Difference between revisions of "Psychic Combatant (3.5e Class)"
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==Psychic Combatant== | ==Psychic Combatant== | ||
− | + | The dedication to psionic discipline require a lot of work, [[SRD:Psion|psion]] are so focused on the study of the discipline that their body and fighting skill wither away to nigh nothingness. Some attempt to mix and match both martial skills and psionic discipline, [[SRD:Psychic Warrior|psychic warriors]] only manage to achieve mediocrity in both the art of combat and the might of the mind. However sometime a rare powerful individual will be nearly as masterful as a [SRD:Psion|psion]] but still retain their martial skills at top condition; those are psychic combatants. | |
===Making a Psychic Combatant=== | ===Making a Psychic Combatant=== | ||
− | + | '''Abilities:''' Psychic Combatant are primarily skilled fighters and require high [[strength] or [[dexterity]], [[constitution]] is also important. Psychic Combatant require a high [[wisdom]] or [[charisma]] score, as one of the other is used for manifesting. | |
− | ''' | + | '''Races:''' Psychic Combatants can be of any races, although races that make good psions and fighters tend to make better psychic combatant. |
− | + | '''Alignment:''' Any. | |
− | |||
− | '''Alignment:''' | ||
'''Starting Gold:''' As fighter. | '''Starting Gold:''' As fighter. | ||
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Climb, | Climb, | ||
Concentration, | Concentration, | ||
− | |||
Craft, | Craft, | ||
− | |||
Diplomacy, | Diplomacy, | ||
− | |||
Disguise, | Disguise, | ||
Escape Artist, | Escape Artist, | ||
− | |||
Gather Information, | Gather Information, | ||
− | |||
− | |||
Hide, | Hide, | ||
− | |||
Intimidate, | Intimidate, | ||
Jump, | Jump, | ||
− | Knowledge, | + | Knowledge (Psionic), |
Listen, | Listen, | ||
Martial Lore, | Martial Lore, | ||
Move Silently, | Move Silently, | ||
− | |||
Perform, | Perform, | ||
Psicraft, | Psicraft, | ||
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Search, | Search, | ||
Sense Motive, | Sense Motive, | ||
− | |||
Speak Language, | Speak Language, | ||
Spellcraft, | Spellcraft, | ||
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Survival, | Survival, | ||
Swim, | Swim, | ||
− | + | Tumble}} | |
− | Tumble | ||
− | |||
− | |||
− | |||
− | }} | ||
− | |||
====Class Features==== | ====Class Features==== | ||
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All of the following are class features of the psychic combatant. | All of the following are class features of the psychic combatant. | ||
− | '''Weapon and Armor Proficiency:''' | + | '''Weapon and Armor Proficiency:''' Psychic combatant are proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]], with all types of armor ([[SRD:Armor Proficiency (Heavy)|heavy]], [[SRD:Armor Proficiency (Medium)|medium]], and [[SRD:Armor Proficiency (Light)|light]]), and with [[SRD:Shield Proficiency|shields]] (except [[SRD:Tower Shield Proficiency|tower shields]]). |
− | '''{{Anchor|Power Points/Day}}:''' A psionic combatant’s ability to manifest [[SRD:Powers|powers]] is limited by the [[SRD:Power Points|power points]] he has available. His base daily allotment of [[SRD:Power Points|power points]] is given on [[#Table: Psionic Combatant|Table: Psionic Combatant]]. In addition, he receives bonus [[SRD:Power Points|power points]] per day if he has a high [[wisdom]] score (see [[SRD:Ability Scores#Ability Modifiers and Bonus Power Points|Table: Ability Modifiers and Bonus Power Points]]). His race may also provide bonus [[SRD:Power Points|power points]] per day, as may certain feats and items. | + | '''{{Anchor|Power Points/Day}}:''' A psionic combatant’s ability to manifest [[SRD:Powers|powers]] is limited by the [[SRD:Power Points|power points]] he has available. His base daily allotment of [[SRD:Power Points|power points]] is given on [[#Table: Psionic Combatant|Table: Psionic Combatant]]. In addition, he receives bonus [[SRD:Power Points|power points]] per day if he has a high [[wisdom]] or [[charisma]] (whichever is higher) score (see [[SRD:Ability Scores#Ability Modifiers and Bonus Power Points|Table: Ability Modifiers and Bonus Power Points]]). His race may also provide bonus [[SRD:Power Points|power points]] per day, as may certain feats and items. |
'''{{Anchor|[[SRD:Powers|Powers]] Known}}:''' A psychic combatant begins play knowing one [[SRD:Psychic Warrior Powers|psychic warrior power]] of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power. | '''{{Anchor|[[SRD:Powers|Powers]] Known}}:''' A psychic combatant begins play knowing one [[SRD:Psychic Warrior Powers|psychic warrior power]] of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power. | ||
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A psychic combatant simply knows his [[SRD:Powers|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 [[SRD:Power Points|power points]]. | A psychic combatant simply knows his [[SRD:Powers|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 [[SRD:Power Points|power points]]. | ||
− | The [[SRD:DC|Difficulty Class]] for [[SRD:Saving Throw|saving throws]] against psychic combatant [[SRD:Powers|powers]] is 10 + the power’s level + the psychic combatant’s [[SRD:Wisdom|Wisdom]] modifier. | + | The [[SRD:DC|Difficulty Class]] for [[SRD:Saving Throw|saving throws]] against psychic combatant [[SRD:Powers|powers]] is 10 + the power’s level + the psychic combatant’s [[SRD:Wisdom|Wisdom]] or [[charisma]] (whichever is higher) modifier. |
'''{{Anchor|Maximum Power Level Known}}:''' A psychic combatant begins play with the ability to learn 1st-level [[SRD:Powers|powers]]. As he attains higher levels, he may gain the ability to master more complex [[SRD:Powers|powers]]. | '''{{Anchor|Maximum Power Level Known}}:''' A psychic combatant begins play with the ability to learn 1st-level [[SRD:Powers|powers]]. As he attains higher levels, he may gain the ability to master more complex [[SRD:Powers|powers]]. | ||
− | To learn or manifest a power, a psychic combatant must have a [[SRD:Wisdom|Wisdom]] score of at least 10 + the power’s level. | + | To learn or manifest a power, a psychic combatant must have a [[SRD:Wisdom|Wisdom]] or [[charisma]] (whichever is higher) score of at least 10 + the power’s level. |
'''{{Anchor|Bonus}}:''' At 1st, 5th, 10th, 15th and 20th a psionic combatant receive a bonus [psionic] or [fighter] feat she meet the prerequisites of. | '''{{Anchor|Bonus}}:''' At 1st, 5th, 10th, 15th and 20th a psionic combatant receive a bonus [psionic] or [fighter] feat she meet the prerequisites of. | ||
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* '''{{Anchor|Bastion of the Mind}} {{Ex}}:''' You add your [[wisdom]] on saving throws modifier against [mind-affecting] effect. | * '''{{Anchor|Bastion of the Mind}} {{Ex}}:''' You add your [[wisdom]] on saving throws modifier against [mind-affecting] effect. | ||
* '''{{Anchor|Danger Sense}} {{Su}}:''' You may add your [[wisdom]] on saving throws against traps and terrain hazard and on your initiative checks. | * '''{{Anchor|Danger Sense}} {{Su}}:''' You may add your [[wisdom]] on saving throws against traps and terrain hazard and on your initiative checks. | ||
− | * '''{{Anchor|Mindstrike}} {{Ex}}:''' You may use your [[wisdom]] instead of your [[strength]] or [[dexterity]] for determining the attack and damage (when applicable) roll when making melee or ranged attacks. | + | * '''{{Anchor|Mindstrike}} {{Ex}}:''' You may use your [[wisdom]] or [[charisma]] instead of your [[strength]] or [[dexterity]] for determining the attack and damage (when applicable) roll when making melee or ranged attacks. |
* '''{{Anchor|Psionic Arc}} {{Su}}:'''As a full-round action you can fire a powerful bolt of energy, dealing 2d6 damage per class level to one primary target and half as much to a number of secondary targets. The bolt behave like [[SRD:Chain Lightning|'''chain lightning''']] with a caster level equal to your class level. You need to have 18 or more class level in order to take this talent. | * '''{{Anchor|Psionic Arc}} {{Su}}:'''As a full-round action you can fire a powerful bolt of energy, dealing 2d6 damage per class level to one primary target and half as much to a number of secondary targets. The bolt behave like [[SRD:Chain Lightning|'''chain lightning''']] with a caster level equal to your class level. You need to have 18 or more class level in order to take this talent. | ||
* '''{{Anchor|Sudden Psionic}} {{Su}}:''' 3/day you may manifest a power with a manifesting time of standard action or faster as a swift action. You need to have 8 or more class level in order to take this talent. | * '''{{Anchor|Sudden Psionic}} {{Su}}:''' 3/day you may manifest a power with a manifesting time of standard action or faster as a swift action. You need to have 8 or more class level in order to take this talent. |
Revision as of 22:33, 13 April 2014
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A greatly improved version of the psychic warrior, psychic combatant use rather vast psionic powers and sheer martial might to waste their enemies. 1 Psionics Partial
Psychic Combatant
The dedication to psionic discipline require a lot of work, psion are so focused on the study of the discipline that their body and fighting skill wither away to nigh nothingness. Some attempt to mix and match both martial skills and psionic discipline, psychic warriors only manage to achieve mediocrity in both the art of combat and the might of the mind. However sometime a rare powerful individual will be nearly as masterful as a [SRD:Psion|psion]] but still retain their martial skills at top condition; those are psychic combatants.
Making a Psychic Combatant
Abilities: Psychic Combatant are primarily skilled fighters and require high [[strength] or dexterity, constitution is also important. Psychic Combatant require a high wisdom or charisma score, as one of the other is used for manifesting.
Races: Psychic Combatants can be of any races, although races that make good psions and fighters tend to make better psychic combatant.
Alignment: Any.
Starting Gold: As fighter.
Starting Age:Moderate
Level | Base Attack Bonus |
Saving Throws | Special | Power Points/Day |
Powers Known |
Maximum Power Level Known | |||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +0 | +2 | Bonus Feat | 2 | 2 | 1st | |||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +0 | +3 | Specialization | 6 | 3 | 1st | |||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +1 | +3 | Mind Flourish | 11 | 4 | 1st | |||||||||||||||||||||||||||||||||
4th | +4 | +4 | +1 | +4 | Combat Talent | 17 | 5 | 2nd | |||||||||||||||||||||||||||||||||
5th | +5 | +4 | +1 | +4 | Bonus Feat | 25 | 6 | 2nd | |||||||||||||||||||||||||||||||||
6th | +6/+1 | +5 | +2 | +5 | 35 | 7 | 2nd | ||||||||||||||||||||||||||||||||||
7th | +7/+2 | +5 | +2 | +5 | Specialization Power | 46 | 8 | 3rd | |||||||||||||||||||||||||||||||||
8th | +8/+3 | +6 | +2 | +6 | Combat Talent | 58 | 9 | 3rd | |||||||||||||||||||||||||||||||||
9th | +9/+4 | +6 | +3 | +6 | 72 | 10 | 3rd | ||||||||||||||||||||||||||||||||||
10th | +10/+5 | +7 | +3 | +7 | Bonus Feat | 88 | 11 | 4th | |||||||||||||||||||||||||||||||||
11th | +11/+6/+1 | +7 | +3 | +7 | Martial Psionic Meditation | 106 | 12 | 4th | |||||||||||||||||||||||||||||||||
12th | +12/+7/+2 | +8 | +4 | +8 | Combat Talent | 126 | 13 | 4th | |||||||||||||||||||||||||||||||||
13th | +13/+8/+3 | +8 | +4 | +8 | Specialization Power | 147 | 14 | 5th | |||||||||||||||||||||||||||||||||
14th | +14/+9/+4 | +9 | +4 | +9 | 170 | 15 | 5th | ||||||||||||||||||||||||||||||||||
15th | +15/+10/+5 | +9 | +5 | +9 | Bonus Feat | 195 | 16 | 5th | |||||||||||||||||||||||||||||||||
16th | +16/+11/+6/+1 | +10 | +5 | +10 | Combat Talent | 221 | 17 | 6th | |||||||||||||||||||||||||||||||||
17th | +17/+12/+7/+2 | +10 | +5 | +10 | 250 | 18 | 6th | ||||||||||||||||||||||||||||||||||
18th | +18/+13/+8/+3 | +11 | +6 | +11 | Specialization Power | 280 | 19 | 6th | |||||||||||||||||||||||||||||||||
19th | +19/+14/+9/+4 | +11 | +6 | +11 | 311 | 20 | 6th | ||||||||||||||||||||||||||||||||||
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Bonus Feat, Combat Talent | 343 | 21 | 6th | |||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level, ×4 at 1st level) |
Class Features
All of the following are class features of the psychic combatant.
Weapon and Armor Proficiency: Psychic combatant are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Power Points/Day: A psionic combatant’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: Psionic Combatant. In addition, he receives bonus power points per day if he has a high wisdom or charisma (whichever is higher) 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.
Powers Known: A psychic combatant 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 feats Expanded Knowledge and Epic Expanded Knowledge do allow a psychic combatant to learn powers from the lists of other classes.) A psychic combatant 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 combatant can manifest in a day is limited only by his daily power points.
A psychic combatant 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 combatant powers is 10 + the power’s level + the psychic combatant’s Wisdom or charisma (whichever is higher) modifier.
Maximum Power Level Known: A psychic combatant 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 combatant must have a Wisdom or charisma (whichever is higher) score of at least 10 + the power’s level.
Bonus: At 1st, 5th, 10th, 15th and 20th a psionic combatant receive a bonus [psionic] or [fighter] feat she meet the prerequisites of.
Specialization: When a psionic combatant reach 2nd level she must choose a specialization. Her specialization grant her a listed bonus power known that does not count against her power known limit as well as a bonus feat, which she do not need to meet the prerequisites. At 7th, 13th and 18th level she receive an additional power known, she may use powers granted by her specialization even if their power level is higher than her maximum power level known. A specialization also affect a psychic combatant's combat talent. Once chosen it is impossible to change one's specialty without rebuilding the character.
Mind Assassin: A psionic combatant who undertake the mind assassin specialization gain the ability to kill her targets from afar where none can see her, with only a single thought.
- 2nd level Bonus Power: Mind Thrust
- 2nd Level Bonus Feat: Hidden Manifestation
- 3rd Level Bonus Power: Crystalize Memory
- 7th Level Bonus Power: Death Urge
- 13th level Bonus Power: Crisis of Life
- 18th level Bonus Power: Annihilate Mind Barrier
Psi-Gladiator: A psionic combatant who undertake the psi-gladiator specialization has dedicated herself to total offense, she receive offensive powers that bolster her physical performance and wreck enemies with blasts of pure energy.
- 2nd level Bonus Power: Energy Grasp
- 2nd Level Bonus Feat: Two-Weapon fighting
- 3rd Level Bonus Power: Energy Missile
- 7th Level Bonus Power: Inhibiting Strike
- 13th level Bonus Power: Astral Phantom
- 18th level Bonus Power: Kinetic Rending
Psionic Fighter: A psychic combatant who undertake the psionic fighter specialization probably did so because they like things simple and vanilla, unlike other specialization they do not receive power known. Instead they receive a bonus [fighter] or [psionic] feat that they meet the prerequisite of each time they would gain a specialization power.
- 2nd Level Bonus Feat: Weapon Focus
Mind Flourish (Su): At 3rd level, whenever you make a critical threat against a creature you may spend a number of power points up to your class level, if you do you deal an additional 1d6 damages for each points spent that way. This damage is dealt even if the critical hit is confirmed or if the creature is immune to critical hit but not if the attack miss. If the critical hit is confirmed the target is also knocked prone.
Combat Talent: At 4th, 8th and each 4 level thereafter a psychic combatant gain a combat talent of her choice, she must meet the prerequisites of any combat talent if listed. She may only choose a combat talent from the general list of her specialization list:
General List: The combat talent general list is available to every psychic combatant.
- Bastion of the Mind (Ex): You add your wisdom on saving throws modifier against [mind-affecting] effect.
- Danger Sense (Su): You may add your wisdom on saving throws against traps and terrain hazard and on your initiative checks.
- Mindstrike (Ex): You may use your wisdom or charisma instead of your strength or dexterity for determining the attack and damage (when applicable) roll when making melee or ranged attacks.
- Psionic Arc (Su):As a full-round action you can fire a powerful bolt of energy, dealing 2d6 damage per class level to one primary target and half as much to a number of secondary targets. The bolt behave like chain lightning with a caster level equal to your class level. You need to have 18 or more class level in order to take this talent.
- Sudden Psionic (Su): 3/day you may manifest a power with a manifesting time of standard action or faster as a swift action. You need to have 8 or more class level in order to take this talent.
- Superior Psionic Finesse (Su): Once per day you may use any power in your power known list as a psi-like ability with a manifester level equal to half your class level. You gain two additional uses of this ability for every combat talent you have.
Mind Assassin: The mind assassin's combat talents are focused on improving telepathic attack and sneakiness.
- Anticipatory Telepathy (Su): 2/day you may use any of your telepathy power with a casting time of a standard action or faster as an immediate action.
- Deadly Mind Thrust (Su): You can use mind thrust much more efficiently. Whenever a creature make it save against your mind thrust the damage is halved instead of negated.
- Psi-stalker (Su): You are able to hide from creatures with blindsense, blindsight, touchsight and mindisght by using the psicraft skill as if it was the hide at a -4 penalty (your psicraft opposed by their spot). This ability do not hide you if the creature can perceive you with mundane sense.
- Telepathy (Su): You gain telepathy out of an 100 feet and gain the benefits of wearing an helm of telepathy. You need to have 12 or more class level in order to take this talent.
- Warp Mind (Su): All of your mind-affecting powers are automatically empowered as long as you are psionically focused.
Psi-Gladiator: The psi-gladiator talents focus mostly on offense.
- Astral Arena (Ps): Once every hours you may use isolation lock as a psi-like ability. You may manifest it as a swift action against any targets you struck with a melee attack this round. You need to have 12 or more class level in order to take this talent.
- Brutal Power Surge (Su): Once per minute you may manifest a power as part of an attack action, the power's manifesting time must be a standard action or faster and you need to expend your psionic focus as part of the attack. The manifester power gain a +4 bonus on it manifester level and the attack is an automatic hit and critical threat. You need to have 20 or more class level in order to take this talent.
- Fearless (Ex): You are immune to fear effect.
- Mindrage (Su): As a swift action you can fall under the rage spell effect for 1 round, while under this effect you are able to manifest powers at a +1 manifester level (ignore the normal inability to use powers while raging). You need to have 8th or more class level in order to take this talent.
- Power Flurry (Su): Once per day as a full-round action you can manifest a single power for each attacks that would be granted by your base attack bonus, each power after the first suffer a cumulative -2 penalty to manifester level. You need to have 16 or more class level in order to take this talent.
Psionic Fighter: The psionic fighter's talent include powerful offensive and defensive abilities.
- Empowered Heart (Ex): As a move action by expending your psionic focus you can replicate the effect of heart of a champion, using this ability cost 5 power points.
- Minimize Damage (Su): You can cause attacks to bounce off almost harmlessly off you, as an immediate action you can expend your psionic focus and cause all damage dealt to you until the beginning of your next turn to be minimized, all damage dice count as having rolled the lowest possible number. Once used you need to wait 3 rounds before using this ability again. You need to have 16 or more class level in order to take this talent.
- Psychic Strike (Su): As a part of an attack action you can spend up to your class level in power points as a non action, if you do so if the attack hit it deal an additional 2 points of damage per power point spent this way.
- Wizard's Bane (Su): Whenever you are targeted by a spell or power you may spend a number of power points equal to the spell or power's caster/manifester level as an immediate action. If you do so you count as having successfully rolled spell or power resistance against it, this ability do not work if the spell or power do not allow spell or power resistance. You need to have 12 or more class level in order to take this talent.
- Voidblade (Su): You may use this combat talent in two different way, either to strike at a target or to parry spells or powers. Using it to strike at a target require a standard action and you need to expend your psionic focus, if the attack hit it deal an extra 2d6 damage per class level and destroy creatures and objects as disintegrate, no save is allowed against this effect. Using it to parry a spell or power require an free action usable outside your turn and you need to expend your psionic focus. You gain the benefit of spell parry and spell reflection feat until the beginning of your next turn, if you already possess these feats you gain a +4 bonus on the attack roll required to parry a spell or power. You need to have 20 or more class level in order to take this talent.
Martial Psionic Meditation (Su): At 11th level you may attempt to regain your psionic focus as a part of an attack action, if the attack miss you do not regain your psionic focus. If you fail to regain your psionic focus the attack miss.
Back to Main Page → 3.5e Homebrew → Classes → Base Classes
Leziadv |
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Article Balance | Very High + |
Author | Leziad + |
Base Attack Bonus Progression | Good + |
Class Ability | Psionics + |
Class Ability Progression | Partial + |
Fortitude Save Progression | Good + |
Identifier | 3.5e Class + |
Length | 20 + |
Minimum Level | 1 + |
Rated By | Surgo + |
Rating | Rating Pending + |
Reflex Save Progression | Poor + |
Skill | Appraise +, Autohypnosis +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Diplomacy +, Disguise +, Escape Artist +, Gather Information +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Martial Lore +, Move Silently +, Perform +, Psicraft +, Profession +, Ride +, Search +, Sense Motive +, Speak Language +, Spellcraft +, Spot +, Survival +, Swim + and Tumble + |
Skill Points | 4 + |
Summary | A greatly improved version of the psychic warrior, psychic combatant use rather vast psionic powers and sheer martial might to waste their enemies. + |
Title | Psychic Combatant + |
Will Save Progression | Good + |