Ghul-yarl (Mind Warrior)

Posted by EarthDragon on 23rd December 2016.

One who turns the mind's potential to the warrior's art is known as a ghul-yarl. Where ghul-na devote themselves wholly to the development of mind-engendered abilities, ghul-yarl give emphasis to the development of the body. With mental and physical energy working in union, the ghul-yarl strives toward martial perfection. The sword, axe, and bow are physical tools that ghul-yarl embrace along with their psionic abilities. Well trained in both physical and psionic matters, the ghul-yarl is a formidable adversary.

  Adventures

Ghul-yarl know that only through conflict will their skills grow. Prone to showing off their flamboyant abilities, they claim to fear nothing. Ghul-yarl are eager to accumulate the treasure that adventuring brings and the power it buys.

  Alignment

A ghul-yarl's training requires the ability to give equal shrift to what others consider polar opposites of physical and mental ability. Ghul-yarl tend toward chaotic alignments, but a chaotic outlook is not a requirement.

  Background

A ghul-yarl typically grows up among a society or small community of "the like-minded", founded by ghul-na who wished to develop their powers in seclusion. Such communes are rare, but their existence provides some protection in a world often hostile to those with powerful mental abilities. ghul-yarl are often the children of ghul-na, and just as often grow up dissatisfied with the regimen of commune life. Although many adopt the class out of this sense of rebellion, most ghul-yarl still feel a deep connection to the commune or society in which they were raised and trained. A few have no such connection, their only ties being to their own paths of personal development.

  Role

The defining trait of the ghul-yarl is their ability to supplement their physical attacks with psionic feats and powers. A combination of strength, martial skill, and psionic ability allows the ghul-yarl to match and sometimes surpass a normal fighter of equal experience. As the ghul-yarl gains experience and power, their fighting skills and psionic abilities grow in concert.

  Game Rule Information

  Abilities

Strength is an ideal ability for a ghul-yarl, augmenting their melee prowess. However, a good Wisdom score is also important for manifesting powers. Dexterity provides better defence and bonuses on melee attacks. Constitution upgrades the ghul-yarl's toughness.

  Alignment

Any.

  Vitality Points

d8.

  Class Skills

The ghul-yarl's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge (psionics) (Int), Profession (Wis), Ride (Dex), Search (Int), and Swim (Str).

  Skill Points at 1st Level

(2 + Int modifier) x 4.

  Skill Points at Each Additional Level

2 + Int modifier.

  Class Features

All of the following are class features of the ghul-yarl.

  Weapon and Armour Proficiency

Ghul-yarl are proficient with all simple and martial weapons, with all types of armour (heavy, medium, and light), and with shields (except tower shields).

  Power Points/Day

A ghul-yarl's ability to manifest powers is limited by the power points they have available. Their base daily allotment of power points is given on the table below. In addition, they receive bonus power points per day if the character has a high Wisdom score (see the last table below). Race may also provide bonus power points per day, as may certain feats and items. A 1st-level ghul-yarl gains no power points for their class level, but gains bonus power points (if entitled), and can manifest the single power known with those power points.

  Powers Known

A ghul-yarl begins play knowing one ghul-yarl power of your choice. Each time the character achieves a new level, they unlock the knowledge of a new power. Choose the powers known from the ghul-yarl power list. (Exception: The feats Expanded Knowledge, and Epic Expanded Knowledge do allow a ghul-yarl to learn powers from the lists of other classes.) A ghul-yarl can manifest any power that has a power point cost equal to or lower than their manifester level. The total number of powers a ghul-yarl can manifest in a day is limited only by their daily power points. A ghul-yarl simply knows their powers; they are ingrained in the character's mind. They do not need to prepare them, though they must get a good night's sleep each day to regain all spent power points. The Difficulty Class for saving throws against ghul-yarl powers is 10 + the power's level + the ghul-yarl's Wisdom modifier. For example, the saving throw against a 6th-level power has a DC of 16 + Wis modifier.

  Maximum Power Level Known

A ghul-yarl begins play with the ability to learn 1st-level powers. As they attain higher levels, they may gain the ability to master more complex powers. To learn or manifest a power, a ghul-yarl must have a Wisdom score of at least 10 + the power's level.

  Bonus Feats

At 1st level, a ghul-yarl gets a bonus combat-oriented feat in addition to the feat that any 1st level character gets and the bonus feat granted to a human character. The ghul-yarl gains an additional bonus feat at 2nd level and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats in the Player's Handbook, or from the psionic feats in the Expanded Psionics Handbook. The ghul-yarl must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. A ghul-yarl cannot choose feats that specifically require levels in the freth-yarl class (such as Greater Weapon Focus or Weapon Specialization) unless he is a multiclass character with the requisite levels in the freth-yarl class. These bonus feats are in addition to the feats that a character of any class gains every three levels. A ghul-yarl is not limited to fighter bonus feats and psionic feats when choosing these other feats.

  Ex-Members

There are no special rules for leaving this class.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Power Points/Day Powers Known Maximum Power Level Known
1 +0 +2 +0 +0 Bonus Feat 0 1 1st
2 +1 +3 +0 +0 Bonus Feat 1 2 1st
3 +2 +3 +1 +1 3 3 1st
4 +3 +4 +1 +1 5 4 2nd
5 +3 +4 +1 +1 Bonus Feat 7 5 2nd
6 +4 +5 +2 +2 11 6 2nd
7 +5 +5 +2 +2 15 7 3rd
8 +6/+1 +6 +2 +2 Bonus Feat 19 8 3rd
9 +6/+1 +6 +3 +3 23 9 3rd
10 +7/+2 +7 +3 +3 27 10 4th
11 +8/+3 +7 +3 +3 Bonus Feat 35 11 4th
12 +9/+4 +8 +4 +4 43 12 4th
13 +9/+4 +8 +4 +4 51 13 5th
14 +10/+5 +9 +4 +4 Bonus Feat 59 14 5th
15 +11/+6/+1 +9 +5 +5 67 15 5th
16 +12/+7/+2 +10 +5 +5 79 16 6th
17 +12/+7/+2 +10 +5 +5 Bonus Feat 91 17 6th
18 +13/+8/+3 +11 +6 +6 103 18 6th
19 +14/+9/+4 +11 +6 +6 115 19 6th
20 +15/+10/+5 +12 +6 +6 Bonus Feat 127 20 6th
21 * ** ** ** Bonus Feat *** *** ***
22 * ** ** ** *** *** ***
23 * ** ** ** *** *** ***
24 * ** ** ** Bonus Feat *** *** ***
25 * ** ** ** *** *** ***
26 * ** ** ** *** *** ***
27 * ** ** ** Bonus Feat *** *** ***
28 * ** ** ** *** *** ***
29 * ** ** ** *** *** ***
30 * ** ** ** Bonus Feat *** *** ***

* Base attack bonuses are handled differently for epic characters.

** Save bonuses are handled differently for epic characters.

*** Number of Power Points per day, numbers of poweers known, and maximum power level does not increase past 20th level. Manifesters above 20th level gain access to Epic Level powers.

Bonus Power Points (by Class Level)
Ability Score 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
10-11 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
12-13 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10
14-15 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
16-17 1 3 4 6 7 9 10 12 13 15 16 18 19 21 22 24 25 27 28 30
18-19 2 4 6 8 10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40
20-21 2 5 7 10 12 15 17 20 22 25 27 30 32 35 37 40 42 45 47 50
22-23 3 6 9 12 15 18 21 24 27 30 33 36 39 42 45 48 51 54 57 60
24-25 3 7 10 14 17 21 24 28 31 35 38 42 45 49 52 56 59 63 66 70
26-27 4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 64 68 72 76 80
28-29 4 9 13 18 22 27 31 36 40 45 49 54 58 63 67 72 76 81 85 90
30-31 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100
32-33 5 11 16 22 27 33 38 44 49 55 60 66 71 77 82 88 93 99 104 110
34-35 6 12 18 24 30 36 42 48 54 60 66 72 78 84 90 96 102 108 114 120
36-37 6 13 19 26 32 39 45 52 58 65 71 78 84 91 97 104 110 117 123 130
38-39 7 14 21 28 35 42 49 56 63 70 77 84 91 98 105 112 119 126 133 140
40-41 7 15 22 30 37 45 52 60 67 75 82 90 97 105 112 120 127 135 142 150