Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
CC: Psi-Knight (please critique!)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Halivar" data-source="post: 916302" data-attributes="member: 9327"><p>I know this class has probably been hashed and rehashed a thousand times, but since I'm too poor to afford extra modules I've never seen them. This is an amalgamation of a paladin and a psychic warrior. Feel free to correct/critique this class!</p><p></p><p>This is my second attempt at a custom class. Many years ago, I coded on a MUD where it was my responsibility to put in psionics. I made a psionic character, hacked his pfile and gave him weapon and armor proficiency, and RP'd him as a paladin. It was by far and away to best and most fun roleplaying I have ever participated in, and I became enamored with the idea of a psionic paladin ever since.</p><p></p><p><u>Psi-Knight</u></p><p></p><p>The psi-knight, like the paladin, is a force for truth and justice. Unlike the paladin, however, their extraordinairey power does not spring from divine agency, but rather the inborn will and determination to win over evil. This extreme willpower grants the psi-knight inherint psionic abilities.</p><p></p><p><strong>Adventures</strong>: Psi-knights view adventures much like paladins do: as quests. For the psi-knight, each quest is a test of his or her willpower. The psi-knight will constantly seek challenges that make other men tremble. For the psi-knight, true victory is meeting your foe with iron determination, and crushing evil with the raw willpower of the righteous.</p><p></p><p><strong>Characteristics</strong>: To those who don't know better, psi-knights have every outward appearance of being paladins. Many of their inherint abilities mimic the divine abilities of paladins. Psi-knights, however, do not channel positive energy, and thus have no special powers over undead.</p><p></p><p><strong>Alignment</strong>: Psi-knights must be lawful good. Straying from this alignment means a lack of commitment on the psi-knight's part, and is indicative of a lack of will necessary to access their mental powers. Staying in line with this alignment always requires adopting a personal code of ethics much akin to those of paladins.</p><p></p><p><strong>Religion</strong>: Psi-knights may worship (or not worship) as they wish, so long as their chosen deity does not conflict with the alignment requirements of the psi-knight. Psi-knights often prefer lawful deities (e.g. Heironeous or St. Cuthbert from GH), but also often follow good ones (e.g. Pelor from GH).</p><p></p><p><strong>Background</strong>: Just as psionic powers are latently available to all people, so, too, is the capability to use that latent power to become a psi-knight. This is a distinction from paladins, who must be born with latent divine abilities. They may train in academies or monestaries to better understand their abilities, but most often the psi-knight learns through real-life challenges.</p><p></p><p><strong>Races</strong>: Races that make good paladins also make good psi-knights.</p><p></p><p><strong>Other Classes</strong>: Psi-knights take questing very seriously. They will prefer not to travel with others who lack moral constancy or doubt the group's ability to win. They are usually as charismatic as paladins, but are still mostly focused on the inward struggle to remain strong and sharp in the face of danger. Some might call them downright anti-social. Of course, the average is not the rule. Charismatic psi-knights can also inspire others into the same determined will to survive that they themselves have. Note that psi-knights have the same multi-class restrictions paladins do.</p><p></p><p><strong>Abilities</strong>: Psi-knights manifest psionic powers as psychic warriors do, but delayed four levels. Thus, strength makes a good prime stat, as it enhances both fighting ability and psychometabolic powers. Charisma is also a big one, since many class abilities depend on charisma. Of course, each stat increases different psionic powers, so it's hard to go wrong.</p><p></p><p><strong>Hit Die</strong>: d10</p><p></p><p><u>Class Skills</u></p><p>The psi-knights class skills (and the key ability for each skill) are Autohypnosis* (Wis), Concentration *(Con), Handle Animal (Cha), Heal (Wis), Ride (Dex), Stabilize Self* (Str). See Chapter 4 of the <em>Player's Handbook</em> for more information; for skills marked (*) see Chapter 2 of the <em>Psionics Handbook</em>.</p><p></p><p>Skill Points at 1st Level: (2 + Int modifier) x 4.</p><p>Skill Points at Each Additional Level: 2 + Int modifier.</p><p></p><p><u>Class Features</u></p><p>All of the following are class features for the psi-knight.</p><p></p><p><strong>Weapon and Armor Proficiency</strong>: Psi-knights are proficient with all simple and martial weapons, with all types of armor, and with shields.</p><p></p><p><em>Detect Thoughts</em>: The psi-knight can cast detect thoughts as a spell-like ability. It duplicates the effects of the psionic power <em>detect thoughts</em>.</p><p></p><p><em>Power Surge</em>: A psi-knight can, through raw inner strength, increase their potency in combat. Each day they can increase their Strength and Consitution by their Charisma modifier (if positive) for a number of rounds equal to their class level. Note that this gives the psi-knight a boost of hit-points equal to their charisma modifier times their class level. This is a psionic, not divine ability, and is thus negated by a <em>null psionics</em> field.</p><p></p><p><strong>Aura of Courage</strong>: As the paladin ability, except it is psionic, not divine. Thus it is negated by a <em>null psionics</em> field.</p><p></p><p><strong>Determined Strike</strong>: Once per day, a psi-knight of 2nd level or higher may put all their mental effort into a single melee attack. They add their Charisma modifier (if positive) to their attack roll, and their class level to damage. The Charisma modifier does not stack with the Charisma modifier from <em>power surge</em>. Note that this is not an extraordinairey ability, and is not negated by a <em>null psionics</em> field.</p><p></p><p><strong>Psionic Combat Modes</strong>: As a psychic fighter (see Chapter 1 of the <em>Psionics Manual</em> for ability description).</p><p></p><p><strong>Special Mount</strong>: At any given time, a psi-knight may attune himself to any one rideable animal. This animal immediately takes on the characteristics of a paladin's mount. If the mount dies or the psi-knight breaks mental contact, he must wait a week before attuning himself to another mount.</p><p></p><p>Level BAB Fort Ref Will Special</p><p> 1 +1 +2 +0 +2 <em>Power surge</em>, Psionic combat mode</p><p> 2 +2 +3 +0 +3 Aura of Courage, determined strike</p><p> 3 +3 +3 +1 +3 <em>Detect thoughts</em> 1/day, psionic combat mode</p><p> 4 +4 +4 +1 +4 </p><p> 5 +5 +4 +1 +4 Special mount</p><p> 6 +6 +5 +2 +5 </p><p> 7 +7 +5 +2 +5 <em>Detect thoughts</em> 2/day, psionic combat mode</p><p> 8 +8 +6 +2 +6 </p><p> 9 +9 +6 +3 +6 Psionic combat mode</p><p> 10 +10 +7 +3 +7 Psionic combat mode</p><p> 11 +11 +7 +3 +7 <em>Detect thoughts</em> 3/day</p><p> 12 +12 +8 +4 +8 Psionic combat mode</p><p> 13 +13 +8 +4 +8 Psionic combat mode</p><p> 14 +14 +9 +4 +9 </p><p> 15 +15 +9 +5 +9 <em>Detect thoughts</em> 4/day, psionic combat mode</p><p> 16 +16 +10 +5 +10 Psionic combat mode</p><p> 17 +17 +10 +5 +10</p><p> 18 +18 +11 +6 +11 Psionic combat mode</p><p> 19 +19 +11 +6 +11 <em>Detect thoughts</em> 5/day</p><p> 20 +20 +12 +6 +12 </p><p></p><p> Powers discovered</p><p>Level Pts/day 0 1 2 3 4 5 6</p><p> 1 2 --</p><p> 2 2 --</p><p> 3 2 --</p><p> 4 2 2 --</p><p> 5 3 3 --</p><p> 6 4 3 1 --</p><p> 7 5 3 2 --</p><p> 8 8 3 3 1 --</p><p> 9 11 3 3 2 --</p><p> 10 16 3 3 2 1 --</p><p> 11 21 3 3 3 1 --</p><p> 12 26 3 3 3 2 --</p><p> 13 33 3 3 3 2 1 --</p><p> 14 40 3 3 3 3 1 --</p><p> 15 47 3 3 3 3 2 --</p><p> 16 56 3 3 3 3 2 1 --</p><p> 17 65 3 3 3 3 3 1 --</p><p> 18 74 3 3 3 3 3 2 --</p><p> 19 85 3 3 3 3 3 2 1</p><p> 20 96 3 3 3 3 3 3 1</p><p></p><p><strong>Notes</strong>:</p><p>Stacked up against the Paladin:</p><p></p><p>PROS:</p><p>- Two strong saves</p><p>- <em>Detect evil</em> replaced by <em>detect thoughts</em>, a higher level spell</p><p>- <em>Lay on hands</em> replacement <em>power surge</em> more useful in combat</p><p>- <em>Smite evil</em> replacement <em>determined strike</em> has no alignment restriction</p><p>- <em>Special mount</em> is more versatile</p><p></p><p>CONS:</p><p>- No channeling of positive energy</p><p>- No divine grace</p><p>- No divine health</p><p>- No <em>remove disease</em></p><p>- <em>Detect evil</em> replacement <em>detect thoughts</em> is limited in usage and comes later</p><p>- <em>Lay on hands</em> replacement <em>power surge</em> only provides temporary hit-points and only works on the psi-knight himself.</p><p>- Most buffs are completely negated by a <em>null psionics</em> field</p><p></p><p>Stacked up against the Psychic Warrior:</p><p></p><p>PROS:</p><p>- Better BAB (fighter instead of rogue)</p><p>- More hit points (d10 instead of d8)</p><p>- Lots of front-loaded goodies</p><p>- Two strong saves</p><p></p><p>CONS:</p><p>- No psionic talents until level 4 (BIG con)</p><p>- No bonus feats</p></blockquote><p></p>
[QUOTE="Halivar, post: 916302, member: 9327"] I know this class has probably been hashed and rehashed a thousand times, but since I'm too poor to afford extra modules I've never seen them. This is an amalgamation of a paladin and a psychic warrior. Feel free to correct/critique this class! This is my second attempt at a custom class. Many years ago, I coded on a MUD where it was my responsibility to put in psionics. I made a psionic character, hacked his pfile and gave him weapon and armor proficiency, and RP'd him as a paladin. It was by far and away to best and most fun roleplaying I have ever participated in, and I became enamored with the idea of a psionic paladin ever since. [U]Psi-Knight[/U] The psi-knight, like the paladin, is a force for truth and justice. Unlike the paladin, however, their extraordinairey power does not spring from divine agency, but rather the inborn will and determination to win over evil. This extreme willpower grants the psi-knight inherint psionic abilities. [B]Adventures[/B]: Psi-knights view adventures much like paladins do: as quests. For the psi-knight, each quest is a test of his or her willpower. The psi-knight will constantly seek challenges that make other men tremble. For the psi-knight, true victory is meeting your foe with iron determination, and crushing evil with the raw willpower of the righteous. [B]Characteristics[/B]: To those who don't know better, psi-knights have every outward appearance of being paladins. Many of their inherint abilities mimic the divine abilities of paladins. Psi-knights, however, do not channel positive energy, and thus have no special powers over undead. [B]Alignment[/B]: Psi-knights must be lawful good. Straying from this alignment means a lack of commitment on the psi-knight's part, and is indicative of a lack of will necessary to access their mental powers. Staying in line with this alignment always requires adopting a personal code of ethics much akin to those of paladins. [B]Religion[/B]: Psi-knights may worship (or not worship) as they wish, so long as their chosen deity does not conflict with the alignment requirements of the psi-knight. Psi-knights often prefer lawful deities (e.g. Heironeous or St. Cuthbert from GH), but also often follow good ones (e.g. Pelor from GH). [B]Background[/B]: Just as psionic powers are latently available to all people, so, too, is the capability to use that latent power to become a psi-knight. This is a distinction from paladins, who must be born with latent divine abilities. They may train in academies or monestaries to better understand their abilities, but most often the psi-knight learns through real-life challenges. [B]Races[/B]: Races that make good paladins also make good psi-knights. [B]Other Classes[/B]: Psi-knights take questing very seriously. They will prefer not to travel with others who lack moral constancy or doubt the group's ability to win. They are usually as charismatic as paladins, but are still mostly focused on the inward struggle to remain strong and sharp in the face of danger. Some might call them downright anti-social. Of course, the average is not the rule. Charismatic psi-knights can also inspire others into the same determined will to survive that they themselves have. Note that psi-knights have the same multi-class restrictions paladins do. [B]Abilities[/B]: Psi-knights manifest psionic powers as psychic warriors do, but delayed four levels. Thus, strength makes a good prime stat, as it enhances both fighting ability and psychometabolic powers. Charisma is also a big one, since many class abilities depend on charisma. Of course, each stat increases different psionic powers, so it's hard to go wrong. [B]Hit Die[/B]: d10 [U]Class Skills[/U] The psi-knights class skills (and the key ability for each skill) are Autohypnosis* (Wis), Concentration *(Con), Handle Animal (Cha), Heal (Wis), Ride (Dex), Stabilize Self* (Str). See Chapter 4 of the [I]Player's Handbook[/I] for more information; for skills marked (*) see Chapter 2 of the [I]Psionics Handbook[/I]. Skill Points at 1st Level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier. [U]Class Features[/U] All of the following are class features for the psi-knight. [B]Weapon and Armor Proficiency[/B]: Psi-knights are proficient with all simple and martial weapons, with all types of armor, and with shields. [I]Detect Thoughts[/I]: The psi-knight can cast detect thoughts as a spell-like ability. It duplicates the effects of the psionic power [I]detect thoughts[/I]. [I]Power Surge[/I]: A psi-knight can, through raw inner strength, increase their potency in combat. Each day they can increase their Strength and Consitution by their Charisma modifier (if positive) for a number of rounds equal to their class level. Note that this gives the psi-knight a boost of hit-points equal to their charisma modifier times their class level. This is a psionic, not divine ability, and is thus negated by a [I]null psionics[/I] field. [B]Aura of Courage[/B]: As the paladin ability, except it is psionic, not divine. Thus it is negated by a [I]null psionics[/I] field. [B]Determined Strike[/B]: Once per day, a psi-knight of 2nd level or higher may put all their mental effort into a single melee attack. They add their Charisma modifier (if positive) to their attack roll, and their class level to damage. The Charisma modifier does not stack with the Charisma modifier from [I]power surge[/I]. Note that this is not an extraordinairey ability, and is not negated by a [I]null psionics[/I] field. [B]Psionic Combat Modes[/B]: As a psychic fighter (see Chapter 1 of the [I]Psionics Manual[/I] for ability description). [B]Special Mount[/B]: At any given time, a psi-knight may attune himself to any one rideable animal. This animal immediately takes on the characteristics of a paladin's mount. If the mount dies or the psi-knight breaks mental contact, he must wait a week before attuning himself to another mount. Level BAB Fort Ref Will Special 1 +1 +2 +0 +2 [I]Power surge[/I], Psionic combat mode 2 +2 +3 +0 +3 Aura of Courage, determined strike 3 +3 +3 +1 +3 [I]Detect thoughts[/I] 1/day, psionic combat mode 4 +4 +4 +1 +4 5 +5 +4 +1 +4 Special mount 6 +6 +5 +2 +5 7 +7 +5 +2 +5 [I]Detect thoughts[/I] 2/day, psionic combat mode 8 +8 +6 +2 +6 9 +9 +6 +3 +6 Psionic combat mode 10 +10 +7 +3 +7 Psionic combat mode 11 +11 +7 +3 +7 [I]Detect thoughts[/I] 3/day 12 +12 +8 +4 +8 Psionic combat mode 13 +13 +8 +4 +8 Psionic combat mode 14 +14 +9 +4 +9 15 +15 +9 +5 +9 [I]Detect thoughts[/I] 4/day, psionic combat mode 16 +16 +10 +5 +10 Psionic combat mode 17 +17 +10 +5 +10 18 +18 +11 +6 +11 Psionic combat mode 19 +19 +11 +6 +11 [I]Detect thoughts[/I] 5/day 20 +20 +12 +6 +12 Powers discovered Level Pts/day 0 1 2 3 4 5 6 1 2 -- 2 2 -- 3 2 -- 4 2 2 -- 5 3 3 -- 6 4 3 1 -- 7 5 3 2 -- 8 8 3 3 1 -- 9 11 3 3 2 -- 10 16 3 3 2 1 -- 11 21 3 3 3 1 -- 12 26 3 3 3 2 -- 13 33 3 3 3 2 1 -- 14 40 3 3 3 3 1 -- 15 47 3 3 3 3 2 -- 16 56 3 3 3 3 2 1 -- 17 65 3 3 3 3 3 1 -- 18 74 3 3 3 3 3 2 -- 19 85 3 3 3 3 3 2 1 20 96 3 3 3 3 3 3 1 [B]Notes[/B]: Stacked up against the Paladin: PROS: - Two strong saves - [I]Detect evil[/I] replaced by [I]detect thoughts[/I], a higher level spell - [I]Lay on hands[/I] replacement [I]power surge[/I] more useful in combat - [I]Smite evil[/I] replacement [I]determined strike[/I] has no alignment restriction - [I]Special mount[/I] is more versatile CONS: - No channeling of positive energy - No divine grace - No divine health - No [I]remove disease[/I] - [I]Detect evil[/I] replacement [I]detect thoughts[/I] is limited in usage and comes later - [I]Lay on hands[/I] replacement [I]power surge[/I] only provides temporary hit-points and only works on the psi-knight himself. - Most buffs are completely negated by a [I]null psionics[/I] field Stacked up against the Psychic Warrior: PROS: - Better BAB (fighter instead of rogue) - More hit points (d10 instead of d8) - Lots of front-loaded goodies - Two strong saves CONS: - No psionic talents until level 4 (BIG con) - No bonus feats [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
CC: Psi-Knight (please critique!)
Top