Psychcic warriors are a rare breed of psionic manifester who set their minds towards melee combat. By using powers to augment their bodies and weapons, psychic warriors can accomplish feats far beyond the capabilities of a normal warrior. Teleporting, growing claws, and sensing the future are all possible. A reliance on a limited pool of power points makes them less keen on long fights than a fighter or a barbarian, but a well-prepared psychic warrior can end fights faster than any other.
d8 Hit Die (8 + Con HP at 1st level, 5 + Con HP thereafter)
2 + Int skill points (x2 at 1st level)
Class Skills: Autohypnosis(Wis), Climb(Str), Concentration(Con), Craft(Int), Jump(Str), Knowledge(Military)(Int), Knowledge(Psionics)(Int), Profession(Wis), Ride(Dex), Search(Int), Swim(Str)
Weapon and Armor Proficiency: Proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields, including tower shields.
Level | BAB | Fort | Ref | Will | Features | Power Points per Day | Maximum Power Level |
---|---|---|---|---|---|---|---|
1 | 0 | 0 | 2 | 2 | Bonus Feat | 1 | 1st |
2 | 1 | 0 | 3 | 3 | Bonus Feat | 2 | 1st |
3 | 2 | 1 | 3 | 3 | - | 3 | 1st |
4 | 3 | 1 | 4 | 4 | - | 5 | 2nd |
5 | 3 | 1 | 4 | 4 | Bonus Feat | 7 | 2nd |
6 | 4 | 2 | 5 | 5 | - | 11 | 2nd |
7 | 5 | 2 | 5 | 5 | - | 15 | 3rd |
8 | 6/1 | 2 | 6 | 6 | Bonus Feat | 19 | 3rd |
9 | 6/1 | 3 | 6 | 6 | - | 23 | 3rd |
10 | 7/2 | 3 | 7 | 7 | - | 27 | 4th |
11 | 8/3 | 3 | 7 | 7 | Bonus Feat | 35 | 4th |
12 | 9/4 | 4 | 8 | 8 | - | 43 | 4th |
13 | 9/4 | 4 | 8 | 8 | - | 51 | 5th |
14 | 10/5 | 4 | 9 | 9 | Bonus Feat | 59 | 5th |
15 | 11/6/1 | 5 | 9 | 9 | - | 67 | 5th |
16 | 12/7/2 | 5 | 10 | 10 | - | 79 | 6th |
17 | 12/7/2 | 5 | 10 | 10 | Bonus Feat | 91 | 6th |
18 | 13/8/3 | 6 | 11 | 11 | - | 103 | 6th |
19 | 14/9/4 | 6 | 11 | 11 | - | 115 | 6th |
20 | 15/10/5 | 6 | 12 | 12 | Bonus Feat | 127 | 6th |
A psychic warrior has a base daily allotment of power points given on the table above. In addition, he receives bonus power points per day if he has a high Wisdom score. His race may also provide bonus power points per day, as may certain feats and items.
A 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. 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.
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.
At 1st level, 2nd level, and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th), the psychic warrior gains a bonus feat. These bonus feats must be drawn from the feats noted as fighter bonus feats or psionic feats. The psychic warrior must meet all prerequisites for the bonus feat.
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