Kobold Avenger
Legend
Psychomantic Blade
{This is a prestige class designed primarily to make the psychic warrior/ arcane spellcaster combination a more viable option. It’s meant to be focussed around buffing powers and spells, and to make it harder to dispel buffs in action.}
A Psychomantic Blade is one with the ability to blend arcane magic with psionic abilities to become an effective warrior. The power behind a psychomantic blade is both internal and external forces from which they work to balance. Unlike cerebremancers they use their combined forces to improve on their fighting skills.
Psychomantic blades are special individuals who need an ever alert and perceptive mind to handle the clashes of external and internal forces. There very minds are in many ways in conflicted. Most of them resolve these differences by leaning towards neutrality to create a balance among them, though psychomantic blades can be of any alignment.
Indeed some psychomantic blades may seem to be completely at peace and unnaturally calm even in the direst of circumstances. Other psychomantic blades seem to be locked in an eternal conflict, generally considered insane by most standards, despite their insights. Most psychomantic blades usually are in between the two extremes.
In combat they’re known for their extraordinary abilities in combat, with a flair for the dramatic. They exude an aura of uncanny power, flowing with energy both seen visibly and felt mentally. Each psychomantic blade learns to be extremely resourceful having opened themselves to new possibilities. Their power is focussed through a weapon or a fighting style (in the case of natural weapons or unarmed strikes) of which they diligently practice.
A common training exercise among many such orders is to balance is to balance a slab of stone on the end of a blade while standing on one foot and meditating. This practice serves as an example behind the idea of balancing forces and strengthening the body as a result. A psychomantic blade strives to only be influenced by the energies they channel, defying even gravity and time with their abilities.
Orders of psychomantic blades exist primarily among the Gith races, or alongside the secretive cabals of cerebremancers. Most psychomantic blades are psychic warriors/ wizards or psychic warriors/ sorcerers. Though some are wilders, bards or hexblades.
Hit Dice: d6
Requirements
To become a Psychomantic Blade requires the following.
Base Attack Bonus: +4
Feats: Combat Casting/Manifestation, Combat Expertise, Improved Initiative, Weapon Focus (any).
Powers: Ability to manifest Hustle.
Spells: Ability to cast 2nd level arcane spells.
Skills: Autohypnosis 7 ranks, Concentration 10 ranks, Jump 7 ranks, Knowledge (arcana) 6 ranks, Knowledge (psionics) 7 ranks, Spellcraft 6 ranks
Weapon Proficiency: Must be proficient in all martial weapons.
Class Skills
The Psychomantic Blade’s class skills are Autohypnosis (wis), Climb (str), Concentration (con), Craft (int), Jump (str), Knowledge (arcane & psionics), Profession (wis), Psicraft (int), Ride (dex), Search (int), Spellcraft (int), Swim (str).
Skill Points at each Level: 2 + int mod.
Class Features
All of these abilities are gained from taking this class.
Weapon & Armour Proficiency: A psychomantic blade gains no proficiency in any weapons or armour.
Spells and Powers per day: A psychomantic blade gains new powers as if they gained a level in whatever manifesting class they had before at every odd numbered level and at 8th and 10th level. They also gain new spells as if they gained a level in whatever arcane spellcasting class they had before at every even level and at 7th and 9th level. When they gain new powers or new spells, their manifesting or spellcaster also increases, including the manifestation cap.
Ablation (Su): As the psychomantic blade is about improving their abilities through the use of two different forces, they're essence has adapted the ability to maintain a stronger hold on powers and spells coursing through them. The difficulty to dispel any spells or powers on a psychomantic blade is increased by an amount equal to their class levels. Thus a 7th level psychomantic blade adds +7 to their DC against all dispel attempts. This bonus stacks with the power dispelling screen should they ever get this power.
Bound Weapon (Su): A psychomantic blade gets an empowered weapon at 1st level. This is a weapon they have weapon focus in and one they are bound to. To bond with a weapon they must meditate with the weapon for 8 hours. After that they can instantly call their weapon to their hand by expending psionic focus as a swift action. A psychomantic blade can bound with a secondary weapon if they possess two weapon fighting as part of their meditation. They can also restore 1d12 hit points to their weapon by expending focus in this way, this does nothing if it was a natural weapon they had weapon focus in.
Combat Ready: If psychomantic blade has combat casting, he’s also treated as if he has combat manifestation, and vice versa.
Power Surge (Su):
Psionic Surge: A psychomantic blade can expend a spell slot, to increase his manifestation level and cap of any power he manifests on him. This allows the psychomantic blade to augment their powers some more. A 1st level spell can provide up to 1 power point, and a 2nd (or higher) level spell can provide up to 3 power points, however there’s a maximum to the number of power points that can be provided in this way, which increases with level.
Arcane Surge: He can also spend a number of power points to increase the caster level of a spell he casts on him.
The maximum for Power Surge is 1 at 1st level, 2 at 4th and 3 at 8th level.
Psionic Meditation: At 2nd level psychomantic blade gains Psionic Meditation as a bonus feat, even if they don’t make the requirements. If they already have the feat they can choose another psionic feat.
Reactive Imbuement (Ex): At 4th level on the first round (when initiative is rolled) of combat a psychomantic blade can quicken any spell or power affecting on him if he has psionic focus. This is done at no additional cost.
Focus Adaptation (Su): At 5th level they can expend a spell to regain psionic focus as a swift action. They gain a bonus to the concentration check equal to the level of the spell expended.
Weapon Specialization: At 7th level a psychomantic blade gains weapon specialization in the weapon they have weapon focus in.
Offensive Imbuement (Ex): At 8th level a psychomantic blade who expends psionic focus can cast or manifest a spell targeting him, as a move action if their following standard action is an attack. They may use attack imbuement as many times per day equal to their dexterity modifier (minimum 1/day).
Empowerment (Su): At 10th level a psychomantic blade gains an enhancement bonus to one of their ability scores equal to the number of ongoing power and spells currently in effect on them. They can change what ability this applies to every round.
Variants: For a psychic rogue (or more dex-based psychic warrior variant) based psychomantic blade you may want to change the prerequisite of proficiency in all martial weapons to Base Reflex Bonus +5 instead. Giving them a good reflex save and a poor fortitude save and 4 skill points per level with Balance, Bluff, Hide, Move Silently, Sleight of Hand, and Tumble added to their skill list.
{This is a prestige class designed primarily to make the psychic warrior/ arcane spellcaster combination a more viable option. It’s meant to be focussed around buffing powers and spells, and to make it harder to dispel buffs in action.}
A Psychomantic Blade is one with the ability to blend arcane magic with psionic abilities to become an effective warrior. The power behind a psychomantic blade is both internal and external forces from which they work to balance. Unlike cerebremancers they use their combined forces to improve on their fighting skills.
Psychomantic blades are special individuals who need an ever alert and perceptive mind to handle the clashes of external and internal forces. There very minds are in many ways in conflicted. Most of them resolve these differences by leaning towards neutrality to create a balance among them, though psychomantic blades can be of any alignment.
Indeed some psychomantic blades may seem to be completely at peace and unnaturally calm even in the direst of circumstances. Other psychomantic blades seem to be locked in an eternal conflict, generally considered insane by most standards, despite their insights. Most psychomantic blades usually are in between the two extremes.
In combat they’re known for their extraordinary abilities in combat, with a flair for the dramatic. They exude an aura of uncanny power, flowing with energy both seen visibly and felt mentally. Each psychomantic blade learns to be extremely resourceful having opened themselves to new possibilities. Their power is focussed through a weapon or a fighting style (in the case of natural weapons or unarmed strikes) of which they diligently practice.
A common training exercise among many such orders is to balance is to balance a slab of stone on the end of a blade while standing on one foot and meditating. This practice serves as an example behind the idea of balancing forces and strengthening the body as a result. A psychomantic blade strives to only be influenced by the energies they channel, defying even gravity and time with their abilities.
Orders of psychomantic blades exist primarily among the Gith races, or alongside the secretive cabals of cerebremancers. Most psychomantic blades are psychic warriors/ wizards or psychic warriors/ sorcerers. Though some are wilders, bards or hexblades.
Hit Dice: d6
Requirements
To become a Psychomantic Blade requires the following.
Base Attack Bonus: +4
Feats: Combat Casting/Manifestation, Combat Expertise, Improved Initiative, Weapon Focus (any).
Powers: Ability to manifest Hustle.
Spells: Ability to cast 2nd level arcane spells.
Skills: Autohypnosis 7 ranks, Concentration 10 ranks, Jump 7 ranks, Knowledge (arcana) 6 ranks, Knowledge (psionics) 7 ranks, Spellcraft 6 ranks
Weapon Proficiency: Must be proficient in all martial weapons.
Class Skills
The Psychomantic Blade’s class skills are Autohypnosis (wis), Climb (str), Concentration (con), Craft (int), Jump (str), Knowledge (arcane & psionics), Profession (wis), Psicraft (int), Ride (dex), Search (int), Spellcraft (int), Swim (str).
Skill Points at each Level: 2 + int mod.
Class Features
All of these abilities are gained from taking this class.
Weapon & Armour Proficiency: A psychomantic blade gains no proficiency in any weapons or armour.
Code:
Level BAB Fort Ref Will Special Abilities Spells per day/ Powers known
1st +0 +2 +0 +2 Ablation, Bound Weapon, +1 manifesting class
Combat Ready, Power surge (1)
2nd +1 +3 +0 +3 Psionic Meditation +1 arcane class
3rd +2 +3 +1 +3 --- +1 manifesting class
4th +3 +4 +1 +4 Reactive Imbuement +1 arcane class
5th +3 +4 +1 +4 Power surge (2) +1 manifesting class
6th +4 +5 +2 +5 Focus Adaptation +1 arcane spellcasting class
7th +5 +5 +2 +5 Weapon specialization +1 manifesting class/+1 arcane class
8th +6 +6 +2 +6 Offensive Imbuement +1 manifesting class/+1 arcane class
9th +6 +6 +3 +6 Power surge (3) +1 manifesting class/+1 arcane class
10th +7 +7 +3 +7 Empowerment +1 manifesting class/+1 arcane class
Spells and Powers per day: A psychomantic blade gains new powers as if they gained a level in whatever manifesting class they had before at every odd numbered level and at 8th and 10th level. They also gain new spells as if they gained a level in whatever arcane spellcasting class they had before at every even level and at 7th and 9th level. When they gain new powers or new spells, their manifesting or spellcaster also increases, including the manifestation cap.
Ablation (Su): As the psychomantic blade is about improving their abilities through the use of two different forces, they're essence has adapted the ability to maintain a stronger hold on powers and spells coursing through them. The difficulty to dispel any spells or powers on a psychomantic blade is increased by an amount equal to their class levels. Thus a 7th level psychomantic blade adds +7 to their DC against all dispel attempts. This bonus stacks with the power dispelling screen should they ever get this power.
Bound Weapon (Su): A psychomantic blade gets an empowered weapon at 1st level. This is a weapon they have weapon focus in and one they are bound to. To bond with a weapon they must meditate with the weapon for 8 hours. After that they can instantly call their weapon to their hand by expending psionic focus as a swift action. A psychomantic blade can bound with a secondary weapon if they possess two weapon fighting as part of their meditation. They can also restore 1d12 hit points to their weapon by expending focus in this way, this does nothing if it was a natural weapon they had weapon focus in.
Combat Ready: If psychomantic blade has combat casting, he’s also treated as if he has combat manifestation, and vice versa.
Power Surge (Su):
Psionic Surge: A psychomantic blade can expend a spell slot, to increase his manifestation level and cap of any power he manifests on him. This allows the psychomantic blade to augment their powers some more. A 1st level spell can provide up to 1 power point, and a 2nd (or higher) level spell can provide up to 3 power points, however there’s a maximum to the number of power points that can be provided in this way, which increases with level.
Arcane Surge: He can also spend a number of power points to increase the caster level of a spell he casts on him.
The maximum for Power Surge is 1 at 1st level, 2 at 4th and 3 at 8th level.
Psionic Meditation: At 2nd level psychomantic blade gains Psionic Meditation as a bonus feat, even if they don’t make the requirements. If they already have the feat they can choose another psionic feat.
Reactive Imbuement (Ex): At 4th level on the first round (when initiative is rolled) of combat a psychomantic blade can quicken any spell or power affecting on him if he has psionic focus. This is done at no additional cost.
Focus Adaptation (Su): At 5th level they can expend a spell to regain psionic focus as a swift action. They gain a bonus to the concentration check equal to the level of the spell expended.
Weapon Specialization: At 7th level a psychomantic blade gains weapon specialization in the weapon they have weapon focus in.
Offensive Imbuement (Ex): At 8th level a psychomantic blade who expends psionic focus can cast or manifest a spell targeting him, as a move action if their following standard action is an attack. They may use attack imbuement as many times per day equal to their dexterity modifier (minimum 1/day).
Empowerment (Su): At 10th level a psychomantic blade gains an enhancement bonus to one of their ability scores equal to the number of ongoing power and spells currently in effect on them. They can change what ability this applies to every round.
Variants: For a psychic rogue (or more dex-based psychic warrior variant) based psychomantic blade you may want to change the prerequisite of proficiency in all martial weapons to Base Reflex Bonus +5 instead. Giving them a good reflex save and a poor fortitude save and 4 skill points per level with Balance, Bluff, Hide, Move Silently, Sleight of Hand, and Tumble added to their skill list.