Difference between revisions of "User:Franken Kesey/Lab4"
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+ | {{author | ||
+ | |author_name=Franken Kesey | ||
+ | |date_created=04/07/19 | ||
+ | |status=Fin | ||
+ | |editing= | ||
+ | |balance=Very High}} | ||
+ | {{3.5e Class Data | ||
+ | |minlevel=1 | ||
+ | |ability=Psionics, Other | ||
+ | |progression=Full | ||
+ | |align=lg, ng, cg, ln, n, cn, le, ne, ce}} | ||
==Summary== | ==Summary== | ||
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Need to make powers for 5e. Foundational powers are: | Need to make powers for 5e. Foundational powers are: | ||
− | *1st-level Powers: ''[[SRD:Call Weaponry|call weaponry]], [[SRD:Control Object|control object]]<sup>P | + | *1st-level Powers: ''[[SRD:Call Weaponry|call weaponry]], [[SRD:Control Object|control object]]<sup>P</sup>;'' |
− | + | *3rd-level Powers: ''[[SRD:Telekinetic Thrust|telekinetic thrust]]<sup>P</sup>, [[SRD:Vampiric Blade|vampiric blade]], [[Virus Replication (3.5e Power)|virus replication]]<sup>PH</sup>;'' | |
− | *3rd-level Powers: '' | + | *4th-level Powers: ''[[SRD:Energy Adaptation|energy adaptation]], [[Frankenstein's Monster (3.5e Power)|Frankenstein's monster]]<sup>PH</sup>, [[SRD:Telekinetic Maneuver|telekinetic maneuver]]<sup>P</sup>, [[SRD:Truevenom Weapon|truevenom weapon]], [[SRD:Weapon of Energy|weapon of energy]];'' |
− | *4th-level Powers: '' | + | *5th-level Powers: ''[[SRD:Adapt Body|adapt body]];'' |
− | *5th-level Powers: ''[[SRD:Adapt Body|adapt body | ||
*6th-level Powers: ''[[SRD:Energy Conversion|energy conversion]]<sup>P</sup>.'' | *6th-level Powers: ''[[SRD:Energy Conversion|energy conversion]]<sup>P</sup>.'' | ||
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Fix fluff. | Fix fluff. | ||
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==Wildknife== | ==Wildknife== | ||
[[Summary::A wildknife focuses his mind on becoming an overwhelming combat force. Manifesting his personal power into shapeable mind weapons and surging energy. A wildknife uses this true understanding of self to evolve beyond.]] | [[Summary::A wildknife focuses his mind on becoming an overwhelming combat force. Manifesting his personal power into shapeable mind weapons and surging energy. A wildknife uses this true understanding of self to evolve beyond.]] | ||
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A wildknife focuses first on his mastery of his own body and biology, turning it into a weapon in its own right. Then learns how to control mind blades, which he can greatly empower. At later levels, he learns how to flood a manifestation with even greater energy. Some of his powers can even interact with the cellular biology of other creatures. | A wildknife focuses first on his mastery of his own body and biology, turning it into a weapon in its own right. Then learns how to control mind blades, which he can greatly empower. At later levels, he learns how to flood a manifestation with even greater energy. Some of his powers can even interact with the cellular biology of other creatures. | ||
===Making an Wildknife=== | ===Making an Wildknife=== | ||
− | ''' | + | {{5e Class Features |
+ | |classname=Sorcerer | ||
+ | |hitdie=8 | ||
+ | |armorprofs=Light armor | ||
+ | |weaponprofs=[[SRD5:Dagger|dagger]]s, [[SRD5:Rapier|rapier]]s, [[SRD5:Scimitar|Scimitar]]s, [[SRD5:Shortsword|shortsword]]s, [[SRD5:Longsword|longsword]]s | ||
+ | |toolprofs=None | ||
+ | |saveprofs=Strength, Wisdom | ||
+ | |skillprofs=Athletics, Acrobatics, Stealth, History, Nature, Incite, Medicine, Perception, Survival, Deception, Intimidation. | ||
+ | |skillnum=four | ||
+ | |equipment=* ''(a)'' a shortsword or ''(b)'' longsword or ''(c)'' two daggers | ||
+ | *Leather armor | ||
+ | * ''(a)'' a [[SRD5:Dungeoneer's Pack|dungeoneer's pack]] or ''(b)'' an [[SRD5:Explorer's Pack|explorer's pack]]}} | ||
+ | {{5e Class Simple | ||
+ | |classname=Wildknife | ||
+ | |extraa=Power<br />Points | ||
+ | |extrab=Spells<br />Known | ||
+ | |spells= 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th | ||
+ | |feature1=[[#Spellcasting|Spellcasting]], [[#Mind Weapon|Mind Weapon]], [[#Elude Attack|Elude Attack]] | ||
+ | |extra1a= — | ||
+ | |extra1b=2 | ||
+ | {{Spell Row|6|2}} | ||
+ | |feature2=[[#Wild Surge|Wild Surge+1]], [[#Psychic Enervation|Enervation]], [[#Throw Weapon|Throw Weapon]] | ||
+ | |extra2a=2 | ||
+ | |extra2b=3 | ||
+ | {{Spell Row|6|3}} | ||
+ | |feature3=[[#Combat Style|Combat Style]], [[#Spell Storing|Spell Storing]] | ||
+ | |extra3a=3 | ||
+ | |extra3b=4 | ||
+ | {{Spell Row|6|4|2}} | ||
+ | |feature4=[[#Ability Score Improvement|Ability Score Improvement]] | ||
+ | |extra4a=4 | ||
+ | |extra4b=5 | ||
+ | {{Spell Row|6|4|3}} | ||
+ | |feature5= [[#Mind Weapon|Mind Weapon+1]], [[#Surging Euphoria|Euphoria+1]], [[#Free Draw|Free Draw]] | ||
+ | |extra5a=5 | ||
+ | |extra5b=6 | ||
+ | {{Spell Row|6|4|3|2}} | ||
+ | |feature6=[[#Wild Surge|Wild Surge+2]], [[#Deep Crystal|Deep Crystal]] | ||
+ | |extra6a=6 | ||
+ | |extra6b=7 | ||
+ | {{Spell Row|6|4|3|3}} | ||
+ | |feature7= [[#Combat Style|Improved Combat Style]], [[#Mind Weapon Enhancement|Enhancement+1]] | ||
+ | |extra7a=7 | ||
+ | |extra7b=8 | ||
+ | {{Spell Row|6|4|3|3|1}} | ||
+ | |feature8=Ability Score Improvement | ||
+ | |extra8a=8 | ||
+ | |extra8b=9 | ||
+ | {{Spell Row|6|4|3|3|2}} | ||
+ | |feature9=[[#Mind Weapon|Mind Weapon+2]], [[#Surging Euphoria|Euphoria+2]] | ||
+ | |extra9a=9 | ||
+ | |extra9b=10 | ||
+ | {{Spell Row|6|4|3|3|3|1}} | ||
+ | |feature10=[[#Bladewind|Bladewind]] | ||
+ | |extra10a=10 | ||
+ | |extra10b=11 | ||
+ | {{Spell Row|6|4|3|3|3|2}} | ||
+ | |feature11= [[#Combat Style|Greater Combat Style]], [[#Mind Weapon Enhancement|Enhancement+2]] | ||
+ | |extra11a=11 | ||
+ | |extra11b=12 | ||
+ | {{Spell Row|6|4|3|3|3|2|1}} | ||
+ | |feature12=Ability Score Improvement | ||
+ | |extra12a=12 | ||
+ | |extra12b=12 | ||
+ | {{Spell Row|6|4|3|3|3|2|1}} | ||
+ | |feature13= [[#Mind Weapon|Mind Weapon+3]] | ||
+ | |extra13a=13 | ||
+ | |extra13b=13 | ||
+ | {{Spell Row|6|4|3|3|3|2|1}} | ||
+ | |feature14=[[#Wild Surge|Wild Surge+3]], [[#Multiple Throw|Multiple Throw]] | ||
+ | |extra14a=14 | ||
+ | |extra14b=13 | ||
+ | {{Spell Row|6|4|3|3|3|2|1}} | ||
+ | |feature15= [[#Combat Style|Combat Style Mastery]], [[#Mind Weapon Enhancement|Enhancement+3]] | ||
+ | |extra15a=15 | ||
+ | |extra15b=14 | ||
+ | {{Spell Row|6|4|3|3|3|2|1}} | ||
+ | |feature16=Ability Score Improvement | ||
+ | |extra16a=16 | ||
+ | |extra16b=14 | ||
+ | {{Spell Row|6|4|3|3|3|2|1}} | ||
+ | |feature17=[[#Mind Weapon|Mind Weapon+4]], [[#Surging Euphoria|Euphoria+2]] | ||
+ | |extra17a=17 | ||
+ | |extra17b=15 | ||
+ | {{Spell Row|6|4|3|3|3|2|1}} | ||
+ | |feature18=[[#Wild Surge|Wild Surge+4]] | ||
+ | |extra18a=17 | ||
+ | |extra18b=15 | ||
+ | {{Spell Row|6|4|3|3|3|3|1}} | ||
+ | |feature19=Ability Score Improvement | ||
+ | |extra19a=19 | ||
+ | |extra19b=15 | ||
+ | {{Spell Row|6|4|3|3|3|3|2}} | ||
+ | |feature20=[[#Mind Weapon|Mind Weapon+5]], [[#Mind Weapon Enhancement|Enhancement+4]] | ||
+ | |extra20a=19 | ||
+ | |extra20b=15 | ||
+ | {{Spell Row|6|4|3|3|3|3|2}}}} | ||
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===Class Features=== | ===Class Features=== | ||
'''Weapon and Armor Proficiency:''' Wildknives are proficient with all simple [[SRD:Weapons|weapons]], plus the [[SRD:Short Sword|short sword]], [[SRD:Kukri|kukri]], [[SRD:Longsword|longsword]], [[SRD:Rapier|rapier]], [[SRD:Scimitar|scimitar]] and [[SRD:Falchion|falchion]], and with [[SRD:Armor|light armor]] and [[SRD:Shields|shields]] (except [[SRD:Tower Shield|tower shields]]). | '''Weapon and Armor Proficiency:''' Wildknives are proficient with all simple [[SRD:Weapons|weapons]], plus the [[SRD:Short Sword|short sword]], [[SRD:Kukri|kukri]], [[SRD:Longsword|longsword]], [[SRD:Rapier|rapier]], [[SRD:Scimitar|scimitar]] and [[SRD:Falchion|falchion]], and with [[SRD:Armor|light armor]] and [[SRD:Shields|shields]] (except [[SRD:Tower Shield|tower shields]]). | ||
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'''{{Anchor|Powers Known}}:''' A wildknife begins play knowing two 1st-level wildknife powers (see below). The above table shows when a wildknife can unlock the knowledge of a new power. Choose the powers known from the wildknife power list. (''Exception:'' The feats [[SRD:Expanded Knowledge|Expanded Knowledge]] and [[SRD:Epic Expanded Knowledge|Epic Expanded Knowledge]] do allow a wildknife to learn powers from the lists of other classes.) At 1st level, a wildknife gains access to the Wildknife Power List: | '''{{Anchor|Powers Known}}:''' A wildknife begins play knowing two 1st-level wildknife powers (see below). The above table shows when a wildknife can unlock the knowledge of a new power. Choose the powers known from the wildknife power list. (''Exception:'' The feats [[SRD:Expanded Knowledge|Expanded Knowledge]] and [[SRD:Epic Expanded Knowledge|Epic Expanded Knowledge]] do allow a wildknife to learn powers from the lists of other classes.) At 1st level, a wildknife gains access to the Wildknife Power List: | ||
− | *1st-level | + | |
− | *2nd-level | + | *1st-level Spells: [[SRD5:Acid Splash|Acid Splash]], [[SRD5:Comprehend Languages|Comprehend Languages]], [[SRD5:Cure Wounds|Cure Wounds]], [[SRD5:Dancing Lights|Dancing Lights]], [[SRD5:Detect Magic|Detect Magic]], [[SRD5:Disguise Self|Disguise Self]], [[SRD5:Eldritch Blast|Eldritch Blast]], [[SRD5:Entangle|Entangle]], [[SRD5:Expeditious Retreat|Expeditious Retreat]], [[SRD5:Feather Fall|Feather Fall]], [[SRD5:Fire Bolt|Fire Bolt]], [[SRD5:Identify|Identify]], [[SRD5:Jump (spell)|Jump]], [[SRD5:Longstrider|Longstrider]], [[SRD5:Mage Armor|Mage Armor]], [[SRD5:Message|Message]], [[SRD5:Ray of Frost|Ray of Frost]], [[SRD5:Resistance (spell)|Resistance]], [[SRD5:Shield (spell)|Shield]], [[SRD5:True Strike|True Strike]] |
− | + | *2nd-level Spells: [[SRD5:Alter Self|Alter Self]], [[SRD5:Barkskin|Barkskin]], [[SRD5:Darkvision (spell)|Darkvision]], [[SRD5:Enhance Ability|Enhance Ability]], [[SRD5:Enlarge/Reduce|Enlarge/Reduce]], [[SRD5:Find Traps|Find Traps]], [[SRD5:Flame Blade|Flame Blade]], [[SRD5:Gust of Wind|Gust of Wind]], [[SRD5:Lesser Restoration|Lesser Restoration]], [[SRD5:Levitate|Levitate]], [[SRD5:Locate Object|Locate Object]], [[SRD5:Magic Weapon (spell)|Magic Weapon]], [[SRD5:Misty Step|Misty Step]], [[SRD5:Pass without Trace|Pass without Trace]], [[SRD5:Ray of Enfeeblement|Ray of Enfeeblement]], [[SRD5:See Invisibility|See Invisibility]], [[SRD5:Spider Climb|Spider Climb]] | |
− | + | *3rd-level Spells: [[SRD5:Blink|Blink]], [[SRD5:Counterspell|Counterspell]], [[SRD5:Dispel Magic|Dispel Magic]], [[SRD5:Gaseous Form|Gaseous Form]], [[SRD5:Haste|Haste]], [[SRD5:Invisibility|Invisibility]], [[SRD5:Nondetection|Nondetection]], [[SRD5:Protection from Energy|Protection from Energy]], [[SRD5:Vampiric Touch|Vampiric Touch]](need blade version), [[SRD5:Water Breathing|Water Breathing]], [[SRD5:Water Walk|Water Walk]], [[SRD5:Wind Wall|Wind Wall]], | |
− | *5th-level | + | *4th-level Spells: [[SRD5:Animate Objects|Animate Objects]], [[SRD5:Conjure Minor Elementals|Conjure Minor Elementals]], [[SRD5:Control Water|Control Water]], [[SRD5:Dimension Door|Dimension Door]], [[SRD5:Freedom of Movement|Freedom of Movement]], [[SRD5:Stoneskin|Stoneskin]], [[SRD5:Wall of Fire|Wall of Fire]] |
− | *6th-level | + | *5th-level Spells: [[SRD5:Conjure Elemental|Conjure Elemental]], [[SRD5:Contact Other Plane|Contact Other Plane]], [[SRD5:Contagion|Contagion]], [[SRD5:Greater Restoration|Greater Restoration]], [[SRD5:Planar Binding|Planar Binding]], [[SRD5:Tree Stride|Tree Stride]] |
− | + | *6th-level Spells: [[SRD5:Arcane Sword|Arcane Sword]], [[SRD5:Contingency|Contingency]], [[SRD5:Find the Path|Find the Path]], [[SRD5:Heal|Heal]], [[SRD5:True Seeing|True Seeing]], [[SRD5:Wind Walk|Wind Walk]] | |
'''{{Anchor|Mind Weapon}} {{Su}}:''' As a move action, a wildknife can create a semisolid weapon composed of psychic energy distilled from his own mind. He can create any melee weapon he is proficient in, with the same size and statistics as the weapon he mimics. This '''cannot''' create ranged projectiles or ammo, but can create throwing weapons. He gains the usual benefits to his [[SRD:Attack Roll|attack roll]] and [[SRD:Attack Damage|damage roll]] from a high [[SRD:Strength|Strength]] bonus. If he possess the [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] feat, he can draw two light mind weapons out in one action, instead. | '''{{Anchor|Mind Weapon}} {{Su}}:''' As a move action, a wildknife can create a semisolid weapon composed of psychic energy distilled from his own mind. He can create any melee weapon he is proficient in, with the same size and statistics as the weapon he mimics. This '''cannot''' create ranged projectiles or ammo, but can create throwing weapons. He gains the usual benefits to his [[SRD:Attack Roll|attack roll]] and [[SRD:Attack Damage|damage roll]] from a high [[SRD:Strength|Strength]] bonus. If he possess the [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] feat, he can draw two light mind weapons out in one action, instead. |
Revision as of 22:12, 11 June 2019
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{{{length}}} 1
Psionics, Other
Full
Contents
Summary
5e Wildknife
Stuff to do
Need to make powers for 5e. Foundational powers are:
- 1st-level Powers: call weaponry, control objectP;
- 3rd-level Powers: telekinetic thrustP, vampiric blade, virus replicationPH;
- 4th-level Powers: energy adaptation, Frankenstein's monsterPH, telekinetic maneuverP, truevenom weapon, weapon of energy;
- 5th-level Powers: adapt body;
- 6th-level Powers: energy conversionP.
Need to make it mana-based spell casting.
Need to remove duration, range, etc.
Need to remove feats.
Need to change proficiencies.
Fix links.
Fix fluff.
Wildknife
A wildknife focuses his mind on becoming an overwhelming combat force. Manifesting his personal power into shapeable mind weapons and surging energy. A wildknife uses this true understanding of self to evolve beyond.
A wildknife focuses first on his mastery of his own body and biology, turning it into a weapon in its own right. Then learns how to control mind blades, which he can greatly empower. At later levels, he learns how to flood a manifestation with even greater energy. Some of his powers can even interact with the cellular biology of other creatures.
Making an Wildknife
As a Sorcerer, you gain the following class features.
Hit Points
Hit Dice: 18 per Sorcerer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 18 + your Constitution modifier
Proficiencies
Armor: Light armor
Weapons: daggers, rapiers, Scimitars, shortswords, longswords
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose four from Athletics, Acrobatics, Stealth, History, Nature, [[Incite (5e)|]], Medicine, Perception, Survival, Deception, [[Intimidation. (5e)|]].
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword or (b) longsword or (c) two daggers
- Leather armor
- (a) a dungeoneer's pack or (b) an explorer's pack
The Wildknife
Level | Proficiency Bonus |
Features | Power Points |
Spells Known |
—Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | ||||||||
1st | +2 | Spellcasting, Mind Weapon, Elude Attack | — | 2 | 2 | — | — | — | — | — | |||
2nd | +2 | Wild Surge+1, Enervation, Throw Weapon | 2 | 3 | 3 | — | — | — | — | — | |||
3rd | +2 | Combat Style, Spell Storing | 3 | 4 | 4 | 2 | — | — | — | — | |||
4th | +2 | Ability Score Improvement | 4 | 5 | 4 | 3 | — | — | — | — | |||
5th | +3 | Mind Weapon+1, Euphoria+1, Free Draw | 5 | 6 | 4 | 3 | 2 | — | — | — | |||
6th | +3 | Wild Surge+2, Deep Crystal | 6 | 7 | 4 | 3 | 3 | — | — | — | |||
7th | +3 | Improved Combat Style, Enhancement+1 | 7 | 8 | 4 | 3 | 3 | 1 | — | — | |||
8th | +3 | Ability Score Improvement | 8 | 9 | 4 | 3 | 3 | 2 | — | — | |||
9th | +4 | Mind Weapon+2, Euphoria+2 | 9 | 10 | 4 | 3 | 3 | 3 | 1 | — | |||
10th | +4 | Bladewind | 10 | 11 | 4 | 3 | 3 | 3 | 2 | — | |||
11th | +4 | Greater Combat Style, Enhancement+2 | 11 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | |||
12th | +4 | Ability Score Improvement | 12 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | |||
13th | +5 | Mind Weapon+3 | 13 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | |||
14th | +5 | Wild Surge+3, Multiple Throw | 14 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | |||
15th | +5 | Combat Style Mastery, Enhancement+3 | 15 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | |||
16th | +5 | Ability Score Improvement | 16 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | |||
17th | +6 | Mind Weapon+4, Euphoria+2 | 17 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | |||
18th | +6 | Wild Surge+4 | 17 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | |||
19th | +6 | Ability Score Improvement | 19 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | |||
20th | +6 | Mind Weapon+5, Enhancement+4 | 19 | 15 | 4 | 3 | 3 | 3 | 3 | 2 |
Class Features
Weapon and Armor Proficiency: Wildknives are proficient with all simple weapons, plus the short sword, kukri, longsword, rapier, scimitar and falchion, and with light armor and shields (except tower shields).
Power Points/Day: A wildknife’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the above table. In addition, he receives bonus power points per day if he has a high Wisdom (see Table: Ability Modifiers and Bonus Power Points). A wildknife can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a wildknife can manifest in a day is limited only by his daily power points. A wildknife simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The DC for saving throws against wildknife powers is 10+power’s level+wildknife’s Wisdom score.
Powers Known: A wildknife begins play knowing two 1st-level wildknife powers (see below). The above table shows when a wildknife can unlock the knowledge of a new power. Choose the powers known from the wildknife power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a wildknife to learn powers from the lists of other classes.) At 1st level, a wildknife gains access to the Wildknife Power List:
- 1st-level Spells: Acid Splash, Comprehend Languages, Cure Wounds, Dancing Lights, Detect Magic, Disguise Self, Eldritch Blast, Entangle, Expeditious Retreat, Feather Fall, Fire Bolt, Identify, Jump, Longstrider, Mage Armor, Message, Ray of Frost, Resistance, Shield, True Strike
- 2nd-level Spells: Alter Self, Barkskin, Darkvision, Enhance Ability, Enlarge/Reduce, Find Traps, Flame Blade, Gust of Wind, Lesser Restoration, Levitate, Locate Object, Magic Weapon, Misty Step, Pass without Trace, Ray of Enfeeblement, See Invisibility, Spider Climb
- 3rd-level Spells: Blink, Counterspell, Dispel Magic, Gaseous Form, Haste, Invisibility, Nondetection, Protection from Energy, Vampiric Touch(need blade version), Water Breathing, Water Walk, Wind Wall,
- 4th-level Spells: Animate Objects, Conjure Minor Elementals, Control Water, Dimension Door, Freedom of Movement, Stoneskin, Wall of Fire
- 5th-level Spells: Conjure Elemental, Contact Other Plane, Contagion, Greater Restoration, Planar Binding, Tree Stride
- 6th-level Spells: Arcane Sword, Contingency, Find the Path, Heal, True Seeing, Wind Walk
Mind Weapon (Su): As a move action, a wildknife can create a semisolid weapon composed of psychic energy distilled from his own mind. He can create any melee weapon he is proficient in, with the same size and statistics as the weapon he mimics. This cannot create ranged projectiles or ammo, but can create throwing weapons. He gains the usual benefits to his attack roll and damage roll from a high Strength bonus. If he possess the Two-Weapon Fighting feat, he can draw two light mind weapons out in one action, instead.
The weapon can be broken (it has hardness 10 and 10 HP); however, a wildknife can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind weapon is considered a magic weapon for the purpose of overcoming damage reduction.
A wildknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind weapon just as if it were a normal weapon. He can also choose mind weapon for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind weapon.
Powers like metaphysical weapon and weapon of energy can be applied to your mind weapon. When such powers are cast, they are applied equally to all possessed mind blades.
Even in places where psionic effects do not normally function (such as within a null psionics field), a wildknife can attempt to sustain his mind weapon by making a DC 20 Will save. On a successful save, the wildknife maintains his mind weapon for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind weapon vanishes. As a move action on his turn, the wildknife can attempt a new Will save to rematerialize his mind weapon while he remains within the psionics negating effect.
At 4th level and every four after, the mind weapon gains a +1 bonus to attack and damage rolls (i.e., +2 at 8th).
Elude Attack (Ex): A wildknife’s intuition supersedes his intellect, alerting him to danger. He gains a bonus to AC equal to his Wisdom modifier; this applies even when unarmored and against touch attacks (including rays). However, a helpless wildknife does not gain the benefit.
Wild Surge (Su): At 2nd level, a wildknife can let his passion and emotion rise to the surface in a wild surge when he manifests a power. During a wild surge, a wildknife gains phenomenal psionic strength, but may harm himself by the reckless use of his power (see Psychic Enervation, below).
A wildknife can choose to invoke a wild surge whenever he manifests a power. When he does so, he gains +1 to his manifester level with that manifestation of the power. The manifester level boost gives him the ability to augment his powers to a higher degree than he otherwise could; however, he pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.
Level-dependent power effects are also improved, depending on the power a wildknife manifests with his wild surge.
This improvement in manifester level does not grant him any other benefits (psicrystal abilities do not advance, he does not gain higher-level class abilities, and so on).
He cannot use the Overchannel psionic feat and invoke his wild surge at the same time.
The wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the wildknife’s power point reserve.
At 5th level and every four after, a wildknife can choose to boost his manifester level by one more (i.e., +3 at 9th).
Psychic Enervation (Ex): Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wildknife may be overcome by the strain of his effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge.
A wildknife who is overcome by psychic enervation is dazed until the end of his next turn and loses a number of power points equal to his wildknife level.
Throw Weapon (Ex): At 2nd level, a wildknife can throw his mind weapon as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown mind weapon then dissipates.
Combat Style (Ex): At 3rd level, a wildknife must select one of two combat styles to pursue: two-weapon or two-handed combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. The benefits of the wildknife’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
- Two-Weapon Combat: If the wildknife selects two-weapon combat, he gains the Two-Weapon Fighting feat, even if he does not have the normal prerequisites. At 7th level, he gains Improved Two-Weapon Fighting. At 11th level, he gains Greater Two-Weapon Fighting.
- Two-Handed Combat: If the wildknife selects two-handed combat, he gains the Power Attack feat, even if he does not have the normal prerequisites. At 7th level, he gains Cleave. At 11th level, he gains Improved Critical.
Power Storing (Su): At 3rd level, all mind weapons gain the the power storing property, with the following changes. Total stored maximum power points is two plus one half his class levels (all in one, or shared between multiple).
Surging Euphoria (Ex): At 4th level, when a wildknife uses his wild surge ability, he gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of his wild surge.
If a wildknife is overcome by psychic enervation following his wild surge, he does not gain the morale bonuses for this use of his wild surge ability in following rounds (only initial).
At 10th and 18th levels, the morale bonus increases by 1 (i.e., +3 at 18th).
Free Draw (Su): At 5th level, a wildknife can materialize a mind weapon as a free action. However, he can make only one attempt to materialize the mind blade per round, and can have up to three in existence at once.
Deep Crystal (Su): At 6th level, all mind weapons acquire the deep crystal property. This does 2d6 extra damage for 2 power points, or 3d6 for 5 power points. However, each mind weapon can only use this feature once per round. This stacks with surging euphoria damage, and also applies to thrown weapons. This damage is not multiplied on a critical hit.
Mind Weapon Enhancement: At 7th level, a wildknife gains the ability to enhance one of his mind blades. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1. This is applied to all his attacks with this mind blade (but only this mind blade), including when thrown or during a bladewind attack.
Weapon Special Ability |
Bonus Value |
---|---|
Energy Attunement | +1 |
Ghost Touch | +1 |
Parrying | +1 |
Teleporting | +1 |
Vicious | +1 |
Collision | +2 |
Psychokinetic burst | +2 |
Suppression | +2 |
Speed | +3 |
Dancing | +4 |
At 11th and every four after, the enchantment bonus increases by 1 (i.e., +3 at 14th).
At later levels, a wildknife can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 4 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the wildknife. At later levels, he can split the enchantments between multiple blades (so long as the total does not exceed his max).
Bladewind (Su): At 10th level, a wildknife gains the ability to momentarily fragment his mind weapon into numerous identical blades, each of which strikes at a nearby opponent.
As a full attack, when wielding his mind weapon, a wildknife can give up his regular attacks and instead fragment his mind weapon to make one melee attack at his full BAB against each opponent within reach. Each fragment functions identically to the wildknife’s regular mind weapon.
When using bladewind, a wildknife forfeits any bonus or extra attacks gained by other feats or abilities (such as Cleave feat or hustle).
The mind weapon immediately reverts to its previous form after the bladewind attack.
Multiple Throw (Ex): At 14th level, a wildknife can throw a number of mind blades per round equal to the number of melee attacks he could make.
Campaign Information
“ | My mind is my weapon. | ” |
—Joe, Wildknife |
Playing an Wildknife
Religion: Wildknives practice a very egocentric religion.
Other Classes: Most classes avoid wildknives, they make formidable lone wolves.
Combat: Wildknives generally surge then charge towards the center of a battle field.
Advancement: It is uncommon for wildknives to multi-class, but any psionic class can be beneficial (esp. Shadowknife and Instinct Warrior).
Wildknife Lore
Characters with ranks in Knowledge (psionics) can research wildknives to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
---|---|
5 | Wildknives are psionic combat specialists. |
10 | Wildknives have a mind weapon that they can wield with devastating effect. |
15 | Wildknives can greatly enhance their powers. |
20 | Specific info on a wildknife. |
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