Psychic Warrior

Hit Die: d8

Class Skills: Acrobatics (Dex), Autohypnosis (Wis), Climb (Str), Craft (Int), Knowledge (psionics) (Int), Perception (Wis), Profession (Wis), Ride (Dex) and Swim (Str).

Skill Points per Level: 4 + Int modifier.

Level Base Attack Fort Ref Will Special Power Points/Day Powers Known Max Power Level
1 +0 +2 +0 +0 Bonus Feat, Psionic Proficiency, Warrior's Path, Talents 1 1 1st
2 +1 +3 +0 +0 Bonus Feat 2 2 1st
3 +2 +3 +1 +1 Expanded Path 4 3 1st
4 +3 +4 +1 +1 Path Skill 6 4 2nd
5 +3 +4 +1 +1 Bonus Feat 8 5 2nd
6 +4 +5 +2 +2 Martial Power 12 6 2nd
7 +5 +5 +2 +2 Path Skill 16 7 3rd
8 +6 +6 +2 +2 Bonus Feat 20 8 3rd
9 +6 +6 +3 +3 Secondary Path (powers) 24 9 3rd
10 +7 +7 +3 +3 Path Skill 28 10 4th
11 +8 +7 +3 +3 Bonus Feat, Secondary Path (trance, maneuver) 36 11 4th
12 +9 +8 +4 +4 Twisting Paths 44 12 4th
13 +9 +8 +4 +4 Path Skill 52 13 5th
14 +10 +9 +4 +4 Bonus Feat 60 14 5th
15 +11 +9 +5 +5 Pathweaving 1/day 68 15 5th
16 +12 +10 +5 +5 Path Skill 80 16 6th
17 +12 +10 +5 +5 Bonus Feat 92 17 6th
18 +13 +11 +6 +6 Pathweaving 2/day 104 18 6th
19 +14 +11 +6 +6 Path Skill 116 19 6th
20 +15 +12 +6 +6 Bonus Feat, Eternal Warrior 128 20 6th

Weapon and Armor Proficiency: Psychic warriors are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Power Points/Day: A psychic warrior’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table above. In addition, he receives bonus power points per day if he has a high Wisdom score. His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: A psychic warrior begins play knowing one psychic warrior power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power.

Choose the powers known from the psychic warrior power list. (Exception: The feat Expanded Knowledge does allow a psychic warrior to learn powers from the lists of other classes.) A psychic warrior can manifest any power that has a power point cost equal to or lower than his manifester level.

The total number of powers a psychic warrior can manifest in a day is limited only by his daily power points.

A psychic warrior simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against psychic warrior powers is 10 + the power’s level + the psychic warrior’s Wisdom modifier.

Psychic Warrior Powers

Talents: Talents are 0th-level psionic powers that are powered by psionic focus, rather than power points. These abilities give manifesters minor abilities that can be used at-will, but typically have very limited functionality or use. Talents are typically used as a way to train manifesters to avoid depleting the power point reserve.

A manifester may manifest any talent that he knows without paying power points as long as he maintains psionic focus. However, if the talent has a duration longer than instantaneous, he can only have one such talent active at a time; manifesting another talent without paying power points in this manner causes the original talent to immediately expire.

A manifester may also manifest a talent by paying one power point, regardless of whether psionic focus is held; these do not cause any other active talents to lapse and may be augmented if the power description indicates such.

Talents can only be augmented if the manifester spends 1 power point on the manifestation in addition to any power points spent augmenting the power.

A Psychic Warrior begins play knowing 2 talents of his choice.

Bonus Feats: At 1st level, a psychic warrior gets a bonus combat feat in addition to the feat that any 1st level character gets and the bonus feat granted to a human character. The psychic warrior gains an additional bonus feat at 2nd level and every three levels thereafter (5th, 8th, etc.). These bonus feats must be drawn from the feats noted as combat feats or psionic feats. The psychic warrior must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements (like levels in another specific class).

These bonus feats are in addition to the feats that a character of any class gains every two levels. A psychic warrior is not limited to combat feats and psionic feats when choosing these other feats.

Psionic Proficiency (Ex): A psychic warrior treats his base attack bonus as equal to his psychic warrior level for the purposes of requirements for psionic feats. Base attack bonuses granted from other classes are unaffected and are added normally.

Warrior’s Path (Ex): At 1st level, a psychic warrior chooses a path to adhere to (listed below). When first taking a path, the psychic warrior gains one of the two powers associated with that path. Powers gained from a path do not count against his number of powers known. When manifesting this power, called a path power, the psychic warrior can either choose to manifest it for no cost by expending his psionic focus, in which case it cannot be augmented, or he can choose to manifest it normally, in which case his effective manifester level for this power is treated as one higher than normal.

At 3rd level, the psychic warrior gains the second power from his path. All of the above benefits apply to this additional path power.

In addition, the psychic warrior gains one additional class skill, as noted in the path description.

Psychic Warrior Paths

Expanded Path: At 3rd level, the psychic warrior expands his understanding of his chosen path. From this point on, he can use the Trance and Maneuver associated with his chosen path.

Path Skill: Path Skill: At 4th level, the psychic warrior gains a +2 bonus to one skill associated with a path he is on. Every three levels thereafter, he can choose to increase the bonus to one of his path skills by +2 (to a maximum of +6 for any one path skill). This may be a skill he has already chosen or a new skill associated with a path he is on.

Martial Power: At 6th level, if the psychic warrior makes a melee attack, he can manifest one of his path powers as part of that attack action. The power takes effect immediately after the attack has been finished. Touch range powers are transmitted through the melee attack to the attacked target.

Secondary Path (Ex): At 9th level, the psychic warrior gets to choose a second warrior’s path. He chooses one of the path powers available from his new list. The psychic warrior may only have two path powers in total from a single given path.

At 11th level, the psychic warrior can choose to use the Trance and Maneuver from his second warrior’s path, but may only benefit from one Trance at a time.

Twisting Path (Ex): At 12th level, as a swift action while maintaining psionic focus and using a Trance, the psychic warrior can change to the Trance of his other path.

Pathweaving (Su): At 15th level, as long as the psychic warrior maintains psionic focus, once per day he can gain the benefits of both of his Trances for up to 5 minutes. Activating this ability is a free action. Every third level thereafter, the psychic warrior can use this ability an additional time per day.

Eternal Warrior (Su): At 20th level, once per day as a free action, the psychic warrior can enter into a very powerful Trance. As long as he maintains psionic focus, for up to 5 minutes the psychic warrior adds his Wisdom modifier to his attack rolls, damage rolls, AC, skill checks, ability checks, saves, and initiative, and he increases his speed by +5 feet for every point of his Wisdom modifier. These benefits stack with those that might be granted by his active path’s Trance (or both paths, if using Pathweaving).

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