Post by Kirikami on Nov 14, 2011 0:43:43 GMT -5
The Psionic Duskblade (Psi-blade)
Hit Die: d8
Class Skills (4 + Int modifier, X4 at 1st level): Autohypnosis, Climb, Concentration, Craft, Decipher Script, Jump, Knowledge (all skills, taken individually), Ride, Sense Motive, Psicraft, Swim, and two extra skills at character creation.
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Weapon and Armor Proficiency:
Psionic duskblades are proficient with all martial weapons, as well as all armors and shields (except tower shields).
Power Points/Day:
A psionic duskblade's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table above. In addition, he receives bonus power points per day if he has a high Intelligence score. His race may also provide bonus power points per day, as may certain feats and items.
Powers Known:
You begin play with the knowledge of 3 1st level powers. Each time he achieves a new level, he unlocks the knowledge of a new power.
Choose the powers known from the psionic duskblade power list (below). A psionic duskblade can manifest any power that has a power point cost equal to or lower than his manifester level.
The total number of powers a psionic duskblade can manifest in a day is limited only by his daily power points.
A psionic duskblade 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 a saving throw against your power is 10 + the power level + your Int modifier.
Maximum Power Level Known:
A psionic duskblade begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers.
To learn or manifest a power, you must have an Intelligence score equal to at least 10 + the power level (Int 11 for 1st level powers, Int 12 for 2nd level powers and so on).
Invest Armor (Su):
Starting at 1st level, whenever you are the target of an attack, you can expend your psionic focus to increase the armor bonus of the armor you're wearing by 2 as an immediate action. This bonus increases by 1 for every 5 levels (+3 at 5th, +4 at 10th and so on). You must decide whether or not to use this ability before the result of your opponent's attack roll is determined.
Combat Manifestation:
At 2nd level, you gain the Combat Manifestation (XPH) feat as a bonus feat.
Psionic Channeling (Su):
Beginning at 3rd level, you can use a standard action to manifest any power with range of touch or close range that affects one target you know and deliver the power through your weapon with a melee attack. Manifesting a power in this manner does not provoke attacks of opportunity. The power must have a manifesting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the power is resolved.
At 13rd level, you can manifest any power with range of touch or close range that affects one target you know as part of a full attack action, and the power affects each target you hit in melee combat that round. Doing so discharges the power at the end of the round, in the case of a power that would otherwise last longer than 1 round.
Deflective Armor (Ex):
Beginning at 4th level, while you are psionically focused and wearing armor with which you are proficient with, the AC bonus from your armor (including any enhancement bonuses) applies against touch attacks as well as regular attacks.
Quick Manifesting:
Starting at 5th level, you can manifest one power each day as a swift action, so long as the manifesting timeof the power is 1 standard action or less.
You can use this ability twice per day 10th level, three times per day at 15th level and four times per day at 20th level.
Piercing Power (Ex):
Beginning at 6th level, you can more easily overcome the power resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your manifester level check to overcome power resistance for the remainder of the encounter. This bonus increases to +3 at 11th level, to +4 at 16th level and to +5 at 18th level.
Focused Shield (Ex):
At 7th level, while you are psionically focused and holding a ready shield with which you are proficient, the AC bonus provided by your shield increases by 1.
Power List:
1st: Adrenaline boost (Cpsi), burst, demoralize, dissipating touch, energy arc (Cpsi), energy ray, entangling ectoplasm, hammer, hungry touch (Cpsi), metaphysical weapon, mighty spring (Cpsi), skate, vigor
2nd: Animal affinity, body equilibrium, dissolving touch, energy emanation (Cpsi), evade attack (Cpsi), extend reach (Cpsi), feat leech, hustle, psionic darkvision, psionic see invisibility, specified energy adaptation, strength of my enemy, wall walker
3rd: Danger sense, ectoplasmic form (Cpsi), empathic feedback, energy retort, evade burst, graft weapon, hostile empathic transfer, inertial barrier, mindfire (Cpsi), psionic keen edge, vampiric blade
4th: Dispel psionics, empower weapon (Cpsi), energy flash (Cpsi), perfect riposte (Cpsi), psionic dimension door, psionic phantasmal killer (Hyperconscious), stygian bolt (Cpsi), thieving mindlink (Cpsi), wall of ectoplasm
5th: Adapt body, dispelling buffer, desolate (Hyperconscious), energy conversion, evade burst, psionic disintegrate