Psychic Warrior - The Eye

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Psionics augmented P s yc h i c Wa r r i o r By Chris Bennet t1

Psionics AugmentedPsychic WarriorDesign Lead: Chris BennettAdditional Design: Forrest HeckInterior Design: Forrest HeckInterior Layout: Jeremy SmithArtwork: Juan Diego DianderasPublisher: Jeremy SmithSpecial thanks to the legions of fans who helped playtest the material in this book and offered new andinnovative ideas to include.Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired bythe third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, andPeter Adkison.Product Identity: The following items are hereby identified as Product Identity, as defined in the OpenGame License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks,proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and tradedress. (Elements that have previously been designated as Open Game Content or are in the public domainare not included in this declaration.)Open Content: Except for material designated as Product Identity (see above), the game mechanics of thisgame product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). Noportion of this work other than the material designated as Open Game Content may be reproduced in anyform without written permission.Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from PaizoPublishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder RoleplayingGame. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game andthe Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and areused under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.Psionics Augmented: Psychic Warrior is published by Dreamscarred Press under the Open Game Licenseversion 1.0a Copyright 2000 Wizards of the Coast, Inc. 2017 Dreamscarred Press1

Psionics augmentedForewordThank you very much for checking out Psionics Augmented: Psychic Warrior! It’s been a lot of fun to take thepsychic warrior out for a spin and find some new tricks left in the old dog. Having written several supplementswith Dreamscarred, it’s hard to say which is more fun to write on—psionics or maneuvers! As an avid fan ofcombat and the classes that excel at them, the psychic warrior was a natural choice for me to want to writesome more material on. I wanted to try a few new things, bring a new aspect or two to the psychic warrior, andbring some new combat options to existing psychic warriors. I hope you enjoy playing with these new tools asmuch as I enjoyed writing them!—Chris ‘ErrantX’ BennettDeveloper, Dreamscarred Press2

Psionics augmentedPsychic WarriorsArchetypes and PathsWelcome to Psionics Augmented: Psychic Warrior!Within these pages you’ll find new archetypes, feats,Psychic warriors come many different walks of life;paths and more to help step up your game with thepsychic warrior class. New variants of the psychic some are trained warriors from academies of the mind,warrior that detail more walks of life that a psychic some may be trained by masters in remote regionswarrior could derive their training from, and uses for or simply down the street, or others come into theirthe mysterious powers of animus can be found with skills by trial and error and a great deal of personalexperimentation. However a psychic warrior comesthe psychic medium.The first section details two new archetypes into their skill, all share a strong degree of martialavailable for the psychic warrior: the halo knight and skill and mental prowess. Listed below are a pair ofarchetypes that present new options for your psychicthe reaver.The Halo Knight—This psychic warrior has found warriors and in how they come into their abilities.his psychic essence bound up with the unstableforces of animus, allowing him to use its fluctuating Halo Knight (Psychic Warrior Archetype)“Dying is harder than it looks; trust me on thisflows to aid in battle.The Reaver—A stealthy, deadly warrior who has one. The light of the soul blazing within me shines solearned how to hone his killing instinct to destroy the brightly that the darkness of death cannot grasp me.”— Marlon “Gray” Voxpattern of a chosen individual.Additionally, three new psychic warrior pathsSome psychic warriors develop their craft withare found in this section: the psychic scar of the the mixed blessings of an unstable source for theirHungering path, the unpredictable Anomalous path power. This unstable spiritual energy, known aswhich deals with the unstable force of animus, and animus to some, is where these warriors learn tothe Outrider path, a mounted combatant riding their hone their craft and through rigorous practice andpsionic power into battle.training, have learned that through focusing thisThe second section details several new psionic energy to their martial skills that it can be harnessedpowers available to psychic warriors and other into an effective fighting style. These halo knightsclasses and detail their usage.manipulate the ebb and flow of their animus throughtheir psychic reserves and use it to bolster both theirmanifesting and combat ability through the use of ahalo of psychic energy that develops around them.This energy allows them to suspend energies aroundthem in defensive auras, aid allies, and empowertheir attacks.Psionic Animus: At 1st level, a halo knight gainsTap Animus as a bonus feat. Whenever the haloknight manifests a psionic power during combat(excluding psionic powers manifested with hisanimus manifestation class feature), he adds 1 pointof animus to his animus pool per 2 power pointsspent on the power (minimum 1). In addition, hecan generate 1 point of animus by spending 2 powerpoints as a free action.If the halo knight later gains another animus pool,his Tap Animus feat is exchange for Extra Animus asnormal, but he retains the other abilities granted bythis class feature.This ability replaces the bonus feat gained at 1stlevel.3

Psionics augmentedPsychic Halo (Su): A halo knight’s innate powersof animus bubble and boil out of his psyche to createa semi-solid field of energy. While the halo knighthas at least 1 point of animus, he is surrounded bya luminous field which grants 1 point of Wisdombonus (if any) per halo knight level as a deflectionbonus to his AC. This is a force effect. This barrier alsogenerates light as a light spell; the halo knight cansuppress or resume this light as a free action (whileit’s suppressed, his eyes glimmer with restrainedanimus, noticeable with a DC 15 Perception check).This ability replaces psionic proficiency.Warrior’s Path (Ex): At 1st level, a halo knightgains the anomalous warrior’s path (see below),instead of choosing from the normal list. This ability4alters warrior’s path, but does not cause the haloknight archetype to be incompatible with archetypesthat replace the warrior’s path class feature.Anima Skills: Whenever a halo knight gains apsychic warrior bonus feat, he can choose to take ananima skill he qualifies for instead. Unless otherwisenoted, an anima skill can only be taken once. Savingthrow DCs are Wisdom-based. This ability altersbonus feats, but does not cause the halo knightarchetype to be incompatible with other archetypesthat alter the bonus feats class feature.Anima Flare (Psi): By channeling raw animusthrough his halo, the halo knight can create aspontaneous psychokinetic effect. As standard action,the halo knight can expend his psionic focus to useone of the powers added to his power list with theKinetic Halo anima skill as a psi-like ability. Thispower must be among his powers known. The haloknight spends three points of animus to manifest thispsi-like ability, using his class level as his manifesterlevel to determine its effectiveness. A halo knightmust have the Kinetic Halo anima skill to select thisanima skill.Anima Infusion (Su): The halo knight’sability to manipulate animus allowshim to increase the speed with whichhe may fortify or improve his form withthe use of psionic powers. With this anima skill, hemay use any psychic warrior power with a rangeof personal as an immediate action upon spendingthree points of animus as part of that manifestation.The halo knight must be at least 6th level beforeselecting this anima skill.Animus Empowerment (Su): Weapons the haloknight wields are empowered by the passive powersof his animus, increasing their enhancement bonusby 1 (up to a maximum of 5; nonmagical weaponsare considered to have an enhancement bonusof 0 for the purposes of this ability). His weaponsincrease their enhancement bonus by a further 1at 12th level. Thrown weapons retain this increasefor the duration of any attacks the halo knightmakes with them. Alternatively, the halo knight canwreath his weapons in ghostly energy, dealing 1d6points of additional damage of his active energytype (or 2d6 at 12th level) instead of increasing hisenhancement bonuses. This energy allows him tostrike incorporeal foes as if he possessed the ghosttouch enhancement on the weapon. He can switchbetween energy and enhancement as a free action.Durable Halo (Su): The halo knight’s animus isso dense that it can turn blows away. While hispsychic halo is active and he is psionically focused,

Psionics augmentedthe halo knight gains damage reduction/– equal tohalf his class level.Empowered Halation (Su): By channeling animusinto his psychic defenses, the halo knight can try tomake his body impervious to harm. As an immediateaction, the halo knight may spend a point of animus toimprove the energy resistance granted to him by hisimproved psychic halo class feature by an additional20 points, or gain 20 energy resistance to differentenergy types (acid, cold, electricity, or fire) if it is nothis active energy type. If the halo knight also has theDurable Halo anima skill, he increases his damagereduction from it by 5. This effect lasts until the haloknight’s next turn. The halo knight must be at least9th level before selecting this anima skill.Kinetic Halo: By tapping into the elemental powersof animus, the halo knight expands his power list toinclude psychokinetic tools not normally available topsychic warriors. He adds the following powers to hispsychic warrior power list and may add one of theseto his powers known (he must meet the manifesterlevel requirement for selecting the power known):energy ball, energy bolt, energy burst, energy cone,energy current, energy missile, energy push, energy ray,energy retort, energy splash, and energy stun. Thisanima skill may be selected multiple times, adding anew power known to his list of powers.Palisade Wall (Su): By spending 1 point of animusas a free action, the halo knight hardens his psychichalo’s light to form a semi-physical field of hardlight. This acts as a tower shield wielded by the haloknight, though he does not physically wield it. It isheld by thought and will alone, and the halo knightdoes not take the normal attack penalties or armorcheck penalty for using it. The tower shield gains a 1enhancement bonus at 4th level, and an additional 1enhancement bonus every four levels thereafter. Hecan use it to gain cover as normal for a tower shield.The tower shield remains in existence for one minuteper use of this ability.Restorative Halo (Su): The halo knight creates aburst of restorative radiance from his psychic halo,revitalizing his allies. As a free action, the halo knightcan expend his psionic focus and spend 2 points ofanimus to grant fast healing 5 to his allies within 60feet for a number of rounds equal to 3 his Wisdommodifier (minimum 4 rounds).Animus Manifestation (Su): At 4th level, a haloknight gains the ability to augment his psionicabilities with the wild power of his animus. Whenmanifesting a power, a halo knight can spend pointsof animus in place of power points to pay for themanifestation; this specifically allows the halo knightto mix manifesting with both power points andanimus to pay for the same power. If the halo knightis also spending power points to augment the powerfurther, these augments may be paid for with animusas well. Animus spent in this way count as powerpoints to determine how many power points the haloknight may spend per round, and this does not allowhim to augment a power beyond his manifester level.This ability replaces path skills.Improved Psychic Halo (Su): At 9th level, thedefenses of a halo knight’s animus field improve,generating more light (as a daylight spell, though hemay still suppress it as normal) and more defensivepower. The halo knight gains the uncanny dodgeability. In addition, his animus pool and psychichalo manifest at the start of a combat (this activateswhen initiative is roll, including the surprise round,if any), rather than the start of his first turn in acombat. His halo also grants him resistance 20 to hisactive energy type when manifested. If a halo knightalready has uncanny dodge from a different class,he automatically gains improved uncanny dodgeinstead. This ability replaces secondary path.Blazing Halation (Su): At 12th level, a halo knightis capable of causing his psychic halo to blaze withpsionic energies. This is stressful to his psionicfaculties. Once per day. while his psionic halo isactive, he can cause it to blaze with energy as a swiftaction. The halo blazes for one minute, during whichtime the halo knight generates 1 additional point ofanimus at the start of his turn, 1 additional animusis generated during power manifestation, andcreatures that hit him with melee attacks take 5d6Uncanny Dodge (Ex): A halo knight can react to danger before his senses wo

He adds the following powers to his psychic warrior power list and may add one of these to his powers known (he must meet the manifester level requirement for selecting the power known): energy ball, energy bolt, energy burst, energy cone, energy current, energy missile, energy push, energy ray, energy retort, energy splash, energy stunand . This anima skill may be selected multiple times .