Darth Stabber
2009-03-02, 01:48 PM
Knights of the Manifold Path pursue the warriors art, but augment their abilities any way they can. They Study many long hours in their monasteries, trying to better understand how to incorporate their somewhat Disparate arts into a single whole. They're teachings of magic and psionics don't allow for as much time spent on weapon teachings as other traditons, this is partially made up for in the fact that their martial studies are focused on a single weapon to maximize the impact of weapon training. Their magic and Psionics training is focused on improving their combat prowess, as opposed to flashier direct damage effects, thus synchronizing their efforts. The Martial, magic, and Psionic training all work toward the same goal, each dependent on the others to get the job done, none is greater than the others, none is lesser than the others, like a three legged stool, all are needed to stand.
Knight of the Manifold Path
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th|Spell Known|Power points|powers known|Maximum power level
1st|
+0|
+2|
+0|
+0|Weapon Mastery(focus), Improved Transparency, |0|-|-|-|-|1|0|1|1
2nd|
+1|
+3|
+0|
+0||1|-|-|-|-|1|0|1|1
3rd|
+2|
+3|
+1|
+1|Bonus Feat|2|-|-|-|-|2|1|1|1
4th|
+3|
+4|
+1|
+1|Intelligent Defense(AC)|3|-|-|-|-|2|2|2|1
5th|
+3|
+4|
+1|
+1|Weapon Mastery(Specialization)|3|0|-|-|-|3|3|2|1
6th|
+4|
+5|
+2|
+2|Quickening|3|1|-|-|-|3|4|3|2
7th|
+5|
+5|
+2|
+2|Bonus feat|3|2|-|-|-|4|7|3|2
8th|
+6/+1|
+6|
+2|
+2|Intelligent Defense(saves)|3|3|-|-|-|4|10|4|2
9th|
+6/+1|
+6|
+3|
+3|Weapon Mastery(Critical)|3|3|0|-|-|5|13|4|2
10th|
+7/+2|
+7|
+3|
+3|Interoperability|3|3|1|-|-|5|17|5|3
11th|
+8/+3|
+7|
+3|
+3|Bonus Feat|3|3|2|-|-|6|20|5|3
12th|
+9/+4|
+8|
+4|
+4|Spell Manifestation|3|3|3|-|-|6|25|6|3
13th|
+9/+4|
+8|
+4|
+4|Weapon Mastery(Greater focus)|3|3|3|0|-|7|30|6|3
14th|
+10/+5|
+9|
+4|
+4||3|3|3|1|-|7|35|7|4
15th|
+11/+6/+1|
+9|
+5|
+5|Bonus Feat|3|3|3|2|-|8|40|7|4
16th|
+12/+7/+2|
+10|
+5|
+5||3|3|3|3|-|8|45|8|4
17th|
+12/+7/+2|
+10|
+5|
+5|Weapon Mastery(Greater Specialization)|3|3|3|3|0|9|50|8|4
18th|
+13/+8/+3|
+11|
+6|
+6||3|3|3|3|1|9|55|9|5
19th|
+14/+9/+4|
+11|
+6|
+6|Bonus Feat|3|3|3|3|2|10|60|9|5
20th|
+15/+10/+5|
+12|
+6|
+6|Weapon Mastery(Supremacy), Quickening(+1)|3|3|3|3|3|10|65|10|5[/table]
Hitdie:d8
Skill Points:2+int(x4 at first level
Class skills:Concentration, Spellcraft, Knowledge(any), Craft(any), UMD, Intimidate, Tumble, Climb, Jump, Swim, Ride, Autohypnosis, Spot, survival.
Class features
Proficiencies - Knights of the manifold path are proficient in light armor, small shields, simple weapons, and martial weapons
Spells - Knights of the Manifold Path learn to cast a limited number or arcane spells. They may cast any spell they know without preparation. They suffer the risk of arcane spell failure if they wear any armor except light armor. Highest castable spell level, Save DCs and Bonus spell determined by Intelligence. If a feat, prestige class ability, or other ability not listed in this class entry would grant the character access to a spell not on it's spell list to cast using this classes spell casting as the source, The KotMP does not gain the offending spells.
Psionic Powers - Knights of the Manifold Path learn to manifest a limited number number of Psychic powers. Highest manifestable power level, Save DCs and Bonus power points determined by Intelligence. If a feat, prestige class ability, or other ability not listed in this class entry would grant the character access to a Psionic power not on it's power list but still using this class's Psionics Class feature as the source, The KotMP does not gain the offending power.
Improved Transparencya Knight of the Manifold Path's study leads them to a particular understanding of how magic and psionics intertwine. You may use Spellcraft in place of Psicraft. They may Also use UMD in place of UPD.
Weapon Mastery - The Manifold path encourages learning the intricacies of their favored weapon. When you take your first lvl in this class choose a martial weapon. This weapon is you mastery weapon, and this may not be changed. At 1st, 5th, 9th, 13th, 17th, and 20th lvls you gain the weapon specific bonus feat listed in the following table. You need not meet the prerequisites. In addition your mastery weapon counts as the arcane focus for any KotMP spells that requires one, and if the weapon has a magic bonus you may ignore the material components as well.
{table=head]level|feat
1st|Weapon focus
5th|Weapon specialization
9th|Improved Critical
13th|Greater Weapon Focus
17th|Greater Weapon Specialization
20th|Weapon Supremacy[/table]
Bonus feat - You may choose a bonust feat from the Fighter bonus feat lists. You must meet the feat's prerequisites.
Intelligent Defense - At 4th level Knights of the Manifold Path may add their intelligence modifier to their armor class so long as they are wearing light or no armor, and not using a large or tower shield. At 8th level they may also add their intelligence modifier to their saves.
Quickening - @ 6th level the Knight of the Manifold path learns to quickly ready himself when the fight begins. When you gain this ability choose 1 spell and 1 power you know with a duration other than instantaneous. During your first round of combat (after initiative is rolled, and before you take any other actions) You may cast that spell and/or manifest that power as free action. These do not count as quickened spells or powers for the purposes of the feats Quicken spell, or Quicken Power. whenever you gain a Knight of the Manifold Path lvl you may change which spell and power are utilized by this ability. At 20th level you may choose 2 powers and 2 spells instead of 1 each. The spells and powers choosen must be explicitly granted by Knight of the manifold path.
Interoperability - At 10th lvl Knights of the Manifold Path learn how interrelated their spells and powers really are. Knights may manifest a power as though it were a spell using an equivalent level spell slot (augmentation is not possible using this method). They may also pay a number of power points equal to (2xSpell level -1) to cast a spell as a psionic power. If you have spell casting or psionic powers from another class you may not use this ability with spells, spell slots, or powers known granted by other classes.
Spell Manifestation - A knights understanding of interrelation between magic and psionics is such that, like their powers, their spells seem to be manifest of thought alone. All KotMP spells you cast that are lower than the maximum level that you can cast gain the benefits of the silent spell and still spell feats, without raising its caster level.
Spell List:
1: Blades of Blood, True Strike, Shield, Magic Weapon, expeditious retreat, endure elements.
2: Animalistic Power, Protection From Arrows, Protection from Alignment, Alter Self, Blur.
3: Blink, Haste, Keen Edge, Greater Magic Weapon, Fly, Displacement, Heroism, protection from energy.
4: Globe of invulnerability, Stone Skin, Dimension Door, Spell Resistance.
5: Overland Flight, Transformation, Greater Heroism.
Power list:
1: Biofeedback, Call Weaponry, Expansion, Grip of Iron, inertial armor, Prevenom weapon.
2: Body adjustment, Body Purification, Dimension Swap, Dissolving weapon, Hustle, Lion's Charge, Prowess.
3: Vampire Blade, Empathic Feedback, Mental Barrier, Ectoplasmic Form, Evade Burst
4: Truevenom Weapon, Weapon of Energy, Freedom of Movement, energy adaptation, immovability
5: Form of doom, Minkblank, Oak body, Psychofeedback.
Thoughts, criticisms, death threats? May be extremely over powered, may be extremely weak.
Knight of the Manifold Path
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th|Spell Known|Power points|powers known|Maximum power level
1st|
+0|
+2|
+0|
+0|Weapon Mastery(focus), Improved Transparency, |0|-|-|-|-|1|0|1|1
2nd|
+1|
+3|
+0|
+0||1|-|-|-|-|1|0|1|1
3rd|
+2|
+3|
+1|
+1|Bonus Feat|2|-|-|-|-|2|1|1|1
4th|
+3|
+4|
+1|
+1|Intelligent Defense(AC)|3|-|-|-|-|2|2|2|1
5th|
+3|
+4|
+1|
+1|Weapon Mastery(Specialization)|3|0|-|-|-|3|3|2|1
6th|
+4|
+5|
+2|
+2|Quickening|3|1|-|-|-|3|4|3|2
7th|
+5|
+5|
+2|
+2|Bonus feat|3|2|-|-|-|4|7|3|2
8th|
+6/+1|
+6|
+2|
+2|Intelligent Defense(saves)|3|3|-|-|-|4|10|4|2
9th|
+6/+1|
+6|
+3|
+3|Weapon Mastery(Critical)|3|3|0|-|-|5|13|4|2
10th|
+7/+2|
+7|
+3|
+3|Interoperability|3|3|1|-|-|5|17|5|3
11th|
+8/+3|
+7|
+3|
+3|Bonus Feat|3|3|2|-|-|6|20|5|3
12th|
+9/+4|
+8|
+4|
+4|Spell Manifestation|3|3|3|-|-|6|25|6|3
13th|
+9/+4|
+8|
+4|
+4|Weapon Mastery(Greater focus)|3|3|3|0|-|7|30|6|3
14th|
+10/+5|
+9|
+4|
+4||3|3|3|1|-|7|35|7|4
15th|
+11/+6/+1|
+9|
+5|
+5|Bonus Feat|3|3|3|2|-|8|40|7|4
16th|
+12/+7/+2|
+10|
+5|
+5||3|3|3|3|-|8|45|8|4
17th|
+12/+7/+2|
+10|
+5|
+5|Weapon Mastery(Greater Specialization)|3|3|3|3|0|9|50|8|4
18th|
+13/+8/+3|
+11|
+6|
+6||3|3|3|3|1|9|55|9|5
19th|
+14/+9/+4|
+11|
+6|
+6|Bonus Feat|3|3|3|3|2|10|60|9|5
20th|
+15/+10/+5|
+12|
+6|
+6|Weapon Mastery(Supremacy), Quickening(+1)|3|3|3|3|3|10|65|10|5[/table]
Hitdie:d8
Skill Points:2+int(x4 at first level
Class skills:Concentration, Spellcraft, Knowledge(any), Craft(any), UMD, Intimidate, Tumble, Climb, Jump, Swim, Ride, Autohypnosis, Spot, survival.
Class features
Proficiencies - Knights of the manifold path are proficient in light armor, small shields, simple weapons, and martial weapons
Spells - Knights of the Manifold Path learn to cast a limited number or arcane spells. They may cast any spell they know without preparation. They suffer the risk of arcane spell failure if they wear any armor except light armor. Highest castable spell level, Save DCs and Bonus spell determined by Intelligence. If a feat, prestige class ability, or other ability not listed in this class entry would grant the character access to a spell not on it's spell list to cast using this classes spell casting as the source, The KotMP does not gain the offending spells.
Psionic Powers - Knights of the Manifold Path learn to manifest a limited number number of Psychic powers. Highest manifestable power level, Save DCs and Bonus power points determined by Intelligence. If a feat, prestige class ability, or other ability not listed in this class entry would grant the character access to a Psionic power not on it's power list but still using this class's Psionics Class feature as the source, The KotMP does not gain the offending power.
Improved Transparencya Knight of the Manifold Path's study leads them to a particular understanding of how magic and psionics intertwine. You may use Spellcraft in place of Psicraft. They may Also use UMD in place of UPD.
Weapon Mastery - The Manifold path encourages learning the intricacies of their favored weapon. When you take your first lvl in this class choose a martial weapon. This weapon is you mastery weapon, and this may not be changed. At 1st, 5th, 9th, 13th, 17th, and 20th lvls you gain the weapon specific bonus feat listed in the following table. You need not meet the prerequisites. In addition your mastery weapon counts as the arcane focus for any KotMP spells that requires one, and if the weapon has a magic bonus you may ignore the material components as well.
{table=head]level|feat
1st|Weapon focus
5th|Weapon specialization
9th|Improved Critical
13th|Greater Weapon Focus
17th|Greater Weapon Specialization
20th|Weapon Supremacy[/table]
Bonus feat - You may choose a bonust feat from the Fighter bonus feat lists. You must meet the feat's prerequisites.
Intelligent Defense - At 4th level Knights of the Manifold Path may add their intelligence modifier to their armor class so long as they are wearing light or no armor, and not using a large or tower shield. At 8th level they may also add their intelligence modifier to their saves.
Quickening - @ 6th level the Knight of the Manifold path learns to quickly ready himself when the fight begins. When you gain this ability choose 1 spell and 1 power you know with a duration other than instantaneous. During your first round of combat (after initiative is rolled, and before you take any other actions) You may cast that spell and/or manifest that power as free action. These do not count as quickened spells or powers for the purposes of the feats Quicken spell, or Quicken Power. whenever you gain a Knight of the Manifold Path lvl you may change which spell and power are utilized by this ability. At 20th level you may choose 2 powers and 2 spells instead of 1 each. The spells and powers choosen must be explicitly granted by Knight of the manifold path.
Interoperability - At 10th lvl Knights of the Manifold Path learn how interrelated their spells and powers really are. Knights may manifest a power as though it were a spell using an equivalent level spell slot (augmentation is not possible using this method). They may also pay a number of power points equal to (2xSpell level -1) to cast a spell as a psionic power. If you have spell casting or psionic powers from another class you may not use this ability with spells, spell slots, or powers known granted by other classes.
Spell Manifestation - A knights understanding of interrelation between magic and psionics is such that, like their powers, their spells seem to be manifest of thought alone. All KotMP spells you cast that are lower than the maximum level that you can cast gain the benefits of the silent spell and still spell feats, without raising its caster level.
Spell List:
1: Blades of Blood, True Strike, Shield, Magic Weapon, expeditious retreat, endure elements.
2: Animalistic Power, Protection From Arrows, Protection from Alignment, Alter Self, Blur.
3: Blink, Haste, Keen Edge, Greater Magic Weapon, Fly, Displacement, Heroism, protection from energy.
4: Globe of invulnerability, Stone Skin, Dimension Door, Spell Resistance.
5: Overland Flight, Transformation, Greater Heroism.
Power list:
1: Biofeedback, Call Weaponry, Expansion, Grip of Iron, inertial armor, Prevenom weapon.
2: Body adjustment, Body Purification, Dimension Swap, Dissolving weapon, Hustle, Lion's Charge, Prowess.
3: Vampire Blade, Empathic Feedback, Mental Barrier, Ectoplasmic Form, Evade Burst
4: Truevenom Weapon, Weapon of Energy, Freedom of Movement, energy adaptation, immovability
5: Form of doom, Minkblank, Oak body, Psychofeedback.
Thoughts, criticisms, death threats? May be extremely over powered, may be extremely weak.