I created this prestige class because I have a passion for electricity. Starting with the Pyrokinetisist, I attempted to bring it more in line with the Complete Psionic prestige classes by blending in a few attributes from the Storm Disciple and changing the overall attribute to electric.
I think this is a good combination of melee strength and raw power. I tweaked the entry requirements a touch to make up for the extra strength, but it remains a relatively simple class to enter. I certainly welcome feedback and suggestions.
Thunderbolt Knight
Thunderbolt Knights are beings of unquenchable passion who harvest the power of nature in order to wield lightning as a tangible force. Having looked into the heart of the storm, they begin to understand its fury, glory, and the might of its splendor.
Like honing the edge of a knife, they understand that a focused school of psionics can only make them stronger. They are wild and passionate, finding both beauty and joy in the shaping of nature's electric spectrum, its purifying light, and its devastating results. Those who take one or more levels in the Thunderbolt Knight class are sometimes colloquially referred to as “Electros.”
Thunderbolt Knight like electricity. A lot. Any character with some psionic ability is a possible candidate for this prestige class. Psions (particularly kineticists) and wilders might consider it acceptable to give up power acquisition in other areas if they have a passion for electricity. Psychic warriors may also enjoy electric powers. Soulknives might take levels in this class to gain access to the ThunderSaber ability for their mind blades. Hexblades or other melee spellcasters are also apt to find uses for this class' raw force.
Hit Die: D8
Requirements
To qualify to become a Thunderbolt Knight, a character must fulfill all the following criteria:
Alignment: Any chaotic.
Skills: Concentration 8 ranks, Craft (alchemy) 1 rank, Knowledge (psionics or archana) 2 ranks.
Feats: Wild Talent
Class Skills
The Thunderbolt Knight’s class skills (and the key ability for each skill) are: Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Psicraft (Int), and Tumble (Dex).
Skill Points at Each Level: 2 + Int modifier.
Table: The Thunderbolt Knight
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +2 +2 +0 Electro-Flail, Electrical Adaptation
2nd +1 +3 +3 +1 Shocking Aura, +1 Manifesting or Spellcasting
3rd +2 +3 +3 +1 White Lightning
4th +3 +4 +4 +1 ThunderSaber
5th +3 +4 +4 +2 Thunder Shield, Spark of Battle
6th +5 +5 +5 +2 Insulation Armor, +1 Manifesting or Spellcasting
7th +6 +6 +6 +3 Greater Electric Aura
8th +6 +6 +6 +3 Thunder Blade
9th +7 +7 +7 +4 Oversoul
CLASS FEATURES
All the following are class features of the Thunderbolt Knight prestige class.
Weapon and Armor Proficiency:
Thunderbolt Knight's gain no proficiency with any weapon or armor.
Manifesting and Spellcasting: At the 2nd and 6th levels, you gain additional power points per day, an increase in manifester level, and access to new powers as if you had also gained a level in a manifesting class to which you belonged before adding this prestige class. If you came from a spellcasting class, you gain new spells/day and spells known (if applicable) as if also gaining a level in the spellcasting class to which you belonged. You do not gain any other benefit a character of those classes would have gained. You may only select one base class to add to.
Electro Flail (Ps): A Thunderbolt Knight gains the ability to fashion a 10-foot-long whip of electricity from unstable ectoplasm as a move-equivalent action. She takes no damage from a electro lash she creates, and if she releases her hold, it immediately dissipates. The lash deals 1d8 (+1 for metal armored foes) points of electric damage to a target within 10 feet on a successful ranged touch attack. A Thunderbolt Knight can take Weapon Focus and Weapon Specialization (if she otherwise meets the prerequisites) in conjunction with the electro lash, as well as any feats that apply to the use of a standard whip. The whip remains in existence as long as the Thunderbolt Knight holds it.
Electrical Adaptation (Ex): At the 1st level, a Thunderbolt Knight becomes resistant to electricity, gaining a +4 bonus on all saving throws against heat (not flame) and electric spells and effects. In addition, she gains resistance to electricity 10
Shocking Aura (Ex): A Thunderbolt Knight of 2nd level or higher gains a special aura that is always active. You and allies within your aura deal an extra 1 point of electric damage on weapon damage rolls. The affected area begins as a 5ft radius centering on you, but increases to 10ft at Lv7.
White Lightning (Ps): Starting at 3rd level, as a standard action, a Thunderbolt Knight can launch a bolt of psionically manifested electricity at any target in line of sight within 60 feet. This effect is treated as a ranged touch attack and deals 1d6 points (+ 1 for metal armored enemies) of electric damage for each class level the Thunderbolt Knight has.
ThunderSaber (Ps): At 4th level and higher, a Thunderbolt Knight can activate this ability as a move-equivalent action. Electricity that harms neither her nor the weapon engulfs one weapon she holds (which can be a projectile such as a stone, bullet, arrow, or bolt). The weapon deals an extra 2d6 points of electric (+1 for metal armored enemies) damage on a successful hit. The weapon retains this effect for 1 turn for each of the Thunderbolt Knight's levels.
Thunder Shield (Ps): Beginning at 5th level, a Thunderbolt Knight can activate this ability as a move-equivalent action. A lightning-based shield surrounds her entire body. While she is enclosed, elemental damage the character’s receives (electric, heat, cold, earth, wind) is reduced by 1d4+1/2 Thunderbolt Knight Level. Melee and ranged damage is reduced by 1d4+0. If she is struck in melee, the attacker takes electric damage of 1d4+ Thunderbolt Knight Level. This ability lasts for up to 1 minute per Thunderbolt Knight level and is usable once per day. (Augment: For two Power Points, extend the duration of this power to 1hr/Thunderbolt Knight Level.)
Spark of Battle (Ex): At the 5th level, a Thunderbolt Knight gains this as a bonus feat. To use this you must expend your psionic focus. When a melee strike reduces a foe’s HP to 0, the Thunderbolt Knight may follow up with an offensive electric-based spell or psionic power, cast at another enemy within range. This requires its own attack roll, but is not a separate action. It therefore does not count against feats like Quicken Power/Spell.
Insulation Armor (Ex): At 6th level, a Thunderbolt Knight becomes highly resistant
to electricity gaining a +8 bonus on all saving throws against electric and heat spells (not flame) and effects and also gaining resistance to electricity 20.
Greater Electric Aura (Ps): At 7th level, when a Thunderbolt Knight activates her ThunderSaber ability, her weapon deals an extra 4d6 points of electric damage instead of 2d6. The range of Shocking Aura increases to 10ft. In addition, melee counter-damage taken from a Thunder Shield now deals 2d4+ Thunderbolt Knight Level points of damage.
Thunder Blade (Su): At Level 8, your weapon gains the Thundering special ability while you are psionically focused. A thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the wielder. A thundering weapon deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d8 points of sonic damage instead, and if the multiplier is x4, add an extra 3d8 points of sonic damage. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition. Subjects dealt a critical hit by a thundering weapon must make a DC 14 Fortitude save or be deafened permanently.
Oversoul (Ex): At 9th level, a Thunderbolt Knight may select one of the following powers and add it to her power list.
Breaking Storm (Ps): A Thunderbolt Knight can expend her psionic focus and take a full attack action to create a massive explosion of electricity around herself, electrocuting all enemies in the area. Once per day, as a standard action, she can use this ability to deal 12d6 +10 (+10 for metal armored foes) points of electric damage in a 30-foot- radius burst emanating from herself. Any enemy caught in the burst can make a Reflex saving throw (DC 15 + Thunderbolt Knight's Cha modifier) for half damage. Anyone failing the Reflex save against the Breaking Storm must also make a Fortitude saving throw (same DC) due to extreme shock or be thrown back to the nearest wall, taking an additional 1d10 damage.
Eternal Storm (Su): Once per day, as a standard action, a Thunderbolt Knight can expend her psionic focus and take a full attack action to strike a single enemy in range with the White Lightning power. She then creates 7 longswords of electricity, from unstable ectoplasm, centering on the original target. These blades deal 1d8 damage and may strike the original target or targets within 60ft of the original.
Any enemy struck by an ectoplasm longsword can make a Reflex saving throw (DC 15 + Thunderbolt Knight's Cha modifier) for half damage. Anyone failing the Reflex save must then make a Fortitude saving throw (same DC) due to the impact or be thrown back to the nearest wall, taking an additional 1d10 damage. A targeted enemy makes only 1 set of saving throws regardless of how many ectoplasmic longswords target it.
I think this is a good combination of melee strength and raw power. I tweaked the entry requirements a touch to make up for the extra strength, but it remains a relatively simple class to enter. I certainly welcome feedback and suggestions.
Thunderbolt Knight
Thunderbolt Knights are beings of unquenchable passion who harvest the power of nature in order to wield lightning as a tangible force. Having looked into the heart of the storm, they begin to understand its fury, glory, and the might of its splendor.
Like honing the edge of a knife, they understand that a focused school of psionics can only make them stronger. They are wild and passionate, finding both beauty and joy in the shaping of nature's electric spectrum, its purifying light, and its devastating results. Those who take one or more levels in the Thunderbolt Knight class are sometimes colloquially referred to as “Electros.”
Thunderbolt Knight like electricity. A lot. Any character with some psionic ability is a possible candidate for this prestige class. Psions (particularly kineticists) and wilders might consider it acceptable to give up power acquisition in other areas if they have a passion for electricity. Psychic warriors may also enjoy electric powers. Soulknives might take levels in this class to gain access to the ThunderSaber ability for their mind blades. Hexblades or other melee spellcasters are also apt to find uses for this class' raw force.
Hit Die: D8
Requirements
To qualify to become a Thunderbolt Knight, a character must fulfill all the following criteria:
Alignment: Any chaotic.
Skills: Concentration 8 ranks, Craft (alchemy) 1 rank, Knowledge (psionics or archana) 2 ranks.
Feats: Wild Talent
Class Skills
The Thunderbolt Knight’s class skills (and the key ability for each skill) are: Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Psicraft (Int), and Tumble (Dex).
Skill Points at Each Level: 2 + Int modifier.
Table: The Thunderbolt Knight
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +2 +2 +0 Electro-Flail, Electrical Adaptation
2nd +1 +3 +3 +1 Shocking Aura, +1 Manifesting or Spellcasting
3rd +2 +3 +3 +1 White Lightning
4th +3 +4 +4 +1 ThunderSaber
5th +3 +4 +4 +2 Thunder Shield, Spark of Battle
6th +5 +5 +5 +2 Insulation Armor, +1 Manifesting or Spellcasting
7th +6 +6 +6 +3 Greater Electric Aura
8th +6 +6 +6 +3 Thunder Blade
9th +7 +7 +7 +4 Oversoul
CLASS FEATURES
All the following are class features of the Thunderbolt Knight prestige class.
Weapon and Armor Proficiency:
Thunderbolt Knight's gain no proficiency with any weapon or armor.
Manifesting and Spellcasting: At the 2nd and 6th levels, you gain additional power points per day, an increase in manifester level, and access to new powers as if you had also gained a level in a manifesting class to which you belonged before adding this prestige class. If you came from a spellcasting class, you gain new spells/day and spells known (if applicable) as if also gaining a level in the spellcasting class to which you belonged. You do not gain any other benefit a character of those classes would have gained. You may only select one base class to add to.
Electro Flail (Ps): A Thunderbolt Knight gains the ability to fashion a 10-foot-long whip of electricity from unstable ectoplasm as a move-equivalent action. She takes no damage from a electro lash she creates, and if she releases her hold, it immediately dissipates. The lash deals 1d8 (+1 for metal armored foes) points of electric damage to a target within 10 feet on a successful ranged touch attack. A Thunderbolt Knight can take Weapon Focus and Weapon Specialization (if she otherwise meets the prerequisites) in conjunction with the electro lash, as well as any feats that apply to the use of a standard whip. The whip remains in existence as long as the Thunderbolt Knight holds it.
Electrical Adaptation (Ex): At the 1st level, a Thunderbolt Knight becomes resistant to electricity, gaining a +4 bonus on all saving throws against heat (not flame) and electric spells and effects. In addition, she gains resistance to electricity 10
Shocking Aura (Ex): A Thunderbolt Knight of 2nd level or higher gains a special aura that is always active. You and allies within your aura deal an extra 1 point of electric damage on weapon damage rolls. The affected area begins as a 5ft radius centering on you, but increases to 10ft at Lv7.
White Lightning (Ps): Starting at 3rd level, as a standard action, a Thunderbolt Knight can launch a bolt of psionically manifested electricity at any target in line of sight within 60 feet. This effect is treated as a ranged touch attack and deals 1d6 points (+ 1 for metal armored enemies) of electric damage for each class level the Thunderbolt Knight has.
ThunderSaber (Ps): At 4th level and higher, a Thunderbolt Knight can activate this ability as a move-equivalent action. Electricity that harms neither her nor the weapon engulfs one weapon she holds (which can be a projectile such as a stone, bullet, arrow, or bolt). The weapon deals an extra 2d6 points of electric (+1 for metal armored enemies) damage on a successful hit. The weapon retains this effect for 1 turn for each of the Thunderbolt Knight's levels.
Thunder Shield (Ps): Beginning at 5th level, a Thunderbolt Knight can activate this ability as a move-equivalent action. A lightning-based shield surrounds her entire body. While she is enclosed, elemental damage the character’s receives (electric, heat, cold, earth, wind) is reduced by 1d4+1/2 Thunderbolt Knight Level. Melee and ranged damage is reduced by 1d4+0. If she is struck in melee, the attacker takes electric damage of 1d4+ Thunderbolt Knight Level. This ability lasts for up to 1 minute per Thunderbolt Knight level and is usable once per day. (Augment: For two Power Points, extend the duration of this power to 1hr/Thunderbolt Knight Level.)
Spark of Battle (Ex): At the 5th level, a Thunderbolt Knight gains this as a bonus feat. To use this you must expend your psionic focus. When a melee strike reduces a foe’s HP to 0, the Thunderbolt Knight may follow up with an offensive electric-based spell or psionic power, cast at another enemy within range. This requires its own attack roll, but is not a separate action. It therefore does not count against feats like Quicken Power/Spell.
Insulation Armor (Ex): At 6th level, a Thunderbolt Knight becomes highly resistant
to electricity gaining a +8 bonus on all saving throws against electric and heat spells (not flame) and effects and also gaining resistance to electricity 20.
Greater Electric Aura (Ps): At 7th level, when a Thunderbolt Knight activates her ThunderSaber ability, her weapon deals an extra 4d6 points of electric damage instead of 2d6. The range of Shocking Aura increases to 10ft. In addition, melee counter-damage taken from a Thunder Shield now deals 2d4+ Thunderbolt Knight Level points of damage.
Thunder Blade (Su): At Level 8, your weapon gains the Thundering special ability while you are psionically focused. A thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the wielder. A thundering weapon deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d8 points of sonic damage instead, and if the multiplier is x4, add an extra 3d8 points of sonic damage. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition. Subjects dealt a critical hit by a thundering weapon must make a DC 14 Fortitude save or be deafened permanently.
Oversoul (Ex): At 9th level, a Thunderbolt Knight may select one of the following powers and add it to her power list.
Breaking Storm (Ps): A Thunderbolt Knight can expend her psionic focus and take a full attack action to create a massive explosion of electricity around herself, electrocuting all enemies in the area. Once per day, as a standard action, she can use this ability to deal 12d6 +10 (+10 for metal armored foes) points of electric damage in a 30-foot- radius burst emanating from herself. Any enemy caught in the burst can make a Reflex saving throw (DC 15 + Thunderbolt Knight's Cha modifier) for half damage. Anyone failing the Reflex save against the Breaking Storm must also make a Fortitude saving throw (same DC) due to extreme shock or be thrown back to the nearest wall, taking an additional 1d10 damage.
Eternal Storm (Su): Once per day, as a standard action, a Thunderbolt Knight can expend her psionic focus and take a full attack action to strike a single enemy in range with the White Lightning power. She then creates 7 longswords of electricity, from unstable ectoplasm, centering on the original target. These blades deal 1d8 damage and may strike the original target or targets within 60ft of the original.
Any enemy struck by an ectoplasm longsword can make a Reflex saving throw (DC 15 + Thunderbolt Knight's Cha modifier) for half damage. Anyone failing the Reflex save must then make a Fortitude saving throw (same DC) due to the impact or be thrown back to the nearest wall, taking an additional 1d10 damage. A targeted enemy makes only 1 set of saving throws regardless of how many ectoplasmic longswords target it.