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.