ARCH-PSYKER

The only paths into this prestige class are from the Magos, the Seer or the Witch / Warlock. This is the most powerful class availabe to psychic characters and represents the apex of the psyker archetype. This prestige class is largely belowed from the D&D SRD, specifically the Archmage prestige class.

 

Requirements

To qualify to become an Arch-Psyker, a character must fulfill the following criteria.

Skills: Psychic Sense 18 ranks, Knowledge (warp) 12 ranks.

Psychic Level: The character must have a Psychic Level of 15 in order to qualify for the Arch-Psyker prestige class. Whether these Psychic Levels are for Arcane, Innate or Mystic psychic powers doesn’t matter.

 

CLASS INFORMATION

The following information pertains to the Arch-Psyker prestige class.

 

Hit Die

Arch-Psykers gain 1d6 hit points per level. The character’s Constitution modifier applies.

 

Action Points

Arch-Psyker gain a number of action points equal to 7 plus one-half their character level, rounded down, every time they advance a level in this class.

 

Class Skills

The Arch-Psyker’s class skills are as follows: Computer Use (Int), Concentration (Con), Craft (chemical, electronic, mechanical, pharmaceutical) (Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Investigate (Int), Knowledge (any) (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Speak Language (none), Psychic Sense (*).

 

* If the Arch-Psyker uses arcane psychic powers the key ability for psychic sense is Int, if he uses mystic powers it is Wis and if he uses innate powers it is Cha.

 

Skill Points at Each Level: 7 + Intelligence modifier.

 

Table: The Arch-Psyker

Level

Base Attack

Fort Save

Ref Save

Will Save

Special

Defense

Leadership

1st

+0

+0

+0

+2

Psychic Potence

+1

+2

2nd

+1

+0

+0

+3

Psychic Potence

+1

+2

3rd

+1

+1

+1

+3

Psychic Potence

+2

+2

4th

+2

+1

+1

+4

Psychic Potence

+2

+3

5th

+2

+1

+1

+4

Psychic Potence

+3

+3

 

CLASS FEATURES

The following features pertain to the Arch-Psyker prestige class.

 

Psychic Level: Though not listed in the table above, each new Arch-Psyker level gives an additional Psychic Level. The type of psychic level provided by the class is determined by the type of psyker the character was when taking the class. A Seer continues to take Mystic Psyker Levels, a Magos takes Arcane Psyker Levels and a Witch takes Innate Psyker Levels.

Eg: A character [Smart Hero 5 / Magos 10 / Arch-Psyker 2] is treated as a Level 17 Arcane Psyker. A character [Dedicated Hero 5 / Seer 10 / Arch-Psyker 2] is treated as a Mystic Psyker.

 

Psychic Potence: An Arch-Psyker gains the opportunity to select a special ability from among those described below by permanently eliminating one existing power slot (she cannot eliminate a power slot of higher level than the highest-level power she can cast). Each special ability has a minimum required power slot level, as specified in its description.

An Arch-Psyker may choose to eliminate a power slot of a higher level than that required to gain a type of Psychic Potence.

 

Arcane Reach (Su): The Arch-Psyker can use powers with a range of touch on a target up to 30 feet away. The Arch-Psyker must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet. This ability costs one 7th-level power slot.

 

Eldritch Fire (Su): The Arch-Psyker gains the ability to change psychic power energy into eldritch fire, manifesting it as a bolt of raw warp energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level of Arch-Psyker) that deals 1d6 points of damage per class level of the Arch-Psyker plus 1d6 points of damage per level of the power used to create the effect. This ability costs one 9th-level power slot.

 

Mastery of Countering: When the Arch-Psyker counters a power, it is turned back upon the caster as if it were fully affected by a reflect power psychic power. If the power cannot be affected by reflect power, then it is merely countered. This ability costs one 7th-level power slot.

 

Mastery of Elements: The Arch-Psyker can alter a psychic power when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a power with the acid, cold, fire, electricity, or sonic descriptor. The power’s casting time is unaffected. The caster decides whether to alter the power’s energy type and chooses the new energy type when he begins casting. This ability costs one 8th-level power slot.

 

Mastery of Shaping: The Arch-Psyker can alter area and effect powers that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the power’s area or effect that are not subject to the power. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable powers have a minimum dimension of 5 feet instead of 10 feet. This ability costs one 6th-level power slot.

 

Greater Power: This ability increases the Arch-Psyker’s effective caster level by +1 (for purposes of determining level-dependent power variables such as damage dice or range, and caster level checks only) his actual caster level however remains unchanged (he still casts the same number of spells per day and so on). This ability costs one 5th-level power slot.

 

Psychic-Like Ability: An Arch-Psyker who selects this type of Psychic Potence can use one of her psychic power slots (other than a slot expended to learn this or any other type of Psychic Potence) to permanently prepare one of her psychic powers as a psychic-like ability that can be used twice per day. The Arch-Psyker does not use any components when casting the power, although a power that costs XP to cast still does so and a power with a costly material component instead costs her 10 times that amount in XP. This ability costs one 5th-level power slot.

The psychic-like ability normally uses a power slot of the power’s level, although the Arch-Psyker can choose to make a power modified by a metamagic feat into a psychic-like ability at the appropriate power level.

The Arch-Psyker may use an available higher-level power slot in order to use the psychic-like ability more often. Using a slot three levels higher than the chosen power allows her to use the psychic-like ability four times per day, and a slot six levels higher lets her use it six times per day.

If psychic-like ability is selected more than one time as a Psychic Potence choice, this ability can apply to the same power chosen the first time (increasing the number of times per day it can be used) or to a different power.

 

 

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