3e SRD:Psychic Warrior

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Psychic Warrior[edit]

Making a Psychic Warrior[edit]

Alignment: Any.

Table: The Psychic Warrior

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Power
Powers Discovered
Fort Ref Will 0 1 2 3 4 5 6
1st +0 +2 +0 +0 Bonus feat, two psionic combat modes 2 2
2nd +1 +3 +0 +0 Bonus feat 3 3
3rd +2 +3 +1 +1 Psionic combat mode 4 3 1
4th +3 +4 +1 +1 5 3 2
5th +3 +4 +1 +1 Bonus feat 8 3 3 1
6th +4 +5 +2 +2 Weapon Specialization 11 3 3 2
7th +5 +5 +2 +2 Psionic combat mode 16 3 3 2 1
8th +6/+1 +6 +2 +2 Bonus feat 21 3 3 3 1
9th +6/+1 +6 +3 +3 Psionic combat mode 26 3 3 3 2
10th +7/+2 +7 +3 +3 Psionic combat mode 33 3 3 3 2 1
11th +8/+3 +7 +3 +3 Bonus feat 40 3 3 3 3 1
12th +9/+4 +8 +4 +4 Psionic combat mode 47 3 3 3 3 2
13th +9/+4 +8 +4 +4 Psionic combat mode 56 3 3 3 3 2 1
14th +10/+5 +9 +4 +4 Bonus feat 65 3 3 3 3 3 1
15th +11/+6/+1 +9 +5 +5 Psionic combat mode 74 3 3 3 3 3 2
16th +12/+7/+2 +10 +5 +5 Psionic combat mode 85 3 3 3 3 3 2 1
17th +12/+7/+2 +10 +5 +5 Bonus feat 96 3 3 3 3 3 3 1
18th +13/+8/+3 +11 +6 +6 107 3 3 3 3 3 3 2
19th +14/+9/+4 +11 +6 +6 118 3 4 3 3 3 3 2
20th +15/+10/+5 +12 +6 +6 Bonus feat 129 3 4 3 3 3 3 3

Class Skills (2 + Int modifier per level, ×2 at 1st level)
The psychic warrior’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Jump (Str), Stabilize Self (Str), Swim (Str), Tumble (Dex), and Use Psionic Device (Cha).

Class Features[edit]

All the following are class features of the psychic warrior.

Weapon and Armor Proficiency: The psychic warrior is proficient in the use of all simple and martial weapons and all armor (light, medium, and heavy armor) and shields.

Bonus Feats: Bonus Feats: At 1st level, the psychic warrior gets a bonus feat. The psychic warrior gains an additional bonus feat at 2nd level and every three levels thereafter. These bonus feats can be selected from all psionic feats as well as the following Feats: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency*, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical*, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two-Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse*, and Weapon Focus*.

Feats dependent on other feats are given parenthetically after the prerequisite feat. Some of the psionic feats also have feats from the above list as prerequisites. A character can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time.

Characters must still meet all prerequisites for a feat, including ability score and base attack bonus.

Powers: A psychic warrior manifests psionic powers. A psychic warrior begins play knowing two 0-level powers (talents). At each level, the psychic warrior discovers one or more powers, as indicated on Table: Psychic Warrior Powers. These powers are chosen from the psychic warrior power list.

To manifest a power within a particular discipline, a psychic warrior must have a key ability score of at least 10 + the power’s level. (Psionic attack and defense modes are exempt from this restriction and do not possess levels). The DC for saving throws to resist a psychic warrior’s powers is 1d20 + the power’s level + the psychic warrior’s key ability modifier. The 1d20 roll is made by the attacking psychic warrior when the power is manifested. (Psionic attack and defense modes add a special modifier instead.)

Certain powers can be enhanced as they are manifested, at the cost of additional power points.

Note: A psychic warrior may choose to discover a lower-level power in place of a higher-level power normally granted by level advancement.

Power Points: A psychic warrior can manifest a certain number of 1st-level and higher powers per day based on his or her available power points. Psychic warriors do not gain bonus power points for exceptional ability scores. Special rules govern the manifestation of 0-level powers and psionic combat modes.

0-level Powers: Also called talents, 0-level powers have a special power point cost. A psychic warrior can manifest any talent he or she knows for free a number of times per day equal to his or her level +2. After exhausting his or her daily allotment, the psychic warrior must pay 1 power point per manifestation of a 0-level power for the rest of the day.

Psionic Combat Modes: At 1st level, a psychic warrior can choose to learn two of the ten psionic combat modes. At succeeding levels, he or she can learn one additional psionic combat mode according to the schedule shown on Table: The Psychic Warrior.

Weapon Specialization: On achieving 6th level, a psychic warrior gains the Weapon Specialization feat. The psychic warrior must have Weapon Focus with that weapon to gain Weapon Specialization. If the weapon is a ranged weapon, the damage bonus applies only if the target is within 30 feet. Psychic warriors gain Weapon Specialization as a free feat; it doesn’t count against the character’s bonus and regular feat acquisition. The character cannot take Weapon Special¬ization as a bonus or regular feat at any other level.

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