The Psychic Warrior
Favored Skills: Athletics, Composure
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.
| Level | BAB | Fort | Will | Ref | Class Features | Archetype Features | Racial & Background Features |
|---|---|---|---|---|---|---|---|
| 1 | +2 | +2 | +2 | -2 | Manifester, Fuel for Fire | Initial Archetype Power | Origin Feat, Racial Features |
| 2 | +3 | +3 | +3 | -1 | Psionic Cleave | Lesser Archetype Power | Lesser Racial Power |
| 3 | +4 | +4 | +4 | 0 | Iterative Attack | - | - |
| 4 | +5 | +5 | +5 | +1 | Enduring Body | Moderate Archetype Power | 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
Level 1
Racial Feature: Choose a Race and Subrace and receive all of their features, select your Origin feat.
Archetype Feature: Select your archetype and receive their basic features.
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).
Level 2
Racial Feature: Lesser Power available
Archetype Feature: Lesser Power available
Psionic Cleave : Once per turn after knocking an opponent unconscious you may try a DC 20 composure check. If you succeed your psionic focus is retained.
Level 3
Iterative Attack : As a full-attack action, you may make two attacks. Both attacks take a -2 penalty to attack rolls.
Level 4
Racial Feature: Moderate Power available
Archetype Feature: Moderate Power available
Enduring Body : For every 12 maximum power points the psychic warrior is granted 1 point of resilience.
Level 5
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.
Level 6
Archetype Feature: Greater Power available
Racial Feature: Greater Power available
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.
Specific advancement
Feats: Epic Psionic Refreshment, Psychometabolistic Compression
Archetypes
Archetypes
Bonus Powers: Initial Archetype Power (Level 1): You receive a carapace armor which gives a 2 DR armor bonus.
In addition you receive the scent supernatural ability Lesser Archetype Power (Level 2): When you defeat a high CR opponent which has a high natural armor you can make use its remains to improve your carapace, providing it an enchantment bonus that provide 1 DR per 5 CR of the creature (round down).
Moderate Archetype Power (Level 4):
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 (Level 6):
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
Classes:
PsychicWarrior
"The uninitiated drag through the present like thick mud. Crack the hourglass, and the Now becomes a rushing torrent. Do not outrun the blade-simply live a lifetime of movement in the split-second it takes to fall, and strike before their Now can catch up." - Kairos, Grandmaster of the Broken Hourglass
Bonus Powers: Initial Archetype Power (Level 1):
The Cenobite of the Broken Hourglass receives the improved unarmed strike feat and their unarmed strikes deal 1d6 points of damage.
The Cenobite of the Broken Hourglass receives the chopping ability feat restricted to unarmed strikes and monk weapons. Lesser Archetype Power (Level 2):
With unarmed strikes and monk weapons (club, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality) wearing no armor he may perform an additional Iterative Attack.
After a chronomancers time power ends on a creature, is either staggered for one turn or receives a bonus move action. The Cenobite of the Broken Hourglass may choose which of the two effects applies. Moderate Archetype Power (Level 4):
Once per turn when performing a full-attack action, the Cenobite of the Broken Hourglass may skip one of their attacks to deliver a range touch power instead or activate a range personal power on themselves. A ranged touch power may be combined with chopping ability.
Greater Archetype Power (Level 6):
Whenever the Cenobite of the Broken Hourglass is not using all their ordinary actions during a round, they may use those in their next turn as bonus actions. For example not using a move action but only a standard action allows the Cenobite of the Broken Hourglass to use a move action as a bonus action in their next turn. If that bonus action is not used, it is lost.
Feats:
None.
Classes:
Psychic Operative,
PsychicWarrior
Your primary attribute modifier is charisma. Bonus Powers: Dreadful Enervation: When overcome by Psychic Enervation, the Dread is Frightened for one turn and cannot use Dreadful Attacks. Initial Archetype Power (Level 1): 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 skill checks made to intimidate.
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. Lesser Archetype Power (Level 2):
On a dreadful attack, you may apply feats which require expending a psionic focus, except metapsionic feats, for free.
Moderate Archetype Power (Level 4):
Whenever an opponent is within your aura of fear and suffers under a fear effect, you may feast on their fear granting you fast-healing equal to your level plus your primary attributes modifier.
Greater Archetype Power (Level 6):
Whenever an opponent is within your aura of fear and suffers under a fear effect, 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
Classes:
PsychicWarrior,
Wilder
Bonus Powers: Initial Archetype Power (Level 1): The Aegis receives an Ectoplasmic Shield that grants 5 shield points per level. This shield recharges at the start of your turn.
Recharging: If you have less than 5 shield points per level your shield points increase to that amount. Lesser Archetype Power (Level 2): 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.
Moderate Archetype Power (Level 4):
Fuel for fire additionally grants 5 shield points for each power point spent. These shield points stack with your initial archetype power but not with each other.
Greater Archetype Power (Level 6): Each day you can choose on of the following benefits:
Feats:
None.
Classes:
PsychicWarrior
Bonus Powers: Initial Archetype Power (Level 1):
The steel tempest has always a good reflex saving throw and proficiency with medium and heavy armors.
When calculating attack rolls, DCs and damage bonuses, the maximum dexterity modifier that his armors allow is unlimited. Lesser Archetype Power (Level 2):
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 (Level 4):
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 (Level 6):
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
Classes:
PsychicWarrior
Atavist
Progression Options
Cenobite Of The Broken Hourglass
Progression Options
Dread
Progression Options
Ectoplasmic Aegis
Progression Options
Steel Tempest
Progression Options