Psionic Classes

PSYCHIC WARRIOR

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.

Psychic warriors know that only through conflict will their skills grow. Prone to showing off their flamboyant abilities, they claim to fear nothing. Psychic warriors are eager to accumulate the treasure that adventuring brings and the power it buys.

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.

A psychic warrior's training requires the ability to give equal shrift to what others consider polar opposites of physical and mental ability. Psychic warriors tend toward chaotic alignments, but a chaotic outlook is not a requirement.

Psychic warriors prefer to worship nonlawful deities, often choosing Pelor (deity of the sun), Kord (deity of strength), or Erythnul (deity of slaughter). But, as with psions, psychic warriors' reliance on their will and internal fortitude often make them poor supplicants.

A psychic warrior typically grows up among a society or small community of "the like-minded," founded by psions who wished to develop their powers in seclusion. Such communes are rare, but their existence provides some protection in a world often hostile to those with powerful mental abilities. Psychic warriors are often the children of psions, and just as often grow up dissatisfied with the regimen of commune life. Although many adopt the class out of this sense of rebellion, most psychic warriors still feel a deep connection to the commune or society in which they were raised and trained. A few have no such connection, their only ties being to their own paths of personal development.

The inborn gift for psionics is unpredictable, and it can show up in any of the common races. Of the races with a penchant for psionic ability, half-giants are particularly drawn to this class, admiring the psychic warrior's mixture of mental might and physical prowess. Among all other creatures, little opportunity for psychic warrior training is available; however, a few psychic warriors exist in the ranks of the mind flayers.

Psychic warriors get on well with anyone, regardless of class, who appreciates their unique contributions. Psychic warriors make powerful comrades in combat, so most adventurers are happy to have one in their group.

Alignment: Any.

Hit Die: d8.

Class Skills

The psychic warrior's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge (psionics) (Int), Profession (Wis), Ride (Dex), Search (Int), and Swim (Str).

Skill Points at 1st Level: (2 + Int modifier) × 4.

Skill Points at Each Additional Level: 2 + Int modifier.

Table: The Psychic Warrior
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
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 1
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.
Class Features

All the following are class features of the psychic warrior.

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: The Psychic Warrior. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. 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 and Epic Expanded Knowledge do allow a psychic warrior to learn powers from the lists of other classes.) A psychic warrior can manifest any power that has a power point cost equal to or lower than his manifester level.

The total number of powers a psychic warrior can manifest in a day is limited only by his daily power points.

A psychic warrior simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against psychic warrior powers is 10 + the power's level + the psychic warrior's Wisdom modifier.

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.

To learn or manifest a power, a psychic warrior must have a Wisdom score of at least 10 + the power's level.

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 or psionic feats. The psychic warrior must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. A psychic warrior cannot choose feats that specifically require levels in the fighter class 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. A psychic warrior is not limited to fighter bonus feats and psionic feats when choosing these other feats.

PSYCHIC WARRIOR VARIANTS

Variant Classes
Alternative Class Features
Mantled Warrior
Soulbound Weapon
Substitution Levels

Mantled Warrior

You have unlocked access to a single psionic mantle.

Level: 2nd.

Replaces: You lose your bonus feat at 2nd level.

Benefit: You must choose a mantle by 2nd level. In place of your 2nd-level feat, you gain your chosen mantle's granted ability. You also have access to the powers in your chosen mantle, but are not required to take any of them.

Soulbound Weapon

You can summon a specific weapon to your hand that is bound to your very soul.

Level: 1st and 2nd.

Replaces: You lose your 2nd-level bonus feat.

Benefit: You must choose a soulbound weapon at 1st level and you gain the Weapon Focus feat with this weapon. Also, the first power you learn must be call weaponry. You can summon your chosen soulbound weapon to your hand using call weaponry.

At 2nd level, you gain the soulbound weapon class ability, and the weapon you summon using call weaponry is of the same type as you chose at 1st level. Its physical appearance slowly changes, growing in power as you do. You must manifest the power call weaponry to obtain your soulbound weapon; you retain the weapon for the duration of the power. You may still use the call weaponry power as normal if you wish. This is a specific weapon every time you summon it, and it automatically gains a weapon enhancement at the following levels:

Level Weapon Bonus
4th +1 weapon
8th +2 weapon
12th +3 weapon
16th +4 weapon
20th +5 weapon

Also, add the following augmentation to your call weaponry power:

Augmentation: When you manifest your soulbound weapon, for each additional 5 power points you spend, you may add a weapon enhancement of +1 value to the weapon. For example, if you spend an additional 10 power points, you could add two +1 weapon enhancements or a single +2 weapon enhancement.