|Level||Base Attack Bonus||Fort||Ref||Will||Special||Power Points/Day||Powers Known||Maximum Power Level Known|
|1st||+ 0||+ 2||+ 0||+ 0||Bonus Feat, Psionic Proficiency, Warrior’s Path||1||1||1st|
|2nd||+ 1||+ 3||+ 0||+ 0||Bonus Feat||2||2||1st|
|3rd||+ 2||+ 3||+ 1||+ 1||Expanded Path||4||3||1st|
|4th||+ 3||+ 4||+ 1||+ 1||Path Skill||6||4||2nd|
|5th||+ 3||+ 4||+ 1||+ 1||Bonus Feat||8||5||2nd|
|6th||+ 4||+ 5||+ 2||+ 2||Martial Power||12||6||2nd|
|7th||+ 5||+ 5||+ 2||+ 2||Path Skill||16||7||3rd|
|8th||+ 6/+ 1||+ 6||+ 2||+ 2||Bonus Feat||20||8||3rd|
|9th||+ 6/+ 1||+ 6||+ 3||+ 3||Secondary Path (powers)||24||9||3rd|
|10th||+ 7/+ 2||+ 7||+ 3||+ 3||Path Skill||28||10||4th|
|11th||+ 8/+ 3||+ 7||+ 3||+ 3||Bonus Feat, Secondary Path (trance, maneuver)||36||11||4th|
|12th||+ 9/+ 4||+ 8||+ 4||+ 4||Twisting Path||44||12||4th|
|13th||+ 9/+ 4||+ 8||+ 4||+ 4||Path Skill||52||13||5th|
|14th||+ 10/+ 5||+ 9||+ 4||+ 4||Bonus Feat||60||14||5th|
|15th||+ 11/+ 6/+ 1||+ 9||+ 5||+ 5||Pathweaving (1/day)||68||15||5th|
|16th||+ 12/+ 7/+ 2||+ 10||+ 5||+ 5||Path Skill||80||16||6th|
|17th||+ 12/+ 7/+ 2||+ 10||+ 5||+ 5||Bonus Feat||92||17||6th|
|18th||+ 13/+ 8/+ 3||+ 11||+ 6||+ 6||Pathweaving (2/day)||104||18||6th|
|19th||+ 14/+ 9/+ 4||+ 11||+ 6||+ 6||Path Skill||116||19||6th|
|20th||+ 15/+ 10/+ 5||+ 12||+ 6||+ 6||Bonus Feat, Eternal Warrior||128||20||6th|
Hit Dice: d8
Class Skills: Acrobatics (Dex), Autohypnosis (Wis), Climb (Str), Craft (Int), Knowledge (Psionics)* (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), and Swim (Str).
Skill Points per Level: 4 + Int modifier.
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).
Starting Gold: 5d6 × 10 gp (average 175 gp).
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 above. In addition, he receives bonus power points per day if he has a high Wisdom score. His race may also provide bonus power points per day, as may certain feats and items.
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 feat Expanded Knowledge does 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.
Psychic Warrior Options
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