Mindwalker Knight

AD&D 2nd Ed. Hybrid Psionic Class


Note: This class was never really finished. I used it as opposition to the player characters, giving it a Jedi Knight kind of feel. The 3rd Edition psionics rules make for a MUCH better and more balanced Mindwalker option. See the 3rd Ed. Mindwalker Knight prestige class to replace this in the new rules.

The mindwalker is a combination warrior and psionicist. He is a psionicist who applies his talent to the martial way, gaining powers that enhance his effectiveness as a guardian of his cause.

Campaign Role: The mindwalker knight is a branch or application of the psionic arts developed by the Brotherhood of Thought. Most mindwalkers will be evil foils to the players.

Requirements: The mindwalker must be of lawful alignment and have scores of 12 or better in strength and dexterity, and scores of 14 or better in constitution, intelligence, and wisdom. There is no prime requisite or experience point bonus.

Weapons and Armor: The mindwalker may use only light armor, per the standard psionicist rules, and may not employ a shield. Mindwalkers may gain proficiency in any weapons desired, but have an affinity for the bastard sword or katana.

Proficiencies: The mindwalker begins play with three non-weapon proficiency slots and two bonus proficiencies: literacy and meditation. These characters have access to the general, warriors, and psionicist groups. They do not automatically gain the contact proficiency. Mindwalkers gain proficiency slots as warriors: one of each every three levels thereafter. Weapon expertise is available to the mindwalker, but she may not gain any higher form of specialization.

Special Abilities: The mindwalker has a number of abilities which make her very unusual.

  • Special psionics functions: The mindwalker gains fewer powers, overall, than a generalist psionicist of equal level. However, none of the mindwalker's psionic abilities require PSPs. Many of the mindwalker's powers function automatically. Those that are activated consciously will remain in effect for up to two rounds per level, as applicable.

  • Warrior To Hit and Number of Attacks progression: The mindwalker fights as a fighter of equal level with respect to hit probability and number of attacks allowed. She uses the psionicist saving throw table.

  • Enhanced Hit Dice: The mindwalker receives 1d8 hit points per level through ninth level, and gains +3 hit points per die thereafter.

  • Followers: The mindwalker knight gains followers as a psionicist at ninth level.

Level

XP

Hit Points

Powers Gained

1

0

1d8

Telekinesis (S), Deflect, Inertial Barrier, Catfall

2

1600

2d8

Danger Sense, Combat Mind

3

3200

3d8

Project Force (S), All-round Vision

4

6400

4d8

Sensitivity to Observation, Post-hypnotic Suggestion

5

16000

5d8

Sensitivity to Psychic Impressions (S), Biofeedback

6

32000

6d8

Safe Path

7

64000

7d8

Energy Control (S), Send Thoughts

8

120000

8d8

Invincible Foes

9

225000

9d8

Mindwipe (S), Accelerate

10

475000

9d8+3

Cell Adjustment

Power Alterations: The mindwalker's powers are altered as described below.

  • Telekinesis: Conscious power. The weight limit is the mindwalker's level squared times ten pounds. This is also the mass limit for all telekinetic powers.
  • Deflect: Automatic power when armed and ready. The mindwalker receives a saving throw versus petrification to deflect attacks with her weapon. Magic weapons allow the mindwalker to deflect magical or specially damaging attack forms. This power works without requiring initiative or using an action, but does cause loss of initiative for the round if used.
  • Inertial Barrier: Conscious power that operates for up to two rounds per level. The power requires major concentration at levels 1-4 (half move, no other actions), minimal concentration at levels 5-8 (full move, may defend normally and use defensive powers, may not initiate attacks or other conscious powers), and no concentration at higher levels.
  • Catfall: Conscious power, but does not require significant concentration.
  • Danger Sense: Automatic power that will warn of physical sources of danger to the mindwalker.
  • Combat Mind: Automatic power that enhances the mindwalker's initiative by -1 for every five levels, or part thereof.
  • Project Force: A conscious science requiring a ranged attack to-hit roll. The damage inflicted increases to 2d6+AC at 8th level and 3d6 at 13th level. Use of this power counts as an attack, and may be eligible for multiple attacks at high levels.
  • All-round Vision: Automatic and always functioning ability. Negates bonuses and special effects for back attacks.
  • Sensitivity to Observation: Automatic and always functioning ability.
  • Post-hypnotic Suggestion: This conscious power has no PSP cost. Unlike the standard devotion, it allows a saving throw versus spell, with the target's wisdom modifier applied. It will not work against targets with scores of 17 or higher in either intelligence or wisdom.
  • Sensitivity to Psychic Impressions: Conscious power, but will automatically detect the presence of strong psychic impressions, if the gamemaster feels that it would enhance the story.
  • Biofeedback: Conscious activation, but requires no concentration and lasts for up to two rounds per level. Enhances AC by -1 and reduces damage by two points per wound.
  • Safe Path: Automatic power applies to armor class and saving throws, as well as pathfinding.
  • Send Thoughts: Conscious power not limited by distance.

Special Restrictions: The mindwalker must abide by a number of restrictions and requirements to learn and maintain his powers.

  • Restricted psionics: A mindwalker may only gain and use the psionic devotions and sciences listed in the table, above. There are no options for gaining other powers until he reaches 20th level, when he may research additional powers.
  • Ethical restriction: The mindwalker must follow a special code of behavior that is lawful, disciplined, and dedicated to the service of some higher cause.

Last updated 05-Nov-2001
Content copyright © 1998-2003 by SilverDragon.