User:Eiji-kun/Askastic Knight

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Author: Eiji-kun (talk)
Date Created: 9-26-13
Status: Complete
Editing: Mechanical changes on Talk
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Askastic Knight[edit]

A long long time ago in a crystal sphere far far away, there were a group of spelljamming humans and various other races who had tapped into a mystical energy known as the the askastic force, a universal psychic presence which connected all living beings and which could be tapped into by those with psionic talent. If psions were sorcerers, drawing from magical energy deep within, then the askastic knights were clerics that drew from the amorphous power of sentient life itself. Through this power they achieved a great many things, but how the power was to be used was debated. Debate soon turned to conflict between the Jaddae, a group which focused on promoting benevolent emotions flowing through the askastic force matrix, and the Psyth who found violent and excessive emotions and thoughts produced a more energetic force and subsequently a more dangerously powerful askastic force. These wars continue to these days, even as the secrets of the force bleed out to non-spelljamming worlds within the multiverse.

Making a Askastic Knight[edit]

An askastic knight is a gish, able to manifest powers while fighting with their signature and powerful weapon, the lightblade.

Abilities: Wisdom determines the potency of an akastic knights powers, assists his AC, and may even aid in his attack and damage. However with low to no armor, Dexterity is still important, as is Constitution in battle. Strength is useful for those who don't choose to fight with finesse or perception, Intelligence provides skill points, and Charisma helps more social knights use diplomacy, or intimidation, to their purposes.

Races: Any.

Alignment: Any, though Jaddae and Psyth occupy two ends of the alignment spectrum.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: As fighter.

Table: The Askastic Knight

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will
1st +0 +0 +2 +2 Attuned Psionic Lightblade, Detect Psionics, Dynamic Potential, Force Talent, Way of the Force 2 3 1st
2nd +1 +0 +3 +3 AC Bonus, Force Power, Improved Lightblade Damage +1d6 4 4 1st
3rd +2 +1 +3 +3 Force Talent, Improved Lightblade Damage +2d6 8 5 2nd
4th +3 +1 +4 +4 Evasion, Force Power, Improved Lightblade Damage +3d6 12 6 2nd
5th +3 +1 +4 +4 Force Talent, Improved Lightblade Damage +4d6 18 7 3rd
6th +4 +2 +5 +5 Force Power, Improved Lightblade Damage +5d6 26 8 3rd
7th +5 +2 +5 +5 Force Talent, Improved Lightblade Damage +6d6 34 9 4th
8th +6 +2 +6 +6 Improved Evasion, Force Power, Improved Lightblade Damage +7d6 43 10 4th
9th +6 +3 +6 +6 Force Talent, Improved Lightblade Damage +8d6 54 11 5th
10th +7 +3 +7 +7 Force Power, Jaddae Master/Psyth Lord, Improved Lightblade Damage +9d6, Multiclass Progression 66 12 5th

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (history) (religion) (psionics) (Int), Listen (Wis), Move Silently (Dex), Psicraft (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the Askastic Knight.

Weapon and Armor Proficiency: An askastic knight is proficient with all simple and martial weapons, and with light armor, but no shields.

Power Points/Day: An askastic knight’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: Askastic Knight. 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: An askastic knight begins play knowing two powers from the askastic knight powers (as seen below). Each time he achieves a new level, he unlocks the knowledge of a new power. The feats Expanded Knowledge and Epic Expanded Knowledge do allow an askastic knight to learn powers from the lists of other classes.) An askastic knight can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers an askastic knight can manifest in a day is limited only by his daily power points.

An askastic knight 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 Difficulty Class for saving throws against an askastic knight powers is 10 + the power's level + the askastic knight’s Wisdom modifier (but see Dynamic Potential below).

Askastic Knights choose their powers from the following list:

1st—biofeedback, burst, catfall, conceal thoughts, danger sense, defensive precognition, demoralize, detect hostile intent, disable, distract, elfsight, empathy, empty mind, far hand, force screen, inertial armor, know direction and location, matter agitation, mental watchguard, metaphysical weapon, mindlink, missive, offensive precognition, offensive prescience, precognition, psionic charm, psionic daze, sense link, skate, synesthete

2nd—animal affinity, aura sight, chameleon, clairvoyant sense, cloud mind, control sound, damp powerCP, forced sense link, hustle, inflict pain, marathon, mental disruption, mass missive, psionic darkvision, psionic levitate (as nomad), psionic suggestion, psionic tongues, recall agony (psythe only), read thoughts, sensitivity to psychic impressions, share pain, sustenance, thought shield

3rd—aura alteration, body adjustment, body purification, biotic inversion, escape detection, false sensory input, hostile empathic transfer (psythe only), psionic blast, telekinetic force, telekinetic thrust, touchsight, ubiquitous vision

4th—correspond, detect remote viewing, inertial barrier, mindshock, psionic divination, schism, suspend life, telekinetic maneuver

5th—adapt body, catapsi, cervical break (psythe only), chakra purification, greater precognition, mass cloud mind, meteologic aport, mind probe, power resistance, psionic restoration, psionic revivify, psychofeedback, tower of iron will


FORCE GHOST is a property of the Jedi Capstone FORCE STORM is a property of the Sith Capstone

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

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

<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information->

<span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information->

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->

<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-Askastic Knights[edit]

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic Askastic Knight[edit]

Table: The Epic Askastic Knight

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats : The epic Askastic Knight gains a bonus feat (selected from the list of epic Askastic Knight bonus feats) every <-number of feats per level-> levels after 20th.

Epic Askastic Knight Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> Askastic Knight Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.