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Specialists

Altrian Psion (6th Ranger Corps Variant) Under Construction

Counter-psionic specialists developed by the Holy Kingdom’s newly formed 6th Ranger Corps to detect, resist, and neutralize mind flayers and other psionic threats.

Class Basics

Hit Die d8 BAB: Medium Saves: Good Will & Reflex; Poor Fort

Alignment: Any non-chaotic is common (Corps discipline), but not required.

Proficiencies: Light armor, shields (buckler/light), simple weapons, and one martial weapon of choice.

Skill Points: 4 + Int (×4 at 1st)

Class Skills

Autohypnosis (Wis), Concentration (Con), Psicraft (Int), Knowledge (Psionics/Arcana/Planes) (Int), Sense Motive (Wis), Spot (Wis), Listen (Wis), Intimidate (Cha), Survival (Wis), Tumble (Dex)

Power System

  • Devotions (minor techniques): At-will utility/low impact effects; many can be augmented by spending 1 PP.
  • Sciences (major exertions): High-impact powers; cost typically 3–11 PP.
  • Disciplines (paths): Telepath, Psychokineticist, Clairsentient, Psychometabolist, Metacreative. Your primary Discipline shapes your feature choices and capstone.
  • Save DC for powers: 10 + 1/2 class level + Wis modifier.
  • Power Points/day (PP): see class table; gain bonus PP equal to Wis modifier each day.
  • Recovery: Once/day, a 10-minute meditation restores PP equal to your class level (cannot exceed daily maximum).

Class Table

LvlBABFortRefWill SpecialPP/dayDevotionsSciencesDisciplines
1+0+0+2+2Military Psionic Training, Discipline Focus2211
2+1+0+3+3Psionic Conditioning (+2 vs fear)6311
3+2+1+3+3Mental Focus (Wis → Concentration & Psicraft)11421
4+3+1+4+4Bonus Feat (Psionic/Combat)17521
5+3+1+4+4Squad Focus (+2 Will vs psionics; allies, 30 ft, 1 rd/lvl)25631
6+4+2+5+5Improved Conditioning (+4 vs mind-affecting)35731
7+5+2+5+5Mental Bastion (Mind-blank vs charm/fear/telepathy from aberrations)46841
8+6+2+6+6Bonus Feat58941
9+6+3+6+6Enhanced Squad Focus (+4 Will vs psionics)721051
10+7+3+7+7Psionic Meditation (full-round, regain 1 PP)881151
11+8+3+7+7Discipline Expansion (2nd Discipline)1061262
12+9+4+8+8Bonus Feat1261362
13+9+4+8+8Psionic Suppression 1/day (counter psionic power, 60 ft, Will negates)1471472
14+10+4+9+9Squad Cohesion (allies within 30 ft ignore confusion/daze)1701572
15+11+5+9+9Psionic Suppression 2/day1951682
16+12+5+10+10Bonus Feat2211782
17+12+5+10+10Elite Conditioning (+6 vs mind-affecting)2501892
18+13+6+11+11Bonus Feat2801992
19+14+6+11+11Discipline Expansion (3rd Discipline)31120103
20+15+6+12+12Corps Mastery (capstone by primary Discipline)34321113

PP/day includes the core class progression; add bonus PP each day equal to your Wisdom modifier.

Class Features (Summary)

Military Psionic Training

Gain armor & weapon proficiencies above, choose your primary Discipline, and learn 2 Devotions + 1 Science from it at 1st level.

Discipline Focus

+1 DC to powers from your primary Discipline (increases to +2 at 11th, +3 at 19th).

Psionic Conditioning

+2 vs fear (2nd), becomes +4 vs all mind-affecting (6th), +6 at 17th.

Mental Focus

Add your Wis modifier to Concentration and Psicraft checks (minimum +1).

Squad Focus

As a move action grant allies within 30 ft +2 (then +4 at 9th) on Will saves vs psionics for 1 round/level.

Mental Bastion

Continuous mind-blank effect vs charm/fear/telepathy originating from aberrations (mind flayers, etc.).

Psionic Meditation

Full-round action to regain 1 PP (you can’t exceed your daily PP maximum).

Psionic Suppression

1/day at 13th (2/day at 15th): as an immediate action attempt to counter a psionic power within 60 ft (Will negates, DC 10 + 1/2 level + Wis).

Squad Cohesion

Allies within 30 ft ignore confusion and daze effects while they remain in aura.

Discipline Expansion

Gain a 2nd Discipline at 11th (2 Devotions + 1 Science), and a 3rd at 19th.

Corps Mastery (20th)

  • Telepath: Perfect Mind (immune to all mind-affecting)
  • Psychokineticist: Living Weapon (energy/force powers deal maximum damage)
  • Clairsentient: Omniscient Eye (constant Foresight)
  • Psychometabolist: Perfect Body (Regeneration 3; immune disease/poison)
  • Metacreative: Eternal Construct (astral constructs persist until destroyed)

Disciplines & Power Catalog (Starter Lists)

Each list provides recommended Devotions (at-will/minor, sometimes augmentable with 1 PP) and Sciences (major, PP-costed). Expand/replace freely for your campaign.

Telepath — Counter-Domination & Control

  • Devotions: Mind Link (short-range telepathy), Detect Thoughts (cone; augment = +range), Charm Resistance (+1 to +3 vs charm/compulsion for 1 min), Psychic Static (disrupt concentration, –1 to checks, 1 rd).
  • Sciences: Ego Whip (Cha dmg + stun), Psychic Backlash (reflect domination, Will halves), Synaptic Sever (suppress one telepathy effect), Mass Daze (nonlethal, Will negates).

Psychokineticist — Direct Combat Force

  • Devotions: Energy Spark (1d6 energy or force; augment +1d6), Force Push (5 ft shove; augment +5 ft), Disrupt Weapon (–1 to attack for 1 rd; augment scales).
  • Sciences: Telekinetic Thrust (hurl foes/objects), Energy Burst (AoE), Kinetic Cage (immobile force lattice), Shatter Mind Barrier (deal extra dmg to creatures with active psionic focus/effects).

Clairsentient — Reconnaissance & Detection

  • Devotions: Precognition (+1 insight to next roll), Sense Hostile Intent (surprised? no), Danger Warning (act in surprise round), Aura Scan (ping psionics/aberrations).
  • Sciences: Remote Viewing (scry), Psionic True Seeing, Farsense (scout through ally senses), Pattern Break (negate ongoing illusion for 1 scene).

Psychometabolist — Self-Augmentation & Healing

  • Devotions: Cell Adjustment (heal 1d6, 1×/target/day; augment +1d6), Adrenal Boost (+10 ft speed 1 rd; augment duration), Pain Control (ignore 5 dmg, conc.).
  • Sciences: Body Weaponry (morph limbs as natural weapons), Metabolic Regeneration (fast healing), Fortify Mind & Body (+2–+4 enhancement to Str/Con/Wis split), Purge Toxin (remove poison/disease/parasite effects).

Metacreative — Constructs & Counter-Infiltration

  • Devotions: Astral Shard (create simple tool/weapon for 10 min), Psionic Lock (seal door/chest; DC = power DC), Thought Seal (ward area vs scry/telepathy; 10 ft radius).
  • Sciences: Astral Construct (customizable ally), Mind Fortress (hemispherical anti-telepathy dome), Hard Light Rampart (cover/terrain), False Mind (mask alignment/creature type vs probes).

Design Notes for Altris

  • Corps Doctrine: Teams deploy as 3–6 operators: 1 Clairsentient lead (recon), 1 Telepath (counter-domination), 1 Psychokineticist (direct action), plus flex roles.
  • Public Perception: Psions operate from field forts outside cities; outreach and chaplaincy mitigate fear of “mind magic.”
  • Mind Flayer Tactics: Expect charm/dominate, thrall screens, anti-divination broodstones; your Mental Bastion and Squad Focus are tuned to break these.

© Altris Campaign. Class authored for the Holy Kingdom’s 6th Ranger Corps initiative.