Description-Warriors who use psychic powers to enhance there combat abilitys.They are few and rare and usally keep there psy abilitys secrect.
Alignment: Any.
Hit Die: d8.
Skill Points at 1st Level: (2 + Int modifier)
X 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Skills
The psychic warriors class skills (and the key ability for each skill)
are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Jump
(Str), Stabilize Self (Str), Swim (Str), Tumble (Dex), and Use Psionic Device
(Cha).
Weapon and Armor Proficiency: The psychic warrior is proficient in the use of all simple and martial weapons and all armor (light, medium, and heavy armor) and shields.
Table: The Psychic Warrior
Base
| Level | Base Attack |
Fort Save |
Reflex Save |
Will Save |
Special |
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 |
+0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 |
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 |
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 |
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 |
Bonus Feat,2 Psonic Combat Modes Bonus Feat Psonic Combat Mode Bonus Feat Weapon Specialization Psonic Combat Mode Bonus Feat Psonic Combat Mode Psonic Combat Mode Bonus Feat Psonic Combat Mode Psonic Combat Mode Bonus Feat Psonic Combat Mode Psonic Combat Mode Bonus Feat Bonus Feat |
| Level | Power Points/day |
0 | 1 | 2 | 3 | 4 | 5 | 6 |
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 |
2 3 4 5 8 11 16 21 26 33 40 47 56 65 74 85 96 107 118 129 |
2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 |
- - 1 2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 4 4 |
- - - - 1 2 2 3 3 3 3 3 3 3 3 3 3 3 3 3 |
- - - - - - 1 1 2 2 3 3 3 3 3 3 3 3 3 3 |
- - - - - - - - - 1 1 2 2 3 3 3 3 3 3 3 |
- - - - - - - - - - - - 1 1 2 2 3 3 3 3 |
- - - - - - - - - - - - - - - 1 1 2 2 3 |
Powers Discovered: The number of powers of each level that the psychic warrior knows. A - indicates no powers are available.
Class Features
All of the following are class features of the psychic warrior.
Bonus Feats: At 1st level, the psychic warrior gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to humans. The psychic warrior gains an additional bonus feat at 2nd level and every three levels thereafter. These bonus feats can be selected from all psionic feats as well as the following Feats: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency*, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical*, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two-Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse*, and Weapon Focus*.
Feats dependent on other feats are given parenthetically after the prerequisite feat. Some of the psionic feats also have feats from the above list as prerequisites. A character can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time.
Characters must still meet all prerequisites for a feat, including ability score and base attack bonus.
Powers: A psychic warrior manifests psionic powers. A psychic warrior begins play knowing two 0-level powers (talents). At each level, the psychic warrior discovers one or more previously latent powers, as indicated on Table: Psychic Warrior Powers. These powers are chosen from the psychic warrior power list.
To manifest a power within a particular discipline, a psychic warrior must have a key ability score of at least 10 + the powers level. (Psionic attack and defense modes are exempt from this restriction and do not possess levels). The DC for saving throws to resist a psychic warriors powers is 1d20 + the powers level + the psychic warriors key ability modifier. The 1d20 roll is made by the attacking psion when the power is manifested. (Psionic attack and defense modes add a special modifier instead.)
Certain powers can be enhanced as they are manifested, at the cost of additional power points.
Note: A psychic warrior may choose to discover a lower-level power in place of a higher-level power normally granted by level advancement, just as psions can.
Power Points: A psychic warrior can manifest a certain number of 1st-level and higher powers per day based on her available power points. Psychic warriors do not gain bonus power points for exceptional ability scores, and so at 1st level have only 2 power points. Special rules govern the manifestation of 0-level powers and psionic combat modes.
0-level Powers: Also called talents, 0-level powers have a special power point cost. A psychic warrior can manifest any talent she knows for free a number of times per day equal to her level +2. After exhausting her daily allotment, the psychic warrior must pay 1 power point per manifestation of a 0-level power for the rest of the day.
Psionic Combat Modes: At 1st level, a psychic warrior can choose to learn two of the ten psionic combat modes. At succeeding levels, she can learn one additional psionic combat mode according to the schedule shown on Table: The Psychic Warrior.
Weapon Specialization: On achieving 6th level,
a psychic warrior gains the Weapon Specialization feat. The psychic warrior
must have Weapon Focus with that weapon to gain Weapon Specialization. If
the weapon is a ranged weapon, the damage bonus applies only if the target
is within 30 feet, because only at that range can the psychic warrior strike
precisely enough to hit more effectively. Psychic warriors gain Weapon Specialization
as a free feat; it doesnt count against the characters bonus and
regular feat acquisition. The character cannot take Weapon Specialization
as a bonus or regular feat at any other level.