DaTedinator
2010-03-18, 01:27 PM
Alright, first, a new feat:
Sublime Soulknife [Psionic]
Your mastery of the Sublime Way has only increased your proficiency and deadliness with your mind blade.
Prerequisite: Blade meditation (any), mind blade.
Benefit: You may add your Soulknife levels to your initiator level (rather than one-half your Soulknife levels as usual), and you may use your initiator level to determine your mind blade's enhancement bonus. You may treat your mind blade as a discipline weapon for any discipline you have the Blade Meditation feat for, and if you have the ability to reshape your mind blade, may reshape it into a discipline weapon for such a discipline (you may reshape it into two identical copies of a light weapon, following the normal rules for splitting your mind blade).
Now, the class!
DARK MIND
Let your anger flow.
Emotion is a powerful motivator, to be certain. Fear can make even the strongest warrior flee like a child, and love can drive a man to do things he would never even consider doing otherwise. Soulknives must respect emotions even more than the average person, as their minds are already, quite literally, carefully honed weapons; if they lose control of their emotions, it can be dangerous indeed.
Dark minds are practitioners of the Mental Grip who, rather than avoid letting their emotions control their power, embrace it. They have seen the additional power that emotion can give to their already impressive abilities, and want even more of it.
This class makes use of the Mental Grip (http://www.giantitp.com/forums/showthread.php?p=7669158#post7669158) discipline.
BECOMING A DARK MIND
ENTRY REQUIREMENTS
Feats: Blade Meditation (Mental Grip), Sublime Soulknife
Skills: Autohypnosis 8 ranks
Martial Maneuvers: Must know at least one Mental Grip maneuver, and at least one Mental Grip stance
Class Features: Must be able to manifest a mind blade.
Class Skills
The dark mind's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Martial Lore (Int), Move Silently (Dex), and Tumble (Dex).
Skills Points at Each Level: 4 + Int
Hit Dice: d10
Level
BAB
Fort
Ref
Will
Special
1st
+1
+0
+0
+2
Improved mind blade (Despair)
2nd
+2
+0
+0
+3
Stance of passion
3rd
+3
+1
+1
+3
Improved mind blade (Fear)
4th
+4
+1
+1
+4
Psychic strike +1d8
5th
+5
+1
+1
+4
Improved mind blade (Rage)
6th
+6
+2
+2
+5
Furious retort
7th
+7
+2
+2
+5
Improved mind blade (Hatred)
8th
+8
+2
+2
+6
Psychic strike +2d8
9th
+9
+3
+3
+6
Improved mind blade (Suffering)
10th
+10
+3
+3
+7
Absolute power
[tr]
Level
Man. Known
Man. Readied
Stances Known
[td]1st
1
0
0
2nd
0
1
0
3rd
1
0
0
4th
0
0
1
5th
1
0
0
6th
0
1
0
7th
1
0
0
8th
0
0
1
9th
1
0
0
10th
0
1
0
[tr]
[td]
Maneuvers: At each odd-numbered level, you gain a new maneuver known from the Desert Wind, Mental Grip, Shadow Hand, or Tiger Claw discipline. You must meet a maneuver’s prerequisite to learn it. You add your full dark mind levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 2nd, 6th, and 10th level, you gain an additional maneuver readied per day.
Stances Known: At 4th and 8th level, you learn a new martial stance from the Desert Wind, Mental Grip, Shadow Hand, or Tiger Claw discipline. You must meet a stance’s prerequisite to learn it.
Improved Mind Blade (Su): Your emotions are a literal weapon; you use them to fuel your mind blade to be more deadly than any mere sword. Additionally, you gain a benefit based on the current emotion you’re channeling; at first level, you only have access to the emotion of despair, but at every odd level you gain access to another emotion. You may switch which emotion you’re channeling as a swift action. Each emotion has one universal benefit, one benefit as long as you maintain psionic focus, and one benefit that can only be gained if you expend your psionic focus; these benefits only affect your mind blade.
Despair: You let a violent, desperate despair fill your mind blade, that hungers for success at any cost.
You gain a +4 bonus on rolls to confirm critical hits.
As long as you maintain your psionic focus, your critical threat range doubles (this stacks with effects such as Improved Critical).
You may expend your psionic focus to automatically confirm a threatened critical.
Fear: Fear claws at your mind blade, and a heightened sense of caution shoves your mind blade in between you and your opponents’ attacks.
You add your mind blade’s enhancement bonus to your AC as a deflection bonus.
As long as you maintain your psionic focus, you may add your Charisma bonus to any rolls involved in using a martial counter.
You may expend your psionic focus as an immediate action to replace your AC with an attack roll for a single attack; you may choose to do this after hearing the result of the opponent’s attack.
Rage: Anger bubbles from beneath the surface of your mind blade, fueling it with a deadly flame.
Your attacks deal +1d6 fire damage.
As long as you maintain your psionic focus, your attacks deal +2d6 fire damage.
You may expend your psionic focus to have all attacks deal +4d6 damage until the beginning of your next turn; half of the damage is fire, half of it is pure anger given form, and is not affected by fire resistance.
Hatred: Sheer, passionate hate of your opponent guides your mind blade to draw their blood.
You gain a +2 bonus to attack rolls against opponents who were within your reach at the beginning of your turn.
As long as you maintain your psionic focus, your attacks ignore miss chance from concealment, but not total concealment.
You may expend your psionic focus to ignore all concealment effects for a single attack, including incorporeal miss chance.
Suffering: All the pain you’ve ever experienced rushes from your blade to your opponents.
Your melee attacks bleed for 1 point of damage per round until your opponent receives magical healing, or a DC 25 Heal check is made on them as a standard action; creatures immune to critical hits are immune to this damage, and it does not multiply on a critical hit. This damage stacks.
As long as you maintain your psionic focus, you instead deal 2 points of bleeding damage.
You may expend your psionic focus upon making a successful attack to force your opponent to make a Fortitude save (DC 19 + your Charisma modifier) or else be stunned for 1d4 rounds.
Stance of Passion (Su): You know how to let your emotions drive you, so that you can remain standing far past the point where an ordinary person would be slain. When in a martial stance, you may forgo the normal benefits of the stance to gain the effect of a stance of passion. This ability lasts as long as you would maintain the stance normally. You may voluntarily end the stance's effects and resume the benefits of your previous stance as a swift action.
While you use this ability, you close wounds at an extraordinary rate. A number of points of lethal damage equal to your class level turns to nonlethal damage every round. Additionally, it becomes harder to hurt you in the first place, and you gain DR/- equal to half your class level (round down).
Psychic Strike (Su): As the http://www.d20srd.org/srd/psionic/classes/soulknife.htm#psychicStrike]soulknife ( [url) class feature[/url], including the ability to trade it for bonus feats (http://www.wizards.com/default.asp?x=dnd/psm/20070214a).
Furious Retort (Ex): For an opponent to hit you is a grave mistake on their part. Whenever you are dealt damage by an opponent within 150 feet, you may make an attack against them as an immediate action. You must use your mind blade for this attack.
Alternatively, you may expend your psionic focus to use a martial strike against the instigating opponent instead of a standard attack. The opponent must be within range, and the strike must normally require no more than a standard action.
Absolute Power: A dark mind will sacrifice anything for power. At 10th level, whenever you use a martial maneuver, you may expend your psionic focus and take an amount of damage equal to the level of the maneuver as a swift action. If you do so, you immediately recover the maneuver. You may not reduce this damage in any way.
Sublime Soulknife [Psionic]
Your mastery of the Sublime Way has only increased your proficiency and deadliness with your mind blade.
Prerequisite: Blade meditation (any), mind blade.
Benefit: You may add your Soulknife levels to your initiator level (rather than one-half your Soulknife levels as usual), and you may use your initiator level to determine your mind blade's enhancement bonus. You may treat your mind blade as a discipline weapon for any discipline you have the Blade Meditation feat for, and if you have the ability to reshape your mind blade, may reshape it into a discipline weapon for such a discipline (you may reshape it into two identical copies of a light weapon, following the normal rules for splitting your mind blade).
Now, the class!
DARK MIND
Let your anger flow.
Emotion is a powerful motivator, to be certain. Fear can make even the strongest warrior flee like a child, and love can drive a man to do things he would never even consider doing otherwise. Soulknives must respect emotions even more than the average person, as their minds are already, quite literally, carefully honed weapons; if they lose control of their emotions, it can be dangerous indeed.
Dark minds are practitioners of the Mental Grip who, rather than avoid letting their emotions control their power, embrace it. They have seen the additional power that emotion can give to their already impressive abilities, and want even more of it.
This class makes use of the Mental Grip (http://www.giantitp.com/forums/showthread.php?p=7669158#post7669158) discipline.
BECOMING A DARK MIND
ENTRY REQUIREMENTS
Feats: Blade Meditation (Mental Grip), Sublime Soulknife
Skills: Autohypnosis 8 ranks
Martial Maneuvers: Must know at least one Mental Grip maneuver, and at least one Mental Grip stance
Class Features: Must be able to manifest a mind blade.
Class Skills
The dark mind's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Martial Lore (Int), Move Silently (Dex), and Tumble (Dex).
Skills Points at Each Level: 4 + Int
Hit Dice: d10
Level
BAB
Fort
Ref
Will
Special
1st
+1
+0
+0
+2
Improved mind blade (Despair)
2nd
+2
+0
+0
+3
Stance of passion
3rd
+3
+1
+1
+3
Improved mind blade (Fear)
4th
+4
+1
+1
+4
Psychic strike +1d8
5th
+5
+1
+1
+4
Improved mind blade (Rage)
6th
+6
+2
+2
+5
Furious retort
7th
+7
+2
+2
+5
Improved mind blade (Hatred)
8th
+8
+2
+2
+6
Psychic strike +2d8
9th
+9
+3
+3
+6
Improved mind blade (Suffering)
10th
+10
+3
+3
+7
Absolute power
[tr]
Level
Man. Known
Man. Readied
Stances Known
[td]1st
1
0
0
2nd
0
1
0
3rd
1
0
0
4th
0
0
1
5th
1
0
0
6th
0
1
0
7th
1
0
0
8th
0
0
1
9th
1
0
0
10th
0
1
0
[tr]
[td]
Maneuvers: At each odd-numbered level, you gain a new maneuver known from the Desert Wind, Mental Grip, Shadow Hand, or Tiger Claw discipline. You must meet a maneuver’s prerequisite to learn it. You add your full dark mind levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 2nd, 6th, and 10th level, you gain an additional maneuver readied per day.
Stances Known: At 4th and 8th level, you learn a new martial stance from the Desert Wind, Mental Grip, Shadow Hand, or Tiger Claw discipline. You must meet a stance’s prerequisite to learn it.
Improved Mind Blade (Su): Your emotions are a literal weapon; you use them to fuel your mind blade to be more deadly than any mere sword. Additionally, you gain a benefit based on the current emotion you’re channeling; at first level, you only have access to the emotion of despair, but at every odd level you gain access to another emotion. You may switch which emotion you’re channeling as a swift action. Each emotion has one universal benefit, one benefit as long as you maintain psionic focus, and one benefit that can only be gained if you expend your psionic focus; these benefits only affect your mind blade.
Despair: You let a violent, desperate despair fill your mind blade, that hungers for success at any cost.
You gain a +4 bonus on rolls to confirm critical hits.
As long as you maintain your psionic focus, your critical threat range doubles (this stacks with effects such as Improved Critical).
You may expend your psionic focus to automatically confirm a threatened critical.
Fear: Fear claws at your mind blade, and a heightened sense of caution shoves your mind blade in between you and your opponents’ attacks.
You add your mind blade’s enhancement bonus to your AC as a deflection bonus.
As long as you maintain your psionic focus, you may add your Charisma bonus to any rolls involved in using a martial counter.
You may expend your psionic focus as an immediate action to replace your AC with an attack roll for a single attack; you may choose to do this after hearing the result of the opponent’s attack.
Rage: Anger bubbles from beneath the surface of your mind blade, fueling it with a deadly flame.
Your attacks deal +1d6 fire damage.
As long as you maintain your psionic focus, your attacks deal +2d6 fire damage.
You may expend your psionic focus to have all attacks deal +4d6 damage until the beginning of your next turn; half of the damage is fire, half of it is pure anger given form, and is not affected by fire resistance.
Hatred: Sheer, passionate hate of your opponent guides your mind blade to draw their blood.
You gain a +2 bonus to attack rolls against opponents who were within your reach at the beginning of your turn.
As long as you maintain your psionic focus, your attacks ignore miss chance from concealment, but not total concealment.
You may expend your psionic focus to ignore all concealment effects for a single attack, including incorporeal miss chance.
Suffering: All the pain you’ve ever experienced rushes from your blade to your opponents.
Your melee attacks bleed for 1 point of damage per round until your opponent receives magical healing, or a DC 25 Heal check is made on them as a standard action; creatures immune to critical hits are immune to this damage, and it does not multiply on a critical hit. This damage stacks.
As long as you maintain your psionic focus, you instead deal 2 points of bleeding damage.
You may expend your psionic focus upon making a successful attack to force your opponent to make a Fortitude save (DC 19 + your Charisma modifier) or else be stunned for 1d4 rounds.
Stance of Passion (Su): You know how to let your emotions drive you, so that you can remain standing far past the point where an ordinary person would be slain. When in a martial stance, you may forgo the normal benefits of the stance to gain the effect of a stance of passion. This ability lasts as long as you would maintain the stance normally. You may voluntarily end the stance's effects and resume the benefits of your previous stance as a swift action.
While you use this ability, you close wounds at an extraordinary rate. A number of points of lethal damage equal to your class level turns to nonlethal damage every round. Additionally, it becomes harder to hurt you in the first place, and you gain DR/- equal to half your class level (round down).
Psychic Strike (Su): As the http://www.d20srd.org/srd/psionic/classes/soulknife.htm#psychicStrike]soulknife ( [url) class feature[/url], including the ability to trade it for bonus feats (http://www.wizards.com/default.asp?x=dnd/psm/20070214a).
Furious Retort (Ex): For an opponent to hit you is a grave mistake on their part. Whenever you are dealt damage by an opponent within 150 feet, you may make an attack against them as an immediate action. You must use your mind blade for this attack.
Alternatively, you may expend your psionic focus to use a martial strike against the instigating opponent instead of a standard attack. The opponent must be within range, and the strike must normally require no more than a standard action.
Absolute Power: A dark mind will sacrifice anything for power. At 10th level, whenever you use a martial maneuver, you may expend your psionic focus and take an amount of damage equal to the level of the maneuver as a swift action. If you do so, you immediately recover the maneuver. You may not reduce this damage in any way.