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|Powers known||Max power level|
|4th||+4||+1||+2||+4||Uncanny Power +2|
|8th||+8/+3||+2||+4||+6||Uncanny Power +4|
|10th||+10/+5||+3||+5||+7||Bonus Feat, Drain Life|
|12th||+12/+7/+2||+4||+6||+8||Uncanny Power +6, Mindspeed +25ft|
|15th||+15/+10/+5||+5||+7||+9||Bonus Feat, Mindspeed +30ft|
|16th||+16/+11/+6/+1||+5||+7||+10||Uncanny Power +8|
|20th||+20/+15/+10/+5||+6||+9||+12||Bonus Feat, Uncanny Power +10, Drain Mind|
Class Skills for the Psionicst Knight (Henceforth referred to simply as the Gloamknight) are... Autohypnosis, Balance, Climb, Concentration, Disguise, Escape Artist, Heal, Hide, Hypnosis, Jump, Knowledge (any two), Listen, Move Silently, Profession (Any one), Psicraft, Search, Sense Motive, Spot, Survival, Tumble, Use Psionic Device.
Skill Points at 1st Level:
(4 + Int modifier) × 4
Skill Points at Each Additional Level:
4 + Int modifier
Weapons and Armor:
Gloamknights are proficient with Light armor, Medium armor, no shields, Simple weapons, and a martial weapon of choice.
A Gloamknight’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on the table. In addition, she receives bonus power points per day if she has a high Charisma score. Her race may also provide bonus power points per day, as may certain feats and items.
A Gloamknight begins play knowing one Gloamknight powers of your choice. She unlocks knowledge of new powers infrequently, as shown on table.
Choose the powers known from the psion power list. The feats Expanded Knowledge and Epic Expanded Knowledge allow a Gloamknight to learn powers from other lists, and gain the power usable. (Effectively giving her the power in addition to what she has available. Example; a third level Gloamknight gets Expanded knowledge, she has 1 power, and the new power gained from the feat usable.) A Gloamknight can manifest any power that has a power point cost equal to or lower than her manifester level.
The number of times a Gloamknight can manifest powers in a day is limited only by her daily power points.
A Gloamknight simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points.
The Difficulty Class for saving throws against Gloamknight powers is 10 + the power’s level + the psion’s charisma modifier.
Maximum Power Level Known: A Gloamknight begins play with the ability to learn 1st-level powers. As she attains higher levels, a Gloamknight may gain the ability to master more complex powers.
To learn or manifest a power, a Gloamknight must have an charisma score of at least 10 + the power’s level.
The Gloamknight can reselect her Powers available to her once every five levels.
The Gloamknight can channel one power through her melee weapon, channeled power changes to have a range of 0, and no area effect if any. Otherwise the power is subject to metapsionics, but is only subject to augmentation from Psionic Amplification.
The Gloamknight, when Channeling a power through her weapon, gets a number of free PP for use in augmentation equal to her manifester levels. You don't need to spend all of it, naturally. This is in effect each time you channel, and is not a single stagnate pool of #PP.
The Gloamknight directs her power inward. When ever psionically focused she gains the indicated bonus to her speed as shown on the table. Stacks with any bonuses of speed from elsewhere, such as Speed of Thought.
The Gloamknight gains the ability to share the power strain between her and the very energy of her weapons impact. She gains the listed bonus to the total PP she may spend on one power when ever she channels a power through her melee weapon.
Example. Charles, a fourth level Gloamknight can spend two extra pp per power use then normally allowed when ever he channels a power through his trusty Warhammer.
A Gloamknight gains a bonus feat at fifth, and every five levels thereafter. This bonus feat must be [psionic] or [metapsionic].
The Gloamknight can sap the life force from an enemy. When Psionically focused, foe they damage lose 1 point of Charisma per melee hit as they're personality is drained away. For every two points of charisma the Gloamknight deals, they gain one temporary bonus to charisma.
Damage lasts 1d10 rounds, Temporary bonus lasts 1d8 minutes. If the blow that caused the drain kills the target, you instead get +2 temporary charisma bonus for 24 hour.
The Gloamknight saps the mental reserves of those she kills. When ever the Gloamknight kills a foe, she gains half they're remaining power point as temporary points to herself. they go away at a rate of 1 per round. She also gains a single power point recovered for every critical hit she lands. All this is while Psionically focused.