Psychic Warrior
Expanded Psionics Handbook p24

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D&D Home > Character Classes > Core Classes > Psychic Warrior

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.

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