Klasa: psychowojownik


Psychic Warrior


Where the psion spends his days studying the intricacies of psionic power and unlocking the mysteries of the mind, others choose to use their internal power to augment their physical form. These psychic warriors use their psionic potential as a way to improve their natural abilities, becoming fierce and deadly in their chosen path.

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.

Alignment: Any.

Hit Die: d8.

Starting Wealth: 5d4 × 10 (average 125gp)

Class Skills

The Psychic warrior’s class skills are Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (psionics)* (Int), Perception (Wis), Psicraft (Int)*, Profession (Wis), Ride (Dex), and Swim (Str).

*New skill or expanded use of existing skill.

Skill Ranks at each Level: 4 + Int modifier.

Level
BAB
Fort Save
Ref Save
Will Save
Special
1st
+0
+2
+0
+2
Bonus feat, warrior’s path
2nd
+1
+3
+0
+3
Path power, detect psionics
3rd
+2
+3
+1
+3
Path ability
4th
+3
+4
+1
+4
Bonus feat
5th
+3
+4
+1
+4
Path power
6th
+4
+5
+2
+5

7th
+5
+5
+2
+5
Bonus feat
8th
+6
+6
+2
+6
Path power
9th
+6
+6
+3
+6
Path ability
10th
+7
+7
+3
+7
Bonus feat
11th
+8
+7
+3
+7
Path power
12th
+9
+8
+4
+8

13th
+9
+8
+4
+8
Bonus feat
14th
+10
+9
+4
+9
Path power
15th
+11
+9
+5
+9
Path ability
16th
+12
+10
+5
+10
Bonus feat
17th
+11
+10
+5
+10
Path power
18th
+13
+11
+6
+11

19th
+14
+11
+6
+11
Bonus feat
20th
+15
+12
+6
+12
Warrior paragon


Level
Power Points/Day
Powers Known
Maximum Power Level Known
1st
1
1
1st
2nd
2
2
1st
3rd
4
3
1st
4th
6
4
2nd
5th
8
5
2nd
6th
12
6
2nd
7th
16
7
3rd
8th
20
8
3rd
9th
24
9
3rd
10th
28
10
4th
11th
36
11
4th
12th
44
12
4th
13th
52
13
5th
14th
60
14
5th
15th
68
15
5th
16th
80
16
6th
17th
92
17
6th
18th
104
18
6th
19th
116
19
6th
20th
128
20
6th


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. (Exception: The feat Expanded Knowledge does allow a Psychic warrior to learn powers from the lists of other classes.) 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 (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 + 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.

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). His race may also provide bonus power points per day, as may certain feats and items.


Class Features

The following are class features of the Psychic warrior.

Weapon and Armor Proficiency
Psychic warriors are proficient with all simple and martial weapons, light and medium armor, and with shields (except tower shields).

Bonus Feats
At 1st level, a psychic warrior gets 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. The psychic warrior gains an additional bonus feat every three levels thereafter (4th, 7th, etc.). These bonus feats must be drawn from the feats noted as combat 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 (like levels in another specific class). These bonus feats are in addition to the feats that a character of any class gains every two levels. A psychic warrior is not limited to combat feats and psionic feats when choosing these other feats.

Warrior’s Path
Each psychic warrior follows a specific path, a more focused specialization than simple fighting and using psionic powers. It grants her powers, an additional class skill, and other special abilities. A psychic warrior must pick one bloodline upon taking her first level of psychic warrior. Once made, this choice cannot be changed.

At 2nd level, and every three levels thereafter, a psychic warrior learns an additional power, derived from her path. These spells are in addition to the number of powers given on Table: Psychic Warrior Powers Known. These powers cannot be exchanged for different powers at higher levels.

Detect Psionics (Sp)
At 2nd level, a psychic warrior gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.

Warrior Paragon (Su)
At 20th level, a psychic warrior became a paragon of his skills. A psychic warrior can became psionically focused as a swift action. In addition, every time a psychic warrior make a full attack, she can also manifest a power as a swift action. A power whose manifesting time is longer than 1 round cannot be manifested that way. Also, a psychic warrior gains DR 10/magic.


Paths:


Psychic Knight

Class Skill: Diplomacy

Bonus Powers: call weaponry (2nd), empathic transfer (5th), dispel psionics (8th), intellect fortress (11th), psionic revivify (14th), body of iron (17th)

Knightly Prowess (Su)
When psionically focused, you receive a +1 competence bonus on attack rolls made by manufactured weapons (including weapons summoned by call weaponry) and a +1 morale bonus on saving throws against fear. This bonus increases by +1 for every 4 psychic warrior levels you have attained.

Battle Meditation (Su)
At 3rd level, as a standard action, you can  expend your psionic focus to grant your knightly prowess bonus to all allies within 30 feet (including yourself) for a number of rounds equal to your Wisdom modifier (minimum 1).

Psychic Mettle (Su)
At 9th level, when you make a successful Will of Fortitude saving throw that would normally reduce the power’s effect, you suffer no effect from the power at all. Only those powers with a saving throw entry of “Will partial” or “Fortitude partial” or similar entries can be negated through this ability.

Will to Resist (Su)
At 15th level, once per day as an immediate action, you can make yourself immune to one attack. An attack is an action, like melee attack, ranged attack, spell power, supernatural ability and so on, that affect you in any way. You must declare using this ability prior to the attack is made.



Psychic Assassin

Class Skill: Stealth

Bonus Powers: chameleon (2nd), cloud mind (5th), escape detection (8th), truevenom weapon (11th), crisis of life (14th), shadow body (17th)

Psychic Sneak (Su)
When psionically focused, you receive a +1d6 sneak attack damage bonus. This is exactly like the rogue ability of the same name. This bonus increases by +1d6 for every 4 psychic warrior levels you have attained.

Deadly Mind (Su)
At 3rd level, you can make a foe to die of fear. To attempt to do it, you must first study your target for 1 round as a standard action. On the following round, if you makes a sneak attack against the target and the target is denied its Dexterity bonus to AC, as a free action you may give the sneak attack the additional effect of possibly killing the target. This attempt automatically fails if the target recognizes you as an enemy. If the sneak attack is successful and the target of this attack fails a Fortitude save, it dies. The DC of this save is equal to 10 + ½ the psychic warrior’s level + your Wisdom modifier. If the save is successful, the target still takes the sneak attack damage as normal, but it is immune to your deadly mind ability for 1 day.
The psychic sneak damage bonus do count for the this round nonetheless. This is mind-affecting, fear effect.

Shadow Thought (Su)
At 9th level, you can use the Stealth skill even while being observed. As long as you are within 10 feet of some sort of shadow, you can hide himself from view in the open without having anything to actually hide behind. You cannot, however, hide in your own shadow.

Steal Essence (Su)
At 15 level, when you kill someone with the deadly mind ability, you can steal very essence of the victim. Instantly, you gain some of her memories, as with mind probe (you can virtually ask one question per psychic warrior level, the victim is treated as automatically failing all saving throws). Also, you can assume the form of the victim as with minor metamorphosis power. These abilities vanish after 24 hours. During this time, the victim cannot be raised or resurrected by any means. You can have only one essence stolen at once.



Feral Mind

Class Skill: Survival

Bonus Powers: claws of the beast (2nd), animal affinity (5th), metamorphosis (8th), inertial barrier (11th), greater metamorphosis (14th), true metabolism (17th)

Basic Instinct (Su)
When psionically focused, you receive a +1 competence bonus on attack rolls made by natural weapons. This bonus increases by +1 for every 4 psychic warrior levels you have attained.

Bestial Fury (Su)
At 3rd level, as a free action, when making an attack, you can expend your psionic focus to make an extra attack made by one of your natural weapons. Your basic instinct bonus do count for this round nonetheless.

Psychic Strength (Su)
At 9th level, you can use weapons and have a reach as if you were a one size larger. Also, when you manifest a power that effect depends on size (such as claw damage from the claws of the beast power), you are treated as one size larger.

Furious Anger (Su)
At 15th level, you can fight beyond death. As a free action, for one minute, you can ignore all damage done to you (including ability damage). The damage is actually dealt, only suspended, and comes into effect after this time, which can send you to unconsciousness or death.



Ascetic

Class Skill: Knowledge (any one)

Bonus Powers: empty mind (2nd), sustenance (5th), ubiquitous vision (8th), steadfast perception (11th), adapt body (14th), greater precognition (17th)

Purity of Form (Su)
When psionically focused, you receive a +1 morale bonus on all saving throws. This bonus increases by +1 for every 4 psychic warrior levels you have attained.

Moment of Insight (Su)
At 3rd level, as an immediate action, if you fail a saving throw, you can expend your psionic focus to reroll it. You must take the result of the reroll, even if it's worse than the original roll. Your purity of form bonus do count for this round nonetheless.

Aura of Clearness (Su)
At 9th level, you can emit a 30-foot aura of clearness. Within the aura, you and your allies can see perfectly through normal and magical darkness, see invisible and ethereal creatures, see through illusions, sees the true form of polymorphed, changed, or transmuted things and get a bonus on Sense Motive equal to your psychic warrior level. These abilities do not work against things outside the aura. You can use this ability for a number of rounds per day equal to your psychic warrior level. These rounds do not need to be consecutive.

Fail Do Not Exist (Su)
At 15th level, once per day, you can treat any one d20 roll as if the result were a natural 20. You must declare the use of this ability before the roll is made.



Space Bender

Class Skill: Acrobatics

Bonus Powers: slide (2nd), body equilibrium (5th), evade burst (8th), slip the bonds (11th), temporal acceleration (14th), ethereal form (17th)

Acceleration (Su)
When psionically focused, you receive a +1 competence bonus on initiative checks and a bonus on speed of +5 feet. This bonus increases by +1 and by +5 feet for every 4 psychic warrior levels you have attained.

Psychic Walk (Su)
At 3rd level, as a move action, you can expend your psionic focus to make a move double of your speed, ignoring difficult terrain and without provoking attacks of opportunity. Your acceleration speed bonus do count for this round nonetheless.

Move Anywhere (Su)
At 9th level, as a move action, you can gain burrow, climb, fly or swim speed for a number of minutes per day equal to your psychic warrior level, with a speed equal to your base speed (and in case of flying, good maneuverability). This duration does not need to be consecutive, but it must be used in 1 minute increments.

Ripping The Space (Su)
At 15th level, all your melee attack, including melee touch attacks, can reach target up to 30 feet. This ability do not increase your threat range.