Psychic Warrior

1 1 1 1 1 1 1 1 1 1 Rating 4.46 (74 Votes)
Wizards and Sorcerers are able to access a cosmic force and bend that force in ways that confound the mortal mind. This gives them a wide array of possibilities as the cosmic forces entail all. A Psychic does not have that sort of access, instead having only access to the force of the Mind, which channels the energy from the Astral Plane. The mind acts as a filter, channeling that energy into thought patterns and emotions. A Psychic is a person who can use that energy to alter the filter itself, to alter his mind in a manner that allows him to exceed what other mortals can do. However, his power is still all from within, and as such he can never truly exert energy to the levels that Sorcerers and Wizards do. But, because that energy is internal, his supply to it is closer and requires fewer procedures to safely access it.

Psychic Warriors are the people who fine tune their bodies and minds to the levels required to access this power. The martial studies they incur help them focus, and the better they learn their bodies, the better they know their own minds; and visa versa. The most common characteristic shared amongst Psychic Warriors is that dedication to bettering their minds and bodies, and using their mental prowess to improve their physical prowess.

Role: Psychic Warriors fill the role of utility warriors. Through the use of their mental abilities, they can turn the tides of a battle quickly for themselves and other combatants. They also excel at overcoming non-combat obstacles that a party may otherwise be overwhelmed by.

Alignment: Any

Hit Die
: d8

Abilities
: Intelligence is the primary ability used by Psychic Warriors to fuel their Psychic Powers, however for the Clairsentient, Wisdom would be just as important. Dexterity is usually the most important Physical ability for the Psychic Warrior, though a high Constitution is important for certain Disciplines to resist Fatigue from using their powers.

Note: Saves against Psychic Warrior Powers must target a DC of 10 + 1/2 Class Level + Int Modifier.

Class Skills

Acrobatics (Dex), Climb (Str), Craft (Int), Knowledge (Psionics)(Int), Stealth (Dex), Swim (Str), see Disciplines for additional class skills

Skill Ranks Per Level: 4 + Int modifier

Level Base Attack Fort Ref Will Special Abilities
1st +0 +0 +0 +2 Discipline Manifestation, Mental Stealth, Psi Crystal
2nd +1 +0 +0 +3 Weapon Focus
3rd +2 +1 +1 +3 Discipline Power, Psychic Combo
4th +3 +1 +1 +4
5th +3 +1 +1 +4 Discipline Power
6th +4 +2 +2 +5
7th +5 +2 +2 +5 Discipline Power
8th +6/+1 +2 +2 +6
9th +6/+1 +3 +3 +6 Discipline Power
10th +7/+2 +3 +3 +7
11th +8/+3 +3 +3 +7 Discipline Power, Psychic Interference
12th +9/+4 +4 +4 +8
13th +9/+4 +4 +4 +8 Discipline Power
14th +10/+5 +4 +4 +9 Immune to Charm
15th +11/+6/+1 +5 +5 +9 Discipline Power
16th +12/+7/+2 +5 +5 +10
17th +12/+7/+2 +5 +5 +10 Discipline Power
18th +13/+8/+3 +6 +6 +11 Greater Psychic Interference
19th +14/+9/+4 +6 +6 +11 Discipline Power
20th +15/+10/+5 +6 +6 +12 Enlightened

Class Features

Weapon and Armor Proficiency: Psychic Warriors are proficient with all simple and martial weapons as well as with light armor, medium armor, and shields; but not tower shields.

Discipline Manifestation: The most determining ability that the Psychic Warriors possess is that of Psychic Warrior Powers. At the end of this Class description, is a list of powers separated by the 3 primary disciplines of Telekinesis, Telepathy, and Clairsentience. As a beginning Psychic, you may chose the 1st of any Discipline's power (Telekinesis, Fine or Extrasensory or Communicate) as a starting power. You may select another power every other level, starting at 3rd level, as long as you meet any prerequisites for the power.

Mental Stealth: Each discipline has an innate ability to grant a competence bonus to Stealth. Whether it be the subtle suggestion by the telepath into their minds to not look behind this bush, the Clairsentient knowledge that they won't look behind this tree, or the Telekinetic movement of stuff on the other side, each receives the same bonus to Stealth of 1, +1 for every 5 Class Levels starting at 5th level, to a cap of +5 at 20th level.

Psi Crystal: Each Psychic Warrior starts off with a crystal that houses a shard of their mind. While the Psi Crystal is in contact with the Psychic Warrior, the Psychic Warrior also gains the Alertness Feat. This Psi Crystal also provides a +2 to a single save per day, this can be decided after the roll is actually made.

A Psi Crystal is treated as an intelligent item and starts off with Empathy, Sense (30 ft), and a 10 in each attribute score (see page 533, core rulebook). A Psychic Warrior can only advance his Psi Crystal through leveling up. Each level that a Psychic Warrior gains, grants 1,000 GP worth of Powers or Abilities to the stone starting at 2nd level. Once spent, these cannot be unspent. You cannot spend GP to enhance it further. This Psi Crystal cannot be destroyed except through a powerful spell like Disintegrate, Limited Wish, or Wish. If it is destroyed, replacing it requires a crystal with a value that is 20% of the cost for an Intelligent item of the same power level, and 48 hours of meditation. If the Crystal leaves the Psychic Warrior's possession, he loses any benefits the Crystal provides, including the Alertness feat. For this reason, many Psychic Warriors bear their Psi Crystal upon their skin through the meditiation process used to create the Crystal. This decision to merge it onto your skin must be made at the time the crystal is formed. It most commonly appears on the forehead of the Psychic Warrior, but the character may select any part of his body to merge the crystal onto. Merging it onto your forehead adds an advancement bonus of 1,000 GP to the gem. This is lost if the gem is destroyed, and to regain those points the gem must be restored onto the forehead.

Weapon Focus: Psychic Warriors tend to focus almost exclusively on a single weapon, often granting it limited intelligence as they try to become one with their weapons. At 2nd level you gain the Weapon Focus feat.

Psychic Combo: As soon as 3rd level, a Psychic Warrior can fuel his combat with his Psychic potential. To do this requires at least 2 powers in the same discipline (Such as 2 Telekinetic powers). The disciplines in which you have more than 1 power in, determines what bonuses you receive in combat. If you possess 2 or more Telekinetic Powers, you gain a bonus to damage rolls equal to the number of Telekinetic Powers you possess (to a maximum of +5); as you telekinetically enhance your strength during attacks. If you possess 2 or more Clairsentient Powers, you gain a bonus to attack rolls for every Clairsentient Power that you possess, starting with the second power (to a maximum of +4); due to being presciently aware of where a target will be a split second before he's there. If you possess 2 Telepathic Powers, you gain a competence bonus to your CMB equal to the number of Telepathic Powers you possess (To a maximum of +5); as you plant small dissuasions into the minds of your foes.

If you have 2 powers in more than a single Discipline, you receive a bonus to initiative equal to twice the number of Disciplines in which you have more than 2 powers. (+4 for 2 Disciplines with more than 1 power, +6 for all 3 Disciplines with more than 1 power)

Psychic Interference: At 11th level, it is possible for a Psychic Warrior to ward of spells through overdosing his body with Psychic Energy. This has the effect of pushing spells away. Using this power is an immediate action, but requires an immediate Constitution roll against a DC of 15 to resist Fatigue. If you are already Fatigued, you become Exhausted should you fail the roll. Regardless of the roll, you get a +4 bonus to any saves against spells for the rest of the round. You cannot use this ability if you are Exhausted. Every use, after the 1st use, incurs a +1 cumulative target number on the DC. This is reset after 8 hours of rest.

Immune to Charm: At 14th level, you are immune to all Charm and Charm-like effects. Additionally, you receive a +2 bonus to all mind altering effects, including compulsion checks.

Greater Psychic Interference: At 17th level, your Psychic Interference lasts until the end of the next round, and the Fatigue check starts at a DC of 10.

Enlightened: At 20th level, you may use your Intelligence to perform tasks that are dependent upon a Physical Ability (Strength, Dexterity or Constitution). Using this ability is a Free Action, and may be done a number of times per day equal to your Intelligence Modifier. This works in 1 of 2 manners; the first way allows you to replace the selected Physical Ability with your Intelligence; this effect lasts for a number of rounds also equal to your Intelligence Modifier. Alternately, you can channel your Intelligence into a Physical Ability in a manner that you add your Intelligence Modifier to the Modifier for that Ability (they stack). Using your Intelligence in this manner lasts for only a single round. Ie: You can use your Int in place of your Str, for so many rounds, or you can add the modifier of your Int to the modifier of your Str for a single round.

Psychic Disciplines

Clairsentient Discipline

The polar opposite of Telepathy, the Clairsentient focuses inward, towards their own mind, learning to expand it, and in doing so, expand their senses until eventually, their body and their senses become one.
Note: All Clairsentient powers work only for the Psychic Warrior. They cannot be targeted on other beings, or allies. As such, there are no saves vs Clairsentient powers, though magical means of preventing Scrying will block out Clairsentient powers.

Extransensory (Ex): At 1st level your senses become keener, giving you the power to hear more and see greater distances and with greater clarity. This grants you a bonus to Perception equal to your Level/5 +1. At 3rd level, you gain Low Light vision, or if you already have Low Light vision, it doubles the distance you can see in low lighting. At 6th level you gain Dark Vision 30', or if you already have Dark Vision, it increases the range of your Dark Vision by 30'. At 9th level, you gain the Scent power. At 12th level, you gain Blindsense, or if you already have Blindsense, it increases the range of your Blindsense by 10'.
Bonus: Class Skills: Perception (Wis), and Sense Motive (Wis)

Postcognition (Su): Prerequisite: Extrasensory. Unless stated otherwise in the description, use of Postcognition always requires a Full Round Action to use, and your visions don't come to you until the following turn. At 3rd level, you can read impressions off of any object that you hold in your hand. You gain images of the faces for anyone who has held the item for the past year, or has owned the item for more than a year. At 5th level, you can get impressions from the location you are at, knowing who has been there recently as long as they did more than just pass through. You also get a feel for any major or important activities that happened at the locale, such as rituals or killings.

At 7th level, you gain impressions from anyone you touch, knowing any activities they've performed in the past year that left an emotional impact on either them or someone else. This takes only a Standard Action to use, and may require an attack roll to touch the target, if the target is not willing to be touched. This aspect of the power does not work against Outsiders, Undead, or non-humanoids until 9th level.

Precognition (Ex): Prerequisite: Extrasensory. At 3rd level, you begin to receive insights into future events, allowing you to prepare for them. This manifests itself as a Dodge bonus to your AC equal to your Class Level/5, but only if you would be able to keep your Dexterity bonus to AC. At 6th level, the same bonus is applied to your Reflex saves. At 9th level, you can never be caught flat-footed, or surprised.

Clairsentience (Su): Prerequisite: Extrasensory. Using Clairsentience allows you to project your senses beyond your body. Until 12th level, doing this removes your ability to sense what is at your current location, making you Blind to events locally.

At 3rd level, you can touch any obstacle and, as a Standard Action, see what's on the other side; as long as you would normally be able to see on the other side. Ie: If it is pitch dark on the other side of a barrier, and you don't have Dark Vision, you would not be able to see the other side. By 6th level you can project your senses to a specific location within Close Range (25' + 5/2levels) as a Standard Action, and maintain it as a Swift Action. That location does not have to be within line of sight, but then you must be aware of the location, having seen that location before. This can allow you to see around corners, or even a bird's eye view of an area. At 9th level you can project your senses to any location you know, and move them about at your base speed with a Move Action. Projecting is a Standard Action, but maintaining is part of the Move Action. You can also choose to maintain the projection as a Free Action, but then you cannot move the projected senses. At 12th level, you are able to sense foreign locations at the same time that you sense what is in your current surroundings, you are no longer treated as being Blind when using Clairsentience.

Astral Projection (Su): Prerequisite: Clairsentience, 9th level. At 9th level, you gain the power to project more than just your senses; you are able to meld your body into the Astral Plane as a Standard Action. Doing this makes you Ethereal for the duration, but is exhausting to attempt. Any use of Astral Projection requires that you make a Constitution roll with a DC of 10 to avoid Fatigue. If you are already Fatigued, and fail the roll, you become Exhausted instead, and immediately become Corporeal. You cannot use Astral Projection while Exhausted. It requires a Standard Action to maintain this, and you must roll for Fatigue every round that you are Projecting. At 9th level, you can move about at your normal speed. At 12th level, you can Fly while Astral Projecting at your normal speed, and gain a +2 to your Fatigue roll, making it easier to use and maintain this power. If you become Exhausted, your body immediately becomes Corporeal, and if you were Flying, you descend the first 60 ft, as if under the Feather Fall spell. If you are higher than 60' when you become Corporeal, subtract 60' from the distance you fall for determining damage. Note: Astral Energy does not work with Magic, as such, while you are Astrally Projecting, you will gain no bonuses or be able to use any Magic Item, other than as a mundane item. You can still swing the Magic Sword and attack another incorporeal being, but would not gain the inherent bonuses granted by the Magic Sword.

Telekinetic Discipline

Telekinesis is the most literal interpretation of Mind over Matter. By exerting your mental energies, you can manipulate the kinetic energy of objects around you, and around yourself.

Telekinesis, Fine (Su): At 1st level, this power allows you, with a Standard Action, to mentally lift and move any object within close range (25' + 5'/2 levels), and weighing less than or equal to 5 pounds/Class Level, a distance of up to 15 feet. You may concentrate, using a Standard Action, to maintain this movement, but if the object exceeds the range of the power, you lose control of the object, causing it to fall. At 3rd level, you can perform fine maneuvering of items, such as turning a key, or flipping an item over as long as it does not weigh more than 5 pounds. At 5th level you can use this power to perform skill tasks from a distance. Working at a distance increases the DC of any action by 5. This cannot be used to wield a weapon and attack with it. At 7th level, not only can you maintain this power with a Swift Action, but you can fine tune your telekinesis so well that it can perform any task that a person can do, from chores like cleaning to leaving footprints or triggering traps. Any time you use your Standard Action for something while using your Swift Action to maintain this power, you need to make a Knowledge (Psionics) check against a DC of 15, add +5 to that check if the actions being performed by this power are complicated enough to also require a Skill Check.
Bonus: Class Skills: Fly (Dex), and Sleight of Hand (Dex)

Telekinetic Motion (Su): Prerequisite: Telekinesis, Fine. Use of Telekinetic Motion is as simple for you as walking, and as such you do not need to expend an action to maintain it once activated. You do still need to use Move Actions to Move (with the exception of falling) using this Power, and need to use a Standard Action to activate this power. At 3rd level, you can reduce your own kinetic energy, changing the rate at which you fall to a mere 60' per round, the equivalent of falling just a few feet. At 5th level you can not only completely negate your own kinetic energy at will, but generate it as well, allowing you to move either up or down at a speed of 20' per round. If there is any sort of light surface below you, such as water or snow, you can even propel yourself across it as If you were weightless. At 7th level you can expand it to where you can also propel yourself across air as if it were solid, but never at an angle greater than you could walk on the ground (approximately 45 degrees upward). If there is a strong wind you can ride it at whatever speed it's travelling. By 9th level your control over your personal kinetic energy is sufficient to allow you the power to fly at a speed of 60 feet (or 40 feet if you are wearing medium or heavy armor). You can use this power on others, as long as they are willing, but doing so reduces your Class Level by 3 for determining what movement you can use on them, and you must use a Standard Action to maintain the effect each turn. Using the power in this manner requires the target to be within Close Range (25 ft + 5 ft/2 levels), and they must stay within range or you lose control over them, causing them to drop and appropriate falling damage.

Telekinetic Field (Ex/Su): Prerequisite: Telekinesis, Fine. Your power to reduce kinetic energy can also be used defensively. Once you have this power, you receive a +1 bonus to AC against any attack that is not incorporeal, by creating a field which dampens kinetic energy around yourself. Beginning at 5th level, you improve the bonus to your AC against corporeal, non-energy, ranged attacks. This bonus is equal to your Class Level/5 +1 (with a maximum of +4), you also improve the bonus to your AC against melee weapons and energy attacks. That bonus is equal to your Class Level/5 (with a maximum of +2). These AC bonuses have no affect against incorporeal attacks. At 9th level, you can expand this field into a dome with a diameter equal to your class level, doing so grants AC to those within, but only against ranged attacks; and requires the expenditure of a Standard Action to do, and a Swift Action to maintain.

Telekinetic Maneuvers (Su): Prerequisite: Telekinesis, Fine. Starting at 3rd level, you can exert your telekinesis into a force useful in combat, against a single foe, by conducting Combat Maneuvers at close range (25' + 5'/2 levels) as a standard action. To use this power, use your Class Level + Intelligence modifier as your CMB. Your size does not matter, but you can only use these maneuvers against someone size Large or smaller. At 3rd level, you can attempt the Trip Combat Maneuver. At 6th level you can perform Disarm Combat Maneuver. At 9th level, you can add Bullrush, Drag, and Reposition to the list of Combat Maneuvers available to you through this power, and finally at 12th level, you can perform the Grapple Combat Maneuver, as well as the Dirty Trick maneuver, with this power.
Note: Unless the targets are within melee range of you, using these Combat Maneuvers do not provoke attacks of opportunity from your targets.

Telekinesis, Brute (Su): Prerequisite: Telekinetic Maneuvers, 9th level. At 9th level, your power to push kinetic energy into items gives you the power to perform much stronger feats of mind than through Telekinesis, Fine. You can exert enough pressure to lift up to 20 pounds per Class Level in any direction, within close range (25' + 5'/2 levels), and a number of items equal to your Class Level at a time. If an item leaves your range, you lose control of the object causing it to fall. At 12th level, as long as the items are within a number of feet equal to your Class Level, you can double the weight, and ignore the maximum on number of items. It requires a Standard Action to use this power and a Standard Action for each turn that you wish to maintain the effect.

At any level, you can also use this power to physically push all objects and creatures within 10 feet of you, out to a distance of Close (25' + 5'/2 levels) via a Full-Round Action. Using the power in this manner causes a check for Fatigue using your Constitution against a DC of 10. If you are already fatigued, and fail this roll, you become Exhausted. If the objects slam into other objects, they take damage as from falling 10' (1d6). Creatures are allowed a Fortitude save to remain in place, but at a -2 to their roll.

Telepathic Discipline

The polar opposite of Clairsentience, Telepathy focuses on the minds of others. A telepath learns first to read the astral energy paths in a targets mind, and later, to control them in much the same way that a Telekinetic learns to control kinetic energy.
Note: None of the powers under Telepathy work with or against creatures immune to mental powers, or which lack mental capabilities such as Zombies, Oozes, or non-sentient Plants. They do however, work against any natural creature regardless of intelligence levels.

Communication (Su): At 1st level, you can project a single word or image into a friend's mind, with a Swift Action. The target, must be within Medium Range (100' + 10'/level), and is completely aware of whom the word or image is coming from. At 3rd level, with a Swift Action, you can speak a full sentence or send a very short motion image to someone who considers you a friend, mentally, And should the target wish, they can project a single image or word back in reply as part of the same action. At 5th level, you can use a Standard Action to telepathically bond with a single individual and use Free Actions to communicate back and forth equally. This bond lasts until you choose to telepathically bond with someone else, or decide to break the bond. At 7th level, you can telepathically bond, as a Standard Action, with a number of people equal to half your level, allowing full communication between you and each of them individually, but they cannot communicate back and forth to each other. These are Free Actions. You can also target a single individual with a sentence or series of images anonymously. This is a Standard Action to do. At 9th level, you and a group of people equal to half your level, with which you've telepathically bonded with, can fully communicate telepathically with Free Actions. Bonus: Class Skills: Bluff (Cha), and Diplomacy (Cha)

Control (Su): Prerequisite: Communication. At 3rd level, with a Standard Action, you can prevent a target from performing a certain action, if they fail a Will save and are within Close Range (25' + 5'/2 levels). This could be preventing them from doing such things as unsheathing a weapon, shooting or throwing a weapon, or opening a door. At 6th level, the control improves, allowing you to hold them from performing any task at all, completely unable to move. At 12th level you can take over the control of their motor functions. If you have the target fight for you, you must use your own Basic Attack Bonus and CMB in place of its own, but at a -5 to your rolls. Each round in which it performs a life threatening act, that it would not normally do, it gets a new roll to resist the domination. Each round of control requires that a Swift Action be spent to maintain the control.

Suggestion (Su): Prerequisite: Communication. At 3rd level, you can plant a simple idea or word into the mind of a target within close range (25' + 5'/2 levels); such as 'stop', 'sit', or 'roll over'. They resist with a Will save. If the suggestion is something they would have done anyhow, and they failed their saving throw, they perform the action. If it is a suggestion they would not normally do, but is not life altering, they receive a +2 to their saving throw. If it is life altering or threatening, they may automatically pass their Will save. This requires a Standard Action to do, and the duration is until the suggestion is completed, which at higher levels can take longer such as 'Go home to your family.' The target is unaware where the thought came from. At 5th level, it expands to a complete phrase or concept instead of a simple idea or word; such as 'These are not the elves you're looking for', 'You should go home for the day', or 'You heard something behind the bushes'. At 7th level they do not receive a +2 to resist, even if it is life altering, however, they still automatically resist anything life threatening. At 9th level you can affect a number of foes equal to half your level with the same suggestion. At 12th level, targets receive a -2 to their save, and you can expand it to a number of foes equal to your level.

Detect/Read Thoughts (Su): Prerequisite: Communication. At 3rd level, you can sense the existence or absence of thoughts within Close Range (25' + 5'/2 levels), with a Standard Action. This is not resisted. At 5th level, you can separate the thoughts out in order to count the number of individuals in range. At 7th level, you can detect the direction and distance of each individual that you detect. At 9th level, you can, as a Standard Action, read the surface thoughts of any individual within range (what they're currently thinking about), if they fail a Will save roll. At 12th level you can, with a Standard Action, delve into their thoughts and pull out memories. This is represented by being able to ask the GM 3 questions on a single topic that have a yes or no answer, and him answering honestly (assuming that the Will roll failed) those 3 questions. Using Detect/Read Thoughts this way requires a Constitution task roll against a DC of 10 to avoid Fatigue, or if already Fatigued, to avoid Exhaustion. You cannot delve into their thoughts if you are Exhausted.

Subtlety (Ex): Prerequisite: Suggestion, 9th level. At 9th level, your ability to suggest becomes 2nd nature, allowing you to dissuade enemies with no effort. When in a combat situation, if more than 1 possible target exists of which you are one, the enemy will always chose someone other than you. They do not see you as a friend, they just see someone else as a better target, and when there are no other targets, and they are just as happy to attack you as they were your allies. At 12th level you may use Stealth, even if you are being observed, as if you had succeeded in a Bluff test.

Psychic Warrior Feats

Power Crystal

Your Crystal is more powerful than that of other Psionic Warriors of equal level.

Prerequisite
Psi Crystal

Benefit
Your Psi Crystal advances faster than normal. Every time you gain a level, your Crystal gains up to 1,500 GP worth of Powers and Abilities instead of the standard 1,000 GP worth.

Empowered Maneuvers

You are able to channel your Telekinetic Maneuvers through a particular Ranged Weapon that you have developed a bond with.

Prerequisite
Weapon Focus, Telekinetic Maneuvers

Benefit
Select a particular Ranged Weapon belonging to a Ranged Weapon Type that you have a Weapon Focus with. When using this weapon, you can add your Telekinetic Maneuvers to attacks done by that weapon. Attacks with the weapon, for the purpose of Telekinetic Maneuvers, are made as normal, and do damage as per the weapon, in addition to the Maneuver used. This may only be done once per encounter, and may not be used with the Grapple or Dirty Tricks Maneuver.

Prescient Weapon

You bond with your weapon in such a manner that you can treat it as an extension of your Prescience.

Prerequisite
Weapon Focus, Precognition

Benefit
Choose a single weapon which belongs to a weapon type in which you have a Weapon Focus with, using that weapon in combat grants you a +1 to attack rolls. You may change weapons by spending 6 hours in meditation with the new weapon that you wish to use this feat with.

Intelligent Weapon

Your weapon compensates for mistakes due to an inherent intellect you temporarily grant the weapon.

Prerequisite
Weapon Focus, Detect/Read Thoughts

Benefit
Select a Melee Weapon with which you have a Weapon Focus with. When using that weapon in combat, you may once per encounter, reroll a missed attack, but you must take the 2nd roll.

Author's Note: This class was created to bring Psionics back-to-basics. Since AD&D til 4e and Pathfinder, Psionics have become more and more arcane feeling, with them being "spells", and performing feats that feel more like Magic than Psionics. The primary goals were to bring the classes back to what a non-D&D player (Ie: new players) might think of when they think of Fantastic Psychic Powers, and at the same time, no more X-times per day spell-like powers. The game has (Su) and (Ex) as an integrated part of the game, and that is where Psionics belong. Much weaker than magic, and less versatile, but more insistent as well, able to be performed much more often and regularly. However, due to that lack of versatility, they obviously need to make up for it in order to be useful, so focusing on a weapon, and using their Psionic Powers for non-combat related tasks (at least, non-direct-damage), just seemed the proper way to take the Psionic Class rather than robes and orbs.

Additional Ratings
Balance:
1 1 1 1 1 1 1 1 1 1 Rating 4.65 (34 Votes)
Utility:
1 1 1 1 1 1 1 1 1 1 Rating 4.79 (34 Votes)
Clarity:
1 1 1 1 1 1 1 1 1 1 Rating 4.54 (35 Votes)