It will be helpful to see my Mindhacks system for this.
Fighter/Psychic
The fighter/psychic is a very common combination on Athas; with most people having some degree of psychic power, and wars and raids being common occurrences, warriors who can combine the two are in large demand.
Many Fighter/Psychics focus on Somatics, increasing their physical abilities. Also popular are Telekinesis and Pyrokinesis, but the strategic and tactical uses of Divination are lauded by some. Beguilement and Telepathy are less common among fighter/psychics.
Like fighters, multiclass fighter/psychics begin proficient in shields and all armors, and receive proficiency with Minimal Skill Weapons for free, and further weapon proficiencies for half cost. Unlike multiclass mages, multiclass psychics do not suffer from wearing armor with which they are proficient. Specialization is purchased at a base of 7 points. Proficiency in a talisman requires only 1 BP.
They receive a mastery die in Appraisal: Arms and Armor, and may purchase further dice at half price. At character creation, they may purchase Psionic Lore for for half price (5 points, on Athas, 10 in other worlds), and receive free mastery points on odd levels equal to their Intelligence mastery modifier.
All fighter/psychics receive the Psychic Ability talent for free; Athasian psychics also have the ability to acquire Natural Psychic Talent and Talisman proficiency at half cost (this is not an additional benefit for the fighter/psychic). Familiarity with any discipline costs only 4 BP. Mastery in their first discipline costs 6 BP, their second 7, third 8, fourth 9th, usw.
Like full Psychics, Fighter/Psychics gain a bonus to activate their psychic powers; like fighters, they gain a bonus to attack, speed, and initiative. Like other multiclass characters, they acquire these at a slower rate than their full classes.
Level | Hit Die | Attack Bonus | Initiative | Speed | Activation Bonus |
1 | d6 | 0 | 0 | 0 | 0 |
2 | re-roll | 0 | 0 | 0 | 0 |
3 | d8 | +1 | 0 | 0 | 0 |
4 | re-roll | +1 | 0 | 0 | 0 |
5 | d6 | +1 | 0 | 0 | +1 |
6 | re-roll | +2 | 0 | 0 | +1 |
7 | d8 | +2 | -1 | -1 | +1 |
8 | re-roll | +2 | -1 | -1 | +1 |
9 | d6 | +3 | -1 | -1 | +1 |
10 | re-roll | +3 | -1 | -1 | +1 |
11 | d8 | +3 | -1 | -1 | +2 |
12 | re-roll | +4 | -1 | -1 | +2 |
13 | d6 | +4 | -1 | -1 | +2 |
14 | re-roll | +4 | -2 | -1 | +2 |
15 | d8 | +5 | -2 | -2 | +2 |
16 | re-roll | +5 | -2 | -2 | +2 |
17 | d6 | +5 | -2 | -2 | +3 |
18 | re-roll | +6 | -2 | -2 | +3 |
19 | d8 | +6 | -3 | -2 | +3 |
20 | re-roll | +6 | -3 | -2 | +3 |
Mage/Psychic
Mage/psychics are the double-domed adepts of two exacting mental practices, though the techniques of mental discipline aid them in both endeavors. No time for physical pursuits, they wield weapons poorly, find armor constricting, and always get picked last for dodgeball.
Mage/Psychics do not, as a group, have favored disciplines to study, though many who focus their mental abilities on one aspect tend to neglect it magically; why learn Charm Person if you a master beguiler, after all? The exception is diviners, who will often focus on both magical and psychic divnation at the same time. None of this is mandatory; you're not a cleric, with someone to dictate your choices to you.
All Mage/Psychics begin with the Natural Psychic Talent ability, and are able to achieve familiarity with psionic disciplines for 4 BP. Mastery in their first discipline costs 6 BP, their second 7, third 8, fourth 9th, usw.. As mages, they advance more slowly than full mages, beginning with only two apprentice level spells, but they have the Magical Transcription proficiency, and use the mage cognition table normally.
At character creation, they may acquire their first mastery die in Arcane Lore for 5 BP, and their first mastery die in Psionic Lore for 10 BP (5 BP on Athas). They will receive their Intelligence mastery bonus at every odd level in whichever lore(s) they acquired at character creation. They also have a free purchase of Literacy in their native language.
They begin with no proficiency in weapons or armor. Armor does not interfere with psychic powers, but it does with magery, so many eschew it. They may acquire any weapon proficiency at standard cost, and require 10 BP per category to specialize. Proficiency in a talisman requires only 1 BP.
Hit Die (d4) | Attack Bonus | Initiative | Total Spell Points | Maximum Spell Level | Saving Throw Bonus v. Spells | Activation Bonus |
1 | 0 | +1 | 60 | Apprentice | 0 | 0 |
1+rr | 0 | +1 | 100 | Journeyman | 0 | 0 |
2 | 0 | +1 | 140 | 1 | +1 | 0 |
2+rr | 0 | +1 | 190 | 2 | +1 | 0 |
3 | +1 | +1 | 225 | 2 | +1 | 1 |
3+rr | +1 | +1 | 260 | 3 | +2 | 1 |
4 | +1 | +1 | 300 | 3 | +2 | 1 |
4+rr | +1 | +1 | 340 | 4 | +2 | 1 |
5 | +1 | +1 | 385 | 4 | +3 | 1 |
5+rr | +1 | +1 | 430 | 5 | +3 | 1 |
6 | +2 | 0 | 480 | 5 | +3 | 2 |
6+rr | +2 | 0 | 530 | 6 | +4 | 2 |
7 | +2 | 0 | 585 | 6 | +4 | 2 |
7+rr | +2 | 0 | 640 | 7 | +4 | 2 |
8 | +2 | 0 | 700 | 7 | +5 | 2 |
8+rr | +2 | 0 | 760 | 8 | +5 | 2 |
9 | +3 | -1 | 825 | 8 | +5 | 3 |
9+rr | +3 | -1 | 890 | 9 | +6 | 3 |
10 | +3 | -1 | 960 | 9 | +6 | 3 |
10+rr | +3 | -1 | 1030 | 10 | +6 | 3 |
Thief/Psychic
Thief/Psychics run the gamut of disciplines, though they tend to avoid Pyromancy, unless they fancy arson as a career. Not great combatants, they nonetheless have a variety of skills, supplemented by the wily arts of the mind.
Initiative Bonus: Fast reactions come from their illicit skills; they get a bonus to initiative starting at level two, and their initiative die improves starting at level five. Additionally, they have the Psychic Ability Talent, which means they do not gain the maximum on initiative dice.
Backstab: A thief/psychic may backstab with a knife or dagger. The attack penetrates on both the maximum and maximum -1; when the character reaches 14th level, they inflict an additional d4 of damage, which also penetrates on a 3 or 4.
Rearward Strike: When a thief/psychic attacks an opponent from behind, they eliminate 1 point of their foe's damage reduction for every 3 levels they possess, though only with certain weapons (see the thief class).
Coup de Grace: Thief/Psychics may dispatch helpless opponents in 5 seconds.
Proficiencies: Thief/Psychics begin with proficiency in both dagger and kinfe for free. They may purchase other weapon proficiences at cost. They also begin with the Light Armor proficiency, and, while they may learn them, few develop proficiency in Medium or Heavy armors; shields are a bit more common, but must be learned. Proficiency in a talisman requires only 1 BP.
Weapon Specialization: Thief/Psychics can specialize in knives and daggers for 7 BP per category, and pay only 7 BP for Attack Bonus, Damage Bonus, Parry Bonus, and Swiftblade with these weapons. Short swords may be specialized at 8 BP per increment; all other weapons require 9 BP per category.
Luck Points
Thief/Psychics receive 10 +1 per odd level in luck points each level. In addition to the uses full thieves put them, psychics can use their luck points to add to an activation roll. Unused luck points at the end of a level are lost, replaced with the new set.
Psychic Powers
As mentioned above, thief/psychics have the Psychic Ability talent. They may achieve familiarity in any discipline for 4 BP, and mastery in their first discipline costs 6 BP, their second 7, third 8, fourth 9th, usw.. As with all psychics, they receive an Activation bonus as they advance in level.
Skills
Core Skills: A beginning thief/psychic receives their first purchase of four of the following eight skills for free (no BP cost): Climbing/Rappelling, Disarm Trap, Hiding, Identify Trap, Listening, Lock Picking, Pick Pocket and Sneaking.
Core Skill Progression:This specialized skill progression is handled somewhat differently than that of other character classes. At 2nd and each subsequent level, a thief/psychic receives (at no BP cost) one roll of the appropriate mastery die in any two of the core thief skills. A character may only take one roll of the mastery die in a particular skill during advancement (but may spend BPs to purchase further mastery die rolls in that skill.
Purchasing Other Skills. The following list of skills represent some special domains of thief/psychics: Acting, Appraisal, Current Affairs, Disguise, Distraction, Escape Artist, Fast Talking, Gambling, Glean Information, Observation, Salesmanship, Scrutiny and Seduction (Art of ). If a thief/psychic purchases (or receives for free) any of these skills, modify their mastery roll by +2 or by the relevant ability score modifier, whichever is greatest.
The thief/psychic may make one purchase of Psionic Lore for half price (5 BP on Athas; 10 BP elsewhere) during character creation. If they do, they gain free mastery points in this skill equal to their Intelligence Mastery Die Bonus upon advancing to each odd-numbered level.
Level | Hit Die | Attack Bonus | Initiative | Initiative Die | Activation Bonus |
1 | d4 | 0 | 0 | standard | 0 |
2 | reroll | 0 | -1 | standard | 0 |
3 | d6 | 0 | -1 | standard | 0 |
4 | reroll | 0 | -1 | standard | 0 |
5 | d4 | +1 | -1 | one better | 1 |
6 | reroll | +1 | -1 | one better | 1 |
7 | d6 | +1 | -1 | one better | 1 |
8 | reroll | +1 | -1 | one better | 1 |
9 | d4 | +1 | -1 | one better | 1 |
10 | reroll | +1 | -1 | one better | 1 |
11 | d6 | +2 | -1 | one better | 2 |
12 | reroll | +2 | -2 | one better | 2 |
13 | d4 | +2 | -2 | two better | 2 |
14 | reroll | +2 | -2 | two better | 2 |
15 | d6 | +2 | -2 | two better | 2 |
16 | reroll | +2 | -2 | two better | 2 |
17 | d4 | +3 | -2 | two better | 3 |
18 | reroll | +3 | -2 | two better | 3 |
19 | d6 | +3 | -2 | two better | 3 |
20 | reroll | +3 | -2 | two better | 3 |