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Psionics in Altris

The psionic classes presented in this handbook are unique to the world of Altris and replace the standard psionic classes found in the Dungeons & Dragons 3.5 sourcebooks. While concepts from those books helped inspire the system, Altrian psionics was designed specifically to fit the history, cultures, and physical laws of this setting. Players familiar with the Expanded Psionics Handbook should not assume that powers, classes, feats, or mechanics function the same way unless specifically noted.

In Altris, psionics is a separate force from arcane and divine magic. Rather than drawing energy from the magical weave, a psion shapes reality through disciplined thought and the manipulation of psychic energy generated by living consciousness. Because psionics and magic are fundamentally different energies, they often interact with the world in different ways. Defenses that stop magic may not stop psionics, while powers designed to disrupt psionic energy may have little effect on traditional spellcasting.

The psionic traditions of Altris were not created as entirely new professions. When the kingdoms first encountered organized psionic threats, they adapted existing training programs to incorporate mental disciplines. Warriors learned to reinforce weapons and armor with psychic force. Thieves developed instinctive psychoportation and enhanced perception. Healers learned to manipulate life energy through focused thought. Rangers, druids, monks, and other traditions developed their own specialized applications of psionic power. As a result, psionic characters fill many of the same roles as traditional adventurers while approaching those roles through entirely different methods.

All psionic classes share several core principles. Powers are fueled through a common pool of Power Points. Stronger manifestations require greater mental investment, and exceptionally powerful effects require additional time to charge before they can be released. Unlike many spells, psionic abilities are intended to grow with the user. A single power may begin as a minor effect in the hands of a novice and develop into a potent ability as the psion gains experience, discipline, and mastery of their mental energies.

Under Development

Psion Warrior

A 3.5 compatible psionic combat path for Altris

Player Use: This page is written as a build-ready class entry. Sections may be edited as the Altris psionics system is finalized.
Class Features · Class Table · Powers · Psion Feats · Psi-Sensitive Gear

Class Overview

The Psion Warrior is a disciplined combatant who uses mental force to reinforce body, weapon, armor, and battlefield position. Unlike a true fighter, the Psion Warrior does not master every martial technique through mundane training alone. Instead, the warrior becomes dangerous by focusing psychic power through specially prepared weapons, armor, and defensive disciplines.

A Psion Warrior is weaker than a true fighter when unprepared, but when fully empowered can stand against warriors of equal level. The class is intended to tank, hold ground, reinforce allies, and fight with a weapon strengthened by psychic force.

Game Role

  • Front-line defender
  • Weapon and armor enhancer
  • Battlefield anchor
  • Protective wall user
  • Durable psychic combatant

Class Identity

  • Psychic combat enhancement instead of fighter-only feats
  • Psi-sensitive weapons and armor as core equipment
  • Long-duration armor preparation
  • Defensive powers that control space
  • Lower mundane versatility than a true fighter

Game Rule Information

Abilities: Strength is vital for melee attacks and damage. Constitution improves survival and concentration. Dexterity assists Armor Class and Reflex saves. Wisdom supports discipline and awareness.

Alignment: Any non-evil, unless the campaign allows darker psionic traditions.

Hit Die: d6.

Minimum Ability Scores: Strength 12, Constitution 12, Wisdom 12.

Base Attack Bonus: Martial psionic progression, beginning at +1 and increasing approximately once every two levels.

Good Save: Fortitude.

Poor Saves: Reflex and Will.

Skill Points: 1st level: 6 + Int modifier. Each additional level: 2 + Int modifier. This follows the current Altris psionic class rule and does not use the standard 3.5 x4 multiplier.

Class Skills

The Psion Warrior's class skills are Balance, Climb, Concentration, Craft, Handle Animal, Intimidate, Jump, Knowledge (psionics), Listen, Profession, Ride, Sense Motive, Spot, Survival, Swim, and Tumble.

Table: The Psion Warrior

LevelBABFortRefWillClass FeaturesFeat / Power GainCombat Focus
1st+1+2+0+0Psychic Armament, Combat FocusNormal Feat, Psion Feat, 1 Power+1
2nd+1+3+0+0Psychic Endurance1 Power+1
3rd+2+3+1+1Psi-Sensitive Weapon TrainingNormal Feat+1
4th+2+4+1+1Armored FocusPsion Feat+2
5th+3+4+1+1Psychic Push1 Power+2
6th+3+5+2+2Combat DisciplineNormal Feat+2
7th+4+5+2+2Psychic WallPsion Feat+2
8th+4+6+2+2Improved Armament1 Power+3
9th+5+6+3+3Psychic FortificationNormal Feat+3
10th+5+7+3+3Improved Combat FocusPsion Feat+3
11th+6/+1+7+3+31 Power+3
12th+6/+1+8+4+4Greater Psychic PushNormal Feat+4
13th+7/+2+8+4+4Psion Feat+4
14th+7/+2+9+4+4Greater Armament1 Power+4
15th+8/+3+9+5+5Greater Psychic WallNormal Feat+4
16th+8/+3+10+5+5Psion Feat+5
17th+9/+4+10+5+51 Power+5
18th+9/+4+11+6+6Battlefield AnchorNormal Feat+5
19th+10/+5+11+6+6Psion Feat+5
20th+10/+5+12+6+6Master Armament1 Power+6

Designer Note: Combat Focus is a placeholder class value used for defensive checks, psychic wall contests, and possible weapon or armor scaling. It may be renamed or removed once the power point math is finalized.

Class Features

Weapon and Armor Proficiency: A Psion Warrior is proficient with all simple and martial weapons, light armor, medium armor, and shields except tower shields. Heavy armor may be gained through a normal feat, but some psionic armor powers function only with psi-sensitive clothing or prepared armor.

Power Points: The Psion Warrior uses the campaign psionic power point pool. Power points fuel weapon enhancement, armor enhancement, defensive barriers, battlefield control powers, and charged manifestations.

Manifestation Time: Unless a power states otherwise, a manifestation is a standard action. For every 10 power points invested into a single manifestation, that manifestation requires one additional standard action before release. A character may hold a charged manifestation for 2 rounds unless modified by a feat or power.

Psychic Armament: At 1st level, the Psion Warrior may focus psychic energy through a psi-sensitive weapon, suit of armor, shield, or prepared combat item. This does not automatically create an enhancement bonus. It allows the item to serve as a proper conduit for warrior powers.

Combat Focus: The Psion Warrior gains the Combat Focus value shown on the class table. This value may be used as a class-based bonus for maintaining defensive powers, resisting forced movement while focused, and contesting enemies who press against a psychic wall.

Psychic Endurance: At 2nd level, the Psion Warrior may spend power points to reinforce stamina and pain tolerance. This power is normally used before or during combat and may grant temporary hit points, resistance to fatigue, or bonuses against forced movement, depending on the selected power.

Psi-Sensitive Weapon Training: At 3rd level, the Psion Warrior may use Weapon Enhancement on a psi-sensitive weapon. The enhancement begins modestly, usually as a +1 weapon bonus, and improves as the warrior gains levels and invests more power points. Additional effects, such as elemental damage, may be added at higher levels if the power allows it.

Armored Focus: At 4th level, the Psion Warrior may use Armor Enhancement on psi-sensitive clothing or prepared armor. This armor power is designed to last long enough for the warrior to prepare before battle rather than spend the first rounds of combat building defenses.

Psychic Push: At 5th level, the Psion Warrior may learn or select powers that push enemies back 5 to 10 feet. This gives the warrior space, breaks pressure on allies, or forces enemies away from a defended position.

Combat Discipline: At 6th level, the Psion Warrior may maintain one personal combat enhancement while moving at normal speed. This does not allow the warrior to charge and manifest unless a feat or specific power allows it.

Psychic Wall: At 7th level, the Psion Warrior may learn or select powers that create a maintained defensive wall or barrier. Enemies may press against the wall with Strength or force. The warrior contests this pressure with concentration, Combat Focus, and power point expenditure. If the warrior loses concentration, runs out of power points, or cannot cover the pressure against the wall, the wall collapses.

Improved Armament: At 8th level, the Psion Warrior improves the efficiency of Weapon Enhancement and Armor Enhancement. The warrior may either reduce the point cost of basic enhancement or increase the maximum enhancement allowed, depending on the final power design.

Psychic Fortification: At 9th level, the Psion Warrior may use armor-focused powers to resist critical hits, sudden force, or bodily disruption. This is not normal armor thickness; it is psychic reinforcement of the body and armor together.

Improved Combat Focus: At 10th level, the Psion Warrior may maintain focus under battlefield pressure more reliably. The warrior may make concentration checks to maintain a warrior power even after taking damage.

Greater Psychic Push: At 12th level, the warrior's forced movement powers become stronger. The warrior may push larger enemies, increase distance, or affect multiple enemies if the selected power allows it.

Greater Armament: At 14th level, the Psion Warrior may place stronger enhancements into psi-sensitive weapons and armor. This is the stage where weapon powers may begin to resemble high-grade magical arms, though the effect remains psionic and requires a proper conduit.

Greater Psychic Wall: At 15th level, the warrior's maintained barriers become harder to break. The warrior may reinforce the wall by spending additional power points when enemies exceed the wall's resistance.

Battlefield Anchor: At 18th level, the Psion Warrior becomes exceptionally difficult to move while focused. When maintaining a defensive power, the warrior may add Combat Focus to checks made to resist bull rush, trip, forced movement, or pressure against a psychic wall.

Master Armament: At 20th level, the Psion Warrior reaches the highest level of personal weapon and armor reinforcement. The warrior may sustain a fully empowered weapon and armor set with improved efficiency, subject to the final campaign power point limits.

Psion Warrior Powers

A Psion Warrior begins play with one power and gains additional powers at 2nd level, 5th level, and every three levels thereafter. The player may choose native powers or common powers. Cross-class powers may be selected if the DM allows them, but their point cost is increased.

Native Power Cost

Power CategoryCost AdjustmentScaling
Native Psion Warrior PowerNormal costFull scaling
Common PowerNormal costNormal scaling unless noted
Secondary Cross-Class Power+25% cost, rounded upDelayed or reduced scaling
Foreign Cross-Class Power+50% cost, rounded upReduced cap, DM approval required

Recommended Starting Powers

PowerNative?UseStarting Effect
Weapon EnhancementYesOffenseEmpower a psi-sensitive weapon with a basic enhancement bonus
Armor EnhancementYesDefenseIncrease the protection of psi-sensitive clothing or armor
Psychic EnduranceYesSurvivalReinforce stamina, pain tolerance, or resistance to exhaustion
Psychic PushYesBattlefield controlPush one nearby enemy back 5 feet
Psychic WallYesDefenseCreate a maintained barrier that enemies may contest
Sense ResonanceCommonDetectionDetect psionic residue, psi-sensitive material, or psychic traps
Kinetic GripCommonUtilityManipulate small unattended objects at short range
Psi-Craft MendingCommon / WarriorUtilityRepair, maintain, or stabilize psi-sensitive weapons and armor

Weapon Enhancement Guide

Minimum LevelEnhancement TierPossible EffectNotes
3rdBasic+1 enhancement bonusRequires a psi-sensitive weapon
6thImproved+2 enhancement bonusMay require additional power points
9thFocused+3 enhancement bonusMay allow a minor special effect
12thGreater+4 enhancement bonusHigh power point cost
15thSuperior+5 enhancement bonusMaximum basic enhancement
18thMaster+5 plus special effectExamples: fire, force, disruption, or other approved effects

Armor Enhancement Guide

Minimum LevelArmor TierPossible EffectNotes
1stResonant ClothingBase +1 armor bonusRequires psi-sensitive clothing or armor
4thReinforcedImproved armor bonusNo armor check penalty added by the power
8thHardenedArmor bonus comparable to medium armorMay include minor damage reduction
12thGreaterArmor bonus comparable to heavy armorStill does not reduce Dexterity by itself
16thSuperiorArmor bonus comparable to enhanced heavy armorHigh power point cost
20thMasterNear half-plate +5 equivalentFinal numbers should be set after balance testing

Psion Feats

The Psion Warrior gains a psion feat at 1st level, 4th level, 7th level, and every three levels thereafter. These are separate from normal feats. Psion feats replace fighter-only feat access such as Weapon Specialization.

FeatPrerequisiteBenefit
Quicken ChargePsionic level 3rdYou may channel 2 additional power points per standard action when charging a power.
Extend HoldPsionic level 3rdYou may hold a charged manifestation for 1 additional round.
Empower ManifestationPsionic level 5thIncrease numeric effects by 50%; total power point cost doubles after modifications.
Extended ReservoirNoneIncrease maximum power point pool by +10.
Greater Extended ReservoirExtended Reservoir, 8th levelIncrease maximum power point pool by another +10.
Armament FocusWeapon EnhancementChoose one psi-sensitive weapon. Reduce the cost to enhance that weapon by 1 power point, minimum 1.
Armored ConduitArmor EnhancementYour psi-sensitive armor or clothing holds defensive power more efficiently.
Wall DisciplinePsychic WallYou gain a bonus on concentration checks made to maintain a psychic wall.
Forceful PushPsychic PushYour Psychic Push may move a target an additional 5 feet if you exceed the contest by 5 or more.
Combat ManifestationConcentration 4 ranksYou gain a bonus on concentration checks made to manifest warrior powers while threatened.
Extreme FocusConcentration 8 ranksIf you did not move last round, you may charge a power at double rate this round.

Psi-Sensitive Equipment

Some warrior powers require psi-sensitive items. A normal sword, bow, shield, cloak, or suit of armor cannot fully hold psionic force unless it has been prepared as a conduit. Such items must be exceptionally crafted and made from materials capable of retaining mental resonance.

Examples include crystal-threaded cloth, psionically tempered steel, living wood, fey-grown leather, dragonbone inlays, resonance glass, or mineral fibers drawn from crystals saturated with psionic energy.

Awaken Conduit

Awaken Conduit is the working name for the ritual power that makes an item psi-sensitive. This ritual is normally performed by a true psion, druid, healer, or trained psi-crafter. Psion Warriors may learn it only with DM permission, but most gain their first psi-sensitive weapon or armor through training, military assignment, inheritance, or special crafting.

Building a 1st-Level Psion Warrior

  1. Assign ability scores. Strength, Constitution, and Wisdom should each be at least 12.
  2. Record Hit Die d6, BAB +1, Fort +2, Ref +0, Will +0.
  3. Select class skills. At 1st level gain 6 + Int modifier skill points under the Altris psionic rule.
  4. Gain Psychic Armament and Combat Focus.
  5. Choose one normal feat.
  6. Choose one psion feat.
  7. Choose one power.
  8. Choose weapons, armor, and shield. If available, begin play with one psi-sensitive weapon or suit of psi-sensitive clothing as approved by the DM.

Design Boundaries

The Psion Warrior does not gain fighter-only feats such as Weapon Specialization unless the campaign specifically allows it. Instead, the class gains psionic feats and powers that replace those fighter-exclusive options.

The class should feel competent without power expenditure, but should feel truly dangerous only when prepared and spending power points. This keeps the Psion Warrior below a true fighter in constant mundane combat reliability while allowing moments of exceptional psychic durability and weapon force.