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Ultimate Psycker
Ultimate
Psycker
Also known as the psychic warrior. The (PHB) tag means the
relevant
effect is in the Player's Handbook,
(DMG) in the Dungeon Master's Guide,
and (XPH) the Expanded Psionics
Handbook.
GAME RULE
INFORMATION
Psyckers (Psc) have the following game statistics.
Abilities:
As a secondary manifester and primary warrior, having high physical
stats, namely Strength and Constitution, are key to survidving in
melee,
assuming you do so. Wisdom is important because it governs your
manifesting ability and power points, and your PP are how you get
augmentations. A typical melee psycker will have a moderately
high Strength, Constitution, and Wisdom and an average or above-average
Dexterity and Intelligence. Charisma for psyckers is a "dump
stat," meaning you can place your lowest score here with little
class-based mechanical detriment.
Alignment: (XPH) Any.
Hit Die: d10.
Class Skills
(XPH) The psycker’s class skills (and the key ability for
each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con),
Craft (Int), Jump (Str), Knowledge (psionics) (Int), Profession (Wis),
Ride (Dex), Search (Int), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier)
× 4.
Skill Points at Each Additional Level: 4 + Int
modifier.
Base Fort Ref Will Power Maximum Level Attack Bonus Save Save Save Special Points Level
1st +0 +2 +0 +0 Bonus feat, powers 0 1st
2nd +1 +3 +0 +0 Augmentation 1 1st
3rd +2 +3 +1 +1 Psychic warfare I 3 1st
4th +3 +4 +1 +1 Bonus feat 5 2nd
5th +3 +4 +1 +1 Augmentation 7 2nd
6th +4 +5 +2 +2 - 11 2nd
7th +5 +5 +2 +2 Bonus feat 15 3rd
8th +6/+1 +6 +2 +2 Augmentation 19 3rd
9th +6/+1 +6 +3 +3 Psychic warfare II 23 3rd
10th +7/+2 +7 +3 +3 Bonus feat 27 4th
11th +8/+3 +7 +3 +3 Augmentation 35 4th
12th +9/+4 +8 +4 +4 - 43 4th
13th +9/+4 +8 +4 +4 Bonus feat 51 5th
14th +10/+5 +9 +4 +4 Augmentation 59 5th
15th +11/+6/+1 +9 +5 +5 Psychic warfare III 67 5th
16th +12/+7/+2 +10 +5 +5 Bonus feat 79 6th
17th +12/+7/+2 +10 +5 +5 Augmentation 91 6th
18th +13/+8/+3 +11 +6 +6 - 103 6th
19th +14/+9/+4 +11 +6 +6 Bonus feat 115 6th
20th +15/+10/+5 +12 +6 +6 Augmentation 127 6th
CLASS
FEATURES
All of the following are class features of the psycker.
Weapon and Armor Proficiency: A psycker is
proficient with all
simple and martial weapons, light, medium, and heavy armors, and all
shields except tower shields.
Power Points/Day: (XPH) A psycker needs
power points to fuel his powers and
may permanently sacrifice points to augment himself as per his
augmentation ability. He also gets
bonus points for having a high Wisdom score.
Powers: (XPH) A psycker knows a certain
number of psionic powers equal to 1 power per psycker level from the
psycker list, and, like other psionic classes, he may use the Expanded
Knowledge and Epic Expanded Knowledge feats to expand his power list..
Maximum Level: (XPH) This number
indicates the highest level the psycker may manifest.
Bonus Feat: At levels 1, 4, 7, 10, 13, 16, and
19, a psycker gets a bonus feat which may be either a psionic feat or a
fighter bonus feat.
Psychic Warfare: A psycker is both a warrior
and a manifester, and
through rigorous training, learns how to merge those two disciplines
into one powerful ability that gives him an edge in combat.
A psycker can spend power points to enhance
his feats as a free action
usable only during his action. He can only enhance feats that can
be
taken with his bonus feat class feature, even if such a feat is gained
by
another means. For example, Dodge can be taken as a bonus feat,
meaning a
psycker can enhance Dodge regardless of how he acquired that
feat. A
psycker can only spend up to a number of power points equal to his
Wisdom bonus to enhance one feat, and the enhancement’s duration is 3
rounds plus the psycker’s Wisdom modifier to a minimum of one round
unless stated otherwise in
the warfare’s description.
When he gains this ability, the he can only
enhance one feat per
encounter; however, the same feat can be enhanced as many times in a
given encounter as the psycker is willing and able to pay the power
points for
it. A new enhancement overrides the previous one if its duration
hasn't expired, even if the new enhancement grants a lower bonus.
At 9th
level, the limit grows to 2 feats per encounter, and at 15th level to 3
feats per encounter. Regardless of the number of feats that can be
enhanced in the same encounter, a psycker can only enhance one feat per
round.
Below is the list of feats that can be
affected by psychic warfare.
This list contains feats from various Wizards of the Coast publications
and is by no means complete. DMs are encouraged to alter this
list as they see fit. In general, feats with a time limit, such
as per round or day, increase this quantity, feats improving a
character's attack or/and damage roll(s) increase this bonus with an
insight bonus, feats requiring expending a psionic focus do not, and
feats with a bonus that does not scale well balance-wise, such as
Improved Critical, have a one-time enhancement. Only feats with
combat use should be able to be enhanced.
- Ability Focus:
For each 2 power points spent, a psycker can increase an attack
affected by Ability Focus by +1.
- Aligned
Attack:
A psycker can only spend exactly 3 power points to enhance this
feat.
When a psycker misses with an aligned attack attack roll, the psionic
focus is not expended.
- Blind-Fight:
A psycker can only spend exactly one power point to enhance this feat
and its duration is instantaneous. When he does, he re-rolls one
unsuccessful
d% roll per round when trying to hit an unseen opponent.
- Cleave:
For each power point spent, a psycker gains a +1 insight bonus on
attack
and damage rolls on his cleaving attack.
- Combat
Expertise:
For each power point spent, the psycker gains an additional +1 bonus to
AC, not to exceed the amount granted by Combat Expertise. For
example, if he had a base attack bonus of 4 and he chose to trade 4
points of attack bonus for AC, he could spend 4 power points to
increase his AC by another +4.
- Combat
Reflexes: For each power points spent, a psycker can make one more
attack of opportunity per round.
- Deep
Impact:
A psycker can only spend exactly 3 power points to enhance this
feat.
When a psycker misses with a deep impact attack roll, the psionic focus
is not expended.
- Deflect
Arrows:
For each power points spent, a psycker can deflect one more ranged
weapon per round, but each such additional attempt has only a 50%
chance
of success.
- Dodge:
For each two
power points spent, a bonus AC granted by dodge increases by +1.
- Far Shot:
For each power point spent, a psycker can ignore penalties of one range
increment.
- Fell Shot:
A psycker can only spend exactly 3 power points to enhance this
feat.
When a psycker misses with a fell shot attack roll, the psionic focus
is not expended.
- Focused
Sunder: For each power point spent, a psycker ignores one
additional point of hardness, regardless of whether he spends his
psionic focus.
- Ghost
Attack:
A psycker can only spend exactly two power points to enhance this
feat.
He can attack incorporeal creatures without suffering percentile miss
chance as if he had ghost touch weapon, regardless of whether he is
psionically
focused.
- Great
Cleave: For
each power point spent, a psycker gains a +1 insight bonus on attack
rolls and +2 insight bonus on damage rolls with each bonus attack
gained by Cleave or Great Cleave.
- Greater
Two-Weapon Fighting:
A psycker can only spend exactly two power points to enhance this
feat.
He uses his full strength instead of ½ his strength bonus when
dealing
damage with off-hand weapons.
- Improved
Bull Rush: For each power point spent, the bonus granted by bull
rush increases by 2 points.
- Improved
Critical:
A psycker can only spend exactly three power points to enhance this
feat. The weapon’s critical threat range triples instead of
doubles. For example, when used on a scimitar, the threat range
is 12-20.
- Improved
Disarm: For each power point spent, the bonus granted by Improved
Disarm increases by 1 point.
- Improved
Feint: For each power point spent, the bonus granted by Improved
Feint increases by 2 points.
- Improved
Grapple: For each power point spent, the bonus granted by Improved
Grapple increases by 1 point.
- Improved
Initiative: For each power point spent, the bonus granted by
Improved Initiative increases by 1 point.
- Improved
Overrun: For each power point spent, the bonus granted by Improved
Overrun increases by 2 points.
- Improved
Shield Bash: For each power point spent, a psycker deals +1 point
of damage with any successful shield bash attack.
- Improved
Sunder: For each power point spent, the bonus granted by improved
sunder increases by 2 points.
- Improved
Trip: For each power point spent, the bonus granted by improved
trip increases by 1 point.
- Improved
Two-Weapon Fighting: For each power point spent, a psycker gains a
+1 insight bonus on attack rolls with his off-hand attacks.
- Improved
Unarmed Strike:
For each power point spent, a psycker gains +1 insight bonus on attack
and damage rolls with unarmed or natural attacks.
- Mobility:
For each power point spent, bonus granted by mobility increases by 2
points.
- Mounted
Combat: For each two power points spent, a psycker can, once more
per round, use a ride check in place of his AC to negate an attack as
per the feat.
- Multiattack: For each two power points
spent up to four, a psycker ignores one point of the multi attacking
penalty on attack rolls.
- Multiweapon
Fighting: For each two power points spent, a psycker ignores one
point of the multiweapon fighting penalty on attack rolls.
- Point
Blank Shot: For each power point spent, the range of Point Blank
Shot increases by 10 feet.
- Psionic
Fist:
A psycker can only spend exactly 3 power points to enhance this
feat.
When a psycker misses with a psionic fist attack roll, the psionic
focus is not expended.
- Psionic
Shot:
A psycker can only spend exactly 3 power points to enhance this
feat.
When a psycker misses with a psionic shot attack roll, the psionic
focus is not expended.
- Quick
Draw:
A psycker can only spend exactly two power points to enhance this feat
.
He can pick a weapon from the ground as a free action if he can reach
it without leaving his square.
- Rapid
Reload:
A psycker can only spend exactly three power points to enhance this
feat. He can reload all crossbows without provoking attacks of
opportunity.
- Rapid
Shot: For each two power points spent, a psycker ignores one point
of penalty on ranged attack rolls when using Rapid Shot.
- Return
Shot:
For each power point spent, a psycker can return one more ranged
weapon per round, but each such additional attempt has only a 50%
chance
of success. The duration of this ability is
one round.
- Sidestep
Charge: For each power point spent, the bonus granted by Sidestep
Charge increases by 1 point.
- Snatch
Arrows:
For each power point spent, a psycker can snatch one more ranged weapon
per round, but each such additional attempt has only a 50% chance of
success.
- Speed of
Thought: For each three power points spent, the insight bonus
granted by speed of thought increases by +10 feet.
- Spirited
Charge: For each power point spent, a psycker deals one more point
of damage with a successful mounted charge attack.
- Stunning
Fist: For each two power points spent, the Stunning Fist’s DC
increases by +1.
- Trample:
For each power point spent, the bonus granted by trample increases by 1
point.
- Two-Weapon
Defense:
A psycker can only spend exactly three power points to enhance this
feat. The shield bonus to AC granted by two-weapon defense
increases to +2.
- Two-Weapon
Fighting: For each two power points spent, a psycker ignores one
point of the two-weapon fighting penalty on attack rolls.
- Unavoidable
Strike:
A psycker can only spend exactly 3 power points to enhance this
feat.
When a psycker misses with an Unavoidable Strike attack roll, the
psionic focus is not expended.
- Wounding
Attack:
A psycker can only spend exactly 3 power points to enhance this
feat.
When a psycker misses with an Wounding Attack attack roll, the psionic
focus is not expended.
- Weapon
Focus: For two power points spent, a psycker gains additional +1
bonus on attack rolls from weapon focus.
Augmentation (Ex): Psyckers are renowned for
their ability to permanently
upgrade their bodies to work better on the battlefield. A psycker
can
augment himself for the first time as soon as he reaches 2nd level, and
can do so again every three levels afterwards. The augmentations
can
affect different portions of his flesh and are grouped accordingly, but
the psycker needs not focus on a single group; he can mix and
match
those abilities as he likes. More powerful alterations usually
require
weaker ones from the same group.
Forcing the body to change in sometimes
drastic ways requires
expenditure of psionic energy and leaves psycker with mental
scars.
Each augmentation permanently costs power points: Generally, the
more powerful
the upgrade, the costlier the expense. This
fact alone causes some psyckers not to take any augmentations at
all.
Becoming augmented is not compulsory, but usually worth the
price. If a psycker chooses not to take an augmentation as soon
as he normally could, he may take it later, though doing so requires an
hour of continuous meditation.
Whenever a psycker augments himself, he cannot
choose augmentation that
costs more power points than his current psycker level, nor can these
augmentations be changed at a later time.
A creature without a Constitution score can be
a psycker but cannot take any augmentations. A creature who has
augmentations then somehow loses that score, such as from being a human
psycker11/wizard11 then becoming a lich, keeps all augmentations that
function in his new form, though is not refunded for any nonfunctional
ones. For example, as a lich, the coagulating blood gland
augmentation would have normally have no effect since undead are immune
to critical hits, though aural shielding and healing factor would still
function.
1. Ear Augmentations
- Aural Shielding: A psycker
gains a +4 bonus on saving throws against deafening spells and
effects. This augmentation costs 1 power point.
- Echolocation: A psycker’s
gains 30 foot blindsight or his blindsight's range increases by 30
feet. (See page 306 of the Monster
Manual for details.) This
augmentation costs 15 power points and requires improved tympanum and
sonic amplification.
- Greater Aural Shielding: A
psycker becomes
immune to deafening spells and effects. This augmentation costs 3
power
points and requires aural shielding.
- Improved Tympanum: A psycker
gains blindsense out to 30 feet
or his blindsense's range increases by 30 feet.
(See
page 306 of the Monster Manual for
details.) This
augmentation costs 11 power points and requires sonic amplification.
- Inner Gyroscope: A psycker
gains a +6 bonus on all
Balance checks. This augmentation costs 3 power points and may be
retaken, each time increasing the Balance bonus by +6..
- Sonic Amplification: A psycker
gains a +3 bonus on all Listen Checks. This augmentation costs 3
power points and may be retaken, each time increasing the Listen bonus
by +3.
2. Eye Augmentations
- Bionic
Eyeballs: A psycker
gains a +3 bonus on all Spot checks. This augmentation costs 3
power points and may be retaken, each time increasing the Spot bonus by
+3..
- Greater Ocular Shielding:
A psycker becomes immune
to blinding spells and effects as well as gaze attacks. This
augmentation
costs 9 power points and requires ocular shielding.
- Iris Lens:
A psycker’s gains a +4 bonus on all Search checks. This
augmentation costs 3 power
points and may be retaken, each time increasing the Search bonus by +4.
- Light Amplification: A
psycker, if he lacks it, gains low-light vision equal to that of a
typical elf, or, if he has it, its range increases by one time.
This
augmentation costs 5 power points and requires bionic eyeballs to be
taken. It may be retaken, each time increasing its range by one
time. For
example, a standard elf who took light amplification twice would be
able to see four times as far in torch light and dimly-lit areas.
- Full Spectrum Vision: A
psycker, if he lacks it, gains 60 foot darkvision, or, if he has it,
its range increases by 60 feet. This
augmentation costs 7 power points and requires the psycker to have
permanent extraordinary low-light vision, such as from being a typical
elf or being a human with the light amplification augmentation.
Alternatively, a creature with permanent extraordinary darkvision, such
as a typical dwarf, could take this ability. Full spectrum vision
can be taken more than once, each time
increasing darkvision's range by 60 feet.
- Ocular Shielding:
A psycker gains a +4 bonus
on saving throws against blinding spells and effects and gaze
attacks.
This augmentation costs 3 power points.
3. Gland Augmentations
- Biostomach:
A psycker needs only half food and
water for a standard member of his race to survive, and can eat and
drink almost any organic matter, including wood, rotten meat, and
urine. This augmentation costs 1 power point.
- Coagulating
Blood: A psycker becomes immune to the wounding
ability of weapons and creatures. This augmentation costs 1 power
point.
- Extraorganic
Tolerance: A psycker gains a +10
bonus on saving throws against all poisons. This augmentation
costs 9
power points.
- Glandular Neutralization: A psycker
becomes immune to all poisons. This augmentation costs 13 power
points and requires extraorganic tolerance.
- Healing
Factor:
A psycker gains fast healing 1.
This augmentation can be taken up to three times, each time increasing
fast healing by 1 and costing 11 power points.
- Pheromone
Emission:
A psycker’s body can emit smells that improve others’ attitude toward
him.
He gains a +2 bonus on all Bluff and Diplomacy checks made against a
living creature with sense of smell and this bonus increases to +4 if
the
creature has the scent ability. This augmentation may be retaken,
each time improving the Bluff and Diplomacy bonuses by +2, or, if the
target has the scent ability, by +4, and costing 3 power
points.
- Viral
Resistance:
A psycker gains a +10 bonus on
saving throws against all diseases. This augmentation costs 7
power
points.
- Viral Vaccination: A psycker becomes
immune to all diseases. This augmentation costs 11 power points
and requires virtal resistance.
4. Lung and Throat Augmentations
- Breathless:
A psycker does not need to breathe to survive. This augmentation
costs 7 power points and
requires improved lung capacity.
- Calming
Reverberations:
A psycker gains a +4
bonus on all Diplomacy checks. This augmentation may be retaken,
each time improving the bonus to Diplomacy checks by +4 and costing 3
power
points.
- Improved Lung Capacity: A
psycker can hold breath for a number of minutes equal to double his
Constitution score. This augmentation costs 1 power point.
- Modulated Voice:
A psycker gains a +4
bonus on all Intimidate checks. This augmentation may be retaken,
each time increasing the bonus to Indimidate checks by +4 and costing 1
power
point.
- Pressurized Exhaust: A psycker
can huff and puff. Once per minute, he can duplicate the effect
of a gust of wind
spell by blowing in a specific direction. This effect, which
draws attacks of opportunity, is completely
nonmagical and requires a full-round action to use. This
augmentation
costs 5 power points.
- Trachea Filter:
A psycker gains a +4
bonus on saving throws against inhaled poison and other spells and
effects that require inhalation. This augmentation costs 1 power
point.
5. Muscle Augmentations
- Dragoon
Legs: A psycker
becomes closer to being able to jump like certain dragoons of
note. He
gains a +8 bonus on all Jump checks. This augmentation may be
retaken,
each time increasing the bonus by +8 and costing 3 power points.
- Expedited Locomotion: A
psycker’s limbs
are well
developed and allow him to move faster. He gains a +10 bonus
to one of his extraordinary Speeds, such as walking. This
augmentation can be taken up to three times, each time increasing speed
by 10 feet and costing 4 power points.
- Flexible Torso: A psycker
gains a +4 bonus on all Tumble checks. This augmentation may be
retaken, each time increasing the Tumble bonus
by +4 and costing 3
power points.
- Improved Musculature: A
psycker gains a +6 bonus on all Climb checks. This augmentation may be
retaken, each time improving the bonus to Climb checks by +6 and
costing 3
power points.
- Locomotive
Limbs: A psycker becomes immune to paralysis. This
augmentation costs 3 power points.
- Primate
Climbing: If you lack a climb speed, you gain one of 10 feet,
or, if you have one, your climb speed increases by 10 feet. This
augmentation requires
improved musculature and may be retaken, each time increasing your
climb speed by 10 feet and costing
7 power points.
- Weak
Point Negation:
Whenever a psycker is dealt critical
hit, he has a 10% chance to turn that hit into normal hit. This
works
the same way as the fortification ability of magic
armors and stacks with fortification and similar abilities and item
properties. Weak point negation
may be retaken, each time increasing this chance by 10% and costing 5
power points.
6. Nervous System Augmentations
- Autonomy: A psycker gains a +2 bonus
to Will saves. This augmentation may be retaken, each time
improving the bonus to Will saves by +2 and costing 4 power points.
- Cerebral Grid: A psycker gains
+4 bonus on
saving throws against stunning spells and effects and is immune to
involuntary sleep spells and effects like a typical elf. This
augmentation costs 5 power points.
- Emotional Lockdown:
A psycker becomes immune to fear
spells and effects. This augmentation costs 5 power points.
- Mental Dam: A psycker gains a
+2 bonus on Will saves
against compulsion spells and effects. This augmentation may be
retaken, each time increasing the bonus to Will saves against
compulsion spells and effects by +2 and costing 1
power
point.
- Neural Current: Because of his
dealings with his bioelectricity, a psycker understands its nature and
becomes able to resist it from without, thus gaining electricity
resistance 10. This augmentation can be taken up to three times,
each
time increasing electricity resistance by 10 and costing 7 power
points. Electricity resistance granted by neural current does not
stack with other electricity resistance.
- Stable
Self: A psycker becomes immune to compulsion spells and
effects. This augmentation costs 17 power points and requires
mental dam.
- Twitch Reflexes:
A psycker gains a +1 bonus on all
Reflex saves and +2 bonus on all Initiative checks. This
augmentation
can be taken up to three times, each time increasing the Reflex bonus
by +1
and Initiative bonus by +2 and costing 5 power points.
7. Skeleton Augmentations
- Cervical Durability: A psycker
is immune to the vorpal ability of weapons
and creatures. This augmentation costs 1 power point.
- Exospikes:
A psycker can grow bone spikes from his body on command. As a
move
action, he grows finger-sized spikes on all bare body parts except the
face. These spikes grant him a +2 bonus to unarmed damage, and he
deals 2
points of damage per round to any creature he grapples. Hiding
spikes
is move action and lost spikes regrow with no effort. This
augmentation costs 5 power points.
- Rubber Spine: A psycker's
skeleton becomes more elastic, thus gaining a +4 bonus on all Escape
Artist checks. This augmentation costs 3 power points and may be
retaken, each time increasing the Escape Artist bonus by +4.
- Structural Integrity:
A psycker ignores the first 20 points
of falling damage as well as from objects falling on him.
Structural integrity stacks with similar abilities, such as the monk's
slow fall. This augmentation costs 3 power points and may be
retaken, each time increasing the amount of falling damage ignored by
20.
- Vibrobones: A psycker gains
sonic resistance 10. This
augmentation can be taken up to three times, each time increasing sonic
resistance by 10 points and costing 5 power points.
Sonic resistance granted by this ability does not stack with any other
sonic resistance.
8. Skin Augmentations
- Caustic Epidermis: A psycker
gains acid resistance 10. This
augmentation can be taken up to three times, each time increasing acid
resistance by 10 points and costing 5 power points.
Acid resistance granted by this ability does not stack with any other
acid resistance.
- Cryoskin: A psycker gains cold
resistance 10. This
augmentation can be taken up to three times, each time increasing cold
resistance by 10 points and costing 7 power points.
Cold resistance granted by this ability does not stack with any other
cold resistance.
- Dermal
Reinforcement, Lesser: A
psycker gains damage reduction 1/-. This augmentation may be
retaken, each time increasing damage reduction by 1/-
and costing 3 power points. Damage reduction granted
by this ability stacks with other damage recution/-.
- Dermal
Reinforcement: A
psycker gains damage reduction 2/-. This augmentation may be
retaken, each time increasing damage reduction by 2/-
and costing 7 power points. Damage reduction granted
by this a stacks with other damage recution/-.
- Dermal
Reinforcement, Greater: A
psycker gains damage reduction 4/-. This augmentation may be
retaken, each time increasing damage reduction by 4/-
and costing 11 power points. Damage reduction granted
by this ability stacks with other damage recution/-.
- Environmental
Adaptation: A psycker and his equipment can exist comfortably in
areas with temperatures between -50 and 140 degrees Fahrenheit without
needing to make Fortitude saves. This augmentation costs 1 power
point.
- Pyroskin: A psycker gains fire
resistance 10. This augmentation can be taken up to
three times, each time increasing fire resistance by 10 points and
costing 9 power points. Fire resistance granted by
this ability does not stack with any other fire resistance.
- Natural Coating:
A psycker’s skin develops a scaley, metallic or other distinct look and
durability. He gains a +2
natural armor bonus to AC. Natural armor granted by natural
coating stacks with other natural armor. This augmentation may be
retaken, each time increasing the natural armor bonus to AC by +2 and
costing 5 power points.
EPIC PSYCKER
Hit Die: d10.
Skill Points at Each Additional Level: 4 + Int
modifier.
Psycker Level Special
21st Psychic warfare IV
22nd Bonus feat
23rd Augmentation
24th -
25th Bonus feat
26th Augmentation
27th Psychic warfare V
28th Bonus feat
29th Augmentation
30th -
Bonus Feat: An epic psycker gains a bonus feat
at 22nd level and
every 3 levels thereafter; 25th, 28th, 31st, etc. Whenever he
gains a bonus feat from this ability, he may either take an epic feat
or two non-epic feats. The list of available epic feats is same
as
the bonus psychic warrior feats on page 23 of the Epic Level Handbook.
Augmentation: An epic psycker gains extra
augmentation at 23rd level
and every 3 levels thereafter; 26th, 29th, 32nd, etc. At each
such level an epic psycker gains 5 bonus power points that can only be
spent on augmentations. Power points not spend are accumulated,
meaning an
epic psycker might wait few levels to buy particularly powerful
augmentation instead of multiple weaker ones.
Psychic Warfare: An epic psycker can use his
psychic warfare ability
with one more feat during a battle at 21st level, and every 6
levels later; 5 feats at 27th, 6 feats at 33rd, 7 feats at 39th, etc.
NEW FEATS
Extra Augmentation
The name seems self-explanatory enough.
Prerequisite:
Augmentation ability.
Benefit: You gain another augmentation, but still must pay all
power point costs and fulfill all prerequisites.
Special: You
may retake this feat, each time gaining another augmentation.
Graft
Collector
You're practically a psiborg!
Prerequisite: Great Fortitude.
Benefit: Whenever you can take an
augmentation, you can take two
augmentations instead and you still must pay the cost and meet
prerequisites for both, and each augmentation may cost no more power
points than your current manifester level. This effect is
retroactive.
Great
Psychic Refund [Epic]
You get discounts like nobody's business!
Prerequisites:
Wis 17, Psychic Refund, Improved Psychic Refund.
Benefit: You gain 2 power points, not 1, for every augmentation you
have. If you later gain or
lose augmentations, you
also retroactively
gain or lose the extra
power
points.
Great
Psychic Toughness [Epic]
There's still some matter left in there, but it's a large part mind.
Prerequisites:
Con 17, Psychic Toughness, Improved Psychic Toughness.
Benefit: You gain 4 hit points, not 1, for each augmentation you
have. If you later gain or
lose augmentations, you
also retroactively
gain or lose the extra
hit
points.
Great
Psychic Warmonger [Epic]
You get 3 steps for the price of one, or 90 for the price of 30!
Prerequisite: Psychic Warmonger.
Benefit: Whenever you use a psychic warfare
ability, you act as
if you had invested the two more increments of power points. For
example, a
creature with Great Psychic Warmonger who used 6 power points to
increase
Speed of Thought would get a +40 bonus to speed, but would get no
additional benefit from Improved Critical.
Improved
Psychic Refund
You save more when you shop, shop, shop!
Prerequisites:
Wis 15, Psychic Refund, psycker level 12.
Benefit: You gain 1 power point for every augmentation you
have instead of 1 for every 2. If you later gain or lose augmentations,
you also retroactively gain or
lose the extra power
points.
Improved
Psychic Toughness
It's mind and matter, not mind over matter, but it's still 2 parts mind.
Prerequisites:
Con 13, Psychic Toughness.
Benefit: You gain 2 hit points, not 1, for each augmentation you
have. If you later gain or
lose augmentations, you
also retroactively
gain or lose the extra
hit
points.
Improved
Warfare
Like some Earthly wars, you can keep fighting until one side is
eliminated.
Prerequisite:
Psychic warfare.
Benefit:
Your psychic warfare-affected feats have a duration lasting until the
encounter's end. Additionally, you can affect one more feat with
your
psychic warfare ability.
Psion's
Strike
You have yet another way of spending power points besides manifesting.
Prerequisites:
Manifester level 2nd, base attack bonus +1.
Benefit: For every 2 power points you spend, you increase your
attack bonus with a melee weapon, unarmed strike, or natural attack by
+1 and, if the attack hits, your damage with that weapon by d4.
This bonus lasts for 1 round and activating Psion's Strike is a free
action that does not provoke attacks of opportunity. You may
spend no more power points during one round to fuel this feat than your
manifester level.
Psychic
Refund
The more augmentations you buy, the more you save!
Prerequisite:
Wis 13.
Benefit: You gain 1 power point for every 2 augmentations you
have. If you later gain or lose augmentations, you also
retroactively
gain or lose the extra
power points.
Psychic
Toughness
It's mind and matter, not mind over matter.
Benefit: You gain 1 extra hit point for each
augmentation you have. If you later gain or lose augmentations,
you also
gain or lose the extra hit points appropriately.
Psychic
Warmonger
You get 2 steps for the price of one, or 12 for the price of 6!
Prerequisite: Psychic warfare ability.
Benefit: Whenever you use a psychic warfare
ability, you act as if you had invested the next increment of power
points. For example, a creature with Psychic Warmonger who used 6
power points to increase Speed of Thought would get a +30 bonus to
speed, but would get no additional benefit from Improved Critical.
__________________
If you are interested
in PDFs with my published classes, ask me in private. Thanks.
Ultimate
Classes: Adventurer, Barbarian, Bard, Cleric, Druid, Fighter, Incarnate, Invoker, Mentalist, Monk, Nexus, Psycker, Ranger, Rogue, Sorcerer, Wilder Wizard
Published
Utimate Classes : Knight, Paladin, Scourge
Other Stuff:
New Flaws & Traits, Ultimate Spell Compendium, New Feats for Spellcasters, New Feats for Anti-Spellcasters
New Multiclassing Rules
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