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Old 10-01-2001, 06:02 PM   #1
Nanobyte
Thoth - Egyptian God of Wisdom
 

Join Date: March 1, 2001
Location: NC
Age: 38
Posts: 2,890
I want to take the 3rd edition Psychic Warrior and convert it to a 2nd edition. I have the Psionic Handbook, and will list everything about them. All tables included are at the end.

Psychic Warrior

One who turns the mind's potential to the warrior's art is known as a psychic warrior. Where psions devote themselves wholly to the development of mind-engendered abilities, psychic warriors give emphasis to the development of the body. With mental and physical energy working in union, the psychic warrior strives toward martial perfection.
The sword, axe, and bow are physical tools that psychic warriors embrace along with their psionic abilities. Applying equal parts physical training and psionic discipline, the psychic warrior is a worthy adversary.
Adventures: Psychic warriors know that only through conflict will their skills grow. Prone to showing off their flamboyant abilities, they claim to fear nothing. Psychic warriors are eager to accumulate treasure that adventures bring in order to upgrade their weapons and armor.
Characteristics: The defining trait of the psychic warrior is her ability to supplement her physical attacks with psionic feats and psionic powers. A combination of strength, martial skill, and psionic ability allows the pyschic warrior to equal and sometimes surpass a normal fighter of equal experience.
As the psychic warrior gains experience and power, her fighting skills and psionic abilities grow in concert.
Alignment: A psychic warrior's training requires the ability to give equal shrift to what others consider polar opposites of physical and mental ability. Psychic warriors tend toward chaotic alignments, but chaotic alignment is not a requirement.
Religion: Psychic warriors prefer to worship any nonlawful god, often choosing Heironeous, god of valor; Kord, god of strength; or Erythnul, god of slaughter. But, like psions, psychic warriors' reliance on their will and internal fortitude often make them poor supplicants.
Background A psychic warrior typically grows up among psions who have formed a society or small community of the "like-minded." Such communes are rare, but their existence provides some protection in a world often hostile to those with purely mental abilities. Psychic warriors are often the children of psions who grow up dissatisfied with directly following the dictates of their parents. Without the support of those who have fully plumbed the depths of psionic ability, though, it is doubtful that the hybrid psychic warrior could ever come into being.
Although they have chosen their class out of a sense of rebellion, most psychic warriors still feel a deep connection to the commune or society where they were raised and trained. Of course, a few have no connection other than to their own paths of personal development.
Races: The inborn gift for psionics is unpredictable, and it can show up in any of the common races.
Mind flayers are more likely to be psions than psychic warriors, especially since a chaotic viewpoint aids the dual discipline; however, a few illithid psychic warriors exist.
Other Classes: Psychic warriors get on well with anyone, regardless of class, who appreciates their unique contributions. Because the psychic warrior is good to have in a fight, most adventurers are happy to ask her to join their merry band.

Game Rule Information
Psychic warriors have the following game statistics.
Abilities: Strength is an ideal ability for the psychic warrior, augmenting both melee prowess and Psychometabolism powers. Dexterity provides better defense and bonuses to melee attacks. Constitution upgrades the psychic warrior's toughness. As with a psion, all the ability scores are potentially important because of the psionic disciplines tied to them.
Choosing ability scores is also important because a defender's Will save DC against an attacking psychic warrior's power is set by the attacker each time a power is manifested: 1d20 roll + the power's level + the key ability modifier.
Alignment: Any
Hit Die: d8

Class Skills
The psychic warrior's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Jump (Str), Stabilize Self (Str), Swim (Str), Tumble (Dex), and Use Psionic Device (Cha).

Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features
All of the following are class features of the psychic warrior.
Weapon and Armor Proficiency: The psychic warrior is proficient in the use of all simple and martial weapons and all armor (light, medium, and heavy armor) and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.
Bonus Feats: At 1st level, the psychic warrior gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to humans. The psychic warrior gains an additional bonus feat at 2nd level and every three levels thereafter (5th, 8th, 11th, and so on). These bonus feats can be selected from all psionic feats as well as the following feats from the Player's Handbook: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency*, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical*, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-by Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two-Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse*, and Weapon Focus*.
Feats dependant on other feats are given parenthetically after the prerequisite feat. Some of the psionic feats also have feats from the above list as prerequisites. A character can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. Characters must still meet all prerequisites for a feat, including ability score and base attack bonus.
Important: Bonus feats are in addition to the feat that any character gets every three levels. The psychic warrior is not limited to the list given here when choosing those feats.
Powers: A psychic warrior manifests psionic powers. A psychic warrior's selection of powers is more limited than a psion's. Your psychic warrior begins play knowing two 0-level powers (talents). At each level, your psychic warrior discovers one or more previously latent powers, as indicated on Table 1-6: The Psychic Warrior. These powers are chosen from the psychic warrior power list.
To manifest a power within a particular discipline, a psychic warrior must have a key ability score of at least 10 + the power's level. (Psionic attack and defense modes are exempt from this restriction and do not possess levels.) The DC for saving throws to resist a psychic warrior's powers is 1d20 + the power's level + the psychic warrior's key ability modifier. The 1d20 roll is made by the attacking psion when the power is manifested. (Psionic attack and defense modes add a special modifier instead.)
Certain powers can be enhanced as they are manifested, at the cost of additional power points.
Note: A psychic warrior may choose to discover a lower-level power in place of a higher-level power normally granted by level advancement, just as psions can.
Power Points: A psychic warrior can manifest a certain number of 1st-level and higher powers per day based on her available power points, but she need not prepare her powers in advance--she just pays the power point cost of a power to manifest it. Psychic warriors do not gain bonus power points for exceptional ability scores, and so at 1st level have only 2 power points. Special rules govern the manifestation of 0-level powers and psionic combat modes.
0-level Powers: Also called talents, 0-level powers have a special power point cost. A psychic warrior can manifest any talent she knows for free a number of times per day equal to her level + 2. After exhausting her daily allotment, the psychic warrior must pay 1 power point per manifestation of a 0-level power for the rest of the day. Thus, a 1st-level psychic warrior can manifest three talents for free, then must pay 1 power point for each additional 0-level manifestation that day.
Psionic Combat Modes: At 1st level, a psychic warrior can choose to learn two of the ten psionic combat modes. At succeeding levels, she can learn one additional psionic combat mode according to the schedule show on Table 1-6: The Psychic Warrior. The five attack modes are ego whip, id insinuation, mind blast, mind thrust, and psychic crush. The five defense modes are empty mind, intellect fortress, mental barrier, thought shield, and tower of iron will.
Psionic attack and defense modes are most effective against psionic characters and creatures, but they can affect nonpsionic beings as well. Attack and defense modes are treated like psionic powers in some ways, but they have their own special qualities that powers do not share.
Psionic combat modes have varying manifestation costs: Low-level psychic warriors are cautioned to choose powers with lower costs. For instance, a psychic warrior could choose mind blast at 1st level, but its high power point cost (9) makes it inaccessible to her for several levels.
Weapon Specialization: On achieving 6th level, a psychic warrior gains the Weapon Specialization feat. Weapon Specialization adds a +2 damage bonus with a chosen weapon. The psychic warrior must have Weapon Focus with that weapon to gain Weapon Specialization. If the weapon is a ranged weapon, the damage bonus applies only if the target is within 30 feet, because only at that range can the psychic warrior strike precisely enough to hit more effectively. Psychic warriors gain Weapon Specialization as a free feat; it doesn't count against the character's bonus and regular feat acquisition. The character cannot take Weapon Specializatoin as a bonus or regular feat at any other level.
Starting Gold: 5d4x10 gp (unless using a starting package).

Table 1-6: The Psychic Warrior

WILL POST THIS SOON!

There is a lot more you'll need in order for conversion, but I think I've done my part for today. I'll post some more information tomorrow.

[This message has been edited by Nanobyte (edited 10-01-2001).]
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Old 10-24-2001, 05:48 AM   #2
Grojlach
Zartan
 

Join Date: May 2, 2001
Location: Ulpia Noviomagus Batavorum
Age: 42
Posts: 5,281
...And then there was silence...
Still working on it, Nanobyte?

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Old 10-24-2001, 06:18 AM   #3
Yohan Marischal
Elite Waterdeep Guard
 

Join Date: October 23, 2001
Location: Glasgow, Scotland, UK
Posts: 30
Nanobyte....

Is there not a character SIMILAR to this in
"The Darkest Day" mod for SoA?

I think is the Cerebral Paladin or something close to that....
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Old 10-24-2001, 06:22 AM   #4
Grojlach
Zartan
 

Join Date: May 2, 2001
Location: Ulpia Noviomagus Batavorum
Age: 42
Posts: 5,281
Quote:
Originally posted by Yohan Marischal:
Nanobyte....

Is there not a character SIMILAR to this in
"The Darkest Day" mod for SoA?

I think is the Cerebral Paladin or something close to that....
Or check Vaskez' psychic Elemental at his website.

------------------
Not a member of any clan and is cool with that.
Talk about anything you want at The Elysium.
For online roleplaying, check The Elysium Gaming Project.
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