Psychic Warrior Tank


Level 9
Name: Guard
Class: Psychic Warrior 8
Race: Duergar
Bonus Trait: Defender of the Society (armor AC +1)

Stats: Base Race Lvl Enha Total Mod
Strength: 17 +2 +1 +2 22 +6
Dexterity: 12 12 +1
Constitution: 16 +2 18 +4
Intelligence: 13 +1 14 +2
Wisdom: 14 +2 16 +3
Charisma: 10 -2 8 -1

Skills: Ranks Bonus Mod Total
Autohypnosis 9 +3 +3 15
Climb 5 +3 +6 14
Knowledge 5 +3 +2 10
Perception 9 +3 +3 14
Spellcraft 1 +2 3
Survival 5 +3 +15
Swim 5 +3 +5 13
9 points used for power points

-Combat Reflexes
-Stand Still
-Psionic Meditation
-Step Up (Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.)
-Combat Expertise
-Improved Trip
-Felling Smash (If you use the attack action to make a single melee attack at your highest base attack bonus while using Power Attack and you hit an opponent, you can spend a swift action to attempt a trip combat maneuver against that opponent.)

Class Features:
Warrior Path I: (Survivor)
Powers: catfall, vigor
Skills: Autohypnosis, Heal, Survival
Bonus class skill: Survival
Trance: Beginning at 3rd level, while maintaining psionic focus, you gain DR 2/-. This damage reduction improves by 1 every four psychic warrior levels thereafter. In addition, you suffer no harm from being in a hot or cold environment. You can exist comfortably in conditions between -50 and 140
degrees Fahrenheit without having to make Fortitude saves. Your equipment is likewise protected. This doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Maneuver: Beginning at 3rd level, you can expend your psionic focus as an immediate action to be treated as having the Mettle ability until the beginning of your next turn. At 7th level and every four psychic warrior levels beyond, you gain a +1 competence bonus to Will saves when using this maneuver. In addition, at 11th level, when using this maneuver, you are treated as having the Improved Mettle ability.
Mettle and Improved Mettle
Mettle (Ex): You are able to resist effects with great willpower of fortitude. If you succeed on a Fortitude or Will save against an effect with a partial effect on a successful save, you instead suffer no effects from the attack.

Warrior Path II: (Ascetic)
Bonus class skill: Knowledge (religion)
Powers: Defensive precognition, offensive precognition
Skills: Acrobatics, Autohypnosis, Knowledge (religion)
Trance: Beginning at 3rd level, while maintaining psionic focus and wearing no or light armor, you gain gain a +1 competence bonus to your AC or saves, chosen at the time you gain psionic focus. This bonus increases by 1 every four psychic warrior levels thereafter.
Maneuver: Beginning at 3rd level, as an immediate action, you can expend your psionic focus to gain a +2 dodge bonus to your AC until the beginning of your next turn. This bonus increases by +1 for every five psychic warrior levels you have. In addition, if you did this in response to an attack and that attack misses you, you may take a 5-foot step as part of this action.

Racial Features:
-Darkvision 60 feet
-Hardy: Gains 2 bonus to saves vs poison, spells, and spell-like abilities.
-Stability: gains a +4 bonus to CMD when attempting to resist a bull rush or trip attempt.
-Light Sensitivity: Dazzled when in an area of bright light.
-Duergars gain the following psi-like abilities: 1/day—expansion and cloud mind. These abilities affect only the duergar and his gear. The manifester level for these effects is equal to the duergar’s level (minimum 3rd). The DC for cloud mind is equal to 10 + the power’s level + the duergar’s Charisma modifier.
-Gains the Psionic Talent feat for free (
2 power points)
-Psionic Aptitude: When a duergar takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.

Armor: +1 Adamantine Full Plate (DR 3/-)
Weapon: +1 Flail, heavy (disarm, trip)
Shield: +1 Buckler (-1 to attack while wielding weapon in two hands)
Shoulders: Cloak of Resistance +5
Waist: Belt of Physical Might +2
Rings: Ring of Sustenance
Goblin skull bomb x3
Elixir of dragon breath x1

Non Magical equipment:

HP: 101 |
Temporary |

Damage Reduction| 3/-, 7/- while maintaining psionic focus
Temp DR w/Biofeedback | 10/-

Power Points: 46 | -10,
(Class24Bonus from Wis13From Skill Points9)

Speed: 20

Total +10 Armor Shield Dex Size Natural Deflection Misc
AC: 24 +11 +2 +1 +0
Touch: 11
FF: 23

Initiative: +1

Saves Total Base Ability Enha Misc Temporary
Fort 15 +6 +4 +5
Ref 9 +3 +1 +5
Will 11 +3 +3 +5
Gains +2 bonus to saves vs poison, spells, and spell-like abilities

Base Attack Bonus: 6/1

Total BAB Str Size
CMB +12 +6 +6 +0
+2 When attempting to trip or disarm (Flail)
+2 When attempting to trip (Improved Trip)

Total BAB Dex Size +10
CMD +17 +6 +1 +0 +10

Weapon: 1 Heavy Flail +11 1d107 20-20/x2

Total BAB Mod Enh Feat Class Morale Insight
Attack Bonus: +13/8 +6/1 +6 +1 +0 +0 +0 +0

Powers Known: 8 (3/1st, 3/2nd, 3/3rd) Max level: 3rd

Ectoplasmic Trinket
*Defensive Precognition
*Prescience, Offensive
*Expansion 1/day
Inevitable Strike
*Cloud Mind 1/day
Animal Affinity
Energy Adaptation, Specified
Sonic Blast
Empathic Transfer, Hostile
Concealing Amorpha, Greater
Physical Acceleration

Staff of Healing
4d8+5 6/day, no use magic device check. , -2, -1,



There are stories of those who dug too deep into the bowels of the earth, spelunkers who opened ancient cities and awakened things from beyond our worst nightmares. There these miners discovered creatures more akin to gods sleeping beneath the earth, beings neither demonic nor angelic in their forms and minds. There was a clan of dwarves who cast all caution aside, tunneling deep, following richer and richer mineral veins until they found something that shattered their minds, broke their bodies, and remade them in a new image. What returned from that unknown place where logic no longer made sense, where the laws of physics did not always hold sway, and the weak minds of the current races couldn’t fathom were the duergars, who warned of a slumbering deity who would rule over all other deities if awakened. Duergars are reminiscent of the dwarves they once were, in that they are short and broad, of powerful stature, but that is where any likeness is lost. Their ways can seem to be callous and cruel, but it is from their experience deep in the earth that they are motivated. Even actions such as slavery are not only acceptable, but encouraged if it helps to continue the projects that keep That Which Sleeps Beneath from arising.

Duergars only become adventurers because their unique brand of insanity plagues them with visions and whispers of the peace that others have in their heads. Driven by a need to fulfill these visions and quiet the voices within, duergars often seem obsessed with what they are doing. While capable companions, many are scared to adventure with duergars, for their tendency to whisper in their sleep and their skin’s unusual undulations can be unnerving.

Gaurd is no exception, his own brand of psychosis is leading him to believe that in a hidden labyrinth is a power capable of holding the sleeping horror in stasis forever. The other don’t believe him though of course, busy toiling away with their mechanical horrors. It doesnt matter, for the chance to save the world what risk is to great?


The Sultana Lorit Stealthcoconut