Psychic Warrior (Fighter Archetype)


Homebrew and House Rules


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To go with my psychic sorcerer bloodline.

Psychic Warrior

A psychic warrior battles combats not only external foes, but also against the tide of mental energy that resides within himself and threatens to overtake him. A master of both body and mind a psychic warrior is able to release and direct these powerful forces, blending them with martial technique, to become a terrifying presence on the battlefield.

Shielded Mind (Su): At 2nd level, a psychic warrior gains a +1 bonus on Will saves against charm and compulsion effects. This bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.

Fluid Motion (Ex): At 3rd level, while wearing light armor or no armor, a psychic warrior may add his Wisdom bonus (minimum +0) as an insight bonus to armor class and combat maneuver defense. This ability replaces armor training 1.

Psychic Hammer (Sp): At 5th level a psychic warrior can batter a target within line of sight with a concussive blast of force. His target takes 1d6 force damage and is knocked prone. A Fortitude save halves the damage and negates the prone effect. The DC of this save is equal to 10 + ½ the psychic warrior’s level + the psychic warrior’s Wisdom modifier. This damage increases to 2d6 at level 8, and by another +1d6 for every three levels thereafter (to a maximum of 5d6 at level 20). This ability may be used a number of times per day equal to 3 + the psychic warriors Wisdom modifier. This ability replaces weapon training 1.

Empathic Feedback (Su): At 7th level, whenever a psychic warrior takes damage from a melee attack his attacker takes 1 point of damage per 2 damage dealt to the psychic warrior, to a maximum of the psychic warrior’s level. Mindless foes are immune to this damage. This ability replaces armor training 2

Psychokinetic Weapons (Su): At 9th level, any melee weapon a psychic warrior wields deals an extra 1d6 damage on a successful hit. This damage is not multiplied on a critical hit. At 13th level, any melee weapon a psychic warrior wields is considered to have the ghost touch property. This ability replaces weapon training 2 and 3.

Walk the Walls (Ex): At 11th level, while wearing light armor or no armor, a psychic warrior may walk on vertical surfaces as though under the effects of a spider climb spell. If he doesn’t end his movement on a horizontal surface he could normally stand on, the psychic warrior falls. This ability replaces armor training 3.

Force Field (Su): At 15th level, a psychic warrior and all adjacent allies gain a +4 shield bonus to armor class and a +2 bonus on Reflex saving throws against spells and effects that allow a saving throw to reduce or negate damage. This ability replaces armor training 4.

Offensive Precognition (Su): At 17th level, a psychic warrior gains an insight bonus on attack rolls equal to his wisdom modifier (minimum +0). This ability replaces weapon training 4.

Body Adjustment (Ex): At 19th level, as a standard action, a psychic warrior can meditate to heal a number of hit points equal to his level plus his Wisdom modifier (minimum +0). This ability can be used once per day. This ability replaces armor mastery.

Mind Crush (Sp): At 20th level, a psychic warrior may strike target a within line of sight with a crippling wave of psychic energy. That target must make a Will save or become permanently confused, as with the insanity spell. The DC of this save is equal to 10 + ½ the psychic warrior’s level + the psychic warrior’s Wisdom modifier. Once a creature has been the target of a mind crush, regardless of whether or not the save is made, that creature is immune to that psychic warrior's mind crush for 24 hours. Remove curse does not remove this effect. Greater restoration, heal, limited wish, miracle, or wish can restore the target. This ability replaces weapon mastery.


Pretty cool! I was just thinking about doing a soulknife as a fighter archetype. Good work.


Thanks. I was thinking of doing a ranger or a rogue archetype for a soulknife-eque class next, actually.


Now I'm wishing I chose to trade off a skill or two from the fighter class list for Perception and/or Sense Motive. They fit thematically and with the psychic warriors Wisdom focus they would work well. What to cut, though?


Knowledge(engineering), maybe?


That is was I was learning toward as well; for Sense Motive. I'd like to add Perception as well, but the next best thing to lose would be (dungeoneering) which would then be both their last Knowledge skill and the Knowledge that covers abberations, which are the psychic monsters in D&D/PF.


Balls...just noticed Psychic Hammer...should read "6d6 at level 20."

And Empathic Feedback should say "this is a mind-affecting ability," rather than "mindless creatures are immune to this ability." Also thinking of lowering Empathic feedback to 1 damage per 4 levels, rather than falf level.


Debating whether or not to swap when ghost touch and the 1d6 damage are gained.


I like the idea and most of the abilities, but I feel it's a little too weak.

Shielded Mind: Good, even a little better than bravery IMO

Fluid Motion: Decent ability.

Psychic Hammer: This one is kind of "meh". The damage is paltry, and the save DC will be quite low. Weapon Training is better IMO, by quite a lot. It's an issue with MAD characters with DC's in general though 10 + 1/2 lvl + second or tertiary stat = bad DC.

Empathic Feedback: Decent, but the damage is low and it doesn't compare to full speed in adamantine full plate.

Psychokinetic Weapon: First one is decent, in line with WT2, the second one isn't that great but on the other hand pretty fun. Raising the damage bonus to 1d10 at 13th would make it nicer.

Walk the Walls: I'm a little uncertain on this one. Exactly what constitutes "walking"? Can you run up a wall? Regardless, gaining something akin to a 2nd or 3rd level spell at level 11 isn't that great.

Force Field: Now this one is a GOOD ability, though AC matters less at this level. This one is better than AT4 in my opinion.

Offensive Precognition: Also a great ability, somewhat makes up for the lack of weapon training and the MAD.

Body Adjustment: Yeah, healing like 22 hit points at level 19 as a standard action is bad. As in, not worth the trouble. This is somewhat mitigated by the good abilities at 15 and 17, but still, this is really weak. At least make it a swift action, though I think fast healing 5 or something would be more adequate. Compare to a paladin which can swift-heal itself for that amount at level 12, like 8 times a day.

Mind Crush: It's a powerful effect, but the save's so bad this won't be used often. For a normal ability it would be nice, but for a capstone it's too weak; especially when both GR and heal removes it. At least, it should cause a single round of confusion even if the save succeeds.

Basically, it's bad at low levels, somewhat compensated at later levels. The thing is, the psychic warrior will usually be worse in a fight than a vanilla one - and it gains few out-of-combat abilities (really only walk the walls). I'd power up the damage from psychic hammer (to maybe 1d6/two levels) and make it a trip attack instead of save vs prone (using Wis instead of Str for the CMB). Psychokinetic weapon I'd up damage to 1d10 at 13. Walk the Walls I'd add in a feather fall effect and state that running is possible. Body Adjustment to fast healing 5, and the capstone to "confuse for a single round if save is successful".


Thank you for your feedback, stringburka.

I am rather happy with both shielded mind and fluid motion as well.

Psychic hammer I've tweaked a handful of times before posting this, I have the concept but can't seem to get it to come out right. In the end I decided that its low damage could be off set by its range (limited to only line of sight/effect), but I suppose it wouldn't make it drastically more powerful to increase at a slightly quicker pace. Before changing it to a combat maneuver check I'd want to decide if it would be an all or nothing ability, or partial on a failed attempt (or full damage regardless, with the check only being to trip).

I've gottten mixed reviews from others on empathic feedback. Most everyone seems to think that it is either far too weak or far too powerful. I guess it comes down to peoples' various playstyles. Half felt good, but I have yet to see a psychic warrior fighter in play to effectively gauge it. You imput is appreciated. Maybe I should tack on the 3.5 hexblade's mettle, rather than just boost the damage.

I like the flavor of the ghost touch property on psychokinetic weapons, perhaps keeping it as is, but adding +1d10 on a critical hit (with extra +1d10s ala burst for higher critical multipliers) would even it out a bit.

I intended for walk the walls to be standard movement, perhaps removing the restriction of needing to end on a horizontal surface as well as adding in feather fall (perhaps even adding in fly for a number of minutes equal to Wisdom modifier per day) would boost its use.

Body adjustment could use some work. I'll keep fast healing in mind as a possibility to replace it.

Excellent idea on the mind crush (with the confusion); I'll definately add something of the sort in on my next revision.

Again, I'm also rather happy with how force field and offensive precognition turned out..


Psychic Hammer: I think a trip attempt would be both the easiest and most consistent design. It's the way that Telekinesis work;
"Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your caster level in place of your Combat Maneuver Bonus, and you add your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier."

So for Psychic Hammer, I think a good wording would be:
Psychic Hammer (Su): At 5th level a psychic warrior can batter a target within line of sight with a concussive blast of force. It's target takes 1d6 force damage per three levels. In addition, make a free trip attempt. Resolve this attempt as normal, except that it doesn't provoke attacks of opportunity, and you use your Wisdom modifier in place of your Strength or Dexterity modifier. This ability may be used a number of times per day equal to 3 + your Wisdom modifier. This ability replaces Weapon Training 1.

Alternatively, you could simply let the Psychic Warrior do any combat maneuver, with no damage, as per the telekinesis spell.

I don't think the 1 per 2 points of damage makes it weak, rather the max of damage equal to level. At level 7, 7 points of damage is a drop in the bucket. A CR 7 monster has 85 hit points and do an average of 30 damage, so it'll usually reach the level max but rarely drop from the damage. That said, if you encounter a lot of smaller monsters, it's definately useful... Against 3 CR 4 creatures (a CR7 encounter), it's definately useful. Hmmm.
It isn't so bad. That said, full speed in heavy armor is pretty darn good too. But yeah, it's pretty good, though circumstantial.

Fly as a supernatural abilities a few minutes per day would be great, and really make the archetype stand out.


I really like what you have done here Ringtail. Psychic Hammer did seem a little underpowered but I think stringburka's suggestion puts it up to par with similar abilities at that level.

I think at 19th level, Body Adjustment could give regeneration. Fast healing is good but at near epic it should do near epic things, maybe stipulate that it can not reattach limbs if you are uncomfortable with that aspect of the ability.

Also, was leaving the damage type out on Psychokinetic Weapon a conscious choice? If not, I would suggest force damage.

As for swapping out skills, I would trade Perception for Intimidate and Knowledge (engineering) for Knowledge (arcana or planes). I know giving up Intimidate may be erksome, but Perception is a very useful skill, and I can imagine this character being more the silently observing type than banging his weapon against his shield type. Knowledge (arcana or planes) representing the connection with psionics and supernatural forces.


I'm relatively sure that I will be using stringburka's suggestion on the psychic hammer (Sp) ability in my final draft.

Body adjustment (Ex) still needs some adjusting. Heh. But short of having it be some sort of healing ability (maybe even a restoration-like ability tacked on) I'm not entirely convinced where it is going to go at this point.

The lack of damage type on the psychokinetic damage (Su) ability was indeed a concious choice, it is intended to be untyped; although force would work well, as then I could increase the damage at level 13 and still have incorporeal enemies be somewhat damaged by it without needing the ghost touch property.


Second Draft:
Psychic Warrior (Fighter Archetype)

A psychic warrior battles combats not only external foes, but also against the tide of mental energy that resides within himself and threatens to overtake him. A master of both body and mind a psychic warrior is able to release and direct these powerful forces, blending them with martial technique, to become a terrifying presence on the battlefield.

Shielded Mind (Su): At 2nd level, a psychic warrior gains a +1 bonus on Will saves against charm and compulsion effects. This bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.

Fluid Motion (Ex): At 3rd level, while wearing light armor or no armor, a psychic warrior may add his Wisdom bonus (minimum +0) as an insight bonus to armor class and combat maneuver defense. This ability replaces armor training 1.

Psychic Hammer (Sp): At 5th level a psychic warrior can batter a target within line of sight with a concussive blast of force. His target takes 1d6 force per three levels the psychic warrior possesses (to a maximum of 6d6 at 18th level). In addition, he makes a free trip attempt against his target. Resolve this attempt as normal, except that it doesn't provoke attacks of opportunity, and he applies his Wisdom modifier in place of his Strength or Dexterity modifier on the combat maneuver check. If he fails this check by 10 or more he is not knocked prone. This ability may be used a number of times per day equal to 3 + the psychic warrior’s Wisdom modifier. This ability replaces Weapon Training 1.

Empathic Feedback (Su): At 7th level, whenever a psychic warrior takes damage from a melee attack his attacker takes 1 point of damage per 2 damage dealt to the psychic warrior, to a maximum of the psychic warrior’s level. This is a mind-affecting effect. This ability replaces armor training 2.

Psychokinetic Weapons (Su): At 9th level, any weapon a psychic warrior wields deals an extra 1d6 points of force damage on a successful hit. This damage is not multiplied on a critical hit. At 13th level, any weapon a psychic warrior wields deals an extra 1d10 points of force damage on a successful critical hit. If the weapon's critical multiplier is ×3, add an extra 2d10 points of force damage instead, and if the multiplier is ×4, add an extra 3d10 points. This ability replaces weapon training 2 and 3.

Subjective Gravity (Sp): At 11th level, while wearing light armor or no armor, a psychic warrior as though continuously under the effects of both the feather fall and spider climb spells. For a number of minutes a day equal to his Wisdom bonus (minimum +1), a psychic warrior may fly at a speed of 60 feet, as with the fly spell. This time may be divided as he chooses, but must be used in 1 minute increments. This ability replaces armor training 3.

Force Field (Su): At 15th level, a psychic warrior and all adjacent allies gain a +4 shield bonus to armor class and a +2 bonus on Reflex saving throws against spells and effects that allow a saving throw to reduce or negate damage. This ability replaces armor training 4.

Offensive Precognition (Su): At 17th level, a psychic warrior gains an insight bonus on attack rolls equal to his wisdom bonus (minimum +0). This ability replaces weapon training 4.

Body Adjustment (Ex): At 19th level, a psychic warrior gains fast healing equal to his Wisdom bonus (minimum +1).This ability can be used once per day. This ability replaces armor mastery.

Mind Crush (Sp): At 20th level, a psychic warrior may strike target a within line of sight with a crippling wave of psychic energy. That target must make a Will save or become permanently confused, as with the insanity spell. The DC of this save is equal to 10 + ½ the psychic warrior’s level + the psychic warrior’s Wisdom modifier. A target who succeeds on their saving throw is confused for 1 round. Once a creature has been the target of a mind crush, regardless of whether or not the save is made, that creature is immune to that psychic warrior's mind crush for 24 hours. Remove curse does not remove this effect. Greater restoration, heal, limited wish, miracle, or wish can restore the target. This ability replaces weapon mastery.

RPG Superstar 2013 Top 8

Quote:
Body Adjustment (Ex): At 19th level, a psychic warrior gains fast healing equal to his Wisdom bonus (minimum +1).This ability can be used once per day. This ability replaces armor mastery.

You don't need a daily limit anymore, do you? I'm not sure it even makes sense - how long does it last, if you can only use it once?

Nice revision, nice archetype.


Flak wrote:
Quote:
Body Adjustment (Ex): At 19th level, a psychic warrior gains fast healing equal to his Wisdom bonus (minimum +1).This ability can be used once per day. This ability replaces armor mastery.

You don't need a daily limit anymore, do you? I'm not sure it even makes sense - how long does it last, if you can only use it once?

Nice revision, nice archetype.

You are right. That sentence should have been deleted. Missed it in my editing. It should be constant.

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