Psionic Striker (3.5e Class)
From D&D Wiki
- 1 Psionic Striker
- 1.1 Making a Psionic Striker
- 1.2 Campaign Information
Grouping together into robed hunting bands, Psionic Strikers wield crystal weapons, and with a combination of Psionic attacks and skillful weapon strikes, they easily take town any kind of foe.
Making a Psionic Striker
Psionic Strikers are a very versatile class, being able to engage their foes from a distance before joining the battle up close. Class features are gained at later levels also make them work very well with other Psionics.
Abilities: Intelligence is the most important ability score as it allows them to manifest powers,and Dexterity is second best as it helps with their melee attacks. Races: Any race has the potential to use Psionics.
Alignment: Any alignment is acceptable.
Starting Gold: 4d8 x 10gp (average 168gp)
Starting Age: Moderate.
|1st||+0||+2||+0||+0||Psionic Grace, Crystal Weapon, psionic discipline||2||1||1st|
|2nd||+1||+3||+0||+0||Bonus Feat, Crystal Shield||4||2||1st|
|3rd||+2||+3||+1||+1||Wrath Strike 1/day||6||3||1st|
|8th||+6/+1||+6||+2||+2||Bonus Feat, Wrath Strike 2/day||24||8||3rd|
|10th||+7/+2||+7||+3||+3||Improved Crystalline Barrier||40||10||4th|
|13th||+9/+4||+8||+4||+4||Wrath Strike 3/day||68||13||5th|
|18th||+13/+8/+3||+11||+6||+6||Wrath Strike 4/day||136||18||6th|
Discipline: Every Psionic Striker must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a Psionic Warrior with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline. However, choosing a discipline also means that the Psionic Warrior cannot learn powers that are restricted to other disciplines.
Power Points/Day: A Psionic Striker's ability to manifest powers is limited by the power points he has available. He receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points).
Psionic Grace:Whilst wearing cloth or no armour, the Psionic Striker is able to use Weapon Finesse with any weapon.
Crystal Weapon:As a full round action, the Psionic Striker may convert any normal or magical weapon's material into Deep Crystal. The item retains all of it's previous properties and size. Only one item may be under this effect at one time. In order for this to be used on another item, the previous one must be destroyed.
Crystal Shield: As long as you are wearing cloth or no armour, then you gain a natural bonus to your armour class equal to your intelligence modifier.
Wrath Strike: Starting at 3rd level, a Psionic Striker can make a melee touch attack against an enemy as a full-round action. If the attack hits, the target is stunned for 1d4-1 rounds. (minimum 1)
Quick Focusing: Becoming psionically focused is now a swift action that does not provoke attacks of opportunity.
Crystalline Barrier: Small blue crystal shards float around you, and increase in speed when you are in combat. Any enemy that ends its turn adjacent to you takes slashing damage equal to 1d4+your intelligence modifier. This damage is doubled if an enemy is grabbing you.
Improved Crystalline Barrier: Crystalline Barrier now gives you a +4 deflection bonus to AC against ranged attacks.
Crystallize: Once per day, you can cast Flesh to Stone, using your effective manifester level as the caster level.
Focused Striker: As long as you are psionically focused, your attacks and powers ignore all resistances and immunities.
Weapon and Armor Proficiency: The Psionic Striker is proficient with all simple and martial weapons, but no armour or shield.
To learn or manifest a power, a Psionic Striker must have an intelligence score of at least 10 + the power’s level.
Ex-<-pluralized class name->
An ex-psionic striker does not lose any class abilities.
Epic <-class name->
|21st||<-any improvements to class features gained at this level, including any bonus feats->|
|22nd||<-any improvements to class features gained at this level, including any bonus feats->|
|23rd||<-any improvements to class features gained at this level, including any bonus feats->|
|24th||<-any improvements to class features gained at this level, including any bonus feats->|
|25th||<-any improvements to class features gained at this level, including any bonus feats->|
|26th||<-any improvements to class features gained at this level, including any bonus feats->|
|27th||<-any improvements to class features gained at this level, including any bonus feats->|
|28th||<-any improvements to class features gained at this level, including any bonus feats->|
|29th||<-any improvements to class features gained at this level, including any bonus feats->|
|30th||<-any improvements to class features gained at this level, including any bonus feats->|
<-number of skill points-> + Int modifier skill points per level.
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
<-pluralized class name-> in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
<-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.