The Psychic Warrior
Hit Point Rate: 7
Class Skills: Athletics, Autohypnosis, Concentration, Craft, Intimidate, Endurance, Insight, Knowledge (nobility), Knowledge (psionics), Profession, Perception
Skill Points: 2 + Int per level
Level | BAB | Fort | Will | Ref | Class Features |
---|---|---|---|---|---|
1 | +2 | +2 | +2 | -2 | Manifester, Fuel for Fire, Lesser Archetype Power |
2 | +3 | +3 | +3 | -1 | Psionic Cleave, Lesser Racial Power |
3 | +4 | +4 | +4 | 0 | Moderate Archetype Power |
4 | +5 | +5 | +5 | +1 | Enduring Body, Moderate Racial Power |
5 | +6 | +6 | +6 | +2 | Force of Will |
6 | +7 | +7 | +7 | +3 | Ultimate Power, Greater Archetype Power, Greater Racial Power |
Class Features
Proficiencies: The psychic warrior is proficient with light armor, medium armor, heavy armor, shields (including tower shields), as well as simple and martial weapons. A psychic warrior is not restricted from manifesting for wielding weapons or armory.
Manifester: The psychic warrior manifests powers as a psychic warrior does, chosen from the Psychic Warrior Powers list and egoists discipline powers. However, you may not learn the hustle power. The psychic warrior's sole manifesting stat is Wisdom.
Powers | |||
---|---|---|---|
Level | Points | Known | Maximum Power Level |
1st | 3 | 2 | 1st |
2nd | 6 | 3 | 1st |
3rd | 9 | 4 | 1st |
4th | 12 | 6 | 2nd |
5th | 15 | 7 | 2nd |
6th | 18 | 8 | 2nd |
Fuel for Fire:
You may choose to lose all your psionic foci (at least one) and in turn be able to cast any one psionic power with range personal as a swift action.
After spending power points in combat as a standard or full-round action your next attack deals bonus damage equal 1d6 per power point spent. This bonus expires after 3 turns. If you miss your next attack you may expend your psionic focus to not lose the damage bonus (until your next attack).
Psionic Cleave: Once per turn after knocking an opponent unconscious you may try a DC 20 concentration check. If you succeed your psionic focus is retained.
Enduring Body: For every 10 power points left the psychic warrior is granted 1 point of hardness.
Force of Will: While you are psionically focused you may choose one power at a time which is currently active with a duration of one minute per level or longer and range personal. The duration timer does not tick down while you are psionically focused.
Ultimate Power: At 6th level, the psychic warrior gains the ability to manifest a particular power as a psi-like ability 1/day, as appropriate for his archetype. His manifester level is equal to his hit dice, and the DC of the power, if applicable, is based on his Wisdom modifier. For fuel for fire purposes using this ability counts as using manifesting and having power points spend equal to the manifester level of the power.
Feats: Ability Specialization, Epic Psionic Refreshment, Psychometabolistic Compression
Archetypes
Atavist
Survival and Perception are always class skills for the atavist, but he loses the knowledge(nobility) skill.
Bonus Powers:
- 1: Bite of the Wolf, Claws of the Beast
- 2: Endorphin Surge
- 3: Beast Mode
Lesser Archetype Power: You receive a carapace armor which gives a 2 DR armor bonus. When you defeat a high CR opponent which has a high natural armor you can make use its remains receiving an enchantment bonus 1DR per 5 CR of the creature (round down).
In addition you receive the scent supernatural ability
Moderate Archetype Power: The atavist receives fast healing 2 and +2 to attack and damage rolls with all natural weapons.
The carapace armor bonus increases to 4 DR.
Greater Archetype Power: An atavists fast healing improves to 3+ his Constitution modifier.
The carapace armor bonus increases to 6 DR.
Feats: Epic Claws Of The Beast, Mind Graft
Dread
bonus powers:
- 1: Demoralize Unearthly Terror without level cap
- 2: Mindhunter , Summon Abhorrent Nightmares
- 3: Form of Doom, Induce Phobia
Dreadful Enervation: When overcome by Psychic Enervation, the Dread is Frightened for one turn and cannot use Dreadful Attacks.
Lesser Archetype Power: You emit an aura of fear which gives all enemies within 18m a -2 penalty on saving throws versus fear, while providing you a +4 bonus on intimidate checks.
Once per turn the dread may make an melee attack dreadful against an enemy suffering from a fear effect. A dreadful attack ignores bonuses to AC from fighting defensively, combat expertise or the total defense action. Additionally you may apply feats which require expending a psionic focus for free.
Moderate Archetype Power: Whenever you are within 18m of a foe which suffers under your fear effects, you receive fast-healing equal to your level plus your main casting ability modifier.
Greater Archetype Power: Whenever you are within 18m of a foe which suffers under your fear effects, you receive a +4 moral bonus to strength.
When you use your ultimate you summon abhorrent nightmares as if you used the homonymous power which is as augmented as possible with your level. If you have abilities improving the effective level of your ultimate those apply to this summoning of nightmares power.
Feats: Abhorrent Company
Ectoplasmic Aegis
Bonus Powers:
- 1: Repair
- 2: Ectoplasma Shard Storm
- 3: Immortal
Lesser Archetype Power: The Aegis gains an ectoplasmic suit. The suit overlays another armor and can be worn in addition to any other armor and gives bonuses according to the armor worn. The suit cannot be attacked but dispelled and it vanishes if your armor is destroyed. When the suit is destroyed it reforms after 8 hours of rest or when it is repaired.
- None or light armor: Ignore partial effects from reflex saves. And gain half your level as bonus to reflex saves.
- Medium armor: Ignore partial effects from will saves. And gain half your level as bonus to will saves.
- Heavy armor: Ignore partial effects from fortitude saves. And gain half your level as bonus to fortitude saves.
Moderate Archetype Power: The suit grants one type A astral construct power. The aegis chooses the power at the start of each day.
The armor of the Ectoplasmic Aegis receives one point of free enchantment bonus.
Greater Archetype Power: The suit grants one type B astral construct power in addition to the one type A power. The aegis chooses the power at the start of each day.
The armor of the Ectoplasmic Aegis provides +4 on fortitude saves versus critical hits.
Feats: None.
Eternal Warrior
You add concentration, knowledge (planes) and knowledge (arcana) to your class skills.
Lesser Archetype Power: You receive meldshaping abilities as a meldshaper of your class level. You may only select soulborn soulmelds, even with feats. Your primary meldshaping ability is wisdom. At the second level you can bind your chakra to your crown and at the sixth level you may bind your chakra to your feet and hands.
Level | Soulmelds | Essentia | Chakra Binds |
---|---|---|---|
1st | 1 | 1 | 0 |
2nd | 1 | 2 | 1 |
3rd | 2 | 3 | 1 |
4th | 3 | 4 | 1 |
5th | 4 | 5 | 1 |
6th | 5 | 6 | 2 |
An Eternal Warrior receives bonus essentia equal to half his wisdom score.
Moderate Archetype Power:
The Eternal Warrior gains access to the following Soulmeld:
Soulbound Weapon: Incarnium energy surrounds your weapon, imbuing it with additional power. Each point of essentia invested increases the weapons enhancement bonus by one, although the total enhancement bonus cannot surpass 5. Alternatively it instead grants weapon special qualities with a total enhancement bonus up to the essentia invested. It is possible to mix and match, eg. with 2 points of essentia invested you could give your weapon a +1 enhancement bonus and the flaming special quality. This soulmeld does not occupy any chakra and therefore it also connot be bound to one.
Greater Archetype Power:
The Eternal Warrior gains access to the following Soulmeld:
Soulbound Guard: Incarnium energy surrounds your armor or shield, imbuing it with additional power. Each point of essentia invested increases the armor or shields enhancement bonus by one, although the total enhancement bonus cannot surpass 5. Alternatively it instead grants armor or shield special qualities with a total enhancement bonus up to the essentia invested. It is possible to mix and match, eg. with 2 points of essentia invested you could give your shield a +1 enhancement bonus and the blinding special quality. This soulmeld does not occupy any chakra and therefore it also connot be bound to one.
Feats: Adapting Armaments
Steel Tempest
Bonus Powers:
- 1:Burst
- 2:Hustle
- 3:Dimension Slash
The steel tempest has always a good reflex saving throw and proficiency with medium and heavy armors.
Lesser Archetype Power: A steel tempest may move without penalty through difficult terrain or areas of poor visibility.
The tempest receives 3m more movement speed.
Moderate Archetype Power: The steel tempest movement speed is not slowed by armors or the slow spell. The maximum dexterity modifier that his armors allow is unlimited.
The steel tempest receives a +4 bonus to initiative checks.
Greater Archetype Power: The steel tempest may use her attacks anytime during movement. If he has the spring attack feat, she may use a full-attack as part of it.
In addition, the steel tempest may take an additional swift or immediate action each turn.
Feats: Turbulence
Zerth Cenobite
Bonus Powers:
- 1: Precognition, Offensive and Defensive
- 2: Timeless Step
- 3: Temporal Distillation
Lesser Archetype Power: The Zerth Cenobite receives the improved unarmed strike feat and his unarmed strikes deal 1d6 points of damage.
With unarmed strikes and monk weapons wearing no armor he may perform a special flurry of blows during a full-round attack which grants him a bonus attack at full base attack bonus, all attacks made during such a full-round attack take -2 on their attack roll.
Moderate Archetype Power: The Zerth Cenobite receives a +2 bonus to will and reflex saves.
The Zerth Cenobite receives half their manifester attributes modifier as insight bonus to damage rolls with unarmed strike or monk weapons.
Greater Archetype Power: The Zerth Cenobite may pass one of his partial or lesser actions (standard, move, immediate, but not full-round) to his next turn. If he does so, he cannot use that action in the current turn, but in the next one.
Feats: None.