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    Default My Mind is a Blade That Slices Down to the Truth (Base Class, 3.5)

    PSYCHIC WARRIOR


    ”My mind is a knife, that cuts. My sword is an object, which is a pale comparison to the blade which I truly wield. My soul has been shaped and honed, fired and tested, and the tempered steel I now wield is stronger than any foreign metal or strange stone. My power lies inside, and from within comes true power. You may try to import greatness, or find strength in some object, but the truest greatness is that of self, and the greatest strength is personal strength.”
    ~L’noha, Korde Psychic Warrior, Demon of the First Blooded

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    Adventures: Psychic Warriors adventure for many different reasons. Mostly, they adventure because they need some sort of place in the world, some sort of placement. They feel the most comfortable in combat, in danger, and they crave something or somewhere where they will fit in, where they will be accepted. This effect is exacerbated for Korde Psychic Warriors, who already have feelings like that just because of how their race was formed.

    Characteristics: Psychic Warriors are very gruff, unable to communicate their emotions and feelings in a way that is cohesive and comprehensive in creating relationships with others. They tend to not know what to do in many situations, either sticking with their gut, or doing what seems like the least horrible option. This is exacerbated in social situations for most Psychic Warriors, even those who utilize Charisma for their powers. They tend to have strong personalities, but not be able to “take control” so to speak, of the conversations. They do not know what to do. It can be terrifying. They are at their best when they are fighting, or killing. Their powers, thought psychic in nature, show themselves best when adrenaline is pumping through the Psychic Warrior’s veins.

    Alignment: Psychic Warriors tend towards neutrality, if anything. They rarely have any real inclination towards any of the extreme alignments, or if they do, it is not from class but personal experiences.

    Religion: Psychic Warriors do not tend towards religion, and if anything they are almost anti-religious. Their powers, stemming from personal understanding and self internalization, do not tend to mesh very well with religious leanings.

    Background: Psychic Warriors can come from most any background, the necessary feats for being a Psychic Warrior simply being that one has strong Psionic leanings and a penchant for combat.

    Races: The Korde and the Xanie have a very strong tendency towards being Psychic Warriors, but any race can become a Psychic Warrior. Indeed, Vavantiel make excellect Psychic Warriors, as do Tetri.

    Other Classes: Psychic Warriors have a hard time connecting to other classes in general, although they do have an easier time with Psionic classes. However, they can be looked down upon by Psionicists because their power is less articulated and scholastic in nature.

    Role: Psychic Warriors are mainly front line combatants, able to deal damage in a variety of ways. In addition, they have a fairly wide skill list, which allows for them to help with skills in other situations as well.

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    Abilities: The Psychic Warrior’s key ability scores are his Manifesting ability score, Strength or Dexterity, and Constitution. The Psychic Warrior’s Manifesting ability score determines how well he manifests, and a lot of his class features are based upon it. Strength or Dexterity determine a lot of his combat ability, but which one is most important depends on the Path of the Warrior he chooses. Constitution is of course important, as a front-line combatant.
    Alignment: Any
    Hit Die: d10

    Class Skills: The Psychic Warrior’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge (Local) (Int), Knowledge (Psionics) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
    Skill Points at 1st Level: (4 + Intelligence modifier)*4
    Skill Points at Each Additional Level: 4 + Intelligence modifier

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    PSYCHIC WARRIOR
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Power Points|Power Level

    1st|
    +1
    |
    +2
    |
    +0
    |
    +1
    |By Will Word or Wit, Path of the Warrior (First Rank)|
    1
    |
    1

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +2
    |Focused Strike +2d4|
    2
    |
    1

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +2
    |Bonus Feat|
    3
    |
    1

    4th|
    +4
    |
    +4
    |
    +1
    |
    +2
    |Path of the Warrior (Second Rank)|
    5
    |
    1

    5th|
    +5
    |
    +4
    |
    +1
    |
    +3
    |--|
    7
    |
    2

    6th|
    +6/+1
    |
    +5
    |
    +2
    |
    +3
    |Focused Strike +4d4|
    9
    |
    2

    7th|
    +7/+2
    |
    +5
    |
    +2
    |
    +4
    |Path of the Warrior (Third Rank)|
    13
    |
    2

    8th|
    +8/+3
    |
    +6
    |
    +2
    |
    +4
    |Bonus Feat|
    16
    |
    2

    9th|
    +9/+4
    |
    +6
    |
    +3
    |
    +4
    |--|
    19
    |
    3

    10th|
    +10/+5
    |
    +7
    |
    +3
    |
    +5
    |Path of the Warrior (Fourth Rank), Focused Strike +6d4|
    23
    |
    3

    11th|
    +11/+6/+1
    |
    +7
    |
    +3
    |
    +5
    |Unnatural Speed|
    29
    |
    3

    12th|
    +12/+7/+2
    |
    +8
    |
    +4
    |
    +6
    |Bonus Feat|
    36
    |
    3

    13th|
    +13/+8/+3
    |
    +8
    |
    +4
    |
    +6
    |Path of the Warrior (Fifth Rank)|
    42
    |
    4

    14th|
    +14/+9/+4
    |
    +9
    |
    +4
    |
    +6
    |Focused Strike +8d4|
    49
    |
    4

    15th|
    +15/+10/+5
    |
    +9
    |
    +5
    |
    +7
    |Bonus Feat|
    56
    |
    4

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +5
    |
    +7
    |Path of the Warrior (Sixth Rank)|
    65
    |
    4

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +5
    |
    +8
    |--|
    76
    |
    5

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +5
    |
    +8
    |Focused Strike +10d4|
    86
    |
    5

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +6
    |
    +8
    |Path of the Warrior (Seventh Rank)|
    95
    |
    5

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +6
    |
    +9
    |Dual Warrior|
    105
    |
    5
    [/table]

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    Weapon Proficiencies: The Psychic Warrior gains proficiency with all Simple and Martial weapons, as well as a single Exotic weapon of their choice. In addition, they gain proficiency with light and medium armor, and with light and heavy shields, but not with Tower Shields. The Psychic Warrior automatically gains proficiency with any Natural Weapons granted by this class.

    By Will Word or Wit: When the Psychic Warrior takes their first level in this class, they must choose whether to have their manifesting be based off of Intelligence, Charisma, or Wisdom. After making this choice, they may not switch it.

    Manifesting: The Psychic Warrior’s powers known depend entirely on the Discipline he chooses to focus in. He knows all powers on his Path’s power list.

    The number of times a Psychic Warrior can manifest powers 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 (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 Psychic Warrior powers is 10 + 1/2 Manifester Level + the Psychic Warrior’s manifesting ability score modifier. A Psychic Warrior begins play with the ability to learn 1st-level powers. As he attains higher levels, the Psychic Warrior may gain the ability to master more complex powers.

    To manifest a power, a Psychic Warrior must have a manifesting ability score of at least 10 + the power’s level.

    Path of the Warrior: Starting at first level, the Psychic Warrior must choose a path that he will follow for the rest of his career as a Psychic Warrior. He moves his first step upon this path at first level, and moves another rank further on the path every three levels thereafter (4th, 7th, 10th, etc etc).
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    Paths of the Warrior


    Path of the Beast
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    First Rank: The Psychic Warrior gains Scent and a competency bonus to Survival checks equal to 1/4 Psychic Warrior levels, minimum +1.

    Second Rank: The Psychic Warrior may, as a standard action, make a melee attack. If he hits, he deals normal damage, and he heals 1d6 per three Psychic Warrior levels damage plus a number equal to his Manifesting Ability score modifier. After using this ability, the Psychic Warrior must wait 5 rounds before using it again. If the Psychic Warrior makes this attack with a natural weapon, he gains a +3 bonus to the attack roll.

    Third Rank: The Psychic Warrior gains a Bite attack, which deals 1d4 damage, and which scales with the Psychic Warrior’s levels. If he uses a power that gives him a bite attack, he uses whichever bite deals more damage.
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    {table=head]Level|Damage

    1
    |--

    2
    |--

    3
    |--

    4
    |--

    5
    |--

    6
    |--

    7
    |1d4

    8
    |1d4

    9
    |1d6

    10
    |1d6

    11
    |1d8

    12
    |1d8

    13
    |1d10

    14
    |1d10

    15
    |2d6

    16
    |2d6

    17
    |2d8

    18
    |2d8

    19
    |2d10

    20
    |2d10[/table]

    The Psychic Warrior also gains a pair of secondary claws. They deal 1d6 damage.

    Fourth Rank: The Psychic Warrior may, three times per encounter, attempt to start a grapple upon making an attack with two or more natural weapons, as a free action. He does not provoke attacks of opportunity from this. He gains a +3 bonus to the opposed Strength check.

    Fifth Rank: The Psychic Warrior gains a bonus to all damage rolls made with natural weapons he possesses equal to his Manifesting Ability score modifier.

    Sixth Rank: Once per encounter, the Psychic Warrior may, as a move action, enter a rage. It lasts a number of rounds equal to his Casting Ability score modifier or 4, whichever is lower. During the rage, the Psychic Warrior becomes one size category larger, and gains a +6 Enhancement bonus to Strength and Dexterity. He takes a -2 penalty to Will saves. After the rage ends, the Psychic Warrior becomes fatigued for 1d4 rounds.

    Seventh Rank: Once per day, the Psychic Warrior may, as a full round action, make an attack with all of his natural weapons against one single opponent within melee reach. Every attack in this way takes a -2 penalty to the attack bonus, but the target takes an additional 2 damage per attack that hit per round until the end of the encounter.



    Path of the Monster
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    First Rank: The Psychic Warrior gains a +4 Enhancement bonus to one physical Ability score. He may change that Ability score as a full round action.

    Second Rank: As a swift action, the Psychic Warrior may heal himself for 1d6 hit points per 3 levels, plus a number equal to his Manifesting Ability score modifier. He may remove one condition of Blinded, Confused, Dazed, Dazzled, Deafened, Fatigued, Shaken, or Sickened. After using this ability, he must wait 5 rounds before using it again.

    Third Rank: The Psychic Warrior gains Damage Reduction 6/Adamantine. The DR increases by 2 at tenth level and every three levels thereafter, and becomes /Adamantine and Magic at fifteenth level, and /-- at twentieth level.

    Fourth Rank: Three times per encounter, the Psychic Warrior may make his weapons massive, momentarily increasing the force with which he swings them, as an immediate action. Doing so increases the weapon damage by two steps, and gives him a bonus to the attack and damage rolls equal to his Manifesting Ability score modifier. Opponents hit by this effect must make a Reflex save (DC 10 + 1/2 ECL + Manifesting Ability score modifier) or be knocked prone.

    Fifth Rank: The Psychic Warrior gains Fast Healing equal to his Manifesting Ability score modifier. He does not gain the benefits of this Fast Healing outside of combat.

    Sixth Rank: As a standard action, once per encounter, the Psychic Warrior may increase his size by two size categories. This also increases his reach and all other effects related to size. His weapons grow to match. For the duration, all terrain within his reach becomes difficult terrain for opponents, and he provokes no attacks of opportunity for trip, grapple, and bull rush attempts. The effect lasts for 3 rounds.

    Seventh Rank: Once per day, the Psychic Warrior may, as a full round action, become effectively invulnerable. He gains Regeneration equal to his Manifesting Ability score modifier, bypassed by Force effects, Spell Resistance equal to his Manifester Level + 15, and he heals 1 point of ability damage and drain per round. For the duration, his Damage Reduction from the Third Rank of this path doubles. This effect lasts for one minute, or until the encounter ends, whichever comes first.



    Path of the Blade
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    First Rank: The Psychic Warrior learns to manifest a Mindblade, a blade made of pure energy. He may manifest his Mindblade as a swift action at any time. The weapon has a base 2d6 damage, and a normal reach. It gains a +2 bonus to Disarm, Feint, and Trip checks, as it’s form is molded to that of the Psychic Warrior’s mind. The damage progresses based on level as such:
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    {table=head]Level|Mindblade Damage

    1
    |2d6

    2
    |2d6

    3
    |2d6

    4
    |2d6

    5
    |2d8

    6
    |2d8

    7
    |2d8

    8
    |2d8

    9
    |2d10

    10
    |2d10

    11
    |2d10

    12
    |2d10

    13
    |3d6

    14
    |3d6

    15
    |3d6

    16
    |3d6

    17
    |4d6

    18
    |4d6

    19
    |4d6

    20
    |4d6[/table]


    Second Rank: As a swift action, the Psychic Warrior may boost the reach of his weapon so that it become a reach weapon for one round. During that time, he may still make melee attacks against targets adjacent to him, given the flexible nature of his Mindblade and the skill with which he wields it. After using this ability, the Psychic Warrior must wait 5 rounds before using it again.

    Third Rank: The Psychic Warrior’s Mindblade gains an enhancement bonus equal to his level divided by four, minimum 1.

    Fourth Rank: Three times per encounter, the Psychic Warrior may channel a power with a range of touch through his mindblade, in an attack, as a free action. If the attack hits, the power is manifested on the target. He must still pay any Power Point costs for manifesting the power.

    Fifth Rank: The Psychic Warrior gains a Deflection bonus to his Armor Class equal to his Manifesting Ability score modifier.

    Sixth Rank: Once per encounter, the Psychic Warrior may channel his essence into his Mindblade, as a move action. Any damage dealt by his Mindblade becomes Force damage, and he automatically gains the effects of his Focused Strike ability without having to expend his Psionic Focus, and may use any of the corollary strike effects by sacrificing damage. This effect lasts for 3 rounds. During this time he may not regain his Psionic Focus.

    Seventh Rank: Once per day, the Psychic Warrior may cause his Mindblade to strike at the mind and soul of his targets, as a move action. Whenever he hits an opponent, he may choose to have his attack deal no damage, and cause that target to take 2 Wisdom, Intelligence, and Charisma damage. This effect lasts for 1 minute or until the end of the encounter, whichever comes first.



    Path of the Sublime
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    First Rank: The Psychic Warrior gains Initiating as a Crusader of his level, with access to the Diamond Mind, Iron Heart, and Setting Sun disciplines.

    Second Rank: As a move action, the Psychic Warrior may switch out a granted maneuver in favor of another maneuver he knows. After using this ability, he must wait 5 rounds before he can use it again.

    Third Rank: The Psychic Warrior chooses one Discipline that he has access to. He is now specialized in that Discipline. He gains an Insight bonus to all attack and damage rolls made with his Discipline’s weapons equal to his Psychic Warrior levels divided by four.

    Fourth Rank: Three times per encounter, the Psychic Warrior may boost his maneuvers by spending power points. By spending a number of power points equal to the level of the maneuver, he may Maximize any variable components of a Strike (not including the attack roll) or double teh duration of a Boost. He may not use this effect with stances.

    Fifth Rank: The Psychic Warrior gains a Competency bonus to his associated Discipline skill equal to his Manifesting Ability score modifier. In addition, he gains a Dodge bonus to his Armor Class when in a stance or boost of his Discipline equal to his Manifesting Ability score modifier.

    Sixth Rank: Once per encounter, the Psychic Warrior may, as a free action, manifest a power at the same time as he Initiates a strike. He must still pay all Power Point costs associated with that power.

    Seventh Rank: Once per day, the Psychic Warrior may, as a swift action, gain the benefits of two Stances at the same time. This effect lasts until the end of the encounter.



    Path of the Mind’s Arrow
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    First Rank: The Psychic Warrior may create a soulbow, as a swift action, at any time. It functions as a Longbow, in terms of range, but has no weight, and he automatically gains proficiency with it. It deals a based 2d6 damage, increasing with level as such:
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    {table=head]Level|Mindblade Damage

    1
    |2d6

    2
    |2d6

    3
    |2d6

    4
    |2d6

    5
    |2d8

    6
    |2d8

    7
    |2d8

    8
    |2d8

    9
    |2d10

    10
    |2d10

    11
    |2d10

    12
    |2d10

    13
    |3d6

    14
    |3d6

    15
    |3d6

    16
    |3d6

    17
    |4d6

    18
    |4d6

    19
    |4d6

    20
    |4d6[/table]


    Second Rank: As a swift action, the Psychic Warrior may increase the range increment of his soulbow by a factor of 2 for one round. After using this ability, you must wait 5 rounds before using it again.

    Third Rank: The Psychic Warrior’s soulbow gains an Enhancement bonus equal to his Psychic Warrior levels divided by four.

    Fourth Rank: Three times per encounter, the Psychic Warrior may channel a power with a range of touch through his soulbow, in an attack, as a free action. If the attack hits, the power is manifested on the target. He must still pay any Power Point costs for manifesting the power.

    Fifth Rank: The Psychic Warrior gains Darkvision out to 15 feet, and gains a Competency bonus to all Spot checks equal to his Manifesting ability score modifier.

    Sixth Rank: Once per encounter, the Psychic Warrior may channel his essence into his Soulbow, as a move action. Any damage dealt by his Soulbow becomes Force damage, and he automatically gains the effects of his Focused Strike ability without having to expend his Psionic Focus, and may use any of the corollary strike effects by sacrificing damage. This effect lasts for 3 rounds. During this time he may not regain his Psionic Focus.

    Seventh Rank: Once per day, the Psychic Warrior may cause his soulbow to strike directly at the targets soul, as a swift action. For the rest of the encounter, the Psychic Warrior may make a ranged attack as a Full round action, and if it hits, the target of the attack must make a Fortitude save (DC 10 + 1/2 ECL + Manifesting Ability score modifier) or die. This is not a death effect. If the target makes their save, they take 3d6 Constitution damage. If they are immune to Constitution damage, they take 10d6 damage. A creature who is struck while this ability is active becomes immune to the effects for a period of 24 hours.


    Focused Strike (Ex): Starting at second level, the Psychic Warrior may expend their Psionic Focus and deal an additional +2d4 damage on all melee and ranged attacks for the next two rounds. The Psychic Warrior may not use this ability again while it is in effect. The bonus damage increases by +2d4 every four levels after second (6th, 10th, 14th, 18th). In addition, he may sacrifice Focused Strike damage and gain an effect:
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    Elemental Strike (Su): For every d4 sacrificed, the Psychic Warrior deals an additional 1d4 damage of either Acid, Cold, Electricity, Fire or Sonic damage. The damage must all be of the same type.

    Targeted Strike (Ex): For every d4 sacrificed, the Psychic Warrior gains a +1 Insight bonus to attack rolls for the duration. This attack bonus may not be sacrificed via Power Attack or other abilities of the same nature.

    Bleeding Strike (Ex): Starting at sixth level, the Psychic Warrior may sacrifice 2d4 damage, and cause any enemy he hits with his Focused Strike to take an additional 2d4 damage per round, for 3 rounds. This damage does not stack with itself, and a DC 20 Heal check removes the damage.

    Terrifying Strike (Ex): Starting at sixth level, the Psychic Warrior may sacrifice 2d4 damage, and cause every enemy he hits with his Focused Strike to make a Will save (DC 10 + 1/2 ECL + Manifesting Ability score modifier) or become Shaken, as the condition, for 1 round The fear effect from this ability does not stack with itself.

    Overpowering Strike (Ex): Starting at tenth level, for every 2d4 damage sacrificed, the Psychic Warrior gains a +1 bonus to Grapple, Bull Rush, Feint, Trip, Disarm, Sunder, and Overrun.

    Piercing Strike (Ex): Starting at tenth level, the Psychic Warrior may sacrifice 4d4 damage and cause his attacks to ignore Damage Reduction for the duration of the effect.

    Crippling Strike (Ex): Starting at fourteenth level, the Psychic Warrior may sacrifice 6d4 damage and cause his attacks to deal an additional 1d6 Dexterity or Strength damage, chosen by the Psychic Warrior upon activating Focused Strike.

    Dazing Strike (Ex): Starting at fourteenth level, the Psychic Warrior may sacrifice 8d4 damage, and cause his attacks to force opponents struck to make a Will save (DC 10 + 1/2 ECL + Manifesting Ability score modifier) or become dazed for 1 rounds. A creature affected by this ability is immune to it for the rest of the encounter.

    Poisoned Strike (Su): Starting at eighteenth level, the Psychic Warrior may sacrifice 5d4 damage, and force all targets who he successfully deals damage against to make a Fortitude save (DC 10 + 1/2 ECL + Manifesting Ability score modifier) or take 1d6 Constitution damage. A successful save halves the damage.

    Insanity Strike (Su): Starting at eighteenth level, the Psychic Warrior may sacrifice 10d4 damage, and force all creatures that successfully take damage from his attacks to make a Will save (DC 10 + 1/2 ECL + Manifesting Ability score modifier) or become Confused for 3 rounds. A creature who has been affected by this ability becomes immune to it for the rest of the encounter.


    Bonus Feat: At third, eighth, twelfth and fifteenth levels, the Psychic Warrior gains a bonus feat. These bonus feats must be drawn from the feats noted as fighter bonus feats or psionic feats. 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.

    Unnatural Speed (Ex): Starting at eleventh level, the Psychic Warrior may make a full attack action as a standard action. He may a single melee attack at his highest bonus as a move action by spending 1 power point.

    Dual Warrior (Psi): Starting at twentieth level, the Psychic Warrior may, once per day, manifest the Fission power, as a Psi-like ability. He need not spend any power points to gain this effect. The effect lasts for up to one minute, or until the end of the encounter, whichever comes first, instead of the normal duration.

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    Power List
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    Path of the Beast
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    1st--Bite of the Wolf, Burst, Claws of the Beast, Expansion, Metaphysical Claw, Prevenom, Stomp, and Vigor.

    2nd--Animal Affinity, Specified Energy Adaption, Hustle, Painful Strike, Prowess, Psionic Lion’s Charge, Psionic Scent, and Strength of My Enemy.

    3rd--Claws of the Vampire, Danger Sense, Duodimensional Claw, Escape Detection, Evade Burst, and Ubiquitous Vision.

    4th--Claw of Energy, Psionic Dimension Door, Psionic Freedom of Movement, Truevenom, and Steadfast Perception.

    5th--Psychofeedback, Claws of the Dragon, Consume, Steel Skin, and Shifting Form.



    Path of the Monster
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    1st--Biofeedback, Burst, Chameleon, Compression, Elfsight, Expansion, Float, Iron Grip, Skate, Thickened Skin, and Vigor.

    2nd--Animal Affinity, Body Adjustment, Body Purification, Hustle, Psionic Lion’s Charge, Psionic Scent, Sustenance, and Wall Walker.

    3rd--Danger Sense, Dimension Slide, Empathetic Feedback, Hostile Empathetic Transfer, Evade Burst, Graft Weapon, Exhalation of the Black Dragon, and Ubiquitous Vision.

    4th--Psionic Dimension Door, Energy Adaption, Immovability, Steadfast Perception, and Psionic Freedom of Movement.

    5th--Form of Doom, Oak Body, Psychofeedback, Steel Skin, and Breath of the Black Dragon.



    Path of the Blade
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    1st--Catfall, Chameleon, Dissipating Touch, Empty Mind, Hammer, Inertial Armor, My Sight, Prevenom Weapon, and Vigor.

    2nd--Concealing Amorpha, Detect Hostile Intention, Dimension Swap, Dissolving Touch, Dissolving Weapon, and Thought Shield.

    3rd--Greater Concealing Amorpha, Ectoplasmic Form, Empathetic Feedback, Escape Detection, Evade Burst, Psionic Keen Edge, Mental Barrier, and Vampiric Blade.

    4th--Psionic Dimension Door, Energy Adaption, Psionic Freedom of Movement, Inertial Barrier, Psychic Vampire, Truevenom Weapon, and Weapon of Energy.

    5th--Adapt Body, Catapsi, Metaconcert, Dispelling Buffer, Personal Mindblank, and Psychic Weapon.



    Path of the Sublime
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    1st--Call Weaponry, Conceal Thoughts, Distract, Empty Mind, Metaphysical Weapon, and Prevenom Weapon.

    2nd--Body Adjustment, Detect Hostile Intention, Dimension Swap, Dissolving Weapon, Empathetic Transfer, Feat Leech, and Prowess.

    3rd--Danger Sense, Dimension Slide, Empathetic Feedback, Hostile Empathetic Transfer, Psionic Keen Edge, Ubiquitous Vision, and Vampiric Weapon.

    4th--Psionic Dimension Door, Psionic Freedom of Movement, Immovability, Inertial Barrier, Steadfast Perception, and Weapon of Energy.

    5th--Oak Body, Psychofeedback, Dispelling Buffer, Personal Mindblank, Martial Adroitness, and Spacial Warp.



    Path of the Mind’s Arrow
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    1st--Astral Traveler, Catfall, Chameleon, Detect Psionics, Dissipating Touch, Distract, Force Screen, Synesthete, and Hammer.

    2nd--Body Purification, Concealing Amorpha, Psionic Darkvision, Detect Hostile Intention, Dissolving Touch, Dissolving Weapon, Psionic Levitate, Strength of My Enemy, and Thought Shield.

    3rd--Greater Concealing Amorpha, Danger Sense, Dimension Slide, Ectoplamsic Form, Evade Burst, Psionic Keen Edge, Ubiquitous Vision, and Vampiric Weapon.

    4th--Psionic Dimension Door, Energy Adaption, Psionic Freedom of Movement, Inertial Barrier, Psychic Vampire, Truevenom Weapon, and Weapon of Energy.

    5th--Adapt Body, Catapsi, Metaconcert, Dispelling Buffer, Personal Mindblank, and Psychic Weapon.


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    Default Re: My Mind is a Blade That Slices Down to the Truth (Base Class, 3.5)

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    Claws of the Dragon
    Psychometabolism [See Description]
    Level: Psychic Warrior 5
    Display: V, S
    Manifesting Time: 1 Swift action
    Range: Personal
    Target: Self
    Duration: 5 rounds
    Saving Throw: No
    Power Resistance: No
    Power Points: 9

    Your claws become sheathed in a layer of energy, corresponding to that of the dragon chosen.

    Your claw attacks’ base damage dice increases two steps, and your claw attacks deal 4d6 damage of a type that depends on the dragon you choose upon manifesting this power.
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    {table=head]Dragon|Energy Type

    Gold, Red|Fire

    Silver, White|Cold

    Bronze, Blue|Electricity

    Copper, Black|Acid

    Brass, Green|Sonic[/table]

    This power has a descriptor that is the same as the energy type of the dragon chosen.

    Augmentation: For every two additional Power Points spent, the duration increases by 1 round. For every three additional Power Points spent, the damage increases by 1d6 damage.


    Consume
    Psychometabolism
    Level: Psychic Warrior 5
    Display: V
    Manifesting Time: Swift
    Range: Personal
    Target: Self
    Duration: 5 Rounds
    Saving Throw: No
    Power Resistance: No
    Power Points: 9

    Your mouth extends and expands, like that of a snake.

    For the duration of the power, you gain the Improved Grab and Swallow Whole ability. You may not use this ability on creatures that are your size or larger.

    Augmentation: For every two addition Power Points spent, the duration increases by one round. For every three additional Power Points spent, the size of creature you can swallow with Swallow Whole increases by one.


    Martial Adroitness
    Psychometabolism
    Level: Psychic Warrior 5
    Display: V, S
    Manifesting Time: Swift
    Range: Personal
    Target: Self
    Duration: 5 rounds
    Saving Throw: No
    Power Resistance: No
    Power Points: 9

    Your muscles burst and pump, and your hands become swift and sure.

    You gain a +6 Enhancement bonus to Dexterity and Strength for the duration of the effect. You gain a +3 Competency bonus to attack and damage rolls, and to all Strength and Dexterity based checks. You gain the reach of a creature who is one size category larger than you.

    Augmentation: For every two additional Power Points spent, the duration increases by one round. For every three additional Power Points spent, the Competency bonuses increase by 1.


    Psychic Weapon
    Psychometabolism
    Level: Psychic Warrior 5
    Display: V, S
    Manifesting Time: Move action
    Range: Touch
    Target: 1 Weapon
    Duration: 1 Minute/level
    Saving Throw: None
    Power Resistance: Yes; Harmless
    Power Points: 9

    Your weapon becomes sheathed in psychic energy

    The weapon touched gains an Enhancement bonus equal to one half of your Manifester level. The actual effective enhancement bonus may not go past +5, and you may use any amount of the enhancement bonus to add weapon qualities to the weapon. The total enhancement bonus may not be reduced below +1. You may convert enhancement bonus into weapon qualities at any time as a swift action.


    Shifting Form
    Psychometabolism
    Level: Psychic Warrior 5
    Display: V, S
    Manifesting Time: Move action
    Range: Personal
    Target: Self
    Duration: 1 Minute/level
    Saving Throw: No
    Power Resistance: No
    Power Points: 9

    Your skin and form ripple and condense, stretch and flicker.

    You may take the form of any animal whose hit dice are not higher than your Manifester level. You gain their Physical ability scores (except Constitution), and gain all Extraordinary abilities and any racial bonuses they have to any skill checks. You also gain their size category, and their shape. Gaining a creature’s form is a move action that can be taken at any time for the duration, in order to change your form. You may continue to Manifest while transformed into a different form.


    Spacial Warp
    Psychoportation [Teleportation]
    Level: Psychic Warrior 5
    Display: V
    Manifesting Time: Full round action
    Range: Personal
    Target: Self
    Duration: 5 rounds
    Saving Throw: No
    Power Resistance: No
    Power Points: 9

    Space and time twist and warp around your form.

    For the duration of the power, you may teleport up to your Manifester level times five feet, as a move action.

    Augmentation: For every two additional Power Points spent, the duration increases by one round.


    Steel Skin
    Psychometabolism
    Level: Psychic Warrior 5
    Display: V
    Manifesting Time: Swift action
    Range: Personal
    Target: Self
    Duration: 4 Rounds
    Saving Throw: No
    Power Resistance: No
    Power Points: 9

    Your skin becomes metallic and reflective, strong and supple.

    You gain Damage Reduction 10/-- for the duration of the effect. You take a -4 penalty to Dexterity for the duration, but you also gain a +4 Natural Armor bonus. Your natural weapons bypass Damage Reduction as if they were Adamantine, and their damage is increased by one step.

    Augmentation: For every two additional Power Points spent, the duration increases by one round.
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    Default Re: My Mind is a Blade That Slices Down to the Truth (Base Class, 3.5)

    Huh. A psychic warrior with significantly more warrior and somewhat less psychic. I like it on first glance, but since the original is generally considered superb, what are your intentions in remaking it?
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    Default Re: My Mind is a Blade That Slices Down to the Truth (Base Class, 3.5)

    Actually what I'm seeing is a psychic warrior, who trades in some of his feats, for higher BAB, higher HD, actual class features, and a MUCH larger list of powers known.


    It seems to me like it's a straight up buff to what was already a pretty good class. If that was the intent, then congratulations.
    Last edited by Seerow; 2011-09-30 at 12:17 AM.
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    Default Re: My Mind is a Blade That Slices Down to the Truth (Base Class, 3.5)

    Quote Originally Posted by gkathellar View Post
    Huh. A psychic warrior with significantly more warrior and somewhat less psychic. I like it on first glance, but since the original is generally considered superb, what are your intentions in remaking it?
    Well, this class is basically for a campaign setting I am working on, which has three material planes which each individually have Psionics, Arcane, and Divine magic, respectively. Thus, I needed a class that could be a physical combatant while at the same time having Psionic powers, but I have never really liked the Psychic Warrior because of it's lack of class features. Also, the Psionic class (all of the casting classes, really) only gets 7th level spells or powers, so having the regular Psychic Warrior with 6th level powers seemed cutting close, so I decided to drop the powers down a level.

    Quote Originally Posted by Seerow View Post
    Actually what I'm seeing is a psychic warrior, who trades in some of his feats, for higher BAB, higher HD, actual class features, and a MUCH larger list of powers known.

    It seems to me like it's a straight up buff to what was already a pretty good class. If that was the intent, then congratulations.
    Actually, the list of powers known is not as large as that of the Psychic Warrior. It is slight, but it is definitely smaller. I can remove some of the powers if indeed you think their power list is too good.

    The higher Base Attack Bonus seemed kind of necessary in order to make sure that the class was successfully differentiated into being a warrior, rather than someone who has some fighting skill and psychic powers. The higher hit dice is because the character is going to be front lines (unless they are a soulbow, obviously).
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    Default Re: My Mind is a Blade That Slices Down to the Truth (Base Class, 3.5)

    Quote Originally Posted by unosarta View Post
    Actually, the list of powers known is not as large as that of the Psychic Warrior. It is slight, but it is definitely smaller. I can remove some of the powers if indeed you think their power list is too good.

    Your overall power list may be smaller. But bowers known is higher.

    Remember, the normal psychic warrior has one power known per level. So a level 20 psiwar has 20 powers known. Just to take the power list from one of your disciplines:

    1st--Bite of the Wolf, Burst, Claws of the Beast, Expansion, Metaphysical Claw, Prevenom, Stomp, and Vigor.
    A first level Psychic warrior has 8 powers known, already as many as an 8th level psiwar.

    2nd--Animal Affinity, Specified Energy Adaption, Hustle, Painful Strike, Prowess, Psionic Lion’s Charge, Psionic Scent, and Strength of My Enemy.
    A 5th level Psiwar picks up another 8 powers. Giving him as many known as a 16th level psiwar total.

    3rd--Claws of the Vampire, Danger Sense, Duodimensional Claw, Escape Detection, Evade Burst, and Ubiquitous Vision.
    Here at 9th level, you are up to 22 powers known, already higher than a level 20 psiwar.
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    Default Re: My Mind is a Blade That Slices Down to the Truth (Base Class, 3.5)

    Quote Originally Posted by Seerow View Post
    Your overall power list may be smaller. But bowers known is higher.

    Remember, the normal psychic warrior has one power known per level. So a level 20 psiwar has 20 powers known. Just to take the power list from one of your disciplines:
    Oh, I see what you are saying.

    Well, one could make that same argument with the Beguiler/War Mage/Dread Necromancer and the Sorcerer, when you think about it, although I suppose the spell lists are more restrictive for the Beguiler/War Mage/Dread Necromancer, but the same rate of spells known vs. spell list seems to carry over.
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    Quote Originally Posted by Lix Lorn View Post
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    Default Re: My Mind is a Blade That Slices Down to the Truth (Base Class, 3.5)

    For the damage progressions for mindblades and soulbows, please note that the progression from 2d10 to 3d6 is actually a downgrade in average damage, from 5.5*2=11 to 3.5*3=10.5.

    Granted, it will be more consistent damage thanks to the steeper bell-curve with more dice, but...still weird.
    delete Teemo.

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    Default Re: My Mind is a Blade That Slices Down to the Truth (Base Class, 3.5)

    Quote Originally Posted by Psyborg View Post
    For the damage progressions for mindblades and soulbows, please note that the progression from 2d10 to 3d6 is actually a downgrade in average damage, from 5.5*2=11 to 3.5*3=10.5.

    Granted, it will be more consistent damage thanks to the steeper bell-curve with more dice, but...still weird.
    A fine point. I don't really think it will affect the class that much, but thanks for bringing it to my attention.

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