The psychic warrior is a force to be reckoned with, a talented combatant with skill in both the realm of battle and the mind. Some psychic warriors focus more strongly on their martial talents, and they discover that the martial disciplines along the Path of War are capable of strong philosophical insights. These insights lead to additional warrior paths for the psychic warrior to travel, and they are known as pathwalkers.
Class Skills: Add the associated skill for the selected disciplines based on discipline selection.
A pathwalker begins his career with knowledge of three martial maneuvers. The pathwalker has access to Sleeping Goddess, and may select any two disciplines from the following list: Broken Blade, Iron Tortoise, Primal Fury, Scarlet Throne, Solar Wind, Thrashing Dragon, Mithral Current, Piercing Thunder, and Tempest Gale. The pathwalker chooses one of his disciplines from this class as his warrior’s path at 1st level, and another one of those disciplines as his secondary path when he gains that ability. He also gains the skill associated to that discipline as a class skill. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by a pathwalker is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown on Table: Archetype Maneuver Progression. The pathwalker must meet a maneuver’s prerequisite to learn it.
Upon reaching initiator level 4th, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the pathwalker can choose to learn a new maneuver in place of one he already knows. In effect, the pathwalker loses the old maneuver in exchange for the new one. The pathwalker need not replace the old maneuver with a maneuver of the same level. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The pathwalker can swap only a single maneuver at any given level. A pathwalker’s primary initiator attribute is Wisdom, and each pathwalker level is counted as a full initiator level.
This ability replaces psionic proficiency, the bonus feats gained at 2nd, 8th, 14th, and 20th levels, the path skills gained at 7th level and 13th level, and pathweaving class feature.
A pathwalker can ready all three of his three starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by meditating or performing weapon drills for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. Pathwalkers do not need to sleep or be well rested to ready their maneuvers; any time he spends 10 minutes in meditation, he can change his readied maneuvers. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the pathwalker initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (until they are recovered, see below).
Pathwalkers may recover their maneuvers in one of two ways. The pathwalker may concentrate on nature of his martial path as a swift action as part of an attack or full attack to recover one expended maneuver. Alternately, he may flood his psychic being with martial knowledge by expending his psionic focus to recover a number of expended maneuvers equal to his Wisdom modifier (minimum of two) as a full round action. As part of this recovery action using this method, the pathwalker may manifest a single psychic warrior power known with a range of personal at his full manifester level without expending power points. The character cannot manifest powers with a manifesting time greater than 1 standard action or a duration of instantaneous in this way.
When a pathwalker manifests a power during his maneuver recovery, the maximum level for the power manifested cannot exceed 1/2 of the maximum power level that he can manifest (rounded down, minimum of 1st level powers). Example: If the pathwalker can manifest a 5th level power, he could manifest a power during recovery with a level no greater than 2nd level. Powers with a duration greater than instantaneous have their durations shortened as well, to a number of rounds equal to 1 + the pathwalker’s initiation modifier in rounds (or the original duration, whichever is shorter).
Pathwalkers begin play with knowledge of one 1st level stance from any discipline open to them. At the indicated levels on Table: Archetype Maneuver Progression, the pathwalker selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the pathwalker cannot learn a new stance at higher levels in place of one he already knows.
This class feature functions as normal, but the psychic warrior must select from the martial warrior paths presented below.
Broken Blade Path
Psychic warriors that value the strength of body as well as the strength of the mind gravitate toward the path of the Broken Blade. By realizing his potential through steel and iron, or by flesh and bone, the psychic warrior on this path turns his body into a living weapon.
Bonus class skill: Acrobatics
Powers: Biofeedback, tactical precognition
Trance: Beginning at 3rd level, while maintaining psionic focus and while in a Broken Blade stance, the psychic warrior gains a +1 bonus to damage while fighting with weapons associated with the Broken Blade discipline. This bonus increases by 1 every four psychic warrior levels thereafter.
Maneuver: Beginning at 3rd level, as an immediate action, the psychic warrior can expend his psionic focus to gain a +2 bonus to CMB checks to use the dirty trick, grapple, or trip combat maneuvers. This bonus increases by 1 for every five psychic warrior levels possessed.
Iron Tortoise Path
A stout shield and defensive nature are hallmarks of psychic warriors who follow the path of the Iron Tortoise. The methods of these warriors is slow and steady like the discipline’s namesake, and enduring as stone. A mountain of martial power, the Iron Tortoise weathers all blows without animosity and retaliates in kind.
Bonus class skill: Bluff
Powers: Expansion, stomp
Trance: Beginning at 3rd level, while maintaining psionic focus and using a shield while in an Iron Tortoise stance, the pathwalker gains damage reduction 2/adamantine. This damage reduction increases by 2 every four psychic warrior levels thereafter.
Maneuver: Beginning at 3rd level, as a swift action, the pathwalker can expend his psionic focus to use the reposition combat maneuver against a foe he has successfully attacked with his shield (either by shield bashing or through a maneuver) with a +2 competence bonus to his CMB check. This attempt does not provoke attacks of opportunity. This bonus to his CMB increases by 1 for every five psychic warrior levels possessed.
Mithral Current Path
The lightning-fast Mithral Current pathwalkers strike with the power and force of a hurricane wind, move with the fluidity of a raging river, and are as cunning as fox. They carefully time their blows with their draw-and- strike techniques, and remain ever-ready to draw their blade and test their steel.
Bonus Class Skill: Perform
Powers: Burst, defensive precognition
Trance: Starting at 3rd level, while the pathwalker is psionically focused, maintaining a Mithral Current stance, he gains a +1 bonus on damage rolls for the first attack he makes after drawing a weapon. This bonus increases by +1 at 7th level and every four levels thereafter.
Maneuver: Starting at 3rd level, the pathwalker can expend his psionic focus as a swift action to make a feint attempt against an opponent he threatens, gaining a +2 bonus on his Bluff check. This bonus increases by +1 at 8th level and every five levels thereafter.
Piercing Thunder Path
The Piercing Thunder pathwalker is stalwart and strong, hefting mighty polearms and powerful spears in combat with ease. They are opportunistic in battle, wary of openings in their enemy’s defenses. They constantly watch for that opening to allow their potent weapons to end the combat in a single thrust.
Bonus Class Skill: Acrobatics
Powers: Inevitable strike, metaphysical weapon
Trance: Starting at 3rd level, while the pathwalker is psionically focused and maintaining a Piercing Thunder Stance, he gains a +1 bonus on damage rolls made with Piercing Thunder discipline weapons. This bonus increases by +1 at 7th level and every four levels thereafter.
Maneuver: Starting at 3rd level, the pathwalker can expend his psionic focus as an immediate action the pathwalker to brace his weapon against a charge, as if he had readied an action. He gains a +1 bonus on his attack roll with this attack. This bonus increases by +1 at 7th level and every four levels thereafter.
Primal Fury Path
Psychic warriors who feel the call of Primal Fury‘s power are rugged, individualistic hunters who feel the wildness of nature within their mind, body, and soul. They’re prone to passionate reaction, quick tempers granting great power and fierce offensive power.
Bonus class skill: Survival
Powers: Thicken skin, vigor
Trance: Beginning at 3rd level, while maintaining psionic focus and while using a stance of the Primal Fury discipline, the pathwalker gains an additional 10-ft of movement speed. Additionally, he gains a +1 competence bonus to Fortitude saves. This Fortitude save bonus improves by 1 and his speed increases by +5-ft every four psychic warrior levels after this.
Maneuver: Beginning at 3rd level, the pathwalker may expend his psionic focus as part of a charge attack and he may make a full attack at the end of this charge. At 8th level and every five levels after, attacks made during this charge attack inflict an additional 2 points of damage.
Scarlet Throne Path
Pathwalkers who walked the blood-drenched road that leads to the Scarlet Throne are often haughty, proud, arrogant warriors. They feel their mental prowess and skill at arms causes them to rise above the rank and file soldiers that fall so easily to their skill. This pride is well-earned, and their foes cry silently from the graves that the psychic warrior left them in.
Bonus class skill: Sense Motive
Powers: Offensive precognition, offensive prescience
Trance: Beginning at 3rd level, while maintaining psionic focus and while maintaining a Scarlet Throne stance, the pathwalker gains a +1 dodge bonus to his AC. This bonus increases by 1 every four psychic warrior levels possessed.
Maneuver: Beginning at 3rd level, as a standard action the pathwalker may expend his psionic focus to move up to his base speed and then make a single attack at his full base attack bonus upon a foe within his range. At 8th level, he gains a +1 competence bonus to attack and damage rolls. This bonus increases by 1 every five psychic warrior levels thereafter.
Sleeping Goddess Path
The pathwalker who walks the road of the Sleeping Goddess seeks to find unity in mind and blade, finding inner peace in battle and epiphany in victory. By using their psychic essence as both a shield and a weapon, they find ways to increase their psychic potential in battle to their natural limits.
Bonus Class Skill: Autohypnosis
Powers: Call weaponry, empty mind
Trance: Starting at 3rd level, while while the pathwalker is psionically focused and maintaining a Sleeping Goddess Stance, he gains a +1 insight bonus on attack rolls made with weapons created by psionic powers (such as the call weaponry, claws of the beast, and bit of the wolf powers) or maneuvers (such as call the soul’s blade). This bonus increases by +1 at 7th level and every four levels thereafter.
Maneuver: Starting at 3rd level, the pathwalker can expend his psionic focus as a swift action to create a field of defensive psychic force through his skin and body, increasing the pathwalker’s natural armor bonus by +2. This bonus lasts for a number of rounds equal to 1/2 the pathwalker’s class level, and increases by +1 at 8th level and every five levels thereafter.
Solar Wind Path
Perceptive and keen of mind, Solar Wind adherents are often watchful and wary of danger. Their minds provide additional might towards their martial talents in the form of additional psychokinetic flames to their attacks. Skilled marksmen and talented game hunters, these psychic warriors blend their mental powers with martial skill to form their arts of war.
Bonus class skill: Perception
Powers: Foxhole, inevitable strike
Trance: Beginning at 3rd level, while maintaining psionic focus, the pathwalker gains an additional +1 bonus to attack rolls and he inflicts an additional 1 point of fire damage on all ranged attacks using a Solar Wind associated weapon while maintaining a stance of that discipline. This bonus increases by 1 every four psychic warrior levels thereafter.
Maneuver: Beginning at 3rd level, any time the pathwalker successfully strikes an enemy with a Solar Wind strike, he may expend his psionic focus to inflict an additional 2d6 points of fire damage. For every five psychic warrior levels possessed by the character after this, the bonus fire damage increases by +1d6.
Tempest Gale Path
Clever and daring, the Tempest Gale pathwalker pushes his limits with each throw or twang of a bowstring. Always seeking the next great trick shot, they are perfectionists in combat and tricky in peace.
Bonus Class Skill: Sleight of Hand
Powers: Tactical precognition, distract
Trance: Starting at 3rd level, while the pathwalker is psionically focused and maintaining a Tempest Gale Stance, he gains a +2 bonus on combat maneuvers checks made with a ranged or thrown weapon. This bonus increases by +1 at 7th level and every four levels thereafter.
Maneuver: Starting at 3rd level, the pathwalker can expend his psionic focus as a standard action to make a dirty trick attempt against any creature within the range of his weapon. At 7th level and every four levels thereafter, he gains a +1 bonus on his combat maneuver check, which stacks with the bonus granted by his trance ability.
Thrashing Dragon Path
Deadly and graceful, the Thrashing Dragon pathwalkers are as swift and vicious as the draconic beings who have inspired their martial talents. Psychic warriors of this martial path push their mental powers to their psychometabolic limits through acrobatic assaults and terrific feats of daring to overtake foes and prove their martial superiority.
Bonus class skill: Acrobatics
Powers: Dazzling swordplay, metaphysical weapon
Trance: Beginning at 3rd level, while maintaining psionic focus, the pathwalker inflicts an additional 2 points of damage when two-weapon fighting with weapons associated with the Thrashing Dragon discipline and maintaining a stance of that discipline. This bonus increases by 1 every four psychic warrior levels thereafter.
Maneuver: Beginning at 3rd level, any time that the pathwalker strikes an enemy with two wielded weapons, he may expend his psionic focus to rend the enemy for an additional 2d6 points of damage. For every five psychic warrior levels possessed by the character after this, the bonus rending damage increases by +1d6.