Character Level | Mindjacks | Special |
1st-2nd | 1 | Path of the Warrior |
3rd-4th | 1 | Path of Pain |
5th-6th | 2 | |
7th-8th | 2 | Abyss of Personality |
9th-10th | 3 | |
11th-12th | 3 | Invisible Touch (1/Encounter) |
13th-14th | 4 | |
15th-16th | 4 | Invisible Touch (2/Encounter) |
17th-18th | 5 | |
19th-20th | 5 | Invisible Touch (3/Encounter) |
Anyone can lose themselves to a berserk fury – to master that berserk fury and use it to achieve your goals, that is true mastery of the path of the warrior. With further training you can harness your person demons to push yourself farther, and even invade the minds of your foes with the slightest touch. The Path of the Warrior manifests its core psionic ability as pushing a character beyond their own self-imposed physical limits. Developed as a counter to a psion’s natural tendency to focus their powers outwards, and therefore possibly invade the minds of others accidentally, the Path of the Warrior is the default Railakan Lissonian psionic training (compared to TARAWA System for Humans and Biodrone Control for Teuthidoids). Most Lissonian psions also have this training, having done a sort of ‘study abroad’ program at a Railakan academy. Any psionically-talented character can choose this specialization, provided they have trained with someone who already has it.
Path of the Disciplined Warrior – At level 1, an adherent of the Path of the Disciplined Warrior can safely call upon their controlled berserk fury for 2 rounds per day plus an additional number of rounds equal to their Constitution modifier. Each character level beyond 1st provides another 2 rounds of safe use per day. At 1st level, Path of the Disciplined Warrior provides a +1 Square bonus to speed and a +2 bonus to Strength, Dexterity, and Constitution. These bonuses increase to +2 squares and a +4 bonus to the ability scores at level 7, +3 squares and a +6 bonus to the ability scores at level 13, at level 18 they increase to +4 squares to speed and one of the ability score bonuses increases to +8 (each time you activate the ability you choose which score). Activating Path of the Disciplined Warrior is a swift action. While Path of the Disciplined Warrior is active, you cannot use any psionic power unless you have direct physical contact with your target.
Path of Pain – When Path of the Disciplined Warrior’s safe rounds of use are exhausted for the day, the ability can still be activated. However, using it at this point deals 2d6 nonlethal and 1d6 lethal damage to the user per round (this damage ignores all Damage Reduction). The body can only take so much of being pushed past its usual limits before it starts to injure itself.
Mindjacks – The Path of the Disciplined Warrior neglects the development longer-ranged psionic potential in favor of short-range and personal abilities. At level 1, select an ability from the following list. At level 5 and every 4 levels thereafter, select another ability from the list. These are all mind-affecting affects.
- Combat Mimic – When you strike a target, you can make a Psionics check as a free action. If you beat the target’s Will defense, you add a copy of one combat technique that the target has readied to your readied combat techniques. You do not need to meet any prerequisites for this technique, and it does not count against your normal limit. You retain knowledge of this technique until the end of the encounter, unless you spend a hero point in which case it lasts until you next rest.
- Forced Hallucination – You gain the Illusion talent from the Illusion Talent Tree of Psionic talents, and can use it without spending a Hero Point. However, you can only use it against a target that you can touch. Once you have touched the target, the talent operates as normal, even if you break contact.
- Lose Yourself – While adherents of the Path of the Disciplined Warrior can be seen as dangerous, uncontrolled, vicious warriors, that is as far from the truth as is possible. To harness one’s own potential and, if needed, rage, requires a level of willpower that goes far beyond normal. Indeed, this singular devotion can be said to go far enough beyond conscious willpower and more into the realm of pure instinct. Focusing on this instinct provides a notable advantage – the ability to lose one’s self to the instinct and operate purely on the combat at hand. Once you have learned the Lose Yourself Mindjack, you are completely immune to psionic effects that do not originate from yourself while Path of the Disciplined Warrior is active.
- Mind Probe – You gain the Mind Probe talent from the Telepath Talent Tree of Psionic talents.
- Partyline – You can extend the benefits of the following Mindjacks to your allies: Lose Yourself, Strike Craft Telepathic Coordination, Synchronization (including the penalty), and Telepathic Coordination. A number of allies up to your Charisma modifier can be affected by this, and they must be within line of sight of you when you activate this Mindjack as a standard action. The Mindjack remains in effect until you dismiss it as a free action. Allies affected by this Mindjack also can communicate telepathically with each other as if they all were psions and had the Perfect Telepathy talent. This Mindjack has no effect on allies who are immune to Psionics. If you do not have any of the Mindjacks that this can extend the benefits of, the only benefit that this Mindjack provides is the telepathic communication network.
- Strike Craft Telepathic Coordination – You gain the Strike Craft Telepathic Coordination feat as a bonus feat, even if you lack the Psionic Training feat – but you must have the Telepathic Coordination feat.
- Synchronization – While Path of the Warrior is active, you can concentrate your efforts against a single foe. By doing so, you treat that foe as flat-footed against you, however this lowers your defenses by 5 versus all other foes.
- Telepathic Coordination – You gain the Telepathic Coordination feat as a bonus feat, even if you lack the Psionic Training feat.
Abyss of Personality – Everyone has their dark side, even the most serene warrior. Of course, what is ‘dark’ is subjective, and dependent on the individual. Through further use of your psionic ability on yourself, you’ve managed to create a splinter personality driven by the emotions you usually keep in check – love, anger, sorrow, fear, whatever they might happen to be. Any time you activate Path of the Disciplined Warrior you can choose to activate Abyss of Personality as well. This increases the speed bonus from Path of the Warrior by +2 squares and the ability score bonuses by +4 – however the character also becomes an NPC under the GM’s control during that time. The ‘darker’ personality shares the same basic goals and desires as you, but it can go about achieving them in a drastically different fashion.
Invisible Touch – With the briefest touch, you reach (proverbially) right into your target and grab right hold of their heart. When you strike a target you can add one of the following effects to that attack as a swift action. These are all mind-affecting effects.
- Crawls Under Your Skin – Make a Psionics check. If you beat the target’s Will Defense, you implant a convincing mental illusion that the target has creatures crawling under their skin. For a number of rounds equal to your Charisma modifier, the target must spend a move action to uncontrollably panic and scratch themselves, dealing 2d6+Target’s Strength Modifier damage to themselves each time.
- Falling For Her – Make a Psionics check. If you beat the target’s Will Defense, the target takes half damage from the attack and moves -1 step on the condition track. The target becomes your ally, and its attitude towards you immediately shifts to friendly. The target fights on your side until the end of the counter, at which point it departs (or, if the GM wishes, the target might become your ally permanently and join your party). Anyone hostile to you becomes hostile to the target. If the target is of a higher level than you, it gains a +5 bonus to its Will Defense. Enemies that cannot be bribed, blackmailed, or seduced (such as Low Dwellers) are immune to this effect.
- I Don’t Really Know Her – Make a Psionics check. If you beat the target’s Will Defense, the target forgets about your existence for a number of rounds equal to your Charisma modifier. Not only are they flat-footed versus your attacks during this time, they are completely unaware of your existence. If you attack the target during this period, this effect immediately ends.
- Nothing Could Go Wrong – Make a Psionics check. If you beat the target’s Will Defense, you may reroll your attack once per round against the target, however you must accept the new roll. You must choose to use this before you know whether you have hit the target or not. This effect lasts for a number of rounds equal to your Charisma modifier.
- Slowly Tears You Apart – Make a Psionics check. If you beat the target’s Will Defense, you implant a tormenting mental illusion that rips apart the target’s very psyche. For a number of rounds equal to your Charisma modifier, the target takes 2d6+Your Charisma Modifier damage at the beginning of their turn.
- Something Mysterious – Make a Psionics check. If you beat the target’s Will Defense, you are considered to have concealment versus that target and can make Stealth checks against them as a free action once per round on your turn. This lasts for a number of rounds equal to your Charisma modifier.
- Take Everything She Sees – Make a Psionics check. If you beat the target’s Will Defense, on the target’s next turn they hand over to you an item of your choice that is in their possession.
- Waiting Here So Long – Make a Psionics check. If you beat the target’s Will Defense, the target is unable to use their free, move, or standard actions to move for a number of rounds equal to your Charisma modifier.