Green Ronin variant Psychic Warrior (comments welcome)

Geron Raveneye

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After a few comparisons, Green Ronin's "Psychic's Handbook" showed a lot of parallels between their psychic powers and the Force powers of Star Wars d20 fame. So I tried to adapt the Jedi Guardian into a variant Psychic Warrior class, using GR's psychic feats and skills system.

This class is supposed to be able to play bodyguard to a Psychic, or be sent into a foreign city on the Order's orders to scout out the social area about establishing a new chapter of Psychics there. It retains the high HP because of the Strain rules GR implements, but gets the lower BAB of the original Psychic Warrior to keep from becoming an Überfighter. ;)

The illustration is from Green Ronin's own sourcebook.
 

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Interesting ideas, but my personal taste is little different. I think yours is a bit too powerful.

I think the HP should remain d8 to stay in common with the XPH Psychic Warrior, as they should be more in line with clerics than fighters. I would trade this off with more skill points, as this is a skill intensive Class System. It is like the rogue and bard in respect to their core abilities being based off of their skills.

As to saves, I am just not a fan of the "Medium" save category but everyone's taste is different. I prefer to stick to the core system.

As for class abilities, you give them 20 abilities over 20 levels, but 6 of them are in the 1st 2 levels, and 10 (1/2) are in the 1st 5 levels. This is very unbalanced. Not only are 20 abilities over 20 levels far too many compared to any other 20 level class, there really isnt much incentive to remain in the class beyond 5th or maybe 6th level because by 5th level you already have 1/2 of the classe's abilities.


With that said, this is my version of a psychic warrior using the GR Psychic system and based specifically around being a melee combatant specializing in the Psychic Weapon... the Psi-Knight.
PS: Comments welcome...


PSI-KNIGHT
The Psi-knight is a specialist among those blessed with psychic talent, mastering how to blend martial talent and psychic power into a unique style. While psychics devote themselves to the study of the powers of the mind, psi-knights focus only those powers that they can harness into a well-tuned fighting prowess. Unlike psychics, the psi-knight cares little for where their powers come from or why they exist. They simply care for the power it grants them. Though less fearful than psychics of discovery, psi-knights still choose to shield their abilities as magical or as magical items if for no other reason than to keep their opponents off guard.

Adventures: Psi-knights adventure for the same reason as other psychics whether forced to be outcasts, as a personal path to self-exploration, serving a cause, or simply for profit and power.

Characteristics: The defining trait of the psi-knight is their mental powers known as “talents,” which they develop through training. While psychic talents are not as broad nor as powerful as spells, they tend to be more flexible and less demanding in their use than spells and much more unpredictable.

Alignment: Like other psychics, psi-knights come from all walks of life and backgrounds and their abilities influence each psi-knight differently. Thus they may be of any alignment.

Religion: Also like psychics, some psi-knights see their psychic talents as a spiritual path to enlightenment and a connection to the greater cosmos, while some believe them to be a gift from the gods, and yet others believe in nothing other than themselves. Those that do turn to religion tend to follow whatever deity they feel a calling to, often battle deities or deities of their region or that they believe in the cause of. Rarely do psi-knights turn to the worship of deities of the mind as do psychics.

Background: As their psychic cousins psi-knights come into their powers most often during times of stress or through the changes of adolescence. This is often is frightening and confusing, but more often dangerous for those around the psi-knight. Eventually, either through trial and error or through training, the psi-knight learns to control their powers and begins to focus them into the unique style that will become the psi-knight.

Races: The innate nature of psychic ability is unpredictable, and it can show up in any of the common races.

Other Classes: Psi-knights often organize into orders or guilds, though they may also be found as independents. Psi-knights have most in common with psychics and in turn with sorcerers, psions and psychic warriors. Other classes treat psi-knights like any other caster in their given region.

GAME RULE INFORMATION
Psi-knights have the following game statistics.
Abilities: Physical ability scores are much more important to a psi-knight than to psychics, though many of their powers are affected by their mental scores especially Intelligence and Wisdom.
Alignment: Any
Hit Die: d8
Starting Gold: 6d4X10gp

CLASS SKILLS
The psi-knight’s class skills are: Balance, Bluff, Climb, Concentration, Craft, Intimidate, Jump, Listen, Profession, Search, Sense Motive, Spot, Swim and Tumble.
Additionally, the following psychic skills are class skills: Adaptation, Apport, Blink Teleport, Body Control, Combat Sense, Cryokinesis, Dimensional Phase, Electrokinesis, Enhance Ability, Enhanced Senses, Life Drain, Photokinesis, Precognition, Psychic Healing, Psychic Sense, Psychic Shield, Psychic Weapon, Pyrokinesis, Telekinesis, Telekinetic Blast, Telekinetic Grip, Telekinetic Shield, and Teleport.
Skill Points for 1st Level: (6+INT modifier) x4
Skill Points at Each Additional Level: 6+INT modifier

BAB: Medium (Cleric)
Saves: Fortitude & Will Good
Special
1 - Psychic Ability, Psychic Weapon
2 - Bonus Psychic Feat
3 - Combat Style
4 - -----
5 - Bonus Psychic Feat
6 - Imbue Weapon
7 - -----
8 - Improved Combat Style
9 - -----
10 - Bonus Psychic Feat
11 - -----
12 - Improved Psychic Weapon
13 - -----
14 - Combat Style Mastery
15 - Bonus Psychic Feat
16 - -----
17 - -----
18 - Psychic Weapon Mastery
19 - -----
20 - Bonus Psychic Feat

CLASS FEATURES
All of the following are class features for the psi-knight.

Weapon and Armor Proficiency: The psi-knight is proficient in the use of all simple and martial weapons and with light armor and with shields. Though armor does not technically interfere with the use psychic abilities, psi-knights often disdain the encumbrance of such heavy armor especially due to its increased strain on their ability use and combat styles.

Psychic Ability: The psi-knight begins with the Psychic Ability feat as a bonus feat at 1st level.

House Rule Variant
Psychic Energy Points: Psi-knights rather than suffering non-lethal damage from strain, gain 1d4+1 psychic energy points (or PEP’s) per class level. These points are used to pay strain costs. In all other ways, PEP’s act as standard strain. If the psi-knight multi-classes with a non-psychic class or prestige class, they receive 1d4 PEPs per character level not of the psi-knight class.


Psychic Weapon: The psi-knight gains the Psychic Weapon feat as a bonus psychic feat at 1st level.

Bonus Psychic Feat: At 2nd, 5th, 10th, 15th and 20th levels the psi-knight may choose a bonus feat from the following list of psychic feats: Apport Arrows, Clairsentience, Combat Concentration, Cure Poison, Dimensional Shift, Energy Shield, Flight, Greater Psychic Focus, Mental Fortitude, Multitasking, Psychic Focus, Psychic Link, Psychic Stamina, Psychokinesis, Psychometabolism, Psychoportation, and Skill Aptitude.

Combat Style (Ex): At 3rd level, a psi-knight must select one of three combat styles to pursue: fencing, force or weapon specialist combat. This choice affects the character’s class features but does not restrict their selection of feats or special abilities in any way. These combat styles may be applied to both the psi-knight’s psychic weapon as well as standard material weapons.
..........If the psi-knight selects fencing, they are treated as having the Improved Feint feat, even if they do not have the normal prerequisites for that feat.
..........If the psi-knight selects force combat, they are treated as having the Power Attack feat, even if they do not have the normal prerequisites for that feat.
..........If the psi-knight selects weapon specialist combat, the psi-knight chooses one specific weapon type to be their favored weapon to which this combat style applies, and are treated as having the Weapon Focus feat for that weapon type, even if they do not have the normal prerequisites for that feat. From this point forward the psi-knight’s Psychic Weapon will always appear to be of this weapon type.
..........The benefits of the psi-knight’s chosen style apply only when they wear light or no armor. They lose all benefits of this combat style when wearing medium or heavy armor.

Improved Combat Style (Ex): At 8th level, a psi-knight’s aptitude in their chosen combat style improves.
..........If they selected fencing combat at 3rd level, they are treated as having the Spring Attack feat, even if they do not have the normal prerequisites for that feat.
..........If they selected force combat at 3rd level, they are treated as having the Cleave feat, even if they do not have the normal prerequisites for that feat.
..........If they selected weapon specialization combat at 3rd level, they are treated as having the either the Greater Weapon Focus or the Weapon Specialization feat in their chosen weapon, even if they do not have the normal prerequisites for that feat.
..........As before, the benefits of the psi-knight’s chosen style apply only when they wear light or no armor. They lose all benefits of this combat style when wearing medium or heavy armor.

Improved Psychic Weapon: At 12th level the psi-knight may use the Psychic Weapon skill as a free action rather than a move action.

Combat Style Mastery (Ex): At 14th level, a psi-knight’s aptitude in their chosen combat style improves again.
..........If they selected fencing combat at 3rd level, they are treated as having the Improved Critical feat, even if they do not have the normal prerequisites for that feat.
..........If they selected force combat at 3rd level, they are treated as having the Great Cleave feat, even if they do not have the normal prerequisites for that feat.
..........If they selected weapon specialization combat at 3rd level, they are treated as having the either the Greater Weapon Focus, the Greater Weapon Specialization or the Improved Critical feat in their chosen weapon, even if they do not have the normal prerequisites for that feat.
..........As before, the benefits of the psi-knight’s chosen style apply only when they wear light or no armor. They lose all benefits of this combat style when wearing medium or heavy armor.

Psychic Weapon Mastery: At 18th level the psi-knight gains the benefits of the Reduce Strain metapsychic feat when using the Psychic Weapon skill.

MULTICLASS PSI-KNIGHT CHARACTERS
Psychic talent is an ability anyone can have, though some are more adept at harnessing that talent than others, or are more dedicated to pursuing their powers than others. As with psychics, multi-classed psi-knights are quite common. The most common multi-classed combinations are with Fighters and Monks. The one restriction is that the psi-knight/psychic multiclass is not allowed. There are four types of psychic characters: Wild Talents who manifest one or two powers ever, the Dabbler who has psychic talent but chooses not to explore more than a small percentage of their potential, Psi-Knights who manifest a specific talent for the martial aspects of psychic power and Psychics who are the masters at developing their psychic potential to its fullest.

New Equipment
Psi-Blade: This device consists of a crystal that is encased in a sword hilt. The crystal stores 12 points of psychic energy which can be used to activate the Psychic Weapon skill if the user possesses the skill. The crystal recovers 1 point of psychic energy per hour. Some of these devices may also include other crystals such as a amplifying crystal, which increases the effective skill ranks of the user but these are priced separately as normal.
Market price: 3,000gp (not including other crystals); Cost to make: 1,500gp (not including amplifying crystal).
 
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Hmhmmm, looks really nice, especially like the take on the combat styles to give different flavours to different Psi Knights. :)

About the points you raised...one thing is that I wouldn't count every raise in defense, or lowering of attack penalty, concerning the deflection ability as a separate ability gain. It's more that the Psychic Warrior deepens his training in an ability he already has, instead of gaining a new one. And at a certain level, that additional +1 is a nice little bonus, but nothing to get all yippie skippie about ;)

The d10 is needed so he can soak the strain for his stunts better. I don't give them Psychic Energy Points. They just go tired as any other Psychic, it just takes them a little longer. But it's more dangerous for them, because they should be more in the middle of combat than a true Psychic. :]

The fact that the first few levels give a high density of abilities is, in my eyes, kinda set off by the fact that the focus is pretty limited. At 1st level, you get 1 talent feat that gives you access to one skill, and one bonus feat (which can not be a talent feat, by the way), and the next talent feat is fixed also. After that, the Psychic Warrior gains one bonus talent feat, and that's it. All the other bonus feats are either combat feats, or psychic or metapsychic feats. if he wants more talents, he's got to pay with his character feats for them. So, in a way, he might be a bit frontloaded, but he can do his job from level 1, while his abilities deepen, but don't spread too much at higher levels.

Of course, there's nobody keeping a player from just taking the first few levels for the "boost", and then go warrior or something...nothing except the campaign flavour of the class, which varies with each GM. :) Thing is, I'm going to attach an Order of Psychics on the psychic classes, that trains Psychic Warriors as bodyguards/diplomats, and they won't like someone popping in and out of the class just for the juice of it ;)

But, Khaalis...thanks for answering on my two threads :D
 
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