Psychic Soldier (3.5e Class)
Psychic Soldier[edit]
One who can give out orders and manifest powers is a psychic soldier. While psychic warriors turn their minds to an art of war, psychic soldiers pursue a more martial path than the warriors.
Adventures: Similar to psychic warriors, psychic soldiers realize that through battle, the potential within oneself will activate. Adventuring presents the opportunity to prove that psionics and soldiers go hand in hand.
Characteristics: The defining trait of a psychic soldier is his ability to channel the fuel of his powers through his weapons. He also possesses the ability to aid allies from range with orders. Psychic soldiers can match and sometimes surpass a normal fighter of equal experience through psionic ability and martial skill.
Alignment: A psychic soldier’s training requires the ability to follow orders as well as thinking for oneself. Psychic soldiers tend toward a lawful alignment, but a lawful alignment is not a requirement.
Religion: The psychic soldiers’ reliance on their own will and internal fortitude makes them poor supplicants to worship. But those psychic warriors that worship a deity usually choose lawful ones such as Hextor (tyranny), Heironeous (valor), or St. Cuthbert (retribution).
Background: The ability and desire to mix psionics and military might helps one develop into a psychic soldier. For the most part, psychic soldiers are trained by older and more experienced psychic soldiers.
Races: The gift of psionics is random and can show up in any of the common races. Of all the races with a natural talent for psionics, Meanads are most drawn to this class. They admire the abilities of the psychic soldier to fight in battle and lead others. Among the savage races, hobgoblins are likely to become psychic soldiers.
Other classes: Psychic soldiers get along well with anyone who appreciates their unique abilities. Most psychic soldiers make powerful comrades in battle, so they are welcome additions to any team.
Role: In most groups, the psychic soldier’s chief role is melee combatant, but he can contribute as a useful support character as well.
Starting Gold: 6d4 x10 gp.
Level | Base Attack Bonus |
Saving Throws | Special | PPs /day |
Powers Known |
Max Power Level Known | |||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +0 | +2 | Wild Talent, Psychic Smite 1/day, Aid Friends | — | — | — | |||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +0 | +3 | Battle Experience +3 | — | — | — | |||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +1 | +3 | — | — | — | ||||||||||||||||||||||||||||||||||
4th | +4 | +4 | +1 | +4 | Battle Orders | 0 | 1 | 1st | |||||||||||||||||||||||||||||||||
5th | +5 | +4 | +1 | +4 | Psychic Smite 2/day | 1 | 2 | 1st | |||||||||||||||||||||||||||||||||
6th | +6/+1 | +5 | +2 | +5 | 3 | 3 | 1st | ||||||||||||||||||||||||||||||||||
7th | +7+2 | +5 | +2 | +5 | Battle Experience +4 | 5 | 4 | 1st | |||||||||||||||||||||||||||||||||
8th | +8/+3 | +6 | +2 | +6 | 7 | 4 | 2nd | ||||||||||||||||||||||||||||||||||
9th | +9/+4 | +6 | +3 | +6 | 11 | 5 | 2nd | ||||||||||||||||||||||||||||||||||
10th | +10/+5 | +7 | +3 | +7 | Psychic Smite 3/day | 15 | 6 | 2nd | |||||||||||||||||||||||||||||||||
11th | +11/+6/+1 | +7 | +3 | +7 | 19 | 7 | 3rd | ||||||||||||||||||||||||||||||||||
12th | +12/+7/+2 | +8 | +4 | +8 | Battle Experience +5 | 23 | 8 | 3rd | |||||||||||||||||||||||||||||||||
13th | +13/+8/+3 | +8 | +4 | +8 | 27 | 8 | 3rd | ||||||||||||||||||||||||||||||||||
14th | +14/+9/+4 | +9 | +4 | +9 | 30 | 9 | 4th | ||||||||||||||||||||||||||||||||||
15th | +15/+10/+5 | +9 | +5 | +9 | Psychic Smite 4/day | 35 | 10 | 4th | |||||||||||||||||||||||||||||||||
16th | +16/+11/+6/+1 | +10 | +5 | +10 | 43 | 11 | 4th | ||||||||||||||||||||||||||||||||||
17th | +17/+12/+7/+2 | +10 | +5 | +10 | Battle Experience +6 | 51 | 12 | 4th | |||||||||||||||||||||||||||||||||
18th | +18/+13/+8/+3 | +11 | +6 | +11 | 59 | 12 | 4th | ||||||||||||||||||||||||||||||||||
19th | +19/+14/+9/+4 | +11 | +6 | +11 | 67 | 13 | 4th | ||||||||||||||||||||||||||||||||||
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Psychic Smite 5/day | 79 | 14 | 4th | |||||||||||||||||||||||||||||||||
Class Skills (2 + Int modifier per level, ×4 at 1st level) |
Class Features[edit]
All the following are class features of the psychic soldier.
Weapon and Armor Proficiency: Psychic soldier are proficient with all melee simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Wild Talent: A psychic soldier gains Wild Talent as a bonus feat. (This class feature provides the character with the psionic power he needs to take psionic feats and power psionic abilities)
Psychic Smite (Su): At 1st level, psychic soldier can emulate the power of deep crystal. Once per day, as a free action that does not provoke attacks of opportunity, the psychic soldier can channel psionic power into a melee weapon or ranged weapon he is holding. For the cost of 2 power points, psychic soldier deals an extra 2d6 (+ 1/ 2 psychic soldier levels) points of damage and adds his Charisma bonus (if any) to his attack roll.
The weapon will stay charged for 1 minute or until it scores its next hit. Bows, crossbows, and slings bestow this power on their ammunition. All missile weapons lose this effect if they miss. However, they may be recovered and charged again. At 5th level, and at every five levels thereafter, the psychic soldier may Psychic Smite one additional time per day, as indicated on Table: The psychic soldier, to a maximum of five times per day at 20th level.
Aid Friends (ex): At 1st level, psychic soldiers are experienced at aiding others in combat. They may make aid another attempts as a move action per day equal to their psychic soldier level. This helps when they wish to give an ally the extra edge needed to defeat an enemy.
Battle Experience: A psychic soldier becomes more and more trained at aiding people. At 2nd level and every 5 levels of psychic soldier thereafter his bonuses from aid another increase by +1.
Battle Orders: At 4th level, the psychic soldier can aid another on an ally within a distance of up to 30 feet. The ally granted the bonus to must still be within melee range of an opponent.
Power Points/Day: Beginning at 4th level, a psychic soldier gains the ability to manifest powers. His manifester level is his psychic soldier class -4 (minimum 1). A psychic soldier’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The psychic soldier. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items such as Wild Talent. A 4th level psychic soldier has no power points for his class level, but he gains bonus power points (if he is entitled to any) based on his psychic soldier manifester level, and can manifest the single power he knows with those power points.
Powers Known: A psychic solider begins at 4th level knowing one psychic warrior power of your choice. Each time he achieves a new level, he might unlock the knowledge of a new power. Choose the powers known from the psychic warrior power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a psychic soldier to learn powers from the lists of other classes.) A psychic soldier 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 soldier can manifest in a day is limited only by his daily power points. A psychic soldier 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 psionic soldier powers is 10 + the power's level + the psychic soldier’s Wisdom modifier.
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