Jul 14, 2022

WotRP Companion Update - Psychic Warrior

A while back it was teased here that Al Krombach, the highly learned scholar of all things Sword & Planet, was assembling some strange new alien concoctions in his laboratory to unleash on the gaming world. While I've only heard whispers and rumors of what these marvelous assemblies of the written word might be, the little I have seen has filled my imagination with a sense of wonder and excitement, filling my mind with a yearning to visit a distant Red Planet inhabited by giant four-armed green aliens, battling dastardly pirates careening through the thin atmosphere in skyships, and encountering captivating princesses as dangerous as they are beautiful.

Then a note, sent via a mysterious Gridly Wave Transmitter, arrived in my studio with a fragmented message. I managed to piece together some of what it said. It was the description of a new character class known only as the Psychic-Warrior. My understanding is that it is reminiscent of the original Elf -which was a sort of Fighter/Magic-User hybrid in the First Fantasy Roleplaying Game.

PSYCHIC WARRIOR
Some Fighting Men and Women with heightened telepathic and extra-sensory abilities will seek out training to allow them to combine these abilities into something greater. A Psychic Warrior uses their innate abilities to enhance both their martial and defensive abilities, and gains a limited but potent selection of Mentalist powers as well. Charisma is an important ability for Psychic Warriors, and those with a score of 13 or higher gain +5% to experience earned. Psychic Warriors may use any weapon and armor, and use the same Saving Throw table as Fighting Men (see Warriors of the Red Planet).
 
Psychic Warriors roll d8 for each Hit Die (to a maximum of 10HD).
Psychic Warriors have the following special abilities:
 
Psychic Enhancement (PsyEnh): The Psychic warrior focuses his or her extra-sensory abilities to enhance their combat abilities. They may apply a bonus (as per the chart above) to one of the following each round, selected and stated at the beginning of each round: Attack Roll, Damage Roll, or Armor Class. For example, a 5th level Seer-Hero may elect to apply his or her +3 Psychic Enhancement bonus to attack rolls one round, and to Armor Class the next.
 
Mentalist Powers: The Psychic Warrior learns Mentalist powers of their choice per the chart above, selected from the powers available both from this tome and Warriors of the Red Planet. Each power may be used once per day, and the Psychic Warrior requires a minimum of six hours of uninterrupted rest or meditation to regain the use of those powers. Most Mentalist powers in general allow a saving throw to prevent its effects, and Psychic Warriors with a Charisma score of 13 or higher may add their Basic Ability Modifier to powers that involve a to-hit or damage roll. For more on Mentalist Powers see Warriors of the Red Planet.






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