Wildknife (3.5e Class)
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Psionics, Other Full
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.
Note on Changes: Since this is mostly just a wilder mixed with a soulknife, have noted what is the same and modified with standard features, and what was added.
- Same: Wild Surge, Enervation, Throw Weapon, Surging Euphoria, Multiple Throw and Bladewind are the same as their standard counterparts.
- Modified: Mind Weapon can be applied to any weapon they are proficient with, but is otherwise the same. Elude Attack gives a wisdom bonus to all AC, instead of just touch AC.
- New: The weapon gains returning and dancing properties at later levels (at 7th and 19th levels). The soulknife gains powers, and the wilder gains psychic warrior powers. Most powers are combat or personal powers. The Weapon Material feature is completely new.
Making an Wildknife
Wisdom is the main ability of this class, followed by Strength and Dexterity.
Starting Gold: 5d4x10 gp (125 gp).
Starting Age: Simple.
|Fort||Ref||Will||PP/Day||# Known||Max LvL|
|1st||+0||+0||+2||+2||Mind Weapon, Elude Attack||2||2||1st|
|2nd||+1||+0||+3||+3||Wild Surge+1, Enervation, Bonus Feat||6||3||1st|
|3rd||+2||+1||+3||+3||Throw Weapon, Material (Deep Crystal)||11||3||1st|
|4th||+3||+1||+4||+4||Mind Weapon+1, Euphoria+1||17||4||2nd|
|5th||+3||+1||+4||+4||Wild Surge+2, Material (Power Storing 1)||25||5||2nd|
|6th||+4||+2||+5||+5||Bonus Feat, Swift Weapon||35||5||2nd|
|7th||+5||+2||+5||+5||Throw Weapon (Returning)||46||6||3rd|
|9th||+6/+1||+3||+6||+6||Wild Surge+3, Material(Energy)||72||7||3rd|
|10th||+7/+2||+3||+7||+7||Bonus Feat, Euphoria+2||88||8||4th|
|11th||+8/+3||+3||+7||+7||Throw Weapon (Multiple)||106||9||4th|
|13th||+9/+4||+4||+8||+8||Wild Surge+4, Material (Power Storing 2)||147||10||5th|
|16th||+12/+7/+2||+5||+10||+10||Mind Weapon+4, Euphoria+3||221||12||6th|
|19th||+14/+9/+4||+6||+11||+11||Throw Weapon (Dancing)||311||14||6th|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Weapon and Armor Proficiency: Wildknives are proficient with all simple weapons, and with short swords, kukri, longswords, rapiers, scimitars and falchions, and with light 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 Powers: call weaponry, catfall, chameleon, compression, control object, detect psionics, energy ray, entangling ectoplasm, expansion, grip of iron, inertial armor, metaphysical weapon, prevenom weapon, thicken skin, vigor;
- 2nd-level Powers: animal affinity, biofeedback, body equilibrium, concealing amorpha, concussion blast, control object, darkvision, dissolving weapon, specified energy adaptation, energy push, hustle, inflict pain, levitate, lion's charge, personal reconstruction, thought shield;
- 3rd-level Powers: biological reconstruction, body purification, control metal, danger sense, dimension slide, dispel psionics, ectoplasmic form, energy burst, energy retort, escape detection, exhalation of the black dragon, telekinetic thrust, touchsight, vampiric blade, virus replication;
- 4th-level Powers: animating touch, cure conditions, dimension door, energy adaptation, fly, freedom of movement, power leech, psychic vampire, steadfast perception, telekinetic maneuver, weapon of energy;
- 5th-level Powers: adapt body, catapsi, leech field, power resistance, psychofeedback, true seeing, truevenom weapon;
- 6th-level Powers: breath of the black dragon, energy conversion, oak body, overland flight.
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). 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.
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).
At 6th level, a wildknife can materialize a mind weapon as a swift action, and can have up to three in existence at once.
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.
Bonus Feat: At 2nd level and every four after, a wildknife receives a bonus feat that he meets the prerequisites for.
Throw Weapon (Ex): At 3rd 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 (until 7th level, see below).
- Returning: At 7th level, all of the wildknife’s thrown mind weapons gains the returning special ability automatically (no action required). But if the wildknife does not touch the weapon within three rounds of it returning, or any other creature touches it after it returns, the mind weapon dissipates like normal.
- Multiple Throw: At 11th level, a wildknife can throw a number of mind blades per round equal to the number of melee attacks he could make.
- Dancing: At 19th level, as a move action, a wildknife can imbue one of his weapons with the dancing enchantment.
Weapon Material (Su): At 3rd level, all mind weapons acquire the deep crystal property. This does 2d6 extra damage for 2 power points. At 5th level and every three after, this can be augmented for 3 more power points to deal +1d6 more damage (i.e., at 8th can spend a maximum of 8 power points for +4d6). 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.
At 5th level, a single mind weapon acquires the power storing property, which can store a maximum power points equal to one half his class levels. At 13th level, two mind weapons can store powers, and must share max power point pool (i.e., all in one, or shared).
At 9th level, all mind weapons deals damage normally against incorporeal and ethereal creatures (treat like ghost touch enhancement). Additionally, as a move action, he can change the energy type of the deep crystal to either cold, electricity or fire.
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 16th levels, the morale bonus increases by 1 (i.e., +3 at 16th).
Bladewind (Su): At 15th 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.
The mind weapon immediately reverts to its previous form after the bladewind attack.
|“||My mind is my weapon.||”|
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.
DPR and Other Melded Classes: Average DPR by level, without excess optimization can be found in the DPR. The page also notes other melded classes and articles.
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.
|5||Wildknives are psionic barbarians.|
|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.|
|Article Balance||High +|
|Author||Franken Kesey +|
|Base Attack Bonus Progression||Moderate +|
|Class Ability||Psionics + and Other +|
|Class Ability Progression||Full +|
|Fortitude Save Progression||Poor +|
|Identifier||3.5e Class +|
|Minimum Level||1 +|
|Rated By||Leziad + and Ghostwheel +|
|Rating||Rating Pending +|
|Reflex Save Progression||Good +|
|Skill||Autohypnosis +, Balance +, Bluff +, Climb +, Concentration +, Escape Artist +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Psicraft +, Sense Motive +, Spot +, Survival +, Swim + and Tumble +|
|Skill Points||4 +|
|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. +|
|Will Save Progression||Good +|