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Ghost in the Shell

D20 CREATION
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Arcane Spells
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D20 HOUSE RULES

PLAYER CONDUCT
* Descent

Descent
Into
Darkness

{Drow Campaign}

Zartenoth:
The Land
Between

{d20 High Fantasy}

Storm Riders
[SRoZ]

{Rhy'Din Guild Site}

LINKS
* Link to Us

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Site Title

Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base Attack
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
+8
+9
+9
+10
+11
+12
+12
+13
+14
+15
Fort Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Ref Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Special
Bonus Feat
Bonus Feat


Bonus Feat


Bonus Feat


Bonus Feat


Bonus Feat


Bonus Feat


Bonus Feat

Class
Level

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Power Points
Per Day

0*
1
3
5
7
11
15
19
23
27
35
43
51
59
67
79
91
103
115
127
Powers
Known

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Max Power
Level

1st
1st
1st
2nd
2nd
2nd
3rd
3rd
3rd
4th
4th
4th
5th
5th
5th
6th
6th
6th
6th
6th

Key STATS: Strength, Wisdom, Dexterity, Constitution

Alignment: Any

Hit Die: d8

Class Skills: Autohypnosis, Climb, Concentration, Craft, Jump, Knowledge (Psionics), Profession, Ride, Search, and Swim

Starting Skill Points: (2 + INT modifier) x 4

Points/Additional Level: 2 + INT modifier

Class Features:

  • Weapon and Armor Proficiencies
    Psychic Warriors are proficient with all simple and martial weapons, with all types of armor, and with shields.
    WEAPON GROUP ALTERNATIVE: Psychic Warriors are proficient with Basic Weapons group and any other three.

  • Power Points/Day
    A psychic warrior's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table above. In addition, he receives bonus power points per day if he has a high Widsom score. His race may also provide bonus power points per day, as may certain feats and items. A 1st-level psychic warrior gains no power points for his class level, but he gains bonus power points (if he is entitled to any), and can manifest the single power he knows with thos power points.

  • Powers Known
    A psychic warrior begins play knowing one psychic warrior power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power.
    Choose the powers known from the psychic warrior power list (the exception would be if the feat Expanded Knowledge or Epic Expanded Knowledge was taken, which allows you to choose powers from other psionic class lists). A psychic warrior can manifest any power that has a power point cost equal to or lower than his manifester level.
    The total number of powers a psychic warrior can manifest in a day is limited only by his daily power points.
    A psychic warrior simply knows his power; they are ingrained in his mind. He does not need to prepare them, though he must get a good night's sleep each day to regain all his spent power points.
    The Difficulty Class for saving throws against psychic warrior powers is 10 + the power's level + the psychic warrior's Wisdom modifier.

  • Maximum Power Level Known
    A psychic warrior begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers.
    To learn or manifest a power, a psychic warrior must have a Wisdom score of at least 10 + the power's level.

  • Bonus Feats
    A psychic warrior gains a bonus feat at 1st level, 2nd level, and every three levels thereafter. These feats must be selected from those noted as fighter bonus feats. A psychic warrior cannot choose bonus feats that specifically require levels in the fighter class unless he is also multiclassed as a fighter.

Page Last Updated November 7th, 2005

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