Psycheblade (3.5e Class)
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A gish warrior with telepathic focused abilities. 20 0 Moderate Poor Poor Good Psionics Full
A variant of psychic warriors whose powers focus largely on the mind. With their telepathy they reach out and predict incoming attacks, striking back while wearing at the minds of their foes.
Making a Psycheblade
Abilities: Wisdom is the strength behind their powers, which rely heavily on DCs to function. As warriors, Strength and Constitution are important, though Dexterity can cover up a poor AC and be effective for finesse. Intelligence and Charisma go by the wayside, if only for fueling skills and skill points.
Starting Gold: 5d4×10 gp (125 gp).
|Saving Throws||Special|| Power
| Maximum Power|
|1st||+0||+0||+0||+2||Psychosomatic Gear, Skim Thoughts||2||2||1st|
|6th||+4||+2||+2||+5||Combat Reading, Mindreading (Mass, Move)||28||12||3rd|
|10th||+7||+3||+3||+7||Mental Affluence, Telepathy (Tongues)||72||18||5th|
|12th||+9||+4||+4||+8||Combat Reading, Mindreading (Mass Move, Swift)||100||21||6th|
|14th||+10||+4||+4||+9||Mindreading (Overwrite Existence 1/day)||136||24||7th|
|20th||+15||+6||+6||+12||Death Overwritten, Hivemind Knowledge||268||32||9th|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Psycheblade.
Weapon and Armor Proficiency: A psycheblade is proficient with all simple weapons, plus a single martial weapon. They are proficient with light armor and shields (except tower shields).
Power Points/Day: A Psycheblade’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: Psycheblade. In addition, he receives bonus power points per day if he has a high Wisdom 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: The Difficulty Class for saving throws against psycheblade powers is 10 + the power’s level + the psycheblade's Wisdom modifier. A psycheblade begins play with the ability to learn 1st-level powers. As he attains higher levels, a psycheblade may gain the ability to master more complex powers. To learn or manifest a power, a psycheblade must have an Wisdom score of at least 10 + the power’s level. Psycheblades choose their powers from the following list:
1st—attraction, call to mind, conceal thoughts, deja vu, demoralize, detect compulsionHyper, disable, distract, eidetic lockCPsi, empathy, empty mind, induce dream, jitterbug, mindlink, mind thrust, missive, primeval fear, psionic charm, psionic daze, psionic protection from chaos/evil/good/lawCPsi, psionic sleepHyper, psychic disguise, psychic trackingUP, sense link, skills as oneUP, telempathic projection, telepathic threatUP, unearthly terrorUP.
2nd—aversion, brain lock, brainwash, cloud mind, crystallize memory, destroy sanity, detect hostile intent, disrupting lashUP, dull the edgeUP, flourishUP, forced sense link, hypnotic voice, id insinuation, imagined copy, incite braveryCPsi, induce pleasureUP, inflict pain, mass missive, mental disruption, psionic suggestion, psionic tongues, psionic zone of truthCPsi, psychic bodyguardHyper, psychic interferenceUP, psychotherapeutic healing, read thoughts, sense as oneUP, serenityCPsi, suppress compulsionHyper, thought shield, zone of alertnessCPsi.
3rd—battlesenseUP, bestow power, cerebral phantasmCPsi, crisis of breath, device synchronization, dispel psionics, empathic adaptionUP, exhalation of the bronze dragonCPsi, false sensory input, guarded sleepUP, hostile empathic transfer, impossible sight, instant calculation, mental block, mental turmoilCPsi, mind trap, mindful auraHyper, projected cloud mind, psionic alter memory, psionic blast, psionic reveal doom, psychic beacon, psychic containmentCPsi, strike as oneUP, withstand as oneUP.
4th—alienationUP, correspond, death urge, delayed recognition, empathic feedback, idealize, implanted suggestionCPsi, intellect feastUP, maledictionUP, memory lock, mind control, mind puncture, mindwipe, mnemonic fugueUP, personality parasite, phantasmal pursuer, power leech, prophetic dream, psionic dominate, psionic geas, psionic modify memory, psionic phantasmal killerHyper, psychic conversation, psychosomatic specter, thieving mindlink, schism, sensorineural cascadeHyper, shared mental display.
5th—autoimmune reactor, bliss overload, brain fry, catapsi, disrupt psionics, eye of future sight, eye of isolationHyper, head tripHyper, induce cascadeUP, inhibiting strike, leech known powerHyper, metaconcert, mind probe, persistent correspondHyper, prowess as oneUP, psionic dreamHyper, psionic feeblemind, psionic nightmareHyper, psychotic breakCPsi, psychic crush variant, recall past life, shatter mind blank, suppress schismCPsi, tower of iron will, wave of mass panic.
6th—aura alteration, brain invasion, brutalize woundsHyper, co-opt concentration, cranial explosion, crisis of faith, crownfireHyper, hand of isolationHyper, image of fear, imbue intelligence, mass cloud mind, mental denial, mind switch, programmed dominationUP, psychic possession, sapience.
8th—ability as oneUP, chaos fissureCPsi, erase presenceHyper, greater false sensory input, hostile schism, hysterical contagion, memorize ability, mind fusion, mind seed, personality override, psionic mind blank, spirit of warCPsi, total mindwipe.
9th—alien invasion, annihilate mind barriers, apopsi, apopsic hemorrhageHyper, complete cognizance, mental trap, microcosm, mindscape torture, psychic chirurgery, shadow of the psyche, total amnesia, true mind switch.
Maximum Power Level Known: This column determines the highest level power Psycheblade can learn at this level.
To learn or manifest a power, a Psycheblade must have an Wisdom score of at least 10 + the power’s level.
Psychosomatic Gear (Su): The psycheblade can form mental constructs with their mind to help them overcome any challenges in their way. They can form any weapon, armor, shield, or other tool as a standard action though the item vanishes 1 round after it leaves your hand. The item is actually a mind-affecting effect, creatures immune to mind-affecting effects ignore weapon damage, AC from armor, or other uses of the item. Objects are also immune but any tools react appropriately so the user can still climb up a summoned grappling hook and rope even if they could not subsequently drag a rock with it. You can create up to your class level x 100 gp in items each day.
Skim Thoughts (Ps): The psycheblade can use a minor version of read thoughts at will as a psi-like ability. A single creature within 60 ft must make a Will save DC 10 + 1/2 HD + Wisdom modifier (save negates) or gain the general empathic thoughts of a creature being read, duration of concentration. While you do not gain specifics, you discover the general sensation the creature's emotions and gain a +2 circumstance bonus against any social skill checks against a creature whose thoughts you are skimming. This is later overwritten by Mindreader.
Mindreading (Ps): At 3rd level and beyond, the psycheblade can use a special single-target version of read thoughts at will as a standard action. Unlike read thoughts, you can maintain concentration on your mindreading ability as a swift action up to 1 hour/level, and you cut any DC to maintain concentration on mindreading in half. It otherwise works as read thoughts. A creature which successfully saves against mindreading is immune for the encounter (or 1 minute). All forms of mindreading are mind-affecting effects.
At 5th level, creatures you are mindreading continue to have their mind being read even if they leave the range of the power. You gain the power of observation on anyone you are currently mindreading by concentrating as a standard action. You may see and hear though the senses of the person currently being mindread, though it offers no control over the target and false or dangerous senses the target experience, you also experience including the result of gaze attacks.
At 6th level, you may gain the full area of effect of read thoughts as a standard action, or use the single target version as a move action.
At 8th level, you can channel your will through any creature you are currently mindreading, controlling their body as if by psionic dominate and being able to perceive and speak through them. This control is obvious and has a duration of concentration (a standard action) up to 1 round/level. Unwilling creatures gain a Will save to resist, and are immune to your dominion but not the mindreading itself for the encounter (1 minute). This ability is a compulsion effect.
At 11th level, you can focus on a target who is currently under mindreading and teleport into an adjacent space next to them as a standard action as per greater teleport (self only). This is a [Teleport] effect.
At 12th level, you can use the area effect version of mindreader as a move action, or the single target version as a swift action.
Once per day at 14th level, you can attempt to crush the psyche of a creature you are currently mindreading with Overwrite Existence. They gain a Will save to resist. On a failed save their mind is deleted and their body falls into a coma which will kill them in 24 hours, requiring greater restoration, limited wish, miracle, wish, or psychic chirurgery to revert. Alternatively when you perform this you can choose to overwrite their body with your own personality. This duplicates true mind switch but your original body is left in a coma. At the end of 24 hours the new body metamorphoses into a new instance of your old body, and your old body perishes without giving you a negative level.
On a successful save against Overwrite Existence, the target instead takes 3d6 + your manifester level in nonlethal damage.
Telepathy (Su): The 4th level psycheblade gains telepathy out to 5 ft per class level. They still speak in their known languages and so cannot translate the thoughts of those they are unable to speak to.
At 10th level they become able to understand and speak to any creature with a language via telepathy.
Combat Reading (Su): The 6th level psycheblade gains advantage over those whose minds they can read, reacting to actions before they are even put into place. Whenever you establish mindreading between one and more targets, you gain one of the following against the target of your mindreading.
- +1 Attack
- +2 Damage
- +1 circumstance to AC
- +1 circumstance to all saving throws
- +1 DR/-
- +5 energy resistance against two energy types, or +10 against one energy type
- +2 social skill checks (bluff, diplomacy, gather information, intimidate, and sense motive)
- Effect of status
As you attain higher levels, you can make additional selections from the list. You gain one additional ability at 9th, 12th, 15th, and 18th level (to a maximum of five selections at 18th level). You can choose a single ability multiple times, and their effects stack. For instance, at 15th level you could choose +1 AC twice and damage reduction twice, gaining +2 AC and damage reduction 2/—.
Mental Glamour (Su): At 7th level, you emit a passive psychic presence that can make you appear however you wish. You are under a constant disguise self effect, but it is a mind-affecting effect that includes smell, touch, and other senses. Those immune to mind-affecting effects and those using true seeing can see your true form. You may change your appearance at will as a standard action.
Mental Affulence (Su): At 10th level, your passive psychic presence makes everything you do seem more glorious. You gain a +6 insight bonus to Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive checks against any creature subject to mind-affecting effects.
Neural Breach (Su): The 13th level psycheblade can break even the mindless. You may now affect mindless creatures as if they had no immunity to mind-affecting effects. Creatures that have immunity due to other than mindlessness can also be affected, but they have a 50% chance for the effect to simply not work.
Everpresent Ego (Ex): A psycheblade's mental presence begins to resonate with their own gear. Even in death, their mind remains. At 16th level if the psycheblade dies they may choose one item on their person or within their reach to inhabit. Said item obtains your intellect as you die, and you can force any creature who grasps onto said item to make a Will save DC 10 + 1/2 HD + Wisdom modifier or become dominated by you as if psionic dominate. The domination has unlimited duration, but the victim may make a new saving throw every 24 hours. The possessed item counts as a part of your body for the purpose of revival, and if you have your intact corpse and the possessed item the revival does not have a gold and XP cost associated with it.
Worldmind: Few things are as dangerous as a 17th level psycheblade. The psycheblade can enter a trance over 10 minutes in which they are helpless and focused on their task. They may then attempt either telepathy or mindreading (and all subsequent abilities) on any target with unlimited range, provided that you are aware of them. During the trance you must name the recipient or identify him or her by some title that leaves no doubt as to identity.
Those contacted by this ability know the identity and location of the psycheblade. If the psycheblade attempts to perform hostile action against their target such as attempting to dominate them via mindreading, and the target succeeds on their saving throw, the connection is severed and the psycheblade cannot attempt to contact the same target again for 24 hours.
Mindguard (Ex): At 19th level, the psycheblade becomes immune to mind-affecting effects.
Death Overwritten (Su): If the 20th level psycheblade dies, they may attempt to use the Overwrite Existence ability of mindreader on any one valid target as a non-action. In this way they may escape death by taking over the mind of another.
Hivemind Knowledge: At 20th level, the psycheblade passively gains access to the collective knowledge of the world. They may use any skill untrained and act as if they had ranks equal to 1/2 their level in all skills, or their actual skill ranks if better.
Elf Psycheblade Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Weapon Finesse.
Gear: Chain Shirt.
Gold: 5 gp.
Playing a Psycheblade
Religion: Psycheblades do not have any particular views on religion.
Other Classes: Others may view a psycheblade as a strange psychic warrior, and some may resent their invasive mental nature.
Combat: A psycheblade is a gish who gets into the mind of the enemy while they slay them with conventional means. Mindless creatures are their bane.
Advancement: A psycheblade may work with any classes suitable for the psychic warrior.
Psycheblades in the World
|“||I already know all your moves. Nothing you can do can surprise me.||”|
|—Keto, Human Psycheblade|
Daily Life: A psycheblade may not have always had control over their mental abilities, and some may have been subject to the inner thoughts of others in their youth. But knowing what people really think is not always a blessing, so paradoxically psycheblades sometimes cut themselves off from others and avoid making mental connections until the time is right.
NPC Reactions: If others knew how much you were in their brain, they would surely not trust you any longer.
Characters with ranks in Knowledge Psionics can research Psycheblades to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||Psycheblades are warriors with telepathic abilities. They can read the minds of others, and gain combat benefits from doing so.|
|15||Psycheblades can speak from afar and can project mental glamours which makes them appear different and more impressive to others.|
|20||Powerful psycheblades can even delete the minds of others even after death.|
|30||Those that reach this level of success can research specific psycheblades, their whereabouts, motives, and trivia about them.|
|Article Balance||Very High +|
|Base Attack Bonus Progression||Moderate +|
|Class Ability||Psionics +|
|Class Ability Progression||Full +|
|Fortitude Save Progression||Poor +|
|Identifier||3.5e Class +|
|Minimum Level||0 +|
|Reflex Save Progression||Poor +|
|Skill||Autohypnosis +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Diplomacy +, Disguise +, Escape Artist +, Gather Information +, Handle Animal +, Intimidate +, Jump +, Knowledge +, Listen +, Profession +, Psicraft +, Sense Motive +, Speak Language +, Spot +, Swim + and Tumble +|
|Skill Points||4 +|
|Summary||A gish warrior with telepathic focused abilities. +|
|Will Save Progression||Good +|