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Psychic Warrior

An ecclectic mix between a Psionin their search for perfection, and a Fighterin their capabilities for incredible violence.
Mechanics

Psychic Warrior Level Up Benefits

Preferred Stats: Strength, Wisdom, Dexterity, Constitution
Starting Gold: 5d4x10; OR by level
HP:(3+Con Mod)*level
Starting Age:Average


LevelSpecialPower Points/DayMaximum Power Level
1stBonus Feat01st
2ndBonus Feat11st
3rd--32nd
4th--52nd
5thBonus Feat73rd
6th--113rd
7th--154th
8thBonus Feat194th
9th--235th
10th--275th
11thBonus Feat356th
12th--436th
13th--517th
14thBonus Feat597th
15th--678th
16th--798th
17thBonus Feat919th
18th--1039th
19th--1159th
20thBonus Feat, Capstone1279th

Class Skills: Athletics(Str), Concentration (Con), Craft (Int), Investigate (*), Knowledge (Arcana) (Int), Navigate(Dex), and Profession (Wis)

Chosen Skills: 2 + Int Modifier

Base Attack Bonus: Average

Saves: Fortitude (good), Reflex (poor), Will (poor)

Weapon and Armor Proficiency: Psychic warriors are profficient with all simple and maritla weapons, and with all types of armor and shields (except tower shields.)

Powers: A Psychic Warrior casts psionic powers and can cast spells spontaneously. To learn/cast powers, the Psychic Warrior must have a wisdom score equal to at least 10 + the power level. The DC for a saving throw against a Psychic Warriors spell is their Wisdom score+ the power level + other modifiers.

Unlike other spellcasters, psions can cast any number of spells of each spell level per day. Their limiting factor is actually their power points, which they use in place of spell slots. Points are spent based on the individual power cast, but will usually follow the formula of: 1st:1pp, 2nd:3pp,3rd:5pp,4th:7pp,5th:9pp,6th:11pp, 7th:13pp, 8th:15pp, 9th:17pp. Augmenting a spell requires the same amount of power points used, but enhancing requires using the higher number of power points for the next level. You always enhance before augmentation.

Even if a Psychic Warrior does not have the PP to cast spells at 1st level, a Psychic Warrior gains access to one spell per level.

Bonus Feats: At 1st level, 2nd level, and every three levels therafter, the psychic warrior gains a bonus feat. Unlike the Fighter, this bonus feat can be any feat that they qualify for, so long as they meet the prerequisites.

Capstone: Upon reaching 20th level, a Psychic warrior chooses their capstone. Use the warriors Wisdom modifier on attacks rolls and damage. 4/day reroll any attack from or against you. Automatically confirm any critical threat against an opponent from weapons you use. Learn two more powers. Or finally, gain one extra attack each round at your full BAB.

Alternate Class Features

2nd Level Bonus Feat

Mantled Warrior


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.

 

Operations

Provided Services

Spells

Below you will find a list of all the powers available to a Psychic warrior, arranged by class level.

4th Level Spells


2nd Level Spells


5th Level Spells

Meld

3rd Level Spells


6th Level Spells


Type
Military
Famous in the Field

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