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.
The psychic warrior is a force to be reckoned with, a talented combatant with skill in both the realm of battle and the mind. Some psychic warriors focus more strongly on their martial talents, and they discover that the martial disciplines along the Path of War are capable of strong philosophical insights. These insights lead to additional warrior paths for the psychic warrior to travel, and they are known as pathwalkers.
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.
Level | BAB | Fort | Ref | Will | Special | Powers | Maneuvers | |||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
PP/Day | Known | Max. Level | Known | Readied | Stances | Max. Level | ||||||
1 | +0 | +2 | +0 | +0 | bonus feats (1 feat) , maneuvers , manifesting , talents , warrior’s path | 1 | 1 | 1st | 3 | 3 | 1 | 1 |
2 | +1 | +3 | +0 | +0 | 2 | 2 | 1st | 4 | 3 | 1 | 1 | |
3 | +2 | +3 | +1 | +1 | expanded path , warrior’s path (second power) | 4 | 3 | 1st | 5 | 3 | 1 | 1 |
4 | +3 | +4 | +1 | +1 | path skill | 6 | 4 | 2nd | 6 | 4 | 2 | 2 |
5 | +3 | +4 | +1 | +1 | bonus feats (3 feats) | 8 | 5 | 2nd | 6 | 4 | 2 | 2 |
6 | +4 | +5 | +2 | +2 | martial power | 12 | 6 | 2nd | 6 | 4 | 2 | 2 |
7 | +5 | +5 | +2 | +2 | 16 | 7 | 3rd | 7 | 4 | 2 | 3 | |
8 | +6 | +6 | +2 | +2 | bonus feats (4 feats) | 20 | 8 | 3rd | 7 | 4 | 2 | 3 |
9 | +6 | +6 | +3 | +3 | secondary path (power) | 24 | 9 | 3rd | 8 | 4 | 2 | 4 |
10 | +7 | +7 | +3 | +3 | path skill | 28 | 10 | 4th | 8 | 5 | 3 | 4 |
11 | +8 | +7 | +3 | +3 | secondary path (trance and maneuver) | 36 | 11 | 4th | 9 | 5 | 3 | 5 |
12 | +9 | +8 | +4 | +4 | twisting path | 44 | 12 | 4th | 9 | 5 | 3 | 5 |
13 | +9 | +8 | +4 | +4 | 52 | 13 | 5th | 10 | 5 | 3 | 6 | |
14 | +10 | +9 | +4 | +4 | bonus feats (6 feats) | 60 | 14 | 5th | 10 | 5 | 3 | 6 |
15 | +11 | +9 | +5 | +5 | 68 | 15 | 5th | 11 | 6 | 4 | 6 | |
16 | +12 | +10 | +5 | +5 | path skill | 80 | 16 | 6th | 11 | 6 | 4 | 6 |
17 | +12 | +10 | +5 | +5 | bonus feats (7 feats) | 92 | 17 | 6th | 12 | 6 | 4 | 6 |
18 | +13 | +11 | +6 | +6 | 104 | 18 | 6th | 12 | 6 | 4 | 6 | |
19 | +14 | +11 | +6 | +6 | path skill | 116 | 19 | 6th | 13 | 6 | 4 | 6 |
20 | +15 | +12 | +6 | +6 | bonus feats (8 feats) , eternal warrior | 128 | 20 | 6th | 13 | 7 | 4 | 6 |
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 at 5th level, at 8th level, at 14th level, and every three levels thereafter (5th, 8th, 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.
A pathwalker begins his career with knowledge of three martial maneuvers. The pathwalker knows the Sleeping Goddess discipline and may select any two additional disciplines from the following list: Broken Blade, Iron Tortoise, Mithral Current, Piercing Thunder, Primal Fury, Scarlet Throne, Solar Wind, Tempest Gale, and Thrashing Dragon. The pathwalker’s known disciplines will determine which warrior paths he may select as he makes his journey to martial perfection, selecting one to be his primary path and the second discipline path as his secondary at the appropriate level. He also gains the skill associated to that discipline as a class skill. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by a pathwalker is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown above. The pathwalker must meet a maneuver’s prerequisite to learn it.
Upon reaching 4th level, and at every even numbered psychic warrior level after that, he can choose to learn a new maneuver in place of one he already knows. In effect, the pathwalker loses the old maneuver in exchange for the new one. The pathwalker need not replace the old maneuver with a maneuver of the same level. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The pathwalker can swap only a single maneuver at any given level. A pathwalker’s primary initiator attribute is Wisdom, and each pathwalker level is counted as a full initiator level.
Maneuvers Readied: A pathwalker can ready all three of his three starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by meditating or performing weapon drills for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. Pathwalkers do not need to sleep or be well rested to ready their maneuvers; any time he spends 10 minutes in meditation, he can change his readied maneuvers. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the pathwalker initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (until they are recovered, see below).
Pathwalkers may recover their maneuvers in one of two ways. The pathwalker may concentrate on nature of his martial path as a swift action as part of an attack or full attack to recover one expended maneuver. Alternately, he may flood his psychic being with martial knowledge by expending his psionic focus to recover a number of expended maneuvers equal to his Wisdom modifier (minimum of two) as a full round action. As part of this recovery action using this method, the pathwalker may manifest a single psychic warrior power known with a range of personal and a level up to 1/2 the maximum power level that he can manifest (rounded down), at his full manifester level without expending power points. The character cannot manifest powers with a manifesting time greater than 1 standard action or a duration of instantaneous in this way. Powers with a duration greater than instant have their durations shortened as well, equaling 1 + the pathwalker’s Wisdom modifier in rounds (unless the duration would be shorter manifested normally).
Stances Known: Pathwalkers begin play with knowledge of one 1st level stance from any discipline open to them. At the indicated levels (see class table), the pathwalker selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the pathwalker cannot learn a new stance at higher levels in place of one he already knows.
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 2-4: 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.
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.
Each psychic warrior gains two 0 level psionic talents of their choice. These talents do not count against the psychic warrior’s powers known.
At 1st level, a psychic warrior chooses a path to adhere to (listed below). When first taking a path, the psychic warrior gains one of the two powers associated with that path. Powers gained from a path do not count against his number of powers known. When manifesting this power, called a path power, the psychic warrior can either choose to manifest it for no cost by expending his psionic focus, in which case it cannot be augmented, or he can choose to manifest it normally, in which case his effective manifester level for this power is treated as one higher than normal.
In addition, the psychic warrior gains one additional class skill, as noted in the path description.
At 3rd level, the psychic warrior gains the second power from his path. All of the above benefits apply to this additional path power.
Broken Blade Path: Psychic warriors that value the strength of body as well as the strength of the mind gravitate toward the path of the Broken Blade. By realizing his potential through steel and iron, or by flesh and bone, the psychic warrior on this path turns his body into a living weapon.
Bonus Class Skill: Acrobatics.
Powers: Biofeedback, tactical precognition.
Skills: Acrobatics, Intimidate, Sense Motive.
Trance: Beginning at 3rd level, while maintaining psionic focus and while in a Broken Blade stance, the psychic warrior gains a +1 bonus to damage while fighting with weapons associated with the Broken Blade discipline. This bonus increases by 1 every four psychic warrior levels thereafter.
Maneuver: Beginning at 3rd level, as an immediate action, the psychic warrior can expend his psionic focus to gain a +2 bonus to CMB checks to use the dirty trick, grapple, or trip combat maneuvers. This bonus increases by 1 for every five psychic warrior levels possessed.
Iron Tortoise Path: A stout shield and defensive nature are hallmarks of psychic warriors who follow the path of the Iron Tortoise. The methods of these warriors is slow and steady like the discipline’s namesake, and enduring as stone. A mountain of martial power, the Iron Tortoise weathers all blows without animosity and retaliates in kind.
Bonus Class Skill: Bluff.
Powers: Expansion, stomp.
Skills: Bluff, Intimidate, Perception.
Trance: Beginning at 3rd level, while maintaining psionic focus and using a shield while in an Iron Tortoise stance, the pathwalker gains damage reduction 2/adamantine. This damage reduction increases by 2 every four psychic warrior levels thereafter.
Maneuver: Beginning at 3rd level, as a swift action, the pathwalker can expend his psionic focus to use the reposition combat maneuver against a foe he has successfully attacked with his shield (either by shield bashing or through a maneuver) with a +2 competence bonus to his CMB check. This attempt does not provoke attacks of opportunity. This bonus to his CMB increases by 1 for every five psychic warrior levels possessed.
Mithral Current Path: The lightning-fast Mithral Current pathwalkers strike with the power and force of a hurricane wind, move with the fluidity of a raging river, and are as cunning as fox. They carefully time their blows with their draw-and- strike techniques, and remain ever-ready to draw their blade and test their steel.
Bonus Class Skill: Perform.
Powers: Burst, defensive precognition.
Skills: Acrobatics, Bluff, Perform.
Trance: Starting at 3rd level, while the pathwalker is psionically focused, maintaining a Mithral Current stance, he gains a +1 bonus on damage rolls for the first attack he makes after drawing a weapon. This bonus increases by +1 at 7th level and every four levels thereafter.
Maneuver: Starting at 3rd level, the pathwalker can expend his psionic focus as a swift action to make a feint attempt against an opponent he threatens, gaining a +2 bonus on his Bluff check. This bonus increases by +1 at 8th level and every five levels thereafter.
Piercing Thunder Path: The Piercing Thunder pathwalker is stalwart and strong, hefting mighty polearms and powerful spears in combat with ease. They are opportunistic in battle, wary of openings in their enemy’s defenses. They constantly watch for that opening to allow their potent weapons to end the combat in a single thrust.
Bonus Class Skill: Acrobatics.
Powers: Inevitable strike, metaphysical weapon.
Skills: Acrobatics, Intimidate, Ride.
Trance: Starting at 3rd level, while the pathwalker is psionically focused and maintaining a Piercing Thunder Stance, he gains a +1 bonus on damage rolls made with Piercing Thunder discipline weapons. This bonus increases by +1 at 7th level and every four levels thereafter.
Maneuver: Starting at 3rd level, the pathwalker can expend his psionic focus as an immediate action the pathwalker to brace his weapon against a charge, as if he had readied an action. He gains a +1 bonus on his attack roll with this attack. This bonus increases by +1 at 7th level and every four levels thereafter.
Primal Fury Path: Psychic warriors who feel the call of Primal Fury’s power are rugged, individualistic hunters who feel the wildness of nature within their mind, body, and soul. They’re prone to passionate reaction, quick tempers granting great power and fierce offensive power.
Bonus Class Skill: Survival.
Powers: Thicken skin, vigor.
Skills: Intimidate, Survival, Swim.
Trance: Beginning at 3rd level, while maintaining psionic focus and while using a stance of the Primal Fury discipline, the pathwalker gains an additional 10-ft of movement speed. Additionally, he gains a +1 competence bonus to Fortitude saves. This Fortitude save bonus improves by 1 and his speed increases by +5-ft every four psychic warrior levels after this.
Maneuver: Beginning at 3rd level, the pathwalker may expend his psionic focus as part of a charge attack and he may make a full attack at the end of this charge. At 8th level and every five levels after, attacks made during this charge attack inflict an additional 2 points of damage.
Scarlet Throne Path: Pathwalkers who walked the blood-drenched road that leads to the Scarlet Throne are often haughty, proud, arrogant warriors. They feel their mental prowess and skill at arms causes them to rise above the rank and file soldiers that fall so easily to their skill. This pride is well-earned, and their foes cry silently from the graves that the psychic warrior left them in.
Bonus Class Skill: Sense Motive.
Powers: Offensive precognition, offensive prescience.
Skills: Diplomacy, Knowledge (nobility), Sense Motive.
Trance: Beginning at 3rd level, while maintaining psionic focus and while maintaining a Scarlet Throne stance, the pathwalker gains a +1 dodge bonus to his AC. This bonus increases by 1 every four psychic warrior levels possessed.
Maneuver: Beginning at 3rd level, as a standard action the pathwalker may expend his psionic focus to move up to his base speed and then make a single attack at his full base attack bonus upon a foe within his range. At 8th level, he gains a +1 competence bonus to attack and damage rolls. This bonus increases by 1 every five psychic warrior levels thereafter.
Sleeping Goddess Path: The pathwalker who walks the road of the Sleeping Goddess seeks to find unity in mind and blade, finding inner peace in battle and epiphany in victory. By using their psychic essence as both a shield and a weapon, they find ways to increase their psychic potential in battle to their natural limits.
Bonus Class Skill: Autohypnosis.
Powers: Call weaponry, empty mind.
Skills: Autohypnosis, Diplomacy, Sense Motive.
Trance: Starting at 3rd level, while while the pathwalker is psionically focused and maintaining a Sleeping Goddess Stance, he gains a +1 insight bonus on attack rolls made with weapons created by psionic powers (such as the call weaponry, claws of the beast, and bit of the wolf powers) or maneuvers (such as call the soul’s blade). This bonus increases by +1 at 7th level and every four levels thereafter.
Maneuver: Starting at 3rd level, the pathwalker can expend his psionic focus as a swift action to create a field of defensive psychic force through his skin and body, increasing the pathwalker’s natural armor bonus by +2. This bonus lasts for a number of rounds equal to 1/2 the pathwalker’s class level, and increases by +1 at 8th level and every five levels thereafter
Solar Wind Path: Perceptive and keen of mind, Solar Wind adherents are often watchful and wary of danger. Their minds provide additional might towards their martial talents in the form of additional psychokinetic flames to their attacks. Skilled marksmen and talented game hunters, these psychic warriors blend their mental powers with martial skill to form their arts of war.
Bonus Class Skill: Perception.
Powers: Foxhole, inevitable strike
Skills: Knowledge (nature), Perception, Survival.
Trance: Beginning at 3rd level, while maintaining psionic focus, the pathwalker gains an additional +1 bonus to attack rolls and he inflicts an additional 1 point of fire damage on all ranged attacks using a Solar Wind associated weapon while maintaining a stance of that discipline. This bonus increases by 1 every four psychic warrior levels thereafter.
Maneuver: Beginning at 3rd level, any time the pathwalker successfully strikes an enemy with a Solar Wind strike, he may expend his psionic focus to inflict an additional 2d6 points of fire damage. For every five psychic warrior levels possessed by the character after this, the bonus fire damage increases by +1d6.
Tempest Gale Path: Clever and daring, the Tempest Gale pathwalker pushes his limits with each throw or twang of a bowstring. Always seeking the next great trick shot, they are perfectionists in combat and tricky in peace.
Bonus Class Skill: Sleight of Hand.
Powers: Tactical precognition, distract.
Skills: Acrobatics, Perception, Sleight of Hand.
Trance: Starting at 3rd level, while the pathwalker is psionically focused and maintaining a Tempest Gale Stance, he gains a +2 bonus on combat maneuvers checks made with a ranged or thrown weapon. This bonus increases by +1 at 7th level and every four levels thereafter.
Maneuver: Starting at 3rd level, the pathwalker can expend his psionic focus as a standard action to make a dirty trick attempt against any creature within the range of his weapon. At 7th level and every four levels thereafter, he gains a +1 bonus on his combat maneuver check, which stacks with the bonus granted by his trance ability.
Thrashing Dragon Path: Deadly and graceful, the Thrashing Dragon pathwalkers are as swift and vicious as the draconic beings who have inspired their martial talents. Psychic warriors of this martial path push their mental powers to their psychometabolic limits through acrobatic assaults and terrific feats of daring to overtake foes and prove their martial superiority.
Bonus Class Skill: Acrobatics.
Powers: Dazzling swordplay, metaphysical weapon.
Skills: Acrobatics, Fly, Intimidate.
Trance: Beginning at 3rd level, while maintaining psionic focus, the pathwalker inflicts an additional 2 points of damage when two-weapon fighting with weapons associated with the Thrashing Dragon discipline and maintaining a stance of that discipline. This bonus increases by 1 every four psychic warrior levels thereafter.
Maneuver: Beginning at 3rd level, any time that the pathwalker strikes an enemy with two wielded weapons, he may expend his psionic focus to rend the enemy for an additional 2d6 points of damage. For every five psychic warrior levels possessed by the character after this, the bonus rending damage increases by +1d6.
At 3rd level, the psychic warrior expands his understanding of his chosen path. From this point on, he can use the trance and maneuver associated with his chosen path.
Unless otherwise indicated, if the psychic warrior expends psionic focus to activate a maneuver, he still gain the benefit of his trance until the end of his turn.
At 4th level, the psychic warrior gains a +2 bonus to one skill associated with a path he is on. At 10th level, 16th level, and every three levels thereafter, he can choose to increase the bonus to one of his path skills by +2 (to a maximum of +6 for any one path skill). This may be a skill he has already chosen or a new skill associated with a path he is on.
At 6th level, if the psychic warrior makes an attack (but not a ranged touch attack), he can manifest one of his path powers as part of that attack action. The power takes effect immediately after the attack has been finished. Touch range powers are transmitted through the melee attack to the attacked target. The psychic warrior gaing the benefits of the power on the attack made, even if the power is what grants the weapon to make the attack. The psychic warrior may only activate a path power in this fashion once per round.
At 9th level, the psychic warrior gets to choose a second warrior’s path. He chooses one of the path powers available from his new list. The psychic warrior may only have two path powers in total from a single given path.
At 11th level, the psychic warrior can choose to use the trance and maneuver from his second warrior’s path, but may only benefit from one trance at a time.
The psychic warrior treats the path skills of his secondary path as class skills and may select them when choosing a path skill.
At 12th level, as a swift action while maintaining psionic focus and using a trance, the psychic warrior can change to the trance of his other path.
At 20th level, once per day as a free action, the psychic warrior can enter into a very powerful trance. As long as he maintains psionic focus, for up to 5 minutes the psychic warrior adds his Wisdom modifier to his attack rolls, damage rolls, AC, skill checks, ability checks, saves, and initiative, and he increases his speed by +5 feet for every point of his Wisdom modifier. These benefits stack with those that might be granted by his active path’s trance.
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
Sources:
SECTION 15