PsyBlade (3.5e Class)

From D&D Wiki

Jump to: navigation, search
PsyBlade.jpg

PsyBlade[edit]

<-general description->.

Making a PsyBlade[edit]

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: Strength for Melee effectiveness & damage. Dexterity for Armor, Constitution for Health & Concentration, Intelligence for Manifesting.

Races: There's too few of these known to have a typical race.

Alignment: While they may be of any alignment, they are rarely of an extreme. Typically have some "Neutral" component.

Starting Gold: starting gold; 2d4 ×10 gp (average starting gold, 50gp).

Starting Age: "As fighter"

Table: The PsyBlade

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will
1st +1 +2 +0 +2 Durable Manifesting, PsyBlade Manifesting (+2) 1 1 1
2nd +2 +3 +0 +3 Infused Blade 2 2 1
3rd +3 +3 +1 +3 Mental Grace, Blade Manifestation (1d4), PsyBlade Manifesting (+3) 3 3 1
4th +4 +4 +1 +4 Mental Bastion 4 4 2
5th +5 +4 +1 +4 Sharp Mind (Half) 6 5 2
6th +6/+1 +5 +2 +5 Elemental Assault, PsyBlade Manifesting (+4) 8 6 2
7th +7/+2 +5 +2 +5 Blade Manifestation (1d6) 10 7 3
8th +8/+3 +6 +2 +6 Mental Adaptation 12 8 3
9th +9/+4 +6 +3 +6 PsyBlade Manifesting (+5) 14 9 3
10th +10/+5 +7 +3 +7 Uncanny Dodge 17 10 4
11th +11/+6/+1 +7 +3 +7 Blade Manifestation (1d8) 20 11 4
12th +12/+7/+2 +8 +4 +8 PsyBlade Manifesting (+6) 23 12 4
13th +13/+8/+3 +8 +4 +8 Mettle 26 13 5
14th +14/+9/+4 +9 +4 +9 Sharp Mind (Full) 29 14 5
15th +15/+10/+5 +9 +5 +9 Blade Manifestation (1d10), PsyBlade Manifesting (+7) 33 15 5
16th +16/+11/+6/+1 +10 +5 +10 37 16 6
17th +17/+12/+7/+2 +10 +5 +10 Improved Uncanny Dodge 41 17 6
18th +18/+13/+8/+3 +11 +6 +11 PsyBlade Manifesting (+8) 45 18 6
19th +19/+14/+9/+4 +11 +6 +11 Blade Manifestation (1d12, Full Attack) 49 19 7
20th +20/+15/+10/+5 +12 +6 +12 55 20 7

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge: Psionics (Int), Knowledge: One other of choice (Int), Profession (Wis), Sense Motive (Wis), Psicraft (Int), & Tumble (Dex).

Class Features[edit]

<-fluff about class features->. All of the following are class features of the PsyBlade.

Weapon and Armor Proficiency: The PsyBlade is proficient with all light & medium armors. They are proficient with all simple weapons & one martial or exotic light or one handed slashing weapon of choice.

Power Points/Day: A PsyBlade’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: PsyBlade. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: A PsyBlade begins play knowing one PsyBlade power of your choice. Each time they achieve a new level, they unlock the knowledge of a new power.

Choose the powers known from the psychic warrior power list, a PsyBlade can additionally learn any powers from the Psychometabolism, Psychoportation & Psychokinesis schools. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a PsyBlade to learn powers from the lists of other classes.) A PsyBlade can manifest any power that has a power point cost equal to or lower than their manifester level.

The total number of powers a PsyBlade can manifest in a day is limited only by their daily power points.

A PsyBlade simply knows their powers; they are ingrained in their mind. They does not need to prepare them (in the way that some powermanifesters prepare their powers), though they must get a good night’s sleep each day to regain all their spent power points.

The Difficulty Class for saving throws against PsyBlade powers is 10 + the power’s level + the PsyBlade’s Intelligence modifier.

Maximum Power Level Known: This column determines the highest level power he can learn at this level.

To learn or manifest a power, a PsyBlade must have an Intelligence score of at least 10 + the power’s level.

Durable Manifesting (Ex): A PsyBlade has a knack for being able to concentrate on Manifesting powers and maintaining them despite taking damage while doing so. For the purpose of making a Concentration check to manifest, concentrate on, or direct a power when he might be distracted by damage, a PsyBlade subtracts his level from any hit point damage dealt to him by an attack that strikes him during the action (or whenever he is subject to a source of continuous damage, such as Melf’s acid arrow). A PsyBlade still takes all the damage dealt to him, but the damage is less likely to affect his ability to manifest, concentrate on, or direct powers successfully.

For example, a 1st-level PsyBlade can “ignore” 1 point of damage from each source that damages them while manifesting a power for the purpose of determining the DC of his Concentration check to manifest successfully. If struck for 5 points of damage while manifesting a power, they must make a Concentration check to successfully manifest, but the DC is only 10 + 4 (damage dealt minus 1) + the power's level. A 5th-level PsyBlade could ignore up to 5 points of damage dealt from each source that damages him during Manifesting (and thus wouldn’t have to make a Concentration check if struck for 5 points of damage or less).

PsyBlade Manifesting (Ex): You get a +2 bonus on Concentration checks made to manifest a power or use a psi-like ability while on the defensive or while you are grappling or pinned. This bonus increases by 1 at level 3 and every 3 levels thereafter. This bonus only applies when you manifest a PsyBlade power and would gain the benefits of your Mental Flexibility class feat (whether or not your armor has an Mental power failure chance).

Infused Blade (Ex): At 2nd level the PsyBlade learns to channel their touch powers through their blade. This allows a PsyBlade to deliver any touch power with a melee attack. The PsyBlade must hit the target's AC to deliver the power. If the power allows multiple uses, then the PsyBlade may make multiple attempts if their base attack bonus allows.

- This could likely be better worded, but the intent is to follow the guidelines of the individual touch power manifest in regards to the effects of a missed attack & multiple attacks in a round - 

Mental Grace (Ps): Starting at 3rd level, you can add your Intelligence modifier as a bonus to Armor Class, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.

Blade Magic (Ps): At 3rd level the PsyBlade gains the ability to infuse their blade with psychic energy. As a standard action that does not provoke attacks of opportunity, the PsyBlade may expend 1 power point to unleash a wave of pure Mental energy. The wave is treated as a cone (only vertical or horizontal, chosen at the time used) or a line. The cone is 10 feet long plus 5 feet per point of Intelligence bonus & does 1d4 damage, a line is double the length of a cone. Anyone in the area gets a reflex save for 1/2 damage. DC=11 + Intelligence Bonus + Weapon Enhancement Bonus. A PsyBlade may use this a number of times per day equal to their PsyBlade class level, but no more than once per round. At 19th level a PsyBlade can use this as part of a full attack action. This ability can be augmented, for every 2 additional power points spent on the power add one dice of damage & increase the save DC by 1. This damage increases to 1d6 at 7th level, 1d8 at 11th level, 1d10 at 15th level, & finally to 1d12 at 19th level

Mental Bastion (Ps): Starting at 4th level, as a standard action that provokes attacks of opportunity, a PsyBlade can spend one power point to gain a deflection bonus to AC equal to their Intelligence bonus for 5 rounds. This ability can be augmented, for every 2 additional power points spent on the power increase the duration by 1 round, for every 6 additional power points spent in this way also increase the deflection bonus by 1.

Sharp Mind (Ps): Starting at 5th level a PsyBlade gains 1/2 their Intelligence Modifier added to melee weapon damage rolls. At 14th level this increases to their full Intelligence Modifier. This damage is considered Psionic or the equivalent enhancement bonus of the weapon used, whichever is higher, for the purpose of damage reduction.

Elemental Assault (Ps): Starting at 6th level, as a swift action, the PsyBlade can spend one power point to infuse their blade with elemental energy. The PsyBlade's weapon deals an extra 1d4 of the chosen energy type & has an additional effect based upon the element chosen. This effect lasts for 3 rounds plus 1 round per point of Intelligence modifier. All saves are made against a DC of 11+Intelligence Modifier+Weapon Enhancement Bonus. This ability can be augmented, for every 2 additional power points spent on this power increase the save DC by one, for every 6 additional power points spent in this way also add one extra damage dice of the same size.

Fire: A successful hit deals 1d3 fire splash damage to all enemies adjacent to the target, Reflex for 1/2

Sonic: A successful hit deals 1d3 sonic splash damage to all enemies adjacent to the target, Fort for 1/2

Acid: The target takes 1d2 acid damage at the beginning of your next turn. Reflex for 1/2

Cold: The target takes 1d2 cold damage at the beginning of your next turn. Fort for 1/2

Electric: A successful hit deals 1d3 electric damage to a different target of your choice within 15 feet of the primary target. Reflex for 1/2

Force: A successful hit deals 1d3 force damage to a different target of your choice within 15 feet of the primary target. Fort for 1/2

Mental Adaptation (Ps): Starting at 8th level, a PsyBlade learns to channel his powers to increase his effectiveness with his blade. Once per round, as a swift action that does not provoke attacks of opportunity, a PsyBlade may spend 1 power point to increase the enhancement bonus of his blade by 1. This boost lasts for 1 round plus 1 round per 4 PsyBlade levels (round down). This ability does not stack with itself. If multiple Mental Adaptations are in use, track each separately, you gain the benefit of the higher until it's duration expires. This ability can be augmented, for every 3 additional power points spent increase the effective enhancement bonus by 1.

Uncanny Dodge (Ex): Starting at 10th level, a PsyBlade can react to danger before her senses would normally allow her to do so. They retain their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still loses their Dexterity bonus to AC if immobilized.

If a PsyBlade already has uncanny dodge from a different class they automatically gain improved uncanny dodge instead.

Mettle (Ex): At 13th level and higher, a PsyBlade is able to resist effects with great willpower of fortitude. If you succeed on a Fortitude or Will save against an effect with a partial effect on a successful save, you instead suffer no effects from the attack. A helpless PsyBlade does not gain the benefit of Mettle.

Improved Uncanny Dodge (Ex): A PsyBlade of 17th level or higher can no longer be flanked.

This defense denies a Rogue the ability to sneak attack the character by flanking them, unless the attacker has at least four more Rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum Rogue level required to flank the character.

<-... repeat as necessary.->

Epic PsyBlade[edit]

Table: The Epic PsyBlade

Hit Die: d8

Level Special
21st PsyBlade Manifesting (+9)
22nd
23rd Bonus Feat
24th PsyBlade Manifesting (+10)
25th
26th Bonus Feat
27th PsyBlade Manifesting (+11)
28th
29th Bonus Feat
30th PsyBlade Manifesting (+12)

4 + Int modifier skill points per level.

PsyBlade Manifesting: Continues to increase by 1 every 3 levels starting at 21st

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic PsyBlade gains a bonus feat (selected from the list of epic PsyBlade bonus feats) every 3 levels after 20th.

Epic PsyBlade Bonus Feat List: An epic PsyBlade may choose any non-epic feat they meet the prerequisites for, or they may choose any from the following list as long as they meet the prerequisites: Armor Skin, Energy Resistance, Epic Prowess, Epic Skill Focus, Epic Power Focus, Epic Power Penetration, Great Intelligence, Great Constitution, Great Strength, Improved Power Capacity, & Power Opportunity

Human PsyBlade Starting Package[edit]

Weapons: Long Sword.

Skill Selection: Concentration, Jump, Powercraft, Tumble

Skill Ranks Ability Armor
Check
Penalty
Concentration 4 Con
Jump 4 Str ACP
Powercraft 4 Int
Tumble 4 Dex ACP

Feat: Weapon Focus (Long Sword)

Bonus Feats: Combat Expertise

Gear: Backpack, Waterskin, Power Component Pouch, Trail Rations, Belt Pouch

Gold: 2d4x10.

Campaign Information[edit]

Playing a PsyBlade[edit]

Religion: PsyBlades normally venerate a combat oriented deity, such as Kord or Tempus, if they pay homage to any deity at all.

Other Classes: PsyBlades view all other classes with equal indifference. They pity the character that lack the ability to use the Arcane Arts just as much as they pity the Arcanists that lack in the Martial Arts.

Combat: Typically taking to the front lines, equally adept in handling groups or single combat.

Advancement: PsyBlades rarely multiclass or venture into Prestige Classes because they have no desire to lose any of their combat abilities or their arcane.

PsyBlades in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: There are no known PsyBlade organizations

NPC Reactions: <-How NPCs react to PCs of this class->.

PsyBlade Lore[edit]

Characters with ranks in Knowledge (Arcana) can research PsyBlades to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcana)
DC Result
5 -
10 PsyBlades are versatile warriors that can hold their own against most opponents.
15 PsyBlades are of a rare, unknown order that merges Martial Arts with the Arcane
20 <-very rare information->.

PsyBlades in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!


Advertisements: