The Psychic Warrior
Credit for this particular class goes to Kreeon_Shadowfire. Thank you Kreeon for your contribution.
These warriors have been spoken of for millenia. Warriors with the mental focus to form their thoughts into a specific weapon and/or to sneak into the minds of their enemies with devastating results. For some reason though mages and priests have never been able to grasp the abilities these warriors weild. Many of the arts they use have been lost except a few. Those who still can use them are both deadly and talented at the same time for no matter where they go they have a weapon with them, their mind.
Requirements:
- Must be a Level 6
- Must be a Fighter or a Rogue.
- Your ability scores must have at least 15 Str, 15 Con, 12 Wis, 12 Int
Psychic Warrior Special Abilities:
- Psychic Blade: Upon gaining this class they gain the ability to form their thoughts into a physical weapon of power causing anyone struck to recieve -10% to soak against the hit and a bonus to hit depending on Con and Wisdom combined. The weapon does 1d10 dmg plus a bonus depending on the psychic warriors con and wis as seen in the chart below.
Con + Wis total | Dmg Bonus
27-30 | +1
31-40 | +2
41-43 | +3
43-45 | +4
45-50 | +5
- Mind Sheild: 3/quest on a successful wisdom roll the Psychic warrior can form a produce a physical sheild from mental energy that absorbs d10 dmg (eg. the warrior must roll a d10 to see how much of the damage is absorbed) this ability lasts for 1d2 rds per level.
- Mind Blast:1/quest A mind is a terrible thing to waste, but this anility does just that. It causes confusion and mental damage to an opponent 1d3 per level dmg and 1 round per level confusion (no actions or must roll a dice to see who is hit) Must succeed con check
- Probe: 2/quest: using this ability on a successful Wisdom roll ....the user can find out info from a subjects subconcious including rearrange some of their memories. Subject being probed may resist this ability with a successful Int check.
- Kinetic Energy: varies on uses if used to lift items one must roll a con check and can only lift about 10 pounds per/con+level. This can also be used to detonate small objects for d10 dmg 4/day. Or the Final ability is what makes this devestating they must concentrate for about 3 rds as kinetic energy builds around their target during this time the target loses 5% hit/evade/soak ....upon the 3rd round all the kinetic energy is released in a large explosion for d6/level but the user must succeed in a con and a to hit roll for this to occur otherwise the opponent suffers only a lack in movement. the final skill can only be used 1/per day.