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Maat Mons
2022-07-05, 07:45 AM
Ardent





Hit Die: d8



LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialPower Points / DayPowers KnownMaximum Power Level Known
1st+0???+0+2Mantle2???1st
2nd+1???+0+3Uncanny Dodge6???1st
3rd+2???+1+3Healing Touch11???2nd
4th+3???+1+4Movement Ability17???2nd
5th+3???+1+4Improved Uncanny Dodge, Purity of Body25???3rd
6th+4???+2+5Immune to Charms35???3rd
7th+5???+2+5Prescient Sense46???4th
8th+6/+1???+2+6Immune to Compulsions58???4th
9th+6/+1???+3+672???5th
10th+7/+2???+3+7Dominant Ideal88???5th
11th+8/+3???+3+7Diamond Body106???6th
12th+9/+4???+4+8Immunity to Possession126???6th
13th+9/+4???+4+8147???7th
14th+10/+5???+4+9Improved Prescient Sense170???7th
15th+11/+6/+1???+5+9Timeless Body195???8th
16th+12/+7/+2???+5+10221???8th
17th+12/+7/+2???+5+10Tongue of the Sun and Moon250???9th
18th+13/+8/+3???+6+11280???9th
19th+14/+9/+4???+6+11311???9th
20th+15/+10/+5???+6+12Immune to Surprise343???9th



Class Skills (4 + Int modifier per level, x4 at 1st level)
Autohypnosis, Balance, Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Jump, Knowledge (history), Knowledge (nobility and royalty), Knowledge (psionics), Knowledge (religion), Knowledge (the planes), Profession, Psicraft, Ride, Sense Motive, Swim, and Tumble.





Class Features


Weapon and Armor Proficiency
You are proficient with all simple weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).



Mantle
At 1st level you must select one mantle. You gain the granted power of this mantle, and you gain all the powers from the mantle as extra powers known as soon as you become able to manifest powers of that level. These extra powers do not count against your number of powers known.



Uncanny Dodge (Ex)
At 2nd level, you retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from a different class, you automatically gain improved uncanny dodge instead.



Healing Touch (Su)
You can spend a standard action to touch a target creature and heal 1d8 points of damage for every three ardent levels you have. You can use this ability only on a target that has been reduced to one-half or fewer of its total hit points. The effect ends once you've healed the subject up to half its normal maximum hit points. This ability has no effect on creatures that can't be healed by cure spells.



Movement Ability (Ex)
At 4th level, you gain one of the following abilities of your choice.

Slow Fall: You take damage from falls as if they were 10 feet shorter than they actually are for every two ardent levels you possess. At 20th level you can fall any distance without harm.

Water Step: You can move with a step so quick and light that you can walk across short distances of water. The maximum distance across which you can move is equal to 10 feet for every two ardent levels. You can divide this water-step movement between two consecutive turns. If you exceed you water step distance without setting foot on land (or some other solid footing), or stop moving while still on water, you immediately fall in. You can use water step as part of a move action, including charging or running, and can even make Tumble checks while using water step.

Wall Walker: As a move action, you can run up or down a vertical surface a total distance of 20 feet without making a Climb check. You add 10 feet to this distance at 6th level and every two levels thereafter, up to your maximum speed. You can use this ability only once per round (so you can't make a double move up or down a wall). If you do not reach the top of the vertical surface or find a suitable hand- or foothold, you must make a Climb check appropriate to the surface. If you succeed on the check, you can use this ability again in the next round. Otherwise, you fall or make no progress, as determined by the check result. You can't use this ability to traverse a ceiling or overhang.



Improved Uncanny Dodge (Ex)
At 5th level and higher, you can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker has at least four more rogue levels than you have ardent levels. If you already have uncanny dodge from a second class, you automatically gain improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank you.



Divine Health (Ex)
At 5th level, you gain immunity to all diseases, including supernatural and magical diseases.



Immune to Charms (Ex)
Beginning at 2nd level, you are immune to all enchantment (charm) spells and effects.



Prescient Sense (Ex)
Beginning at 7th level, if you make a successful Reflex saving throw against an attack that normally inflicts half damage on a successful save (such as a red dragon’s fiery breath or a fireball spell), you instead take no damage, since your prescience allowed you to get out of the way faster. This form of evasion works no matter what armor you wear, unlike the evasion ability used by monks and rogues.



Immune to Compulsions (Ex)
Beginning at 2nd level, you are immune to all compulsion spells and effects.



Dominant Ideal
At 10th level, you do not need to expend your psionic focus when applying metapsionic feats to powers you manifest from your mantle, and the power point cost of augmenting or applying metapsionic feats to these idealized powers is reduced by 2 (to a minimum of 0). The reduction in cost applies only to the additional power points spent on augmentation or metapsionic feats; the power's normal power point cost is not reduced.



Diamond Body (Su)
At 11th level, you gain immunity to poisons of all kinds.



Immunity to Possession (Ex)
Beginning at 8th level, you have immunity to magic jar, soul bind, trap the soul, a ghost’s malevolence ability, and all other spells or effects that displace or replace a character’s life force. You can still travel to the planes via astral projection, if so desired.



Improved Prescient Sense (Ex)
This ability works like prescient sense, except that while you still take no damage on a successful Reflex saving throw against attacks, henceforth you take only half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion. This form of improved evasion works no matter what armor you wear, unlike the improved evasion ability used by rogues.



Timeless Body (Ex)
Upon attaining 15th level, you no longer take penalties to your ability scores for aging and cannot be magically aged. Any such penalties that you have already taken, however, remain in place. Bonuses still accrue, and you still die of old age when your time is up.



Tongue of the Sun and Moon (Ex)
Beginning at 17th level, you can speak with any living creature.



Immune to Surprise (Ex)
At 10th level, your sensitivity to danger is so great that you are never surprised. You can always take a standard action during a surprise round, unless you are physically restrained from doing so. If there is no surprise round then this ability doesn’t help.





Mantles





Power List
1st-Level Powers

Adrenaline Boost: Receive a temporary Str and Dex boost.
Astral Construct: Creates astral construct to fight for you.
Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.
Attraction: Subject has an attraction you specify.
Call to Mind: Gain additional Knowledge check with +1 competence bonus.
Call Weaponry: Create temporary weapon.
Chameleon: Gain +10 enhancement bonus on Hide checks.
Charm, Psionic: Makes one person your friend.
Control Flames: Take control of nearby open flame.
Control Light: Adjust ambient light levels. +Extra Augment
Daze, Psionic: Humanoid creature of 4 HD or lower loses next action.
Deaden Blow: A weapon deals nonlethal damage rather than lethal.
Deceleration: Target's speed is halved.
Deflection Field: Provides +4 deflection bonus to AC.
Destiny Dissonance: Your dissonant touch sickens a foe.
Detect Psionics: You detect the presence of psionics.
Detect Teleportation: Know when teleportation powers are used in close range.
Dimension Hop: Swiftly teleport a short distance.
Disable: Subjects incorrectly believe they are disabled.
Dissipating Touch: Touch deals qd6 damage.
Elemental Steward: Summon a small psionic elemental to protect and serve you.
Elfsight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.
Empty Mind: You gain +2 on Will saves until your next action.
Energy Ray: Deal 1d6 energy (cold, electricity, fire, or sonic) damage.
Force Screen: Invisible disc provides +4 shield bonus to AC.
Grip of Iron: You gain +4 bonus on grapple checks.
Hammer: Melee touch deals 1d8/round.
Hungry Touch: Your touch deals 1d6 damage while you heal.
Know Direction and Location: You discover where you are and what direction you face.
Matter Agitation: You heat a creature or object.
Metaphysical Claw: Your natural weapon gains +1 bonus.
Metaphysical Weapon: Weapon gains +1 bonus.
Mind Thrust: Deal 1d10 damage.
Minor Creation, Psionic: Creates one cloth or wood object.
Missive: Send one-way telepathic message to subject.
My Light: Your eyes emit 20-ft. cone of light.
Precognition, Defensive: Gain +1 insight bonus to AC and saving throws.
Precognition, Offensive: Gain +1 insight bonus on your attack rolls.
Prescience, Offensive: Gain +2 insight bonus on your damage rolls.
Primal Fear: Target is shaken for 1 round.
Protection from Evil, Psionic: +2 to AC and saves, counter mind control, hedge out summoned creatures.
Protection from Good, Psionic: +2 to AC and saves, counter mind control, hedge out summoned creatures.
Stone Mind : Gain bonuses on Search checks while standing on stone or earth.
Stygian Discernment: Gain insight to act against detected undead and negative energy auras.
Telempathic Projection: Alter the subject's mood.
Thicken Skin: Gain +1 enhancement bonus to your AC for 10 min./level.
Touch of Health: Channel positive energy to cure damage or deal damage to undead.
Vigor: Gain 5 temporary hit points.


2nd-Level Powers

Animal Affinity: Gain +4 enhancement to one ability.
Brain Lock: Subject cannot move or take any mental actions.
Call Armor: Transfer chosen type of armor to your hand.
Clairvoyant Sense: See and hear a distant location.
Claws of Darkness: Gain claw attacks and slow grappled targets.
Cloud Mind: You erase knowledge of your presence from target's mind.
Concealing Amorpha: Quasi-real membrane grants you concealment.
Concussion Blast: Deal 1d6 force damage to target.
Control Air: You have control over wind speed and direction.
Damp Power: Variable numeric effects of enemy powers are minimized against you.
Death Knell, Psionic: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
Dissolving Touch: Your touch deals 4d6 acid damage.
Dissolving Weapon: Your weapon deals 4d6 acid damage.
Distracting Shout: Distract opponents with your powerful shout.
Earth Walk: Move easily in all directions while on earthen surfaces.
Empathic Transfer: Transfer another's wounds to yourself.
Energy Push: Deal 2d6 damage and knock subject back.
Feat Leech: Borrow another's psionic or metapsionic feats.
From the Brink: You stabilize a dying target.
Hustle: Instantly gain a move action.
Id Insinuation: Swift tendrils of thought disrupt and confuse your target.
Identify, Psionic: Learn the properties of a psionic item.
Incite Bravery: You and allies near you become immune to fear effects for 1 round/level.
Inflict Pain: Telepathic stab gives your foe 4 on attack rolls, or 2 if he makes the save.
Mental Disruption: Daze creatures within 10 feet for 1 round.
Missive, Mass: You send a one-way telepathic message to an area.
Object Reading: Learn details about an object's previous owner.
Psionic Lion's Charge: You can make a full attack in the same round you charge.
Psionic Lock: Secure a door, chest, or portal.
Psionic Scent: Gain the scent ability.
Recall Agony: Foe takes 2d6 damage.
Serenity : Pacify a creature and stop it from fighting.
Stygian Ray: Bestow a negative level on foe for 1 round.
Suggestion, Psionic: Compels subject to follow stated course of action.
Sustenance: Go without food and water for one day.
Tongues, Psionic: You can communicate with intelligent creatures.
Zone of Truth, Psionic: Subjects within range can not lie.


3rd-Level Powers

Astral Caravan: You lead an astral traveler-enabled group to a planar destination.
Body Purification: You heal 1d12 points of damage.
Breathless: You don't need to breathe.
Dimension Slide: Teleports you a very short distance.
Dispel Psionics: Cancels psionic powers and effects.
Empathic Transfer, Hostile: Your touch transfers your hurt to another.
Energy Bolt: Deal 5d6 energy damage in 120-ft. line.
Energy Burst: Deal 5d6 energy damage in 40-ft. burst.
Energy Wall: Create wall of your chosen energy type.
Escape Detection: You become difficult to detect with clairsentience powers.
Ethereal Volley: Imbue your missiles with force energy, making them ghost touch weapons.
False Sensory Input: Subject sees what isn't there.
Graft Weapon: Your hand is replaced seamlessly by your weapon.
Heavy Earth: Alter gravity locally.
Mental Turmoil: Prevent target from using abilities that require mental calm.
Mind Trap: Drain 1d6 power points from anyone who attacks you with a telepathy power.
Share Pain, Forced: Unwilling subject takes some of your damage.
Solicit Psicrystal: Your psicrystal takes over your concentration power.
Speak with Dead, Psionic: Speak or mindlink with a corpse to ask it questions.
Telekinetic Force: Move an object with the sustained force of your mind.
Time Hop: Subject hops forward in time 1 round/level.
Touchsight: Your telekinetic field tells you where everything is.


4th-Level Powers

Aura Sight: Reveals creatures, objects, powers, or spells of selected alignment axis.
Correspond: Hold mental conversation with another creature at any distance.
Death Urge: Implant a self-destructive compulsion.
Detect Remote Viewing: You know when others spy on you remotely.
Dimensional Anchor, Psionic: Bars extradimensional movement.
Discern Lies, Psionic: Reveals deliberate falsehoods.
Dismissal, Psionic: Forces a creature to return to its native plane.
Empathic Feedback: When you are hit in melee, your attacker takes damage.
Fabricate, Psionic: Transforms raw goods to finished items.
Fly, Psionic: You fly at a speed of 60 ft.
Immovability: You are almost impossible to move and gain damage reduction 15/ .
Intellect Fortress: Those inside fortress rake only half damage from all power and psi-like abilities until your next action.
Light Beam: Deal 5d6 damage in 120-ft. line.
Metamorphosis: Assume shape of creature or object.
Mindwipe: Subject's recent experiences are wiped away, bestowing negative levels.
Personality Parasite: Subject's mind calves self-antagonistic splinter personality for 1 round/level.
Planar Apotheosis: Temporarily become celestial or fiendish.
Power Leech: Drain 1d6 power points/round while you maintain concentration; you gain 1/round.
Remote Viewing: See, hear, and potentially interact with subjects at a distance.
Steadfast Perception: Gain immunity to illusory effects, +6 bonus on Spot and Search checks.
Stygian Ward: Grant immunity to death spells and negative energy effects.
Telekinetic Maneuver: Telekinetically bull rush, disarm, grapple, or trip your target.
Trace Teleport: Learn destination of subject's teleport.
Wall of Ectoplasm: You create a protective barrier.


5th-Level Powers

Adapt Body: You body automatically adapts to hostile environments.
Anticipatory Strike: Take your action out of initiative order.
Catapsi: Psychic static inhibits power manifestation.
Celestial Conduit: Launch a line of ectoplasm-mediated positive energy from your fingertips.
Energy Manipulation: You manipulate a source of energy.
Fiendish Conduit: Launch a bolt of ectoplasm-mediated negative energy from your fingertips.
Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.
Major Creation, Psionic: As psionic minor creation, plus stone and metal.
Metaconcert: Mental concert of two or more increases the total power of the participants.
Oak Body: Your body becomes as hard as oak.
Plane Shift, Psionic: Travel to other planes.
Power Resistance: Grant power resistance equal to 12+ level.
Protection from Psionics: Gain +3 insight bonus on saves against powers and psi-like abilities.
Psionic Revivify: Return the dead to life before the psyche leaves the corpse.
Psychic Crush: Brutally crush subject's mental essence, reducing subject to 1 hit points.
Psychofeedback: Boost Str, Dex. or Con at the expense of one or more other scores. +Extra Augment
Psychotic Break: Targets viciously attack closest creature.
Shadow Walk, Psionic: Step into shadow to travel rapidly.
Stygian Dominion: Assume control over the body of a mindless undead creature.
Teleport, Psionic: Instantly transports you as far as 100 miles/level.
Tower of Iron Will: Grant PR 19 against mind affecting powers to all creatures within 10 ft. until your next turn.
True Seeing, Psionic: See all things as they really are.


6th-Level Powers

Analyze Dweomer, Psionic: Reveals magical aspects of subject. +Extra Augment
Blackstone Hammer: Target weapon petrifies those it strikes.
Cloud Mind, Mass: Erase knowledge of your presence from the minds of one creature/level.
Concussive Detonation: Burst of force damages targets in area.
Cranial Deluge: Massive physical damage can cause your opponent's head to explode.
Disintegrate, Psionic: Turns one creature or object to dust.
Evade Burst: You take no damage from a burst on a successful Reflex save.
Fabricate, Greater Psionic: Transforms a lot of raw goods to finished items.
Fuse Flesh: Fuse subject's flesh, creating a helpless mass.
Inconstant Location: Make swift instantaneous moves in combat.
Mend Wounds: Cure nonundead of 55 damage, or deal 55 damage to undead.
Mind over Energy: Gain brief immunity to chosen energy type.
Null Psionics Field: Create a field where psionic power does not function.
Perfect Riposte: Make an attack of opportunity against a creature who just missed you.
Planar Champion: Call a good or evil creature to do your bidding.
Planar Embrace: Temporarily become a half-celestial or half-fiend.
Precognition, Greater: Gain +4 insight bonus on oneroll.
Psychometry: Read psychic impressions from a given location.
Restoration, Psionic: Restores level and ability score drains.
Suspend Life: Put yourself into a state akin to suspended animation.
Temporal Acceleration: Your time frame accelerates for 1 round.


7th-Level Powers

Animate Plants, Psionic: One or more plants animate and fight for you.
Crisis of Life: Stop subject's heart.
Decerebrate: Remove portion of subject's brain stem.
Energy Wave: Deal 13d6 damage of your chosen energy type in 120-ft. cone.
Ethereal Jaunt, Psionic: Become ethereal for 1 round/level.
Fate of One: Reroll any roll you just failed. +Extra Augment
Insanity: Subject is permanently confused.
Mind Blank, Personal: You are immune to scrying and mental effects.
Power Thief: Steal and quickly use one power from a target.
Reddopsi: Powers targeting you rebound on the manifester.
Ultrablast: Deal 13d6 damage in 15-ft. radius.


8th-Level Powers

Bend Reality: Alters reality within power limits.
Chaos Fissure: Wild surge and wild magic apply to psionic powers and spells.
Dark Despair: You gain a dark aura that harms good creatures.
Greater Glory: Good creatures near you gain benefits.
Hypercognition: You can deduce almost anything.
Iron Body, Psionic: Your body becomes living iron.
Light Burst: Blinds all within 10 ft., deals 6d6 damage.
Protection from Spells, Psionic: Gain +3 on saves against spells and spell-like abilities.
Recall Death: Subject dies or takes 5d6 damage.
Spirit of War: Confer +4 on attack rolls and damage rolls, +10 to one save, and confirm one critical threat.
Stygian Veil: You take on traits of the undead type.
Telekinetic Sphere, Psionic: Mobile force globe encapsulates creature and moves it.
Teleport, Psionic Greater: As psionic teleport, but with no range limit and no off-target arrival.
Time Hop, Mass: Willing subjects hop forward in time.
True Metabolism: You regenerate 10 hit points/round. +Extra Augment


9th-Level Powers

Affinity Field, Pain: Negative effects that affect you also affect others.
Apopsi: You delete target's psionic powers.
Earthquake, Psionic: Intense tremor shakes 5-ft./level radius.
Etherealness, Psionic: Become ethereal for 1 min/level.
Intellect Bomb: Causes your target's head to explode.
Metafaculty: You learn details about any one creature.
Microcosm: Creature or creatures live forevermore in a world of their own imaginations.
Time Regression: Relive the last round.
Timeless Body: Ignore all harmful, and helpful, effects for 1 round.
Tornado Blast: Vortex of air subjects your foes to 17d6 damage and moves them.
True Creation: As psionic major creation, except items are completely real.

Maat Mons
2022-07-05, 07:46 AM
Reserved for Divine Mind

Maat Mons
2022-07-05, 07:47 AM
Reserved for Erudite

Maat Mons
2022-07-05, 07:47 AM
Reserved for Lurk

Maat Mons
2022-07-05, 07:48 AM
Reserved for Psion

Maat Mons
2022-07-05, 07:48 AM
Psychic Rogue





Hit Die: d6



LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialPower Points / DayPowers KnownMaximum Power Level Known
1st+0+0+2+2Sneak Attack +1d6, Trapfinding, Weapon Finesse???11st
2nd+1+0+3+3Combat Style, Evasion???21st
3rd+2+1+3+3Penetrating Strikes???31st
4th+3+1+4+4Sneak Attack +2d6, Uncanny Dodge???42nd
5th+3+1+4+4Slippery Mind???52nd
6th+4+2+5+5Darkvision, Trap Sensitivity???62nd
7th+5+2+5+5Acrobatic Charge, Sneak Attack +3d6???73rd
8th+6/++2+6+6Improved Combat Style, Improved Uncanny Dodge???83rd
9th+6/+1+3+6+6Elegant Strike, Improved Evasion???93rd
10th+7/+2+3+7+7Cerebral Blind, Sneak Attack +4d6???104th
11th+8/+3+3+7+7Death Ward, Move Like the Wind???114th
12th+9/+4+4+8+8See in Darkness???124th
13th+9/+4+4+8+8Sneak Attack +5d6, Stealth Mastery???135th
14th+10/+5+4+9+9Hide in Plain Sight???145th
15th+11/+6/+1+5+9+9Combat Style Mastery???155th
16th+12/+7/+2+5+10+10Sneak Attack +6d6???166th
17th+12/+7/+2+5+10+10???176th
18th+13/+8/+3+6+11+11Free Movement???186th
19th+14/+9/+4+6+11+11Sneak Attack +7d6???196th
20th+15/+10/+5+6+12+12Undead Immunities???206th



Class Skills (6 + Int modifier per level, x4 at 1st level)
Appraise, Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Knowledge (psionics), Listen, Move Silently, Open Lock, Perform, Profession, Psicraft, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Psionic Device, and Use Rope.





Class Features


Weapon and Armor Proficiency
You are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. You are proficient with light armor, but not with shields.



Sneak Attack (Ex)
This is exactly like the rogue ability of the same name. The extra damage is 1d6 at 1st level, and it increases by 1d6 every three psychic rogue levels thereafter.



Trapfinding (Ex)
You can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.You can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a trap's DC by 10 or more with a Disable Device check, you can study a trap, figure out how it works, and bypass it (with your party) without disarming it.



Weapon Finesse
You gain weapon finesse as a bonus feat, even if you do not meet the prerequisite.



Combat Style (Ex)
At 2nd level, you must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects you class features but does not restrict your selection of feats or special abilities in any way. If you select archery, you are treated as having the Rapid Shot feat, even if you do not have the normal prerequisites for that feat. If you select two-weapon combat, you are treated as having the Two-Weapon Fighting feat, even if you do not have the normal prerequisites for that feat. The benefits of your chosen style apply only when you wear light or no armor. You lose all benefits of this combat style when wearing medium or heavy armor.




Evasion (Ex)
At 2nd level and higher, you can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.



Penetrating Strikes (Ex)
Whenever you flank a creature that is immune to extra damage from sneak attacks, you still deal extra damage equal to half your normal sneak attack dice. This benefit does not apply against creatures that cannot be flanked, nor against foes that are otherwise denied their Dexterity bonus to AC or flat-footed but not flanked.



Uncanny Dodge (Ex)
Starting at 4th level, you can react to danger before your senses would normally allow you to do so. you retain you Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.



Slippery Mind (Ex)
This ability represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw.



Darkvision (Su)
At 6th level, you gain darkvision to a range of 60 feet. If you already have darkvision, the range improves by 60 feet.



Trap Sensitivity (Ex)
When you pass within 5 feet of a trap, you are entitled to make a Search check to notice the trap as if you were looking for it.



Acrobatic Charge (Ex)
Beginning at 7th level, you can charge in situations where others cannot. You may charge over difficult terrain that normally slows movement or allies blocking your path. This ability enables you to run down steep stairs, leap down from a balcony, or to tumble over tables to get to your target. Depending on the circumstance, you may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.



Improved Combat Style (Ex)
At 8th level, your aptitude in your chosen combat style (archery or two-weapon combat) improves. If you selected archery at 2nd level, you are treated as having the Manyshot feat, even if you do not have the normal prerequisites for that feat. If you selected two-weapon combat at 2nd level, you are treated as having the Improved Two-Weapon Fighting feat, even if you do not have the normal prerequisites for that feat. As before, the benefits of your chosen style apply only when you wear light or no armor. You lose all benefits of this combat style when wearing medium or heavy armor.



Improved Uncanny Dodge (Ex)
Beginning at 8th level, you can no longer be flanked. This defense denies another rogue the ability to sneak attack you by flanking you, unless the attacker has at least four more rogue levels than the target does. If you already have uncanny dodge (see above) from a second class, you automatically gain improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank you.



Elegant Strike (Ex)
Upon reaching 9th level, you become able to place your attacks where they deal greater damage. You apply your Dexterity bonus as a bonus on damage rolls (in addition to any Strength bonus you may have) with any weapon to which weapon finesse can be applied. Targets immune to sneak attacks or extra damage from critical hits are immune to your elegant strike.



Improved Evasion (Ex)
This ability works like evasion, except that while you still take no damage on a successful Reflex saving throw against attacks, you henceforth take only half damage on a failed save. You do not gain the benefit of improved evasion if you are helpless.



Cerebral Blind (Su)
After reaching 10th level, you are protected from all devices, powers, and spells that reveal location. This ability protects against information gathering by clairsentience powers or effects that reveal location.



Death Ward (Su)
Beginning at 11th level, you are continuously protected as if by the death ward spell.



Move Like the Wind (Ex)
Starting at 11th level, you can move stealthily even at a quick pace. You no longer takes a -5 penalty on Hide and Move Silently checks when moving at any speed up to your normal speed, and you taks only a -10 penalty (instead of a -20 penalty) on Hide and Move Silently checks when running. (You take the normal -20 penalty when attacking or charging.)



See in Darkness (Su)
You can see perfectly in darkness of any kind, even that created by a deeper darkness spell.



Stealth Mastery (Ex)
When making a hide or move silently check, you may take 10 even if stress and distractions would normally prevent you from doing so.



Hide in Plain Sight (Su)
You can use the Hide skill even while being observed. As long as you are within 10 feet of some sort of shadow, you can hide yourself from view in the open without anything to actually hide behind. You cannot, however, hide in your own shadow.



Combat Style Mastery (Ex)
At 15th level, your aptitude in your chosen combat style (archery or two-weapon combat) improves again. If you selected archery at 2nd level, you are treated as having the Improved Precise Shot feat, even if you do not have the normal prerequisites for that feat. If you selected two-weapon combat at 2nd level, you are treated as having the Greater Two-Weapon Fighting feat, even if you do not have the normal prerequisites for that feat. As before, the benefits of your chosen style apply only when you wear light or no armor. You lose all benefits of this combat style when wearing medium or heavy armor.



Free Movement (Ex)
At 18th level and higher, you can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. You lose this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.



Undead Immunities




Power List

Maat Mons
2022-07-05, 07:49 AM
Psychic Warrior





Hit Die: d10



LevelBase Attack BonusFort SaveRef SaveWill SavePower Points / DayPowers KnownMaximum Power Level Known
1st+1+2+0+2Bonus Feat, Weapon Aptitude???11st
2nd+2+3+0+3Combat Insight, Bonus Feat???21st
3rd+3+3+1+3Fearless???31st
4th+4+4+1+4Armor Mastery (Medium)???42nd
5th+5+4+1+4Bonus Feat???52nd
6th+6/+1+5+2+5Attack Ability, Light Fortification???62nd
7th+7/+2+5+2+5DR 1/-, Powerful Grip???73rd
8th+8/+3+6+2+6Bonus Feat???83rd
9th+9/+4+6+3+6Armor Mastery (Heavy), Mettle???93rd
10th+10/+5+7+3+7DR 2/-, Sweeping Strike???104th
11th+11/+6/+1+7+3+7Bonus Feat???114th
12th+12/+7/+2+8+4+8Indefatigable, Moderate Fortification???124th
13th+13/+8/+3+8+4+8Deadened Hide, DR 3/-???135th
14th+14/+9/+4+9+4+9Bonus Feat???145th
15th+15/+10/+5+9+5+9???155th
16th+16/+11/+6/+1+10+5+10DR 4/-???166th
17th+17/+12/+7/+2+10+5+10Bonus Feat???176th
18th+18/+13/+8/+3+11+6+11Heavy Fortification???186th
19th+19/+14/+9/+4+11+6+11DR 5/-???196th
20th+20/+15/+10/+5+12+6+12Bonus Feat, Improved Sweeping Strike???206th



Class Skills (4 + Int modifier per level, x4 at 1st level)
Autohypnosis, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (history), Knowledge (psionics), Profession, Psicraft, Ride, Search, and Swim.





Class Features


Weapon and Armor Proficiency
You are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).



Bonus Feats
At 1st level, you get a bonus combat-oriented feat in addition to the feat that any 1st level character gets and the bonus feat granted to a human character. You gain an additional bonus feat at 2nd level and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats or psionic feats. You must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. These bonus feats are in addition to the feats that a character of any class gains every three levels. You are not limited to fighter bonus feats and psionic feats when choosing these other feats.



Weapon Aptitude (Ex)
Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your psychic warrior level. These effective fighter levels stack with any actual fighter levels you have. You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. You can adjust any number of your feats in this way, and you don't have to adjust them all in the same way. However, you can't change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess.



Combat Insight (Ex)
For purposes of meeting feat prerequisites, you can substitute your wisdom score for any ability score normally required.



Fearless (Ex)
Beginning at 3rd level, you are immune to fear effects.



Armor Mastery (Ex)
Starting at 4th level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 9th level, you ignore the speed reduction imposed by heavy armor as well.



Attack Ability (Ex)
At 6th level, you gain one of the following abilities, chosen by you.
Pounce: You can make a full attack as part of a charge.
Overpowering Attack: As a full-round action, you can make a single melee attack that deals double damage. This attack is made with a -2 penalty on the attack roll. If your base attack bonus is at least +11, you can instead choose to make a single attack that deals triple damage, but the attack roll penalty increases to -4. If your base attack bonus is at least +16, you can instead choose to make a single attack that deals quadruple damage, but the attack roll penalty increases to -6.



Fortification (Ex)
When you reach 5th level, you develop a tough hide that allows you extra protection against potentially devastating attacks. When a critical hit or sneak attack is scored on you, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.



Damage Reduction (Ex)
At 7th level, you gain Damage Reduction. Subtract 1 from the damage you take each time you are dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.



Powerful Grip (Ex)
At 7th level, when wielding a melee weapon in two hands, you add 2x your strength modifier to damage, instead of 1.5x your strength modifier.



Mettle (Ex)
You can resist magical attacks with greater effectiveness than other warriors. Beginning at 13th level, you can shrug off effects that would hinder even the toughest warrior. If you succeed on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), you instead negate the effect. You do not gain the benefit of mettle when you are unconscious or sleeping.



Sweeping Strike (Ex)
At 10th level, you gain the ability to make great, sweeping swings with a melee weapon. On each melee attack you make, you can choose squares you threaten that are adjacent to each other, and your attacks apply to creatures in those two squares equally. You can use this ability on any attack, even an attack of opportunity or a cleave attempt. You cannot use this ability if you have moved more than 10 feet since the end of your last turn. If you drop one or both of your foes with a sweeping strike, you can attempt a cleave normally; however, you make only one cleave attempt per sweeping strike, even if you drop more than one foe.



Indefatigable (Ex)
From 12th level on, you are immune to fatigue.



Moderate Fortification (Ex)
At 12th level, your chance to negate critical hits and sneak attacks increases to 75%.



Heavy Fortification (Ex)
At 18th level, your chance to negate critical hits and sneak attacks increases to 100%.



Improved Sweeping Strike (Ex)
Beginning at 20th level, when using sweeping strike, you can affect three squares. Each square must be adjacent to one of the other squares.




Power List

Maat Mons
2022-07-05, 07:49 AM
Reserved for Soulknife

Maat Mons
2022-07-05, 07:50 AM
Reserved for Wilder