Ultimate Psycker
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[edit] Game Rule Information
Psyckers (Psc) have the following game statistics.
- Abilities: Same as in Expanded Psionic's Handbook.
- Alignment: Any.
- Hit Points per Level: 1d10 + Con modifier.
- Hit points are maximized at 1st character level.
- Skill Points per Level: 4 + Int modifier.
- Skill points are multiplied by 4 at 1st character level.
Class Skills: 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).
[edit] Class Table
Base Fort Ref Will Power Maximum Level Attack Bonus Save Save Save Special Points Level . 1st +0 +2 +0 +1 Bonus feat, powers 4 1st 2nd +1 +3 +0 +1 Augment 8 1st 3rd +2 +3 +1 +2 Psychic warfare 1 12 1st 4th +3 +4 +1 +2 Bonus feat 16 1st 5th +3 +4 +1 +3 Augment 20 2nd 6th +4 +5 +2 +3 - 24 2nd 7th +5 +5 +2 +3 Bonus feat 28 2nd 8th +6/+1 +6 +2 +4 Augment 32 2nd 9th +6/+1 +6 +3 +4 Psychic warfare 2 36 3rd 10th +7/+2 +7 +3 +5 Bonus feat 40 3rd 11th +8/+3 +7 +3 +5 Augment 44 3rd 12th +9/+4 +8 +4 +6 - 48 3rd 13th +9/+4 +8 +4 +6 Bonus feat 52 4th 14th +10/+5 +9 +4 +6 Augment 56 4th 15th +11/+6/+1 +9 +5 +7 Psychic warfare 3 60 4th 16th +12/+7/+2 +10 +5 +7 Bonus feat 64 4th 17th +12/+7/+2 +10 +5 +8 Augment 68 5th 18th +13/+8/+3 +11 +6 +8 - 72 5th 19th +14/+9/+4 +11 +6 +9 Bonus feat 76 5th 20th +15/+10/+5 +12 +6 +9 Augment 80 5th
[edit] 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 and with all armor (heavy, medium, and light) and all shields (except tower).
Power Points/Day: Psycker need them to power their powers and may sacrifice points to augment their minds and bodies. In addition to the power points located on the table, he receives bonus power points equal to his Wisdom modifier x half his Psycker level.
Powers: A Psycker begins play knowing a number of powers equal to his wisdom modifier. Each time he achieves a new level, he unlocks the knowledge of a new power. Choose the powers known from the Psycker's power list. A Psycker can manifest any power that has a power point cost equal to or lower than his manifester level. The number of times a Psycker can manifest powers in a day is limited only by his daily power points. A Psycker 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 Psycker powers is 10 + one half Psycker level + the Psycker's wisdom modifier. To learn or manifest a power, a Psycker must have an wisdom score of at least 10 + the power’s level.
Maximum Level: This number indicates top level of powers available to the psycker.
Bonus Feats: At 1st level, a psycker gets a bonus feat. The psycker gains an additional bonus feat at 4th, 7th, 10th, 13th, 16th, and 19th levels. Psycker can only take a bonus fighter feat or psionic feat. He cannot take a feat that requires fighter levels.
[edit] Psychic Warfare
A psycker is both warrior and 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 turn. He can only enhance feats that can be taken with his bonus feat class feature (even if such feat is gained by another means). For example, dodge can be taken as a bonus feat, so 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 psycker’s Wisdom modifier (unless stated otherwise in the feat’s description). When he gains this ability, the psycker 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 to pay the power points for it (a new enhancement overrides the previous one if its duration hasn't run out, 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. Psychic warfare is a supernatural ability. Below is the list of feats that can be affected by psychic warfare. This list contains feats from Player’s Handbook and Expanded Psionics Handbook, and is by no means complete and DM is encouraged to add feats from other sources if he only wants to.
- 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 duration is instantaneous. When he does, he re-rolls unsuccessful d% roll to hit unseen opponent.
- Cleave: For each power point spent, a psycker gains +1 insight bonus on attack and damage rolls with each bonus attack gained by cleave.
- Combat Expertise: For each power points spent, the combat expertise’s limit increases by 1 point. For example, if a psycker spends 4 power points on combat expertise, he can subtract as much as 9 points from his attacks (and add the same number to his Armor Class, as normal) instead of the normal maximum of 5.
- 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 50% chance of success.
- Dodge: For each two power points spent, a bonus AC granted by dodge increases by +1. Alternatively, for each power point spent, a psycker can apply the bonus gained from the feat to an additional creature. Both enhancements can be chosen at the same time (counting as one feat) or separately (counting as two feats).
- Far Shot: For each power points 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, whether he spends his psionic focus or not.
- 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), whether he is psionically focused or not.
- Great Cleave: For each power point spent, a psycker gains +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 strength bonus when dealing damage with off-hand weapons.
- Improved Bull Rush: For each power point spent, 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 doubles. This stacks with improved critical. As usual, the two doublings equals tripling.
- Improved Disarm: For each power point spent, bonus granted by improved disarm increases by 1 point.
- Improved Feint: For each power point spent, bonus granted by improved feint increases by 2 points.
- Improved Grapple: For each power point spent, bonus granted by improved grapple increases by 1 point.
- Improved Initiative: For each power point spent, bonus granted by improved initiative increases by 1 point.
- Improved Overrun: For each power point spent, 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, bonus granted by improved sunder increases by 2 points.
- Improved Trip: For each power point spent, bonus granted by improved trip increases by 1 point.
- Improved Two-Weapon Fighting: For each power point spent, a psycker gains +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 attacks (but not with natural weapons). Alternatively, for each power point spent, a psycker gains +1 insight bonus on damage rolls with natural weapons.
- 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 use mounted combat one more time per round.
- Point Blank Shot: For each power point spent, range of point blank shot increases by 10 feet.
- Power Attack: For each power point spent, the limit of power attack increases by 1 point.
- 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.
- Psionic Weapon: A psycker can only spend exactly 3 power points to enhance this feat. When a psycker misses with a psionic weapon 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 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 points spent, a psycker can return one more ranged weapon per round, but each such additional attempt has only 50% chance of success. One expanded psionic focus is sufficient for psycker to return any number of shots in one round. Duration of this ability is one round.
- Sidestep Charge: For each power point spent, 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 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, 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 Armor Class granted by two-weapon defense increases to +2.
- Two-Weapon Fighting: For each two power points spent, a psycker ignores one point of 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.
[edit] Augment
Psyckers are renowned for their ability to permanently upgrade their bodies to work better on the battlefield. A psycker can augment himself for a 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 costs several power points – the more powerful upgrade the costlier the expense. When a psycker decides to take any augmentation he forever loses a certain number of power points. This fact alone causes some psyckers not to take any augmentations at all. Taking augmentation is not compulsory, but usually worth the price. Whenever a psycker augments himself, he cannot choose augmentation that costs more power points than his current psycker level. For example, at 9th level, psycker can take any augmentation that costs 9 or less power points. A creature without Constitution score can be psycker but cannot take any augmentations.
Ears Augmentations
- Aural Shielding (Ex): Psycker gains +4 bonus on saving throws against deafening spells and effects. This augmentation costs 1 power point.
- Echolocation (Ex): Psycker’s hearing greatly improves. He gains blindsight ability with range of 30 feet (see Monster Manual, page 306 for details). This augmentation costs 15 power points and requires improved tympanum to be taken.
- Greater Aural Shielding (Ex): Psycker becomes immune to deafening spells and effects. This augmentation costs 3 power points and requires aural shielding to be taken.
- Improved Tympanum (Ex): Psycker’s ear gains abilities of the bat. He gains blindsense ability with range of 30 feet (see Monster Manual, page 306 for details). This augmentation costs 11 power points and requires sonic amplification to be taken.
- Inner Gyroscope (Ex): Psycker’s inner ear performs with outstanding infallibility. He gains +5 bonus on all Balance checks. This augmentation costs 3 power points.
- Sonic Amplification (Ex): Psycker’s ears catch sound much easier. He gains +3 bonus on all Listen Checks. This augmentation costs 3 power points.
Eyes Augmentations
- Bionic Eyeballs (Ex): Psycker’s vision becomes sharper. He gains +3 bonus on all Spot checks. This augmentation costs 3 power points.
- Greater Ocular Shielding (Ex): The goo covering psycker’s eyes is much more potent. He becomes immune to blinding spells and effects and gaze attacks. This augmentation costs 9 power points and requires ocular shielding to be taken.
- Iris Lens (Ex): Psycker’s eyes have little problem with discerning diminutive details. He gains +4 bonus on all Search checks. This augmentation costs 3 power points.
- Light Amplification (Ex): Psycker’s eyes become pale. He gains low-light vision equal to that of an elf. This augmentation costs 5 power points and requires bionic eyeballs to be taken.
- Full Spectrum Vision (Ex): Psycker’s eyes become completely white. He gains darkvision with range of 60 feet. This augmentation costs 7 power points and requires light amplification to be taken. This ability can be taken more than once, each time increasing range of darkvision by 60 feet.
- Ocular Shielding (Ex): Psycker’s eyes become covered with thin pearly goo. He gains +4 bonus on saving throws against blinding spells and effects and gaze attacks. This augmentation costs 3 power points.
Glands Augmentations
- Biostomach (Ex): Psycker’s body needs less fuel to work efficiently. He needs only 1/2 food and water to survive and can eat and drink almost any organic matter – including wood, rotten meat etc. This augmentation costs 1 power point.
- Coagulating Blood (Ex): Psycker’s body doesn’t lose blood easily. He becomes immune to wounding ability of magic weapons and creatures. This augmentation costs 1 power point.
- Extraorganic Tolerance (Ex): Psycker’s organism fights alien substances more easily. He gains +10 bonus on saving throws against all poison. This augmentation costs 9 power points.
- Healing Factor (Ex): Psycker’s body heals at extraordinary rate. He gains fast healing 1. This augmentation can be taken up to three times, each time increasing fast healing by 1. It costs 11 power points each time it's taken.
- Pheromone Emission (Ex): Psycker’s body can emit smells that alter others’ attitude toward him. He gains +2 bonus on all Bluff and Diplomacy checks made against a living creature with sense of smell. This bonus increases to +4 if the creature has scent ability. This augmentation costs 3 power points.
- Viral Resistance (Ex): Psycker’s organism fights diseases more easily. He gains +10 bonus on saving throws against all diseases. This augmentation costs 7 power points.
Lungs and Throat Augmentations
- Improved Respiration (Ex): Psycker has powerful lungs. He can hold breath for a number of minutes equal to his Constitution score. This augmentation costs 1 power point.
- Modulated Voice (Ex): Psycker’s throat can alter his voice to sound scarier. He gains +4 bonus on all Intimidate checks. This augmentation costs 3 power points.
- Pressurized Exhaust (Ex): Psycker can blow with uncanny force if he only has enough air. Once per minute he can duplicate effect of gust of wind spell by blowing in chosen direction. This effect is completely non-magical and requires full-round action to use. This augmentation costs 5 power points.
- Submariner (Ex): Psycker can breathe water as easily as air (if the psycker is aquatic creature, he can breathe air instead). This augmentation costs 7 power points and requires improved respiration to be taken.
- Trachea Filter (Ex): Psycker’s lungs become resistant to inhaled substances. He gains +4 bonus on saving throws against inhaled poison and other spells and effects that require inhalation. This augmentation costs 1 power point.
Muscles Augmentations
- Fast Limbs (Ex): Psycker’s limbs are well developed and allow him to move faster. He gains +10 enhancement bonus to one of his Speed modes (which cannot be supernatural in origin). This augmentation can be taken up to three times, each time increasing Speed by 10 feet. It costs 9 power points each time it's taken.
- Flexible Torso (Ex): Psycker is flexible and graceful. He gains +4 bonus on all Tumble checks. This augmentation costs 3 power points.
- Improved Musculature (Ex): Psycker’s muscles grows unnaturally and work better with each other. He gains Powerful Build racial ability (treated as one-size larger with regards to Bull Rush, Trip, Grapple, etc., and may use weapons designed for creatures one size larger). This augmentation costs 11 power points.
- Muscular Action (Ex): Thanks to thick layers of muscles the psycker is resistant to wounds that could normally prove fatal. 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 fortification ability of magic armors). Muscular action can be taken more than once, each time increasing chance by 10%. This augmentation costs 5 power points each time it's taken.
- Paralysis Immunity (Ex): Psycker’s muscles work under any condition. He becomes immune to paralysis. This augmentation costs 3 power points.
- Protean Sinews (Ex): Psycker’s ability to jump improves. He gains +8 bonus on all Jump checks. This augmentation costs 3 power points.
- Superior Grip (Ex): Psycker’s limbs, especially arms are muscular and nimble. He gains +3 bonus to Climb and grapple checks. This augmentation costs 5 power points.
Nervous System Augmentations
- Cerebral Grid (Ex): Psycker’s nervous system is less susceptible to shutdown. Psycker gains +4 bonus on saving throws against stunning and sleep spells and effects. This augmentation costs 5 power points.
- Emotional Bunker (Ex): Psycker can control his emotions. He gains +4 bonus against fear spells and effects. This augmentation costs 1 power point.
- Emotional Lockdown (Ex): Psycker can control his emotions even better. He becomes immune to fear spells and effects. This augmentation costs 5 power points and requires emotional bunker to be taken.
- Fast Reaction Time (Ex): Psycker reacts to the danger in no time. He gains +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 Reflex bonus by +1 and Initiative bonus by +2. It costs 5 power points each time it's taken.
- Mental Dam (Ex): Psycker makes it harder for others to take control of his body. He gains +2 bonus on Will saves against compulsion spells and effects. This augmentation costs 3 power points.
- Neural Current (Ex): Psycker’s body is constantly treated with intangible electric shocks from within, so it becomes resistant to similar shocks from without. He gains electricity resistance 10. This augmentation can be taken up to three times, each time increasing electricity resistance by 10 points. It costs 7 power points each time it's taken. Electricity resistance granted by this ability does not stack with any other electricity resistance.
Skeleton Augmentations
- Cervical Durability (Ex): Psycker’s neck bones are very strong. He is immune to vorpal ability of magic weapons and creatures. This augmentation costs 1 power point.
- Exospikes (Ex): 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. Those spikes grant him +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 re-grow with no effort. This augmentation costs 5 power points.
- Rubber Spine (Ex): Psycker’s skeleton becomes elastic. He gains +4 bonus on all Escape Artist checks. This augmentation costs 3 power points.
- Structural Integrity (Ex): Psycker’s skeleton is resistant to breaks. He ignores first 20 points of falling damage and damage from falling objects larger than psycker. This augmentation costs 3 power points.
- Vibrobones (Ex): Psycker’s skeleton can set itself on vibrations making psycker attuned to vibrations coming from outside. He gains sonic resistance 10. This augmentation can be taken up to three times, each time increasing sonic resistance by 10 points. It costs 5 power points each time it's taken. Sonic resistance granted by this ability does not stack with any other sonic resistance.
Skin Augmentations
- Caustic Sudor (Ex): Psycker’s skin is resistant to acids and bases. He gains acid resistance 10. This augmentation can be taken up to three times, each time increasing acid resistance by 10 points. It costs 5 power points each time it's taken. Acid resistance granted by this ability does not stack with any other acid resistance.
- Cryodermis (Ex): Psycker’s skin is resistant to low temperatures. He gains cold resistance 10. This augmentation can be taken up to three times, each time increasing cold resistance by 10 points. It costs 7 power points each time it's taken. Cold resistance granted by this ability does not stack with any other cold resistance.
- Pyrodermis (Ex): Psycker’s skin is resistant to heat. He gains fire resistance 10. This augmentation can be taken up to three times, each time increasing fire resistance by 10 points. It costs 9 power points each time it's taken. Fire resistance granted by this ability does not stack with any other fire resistance.
- Skin Mesh (Ex): Psycker’s skin develops metal-like hardness and look. He gains +1 natural armor bonus to AC. This augmentation costs 5 power points. It can be taken more than once, each time increasing AC bonus by +1. Natural AC bonus granted by this ability does not stack with any other natural AC.
- Subdermal Wiring (Ex): Psycker’s deeper skin layer is laces with wire-like fibers. He gains damage reduction 2/-. This augmentation can be taken up to three times, each time increasing damage reduction by 2/-. It costs 11 power points each time it's taken. Damage reduction granted by this ability only stacks with damage reduction granted by other classes.
[edit] Epic Psycker
Hit Die: d10.
Skill Points at Each Additional Level: 4 + Int modifier.
Psycker Level Special 21st Psychic warfare 4 22nd Bonus feat 23rd Augment 24th - 25th Bonus feat 26th Augment 27th Psychic warfare 5 28th Bonus feat 29th Augment 30th -
Bonus Feat: An epic psycker gains bonus feat at 22nd level and every 3 levels thereafter (25th, 28th, 31st, and so on). 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 bonus psychic warrior feats in Epic Level Handbook, page 23.
Augment: An epic psycker gains extra augmentation at 23rd level and every 3 levels thereafter (26th, 29th, 32nd, and so on). At each such level an epic psycker gains 5 bonus power points that can only be spend on augmentations. Power points not spend are accumulated, so an epic psycker might wait few levels to buy particularly powerful augmentation instead of few weaker ones.
Psychic Warfare: An epic psycker can use psychic warfare ability with one more feat during the same battle at 21st level, and every 6 levels later (5 feats at 27th, 6 feats at 33rd, 7 feats at 39th, and so on).

