Psychic Warrior

Psychic warriors focus their internal power and mental might into augmenting their physical form, increasing their martial prowess and combat ability beyond that of the common fighter. These psychic warriors use their psionic potential as a way to improve their natural abilities, becoming fierce and deadly in their chosen path.

Each psychic warrior walks their own path, developing a unique blending the powers of the mind and body into a formidable style.

Role

The psychic warrior’s path determines his strengths and weaknesses within a party. Whether he is the epitome of unleashing the beast within or a stealthy combatant who strikes from the shadows, the psychic warrior’s primary focus is typically battlefield control and dealing or blocking damage.

Table: The Psychic Warrior

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialPower
Points
/Day
Powers
Known
Max
Level
Known
1st+0+2+0+0Bonus feat, warrior's path111st
2nd+1+3+0+0Bonus feat221st
3rd+2+3+1+1Expanded path431st
4th+3+4+1+1Path skill642nd
5th+3+4+1+1Bonus feat852nd
6th+4+5+2+2Martial manifesting1262nd
7th+5+5+2+2Path skill1673rd
8th+6/+1+6+2+2Bonus feat2083rd
9th+6/+1+6+3+3Secondary path2493rd
10th+7/+2+7+3+3Path skill28104th
11th+8/+3+7+3+3Bonus feat36114th
12th+9/+4+8+4+4Expanded secondary path44124th
13th+9/+4+8+4+4Path skill52135th
14th+10/+5+9+4+4Bonus feat60145th
15th+11/+6/+1+9+5+5Pathweaving (1/day)68155th
16th+12/+7/+2+10+5+5Path skill80166th
17th+12/+7/+2+10+5+5Bonus feat92176th
18th+13/+8/+3+11+6+6Pathweaving (2/day)104186th
19th+14/+9/+4+11+6+6Path skill116196th
20th+15/+10/+5+12+6+6Bonus feat, eternal warrior128206th
Hit Die: d8
Class Skills (2 + Int modifier per level): Athletics, Handle Animal, Intimidate, Perception, Profession, and Psi Lore. In addition, a psychic warrior gains access to an additional class skill based on his chosen path.
Starting Wealth: Average (2d6 × 10 gp, Average 70 gp)

Class Features

Weapon and Armor Proficiency

A Psychic Warrior is proficient with Basic weapons plus any three other weapon groups of your choice. They are proficient with light, medium, and heavy armor and with shields (but not with tower shields).

If not using weapon groups, a Psychic Warrior is proficient with simple and martial weapons.

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 Table: The Psychic Warrior. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points).

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.

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 (the way that some spellcasters prepare their spells), though he must get a Long Rest 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.

Maximum Power Level Known

A psychic warrior begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers. To learn or manifest a power, a psychic warrior must have a Wisdom score of at least 10 + the power’s level.

Bonus Feats

At 1st level, a psychic warrior gains a bonus feat. The psychic warrior gains an additional bonus feat at 2nd level and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th).

Each selected bonus feat must be either a combat feat or a psionic feat. 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.

Warrior’s Path

At 1st level, a psychic warrior chooses to follow a specific path, each of which represents a different style of combat. Each path offers a selection of psionic powers called Path Powers, a list of related Path Skills, a unique psionic combat style called a Path Trance, and a unique type of attack called a Path Maneuver.

At 1st level, the psychic warrior gains one of the powers associated with that path as a bonus power known (it does not count against his maximum powers known). A psychic warrior can manifest this power as normal; however, he may also choose to expend his psionic focus to manifest the power without spending any power points. If he does so, the power cannot be augmented or modified by any feat or effect that requires spending power points.

At 3rd level, the psychic warrior gains a 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.

Warrior’s Paths

Path Skill

At 4th level, the psychic warrior gains a +2 psionic bonus to one of his Path Skills. Every three levels thereafter, he adds a +2 psionic bonus to another Path Skill of his choice or increases an existing bonus by +2 (to a maximum of +6 for any one path skill).

Expanded Path

At 3rd level, the psychic warrior expands his understanding of his chosen path. He gains use the Trance and Maneuver associated with his chosen path.

Martial Manifesting

Beginning at 6th level, a psychic warrior learns to blend seamlessly his psionic manifesting with his attacks. Once per round, the psychic warrior may manifest one of his path powers as part of an attack he makes with a weapon he wields.

Powers which affect the psychic warrior or his weapon are resolved before the weapon attack while powers that affect his target are resolved after the weapon attack. Any power with a range of touch is transmitted through the weapon attack without needing to make an additional touch attack. The power is otherwise resolved as normal.

Secondary Path

At 9th level, the psychic warrior chooses a second warrior’s path. He gains one of the path powers available from his new list as a bonus power known. The psychic warrior may only have two path powers in total from a single given path. The psychic warrior treats the path skills of his secondary path as class skills and may select them when choosing a path skill.

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. You may change your active Trance as a swift action.

Pathweaving

Once per day at 15th level, a psychic warrior can gain the benefits of both his Trances while he maintains his psionic focus. If he expends his psionic focus, he loses the benefits of both Trances as normal but regains the benefits of both as soon as he regains his psionic focus.

The psychic warrior can activate this ability is a free action with a duration of 5 minutes.

At 18th level, the psychic warrior can use this ability one additional time per day.

Eternal Warrior

At 20th level, once per day as a swift action, the psychic warrior can enter into a very powerful Trance for 5 minutes. While he maintains psionic focus, 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 Trance (or both paths, if using Pathweaving).

If he expends his psionic focus, he loses the benefits of this Trance as normal but regains the benefits as soon as he regains his psionic focus, provided the duration of this ability has not elapsed.