[top]Psychic Warrior

Alignment: Any.
Hit Die: d8.
Starting Wealth: 5d4 x10 (125 gp)

[top]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
LevelBase Attack
Fort SaveRef SaveWill SaveSpecialPower
1st+0+2+0+0Bonus feat0*11st
2nd+1+3+0+0Bonus feat121st
5th+3+4+1+1Bonus feat752nd
8th+6/+1+6+2+2Bonus feat1983rd
11th+8/+3+7+3+3Bonus feat35114th
14th+10/+5+9+4+4Bonus feat59145th
17th+12/+7/+2+10+5+5Bonus feat91176th
20th+15/+10/+5+12+6+6Bonus feat127206th
  • 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.

[top]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.


Hit Die: d8.
Skill Points at Each Additional Level: 2 + Int modifier.
Powers: The psychic warrior?s manifester level is equal to her class level. The psychic warrior?s base power points do not increase after 20th level. The epic psychic warrior gains one new power of any level that she can manifest at every even-numbered level she attains higher than 20th (22nd, 24th, 26th, and so on).
Bonus Feats: The epic psychic warrior gains a bonus feat (selected from the list of epic psychic warrior bonus feats) at 21st level and every three levels thereafter.
Table: The Epic Psychic Warrior
Warrior Level
21stBonus feat
24thBonus feat
27thBonus feat
30thBonus feat

System Reference Document -> Character Classes (SRD)
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.

Tags for this Page

Similar Pages

  1. Cautious Warrior (Psicrown)
    By Arjan in forum D20 system reference document
    Comments: 0
    Last Post: 05-19-2007, 11:04 PM
  2. Psychic Reformation (Power)
    By Arjan in forum D20 system reference document
    Comments: 0
    Last Post: 04-04-2007, 06:03 PM
  3. Psychic Turmoil (Spell)
    By Arjan in forum D20 system reference document
    Comments: 0
    Last Post: 03-31-2007, 08:44 PM


Posting Permissions

Posting Permissions
  • You may not create new articles
  • You may not edit articles
  • You may not protect articles
  • You may not post comments
  • You may not post attachments
  • You may not edit your comments
BIRTHRIGHT, DUNGEONS & DRAGONS, D&D, the BIRTHRIGHT logo, and the D&D logo are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used by permission. ©2002-2010 Wizards of the Coast, Inc.