FireLance
Legend
Hi all, the idea for this PrC has been floating in my head ever since the release of the Expanded Psionics Handbook. However, it took a post from visage on PrCs for the Soulknife for me to finally start fleshing it out. In order to make this PrC more suitable for multiclassing, I’ve added a new ability, "Imprint Weapon" which DMs may decide to give to the Soulknife base class as well. Comments welcome.
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BLADE OF PURE THOUGHT
The blade of pure thought combines his mind, his faith and his spiritual purity to form a potent weapon against evil. As he advances, his weapon slowly acquires the characteristics of a Holy Avenger.
Requirements:
Alignment: Lawful Good.
Concentration: 8 ranks.
Knowledge (religion): 4 ranks.
Special: Must be able to cast bless weapon, create a +1 mind blade or possess the feat Craft Magic Arms and Armor.
Special: In campaigns where the multiclassing restrictions on paladins are enforced, the character must be able to gain levels in the paladin class.
Hit Die: d10.
Class Skills: The blade of pure thought's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Knowledge (psionics) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.
Weapon and Armor Proficiency: A blade of pure thought is proficient in the use of all simple weapons, his own mind blade, and with light armor and shields (except tower shields).
Lvl. BAB . Fort Ref. Will. Special
1 .. +0 .. +0 . +2 . +2 .. Imprint weapon (+1), mind blade, Weapon Focus, Wild Talent
2 .. +1 .. +0 . +3 . +3 .. Imprint weapon (good), throw mind blade
3 .. +2 .. +1 . +3 . +3 .. Imprint weapon (+2), pang of conscience
4 .. +3 .. +1 . +4 . +4 .. Imprint weapon (holy)
5 .. +3 .. +1 . +4 . +4 .. Free draw, imprint weapon (+3), shape mind blade
6 .. +4 .. +2 . +5 . +5 .. Imprint weapon (cold iron), Speed of Thought
7 .. +5 .. +2 . +5 . +5 .. Imprint weapon (+4), stab of conscience
8 .. +6 .. +2 . +6 . +6 .. Imprint weapon (spell resistance)
9 .. +6 .. +3 . +6 . +6 .. Greater Weapon Focus, imprint weapon (+5), whirlwind of justice
10 . +7 .. +4 . +7 . +7 .. Imbue smite, imprint weapon (greater dispel magic)
Imprint Weapon (Su): A blade of pure thought may add to or modify the abilities of an existing weapon (including his mind blade) by concentrating for 8 hours. If the weapon is not his mind blade, he must be in physical contact with the weapon while he is concentrating.
At 1st level, he may increase the weapon's enhancement bonus by 1 point. He may increase its enhancement bonus by 2 points at 3rd level, 3 points at 5th level, 4 points at 7th level, and 5 points at 9th level.
At 2nd level, he may give the weapon the ability to penetrate damage reduction as a good weapon. This is the equivalent of a +1 ability.
At 4th level, he may give the weapon the holy quality. This is the equivalent of a +2 ability.
At 6th level, he may give the weapon the ability to penetrate damage reduction as a cold iron weapon. This is the equivalent of a +1 ability.
At 8th level, he may give the weapon the ability to penetrate damage reduction as a cold iron weapon and the ability to provide spell resistance of 5 + his class level + his paladin level + his soulknife level to him and anyone adjacent to him. This is the equivalent of a +2 ability.
At 10th level, he may give the weapon the ability to penetrate damage reduction as a cold iron weapon, the ability to provide spell resistance (as above), and the ability to enable him to use greater dispel magic once per round as a standard action at a caster level equal to his class level + his paladin level + his soulknife level. Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic. This is the equivalent of a +3 ability.
The blade of pure thought cannot increase a weapon's enhancement bonus to more than one quarter his character level, or its total equivalent bonus (enhancement bonuses plus special abilities) to more than half his character level. With his mind blade, his effective character level is considered to be 2 higher than his actual character level, to a maximum of 20. He may always choose to replace a weapon's existing enhancement bonuses or special abilities with abilities that he can imprint, as long as the weapon retains at least a +1 enhancement bonus.
An intelligent weapon who is not willing to be imprinted may resist by making a successful Will save (DC 10 + the blade of pure thought's class level + his Charisma modifier). If it succeeds, the blade of pure thought cannot attempt to imprint it again until 24 hours have passed. Even if the initial saving throw fails, an intelligent weapon may make another saving throw once per day to throw off the imprinting effect.
For example, a Paladin 5/Blade of Pure Thought 4 could imprint a +1 flaming burst longsword to make it a +2 flaming burst longsword, a +2 holy longsword or a +1 flaming burst longsword that penetrates damage reduction as a good weapon. He could not make it a +3 longsword as the enhancement bonus is too high, or a +1 holy flaming burst longsword as the total equivalent bonus is too high. However, if he has a +3 flaming burst longsword, he could imprint it to make it a +3 holy longsword, a +1 holy flaming burst longsword or a +2 flaming burst longsword that penetrates damage reduction as a good weapon.
The imprinted weapon functions only for the blade of pure thought. Any other character uses it as if it was not imprinted. A blade of pure thought may have only one imprinted weapon at a time. He may imprint another weapon (after 8 hours of concentration), but any previously imprinted weapon will no longer function as such for him. Similarly, he may re-imprint a weapon to change the abilities assigned to it after 8 hours of concentration.
Mind Blade (Su): As a move action, a blade of pure thought can create a semisolid blade composed of psychic energy distilled from his own mind. The default mind blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium blade of pure thought materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of piercing damage (crit 19–20/x2). A blade of pure thought whose deity's favored weapon is not swordlike has a mind blade with the characteristics of the light simple or martial melee weapon that is most similar to his deity's favored weapon. For example, a blade of pure thought whose deity's favored weapon is a battleaxe creates a mind blade that is similar to a handaxe (1d6 points of slashing damage for a Medium character, crit 20/x3). Blades of pure thought who are smaller or larger than Medium create mind blades appropriate for their size, with a corresponding change to the blade's damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.
The mind blade can be broken (it has hardness 10 and 10 hit points); however, a blade of pure thought can simply create another on his next move action. The moment he relinquishes his grip on his mind blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.
A blade of pure thought can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Improved Critical. Powers or spells that upgrade weapons can be used on a mind blade.
Even in places where psionic effects do not normally function (such as within a null psionics field), a blade of pure thought can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the blade of pure thought maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the blade of pure thought can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.
Weapon Focus: A blade of pure thought gains Weapon Focus (mind blade) as a bonus feat.
Wild Talent: A blade of pure thought gains Wild Talent as a bonus feat. This class feature provides the character with the psionic power he needs to materialize his mind blade, if he has no power points otherwise.
Throw Mind Blade (Ex): A blade of pure thought of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet.
Whether or not the attack hits, a thrown mind blade then dissipates. A blade of pure thought can use the thrown blade in conjunction with other special abilities (such as Pang of Conscience; see below).
Pang of Conscience (Su): As a move action, a blade of pure thought of 3rd level or higher can imbue his mind blade with holy energy. This effect deals 1 point of Intelligence, Wisdom or Charisma damage (his choice) to the next evil, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability) unless it succeeds at a Will save (DC 10 + the blade of pure thought's class level + his Charisma modifier). Creatures immune to mind-affecting effects are immune to this damage. This extra damage is not multiplied on a critical hit.
A mind blade deals this extra damage only once when this ability is called upon, but a blade of pure thought can imbue his mind blade again by taking another move action.
Once a blade of pure thought has prepared his mind blade for a pang of conscience, it holds the energy until it is used. Even if the blade of pure thought drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with energy when he next materializes it.
The blade of pure thought decides which ability score his pang of conscience damages when he imbues his mind blade.
Free Draw (Su): At 5th level, a blade of pure thought becomes able to materialize his mind blade as a free action instead of a move action. He can make only one attempt to materialize the mind blade per round, however.
Shape Mind Blade (Su): At 5th level, a blade of pure thought gains the ability to change the form of his mind blade as a full round action. By default, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he has the Exotic Weapon Proficiency (bastard sword) feat). If a blade of pure thought shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1-1/2 times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.
A blade of pure thought whose deity's favored weapon is not swordlike may change his mind blade to replicate the one-handed simple or martial melee weapon that is most similar to his deity's favored weapon instead of a longsword, and the two-handed simple or martial melee weapon that is most similar to his deity's favored weapon instead of a bastard sword. If his deity's favored weapon is an exotic weapon, and he has the appropriate Exotic Weapon Proficiency feat, he may change his mind blade to replicate that weapon, but it replaces the longsword choice if it is a light or one-handed weapon, or the bastard sword choice if it is a two-handed weapon.
Alternatively, a blade of pure thought can split his mind blade into two identical light weapons (two short swords, or two of the light melee weapon that is most similar to his deity's favored weapon), suitable for fighting with a weapon in each hand. The normal penalties for fighting with two weapons apply. However, both mind blades have an enhancement bonus 1 lower than the blade of pure thought would otherwise create with a single mind blade. The blade of pure thought cannot split his mind blade if this would reduce its enhancement bonus to less than +1. A mind blade that has been imbued with a pang of conscience or other special ability retains the energy in only one of the two blades when it is split in this manner.
A blade of pure thought who has the ability to summon a special mount may also change his mind blade to replicate a lance.
Speed of Thought: A blade of pure thought gains Speed of Thought as a bonus feat at 6th level. If he has the ability to summon a special mount, he may transfer the increase in speed to the mount for 1 round if he succeeds at a DC 20 Concentration check. This is a supernatural ability that requires a swift action.
Stab of Conscience (Su): A blade of pure thought of 7th level or higher deals 2 points of Intelligence, Wisdom or Charisma damage (his choice) when he uses pang of conscience. Alternatively, he may choose to do 1 point of damage to any two of the three ability scores. In addition, his opponent is no longer allowed a saving throw to resist its effect.
Greater Weapon Focus: A blade of pure thought gains Greater Weapon Focus (mind blade) as a bonus feat at 9th level.
Whirlwind of Justice (Su): At 9th level, a blade of pure thought gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby evil opponent.
As a full attack, when wielding his mind blade, a blade of pure thought can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each evil opponent within reach. Each fragment functions identically to the blade of pure thought's regular mind blade. If the blade of pure thought has imbued his mind blade with stab of conscience or smite evil (see Imbue Smite; below), it affects all the opponents struck by the mind blade in the round.
If there are no evil opponents within reach, the attack has no effect. When attacking in this manner, the blade of pure thought ignores miss chances for concealment. However, powers or spells that can fool detect evil (such as aura alteration, misdirection, nondetection and undetectable alignment) have the same chance of negating a whirlwind of justice attack against an opponent so warded. Where relevant (e.g. to determine whether a warded evil creature is detected), the caster level of this effect is the blade of pure thought's class level, and the save DC is 10 + the blade of pure thought's class level + his Charisma modifier.
When using whirlwind of justice, a blade of pure thought forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell).
The mind blade immediately reverts to its previous form after the attack.
Imbue Smite (Su): At 10th level, a blade of pure thought with the ability to smite evil can expend one of his daily uses of smite evil and imbue it into his mind blade as a move action. This allows the blade of pure thought to smite evil with a thrown mind blade or a whirlwind of justice attack.
Once a blade of pure thought has prepared his mind blade in this manner, it holds the smite until it is used or until his daily uses of smite evil are refreshed. Otherwise, even if the blade of pure thought drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with the smite when he next materializes it.
A mind blade can hold both a stab of conscience and a smite evil at the same time. However, the blade of pure thought has to spend a separate move action to imbue each effect.
Code of Conduct: A blade of pure thought has a code of conduct identical to that of the paladin.
Associates: Like a paladin, a blade of pure thought may adventure with characters of any good or neutral alignment, but will never knowingly associate with evil characters. He will not continue an association with someone who consistently offends his moral code, and may only hire henchmen or accept followers who are lawful good.
Ex-Blades of Pure Thought: A blade of pure thought who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all supernatural special abilities, including the ability to create a mind blade. He also may not progress in levels as a blade of pure thought. He regains his abilities if he atones for his violations, as appropriate.
Multiclassing: Paladins may multiclass freely with this class. In campaigns where the multiclassing restrictions on paladins are enforced, a blade of pure thought who gains a level in a class that cannot multiclass freely with the paladin may no longer advance as a blade of pure thought.
EDIT: Some tweaks suggested by Kisanji Arael.
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BLADE OF PURE THOUGHT
The blade of pure thought combines his mind, his faith and his spiritual purity to form a potent weapon against evil. As he advances, his weapon slowly acquires the characteristics of a Holy Avenger.
Requirements:
Alignment: Lawful Good.
Concentration: 8 ranks.
Knowledge (religion): 4 ranks.
Special: Must be able to cast bless weapon, create a +1 mind blade or possess the feat Craft Magic Arms and Armor.
Special: In campaigns where the multiclassing restrictions on paladins are enforced, the character must be able to gain levels in the paladin class.
Hit Die: d10.
Class Skills: The blade of pure thought's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Knowledge (psionics) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.
Weapon and Armor Proficiency: A blade of pure thought is proficient in the use of all simple weapons, his own mind blade, and with light armor and shields (except tower shields).
Lvl. BAB . Fort Ref. Will. Special
1 .. +0 .. +0 . +2 . +2 .. Imprint weapon (+1), mind blade, Weapon Focus, Wild Talent
2 .. +1 .. +0 . +3 . +3 .. Imprint weapon (good), throw mind blade
3 .. +2 .. +1 . +3 . +3 .. Imprint weapon (+2), pang of conscience
4 .. +3 .. +1 . +4 . +4 .. Imprint weapon (holy)
5 .. +3 .. +1 . +4 . +4 .. Free draw, imprint weapon (+3), shape mind blade
6 .. +4 .. +2 . +5 . +5 .. Imprint weapon (cold iron), Speed of Thought
7 .. +5 .. +2 . +5 . +5 .. Imprint weapon (+4), stab of conscience
8 .. +6 .. +2 . +6 . +6 .. Imprint weapon (spell resistance)
9 .. +6 .. +3 . +6 . +6 .. Greater Weapon Focus, imprint weapon (+5), whirlwind of justice
10 . +7 .. +4 . +7 . +7 .. Imbue smite, imprint weapon (greater dispel magic)
Imprint Weapon (Su): A blade of pure thought may add to or modify the abilities of an existing weapon (including his mind blade) by concentrating for 8 hours. If the weapon is not his mind blade, he must be in physical contact with the weapon while he is concentrating.
At 1st level, he may increase the weapon's enhancement bonus by 1 point. He may increase its enhancement bonus by 2 points at 3rd level, 3 points at 5th level, 4 points at 7th level, and 5 points at 9th level.
At 2nd level, he may give the weapon the ability to penetrate damage reduction as a good weapon. This is the equivalent of a +1 ability.
At 4th level, he may give the weapon the holy quality. This is the equivalent of a +2 ability.
At 6th level, he may give the weapon the ability to penetrate damage reduction as a cold iron weapon. This is the equivalent of a +1 ability.
At 8th level, he may give the weapon the ability to penetrate damage reduction as a cold iron weapon and the ability to provide spell resistance of 5 + his class level + his paladin level + his soulknife level to him and anyone adjacent to him. This is the equivalent of a +2 ability.
At 10th level, he may give the weapon the ability to penetrate damage reduction as a cold iron weapon, the ability to provide spell resistance (as above), and the ability to enable him to use greater dispel magic once per round as a standard action at a caster level equal to his class level + his paladin level + his soulknife level. Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic. This is the equivalent of a +3 ability.
The blade of pure thought cannot increase a weapon's enhancement bonus to more than one quarter his character level, or its total equivalent bonus (enhancement bonuses plus special abilities) to more than half his character level. With his mind blade, his effective character level is considered to be 2 higher than his actual character level, to a maximum of 20. He may always choose to replace a weapon's existing enhancement bonuses or special abilities with abilities that he can imprint, as long as the weapon retains at least a +1 enhancement bonus.
An intelligent weapon who is not willing to be imprinted may resist by making a successful Will save (DC 10 + the blade of pure thought's class level + his Charisma modifier). If it succeeds, the blade of pure thought cannot attempt to imprint it again until 24 hours have passed. Even if the initial saving throw fails, an intelligent weapon may make another saving throw once per day to throw off the imprinting effect.
For example, a Paladin 5/Blade of Pure Thought 4 could imprint a +1 flaming burst longsword to make it a +2 flaming burst longsword, a +2 holy longsword or a +1 flaming burst longsword that penetrates damage reduction as a good weapon. He could not make it a +3 longsword as the enhancement bonus is too high, or a +1 holy flaming burst longsword as the total equivalent bonus is too high. However, if he has a +3 flaming burst longsword, he could imprint it to make it a +3 holy longsword, a +1 holy flaming burst longsword or a +2 flaming burst longsword that penetrates damage reduction as a good weapon.
The imprinted weapon functions only for the blade of pure thought. Any other character uses it as if it was not imprinted. A blade of pure thought may have only one imprinted weapon at a time. He may imprint another weapon (after 8 hours of concentration), but any previously imprinted weapon will no longer function as such for him. Similarly, he may re-imprint a weapon to change the abilities assigned to it after 8 hours of concentration.
Mind Blade (Su): As a move action, a blade of pure thought can create a semisolid blade composed of psychic energy distilled from his own mind. The default mind blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium blade of pure thought materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of piercing damage (crit 19–20/x2). A blade of pure thought whose deity's favored weapon is not swordlike has a mind blade with the characteristics of the light simple or martial melee weapon that is most similar to his deity's favored weapon. For example, a blade of pure thought whose deity's favored weapon is a battleaxe creates a mind blade that is similar to a handaxe (1d6 points of slashing damage for a Medium character, crit 20/x3). Blades of pure thought who are smaller or larger than Medium create mind blades appropriate for their size, with a corresponding change to the blade's damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.
The mind blade can be broken (it has hardness 10 and 10 hit points); however, a blade of pure thought can simply create another on his next move action. The moment he relinquishes his grip on his mind blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.
A blade of pure thought can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Improved Critical. Powers or spells that upgrade weapons can be used on a mind blade.
Even in places where psionic effects do not normally function (such as within a null psionics field), a blade of pure thought can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the blade of pure thought maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the blade of pure thought can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.
Weapon Focus: A blade of pure thought gains Weapon Focus (mind blade) as a bonus feat.
Wild Talent: A blade of pure thought gains Wild Talent as a bonus feat. This class feature provides the character with the psionic power he needs to materialize his mind blade, if he has no power points otherwise.
Throw Mind Blade (Ex): A blade of pure thought of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet.
Whether or not the attack hits, a thrown mind blade then dissipates. A blade of pure thought can use the thrown blade in conjunction with other special abilities (such as Pang of Conscience; see below).
Pang of Conscience (Su): As a move action, a blade of pure thought of 3rd level or higher can imbue his mind blade with holy energy. This effect deals 1 point of Intelligence, Wisdom or Charisma damage (his choice) to the next evil, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability) unless it succeeds at a Will save (DC 10 + the blade of pure thought's class level + his Charisma modifier). Creatures immune to mind-affecting effects are immune to this damage. This extra damage is not multiplied on a critical hit.
A mind blade deals this extra damage only once when this ability is called upon, but a blade of pure thought can imbue his mind blade again by taking another move action.
Once a blade of pure thought has prepared his mind blade for a pang of conscience, it holds the energy until it is used. Even if the blade of pure thought drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with energy when he next materializes it.
The blade of pure thought decides which ability score his pang of conscience damages when he imbues his mind blade.
Free Draw (Su): At 5th level, a blade of pure thought becomes able to materialize his mind blade as a free action instead of a move action. He can make only one attempt to materialize the mind blade per round, however.
Shape Mind Blade (Su): At 5th level, a blade of pure thought gains the ability to change the form of his mind blade as a full round action. By default, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he has the Exotic Weapon Proficiency (bastard sword) feat). If a blade of pure thought shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1-1/2 times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.
A blade of pure thought whose deity's favored weapon is not swordlike may change his mind blade to replicate the one-handed simple or martial melee weapon that is most similar to his deity's favored weapon instead of a longsword, and the two-handed simple or martial melee weapon that is most similar to his deity's favored weapon instead of a bastard sword. If his deity's favored weapon is an exotic weapon, and he has the appropriate Exotic Weapon Proficiency feat, he may change his mind blade to replicate that weapon, but it replaces the longsword choice if it is a light or one-handed weapon, or the bastard sword choice if it is a two-handed weapon.
Alternatively, a blade of pure thought can split his mind blade into two identical light weapons (two short swords, or two of the light melee weapon that is most similar to his deity's favored weapon), suitable for fighting with a weapon in each hand. The normal penalties for fighting with two weapons apply. However, both mind blades have an enhancement bonus 1 lower than the blade of pure thought would otherwise create with a single mind blade. The blade of pure thought cannot split his mind blade if this would reduce its enhancement bonus to less than +1. A mind blade that has been imbued with a pang of conscience or other special ability retains the energy in only one of the two blades when it is split in this manner.
A blade of pure thought who has the ability to summon a special mount may also change his mind blade to replicate a lance.
Speed of Thought: A blade of pure thought gains Speed of Thought as a bonus feat at 6th level. If he has the ability to summon a special mount, he may transfer the increase in speed to the mount for 1 round if he succeeds at a DC 20 Concentration check. This is a supernatural ability that requires a swift action.
Stab of Conscience (Su): A blade of pure thought of 7th level or higher deals 2 points of Intelligence, Wisdom or Charisma damage (his choice) when he uses pang of conscience. Alternatively, he may choose to do 1 point of damage to any two of the three ability scores. In addition, his opponent is no longer allowed a saving throw to resist its effect.
Greater Weapon Focus: A blade of pure thought gains Greater Weapon Focus (mind blade) as a bonus feat at 9th level.
Whirlwind of Justice (Su): At 9th level, a blade of pure thought gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby evil opponent.
As a full attack, when wielding his mind blade, a blade of pure thought can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each evil opponent within reach. Each fragment functions identically to the blade of pure thought's regular mind blade. If the blade of pure thought has imbued his mind blade with stab of conscience or smite evil (see Imbue Smite; below), it affects all the opponents struck by the mind blade in the round.
If there are no evil opponents within reach, the attack has no effect. When attacking in this manner, the blade of pure thought ignores miss chances for concealment. However, powers or spells that can fool detect evil (such as aura alteration, misdirection, nondetection and undetectable alignment) have the same chance of negating a whirlwind of justice attack against an opponent so warded. Where relevant (e.g. to determine whether a warded evil creature is detected), the caster level of this effect is the blade of pure thought's class level, and the save DC is 10 + the blade of pure thought's class level + his Charisma modifier.
When using whirlwind of justice, a blade of pure thought forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell).
The mind blade immediately reverts to its previous form after the attack.
Imbue Smite (Su): At 10th level, a blade of pure thought with the ability to smite evil can expend one of his daily uses of smite evil and imbue it into his mind blade as a move action. This allows the blade of pure thought to smite evil with a thrown mind blade or a whirlwind of justice attack.
Once a blade of pure thought has prepared his mind blade in this manner, it holds the smite until it is used or until his daily uses of smite evil are refreshed. Otherwise, even if the blade of pure thought drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with the smite when he next materializes it.
A mind blade can hold both a stab of conscience and a smite evil at the same time. However, the blade of pure thought has to spend a separate move action to imbue each effect.
Code of Conduct: A blade of pure thought has a code of conduct identical to that of the paladin.
Associates: Like a paladin, a blade of pure thought may adventure with characters of any good or neutral alignment, but will never knowingly associate with evil characters. He will not continue an association with someone who consistently offends his moral code, and may only hire henchmen or accept followers who are lawful good.
Ex-Blades of Pure Thought: A blade of pure thought who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all supernatural special abilities, including the ability to create a mind blade. He also may not progress in levels as a blade of pure thought. He regains his abilities if he atones for his violations, as appropriate.
Multiclassing: Paladins may multiclass freely with this class. In campaigns where the multiclassing restrictions on paladins are enforced, a blade of pure thought who gains a level in a class that cannot multiclass freely with the paladin may no longer advance as a blade of pure thought.
EDIT: Some tweaks suggested by Kisanji Arael.
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