Hey, imurrx! I whipped up a class for you today. This was written more quickly than the Dark Paladin class, but it still took a while. The class might be a tad munchkiny, as I only had time to skim the rules, but let me know what you think...
PSYCHIC GLADIATORPsychic Gladiators have the following game statistics.
Abilities: Wisdom determines how powerful a power you manifest, how many powers you can manifest per day , and how hard those powers are to resist. A high Constitution score improves your Hit Points.
Alignment: Any.
Hit Die: d10.
Class Skills: Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (psionics) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Psicraft (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class FeaturesAll of the following are class features of the Psychic Gladiator.
Weapon and Armor Proficiency: You are proficient with all simple and martial weapons and with light armor and shields (except tower shields).
Power Points/Day: A Psychic Gladiator’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given below. He receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
Powers Known: A Psychic Gladiator begins play knowing one Psion power of his choice. Each time he achieves a new level, he unlocks the knowledge of new powers. The number of times he can manifest powers in a day is limited only by his daily power points. He draws powers from Psion/Wilder power list, with the exception of psionic mantles.
A Psychic Gladiator simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), 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 psion powers is 10 + the power’s level + the psion’s Wisdom modifier. Maximum Power Level Known: A Psychic Gladiator begins play with the ability to learn 1st-level powers. As he attains higher levels, a Psychic Gladiator may gain the ability to master more complex powers. To learn or manifest a power, a Psychic Gladiator must have an Wisdom score of at least 10 + the power’s level.
Unarmed Mastery: Psychic Gladiators are highly skilled at fighting unarmed, and at 1st level, gain Improved Unarmed Strike as a bonus feat. His attacks may be with either fist interchangeably or even from elbows, knees, and feet. The Psychic Gladiator inflicts more damage with his unarmed attacks than a normal person does, as listed in the table below.
Psionic Mantle: A Psychic Gladiator chooses a psionic mantle at 1st level, and because of his skill, he may potentially master higher level powers than usual when using mantle powers.
Weapon Focus: You gain weapon focus, as a bonus feat.
Weapon Specialization: You gain weapon specialization, as a bonus feat.
Signature Weapon: Choose one type of weapon, such as a longsword, or even an unarmed attack. This is your signature weapon, with which you are able to deliver more attacks per round. It provides you with an additional attack every round at your highest base attack bonus. The weapon must be one that you are proficient with.
Talent: A talent allows you to choose one of the following abilities at 1st level, 4th level, and every four levels thereafter...
* Signature Weapon: You may gain the benefit of another signature weapon, in addition to the one you have now.
* Exotic Weapon Proficiency: You gain a bonus exotic weapon proficiency feat.
* Bonus Feats: The Psychic Gladiator gains a bonus feat at st level, 4th level, 8th level, 12th level, 16th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat.
*Psionic Mantle: You may choose a bonus psionic mantle as one of your talents.
Base Attack Bonus: As Psychic Warrior.
Saving Throws: As Psion.
CLASS ABILITY PROGRESSION1st level: Psionic Mantle, Signature Weapon, Talent, Unarmed Mastery (d4)
3rd level: Weapon Focus
4th level: Talent
5th level: Unarmed Mastery (d6)
6th level: Weapon Specialization
8th level: Talent
10th level: Unarmed Mastery (d8)
12th level: Talent
15th level: Unarmed Mastery (d10)
16th level: Talent
20th level: Talent, Unarmed Mastery (d12)
Power Points/ Day: As Psychic Warrior.
Powers Known: As Psychic Warrior.
Maximum Power Level Known: As Psychic Warrior, unless using
psionic mantles.Power List: Drawn from Psion/Wilder list.
PSYCHIC GLADIATOR PSIONIC PROGRESSIONLevel...............Maximum Power Level Known 1.............................1st/1st*
2.............................1st/1st
3.............................1st/1st
4.............................2nd/2nd
5.............................2nd/2nd
6.............................2nd/3rd
7.............................3rd/3rd
8.............................3rd/4th
9.............................3rd/4th
10...........................4th/5th
11...........................4th/5th
12...........................4th/6th
13...........................5th/6th
14...........................5th/7th
15...........................5th/7th
16...........................6th/8th
17...........................6th/8th
18...........................6th/9th
19...........................6th/9th
20...........................6th/9th
* The power level on the right of the slash indicates the maximum power level known for psionic mantles.
1st-Level Psion//Psychic Gladiator/Wilder PowersAstral Traveler: Enable yourself or another to join an astral caravan-enabled trip.
Attraction: Subject has an attraction you specify.
Bolt: You create a few enhanced short-lived bolts, arrows, or bullets.
Call to Mind: Gain additional Knowledge check with +4 competence bonus.
Catfall: Instantly save yourself from a fall.
Conceal Thoughts: You conceal your motives.
Control Flames: Take control of nearby open flame.
Control Light: Adjust ambient light levels.
Create Sound: Create the sound you desire.
Crystal Shard: Ranged touch attack for 1d6 points of piercing damage.
Daze, Psionic: Humanoid creature of 4 HD or less loses next action.
Deceleration: Target’s speed is halved.
Déjà Vu: Your target repeats his last action.
Demoralize: Enemies become shaken.
Detect Psionics: You detect the presence of psionics.
Disable: Subjects incorrectly believe they are disabled.
Dissipating Touch: Touch deals 1d6 damage.
Distract: Target gets -4 bonus on Listen, Search, Sense Motive, and Spot checks.
Ecto Protection: An astral construct gains bonus against dismiss ectoplasm.
Empathy: You know the subject’s surface emotions.
Empty Mind: You gain +2 on Will saves until your next action.
Energy Ray: Deal 1d6 energy (cold, electricity, fire, or sonic) damage.
Entangling Ectoplasm: You entangle a foe in sticky goo.
Far Hand: Move small objects at a limited distance.
Float: You buoy yourself in water or other liquid.
Force Screen: Invisible disc provides +4 shield bonus to AC.
Grease, Psionic: Makes 10-ft. square or one object slippery.
Hammer: Melee touch attack deals 1d8/round.
Inertial Armor: Tangible field of force provides you with +4 armor bonus to AC.
Know Direction and Location: You discover where you are and what direction you face.
Matter Agitation: You heat a creature or object.
Mind Thrust: Deal 1d10 damage.
Missive: Send a one-way telepathic message to subject.
My Light: Your eyes emit 20-ft. cone of light.
Precognition, Defensive: Gain +1 insight bonus to AC and saving throws.
Precognition, Offensive: Gain +1 insight bonus on your attack rolls.
Prescience, Offensive: Gain +2 insight bonus on your damage rolls.
Sense Link: You sense what the subject senses (single sense).
Skate: Subject slides skillfully along the ground.
Synesthete: You receive one kind of sense when another sense is stimulated.
Telempathic Projection: Alter the subject’s mood.
Vigor: Gain 5 temporary hit points.
2nd-Level Psion/Psychic Gladiator/Wilder PowersBestow Power: Subject receives 2 power points.
Biofeedback: Gain damage reduction 2/-.
Body Equilibrium: You can walk on nonsolid surfaces.
Cloud Mind: You erase knowledge of your presence from target’s mind.
Concealing Amorpha: Quasi-real membrane grants you concealment.
Concussion Blast: Deal 1d6 force damage to target.
Control Sound: Create very specific sounds.
Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
Ego Whip: Deal 1d4 Cha damage and daze for 1 round.
Elfsight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.
Energy Adaptation, Specified: Gain resistance 10 against one energy type.
Energy Push: Deal 2d6 damage and knock subject back.
Energy Stun: Deal 1d6 damage and stun target if it fails both saves.
Feat Leech: Borrow another’s psionic or metapsionic feats.
Id Insinuation: Swift tendrils of thought disrupt and confuse your target.
Identify, Psionic: Learn the properties of a psionic item.
Inflict Pain: Telepathic stab gives your foe -4 on attack rolls, or -2 if he makes the save.
Knock, Psionic: Opens locked or psionically sealed door.
Levitate, Psionic: Subject moves up and down at your direction.
Mental Disruption: Daze creatures within 10 feet for 1 round.
Missive, Mass: You send a one-way telepathic message to an area.
Psionic Lock: Secure a door, chest, or portal.
Recall Agony: Foe takes 2d6 damage.
Sense Link, Forced: Sense what subject senses.
Share Pain: Willing subject takes some of your damage.
Sustenance: Go without food and water for one day.
Swarm of Crystals: Crystal shards are sprayed forth doing 3d4 slashing damage.
Thought Shield: Gain PR 13 against mind-affecting powers.
Tongues, Psionic: You can communicate with intelligent creatures.
3rd-Level Psion/Psychic Gladiator/Wilder PowersBody Adjustment: You heal 1d12 damage.
Body Purification: You restore 2 points of ability damage.
Danger Sense: You gain +4 bonus against traps.
Darkvision, Psionic: See 60 ft. in total darkness.
Dismiss Ectoplasm: Dissipates ectoplasmic targets and effects.
Dispel Psionics: Cancels psionic powers and effects.
Energy Bolt: Deal 5d6 energy damage in 120-ft. line.
Energy Burst: Deal 5d6 energy damage in 40-ft. burst.
Energy Retort: Ectoburst of energy automatically targets your attacker for 4d6 damage once each round.
Energy Wall: Create wall of your chosen energy type.
Eradicate Invisibility: Negate invisibility in 50-ft. burst.
Keen Edge, Psionic: Doubles normal weapon’s threat range.
Mental Barrier: Gain +4 deflection bonus to AC until your next action.
Mind Trap: Drain 1d6 power points from anyone who attacks you with a telepathy power.
Psionic Blast: Stun creatures in 30-ft. cone for 1 round.
Share Pain, Forced: Unwilling subject takes some of your damage.
Solicit Psicrystal: Your psicrystal takes over your concentration power.
Telekinetic Force: Move an object with the sustained force of your mind.
Telekinetic Thrust: Hurl objects with the force of your mind.
Time Hop: Subject hops forward in time 1 round/level.
Touchsight: Your telekinetic field tells you where everything is.
Ubiquitous Vision: You have all-around vision.
4th-Level Psion/Psychic Gladiator/Wilder PowersAura Sight: Reveals creatures, objects, powers, or spells of selected alignment axis.
Correspond: Hold mental conversation with another creature at any distance.
Death Urge: Implant a self-destructive compulsion.
Detect Remote Viewing: You know when others spy on you remotely.
Dimension Door, Psionic: Teleports you short distance.
Divination, Psionic: Provides useful advice for specific proposed action.
Empathic Feedback: When you are hit in melee, your attacker takes damage.
Energy Adaptation: Your body converts energy to harmless light.
Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.
Intellect Fortress: Those inside fortress take only half damage from all powers and psi-like abilities until your next action.
Mindwipe: Subject’s recent experiences wiped away, bestowing negative levels.
Personality Parasite: Subject’s mind calves self-antagonistic splinter personality for 1 round/level.
Power Leech: Drain 1d6 power points/round while you maintain concentration; you gain 1/round.
Psychic Reformation: Subject can choose skills, feats, and powers anew for previous levels.
Telekinetic Maneuver: Telekinetically bull rush, disarm, grapple, or trip your target.
Trace Teleport: Learn destination of subject’s teleport.
Wall of Ectoplasm: You create a protective barrier.
5th-Level Psion/Psychic Gladiator/Wilder PowersAdapt Body: Your body automatically adapts to hostile environments.
Catapsi: Psychic static inhibits power manifestation.
Ectoplasmic Shambler: Foglike predator deals 1 point of damage/two levels each round to an area.
Incarnate: Make some powers permanent.
Leech Field: Leech power points each time you make a saving throw.
Major Creation, Psionic: As psionic minor creation, plus stone and metal.
Plane Shift, Psionic: Travel to other planes.
Power Resistance: Grant PR equal to 12 + level.
Psychic Crush: Brutally crush subject’s mental essence, reducing subject to -1 hit points.
Shatter Mind Blank: Cancels target’s mind blank effect.
Tower of Iron Will: Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn.
True Seeing, Psionic: See all things as they really are.
6th-Level Psion/Psychic Gladiator/Wilder PowersAura Alteration: Repairs psyche or makes subject seem to be something it is not.
Breath of the Black Dragon: Breathe acid for 11d6 damage.
Cloud Mind, Mass: Erase knowledge of your presence from the minds of one creature/level.
Contingency, Psionic: Sets trigger condition for another power.
Co-opt Concentration: Take control of foe’s concentration power.
Disintegrate, Psionic: Turn one creature or object to dust.
Fuse Flesh: Fuse subject’s flesh, creating a helpless mass.
Overland Flight, Psionic: You fly at a speed of 40 ft. and can hustle over long distances.
Remote View Trap: Deal 8d6 points electricity damage to those who seek to view you at a distance.
Retrieve: Teleport to your hand an item you can see.
Suspend Life: Put yourself in a state akin to suspended animation.
Temporal Acceleration: Your time frame accelerates for 1 round.
Okay. imurrx, you might wish to create your own custom psionic mantles, but if you do so, please run them by me. I had no time to create psionic mantles for you, so I hope that what you see here will suffice for a character concept. If it doesn't, please let me know, and then we can fix it.