wrote:
The 'Official' Pathfinder Psionics system is being worked on by Dreamscarred Press, and they are doing alpha and beta versions for comentary and play-testing here on their web-site. So far they are doing a pretty good job, but any input from those knowing psionics would be welcomed by them!
What's the site for the playtest info? I'd really like to see what they're doing with it.

You can find it here. That links straight to the Pathfinder discussion forum. Believe me when I say, however, that their 3.5 products are well worth looking at.


Elghinn can you post the share URL for Elghinn Lightbringer Conversions so people can download your offering.

The full URL is similar to this...
http://www.mediafire.com/file/riytdmmwwzf/20100129c21p004.jpg


I've been having problems with posting the right thing. Here's the URL in my URL box when I'm on the site where my PDFs are. Let me know if that works.

http://www.mediafire.com/myfiles.php


It should be:

http://www.mediafire.com/ElghinnLightbringer


Ah, good. I haven't had to deal much with Mediafire yet so i wasn't sure if it was my custom url or not. Thanx Dabbler. This should work then.

Elghin Lightbringer's Conversions


Well done Elghinn Lightbringer. Top marks on presentation! After a quick overview it's great work. More more... :)

Is this all your own effort? Did you collect it piecemeal from the web or put it together with your gaming group? How much of it has actually been playtested in Pathfinder games?

Also thanks for highlighting a suitable way to work around Paizo's forum limitation of no attachments (which also helps to work around no editing of old posts).

Edit: I see it came from this thread - great work once again.
http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/communityContent/conversions/conversionDiscussionsOfNoncoreClassesWith20 LevelsFrom35


Silke wrote:

Well done Elghinn Lightbringer. Top marks on presentation! After a quick overview it's great work. More more... :)

Is this all your own effort? Did you collect it piecemeal from the web or put it together with your gaming group? How much of it has actually been playtested in Pathfinder games?

Also thanks for highlighting a suitable way to work around Paizo's forum limitation of no attachments (which also helps to work around no editing of old posts).

Most is my own, but the Psion is a combo of mine and other stuff over the last year I had seen. Since I was only using it for me, I don't remember who I kifed it from. So, for the psion, its a combined effort between complete strangers.

I just posted a Races conversion. Have fun.

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