The Warrior of the Path
Uh . . . I was just looking for a name, and it kinda sounded cool. I want it to have a slightly wuxia feel, but only kind of. Okay, that told you nothing. Anyway, without further pointless ramblings, the Warrior of the Path (at least until it gets a better name):
Requirements
To qualify to become a Warrior of the Path, a character must fulfill all the following criteria.
Base Attack Bonus: +5.
Skills: Concentration 10 ranks, Tumble 10 ranks, Jump 5 ranks.
Psionics: Ability to manifest 2nd level Psionic powers.
Feats: Weapon Focus, and any two Psionic or Metapsionic feats.
Skills
The Warrior of the Path’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Intuit Direction (Wis), Jump (Str), Listen (Wis), Spot (Wis), Stabalize Self (Con), Swim (Str), and Tumble (Dex).
Skill Points at Each level: 4 + Int modifier.
Class Basics
This would normally be on a table, but it isn't.
Base Attack Bonus: High
Base Saves: Fort medium, Ref medium, Will medium
Psionics: +1 Level at levels 1, 2, 4, 5, 7, 8, and 10.
Hit Die: d8
Special
LV Special
01 Far Strike (10')
02 Constant Awareness (1 point)
03 Body of Soul
04 Far Strike (20')
05 Bonus Feat
06 Acrobatics
07 Far Strike (30')
08 Constant Awareness (3 points)
09 Impact Weapon
10 Far Strike (all attacks)
Weapon and Armor Proficiency: Followers of the Path are proficient in all simple and martial weapons, with light and medium armor, and with shields.
Far Strike: At a cost of 1 Power Point per strike, you may make melee attacks as if you had ten foot reach. You gain this reach for the purposes of that attack only; it does not apply to other attacks made in the round unless you pay the power point for them, too, nor does it grant you extra attacks of opportunity. At 4th level, you may attack as if you had twenty foot reach by paying 3 PP. At seventh level, you may attack as if you had thirty foot reach by payinjg 5 PP. At tenth level, you only have to pay the Power Points once per round. If you do so, all attacks in that round (except for attacks of opportunity) are made as if they had the given reach.
Constant Awareness: At second level, you are treated as having 1 reserver Power Point even when you have no Power Points. At 8th level, this ability improves: you are treated as having 3 reserve Power Points even if you have only 1, 2, or no Power Points remaining.
Body of Soul: At third level, you may walk through solid substances as if they were thin air. You may not walk through heavy metals such as gold or lead. When walking through other materials, you must pay 1 PP per foot through which you travel (minimum 1 Power Point).
Bonus Feat: At 5th level, the Warrior of the Path gains a bonus Psionic, Metpsionic, or Fighter feat.
Acrobatics: At 6th level, the Warrior of the Path gains a +4 bonus to all Climb, Jump, Tumble, and Balance checks.
Impact Weapon: At ninth level, any weapon that a Warrior of the Path holds is treated as if it were an Impact weapon. Impact weapons deal 2 points of bonus psionic damage on a successfull attack. If the weapon ever leaves the hands of the Warrior of the Path, it loses this quality.
Right now it seems vaguely overpowered to me. I'm thinking that I could either reduce the skill points to 2/level and remove the feat at lv. 5, or just reduce the Psionics to +1 manifester level/every odd level. The main schtick of the class is the Far Strike. Thoughts (or a better name)?
Uh . . . I was just looking for a name, and it kinda sounded cool. I want it to have a slightly wuxia feel, but only kind of. Okay, that told you nothing. Anyway, without further pointless ramblings, the Warrior of the Path (at least until it gets a better name):
Requirements
To qualify to become a Warrior of the Path, a character must fulfill all the following criteria.
Base Attack Bonus: +5.
Skills: Concentration 10 ranks, Tumble 10 ranks, Jump 5 ranks.
Psionics: Ability to manifest 2nd level Psionic powers.
Feats: Weapon Focus, and any two Psionic or Metapsionic feats.
Skills
The Warrior of the Path’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Intuit Direction (Wis), Jump (Str), Listen (Wis), Spot (Wis), Stabalize Self (Con), Swim (Str), and Tumble (Dex).
Skill Points at Each level: 4 + Int modifier.
Class Basics
This would normally be on a table, but it isn't.
Base Attack Bonus: High
Base Saves: Fort medium, Ref medium, Will medium
Psionics: +1 Level at levels 1, 2, 4, 5, 7, 8, and 10.
Hit Die: d8
Special
LV Special
01 Far Strike (10')
02 Constant Awareness (1 point)
03 Body of Soul
04 Far Strike (20')
05 Bonus Feat
06 Acrobatics
07 Far Strike (30')
08 Constant Awareness (3 points)
09 Impact Weapon
10 Far Strike (all attacks)
Weapon and Armor Proficiency: Followers of the Path are proficient in all simple and martial weapons, with light and medium armor, and with shields.
Far Strike: At a cost of 1 Power Point per strike, you may make melee attacks as if you had ten foot reach. You gain this reach for the purposes of that attack only; it does not apply to other attacks made in the round unless you pay the power point for them, too, nor does it grant you extra attacks of opportunity. At 4th level, you may attack as if you had twenty foot reach by paying 3 PP. At seventh level, you may attack as if you had thirty foot reach by payinjg 5 PP. At tenth level, you only have to pay the Power Points once per round. If you do so, all attacks in that round (except for attacks of opportunity) are made as if they had the given reach.
Constant Awareness: At second level, you are treated as having 1 reserver Power Point even when you have no Power Points. At 8th level, this ability improves: you are treated as having 3 reserve Power Points even if you have only 1, 2, or no Power Points remaining.
Body of Soul: At third level, you may walk through solid substances as if they were thin air. You may not walk through heavy metals such as gold or lead. When walking through other materials, you must pay 1 PP per foot through which you travel (minimum 1 Power Point).
Bonus Feat: At 5th level, the Warrior of the Path gains a bonus Psionic, Metpsionic, or Fighter feat.
Acrobatics: At 6th level, the Warrior of the Path gains a +4 bonus to all Climb, Jump, Tumble, and Balance checks.
Impact Weapon: At ninth level, any weapon that a Warrior of the Path holds is treated as if it were an Impact weapon. Impact weapons deal 2 points of bonus psionic damage on a successfull attack. If the weapon ever leaves the hands of the Warrior of the Path, it loses this quality.
Right now it seems vaguely overpowered to me. I'm thinking that I could either reduce the skill points to 2/level and remove the feat at lv. 5, or just reduce the Psionics to +1 manifester level/every odd level. The main schtick of the class is the Far Strike. Thoughts (or a better name)?