ControlControl is the Psychic Warrior’s ability to better utilize his own body by focusing Psychic Energy. A Psychic Warrior’s Control skill determines the effectiveness of the following powers:
Battle Mind: By making a DC 15 Control check, a Psychic Warrior gains an Insight bonus on attack rolls equal to half his class level (rounded down, minimum +1) for ten rounds. Activating this power is a free action, and costs 2+(Class Level/2) PP’s regardless of the success or failure of the Control check.
Enhance Ability: A Psychic Warrior can use his Control skill to add a bonus to either his Strength or Dexterity for 10 rounds. The result of the skill check indicates the bonus. Activating this power is a full round action and costs 2 PP’s. You may not use this skill again while the skill is already is in effect, but you may cancel the first use early in order to try for a better roll or apply the bonus to a different ability.
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[br]Result Bonus[br]15-19 +2[br]20-24 +4[br]25-29 +6[br]30+ +8[br]
Autohypnosis: Autohypnosis has a number of uses, and the DC of a successful check and associated power point cost depends on which of them you want to use.
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[br]Task DC PP Cost[br]Memorize 15 1/50 Words[br]Resist Dying 20 See Below[br]Resist Fear DC DC/2[br]Tolerate Poison DC DC/2[br]Willpower 20 1/Action[br]
Memorize: You can attempt to memorize a long string of numbers, a long passage of verse, or some other particularly difficult piece of information (but you can’t memorize magical writing or similarly exotic scripts). Each successful check allows you to memorize a single page of text (up to 800 words), numbers, diagrams, or sigils (even if you don’t recognize their meaning). If a document is longer than one page, you can make additional checks for each additional page. You always retain this information; however, you can recall it only with another successful Control check. This is a standard action.
Resist Dying: You can attempt to subconsciously prevent yourself from dying. If you have negative hit points and are losing hit points (at 1 per round, 1 per hour, etc.), you can substitute a DC 15 Autohypnosis check for your d% roll to see if you become stable. If the check is successful, you stop losing hit points (you do not gain any hit points, however, as a result of the check). You can substitute this check for the d% roll in later rounds if you are initially unsuccessful.
Resist Fear: In response to any fear effect, you make a saving throw normally. If you fail the saving throw, you can, as a full round action, make a Control check on your next round even while overcome by fear. If your Control check meets or beats the DC for the fear effect, you shrug off the fear. On a failed check, the fear affects you normally, and you gain no further attempts to shrug off that particular fear effect.
Tolerate Poison: You can choose to substitute an Autohypnosis check for a saving throw against any standard poison’s secondary damage or effect. This skill has no effect on the initial saving throw against poison. This is a full round action.
Willpower: If reduced to 0 hit points (disabled), you can make an Autohypnosis check. If successful, you can take a normal action while at 0 hit points without taking 1 point of damage. You must make a check for each strenuous action you want to take. A failed Autohypnosis check in this circumstance carries no direct penalty—you can choose not to take the strenuous action and thus avoid the hit point loss. If you do so anyway, you drop to –1 hit points, as normal when disabled. This use of the skill is not an action.
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SenseSense is the Psychic Warrior’s ability to better sense and prepare for his environment. A Psychic Warrior’s Sense skill determines the effectiveness of the following powers:
Enhance Senses: By making a Sense roll and paying 2 PP’s, a Psychic Warrior is able to add an Insight Bonus to any Listen, Search, Sense Motive, and Spot checks, plus Survival checks made in conjunction with the Track feat. The bonus lasts for one round per class level. The result of the Sense check indicates the bonus.
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[br]Result Bonus[br]10-14 +2[br]15-19 +4[br]20-24 +6[br]25-29 +8[br]30+ +10[br]
Psychic Resistance: By making a Sense roll and paying 2 PP’s, a PW is able to add an Insight bonus to any saving throws versus mind-affecting magic and abilities. The bonus lasts for one round per class level. The result of the Sense check indicates the bonus.
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[br]Result Bonus[br]10-14 +2[br]15-19 +4[br]20-24 +6[br]25-29 +8[br]30+ +10[br]
Telepathy: With a successful Sense roll and the cost of 5 PP’s, a Psychic Warrior is able to establish a mental link with a specific target. The subject must be on the same plane, but beyond that distance is not a factor. Through the link, the Psychic Warrior may send a short message of twenty-five words or less to the subject. The subject recognizes the Psychic Warrior if he knows him. It can answer in like manner immediately. A creature with an Intelligence score as low as 1 can understand the message, though the subject’s ability to react is limited as normal by its Intelligence score. Even if the message is received, the subject is not obligated to act upon it in any manner.
For friendly targets, the DC is 10. For hostile targets, the DC is 20 or the targets Will Save, whichever is higher. Using Telepathy is a full round action.
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AlterAlter is a measure of the Psychic Warrior’s ability to use his Psychic Energy to affect the world around him. A Psychic Warrior’s Alter skill determines the effectiveness of the following powers:
Affect Mind: The result of Alter check sets the DC for the target’s Will Save.
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[br]Result Will DC[br]1-5 10[br]6-15 15[br]16-25 20[br]26-35 25[br]36+ 30[br]
If the target fails his save, the Psychic Warrior can do one of the following:
Alter Perceptions: This creates a simple false stimulus, such as a sound or an image, detected by a single person and lasting no more than a round. This can have the effect of a Feint or Creating a Diversion to Hide as per the Bluff skill (PHB, page 68). The targets receive a +2 on their saves for every target beyond the first that the Psychic Warrior wishes to effect. The Psychic Warrior must have line of sight to all targets he wishes to effect with this ability. This use of Alter costs 2 PP’s, regardless of the success or failure of the saving throw.
Suggestion: This allows the Psychic Warrior to make an otherwise unpalatable suggestion seem totally reasonable. The Psychic Warrior must be able to communicate with the target and the target must be within thirty feet. The suggestion can not obviously and/or directly threaten the target’s life or physical well-being. This use of Alter costs 4 PP’s, regardless of the success or failure of the saving throw.
Psychic Blast: This is a blast of mental energy (considered a force effect) that pommels a single target. The Alter check sets the amount of damage and the Will save DC to remain conscious. On a successful save, the target takes the indicated damage. On a failed save, the target takes the indicated damage and is unconscious for one round per two levels of the Psychic Warrior. This is an attack action that requires line of sight and costs 6 PP’s.
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[br]Result Damage Will DC[br]1-15 1d6 10[br]16-25 2d6 15[br]26-35 3d6 20[br]36+ 4d6 25[br]
Move Object: With this power, the Psychic Warrior move objects or creatures by concentrating on them. You must have line of sight to the object or creature. With a successful Alter roll the object or creature moves up to twenty feet per round for up to one round per class level. If attempting to move a creature or an object held by a creature, the Alter roll must be greater than the creature’s Spell Resistance, if any, and the creature can attempt a Will save, with success indicating that it does not move and/or neither did the object. The weight can be moved vertically, horizontally, or in both directions. If the Psychic Warrior ceases concentration for any reason, the object falls or stops.
An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. The Psychic Warrior might even be able to untie simple knots, though delicate activities such as these require Intelligence checks.
The result of the Alter roll sets the Will save and the maximum weight that can be moved.
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[br]Result Will DC Max Weight PP Cost[br]1-5 10 100 lbs. 1[br]6-15 15 200 lbs. 2[br]16-25 20 300 lbs. 4[br]26-35 25 400 lbs. 8[br]36+ 30 500 lbs. 16[br]
Bonus Feats: At first level, a Psychic Warrior gains Exotic Weapon Proficiency (Soul Knife) as a bonus feat whether or not he meets the prerequisites.
At second level, the Psychic Warrior receives Weapon Focus (Soul Knife) and Deflect Arrows as bonus feats. Although he need not meet the prerequisites for either feat, he must have his Soul Knife activated to use Deflect Arrows, in addition to the normal restrictions of being aware of the attack and not flat-footed. (See Deflect Arrows, page 93, PHB).
At fifth level, the Psychic Warrior gains Weapon Specialization (Soul Knife) as a bonus feat whether or not he meets the prerequisites.
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