Psychic Warrior
Level BAB Fort Ref Will Special Power Points per Day Max Power Level
1 +0 +2 +2 +0 Powers, Soulbond Weapon 0 1st
2 +1 +3 +3 +0 Bonus Feat 1 1st
3 +2 +3 +3 +1 Soulbond Weapon +1 3 1st
4 +3 +4 +4 +1 Psychic Strike +1d8 5 2nd
5 +3 +4 +4 +1 Soulbond Ability +1 7 2nd
6 +4 +5 +5 +2 Bonus Feat 11 2nd
7 +5 +5 +5 +2 Soulbond Weapon +2 15 3rd
8 +6/+1 +6 +6 +2 Psychic Strike +2d8 19 3rd
9 +6/+1 +6 +6 +3 Soulbond Ability +2 23 3rd
10 +7/+2 +7 +7 +3 Bonus Feat 27 4th
11 +8/+3 +7 +7 +3 Soulbond Weapon +3 35 4th
12 +9/+4 +8 +8 +4 Psychic Strike +3d8 43 4th
13 +9/+4 +8 +8 +4 Soulbond Ability +3 51 5th
14 +10/+5 +9 +9 +4 Bonus Feat 59 5th
15 +11/+6/+1 +9 +9 +5 Soulbond Weapon +4 67 5th
16 +12/+7/+2 +10 +10 +5 Psychic Strike +4d8 79 6th
17 +12/+7/+2 +10 +10 +5 Soulbond Ability +4 91 6th
18 +13/+8/+3 +11 +11 +6 Bonus Feat 103 6th
19 +14/+9/+4 +11 +11 +6 Soulbond Weapon +5 115 6th
20 +15/+10/+5 +12 +12 +6 Fluid Soulbond, Psychic Strike +5d8 127 6th

Abilities: Wisdom determines the psychic warrior’s bonus power points, the highest level of power he can manifest, and the difficulty to resist those powers. Most psychic warriors concentrate on melee combat, making Strength and Constitution very important. For psychic warriors who instead focus on ranged combat, Dexterity is important.

Hit Points per level: 4 + Constitution modifier
Skill Points per Level: 2 + Intelligence modifier
Class Skills: Athletics, Concentration, Craft, Expertise, Perception, Psionics, and Stealth.

Weapon and Armor Proficiency: Psychic warriors are proficient with all simple and martial weapons, all types of armor (light, medium, and heavy), and shields (except tower shields). Armor does not interfere with the manifestation of powers.

Powers: A psychic warrior begins play knowing one power chosen from the psychic warrior power list. At every class level after 1st, she chooses one new power up to the maximum power level shown on the table. A psychic warrior can manifest any power that has a power point cost equal to or lower than her manifester level. The total number of powers a psychic warrior can manifest in a day is limited by her daily power points. The Difficulty Class for saving throws against psychic warrior powers is 10 + the power’s level + the psychic warrior’s Wisdom modifier.

A psychic warrior simply knows her powers; they are ingrained in her mind. She need not prepare them, but she must get a good night’s sleep each day to regain her spent power points. To manifest a power, the psychic warrior must have a Wisdom score of 10 + the power's level.

At 5th level, and every odd-numbered level thereafter, the psychic warrior can choose to lose one power and learn another of the same level in its place.

Power Points per Day: A psychic warrior’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on the table above. In addition, she receives bonus power points per day if she has a high Wisdom score (see Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items.

Soulbond Weapon (Psi): At 1st level, the psychic warrior gains the ability to form a weapon of semisolid psychic energy. Manifesting this weapon costs no power points, and lasts until destroyed or dropped. Manifesting a soulbond weapon uses the same action as drawing any other weapon.

This weapon can take the form of any with which the psychic warrior is proficient and can take a different form each time. Other than appearance, this weapon’s properties are identical in all ways to the weapon it is made to resemble. A projectile soulbond weapon needs no ammunition; the ammunition is created each time it is fired (though it still requires the normal action to reload).

A psychic warrior can select “soulbond weapon” for feats that require a specific weapon choice (such as Weapon Focus), which applies regardless of the souldbond weapon’s form. Feats such as Weapon Focus (longsword) would apply only when the soulbond weapon takes the form of a longsword. Two such feats would not stack.

If the weapon is broken, sundered, or otherwise destroyed, or if psychic warrior releases his grip on the weapon, it dissipates (a thrown weapon or fired ammunition disappears after the attack and damage rolls). The psychic warrior can create a new one once the previous one dissipates. Even in places where psionic effects do not normally function, a psychic warrior can attempt to create or sustain his soulbond weapon by making a DC 20 Will save once per round.

A soulbond weapon is considered a masterwork and magic weapon for the purpose of overcoming damage reduction. As the psychic warrior increases in level, the soulbond weapon gains power. At 3rd level, the soulbond weapon gains a +1 enhancement bonus. This bonus increases by every 4 levels thereafter.

Bonus Feats: At 2nd level, and every 4 levels thereafter, the psychic warrior gains a bonus psionic or fighter feat.

Psychic Strike (Su): At 4th level, the psychic warrior can imbue his soulbond weapon with destructive psychic energy with a swift action. This effect charges the soulbond weapon to deal an extra 1d8 points of damage to the next living, nonmindless target he attacks. Creatures immune to mind-affecting effects are immune to psychic strike. If the soulbond weapon is destroyed or dismissed, or if the psychic warrior does not make an attack before his next turn, or if the attack misses, this use of psychic strike is wasted.

Each time the psychic warrior gains psychic strike, he also selects one of the following abilities. When he makes a psychic strike, he can substitute the bonus damage with one of the following effects that he knows. The DC to resist these abilities, where applicable, is 10 + ½ the psychic warrior’s level + the psychic warrior’s Wisdom bonus.

Combat Push: The psychic warrior can move the target of a successful attack 5 feet per psychic strike die in a straight line in any direction. The target receives a Will save to resist this effect.

Combat Slide: The psychic warrior can move as a free action after making a successful attack. He may move up to 5 feet per psychic strike die.

Dazing Strike: The target of the attack is dazed for a number of rounds equal to the number of psychic strike dice. It receives a Will save on each of its turns as a free action to end the effect.

Deceptive Strike: The target of the attack becomes flat-footed against the next attack the psychic warrior makes this round.

Dispelling Strike: The target of the attack is affected with a greater dispel magic effect. The psychic warrior uses his normal manifester level, but can only dispel effects with an effective level equal to her number of psychic strike dice.

Disrupting Strike: The target of this attack takes a penalty to attack and damage rolls equal to the number of psychic strike dice. This penalty lasts for one round per psychic warrior level.

Mindstrike: The attack deals Intelligence, Wisdom, or Charisma damage (chosen when the attack is charged) equal to the number of psychic strike dice. A successful Will save halves this damage.

Reliable Strike: Instead of dealing psychic strike damage, the attack instead deals bonus damage equal to the psychic warrior’s level.

Vulnerable Strike: The target of this ability takes a penalty to its Fortitude, Reflex, or Will saving throw (chosen when the attack is charged) equal to the number of psychic strike dice.

Wavering Strike: The target of this ability takes a penalty to Armor Class equal to the number of psychic strike dice.

Windstrike: On a successful attack, the psychic warrior can make an additional attack at his highest base attack bonus. The psychic warrior may make a maximum number of additional attacks in this sequence equal to his number of psychic strike dice.

Soulbond Ability (Su): At 5th level, the psychic warrior can assign a magical or psionic weapon special ability to her summoned soulbond weapon. This special ability must be applicable to the form of the weapon summoned (for example, some weapon special abilities can only be applied to ranged weapons). The psychic warrior can choose different weapon special abilities each time the soulbond weapon is manifested. At 5th level, the soulbond special ability has a maximum value of a +1 weapon special ability. This value increases by 1 every 4 levels beyond 5th. The soulbond weapon can have multiple special abilities, as long as the total effective bonus of these special abilities does not exceed his maximum.

Fluid Soulbond: At 20th level, the psychic warrior’s soulbond weapon reaches the pinnacle of its ability. The psychic warrior is now able to trade off enhancement bonuses for special ability values and vice-versa, and the soulbond weapon has an additional +1 enhancement bonus which always applies.

For example, the soulbond weapon could have a +10 enhancement bonus with no special abilities, or a +1 enhancement bonus with special abilities totaling +9 in value, or anywhere in between.

Alternate Class Features

Soulbond Armor

Level: 1st, 3rd, 4th, 5th, 7th, 8th, 9th, 11th, 12th, 13th, 15th, 16th, 17th, 19th, 20th
Replaces: Soulbond Weapon, Psychic Strike, Soulbond Ability, Fluid Soulbond

At 1st level, the psychic warrior gains the ability to form a suit of armor made of semisolid psychic energy. Manifesting this armor costs no power points, and lasts until destroyed or dismissed. Manifesting or dismissing soulbond armor requires a standard action.

This armor can take the form of any with which the psychic warrior is proficient and can take a different form each time. Other than appearance, this armor’s properties are identical in all ways to the armor it is made to resemble, including armor check penalty, arcane spell failure, speed reduction, and weight.

A psychic warrior can select “soulbond armor” for feats that require a specific armor choice (such as Armor Specialization), which applies regardless of the souldbond armor’s form. Feats such as Armor Specialization (breastplate) would apply only when the soulbond armor takes the form of a breastplate. Two such feats would not stack.

If the armor is broken, sundered, or otherwise destroyed, or if the psychic warrior dismisses it, it dissipates. The psychic warrior can create a new one once the previous one dissipates. Even in places where psionic effects do not normally function, a psychic warrior can attempt to create or sustain his soulbond armor by making a DC 20 Will save once per round.

Soulbond armor is considered masterwork and magical armor for the purpose of feats and abilities. As the psychic warrior increases in level, the soulbond armor gains power. At 3rd level, the soulbond armor gains a +1 enhancement bonus. This bonus increases by every 4 levels thereafter.

At 4th level, and every 4 levels thereafter, the psychic warrior gains a Psychic Defense. As an immediate action in response to an attack, the psychic warrior can expend his psionic focus to add 1d8 to his Armor Class against that attack. This increases by 1d8 every 4 levels thereafter. Each time he gains psychic defense, the psychic warrior also selects one of the following abilities that he can use in place of psychic defense. Each ability requires an immediate action and expends the psychic warrior’s psionic focus. The saving throw DCs, where applicable, equal 10 + ½ the psychic warrior’s level + the psychic warrior’s Wisdom modifier.

Absorbing Defense: The soulbond armor absorbs a spell, spell-like ability, power, or psi-like ability that would affect him. Effects that are not subjected to spell resistance or power resistance cannot be absorbed. Effects that target an area or multiple targets are only absorbed for the psychic warrior; other targets are still affected normally. The level of the effect cannot exceed the number of psychic defense dice.

Evasive Defense: If the psychic warrior makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. If he fails the Reflex save, he still takes only half damage. Evasive defense can be used only if the soulbond armor is light or medium. A helpless psychic warrior does not gain the benefit of evasive defense.

Energy Defense: When the psychic warrior is struck in melee combat, the attacker takes cold, electric, or fire damage equal to his psychic defense.

Grasping Defense: When the psychic warrior is struck in melee, he can make an immediate grapple attempt.

Reliable Defense: The psychic warrior adds his level to his AC instead of rolling his psychic defense dice.

At 5th level, and every 4 levels thereafter, the psychic warrior gains soulbond abilities. This follows the same rules as soulbond ability for weapons, but can only be used to add armor special abilities.

At 20th level, the psychic warrior gains fluid soulbond, which works the same as for soulbond weapons, except it only applies to armor enhancement bonuses and special abilities.

Soulbond Fist

Level: 1st, 3rd, 7th, 11th, 15th, 19th
Replaces: Soulbond Weapon

At 1st level, the psychic warrior gains the ability to imbue his unarmed strikes or natural weapons with psychic energy. Imbuing these weapons costs no power points, and lasts until dismissed as a free action. Imbuing an unarmed strike or natural weapon takes the same action as drawing a weapon.

A psychic warrior can select “soulbond fist” for feats that require a specific weapon choice (such as Weapon Focus), which applies regardless of which is imbued. Feats such as Weapon Focus (claws) would apply only when the claws are imbued. Two such feats would not stack.

If the psychic warrior falls unconscious, the psychic fist is no longer imbued. Even in places where psionic effects do not normally function, a psychic warrior can attempt to create or sustain his soulbond fist by making a DC 20 Will save once per round.

A soulbond fist is considered a masterwork and magic weapon for the purpose of overcoming damage reduction and for feats and abilities. As the psychic warrior increases in level, the soulbond fist gains power. At 3rd level, the soulbond fist gains a +1 enhancement bonus. This bonus increases by every 4 levels thereafter.

All other abilities that apply to soulbond weapons apply to soulbond fist as well, replacing “created” or “manifested” with “imbued.”

Soulbond Shield

Level: 1st, 3rd, 4th, 5th, 7th, 8th, 9th, 11th, 12th, 13th, 15th, 16th, 17th, 19th, 20th
Replaces: Soulbond Weapon, Psychic Strike, Soulbond Ability, Fluid Soulbond

At 1st level, the psychic warrior gains the ability to form a shield made of semisolid psychic energy. Manifesting this shield costs no power points, and lasts until destroyed or dismissed. Manifesting or dismissing soulbond armor requires a standard action.

This shield can take the form of any with which the psychic warrior is proficient and can take a different form each time. Other than appearance, this shield’s properties are identical in all ways to the shield it is made to resemble, including armor check penalty, arcane spell failure, speed reduction, and weight. The soulbond shield can include shield spikes or other accessories.

A psychic warrior can select “soulbond shield” for feats that require a specific shield choice (such as Shield Specialization), which applies regardless of the souldbond shield’s form. Feats such as Shield Specialization (light shield) would apply only when the soulbond armor takes the form of a light shield. Two such feats would not stack.

If the shield is broken, sundered, or otherwise destroyed, or if the psychic warrior lets it go or dismisses it, it dissipates. The psychic warrior can create a new one once the previous one dissipates. Even in places where psionic effects do not normally function, a psychic warrior can attempt to create or sustain his soulbond shield by making a DC 20 Will save once per round.

A soulbond shield is considered masterwork and magical armor for the purpose of overcoming damage reduction and for feats and abilities. As the psychic warrior increases in level, the soulbond shield gains power. At 3rd level, the soulbond shield gains a +1 enhancement bonus. This bonus increases by every 4 levels thereafter. Unlike a soulbond weapon or soulbond armor, a soulbond shield can apply this bonus to either armor class or attack and damage rolls. The psychic warrior can even split these bonuses between attacking and damage.

At 4th level, and every 4 levels thereafter, the psychic warrior gains a Psychic Block. As an immediate action in response to an attack, the psychic warrior can expend his psionic focus to add 1d8 to his Armor Class against that attack. This increases by 1d8 every 4 levels thereafter. Each time he gains psychic block, the psychic warrior also selects one of the following abilities that he can use in place of psychic block. Each ability requires an immediate action and expends the psychic warrior’s psionic focus. The saving throw DCs, where applicable, equal 10 + ½ the psychic warrior’s level + the psychic warrior’s Wisdom modifier.

Grasping Block: When the psychic warrior is struck in melee, he can make an immediate disarm attempt, as the weapon sticks to the armor.

Reflective Block: The soulbond shield reflects a spell, spell-like ability, power, or psi-like ability that targets him back at the caster or manifester that created the effect. This ability affects the originator of the effect as if the psychic warrior had cast or manifested it, including a new attack roll and saving throws if applicable. Effects that are not subjected to spell resistance or power resistance cannot be reflected. The soulbond shield can only reflect abilities with an effective level equal to the number of psychic block dice.

Reliable Block: The psychic warrior adds his level to AC instead of rolling his psychic block dice.

Redirecting Block: The psychic warrior deflects a weapon attack to another target within range of the weapon, as if the psychic warrior had made the attack. The effect requires a new attack roll, using the psychic warrior’s attack bonus with the shield and the psychic warrior’s Strength or Dexterity modifier as appropriate.

Retributive Block: When the psychic warrior is struck in combat, he can make an immediate shield attack against the creature that struck him.

At 5th level, and every 4 levels thereafter, the psychic warrior gains soulbond abilities. This follows the same rules as soulbond ability for weapons, but can be used to add shield or weapon special abilities.

At 20th level, the psychic warrior gains fluid soulbond, which works the same as for soulbond weapons, except it applies to both weapon and shield enhancement bonuses and special abilities.

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