Psionics Handbook - 3.5e

Page 15

TABLE 1–6: THE PSYCHIC WARRIOR Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Base Attack Bonus +0

Fort Save +2

Ref Save +0

Will Save +0

+1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5

+3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

+0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

+0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Power Special Pts/Day Bonus feat, 2 two psionic combat modes Bonus feat 3 Psionic combat mode 4 5 Bonus feat 8 Weapon Specialization 11 Psionic combat mode 16 Bonus feat 21 Psionic combat mode 26 Psionic combat mode 33 Bonus feat 40 Psionic combat mode 47 Psionic combat mode 56 Bonus feat 65 Psionic combat mode 74 Psionic combat mode 85 Bonus feat 96 107 118 Bonus feat 129

––––––––––– Powers Discovered ––––––––––– 0 1 2 3 4 5 6 2 — — — — — — 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

— 1 2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 4 4

— — — 1 2 2 3 3 3 3 3 3 3 3 3 3 3 3 3

— — — — — 1 1 2 2 3 3 3 3 3 3 3 3 3 3

— — — — — — — — 1 1 2 2 3 3 3 3 3 3 3

Powers Discovered: The number of powers of each level that the psychic warrior knows. A “—“ indicates no powers are available.

— — — — — — — — — — — 1 1 2 2 3 3 3 3

— — — — — — — — — — — — — — 1 1 2 2 3

15

CHAPTER 1:

Power Points: A psychic warrior can manifest a certain number of 1st-level and higher powers per day based on her available power points, but she need not prepare her powers in advance-she just pays the power point cost of a power to manifest it. Psychic warriors do not gain bonus power points for exceptional ability scores, and so at 1st level have only 2 power points. Special rules govern the manifestation of 0level powers and psionic combat modes. 0-level Powers: Also called talents, o-level powers have a special power point cost. A psychic warrior can manifest any talent she knows for free a number of times per day equal to her level + 2. After exhausting her daily allotment, the psychic warrior must pay 1 power point per manifestation of a o-level power for the rest of the day. Thus, a 1stlevel psychic warrior can manifest three talents for free, then must pay 1 power point for each additional o-level manifestation that day. Psionic Combat Modes: At 1st level, a psychic warrior can choose to learn two of the ten psionic combat modes. (A full description of psionic combat, along with summaries of each power, is presented in Chapter 4: Psionics.) At succeeding levels, she can learn one additional psionic combat mode according to the schedule shown on Table 1-6: The Psychic Warrior. The five attack modes are ego whip, id insinuation, mind blast, mind thrust, and psychic crush. The five defense modes are empty mind, intellect fortress, mental barrier, thought shield, and tower of iron will. Psionic attack and defense modes are most effective against psionic characters and creatures, but they can affect nonpsionlc beings as well. Attack and defense modes are treated like psionic powers in some ways, but they have their own special qualities that powers do not share. Psionic combat modes have varying manifestation costs: Low-level psychic warriors are cautioned to choose powers

PSIONIC CLASSES

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, as noted in Chapter 3 of this book. 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 (see Chapter 5 of the Player's Handbook for descriptions of feats and their prerequisites). Important: Bonus feats are in addition to the feat that any character gets every three levels. The psychic warrior is not limited to the list given here when choosing those fears. Powers: A psychic warrior manifests psionic powers. A psychic warrior's selection of powers is more limited than a psion's. Your psychic warrior begins play knowing two 0-level powers (talents). At each level, your psychic warrior discovers one or more previously latent powers, as indicated on Table 16: The Psychic Warrior. These powers are chosen from the psychic warrior power list (see Chapter 5: Powers). 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 psion 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. Chapter 3: Feats describes a number of psionic power enhancement feats. Note: A psychic warrior may choose to discover a lowerlevel power in place of a higher-level power normally granted by level advancement, just as psions can.


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