Psychic Warrior

Ability Requirements :Clairsentient	Psychokinetic	Psychometabolism	Psychoportive	Telepathic
	Strength		        11		         11			15	        11		     11
	Dexterity		        10	                            9			10	        15		     10
	Constitution	        10		        15			10	          9		     10
	Intelligence	        12		        11			11	        11		     15
	Wisdom		        15		        12			12	        12		     12

Prime Requisite:	Wisdom	Constitution	Strength	Dexterity	Intelligence 
			Strength	Strength	Constitution	Strength	Strength
			Constitution	Intelligence	Intelligence	Intelligence	Constitution

Allowed Races :	All

	A Psychic Warrior may have any alignment.
	A Psychic Warrior with a score of 16 or more in their prime requisite receive a bonus of 5% per prime requisite ability to their character experience points up to a total of 10% maximum..
	Psychic Warriors can use the following weapons: Short bow, hand crossbow, light crossbow, dagger, dirk, knife, club, hand axe, throwing axe, horseman’s mace, horseman’s pick, scimitar, spear, shoet sword, war hammer. They may also use all armors and shields but will suffer some penalty to their psionic powers.
	A Psychic Warrior have a hit dice of d8, the thaco of rogues, and the saving throws of psionicists.
	Psychic Warriors use the same experience table as psionicist to advance in level.
	Psychic Warriors can use all magical items allowed to psionicist.

Psychic Warrior Psionic Power Progression
Psychic WarriorTotal		Total		Total		Psionic	
Level		Disciplines	Sciences	Devotions	Att/Def
1		0		-		-		-
2		0		-		-		-
3		0		-		-		-
4		0		-		-		-
5		1		1		3		1/1
6		1		1		3		1/1
7		1		1		4		1/1
8		2		1		4		1/1
9		2		1		4		1/1
10		2		1		5		1/1
11		2		2		5		2/2
12		2		2		5		2/2
13		2		2		6		2/2
14		2		2		6		2/2
15		3		2		6		2/2
16		3		2		7		2/2
17		3		3		7		3/3
18		3		3		7		3/3
19		3		3		8		3/3
20		3		3		8		3/3
21		3		3		8		3/3
22		3		3		9		3/3
23		3		4		9		3/3
24		3		4		9		3/3
25		3		4		10		3/3
26		3		4		10		3/3
27		3		4		10		3/3
28		3		4		11		3/3
29		3		5		11		3/3
30		3		5		11		3/3

Base MAC and PSP Bonuses
Ability	Base	MAC		PSP
Score	MAC	Modifier	Bonus
0	10	+3		-8
1	10	+3		-7
2	10	+2		-6
3	10	+2		-5
4	10	+2		-4
5	10	+1		-3
6	10	+1		-2
7	10	+1		-1
8	10	0		0
9	10	0		0
10	10	0		0
11	9	-1		0
12	8	-1		1
13	7	-1		1
14	6	-2		1
15	5	-2		1
16	4	-2		1
17	3	-3		2
18	2	-3		3
19	1	-3		4
20	0	-4		5
21	-1	-4		6
22	-2	-4		7
23	-3	-5		8
24	-4	-5		9
25	-5	-5		10
	To Determine a base MAC, find the character’s wisdom score on the upper table. Then find the character’s intelligence score and add the indicated MAC modifier. MACs can be improved trough proficiencies and other means.1
Psychic Warriors have the thaco of a warrior of the same level to determine their Mthaco(Mental thaco).
	Psychic Warriors determines their initial PSP total by adding bonuses awarded for their high Ability Requirements score to a base of 15, then adding the result of a 1d4 roll. With every level increase, up to the 9th level, a Psychic Warrior gains additional PSPs by adding the bonuses for High Ability Requirements score to a 1d4 roll. Starting at level 9th, a Psychic Warrior gains just 3 PSPs per level, plus their first Prime Requisite ability score bonus.
	Psychic Warriors can do the following actions in a single round:
•	Make as many psionic attack as his experience level indicates/ activate one psionic power against a now open mind due to a successful attack in the same round.
•	Use one psionic defense.
•	Activate one psionic power against an open mind.
•	Maintain as many previously successfully activated powers as he wishes, provided he can afford to continue paying the PSP costs.
When making a psionic attack, the Psychic Warrior can only move at half his movement rate and must not be disturb from the beginning of the round up to his initiative roll or he will lose his attack(s) and lose 1 PSP.
When engage in psionic combat, Psychic Warriors are consider open minded.

Psychic Warriors # of Psionic Attack per Round
Psychic Warrior	
Level		# Att/rnd
5-10	1/1
11-16	3/2
17+		2/1

Mthaco Modifiers
Psychic Warrior
Intelligence	Mthaco
Score		Modifier
0		-4
1		-4
2		-3
3		-3
4		-2
5		-2
6		-1
7		-1
8		0
9		0
10		0
11		0
12		0
13		0
14		0
15		0
16		+1
17		+1
18		+2
19		+2
20		+3
21		+3
22		+4
23		+4
24		+5
25		+5

Psionic Attacks vs. Psionic Defenses
		Mthaco bonus(+) or penalty(-) against PsionicDefenses
Psionic		Mind	Thought	Mental		Intellect	Tower of
Attacks	Blank	Shield		Barrier		Fortress	Iron Will
Mind Thrust	+5	+3		-2		-3		-5
Ego Whip	+3	+4		+2		-4		-3
Id Insinuation	-5	-3		-1		+2		+5
Psychic Crush	+1	-4		+4		-1		-2
Psionic Blast	-3	+2		-5		+4		+3

Psionics and subabilities: Use the following subabilities to determine a Psychic Warrior’s PSP total: Strenght/Stamina, Dexterity/Aim, Constitution/Fitness, Intelligence/Reason, Wisdom/Intuition.

	Psychic Warriors can achieve criticals when using their psionic attack the same way a character would do when attacking a creature. A successful critical upon a psionic mind will open it’s mind. When a mind is force opened by a successful psionic attack or a critical, the target will receive a +2 penalty to it’s next initiative roll. A character can close back it’s mind by spending double the PSP cost of the last defense it used. If the character doesn’t have enough PSP to close it’s mind or simply don’t want to reclosed it, he will be able to make a wisdom check with a –3 penalty in 1d4+1 round. Only one check per round can be made and it will be the only action the character can do during that round. Remember that when a PSP pool reaches 0, the mind becomes immediately opened, afterward the only way to close it again is through wisdom rolls.

	Psychic Warriors recovers 1/8 of their total PSP pool per hour of sleep or meditation.

Proficiency Group Crossovers: General, Warrior, Psionicist.
Weapon Proficiencies			Nonweapon Proficiencies
Initial	# Levels		Thaco Penalty	Initial		# Levels
   4	 	    3		-2		   3		  	   3

Wealth Option: 5d4 x 10 GP

Psychic Warriors can specialize in only one of the following fighting styles: One-handed, Two-handed, Weapon & Shield; but can use all of them.

# of Attack Per Round
Psychic warrior
Level		# of Att/rnd
1-6		1/1
7-12		3/2
13+		2/1

Critical Hits

Psionic Attack vs.  Humanoids, animals, and monsters

Hit Location: Brain

Severity	Effect
1-3		No unusual effect
4		Brain damage, -1 penalty to attack rolls(effects like grazed)
5		Brain damage, -2 penalty to attack rolls(effects like struck)
6		Brain injured, HP reduce to 50%, -2 to attack rolls, stunned 1d6 rnds
7		Brain injured, HP reduce to 50%, stunned 1d6 rnds, -4 to attack rolls, ½ move
8		Brain injured, HP reduce to 50%, victim blinded, stunned 1d6 rnds, ½ move
9		Brain severly injured(like broken), HP reduce to 50%, victim blinded, no move or attacks, minor bleeding
10		Brain severly injured(like destroy), HP reduce to 50%, victim blinded, no move or attacks, major bleeding
11		Brain nearly destroyed, HP reduce to 50%, victim blinded, no move or attacks, severly bleeding
12		Brain destroyed, immediate death
13+		Head explosed, immediate death

Psychic Warriors receive 70 character points to purchase their abilities.

5/10/15Armor Bypass(See below)
10	Attack Mode of Choice(See below)
5/15/20Combat Bonus(Priest/Warrior/Monster thaco)
2/4	Contact(See below)
5/10	Followers(See below)
5/10	Guarded Mind(See below)
5/10/15Hit Point Bonus(d8/10/d12)
2/4	Mental Defense(See below)
10	Penetrating Mind(See below)
10	PSP Bonus(The Psychic Warrior roll d6 dices instead of the d4 dice when calculating PSPs)
10	Psychic Adept(See below)
5/10	Range Bonus(See below)
15/20	Warrior Ability Bonus[See the Priest Section in Spells & Magic]
15	Weapon Specialization[See the Fighter Section in Skills & Powers]
13	Weapon Specialization at level 6th[See the Fighter Section in Skills & Powers]
9/15	Wild Talent(See below)
3	Access to Discipline(any 3)
	1	Psychometabolism
	1	Psychokinesis
	1	Psychoportation
	1	Clairsentience
	1	Telepathy
5	Science Knowledge(1 Science PSP’s cost is halved)
2	Devotion Knowledge(1 Devotion PSP’s cost is halved)
10	Spell Resistance(+1 to all saving throws vs, Spells)
15	Immunity to Magic[See the Priest section in Spells & Magic]
15	Quick PSP’s Recovery(Recovery of PSP’s are doubled)
5+	Nonweapon Proficiency Group Crossovers(Warrior)[See the Priest Section in Spells & Magic]
10+	Weapon Proficiency Group Crossovers(10 character points per new class){Fighter}
3/5	Weapon Proficiency Bonus: 1/5 level for 3 points, 1/4 level for 5 points
10	Weapon Use(All weapons)
3/5	Nonweapon Proficiency Bonus: +1 initial, +1/level after 1st level for 3 points, +2 initial, +1/even level, +2/odd level for 5 points
20	Multiple Specialization[See the Fighter section in Skills & Powers]
10	Defense Bonus[See the Fighter section in Skills & Powers]
5	Increased Movement(+1/4 rounded up)
1	One Nonweapon Proficiency Bonus
2	One Weapon Proficiency Bonus
5	Climb Walls(See below)[See the Thief section in Skills & Powers]
5	Detect Noise(See below)[See the Thief section in Skills & Powers]
5	Hide in Shadows(See below)[See the Thief section in Skills & Powers]
5	Move Silently(See below)[See the Thief section in Skills & Powers]
2	Able to Use the Fighting Style Two Weapon
5	Mthaco Bonus(Monster thaco)

Restriction
1	Behavior/Taboo[See the Wizard section in Spells & Magic]
5+		Limited Magical Item Use[See the Fighter section in Skills & Powers]
5		Reduced Hit Dice(d4)
5/10/15	Limited Armor(Medium/Light/None)
5/10		Weapon Selection(Wizard/None)
5		Reduced Combat Ability(Wizard thaco)
10/15/20	Mthaco Reduction(Priest/Rogue/Wizard thaco)

	Armor Bypass: The Psychic warriors can employ for 5 character points light armors, for 10 character points medium armors, and for 15 character points heavy armors without having any penalty to their psionic powers.
	Attack Mode of Choice: The Psychic Warrior develops extra skill in using one particular psionic attack mode and gain a +1 bonus to mental attack rolls when using that attack mode.
	Contact: The psychic warrior receives the contact proficiency and gains attack modes as shown on the upper table. As a 4-point ability, the psychic warrior receives extra attack modes as though he were two levels higher than his actual level.
	Followers: The psychic warrior become a complentative master at 9th level. A 1st-level psychic warrior arrives each month to study with the master. Students serve without pay if they receive at least 10 hours of training each week (they leave to seek new masters if they do not receive sufficient training). The maximum number of students the master attracts is equal to one half the masters charisma score, rounded down. If the master builds a sanctuary, he can attract a number of students equal to his charisma score. As a 10-point ability, the psychic warrior becomes a renowed teacher and can attract students at any level, subject to the limits noted above.
	Guarded Mind: The psychic warrior can block or resist attempts to usurp his will and gains a +1 bonus to all saving throws against spells from the enchantment/charm school. As a 10-point ability, the psychic warrior gains a +2 bonus instead.
	Mental Defense: The psychic warrior can close his mind to psychic contact and gains defense modes as shown in the upper table. As a 4-point ability, the psychic warrior receives extra defense modes as though he was two levels higher than his actual level. If the psychic warrior does not choose this power, he has an open mind, just as if he were a non-psionic character. The character gains in addition the mental armor proficiency for free with the purchase of this ability be it a 2 or 4 points cost.
	Penetrating Mind: The psychic warrior can penetrate physical barriers with his mind more readily than other psychic warriors can. It take two inches of lead iron, four inches of absidian, or two feet of rock to block the psychic warrior clairsentient and telepathic powers. This ability does not negate a blocked line of sight, nor does it has any effect on psionic combat and does not allow the psychic warrior to ignore magical or psychic barriers that block psionic powers.
	Psychic Adept: The psychic warrior receives extra powers according to the table below instead of the normal table. The two disciplines the psychic warrior chooses at first level count as primary disciplines

Psychic Adept Power Progression
Psychic WarriorTotal		Total		Total
Level		Disciplines	Sciences	Devotions
1		-		-		-
2		-		-		-
3		-		-		-
4		-		-		-
5		2		2		4
6		2		2		4
7		2		2		5
8		2		2		5
9		2		2		5
10		2		2		6
11		2		3		6
12		3		3		6
13		3		3		7
14		3		3		7
15		3		3		7
16		3		3		8
17		3		4		8
18		3		4		8
19		3		4		9
20		3		4		9
21		3		4		9
22		3		4		10
23		3		5		10
24		3		5		10
25		3		5		11
26		3		5		11
27		3		5		11
28		3		5		12
29		3		6		12
30		3		6		12

	Range Boost : The range of all powers within the psychic warrior primary discipline increase by 25%. If the psychic warrior is a psychic adept, he has two primary disciplines. At a base 5-point ability, only one discipline is increase. For a 10-point ability, both disciplines are increased. All powers with ranges of 0, self, or touch remain unaffected byt his ability.
	Wild Talent: A character gains a wild talent but must still roll randomly to determine what the wild talent is. For a 15-point ability, the character can choose his wild talent but must still be choosen from the wild talent table.

Thief Ability: To determine a psychic warrior’s % chance in a thieving skill that he has bought as a class ability, see below:
PsionicistMove	Hide In	  Detect	Climb			
Level	Silently	Shadows  Noise	Walls
1	10	5	  15	60
2	15	10	  20	65
3	20	15	  25	70
4	25	20	  30	75
5	30	25	  35	80
6	35	30	  40	85
7	40	35	  45	90
8	45	40	  50	95
9	50	45	  55	99
10	55	50	  60	99
11	60	55	  65	99
12	65	60	  70	99
13	70	65	  75	99
14	75	70	  80	99
15	80	75	  85	99
16	85	80	  90	99
17	90	85	  95	99
18	95	90	  99	99
19	99	95	  99	99
20	99	99	  99	99