Game Rule Information
The following changes have been made to the powers and abilities
of the Psychic Warrior. Any published rules for the psychic warrior
that do not directly contradict the contents of this page still
apply.
Class Features
Weapon and Armour Proficiency: I use the rules for Weapon
Group Feats (UE p94). At 1st level the Psychic Warrior
gains basic weapons weapon group feat, as well as three others of
the player's choice. He is also proficient in light, medium and
heavy armour and with shields (though not towers shields). Wearing
armour does not impose a chance of spell failure on psionic characters
because somatic components are not used to manifest these powers..
Spellcasting: The Psychic Warrior is a combination between
a psion and a fighter. Like a psion, he uses psionics to create
magical effects. Full details
of psionics and the way in which it functions in the house rules
can be found in the section on psionics. Psychic Warriors gain access
to talents and 1st level powers at level one, 2nd level powers at
level four and to each successive spell level every three levels
thereafter to a maximum of 6th level powers at level sixteen. The
psychic warrior's caster level is equal to his class level. He uses
his Wisdom score to determine bonus spell points and the difficulty
of his spell's saving throws.
Talents: In version 3.0 of the third edition rules psychic
warriors had access to talents - 0-level powers that were the psionic
equivalent of cantrips and orisons. Therse were removed in the new
edition. I have put them back in, which necessitates altering the
level of a number of first level powers. This information will not
be on the site for its relaunch, but will hopefully be posted before
too long. Psychic Warriors will start play knowing two talents,
but may unlock others at the discretion of the GM.
See Also:
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