Dungeons and Dragons Psychic Warrior 3.5 PBP RPG

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Psychic Warrior

Alignment: Any.

Hit Die: d8.

Class Skills

The psychic warrior'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).

*New skill or expanded use of existing skill.

Skill Points at 1st Level: (2 + Int modifier) x4.

Skill Points at Each Additional Level: 2 + Int modifier.

Table: The Psychic Warrior

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Power Points/Day

Powers Known

Maximum Power Level Known

1st

+0

+2

+0

+0

Bonus feat

0*

1

1st

2nd

+1

+3

+0

+0

Bonus feat

1

2

1st

3rd

+2

+3

+1

+1

-

3

3

1st

4th

+3

+4

+1

+1

-

5

4

2nd

5th

+3

+4

+1

+1

Bonus feat

7

5

2nd

6th

+4

+5

+2

+2

-

11

6

2nd

7th

+5

+5

+2

+2

-

15

7

3rd

8th

+6/+1

+6

+2

+2

Bonus feat

19

8

3rd

9th

+6/+1

+6

+3

+3

-

23

9

3rd

10th

+7/+2

+7

+3

+3

-

27

10

4th

11th

+8/+3

+7

+3

+3

Bonus feat

35

11

4th

12th

+9/+4

+8

+4

+4

-

43

12

4th

13th

+9/+4

+8

+4

+4

-

51

13

5th

14th

+10/+5

+9

+4

+4

Bonus feat

59

14

5th

15th

+11/+6/+1

+9

+5

+5

-

67

15

5th

16th

+12/+7/+2

+10

+5

+5

-

79

16

6th

17th

+12/+7/+2

+10

+5

+5

Bonus feat

91

17

6th

18th

+13/+8/+3

+11

+6

+6

-

103

18

6th

19th

+14/+9/+4

+11

+6

+6

-

115

19

6th

20th

+15/+10/+5

+12

+6

+6

Bonus feat

127

20

6th

*The psychic warrior gains no power points from his class at 1st level. However, he does add any bonus power points he gains from a high Wisdom score, his race, and feats or other sources to his reserve. He can use these points (if any) to manifest his power.

Class Features

All the following are class features of the psychic warrior.

Weapon and Armor Proficiency: Psychic warriors are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Power Points/Day: A psychic warrior's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psychic Warrior. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. A 1st-level psychic warrior gains no power points for his class level, but he gains bonus power points (if he is entitled to any), and can manifest the single power he knows with those power points.

Powers Known: A psychic warrior begins play knowing one psychic warrior power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power.

Choose the powers known from the psychic warrior power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a psychic warrior to learn powers from the lists of other classes.) A psychic warrior can manifest any power that has a power point cost equal to or lower than his manifester level.

The total number of powers a psychic warrior can manifest in a day is limited only by his daily power points.

A psychic warrior simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against psychic warrior powers is 10 + the power's level + the psychic warrior's Wisdom modifier.

Maximum Power Level Known: A psychic warrior begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers.

To learn or manifest a power, a psychic warrior must have a Wisdom score of at least 10 + the power's level.

Bonus Feats: At 1st level, a psychic warrior gets a bonus combat-oriented feat in addition to the feat that any 1st level character gets and the bonus feat granted to a human character. The psychic warrior gains an additional bonus feat at 2nd level and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats or psionic feats. The psychic warrior must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. A psychic warrior cannot choose feats that specifically require levels in the fighter class unless he is a multiclass character with the requisite levels in the fighter class.

These bonus feats are in addition to the feats that a character of any class gains every three levels. A psychic warrior is not limited to fighter bonus feats and psionic feats when choosing these other feats.


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Shuth closely examines the shard and is able to discover the following: The outer layer of this life form does actually consist of a fairly thick layer of crystal which is not technically alive. Beneath the initial layer of crystal Shuth finds organic material and a network of what appears to be similar to nerve strands but these nerves are not the same as what one would find in a human, Vargr, Aslan, or any other species that Shuth is familiar with.

When dissected, Shuth is able to examine the nerve strands better and with the assistance of the autodoc he is able to run a series of diagnostics and tests which show that the nerves are very much actively sending electro-chemical signals throughout the organism. There are no organs to speak of, blood vessels, etc and it is unclear how the creature is able to generate and maintain these signals but it is clear to Shuth from testing and providing stimuli that the sample he is dealing with is aware or at least reacts to stimuli. It also appears to be growing at a fairly steady rate as the nerve strands expand and somehow continue to form a crystalline structure around themselves. It would appear that the crystalline structure is akin to a turtles shell that houses and protects the creature. While not alive per se it is a part of a living creature.

When exposed to the device that the crew crafted Shuth makes an interesting discovery in that this seems to be one of the stimuli that the creature reacts to and in fact the shift in frequencies definitely appear to be in response to the device as the creature attempts to adapt; he also notes that when the device is able to dampen whatever frequency the creature is sending out at the time this causes the creature to stop growing and in fact the nerve endings begin to deteriorate. It would seem therefore that the creature is adapting to what it perceives to be a threat by shifting frequencies. Shuth might speculate that the creature somehow converts psionic energy from its environment into building materials that allow it to grow. It may not be limited to psionic energy but this is what it appears to be feeding off of at the present time which perhaps explains mental assaults that the crew has been experiencing.

Shuth would likely speculate further that this shard, and indeed nearly any shard that breaks away from the main structure, is capable of acting completely independently of the original structure and this could be a form of asexual reproduction as the creature somehow sheds these crystallized shards which then attach to the surrounding environment and begin to grow into a new individual creature.

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