Expanded Psionics Handbook Classes

==Cerebremancer==
(Expanded Psionics Handbook variant, p. 141)
Cerebremancers access both the arcane mysteries of spellcasting and the psionic powers of the mind.
====Requirements====
Skills: Knowledge (arcana) 6 ranks , Knowledge (psionics) 6 ranks
Spells: Able to cast 2nd-level arcane spells.
Psionics: Able to manifest 2nd-level powers.
====Hit die====
d4
====Skill points====
2 + Int
====Class Features====
Weapon and Armor Proﬁciency: Cerebremancers gain no proﬁciency with any weapon or armor.
Spells per Day/Powers Known: When a new cerebremancer level is attained, the character gains new spells per day as if he had also attained a level in any one arcane spellcasting class he belonged to before he added the prestige class. He gains additional power points per day and access to new powers as if he had also gained a level in any one manifesting class he belonged to previously. He does not, however, gain any other beneﬁt a character of either class would have gained (bonus metamagic, metapsionic, or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of cerebremancer to the level of whatever other arcane spellcasting class and manifesting class the character has, then determines spells per day, caster level, power points per day, powers known, and manifester level accordingly.
For example, a 3rd-level wizard/3rd-level psion who takes a level in cerebremancer has the same access to spells as a 4th-level wizard and the same number of power points as a 4th-level psion. But his wizard familiar and his psicrystal (if he has one) won’t gain any new abilities.
If a character had more than one arcane spellcasting class or more than one manifesting class before he became a cerebremancer, he must decide to which class he adds each level of cerebremancer for purpose of determining spells per day, caster level, power points per day, powers known, and manifester level.
===Advancement===
Level	BAB	Fort	Ref	Will	Spells per Day/Powers Known
1st 	+0 	+0 	+0 	+2 	+1 level of existing arcane spellcasting class/+1 level of existing manifesting class
2nd 	+1 	+0 	+0 	+3 	+1 level of existing arcane spellcasting class/+1 level of existing manifesting class
3rd 	+1 	+1 	+1 	+3 	+1 level of existing arcane spellcasting class/+1 level of existing manifesting class
4th 	+2 	+1 	+1 	+4 	+1 level of existing arcane spellcasting class/+1 level of existing manifesting class
5th 	+2 	+1 	+1 	+4 	+1 level of existing arcane spellcasting class/+1 level of existing manifesting class
6th 	+3 	+2 	+2 	+5 	+1 level of existing arcane spellcasting class/+1 level of existing manifesting class
7th 	+3 	+2 	+2 	+5 	+1 level of existing arcane spellcasting class/+1 level of existing manifesting class
8th 	+4 	+2 	+2 	+6 	+1 level of existing arcane spellcasting class/+1 level of existing manifesting class
9th 	+4 	+3 	+3 	+6 	+1 level of existing arcane spellcasting class/+1 level of existing manifesting class
10th 	+5 	+3 	+3 	+7 	+1 level of existing arcane spellcasting class/+1 level of existing manifesting class
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Concentration 	CON 	 	
Craft 	INT 	 	
Decipher Script 	INT 	 	
Knowledge (arcana) 	INT 	 	
Knowledge (psionics)	INT 	 	
Profession 	WIS 	 	
Psicraft 	INT 	 	
Spellcraft 	INT 	 	
==Elocater==
(Expanded Psionics Handbook variant, p. 142)
Elocaters are renowned for their agile combat stratagems, using their knowledge of motion and space to set themselves up for quick attacks against slower opponents. Elocaters excel on the ﬁeld of battle, slipping in and out of harm’s way like a violent wind, surprising foes with their sudden opportunistic attacks and then darting away before foes are able to retaliate. Elocaters are also known for “getting there,” wherever “there” is. They are swift travelers, proﬁcient in simple scouting or in gaining entrance into locked and trapped treasure vaults.
Psychic warriors seem most attracted to the elocater class, though combat-oriented wilders and psions of the kineticist and nomad disciplines also ﬁnd elocater class features of interest.
====Requirements====
Base Attack Bonus: +3
Skills: Concentration 8 ranks
Feats: Mobility , Spring Attack
Psionics: Able to manifest 1st-level powers.
====Hit die====
d6
====Skill points====
6 + Int
====Class Features====
Weapon and Armor Proficiency: Elocaters are proficient with all simple and martial weapons and with light armor.
Powers Known: At every level indicated on the table, the character 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 elocater 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 an elocater, she must decide to which class she adds the new level of elocater for the purpose of determining power points per day, powers known, and manifester level.
Scorn Earth (Su): At 1st level, an elocater's feet lift from the ground. From now on, she can float a foot above the ground. Instead of walking she glides along, unconcerned with the hard earth or difficult terrain. While she remains within 1 foot of a flat surface of any solid or liquid, she can take normal actions and make normal attacks, and can move at her normal speed (she can even "run" at four times her normal speed). However, at distances higher than 1 foot above any surface, her speed diminishes to 10 feet 
per round.
While she remains within 1 foot of a surface, she can make melee and ranged attacks normally, but if she moves any higher, she incurs the penalties on melee and ranged attack rolls as if she were the subject of the psionic levitate power (see the levitate spell description, page 248 of the Player's Handbook).
Sidestep Charge (Ex): At 1st level, an elocater gains Sidestep Charge (see page 51) as a bonus feat, even if she does not meet the prerequisites. If the character already has this feat, she gains no benefit.
Opportunistic Strike (Ex): Beginning at 2nd level, an elocater's hyperawareness of spatial relations gives her an instinctive view of the battlefield, which allows her to make a cunning attack against distracted opponents. The elocater gains a +2 insight bonus on her attack roll and her damage roll (if the attack hits) for the first attack she makes against an opponent that has been dealt damage in melee by another character since the elocater's last action. At 5th level the insight bonus increases to +4, and at 8th level the insight bonus increases to +6.
Dimension Step (Su): An elocater of 3rd level or higher can slip psionically between spaces as if using the psionic dimension door power, once per day. The elocater cannot bring any other creatures with her. Her manifester level for this effect is equal to her elocater level.
Flanker (Ex): An elocater of 4th level or higher can flank enemies from seemingly impossible angles. She can designate any adjacent square as the square from which flanking against an ally is determined (including the square where she stands, as normal). She can designate the square at the beginning of her turn or at any time during her turn. The designated square remains her effective square for flanking until she is no longer adjacent to it or until she chooses a different square (at the start of one of her turns). The character can even choose a square that is impassable or occupied.
Transporter (Ex): At 6th level, an elocater learns both psionic teleport and psionic plane shift. These powers are in addition to any powers the elocater normally learns by advancing a level.
The elocater treats these powers as if they were 3rd-level powers on her class list. This means, among other things, that manifesting these powers costs 5 power points. (If the character does not have a high enough manifester level to manifest 3rd-level powers, such as might be the case for some psychic warriors who qualify for this class, the character cannot manifest these powers until she has attained the required manifester level.)
Capricious Step (Ex): At 7th level, an elocater can take an extra 5-foot step in any round when she doesn't perform any other movement (except for the first 5-foot step). Like the first, the second 5-foot step does not provoke attacks of opportunity. The character can take the extra 5-foot step immediately after taking the first, or wait until the end of her other actions for the round. In all other ways, the rules for taking a 5-foot step apply, as described on page 144 of the Player's Handbook.
Dimension Spring Attack (Su): An elocater of 9th level or higher can use her dimension step ability in conjunction with her Spring Attack feat once per day. This ability can be used only against opponents within 60 feet to which the elocater has line of sight. She can dimension step up to the target, use Spring Attack, and then use dimension step to return to her starting point. (When she uses this ability, the total distance she can travel before and after the attack is not limited by her speed.) The use of this ability counts as her use of the dimension step ability on that day (and this ability is not available during a day when she has already used dimension step).
Accelerated Action (Su): When she attains 10th level, an elocater can accelerate herself and thereby take more actions than normal. An elocater can accelerate herself for a total of 5 rounds per day. She can choose to parcel out her accelerated actions in 1-round increments. (This effect is not cumulative with similar effects that provide additional actions, such as schism or a haste spell—and in fact an elocater can't take an accelerated action if affected by these or similar effects.)
If she makes a full attack while accelerated, an elocater can make one extra attack with any weapon she is holding. The attack is made using her full base attack bonus, plus any modifiers appropriate to the situation. If the elocater uses her accelerated action to move, she gains an enhancement bonus to her speed of +30 feet. The elocater can use her accelerated action to manifest a power, as long as she has not already manifested a power in the current round and the one she wants to manifest has a manifesting time of 1 standard action or shorter.
While accelerated, she gains a +2 dodge bonus on attack rolls and Reflex saves and a +2 dodge bonus to Armor Class. Any condition that makes her lose her Dexterity bonus to Armor Class (if any) also makes her lose these dodge bonuses.
===Advancement===
Level	BAB	Fort	Ref	Will	Special 	Powers Known
1st 	+0 	+0 	+2 	+2 	Scorn earth, Sidestep Charge	+1 level of existing manifesting class
2nd 	+1 	+0 	+3 	+3 	Opportunistic strike +2 	—
3rd 	+2 	+1 	+3 	+3 	Dimension step 	+1 level of existing manifesting class
4th 	+3 	+1 	+4 	+4 	Flanker 	+1 level of existing manifesting class
5th 	+3 	+1 	+4 	+4 	Opportunistic strike +4 	—
6th 	+4 	+2 	+5 	+5 	Transporter 	+1 level of existing manifesting class
7th 	+5 	+2 	+5 	+5 	Capricious step 	+1 level of existing manifesting class
8th 	+6 	+2 	+6 	+6 	Opportunistic strike +6 	—
9th 	+6 	+3 	+6 	+6 	Dimension spring attack 	+1 level of existing manifesting class
10th 	+7 	+3 	+7 	+7 	Accelerated action 	+1 level of existing manifesting class
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Autohypnosis 	WIS 	 	
Balance 	DEX 	 	
Climb 	STR 	 	
Concentration 	CON 	 	
Craft 	INT 	 	
Disable Device 	INT 	 	
Escape Artist 	DEX 	 	
Gather Information 	CHA 	 	
Hide 	DEX 	 	
Jump 	STR 	 	
Knowledge (local) 	INT 	 	
Knowledge (psionics)	INT 	 	
Listen 	WIS 	 	
Move Silently 	DEX 	 	
Open Lock 	DEX 	 	
Perform 	CHA 	 	
Profession 	WIS 	 	
Psicraft 	INT 	 	
Search 	INT 	 	
Sense Motive 	WIS 	 	
Sleight of Hand 	DEX 	 	
Spot 	WIS 	 	
Swim 	STR 	 	
Tumble 	DEX 	 	
Use Psionic Device 	CHA 	 	
Use Rope 	DEX 	 	
==Fist of Zuoken==
(Expanded Psionics Handbook variant, p. 144)
The Fists of Zuoken are members of an order of martial artists devoted to mastering their own physical and mental development while protecting psions and other psionic creatures. The fists of Zuoken believe that mental powers are to be nurtured in all who possess them. In addition to their formidable prowess in combat, fists of Zuoken develop mental powers that surprise and astound their enemies.
Almost all fists of Zuoken are monks who are affiliated with a specific order created to guard centers of psionic learning—usually fortresses in the middle of forbidding wastelands. Naturally, the monks learned from the psionic masters as well, and thus the fists of Zuoken were born.
====Requirements====
Base Attack Bonus: +4
Skills: Concentration 9 ranks
Feats: Wild Talent
Special: Still mind class feature.
====Hit die====
d6
====Skill points====
4 + Int
====Class Features====
Weapon and Armor Proficiency: Fists of Zuoken gain no proficiency with any weapon or armor.
Monk Abilities: A Fist of Zuoken's class levels stack with his monk levels for the purpose of determining his unarmed damage and bonuses to Armor Class and unarmored speed. His class levels do not apply to other monk abilities such as flurry of blows, slow fall, and so on.
Power Points/Day: A Fist of Zuoken can manifest powers. His ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table 6—3: The Fist of Zuoken. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table 2—1: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. If a Fist of Zuoken has power points from a different class, those points are pooled together and usable to manifest powers from either class. Bonus power points from having a high ability score can be gained only for the character's highest psionic class.
Powers Known: A Fist of Zuoken chooses his powers from the psychic warrior power list. At 1st level, a Fist of Zuoken knows one psychic warrior power of your choice. Each time he attains a new level, he learns one new power.
A Fist of Zuoken can manifest any power that has a power point cost equal to or lower than his manifester level.The total number of powers a Fist of Zuoken can manifest per day is limited only by his daily power points. In other words, a 5th-level Fist of Zuoken (with a total of 15 power points, not counting any gained for a high Wisdom score) could manifest a power costing 1 power point fifteen times in one day, a power costing 5 power points three times in one day, or any combination of power point costs that does not exceed 15 power points in total.
A Fist of Zuoken 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 Fist of Zuoken powers is 10 + the power's level + the Fist of Zuoken's Wisdom modifier. For example, the saving throw against a 2nd-level power has a DC of 12 + Wis modifier.
Maximum Power Level Known: A Fist of Zuoken gains the ability to learn one 1st-level power when he takes his first level in the prestige class. As he attains each new odd-numbered level, a Fist of Zuoken gains the ability to master more complex powers. A 3rd-level Fist of Zuoken can learn powers of 2nd level or lower, a 5th-level Fist of Zuoken can learn powers of 3rd level or lower, and so on.
To learn or manifest a power, a Fist of Zuoken must have a Wisdom score of at least 10 + the power's level. For example, a Fist of Zuoken with a Wisdom score of 13 can manifest powers of 3rd level or lower.
Bonus Psionic Feat: At 5th and 10th level, a Fist of Zuoken can take any psionic feat from the psionic feats described in Chapter 3 as a bonus feat. He must still meet the prerequisites for the feat.
Multiclass Note: A monk who becomes a Fist of Zuoken may continue advancing as a monk.
===Advancement===
Level	BAB	Fort	Ref	Will	Special 	Power Points/Day	Powers Known	Maximum Power Level Known
1st 	+0 	+0 	+2 	+2 	Monk abilities 	1 	1 	1st
2nd 	+1 	+0 	+3 	+3 	— 	6 	2 	1st
3rd 	+2 	+1 	+3 	+3 	— 	6 	3 	2nd
4th 	+3 	+1 	+4 	+4 	— 	10 	4 	2nd
5th 	+3 	+1 	+4 	+4 	Bonus psionic feat	15 	5 	3rd
6th 	+4 	+2 	+5 	+5 	— 	23 	6 	3rd
7th 	+5 	+2 	+5 	+5 	— 	31 	7 	4th
8th 	+6 	+2 	+6 	+6 	— 	43 	8 	4th
9th 	+6 	+3 	+6 	+6 	— 	55 	9 	5th
10th 	+7 	+3 	+7 	+7 	Bonus psionic feat	71 	10 	5th
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Autohypnosis 	WIS 	 	
Concentration 	CON 	 	
Craft 	INT 	 	
Escape Artist 	DEX 	 	
Hide 	DEX 	 	
Jump 	STR 	 	
Knowledge (psionics)	INT 	 	
Knowledge (religion)	INT 	 	
Listen 	WIS 	 	
Move Silently 	DEX 	 	
Psicraft 	INT 	 	
Sense Motive 	WIS 	 	
Spot 	WIS 	 	
Tumble 	DEX 	 	
==Illithid Slayer==
(Expanded Psionics Handbook variant, p. 146)
A primary illithid slayer credo is “Do or die,” where “do” means “ﬁnd and slay illithids.” Slayers have no use for those with faltering hearts (another of their credos—which, truth be told, number in the hundreds). It is a poorly kept secret that while slayers are most adept at hunting and slaying illithids, their abilities make them deadly to any psionic creature.
Any character with some psionic ability can become an illithid slayer, as long as he or she hates illithids enough. Dwarves who take this prestige class are known as caradhaker, which loosely means “mindstalker.” In fact, illithid slayers as a distinct class may have ﬁrst originated among the dwarves, though the slayers themselves say they received their lore from a different, secret source.
====Requirements====
Base Attack Bonus: +4
Skills: Knowledge (dungeoneering) 4 ranks
Feats: Track
Psionics: Must have a power point reserve of at least 1 power point.
Special: Must have killed an illithid, either individually or as part of a group composed of no more than six members.
====Hit die====
d8
====Skill points====
4 + Int
====Class Features====
Weapon and Armor Proficiency: Illithid slayers are proficient with all simple and martial weapons and with all types of armor.
Powers Known: Beginning at 2nd level, an illithid slayer 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 illithid slayer 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 an illithid slayer, she must decide to which class she adds the new level of illithid slayer for the purpose of determining power points per day, powers known, and manifester level.
If the character did not belong to a manifesting class before taking this prestige class (for example, if she was a soulknife or a ranger with the Wild Talent feat), she does not gain manifesting levels.
Favored Enemy (Illithid) (Ex): When she enters the class, an illithid slayer formally declares illithids and illithid kin (such as neothelids; see page 204) as the enemy she detests above all others. Due to her extensive study of her foes and training in the proper techniques for combating them, she gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against illithids. Likewise, she gets a +2 bonus on weapon damage rolls against creatures of this kind.
At 4th level the bonuses increase to +4, at 7th level to +6, and at 10th level to +8.
Illithid Sense (Su): An illithid slayer can sense the presence of illithids within 60 feet of herself, even if they are hidden by darkness or walls, but she cannot discern their exact location.
Brain Nausea (Su): At 2nd level, a slayer gains a constant defensive ability somewhat similar to the aversion power. Any creature that attempts to eat the slayer's brain must succeed on a Will save (DC 15 + slayer's class level) or become disinclined to do so for 24 hours thereafter. A creature that fails this save may take any action it desires except extracting the slayer's brain (but does not realize it is being so affected). This ability is active even if the slayer is unconscious, stunned, or otherwise helpless.
Lucid Buffer (Ex): At 3rd level, an illithid slayer becomes especially skilled at resisting mental attacks. She gains a +4 competence bonus on saving throws against all compulsions and mind-affecting effects. This ability is active even if the illithid slayer is unconscious, stunned, or otherwise helpless.
Cerebral Blind (Su): After reaching 6th level, an illithid slayer is protected from all devices, powers, and spells that reveal location. This ability protects against information gathering by clairsentience powers or effects that reveal location. The ability even foils bend reality, limited wish, miracle, reality revision, and wish when they are used to gain information about the slayer's location (however, metafaculty can pierce this protective barrier). In the case of remote viewing or scrying that scans an area an illithid slayer is in, the effect works, but the slayer simply isn't detected. Remote viewing or scrying attempts that are targeted specifically at an illithid slayer do not work. This ability is active as long as the slayer is psionically focused.
Breach Power Resistance (Su): An illithid slayer of 8th level or higher can enhance her weapon with psionic might. Each successful melee attack (or ranged attack if the target is within 30 feet) she makes with her weapon against a creature with power resistance temporarily reduces its power resistance by 1. Unless the creature is slain, its lost power resistance returns all at once 12 hours later. This ability is active as long as the slayer is psionically focused.
Cerebral Immunity (Su): On reaching 9th level, an illithid slayer gains protection from all devices, powers, and spells that influence the mind. This ability shields her against almost all mind-affecting powers and effects (though the slayer can selectively allow powers or spells to affect her). The ability even foils bend reality, limited wish, miracle, reality revision, and wish when they are used to mentally influence an illithid slayer. This ability is active as long as the illithid slayer is psionically focused.
Blast Feedback (Su): At 10th level, an illithid slayer becomes able to turn an illithid's favorite attack against itself.
If a slayer makes her saving throw when attacked with mind blast, the mind blast rebounds upon the attacker! Only the original attacker is targeted in the rebound effect. If the original attacker fails a Will saving throw (DC equal to that of the original attack), the attacker is affected normally by the mind blast.
===Advancement===
Level	BAB	Fort	Ref	Will	Special 	Powers Known
1st 	+1 	+0 	+0 	+2 	Favored enemy (illithid) +2, illithid sense	—
2nd 	+2 	+0 	+0 	+3 	Brain nausea 	+1 level of existing manifesting class
3rd 	+3 	+1 	+1 	+3 	Lucid buffer 	+1 level of existing manifesting class
4th 	+4 	+1 	+1 	+4 	Favored enemy (illithid) +4 	+1 level of existing manifesting class
5th 	+5 	+1 	+1 	+4 	— 	+1 level of existing manifesting class
6th 	+6 	+2 	+2 	+5 	Cerebral blind 	+1 level of existing manifesting class
7th 	+7 	+2 	+2 	+5 	Favored enemy (illithid) +6 	+1 level of existing manifesting class
8th 	+8 	+2 	+2 	+6 	Breack power resistance 	+1 level of existing manifesting class
9th 	+9 	+3 	+3 	+6 	Cerebral immunity 	+1 level of existing manifesting class
10th 	+10	+3 	+3 	+7 	Blast feedback, favored enemy (illithid) +8	+1 level of existing manifesting class
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Bluff 	CHA 	 	
Concentration 	CON 	 	
Knowledge (dungeoneering)	INT 	 	
Listen 	WIS 	 	
Psicraft 	INT 	 	
Sense Motive 	WIS 	 	
Spot 	WIS 	 	
Survival 	WIS 	 	
==Metamind==
(Expanded Psionics Handbook variant, p. 147)
Metaminds know that accumulating the most power in the shortest time is the key to psionic superiority. All metaminds strive for “power to burn”—they are unconcerned with glamor or flashy behavior, but rather are singlemindedly determined to amass as much psychic power as possible. Someone who takes one or more levels of metamind is sometimes colloquially referred to as a “head” by other psionic characters.
In game terms, a metamind is all about power points. Any character with some manifesting ability can become a metamind to enhance his or her mental strength—at the expense of discovering higher-level powers. Psions and wilders who need an extra edge for prolonged use of speciﬁ c powers often take several levels of metamind.
====Requirements====
Skills: Knowledge (psionics) 8 ranks , Psicraft 4 ranks
Feats: Psicrystal Affinity
Psionics: Manifester level 4th.
====Hit die====
d4
====Skill points====
4 + Int
====Class Features====
Weapon and Armor Proficiency: Metaminds gain no proficiency with any weapon or armor.
Powers Known: At every even-numbered level, a metamind gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that he adds the level of metamind 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 he became a metamind, he must decide to which class he adds the new level of metamind for the purpose of determining power points per day, powers known, and manifester level.
Free Manifesting (Ps): At 1st level, a metamind can manifest any 1st-level power he knows for free (without spending power points) three times per day.
At higher levels, a metamind gains the ability to freely manifest additional higher-level powers: three 2nd-level powers per day at 3rd level; one 3rd-level power per day at 5th level; one 4th-level power per day at 7th level; and one 5th-level power per day at 9th level.
This benefit applies only to the power point cost of an unaugmented power. Points spent to augment a power and an experience point cost (if any) must be paid as normal.
Cognizance Psicrystal (Ex): At 2nd level, a metamind masters the trick of storing excess power points in a psicrystal. The psicrystal is now treated as a cognizance crystal (see page 167) capable of storing 5 power points, in addition to its psicrystal abilities. At every even-numbered level, a metamind becomes able to store an additional 2 power points in his psicrystal, to a maximum of 11 points at 8th level.
Font of Power (Ps): A 10th-level meta mind can act as a living cognizance crystal, producing seemingly endless power points once per day, for up to 1 minute. His eyes shine like tiny stars, and faint illumination seems to beam out of his mouth and the end of each of his fingers. While so empowered, he can manifest any of his powers without drawing from his power point reserve. He finds the power points he needs welling up within his own body.
If a metamind using this ability enters a metaconcert (see metaconcert, page 115), his power point reserve is accessed normally for the purpose of his contributing to the pool.
===Advancement===
Level	BAB	Fort	Ref	Will	Special 	Powers Known
1st 	+0 	+0 	+0 	+2 	Free manifesting 1st, 3/day 	—
2nd 	+1 	+0 	+0 	+3 	Cognizance psicrystal 5 points 	+1 level of existing manifesting class
3rd 	+1 	+1 	+1 	+3 	Free manifesting 2nd, 3/day 	—
4th 	+2 	+1 	+1 	+4 	Cognizance psicrystal 7 points 	+1 level of existing manifesting class
5th 	+2 	+1 	+1 	+4 	Free manifesting 3rd, 1/day 	—
6th 	+3 	+2 	+2 	+5 	Cognizance psicrystal 9 points 	+1 level of existing manifesting class
7th 	+3 	+2 	+2 	+5 	Free manifesting 4th, 1/day 	—
8th 	+4 	+2 	+2 	+6 	Cognizance psicrystal 11 points	+1 level of existing manifesting class
9th 	+4 	+3 	+3 	+6 	Free manifesting 5th, 1/day 	—
10th 	+5 	+3 	+3 	+7 	Font of power 	+1 level of existing manifesting class
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Autohypnosis 	WIS 	 	
Concentration 	CON 	 	
Craft 	INT 	 	
Knowledge (psionics)	INT 	 	
Psicraft 	INT 	 	
==Psion==
(Expanded Psionics Handbook variant, p. 19)
A seeker after psionic secrets; a master of the mind and the thoughts of others.
The striking ﬁst or ﬂashing sword pales beside a psion’s focused stare. Psionic powers arise from a regimen of strict mental discipline developed over months and years of self- scrutiny and subconscious discovery. Those who overcome their personal demons, fears, and other pitfalls of intense self-reﬂection learn to call upon an internal reservoir of psionic power.
Psions depend on a continual study of their own minds to discover an ever wider range of mental powers. They meditate on memories and the nature of memory itself, debate with their own fragment personalities, and delve into the dark recesses of their minds’ convoluted corridors. “Know thyself” is not just a saying for a psion—it’s the road to power.
A psion’s powers make him a good addition to any party. Psions take on differing roles within a party, based on the discipline each one selects. For example, seers (specialists in clairsentience) serve to guide parties in difﬁcult spots, while shapers (psions who have chosen metacreativity as their discipline) vastly upgrade the party’s options in a ﬁght.
 ====Hit die====
d4
====Alignment====
Any.
====Starting gold====
3d4x10
====Skill points====
2 + Int
====Class Features====
Class Skills: A psion gains additional class skills based on his discipline, as listed below.
Seer (Clairsentience): Gather Information (Cha), Listen (Wis), and Spot (Wis).
Shaper (Metacreativity): Bluff (Cha), Disguise (Cha), and Use Psionic Device* (Cha).
Kineticist (Psychokinesis): Autohypnosis* (Wis), Disable Device (Dex), and Intimidate (Cha).
Egoist (Psychometabolism): Autohypnosis* (Wis), Balance (Dex) and Heal (Wis).
Nomad (Psychoportation): Climb (Str), Jump (Str), Ride (Dex), Survival (Wis), and Swim (Str).
Telepath (Telepathy): Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), and Sense Motive (Wis).
*See new skills and expanded uses of existing skills in Chapter 3 of this book. See Chapter 4 of the Player's Handbook for other skill descriptions.
Weapon and Armor Proficiency: Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.
Power Points/Day: A psion's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table 2—3: The Psion. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table 2—1: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
Discipline: Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline. 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. Chapter 5 of this book contains a list of powers available to all psions and lists of powers restricted to certain disciplines.)
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 disciplines other than your chosen discipline. (Exception: The feats Expanded Knowledge, page 46, and Epic Expanded Knowledge, page 34, 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. For example, a 9th-level psion (with a total of 72 power points) could manifest a power costing 1 power point seventy-two times in one day, a power costing 9 power points eight times in one day, or any other combination of manifestations that does not exceed 72 power points in total.
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. For example, the saving throw against a 6th-level power has a DC of 16 + Int 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—for example, a 3rd-level psion can learn powers of 2nd level or lower, a 5th-level psion can learn powers of 3rd level or lower, and so on.
To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power's level. For example, a psion within an Intelligence score of 15 can manifest powers of 5th level or lower.
Bonus Feats: A psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat.
These bonus feats are in addition to the feats that a character of any class gains every three levels (as given on Table 3—2: Experience and Level-Dependent Benefits, page 22 of the Player's Handbook). 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.
Clairsentience: A psion who chooses clairsentience is known as a seer. Seers can learn precognitive powers to aid their comrades in combat, as well as powers that permit them to gather information in many different ways.
Metacreativity: 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 armor, weapons, or animated constructs to do battle at the shaper's command.
Psychokinesis: Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy.
Psychometabolism: A psion who specializes in psychometabolism is known as an egoist. This discipline consists of powers that alter the psion's psychobiology, or that of creatures near him. An egoist can both heal and transform himself into a fearsome fighter.
Psychoportation: A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time.
Telepathy: A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.
===Advancement===
Level	BAB 	Fort	Ref	Will	Special 	Power Points per Day	Powers Known	Maximum Power Level Known
1st 	+0 	+0 	+2 	+0 	Bonus feat, discipline	2 	3 	1st
2nd 	+1 	+0 	+3 	+0 	— 	6 	5 	1st
3rd 	+1 	+1 	+3 	+1 	— 	11 	7 	2nd
4th 	+2 	+1 	+4 	+1 	— 	17 	9 	2nd
5th 	+2 	+1 	+4 	+1 	Bonus feat 	25 	11 	3rd
6th 	+3 	+2 	+5 	+2 	— 	35 	13 	3rd
7th 	+3 	+2 	+5 	+2 	— 	46 	15 	4th
8th 	+4 	+2 	+6 	+2 	— 	58 	17 	4th
9th 	+4 	+3 	+6 	+3 	— 	72 	19 	5th
10th 	+5 	+3 	+7 	+3 	Bonus feat 	88 	21 	5th
11th 	+5 	+3 	+7 	+3 	— 	106 	22 	6th
12th 	+6/+1 	+4 	+4 	+8 	— 	126 	24 	6th
13th 	+6/+1 	+4 	+4 	+8 	— 	147 	25 	7th
14th 	+7/+2 	+4 	+4 	+9 	— 	170 	27 	7th
15th 	+7/+2 	+5 	+5 	+9 	Bonus feat 	195 	28 	8th
16th 	+8/+3 	+5 	+5 	+10 	— 	221 	30 	8th
17th 	+8/+3 	+5 	+5 	+10 	— 	250 	31 	9th
18th 	+9/+4 	+6 	+6 	+11 	— 	280 	33 	9th
19th 	+9/+4 	+6 	+6 	+11 	— 	311 	34 	9th
20th 	+10/+5	+6 	+6 	+12 	Bonus feat 	343 	36 	9th
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Concentration 	CON 	 	
Craft 	INT 	 	
Knowledge (arcana) 	INT 	 	
Knowledge (architecture and engineering)	INT 	 	
Knowledge (dungeoneering) 	INT 	 	
Knowledge (geography) 	INT 	 	
Knowledge (history) 	INT 	 	
Knowledge (local) 	INT 	 	
Knowledge (nature) 	INT 	 	
Knowledge (nobility and royalty) 	INT 	 	
Knowledge (psionics) 	INT 	 	
Knowledge (religion) 	INT 	 	
Knowledge (the planes) 	INT 	 	
Profession 	WIS 	 	
Psicraft 	INT 	 	
==Psion Uncarnate==
(Expanded Psionics Handbook variant, p. 148)
Formless, ﬂeshless, and unbound by the limits of corporeality—this is the goal of every psion uncarnate. “Flesh is weak, but mind is strong,” or so goes the mantra taught by the Golden Mind. The Golden Mind’s origin is rumored to be offworld or offplane, and the Golden Mind is said to be an entity that has lost its way home (or has been exiled; the truth is unclear). What is clear is that the Golden Mind teaches a potent skill—the ability to loose one’s spirit from its shell and become a psion uncarnate.
Only hardcore manifesters are likely to be drawn to becoming uncarnate. Thus, psions and wilders most often take the uncarnate path, while combat specialists such as psychic warriors are happy in their physicality.
====Requirements====
Skills: Knowledge (psionics) 8 ranks
Feats: Psionic Body
Psionics: Able to manifest 3rd-level powers.
Special: Must have had some instruction by another psion uncarnate, have access to teachings of the Golden Mind, or belong to an organization that has access to or is administered by the Golden Mind.
====Hit die====
d4
====Skill points====
2 + Int
====Class Features====
Weapon and Armor Proficiency: Psion uncarnates gain no proficiency with any weapon or armor.
Powers Known: At every level indicated on Table 6—6, a psion uncarnate gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He 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 he adds the level of psion uncarnate 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 he became a psion uncarnate, he must decide to which class he adds the new level of psion uncarnate for the purpose of determining power points per day, powers known, and manifester level.
Incorporeal Touch (Su): Beginning at 1st level, a psion uncarnate can make up to three melee touch attacks per day that each deal 1d6 points of damage if they hit. The character's Strength modifier is not applied to this attack, but it is effective against incorporeal creatures (and against corporeal creatures while the psion uncarnate is incorporeal) The character's hand and arm seem to become slightly translucent when he makes these attacks. A miss still counts as a use of the ability.
While uncarnate (see below), a psion uncarnate can make melee touch attacks at will that do not count against his uses of this ability.
For every four levels higher than 1st the psion uncarnate attains, the damage on these attacks increases by 1d6 points.
Uncarnate Armor (Su): A psion uncarnate wearing armor (or using inertial armor or a similar effect) gets his armor bonus to AC even when he becomes incorporeal (see Shed Body, below). However, unlike other incorporeal creatures, a psion uncarnate does not gain a deflection bonus to Armor Class from his Charisma modifier. This ability works even if the armor being worn becomes incorporeal (such as through the use of the assume equipment ability described below).
Shed Body (Su): Starting at 2nd level, a psion uncarnate can become incorporeal (or "uncarnate") once per day as a standard action. The character can remain uncarnate for up to 1 minute. During this time, the character's body fades into an immaterial form that retains the character's basic likeness. While uncarnate, the character gains the incorporeal subtype (see below). He gains a fly speed equal to his land speed (perfect maneuverability). His material armor remains in place and continues to provide its armor bonus to AC (see Uncarnate Armor, above). His material weapons also remain corporeal. Losing his physical form allows the character to more easily access his mental abilities, and he gains a +1 bonus on all save DCs for powers he manifests while uncarnate.
He can use equipment normally, deriving benefits from items that enhance his capabilities; however, all his equipment remains material even when the character is uncarnate (but see the assume equipment ability, described below). Often, a psion uncarnate appears almost like a ghost wearing items of the material world. This doesn't make his equipment more susceptible to attack (the normal rules for attended objects apply), but it does make it impossible for the character to enter or pass through solid objects while wearing solid equipment. If he drops his material equipment, he can pass through solid objects at will as described below.
At 6th level and higher, a psion uncarnate can shed his body twice per day for up to 1 minute each time.
Incorporeal Subtype: An incorporeal psion uncarnate has no physical body. He can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. He is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, he has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as concussion blast, or attacks made with ghost touch weapons).
An incorporeal psion uncarnate has no natural armor bonus—and, unlike other incorporeal creatures, does not gain a deflection bonus from his Charisma modifier.
An incorporeal psion uncarnate can enter or pass through solid objects (subject to the restrictions described in the shed body and assume equipment abilities), but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than his own. He can sense the presence of creatures or objects within a square adjacent to his current location, but enemies have total concealment (50% miss chance) from an incorporeal psion uncarnate that is inside an object. To see farther from the object he is in and attack normally, the incorporeal psion uncarnate must emerge. An incorporeal psion uncarnate inside an object has total cover, but when he attacks a creature outside the object he only has cover, so a creature outside with a readied action could strike at him as he attacks. An incorporeal psion uncarnate cannot pass through a force effect.
An incorporeal psion uncarnate's attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as force screen) work normally against him. He can pass through and operate in water as easily as he does in air. An incorporeal psion uncarnate cannot fall or take falling damage. He cannot make trip or grapple attacks, nor can he be tripped or grappled. In fact, he cannot take any physical action that would move or manipulate an opponent or its equipment, nor is he subject to such actions.
Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attack rolls and its ranged attack rolls. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.
Assume Equipment (Su): Beginning at 3rd level, a psion uncarnate can designate a number of pieces of his worn equipment (including armor and weapons) equal to his psion uncarnate level to become incorporeal when he uses his shed body ability. This has no effect on the equipment's function, but now when the psion uncarnate is incorporeal, he can enter or pass through solid objects while wearing nothing other than the designated equipment. Once designated, the equipment automatically changes to incorporeal when the character sheds his body, and it returns to corporeality when the character does. The character can change his designations as he desires.
Assume Likeness (Su): At 4th level and higher, while incorporeal, a psion uncarnate can assume the likeness of any Small, Medium, or Large creature as a standard action that does not provoke attacks of opportunity. The character's abilities do not change, but he appears to be the creature that he assumes the likeness of, allowing him the ability to effectively disguise himself and bluff those who might wonder at his true nature. Each physical interaction with a creature requires a successful Bluff check (opposed by the creature's Sense Motive check) to convince the creature of the psion uncarnate's new appearance. The psion uncarnate must not do anything to give away his true (incorporeal) nature in order for the bluff to be successful; for instance, if he accepts an item from another creature only to have it fall through his immaterial hands, the Bluff check automatically fails. However, a Bluff check would be allowed if the psion uncarnate uses his telekinetic force ability (see below) to hold the received item.
When using his assume likeness ability, a psion uncarnate has an additional +10 circumstance bonus on Disguise checks. If he can read an opponent's mind, he gets a further +4 circumstance bonus on Bluff and Disguise checks.
Telekinetic Force (Su): Beginning at 7th level, while incorporeal, a psion uncarnate can use a telekinetic force effect (see the power description, page 135) as a standard action that does not provoke attacks of opportunity. The save DC is equal to 14 + the psion uncarnate's key ability modifier (either Int, Wis, or Cha). The character's manifester level is the manifester level of the effect.
Even while corporeal, a psion uncarnate can use this ability, but only three times per day (uses while he is uncarnate do not count against this use limit).
Uncarnate Bridge (Su): At 8th level, as a creature of almost pure mind, a psion uncarnate becomes more closely attuned to the minds of other creatures. He gains the ability to transport himself via the minds of living creatures. Once per day as a standard action while incorporeal, he can seamlessly enter any living creature with an Intelligence score and pass to another living creature with an Intelligence score that is within line of sight of the first creature. The psion uncarnate must be in a space adjacent to the entry creature before transporting, and he appears in a space adjacent to the destination creature after transporting.
The entry and destination creatures need not be familiar to the character. A psion uncarnate cannot use himself as the entry or destination creature. Neither creature need be a willing participant. When exiting the destination creature, the psion uncarnate chooses an adjacent square in which to appear. Entering and leaving a creature is painless, unless the psion uncarnate wishes otherwise (see below). In most cases, though, the destination creature finds being the endpoint of a mental bridge surprising and quite unsettling.
If he desires, a psion uncarnate can destructively exit the destination creature. If the creature fails a Will save (DC 15 + psion uncarnate's key ability modifier), the exiting psion uncarnate tunes his mental form to destructively interfere with the target's mind. He bursts forth explosively from the creature's body, dealing it 10d6 points of damage.
Uncarnate (Ex): At 10th level, a psion uncarnate becomes a being of pure psionic consciousness. This ability is similar to shed body, except the character is permanently incorporeal (and gains that subtype). If the character desires, he can become corporeal once per day for up to 1 minute, but he spends the rest of his time as an entity of mind untethered by the physical world.
===Advancement===
Level	BAB	Fort	Ref	Will	Special 	Powers Known
1st 	+0 	+0 	+0 	+2 	Incoporeal touch 1d6, uncarnate armor	—
2nd 	+1 	+0 	+0 	+3 	Shed body 1/day 	+1 level of existing manifesting class
3rd 	+1 	+1 	+1 	+3 	Assume equipment 	+1 level of existing manifesting class
4th 	+2 	+1 	+1 	+4 	Assume likeness 	—
5th 	+2 	+1 	+1 	+4 	Incoporeal touch 2d6 	+1 level of existing manifesting class
6th 	+3 	+2 	+2 	+5 	Shed body 2/day 	+1 level of existing manifesting class
7th 	+3 	+2 	+2 	+5 	Telekinetic force 	—
8th 	+4 	+2 	+2 	+6 	Uncarnate bridge 	+1 level of existing manifesting class
9th 	+4 	+3 	+3 	+6 	Incoporeal touch 3d6 	+1 level of existing manifesting class
10th 	+5 	+3 	+3 	+7 	Uncarnate 	—
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Autohypnosis 	WIS 	 	
Bluff 	CHA 	 	
Concentration 	CON 	 	
Craft 	INT 	 	
Disguise 	CHA 	 	
Knowledge (psionics) 	INT 	 	
Knowledge (the planes)	INT 	 	
Psicraft 	INT 	 	
Sense Motive 	WIS 	 	
==Psychic Warrior==
(Expanded Psionics Handbook variant, p. 24)
One who turns the mind’s potential to the warrior’s art is known as a psychic warrior. Where psions devote themselves wholly to the development of mind-engendered abilities, psychic warriors give emphasis to the development of the body. With mental and physical energy working in union, the psychic warrior strives toward martial perfection.
The sword, axe, and bow are physical tools that psychic warriors embrace along with their psionic abilities. Well trained in both physical and psionic matters, the psychic warrior is a formidable adversary.
The defining trait of the psychic warrior is his ability to supplement his physical attacks with psionic feats and powers. A combination of strength, martial skill, and psionic ability allows the psychic warrior to match and sometimes surpass a normal fighter of equal experience. As the psychic warrior gains experience and power, his ﬁghting skills and psionic abilities grow in concert.
 ====Hit die====
d8
====Alignment====
Any.
====Starting gold====
5d4x10
====Skill points====
2 + Int
====Class Features====
Weapon 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 2–4: The Psychic Warrior. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table 2–1: Ability Modiﬁers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. A 1st-level psychic warrior gains no power points for his class level, but he gains bonus power points (if he is entitled to any), 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, page 46, and Epic Expanded Knowledge, page 34, 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. In other words, a 11th-level psychic warrior (with a total of 35 power points) could manifest a power costing 1 power point 35 times in one day, a power costing 5 power points 7 times in one day, or any combination of power point costs that does not exceed 35 power points in total.
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. For example, the saving throw against a 6th-level power has a DC of 16 + Wis modiﬁer.
Maximum Power Level Known: A psychic warrior begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers—for example, a 4th-level psychic warrior can learn powers of 2nd level or lower, a 7th-level psychic warrior can learn powers of 3rd level or lower, and so on.
To learn or manifest a power, a psychic warrior must have a Wisdom score of at least 10 + the power’s level. For example, a psychic warrior with a Wisdom score of 13 can manifest powers of 3rd level or lower.
Bonus Feats: At 1st level, a psychic warrior gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The psychic warrior gains an additional bonus feat at 2nd level and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th). These bonus feats must be drawn from the feats noted as ﬁghter bonus feats on Table 5–1: Feats, page 90 of the Player’s Handbook, or from the psionic feats in Chapter 3 of this book. 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 cannot choose feats that speciﬁcally require levels in the ﬁghter class (such as Greater Weapon Focus or Weapon Specialization) unless he is a multiclass character with the requisite levels in the ﬁghter class.
These bonus feats are in addition to the feats that a character of any class gains every three levels (as given on Table 3–2: Experience and Level-Dependent Beneﬁts, page 22 of the Player’s Handbook). A psychic warrior is not limited to ﬁghter bonus feats and psionic feats when choosing these other feats.
===Advancement===
Level 	BAB 	Fort 	Ref 	Will 	Special 	Power Points per Day 	Powers Known 	Maximum Power Level Known
1st 	+0 	+2 	+0 	+0 	Bonus feat 	0* 	1 	1st
2nd 	+1 	+3 	+0 	+0 	Bonus feat 	3 	2 	1st
3rd 	+2 	+3 	+1 	+1 	— 	3 	3 	1st
4th 	+3 	+4 	+1 	+1 	— 	5 	4 	2nd
5th 	+3 	+4 	+1 	+1 	Bonus feat 	7 	5 	2nd
6th 	+4 	+5 	+2 	+2 	— 	11 	6 	2nd
7th 	+5 	+5 	+2 	+2 	— 	15 	7 	3rd
8th 	+6/+1 	+6 	+2 	+2 	Bonus feat 	19 	8 	3rd
9th 	+6/+1 	+6 	+3 	+3 	— 	23 	9 	3rd
10th 	+7/+2 	+7 	+3 	+3 	— 	27 	10 	4th
11th 	+8/+3 	+7 	+3 	+3 	Bonus feat 	35 	11 	4th
12th 	+9/+4 	+8 	+4 	+4 	— 	43 	12 	4th
13th 	+9/+4 	+8 	+4 	+4 	— 	51 	13 	5th
14th 	+10/+5 	+9 	+4 	+4 	Bonus feat 	59 	14 	5th
15th 	+11/+6/+1 	+9 	+5 	+5 	— 	67 	15 	5th
16th 	+12/+7/+2 	+10 	+5 	+5 	— 	79 	16 	6th
17th 	+12/+7/+2 	+10 	+5 	+5 	Bonus feat 	91 	17 	6th
18th 	+13/+8/+3 	+11 	+6 	+6 	— 	103 	18 	6th
19th 	+14/+9/+4 	+11 	+6 	+6 	— 	115 	19 	6th
20th 	+15/+10/+5 	+12 	+6 	+6 	Bonus feat 	127 	20 	6th
*The psychic warrior gains no power points from his class at 1st level. However, he does add any bonus power points he gains from a high Wisdom score, his race, and feats or other sources to his reserve. He can use these points (if any) to manifest his power.	*The psychic warrior gains no power points from his class at 1st level. However, he does add any bonus power points he gains from a high Wisdom score, his race, and feats or other sources to his reserve. He can use these points (if any) to manifest his power.	*The psychic warrior gains no power points from his class at 1st level. However, he does add any bonus power points he gains from a high Wisdom score, his race, and feats or other sources to his reserve. He can use these points (if any) to manifest his power.	*The psychic warrior gains no power points from his class at 1st level. However, he does add any bonus power points he gains from a high Wisdom score, his race, and feats or other sources to his reserve. He can use these points (if any) to manifest his power.	*The psychic warrior gains no power points from his class at 1st level. However, he does add any bonus power points he gains from a high Wisdom score, his race, and feats or other sources to his reserve. He can use these points (if any) to manifest his power.	*The psychic warrior gains no power points from his class at 1st level. However, he does add any bonus power points he gains from a high Wisdom score, his race, and feats or other sources to his reserve. He can use these points (if any) to manifest his power.	*The psychic warrior gains no power points from his class at 1st level. However, he does add any bonus power points he gains from a high Wisdom score, his race, and feats or other sources to his reserve. He can use these points (if any) to manifest his power.	*The psychic warrior gains no power points from his class at 1st level. However, he does add any bonus power points he gains from a high Wisdom score, his race, and feats or other sources to his reserve. He can use these points (if any) to manifest his power.	*The psychic warrior gains no power points from his class at 1st level. However, he does add any bonus power points he gains from a high Wisdom score, his race, and feats or other sources to his reserve. He can use these points (if any) to manifest his power.
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Autohypnosis 	WIS 	 	
Climb 	STR 	 	
Concentration 	CON 	 	
Craft 	INT 	 	
Jump 	STR 	 	
Knowledge (psionics)	INT 	 	
Profession 	WIS 	 	
Ride 	DEX 	 	
Search 	INT 	 	
Swim 	STR 	 	
==Pyrokineticist==
(Expanded Psionics Handbook variant, p. 151)
Pyrokineticists know that a little psionic power goes a long way—for those interested only in fire. They find both beauty and utility in the chaotic shape of flame, its spectrum of fuel-dependent colors, its warming heat, and its never-ending hunger. Those who take one or more levels in the pyrokineticist class are sometimes colloquially referred to as “pyros.”
Pyrokineticists like fire. A lot. Any character with some psionic ability is a possible candidate for this prestige class. Psions (particularly kineticists) and wilders might consider it acceptable to give up power acquisition in other areas if they have a passion for flame. Psychic warriors also enjoy the pyro’s powers. Soulknives often take levels in this class to gain access to the weapon afire ability for their mind blades. Any character with the Wild Talent feat may also find this class appealing.
====Requirements====
Alignment: Any chaotic.
Skills: Concentration 8 ranks , Craft (Alchemy) 1 ranks , Knowledge (psionics) 2 ranks
Psionics: Must have a power point reserve of at least 1 power point.
Special: Must have set fire to a structure of any size just to watch it burn.
====Hit die====
d8
====Skill points====
2 + Int
====Class Features====
Weapon and Armor Proficiency: Pyrokineticists gain no proficiency with any weapon or armor.
Fire Lash (Ps): A pyrokineticist gains the ability to fashion a 15-foot-long whip of fire from unstable ectoplasm as a move-equivalent action. She takes no damage from a fire lash she creates, and if she releases her hold, it immediately dissipates. The lash deals 1d8 points of fire damage to a target within 15 feet on a successful ranged touch attack. A pyro can take Weapon Focus and Weapon Specialization (if she otherwise meets the prerequisites) in conjunction with the fire lash, as well as any feats that apply to the use of a standard whip. The whip remains in existence as long as the pyrokineticist holds it.
Fire Adaptation (Ex): At 2nd level, a pyrokineticist becomes resistant to fire, gaining a +4 bonus on all saving throws against fire and heat spells and effects. In addition, she gains resistance to fire 10.
Hand Afire (Ps): A pyrokineticist of 2nd level or higher can activate this ability as a move-equivalent action. Flames engulf one of the pyrokineticist's hands (but do her no harm). Her unarmed attacks with that hand are treated as armed. Such attacks deal an extra 2d6 points of fire damage.
Bolt of Fire (Ps): Starting at 3rd level, as a standard action, a pyrokineticist can launch a bolt of psionically manifested fire at any target in line of sight within 60 feet. This effect is treated as a ranged touch attack and deals 1d6 points of fire damage for each class level the pyro has.
Weapon Afire (Ps): At 4th level and higher, a pyrokineticist can activate this ability as a move-equivalent action. Flames that harm neither her nor the weapon engulf one weapon she holds (which can be a projectile such as a stone, bullet, arrow, or bolt). The weapon deals an extra 2d6 points of fire damage on a successful hit. The weapon retains this effect for as long as the pyrokineticist wields it.
Nimbus (Ps): Beginning at 5th level, a pyrokineticist can activate this ability as a move-equivalent action. Flames that harm neither the pyrokineticist nor her equipment engulf her entire body. While she is aflame, the character's Charisma score increases by 4, she can make a melee touch attack for 2d6 points of fire damage, and she gains damage reduction 5/magic. If she is struck in melee, the attacker takes 2d6 points of fire damage. This ability lasts for up to 1 minute per pyrokineticist level and is usable once per day.
Firewalk (Su): Beginning at 6th level, as a free action a pyrokineticist can expend her psionic focus (see the Concentration skill description, page 37) to literally walk on air. She moves at her normal speed in all directions, including vertically, but cannot move more than double her speed in a round. A firewalking pyro leaves footprints of flame in the air that disperse in 2 rounds, but her tread does not deal damage. She must pay 1 power point per round spent traveling in this fashion.
Fear No Fire (Ex): At 7th level, a pyrokineticist becomes highly resistant to fire, gaining a +8 bonus on all saving throws against fire and heat spells and effects and also gaining resistance to fire 20.
Greater Weapon Afire (Ps): At 8th level, when a pyrokineticist activates her hand afire ability or her weapon afire ability, her unarmed attack or weapon deals an extra 4d6 points of fire damage instead of 2d6. Touch attacks made while she uses the nimbus ability likewise deal 4d6 points of damage instead of 2d6.
Heat Death (Ps): A pyrokineticist who reaches 9th level can expend her psionic focus and take a full attack action to raise the internal temperature of one living creature within 30 feet to lethal levels. The target must succeed on a Fortitude saving throw (DC 14 + pyro's Cha modifier) or die horrifically as its blood (or other internal fluid) boils. Even on a successful save, the target takes 4d8 points of fire damage from the heat.
Conflagration (Ps): At 10th level, a pyrokineticist gains the ability to create a massive burst of raging flames around herself, burning everything in the area. Once per day, as a standard action, she can use this ability to deal 15d6 points of fire damage in a 30-foot-radius burst emanating from herself. Any creature or object caught in the burst can make a Reflex saving throw (DC 15 + pyro's Cha modifier) for half damage. Anyone failing the Reflex save against the conflagration must also make a Fortitude saving throw (same DC) or die due to extreme shock from the intense heat.
===Advancement===
Level	BAB	Fort	Ref	Will	Special
1st 	+0 	+2 	+2 	+0 	Fire lash
2nd 	+1 	+3 	+3 	+0 	Fire adaptation, hand afire
3rd 	+2 	+3 	+3 	+1 	Bold of fire
4th 	+3 	+4 	+4 	+1 	Weapon afire
5th 	+3 	+4 	+4 	+1 	Nimbus
6th 	+4 	+5 	+5 	+2 	Firewalk
7th 	+5 	+5 	+5 	+2 	Fear no fire
8th 	+6 	+6 	+6 	+2 	Greater weapon afire
9th 	+6 	+6 	+6 	+3 	Heat death
10th 	+7 	+7 	+7 	+3 	Conflagration
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Climb 	STR 	 	
Concentration	CON 	 	
Craft 	INT 	 	
Intimidate 	CHA 	 	
Jump 	STR 	 	
Psicraft 	INT 	 	
==Soulknife==
(Expanded Psionics Handbook variant, p. 26)
A soulknife recognizes his own mind as the most beautiful—and the most deadly—thing in all creation. With this understanding and through extended practice, a soulknife learns to forge his mental strength into a shimmering blade of semisolid psychic energy.
Each soulknife’s personal blade, referred to as a mind blade, differs in color and shape according to his personality, mental strength, and even mood. Although no two mind blades look alike, all share the same lethal qualities. Because soulknives turn the power of their minds to such weaponry, they are notorious for their violence.
More than any other psionic class, the soulknife fights with psionic power directly in both melee and ranged combat. Strength, combat prowess, and psionic talent allow the soulknife to claim equal footing—at least—with any other combat-oriented class on the field of battle.
 ====Hit die====
d10
====Alignment====
Any.
====Starting gold====
5d4x10
====Skill points====
4 + Int
====Class Features====
Weapon and Armor Proficiency: Soulknives are proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields).
Mind Blade (Su): As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind.
The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19–20/×2). Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage (see Table 7–4 and Table 7–5 in the Player’s Handbook). The wielder of a mind blade gains the usual beneﬁts to his attack roll and damage roll from a high Strength bonus.
The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.
A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a speciﬁc weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.
A soulknife’s mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).
Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics-negating effect.
Weapon Focus (Mind Blade): A soulknife gains Weapon Focus (mind blade) as a bonus feat.
Wild Talent: A soulknife gains Wild Talent as a bonus feat. (This class feature provides the character with the psionic power he needs to materialize his mind blade, if he has no power points otherwise.)
Throw Mind Blade (Ex): A soul knife of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below).
Psychic Strike (Su): As a move action, a soulknife of 3rd level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.)
A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue his mind blade with psychic energy again by taking another move action.
Once a soulknife has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife next materializes it.
At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra damage from a soulknife’s psychic strike increases as shown on Table 2–5.
Free Draw (Su): At 5th level, a soulknife becomes able to materialize his mind blade as a free action instead of a move action. He can make only one attempt to materialize the mind blade per round, however (if, for example, he must make a Will save to materialize it within a null psionics field).
Shape Mind Blade (Su): At 5th level, a soulknife gains the ability to change the form of his mind blade. As a full-round action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proﬁciency (bastard sword) feat). If a soulknife shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1-1/2 times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.
Alternatively, a soulknife can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the soulknife would otherwise create with a single mind blade. For example, a 12th-level soulknife normally creates a single +3 mind blade, but he could use this ability to instead materialize two +2 mind blades.
Mind Blade Enhancement (Su): At 6th level, a soulknife gains the ability to enhance his mind blade. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1.
At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a soulknife can add to his weapon improves to +2, +3, and +4, respectively. A soulknife can choose any combination of weapon special abilities that does not exceed the total allowed by the soulknife’s level. For example, an 18th-level soulknife could add two +2 weapon special abilities, or one +1 weapon ability and one +3 weapon ability.
Weapon Special Ability 	Enhancement Bonus Value
Defending 	+1
Defending 	+1
Keen 	+1
Lucky* 	+1
Mighty cleaving 	+1
Psychokinetic* 	+1
Sundering* 	+1
Vicious 	+2
Collision* 	+2
Mindcrusher* 	+2
Psychokinetic burst* 	+2
Suppresion* 	+2
Body feeder* 	+3
Mindfeeder* 	+3
Soulbreaker* 	+3
*See new special abilities in Chapter 3 of this book. All other special abilities are described in Chapter 7 of the Dungeon Master’s Guide.	*See new special abilities in Chapter 3 of this book. All other special abilities are described in Chapter 7 of the Dungeon Master’s Guide.
The weapon ability or abilities remain the same every time the soulknife materializes his mind blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities.
A soulknife can reassign the ability or abilities he has added to his mind blade. To do so, he must ﬁrst spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife. For example, a 10th-level soulknife might have initially chosen to imbue his weapon with psychokinetic burst, a +2 weapon special ability. Every time he materializes the weapon, it is a +2 psychokinetic burst mind blade. However, on learning that he may face a mind ﬂayer the next day, he could take 8 hours to change his mind blade’s special ability from psychokinetic burst to mindcrusher.
Speed of Thought: A soulknife gains Speed of Thought as a bonus feat at 6th level.
Bladewind (Su): At 9th level, a soulknife gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent.
As a full attack, when wielding his mind blade, a soul- knife can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the soulknife’s regular mind blade. (For example, if the mind blade were in the form of a +1 keen bastard sword, due to the soulknife’s mind blade enhancement and shape mind blade abilities, each fragment attacks and deals damage as a +1 keen bastard sword.)
When using bladewind, a soulknife forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or thehaste spell).
The mind blade immediately reverts to its previous form after the bladewind attack.
Greater Weapon Focus (Mind Blade): A soulknife gains Greater Weapon Focus (mind blade) as a bonus feat at 9th level.
Knife to the Soul (Su): Beginning at 13th level, when a soulknife executes a psychic strike, he can choose to substitute Intelligence, Wisdom, or Charisma damage (his choice) for extra dice of damage. For each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses. A soulknife can combine extra dice of damage and ability damage in any combination, so a 19th-level soulknife could choose to strike for 3 points of Charisma damage and an extra 2d6 points of damage.
The soulknife decides which ability score his psychic strike damages and the division of ability damage and extra dice of damage when he imbues his mind blade with the psychic strike energy.
Multiple Throw (Ex): At 17th level and higher, a soulknife can throw a number of mind blades per round equal to the number of melee attacks he could make. Thus, a 17th-level soulknife could throw two mind blades, with a base attack bonus of +12/+7. If he had used shape mind blade to materialize a mind blade for each hand and thus ﬁght with two weapons, he could throw four mind blades in a round.
===Advancement===
Level	BAB 	Fort	Ref	Will	Special
1st 	+0 	+0 	+2 	+2 	Mind blade, Weapon Focus (mind blade), Wild Talent
2nd 	+1 	+0 	+3 	+3 	Throw mind blade
3rd 	+2 	+1 	+3 	+3 	Psychic strike +1d8
4th 	+3 	+1 	+4 	+4 	+1 mind blade
5th 	+3 	+1 	+4 	+4 	Free draw, shape mind blade
6th 	+4 	+2 	+5 	+5 	Mind blade enhancement +1, Speed of Thought
7th 	+5 	+2 	+5 	+5 	Psychic strike +2d8
8th 	+6/+1 	+2 	+6 	+6 	+2 mind blade
9th 	+6/+1 	+3 	+6 	+6 	Bladewind, Greater Weapon Focus (mind blade)
10th 	+7/+2 	+3 	+7 	+7 	Mind blade enhancement +2
11th 	+8/+3 	+3 	+7 	+7 	Psychic strike +3d8
12th 	+9/+4 	+4 	+8 	+8 	+3 mind blade
13th 	+9/+4 	+4 	+8 	+8 	Knife to the soul
14th 	+10/+5 	+4 	+9 	+9 	Mind blade enhancement +3
15th 	+11/+6/+1 	+5 	+9 	+9 	Psychic strike +4d8
16th 	+12/+7/+2 	+5 	+10	+10 	+4 mind blade
17th 	+12/+7/+2 	+5 	+10	+10 	Multiple throw
18th 	+13/+8/+3 	+6 	+11	+11 	Mind blade enhancement +4
19th 	+14/+9/+4 	+6 	+11	+11 	Psychic strike +5d8
20th 	+15/+10/+5	+6 	+12	+12 	+5 mind blade
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Autohypnosis 	WIS 	 	
Climb 	STR 	 	
Concentration 	CON 	 	
Hide 	DEX 	 	
Jump 	STR 	 	
Knowledge (psionics)	INT 	 	
Listen 	WIS 	 	
Move Silently 	DEX 	 	
Profession 	WIS 	 	
Spot 	WIS 	 	
Tumble 	DEX 	 	
==Thrallherd==
(Expanded Psionics Handbook variant, p. 153)
Thrallherds manipulate the minds of others as if they were clay in the hands of a sculptor. Some creatures are more susceptible than others to the thrallherd’s unconscious, but continual, call to service. And so they come, eager to be led, happy to follow, and completely under the thrallherd’s control. In this way, thrallherds keep a minor menagerie of enthralled servants that are anxious to do their will.
This class doesn’t offer much for those who enjoy doing things themselves. Because thrallherds delegate most tasks, including their own physical defense, psions (especially telepaths) are most apt to follow this path.
====Requirements====
Skills: Diplomacy 4 ranks , Knowledge (psionics) 8 ranks
Feats: Inquisitor
Psionics: Manifester level 5th and able to manifest mindlink.
====Hit die====
d4
====Skill points====
2 + Int
====Class Features====
Weapon and Armor Proficiency: Thrallherds gain no proficiency with any weapon or armor.
Powers Known: At every level from 2nd through 9th, a thrallherd 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 thrallherd 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 thrallherd, she must decide to which class she adds the new level of thrallherd for the purpose of determining power points per day, powers known, and manifester level.
Thrallherd (Ex): A thrallherd who has just entered the class sends out a subtle psychic call for servants, and that call is answered. Essentially, the character gains something akin to the Leadership feat (see page 106 of the Dungeon Master's Guide), but with some important differences.
Those who answer a thrallherd's call are not referred to as cohorts and followers, but rather as thralls and believers, respectively. They do not appear because they admire the character and want to serve her, but because a hidden psychic resonance connects the thrallherd and her servants.
As with the Leadership feat, a thrallherd has a Leadership score that determines the highest-level thrall and believers she can attract. A thrallherd's Leadership score is equal to her character level + her Cha modifier + her thrallherd level. (Note that her thrallherd level is counted twice.) This score is not affected by any of the modifiers mentioned on page 106 of the Dungeon Master's Guide.
As with the Leadership feat, the called thrall's level is limited, even if the character's Leadership score would indicate a higher-level thrall. Unlike with the Leadership feat, the level limit of a thrall is equal to the character's total level minus 1 (not level minus 2, as is true for cohorts).
A thrallherd cannot take the Leadership feat; if the character already has it, the feat is lost and replaced by this ability; those who were previously cohorts and followers go their separate ways, and those who are more mentally pliable show up later to take up roles as thralls and believers. A thrallherd's first thrall and believers arrive within 24 hours of her entry into this class; likewise, lost thralls and believers are replaced within 24 hours.
Use the following table instead of the one in the Dungeon Master's Guide to determine the level of a thrallherd's thrall and the number of believers of various levels a thrallherd can attract.
 	 	Number of Believers by Level	Number of Believers by Level	Number of Believers by Level	Number of Believers by Level	Number of Believers by Level
Leadership Score	Thrall Level	1st 	2nd 	3rd 	4th 	5th
1 or lower 	— 	— 	— 	— 	— 	—
2 	1st 	— 	— 	— 	— 	—
3 	2nd 	— 	— 	— 	— 	—
4 	3rd 	— 	— 	— 	— 	—
5 	3rd 	— 	— 	— 	— 	—
6 	4th 	— 	— 	— 	— 	—
7 	5th 	— 	— 	— 	— 	—
8 	5th 	— 	— 	— 	— 	—
9 	6th 	— 	— 	— 	— 	—
10 	7th 	5 	— 	— 	— 	—
11 	7th 	6 	— 	— 	— 	—
12 	8th 	8 	— 	— 	— 	—
13 	9th 	10 	1 	— 	— 	—
14 	10th 	15 	1 	— 	— 	—
15 	10th 	20 	2 	1 	— 	—
16 	11th 	25 	2 	1 	— 	—
17 	12th 	30 	3 	1 	1 	—
18 	12th 	35 	3 	1 	1 	—
19 	13th 	40 	4 	2 	1 	1
20 	14th 	50 	5 	3 	2 	1
21 	15th 	60 	6 	3 	2 	1
22 	15th 	75 	7 	4 	2 	2
23 	16th 	90 	9 	5 	3 	2
24 	17th 	110 	11 	6 	3 	2
25 or higher 	17th 	135 	13 	7 	4 	2
Psionic Charm (Ex): At 3rd level, a thrallherd adds psionic charm to her powers known (if she doesn't already know it). Once per day, she can manifest psionic charm at a reduced power point cost. The cost of psionic charm is reduced by the thrallherd's level, to a minimum of 1 power point. The effect of this power is still restricted by the thrallherd's manifester level.
For example, a 5th-level psion/3rd-level thrallherd can manifest a psionic charm normally costing 7 points by spending only 4 points, but cannot manifest a psionic charm normally costing 10 points, since the effect of the power would be greater than her manifester level of 7th.
Psionic Dominate (Ex): At 5th level, a thrallherd adds psionic dominate to her powers known (if she doesn't already know it) Once per day, she can manifest psionic dominate at a reduced power point cost. The cost of psionic dominate is reduced by the thrallherd's level, to a minimum of 1 power point. The effect of this power is still restricted by the thrallherd's manifester level.
Greater Dominate (Ex): At 7th level and higher, a thrallherd does not have to pay 2 additional power points when she augments psionic dominate to affect animals, fey, giants, magical beasts, and monstrous humanoids. This reduced point cost does not increase the save DC of the power as if she had spent the additional power points.
Superior Dominate (Ex): At 9th level, a thrallherd does not have to pay 4 additional power points when she augments psionic dominateto affect aberrations, dragons, elementals, and outsiders (in addition to the creature types mentioned in the greater dominate ability). This reduced point cost does not increase the save DC of the power as if she had spent the additional power points.
Twofold Master (Ex): At 10th level, a thrallherd can add a second thrall to her herd. This second thrall's maximum level is equal to the thrallherd's level minus 2, even if her Leadership score would indicate a higher-level thrall.
===Advancement===
Level	BAB	Fort	Ref	Will	Special 	Powers Known
1st 	+0 	+0 	+0 	+2 	Thrallherd 	—
2nd 	+1 	+0 	+0 	+3 	— 	+1 level of existing manifesting class
3rd 	+1 	+1 	+1 	+3 	Psionic charm 	+1 level of existing manifesting class
4th 	+2 	+1 	+1 	+4 	— 	+1 level of existing manifesting class
5th 	+2 	+1 	+1 	+4 	Psionic dominate 	+1 level of existing manifesting class
6th 	+3 	+2 	+2 	+5 	— 	+1 level of existing manifesting class
7th 	+3 	+2 	+2 	+5 	Greater dominate 	+1 level of existing manifesting class
8th 	+4 	+2 	+2 	+6 	— 	+1 level of existing manifesting class
9th 	+4 	+3 	+3 	+6 	Superior dominate	+1 level of existing manifesting class
10th 	+5 	+3 	+3 	+7 	Twofold master 	—
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Autohypnosis 	WIS 	 	
Bluff 	CHA 	 	
Concentration 	CON 	 	
Craft 	INT 	 	
Diplomacy 	CHA 	 	
Knowledge (psionics)	INT 	 	
Psicraft 	INT 	 	
Sense Motive 	WIS 	 	
==War Mind==
(Expanded Psionics Handbook variant, p. 155)
War minds are expert fighters who claim to possess unequaled knowledge in the art of war. Through a combination of inner contemplation and external study of an ancient text called the Talariic Codex, war minds grow in their craft of arms and war. Those who study the Talariic Codex learn several tenets, collectively known as chains of war. As a war mind masters one chain, he opens himself to learn the next chain in the series, should he desire to continue to bend his mind to the intensive studies required to advance in this class.
Soulknives and psychic warriors are most likely to take up study of the Talariic Codex, though finding a copy of the ancient text may prove a task all its own. Even those who initially begin their careers as fighters or barbarians may pick up some training in a psionic class for the express purpose of eventually being able to study as a war mind.
====Requirements====
Base Attack Bonus: +3
Alignment: Any nonchaotic.
Skills: Knowledge (history) 2 ranks , Knowledge (psionics) 8 ranks
Psionics: Must have a power point reserve of at least 1 power point.
Special: Must have had some instruction by another war mind, have access to Talariic texts, or belong to an organization that has access to Talariic texts.
====Hit die====
d10
====Skill points====
2 + Int
====Class Features====
Weapon and Armor Proficiency: War minds gain no proficiency with any weapon or armor.
Power Points/Day: A war mind can manifest powers. His ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table 6—9: The War Mind. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table 2—1: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. If a war mind has power points from a different class, those points are pooled together and usable to manifest powers from either class. Bonus power points from having a high ability score can be gained only for the character's highest psionic class.
Powers Known: A war mind chooses his powers from the psychic warrior power list. At 1st level, a war mind knows one psychic warrior power of your choice. At every even-numbered level higher than 1st, he learns one new power. A war mind can manifest any power that has a power point cost equal to or lower than his manifester level.
The total number of powers a war mind can manifest per day is limited only by his daily power points. In other words, a 5th-level war mind (with a total of 20 power points, not counting any gained for a high Wisdom score) could manifest a power costing 1 power point twenty times in one day, a power costing 5 power points four times in one day, or any combination of power point costs that does not exceed 20 power points in total.
A war mind 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 war mind powers is 10 + the power's level + the war mind's Wisdom modifier. For example, the saving throw against a 2nd-level power has a DC of 12 + Wis modifier.
Maximum Power Level Known: A war mind gains the ability to learn one 1st-level power when he takes his first level in the prestige class. As he attains each even-numbered level beyond 2nd, a war mind gains the ability to master more complex powers. A 4th-level war mind can learn powers of 2nd level or lower, a 6th-level war mind can learn powers of 3rd level or lower, and so on.
To learn or manifest a power, a war mind must have a Wisdom score of at least 10 + the power's level. For example, a war mind with a Wisdom score of 13 can manifest powers of 3rd level or lower.
Chain of Personal Superiority (Ex): At 1st level, a war mind learns the first principle of warfare for the individual combatant: the ability to both deal punishment and take it. Calling upon inner reserves of knowledge and dedication, a war mind can provide himself with a +2 insight bonus to Strength and Constitution for up to 1 minute. A war mind can use this power three times per day. Activating this power is a free action. At 7th level, the insight bonus to Strength and Constitution improves to +4.
Chain of Defensive Posture (Ex): At 2nd level, a war mind learns the second principle of warfare for the individual combatant: the ability to avoid the enemy's counterattacks if that enemy is not immediately overwhelmed. Calling upon inner reserves of knowledge and dedication, a war mind can provide himself with a +2 insight bonus to Armor Class for up to 1 minute. A war mind can use this power three times per day. Activating this power is a free action. At 8th level, the insight bonus to Armor Class improves to +4.
Enduring Body (Ex): At 3rd level, a war mind learns the third principle of warfare for the individual combatant: to unleash in oneself the spirit of the enduring body. The Talariic texts tell of the perfect warrior, a legend named Ununquam the Vanquisher, who lived many thousands of years ago but who achieved deeds that live on through the texts. The spirit of the ideal body transforms a war mind, granting him damage reduction 1/—. At 6th level, his damage reduction improves to 2/—. At 9th level, his damage reduction improves to 3/—.
Sweeping Strike (Ex): At 5th level, a war mind gains the ability to make great, sweeping swings with a melee weapon. On each melee attack a war mind makes, he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. A war mind can use this ability on any attack, even an attack of opportunity or a cleave attempt. A war mind cannot use this ability if he has moved more than 10 feet since the end of his last turn. If a war mind drops one or both of his foes with a sweeping strike, he can attempt a cleave normally; however, he makes only one cleave attempt per sweeping strike, even if he drops more than one foe.
Chain of Overwhelming Force (Su): At 10th level, a war mind learns the fourth principle of warfare for the individual combatant: to discover the underlying violence of the world and deliver it in a perfectly executed attack. The Talariic texts describe precisely the state of mind necessary to tap into this underlying energy and apply it to a single attack, dealing an extra 10d6 points of damage. A war mind can use this power once per day. Activating this power is a free action. If the attack misses, the power is wasted.
===Advancement===
Level	BAB	Fort	Ref	Will	Special 	Power Points/Day	Powers Known	Maximum Power Level Known
1st 	+1 	+2 	+2 	+0 	Chain of personal superiority +2	2 	1 	1st
2nd 	+2 	+3 	+3 	+0 	Chain of defensive posture +2 	9 	2 	1st
3rd 	+3 	+3 	+3 	+1 	Enduring body (DR 1/—) 	9 	2 	1st
4th 	+4 	+4 	+4 	+1 	— 	14 	3 	2nd
5th 	+5 	+4 	+4 	+1 	Sweeping strike 	20 	3 	2nd
6th 	+6 	+5 	+5 	+2 	Enduring body (DR 2/—) 	28 	4 	3rd
7th 	+7 	+5 	+5 	+2 	Chain of personal superiority +4	37 	4 	3rd
8th 	+8 	+6 	+6 	+2 	Chain of defensive posture +4 	47 	5 	4th
9th 	+9 	+6 	+6 	+3 	Enduring body (DR 3/—) 	58 	5 	4th
10th 	+10	+7 	+7 	+3 	Chain of overwhelming force 	70 	6 	5th
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Autohypnosis 	WIS 	 	
Concentration 	CON 	 	
Intimidate 	CHA 	 	
Knowledge (history) 	INT 	 	
Knowledge (psionics)	INT 	 	
Psicraft 	INT 	 	
==Wilder==
(Expanded Psionics Handbook variant, p. 29)
The psion draws his psionic ability from strict mental discipline and intellectual development. Not so the wilder—for her, raw emotion is the source of psionic power. Emotion-triggered psionic ability is not a science, but a passion. The zeal with which the wilder pursues the use of her psionic ability is so extreme that she can occasionally trigger a surge of power far beyond her normal capabilities. But with this ability comes a price: By exceeding her limits, the wilder may injure herself with psychic feedback.
Wilders are passionate about their powers, often pushing themselves to their utter limits with their wild surges. However, they are not blind to the risks of the wild surge and the limited number of powers they can call upon. Thus, they develop their skills and fighting ability as best they can, honing themselves to be useful in all situations.
 ====Hit die====
d6
====Alignment====
Any.
====Starting gold====
4d4x10
====Skill points====
4 + Int
====Class Features====
Weapon 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 2—6: The Wilder. In addition, she receives bonus power points per day if she has a high Charisma score (see Table 2—1: Ability Modifiers and Bonus Power Points). 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, page 46, and Epic Expanded Knowledge, page 34, 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. In other words, a 9th-level wilder (with a total of 72 power points) could manifest a power costing 1 power point seventy-two times in one day, or a power costing 9 power points eight times in one day, or any combination of power point costs that does not exceed 72 power points in total.
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. For example, the saving throw against a 6th-level power has a DC of 16 + Cha 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—for example, a 4th-level wilder can learn powers of 2nd level or lower, a 6th-level wilder can learn powers of 3rd level or lower, and so on.
To learn or manifest a power, a wilder must have a Charisma score of at least 10 + the power's level. For example, a wilder with a 16 Charisma can manifest powers of 6th level or lower.
Wild Surge (Su): A wilder can let her passion and emotion rise to the surface in a wild surge when she manifests a power. 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 (see page 49) and invoke her wild surge at the same time.
For example, Leila is a 3rd-level wilder who knows the power mind thrust (see page 120). She can normally spend a maximum of 3 power points to deal 3d10 points of damage with this power. If she invokes her wild surge when she manifests the power, she spends 3 power points to deal 4d10 points of damage (as if she were a 4th-level manifester, and thus able to spend up to 4 points on manifesting the power).
At 3rd level, a wilder can choose to boost her manifester level by two instead of one. At 7th level, she can boost her manifester level by up to three; at 11th level, by up to four; at 15th level, by up to five; and at 19th level, by up to six. 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.
Psychic Enervation (Ex): 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 5% per manifester level added with the wild surge. For example, if, at 11th level, Leila uses wild surge to boost her manifester level by four, she has a 20% chance of suffering psychic enervation as a result.
A wilder who is overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to her wilder level.
Elude Touch (Ex): Starting at 2nd level, a wilder's intuition supersedes her intellect, alerting her to danger from touch attacks (including rays). She gains a bonus to Armor Class against all touch attacks equal to her Charisma bonus; however, her touch AC can never exceed her Armor Class against normal attacks.
Surging Euphoria (Ex): Starting at 4th level, when a wilder uses her wild surge ability, she gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of her wild surge. For example, if Leila uses wild surge to boost her manifester level by two, her morale bonus would last for 2 rounds. (Even if she had the wild surge +4 ability, the fact that she boosted her manifester level by only two restricts the duration to 2 rounds.)
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 12th level, the morale bonus on a wilder's attack rolls, damage rolls, and saving throws increases to +2. At 20th level, the bonus increases to +3.
Volatile Mind (Ex): A wilder's temperamental mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on a wilder of 5th level or higher, the manifester of the power must pay 1 power point more than he otherwise would have spent.
The extra cost is not a natural part of that power's cost. It does not augment the power; it is simply a wasted power point. The wilder's volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy power's cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points.
At 9th level, the penalty assessed against telepathy powers manifested on a wilder is increased to 2 power points. At 13th level, the penalty increases to 3 power points, and at 17th level it increases to 4 power points.
As a standard action, a wilder can choose to lower this effect for 1 round (in the event, for instance, that a friend attempts to manifest a beneficial telepathy power on her).
===Advancement===
Level	BAB 	Fort	Ref	Will	Special 	Power Points per Day	Powers Known	Maximum Power Level Known
1st 	+0 	+0 	+0 	+2 	Wild surge +1, psychic enervation	2 	1 	1st
2nd 	+1 	+0 	+0 	+3 	Elude touch 	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 	Volatile mind (1 power point) 	25 	3 	2nd
6th 	+4 	+2 	+2 	+5 	 	35 	4 	3rd
7th 	+5 	+2 	+2 	+5 	Wild surge +3 	46 	4 	3rd
8th 	+6/+1 	+2 	+2 	+6 	 	58 	5 	4th
9th 	+6/+1 	+3 	+3 	+6 	Volatile mind (2 power points) 	72 	5 	4th
10th 	+7/+2 	+3 	+3 	+7 	 	88 	6 	5th
11th 	+8/+3 	+3 	+3 	+7 	Wild surge +4 	106 	6 	5th
12th 	+9/+4 	+4 	+4 	+8 	Surging euphoria +2 	126 	7 	6th
13th 	+9/+4 	+4 	+4 	+8 	Volatile mind (3 power points) 	147 	7 	6th
14th 	+10/+5 	+4 	+4 	+9 	 	170 	8 	7th
15th 	+11/+6/+1 	+5 	+5 	+9 	Wild surge +5 	195 	8 	7th
16th 	+12/+7/+2 	+5 	+5 	+10 	 	221 	9 	8th
17th 	+12/+7/+2 	+5 	+5 	+10 	Volatile mind (4 power points) 	250 	9 	8th
18th 	+13/+8/+3 	+6 	+6 	+11 	 	280 	10 	9th
19th 	+14/+9/+4 	+6 	+6 	+11 	Wild surge +6 	311 	10 	9th
20th 	+15/+10/+5	+6 	+6 	+12 	Surging euphoria +3 	343 	11 	9th
===Class skills===
Skill name 	Key ability	Trained only	Armor check penalty
Autohypnosis 	WIS 	 	
Balance 	DEX 	 	
Bluff 	CHA 	 	
Climb 	STR 	 	
Concentration 	CON 	 	
Craft 	INT 	 	
Escape Artist 	DEX 	 	
Jump 	STR 	 	
Knowledge (psionics)	INT 	 	
Listen 	WIS 	 	
Profession 	WIS 	 	
Psicraft 	INT 	 	
Sense Motive 	WIS 	 	
Spot 	WIS 	 	
Swim 	STR 	 	
Tumble 	DEX 	 	
Category:DND
Category:3.5e
Category:Expanded Psionics Handbook
Category:Classes
Category:Expanded Psionics Handbook Classes