Beniare
2010-07-07, 11:05 AM
I thought i would get experts opinion on this home brew class. I wanted to make a class that is good with sword and board while being versatile.
Psiknight
Abilities:
Alignment: Lawful/Any
Hit Die: 1d8
Class Skills:Autohypnosis (Wis), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Profession (Wis),Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class features:
Weapon/Armor Prof:
Simple and Martial weapons, All Armor ( light, medium and heavy) all shields except tower shield.
Power Points/Day:
A psiknight’s ability to manifest
powers is limited by the power points he has available.
In addition, he receives bonus power
points per day if he has a high Wisdom score. His race may
also provide bonus power points per day, as may certain feats
and items. A 1st-level psiknight gains no power points
for his class level, but he gains bonus power points (if he is
entitled to any), and can manifest the single power he knows
with those power points.
Powers Known:
A psiknight begins play knowing inertial armor and force shield. Beginning at level 2 he learns one psychic warrior power of your choice. Every 2 levels starting at level 3, he unlocks the knowledge of a new power.
Choose the powers known from the psychic warrior power
list. (Exception: The feats Expanded Knowledge, page 46, and
Epic Expanded Knowledge, page 34, do allow a psiknight
to learn powers from the lists of other classes.) A psiknight can manifest any power that has a power point cost
equal to or lower than his manifester level.
http://i14.photobucket.com/albums/a314/Benaire/Psiknighttable.jpg
The Knight's Code: You fight not only to defeat your foes but to prove your honor, demonstrate your fighting ability, and win renown across the land. The stories that arise from your deeds are just as important to you as the deeds themselves. A good knight hopes that her example encourages others to lead righteous lives. A neutral knight wishes to uphold the cause of his liege (if he has one) and win glory. An evil knight seeks to win acclaim across the land and increase her own personal power.
The knight's code focuses on fair play: A victory achieved through pure skill is more difficult, and hence wins more glory, than one achieved through trickery or guile.
* A knight does not gain a bonus on attack rolls when flanking. You still confer the benefi t of a flanking position to your ally, but you forgo your own +2 bonus on attack rolls. You can choose to keep the +2 bonus, but doing so violates your code of honor (see below).
* A knight never strikes a flat-footed opponent. Instead, you allow your foe to ready himself before attacking.
* A knight never deals lethal damage against a helpless foe. You can strike such a foe, but only with attacks that deal nonlethal damage.
If you violate any part of this code, you take a -2 penalty on attack rolls and saves for the rest of that day. Your betrayal of your code of conduct undermines the foundation of confidence and honor that drives you forward.
While you cleave to your view of honor, chivalry, and pursuit of glory, you do not force your views on others. You might chide a rogue for sneaking around a battlefield, but you recognize (and perhaps even feel a bit smug about) the reality that not everyone is fit to follow the knight's path.
Psionic Defence:
Starts knowing both inertial armor and force screen. He can use inertial armor and force screen with psiknight's special abilities. force screen acts as a heavy shield for shield bashing.
Bonus Feat:
Gain one feat using fighter/psionic feat
Shield (block) Optimization:
Incresses shield AC by 1,damage from shield bash by 1point and reduces armor penalty by 1. This futher incresses at lvl 9 to +2 and then 16 to +3
Expert Shield Fighter:
Shields count as light weapons for the purpose of shield bashing.
Bulwark of Defense (Ex): When you reach 6th level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care.
Armor Mastery (Ex): Starting at 4th level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 8th level, you ignore the speed reduction imposed by heavy armor as well.
Vigilant Defender (Ex): Starting at 12th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Tumble skill to move through your threatened area or your space without provoking attacks of opportunity, the Tumble check DC to avoid your attacks of opportunity increases by an amount equal to your class level.
Deflective Armor:
While psionicly focused you may add your AC gained from armor to touch attacks.
Armor Optimization:
Incresses AC from gained from armor by 1 and reduces armor penalty by 1
Greater Armor Optimization:
Further incresses AC gained from armor by 1 and reduces armor penalty by 2 stacking with armor optimization for a total of +2 AC and -3 Armor Penalty.
Armor Specialization:
At level 14 provides 2/- damage reduction while wearing armor and further incresses to 4/- at lvl 18.
Psiknight
Abilities:
Alignment: Lawful/Any
Hit Die: 1d8
Class Skills:Autohypnosis (Wis), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Profession (Wis),Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class features:
Weapon/Armor Prof:
Simple and Martial weapons, All Armor ( light, medium and heavy) all shields except tower shield.
Power Points/Day:
A psiknight’s ability to manifest
powers is limited by the power points he has available.
In addition, he receives bonus power
points per day if he has a high Wisdom score. His race may
also provide bonus power points per day, as may certain feats
and items. A 1st-level psiknight gains no power points
for his class level, but he gains bonus power points (if he is
entitled to any), and can manifest the single power he knows
with those power points.
Powers Known:
A psiknight begins play knowing inertial armor and force shield. Beginning at level 2 he learns one psychic warrior power of your choice. Every 2 levels starting at level 3, he unlocks the knowledge of a new power.
Choose the powers known from the psychic warrior power
list. (Exception: The feats Expanded Knowledge, page 46, and
Epic Expanded Knowledge, page 34, do allow a psiknight
to learn powers from the lists of other classes.) A psiknight can manifest any power that has a power point cost
equal to or lower than his manifester level.
http://i14.photobucket.com/albums/a314/Benaire/Psiknighttable.jpg
The Knight's Code: You fight not only to defeat your foes but to prove your honor, demonstrate your fighting ability, and win renown across the land. The stories that arise from your deeds are just as important to you as the deeds themselves. A good knight hopes that her example encourages others to lead righteous lives. A neutral knight wishes to uphold the cause of his liege (if he has one) and win glory. An evil knight seeks to win acclaim across the land and increase her own personal power.
The knight's code focuses on fair play: A victory achieved through pure skill is more difficult, and hence wins more glory, than one achieved through trickery or guile.
* A knight does not gain a bonus on attack rolls when flanking. You still confer the benefi t of a flanking position to your ally, but you forgo your own +2 bonus on attack rolls. You can choose to keep the +2 bonus, but doing so violates your code of honor (see below).
* A knight never strikes a flat-footed opponent. Instead, you allow your foe to ready himself before attacking.
* A knight never deals lethal damage against a helpless foe. You can strike such a foe, but only with attacks that deal nonlethal damage.
If you violate any part of this code, you take a -2 penalty on attack rolls and saves for the rest of that day. Your betrayal of your code of conduct undermines the foundation of confidence and honor that drives you forward.
While you cleave to your view of honor, chivalry, and pursuit of glory, you do not force your views on others. You might chide a rogue for sneaking around a battlefield, but you recognize (and perhaps even feel a bit smug about) the reality that not everyone is fit to follow the knight's path.
Psionic Defence:
Starts knowing both inertial armor and force screen. He can use inertial armor and force screen with psiknight's special abilities. force screen acts as a heavy shield for shield bashing.
Bonus Feat:
Gain one feat using fighter/psionic feat
Shield (block) Optimization:
Incresses shield AC by 1,damage from shield bash by 1point and reduces armor penalty by 1. This futher incresses at lvl 9 to +2 and then 16 to +3
Expert Shield Fighter:
Shields count as light weapons for the purpose of shield bashing.
Bulwark of Defense (Ex): When you reach 6th level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care.
Armor Mastery (Ex): Starting at 4th level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 8th level, you ignore the speed reduction imposed by heavy armor as well.
Vigilant Defender (Ex): Starting at 12th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Tumble skill to move through your threatened area or your space without provoking attacks of opportunity, the Tumble check DC to avoid your attacks of opportunity increases by an amount equal to your class level.
Deflective Armor:
While psionicly focused you may add your AC gained from armor to touch attacks.
Armor Optimization:
Incresses AC from gained from armor by 1 and reduces armor penalty by 1
Greater Armor Optimization:
Further incresses AC gained from armor by 1 and reduces armor penalty by 2 stacking with armor optimization for a total of +2 AC and -3 Armor Penalty.
Armor Specialization:
At level 14 provides 2/- damage reduction while wearing armor and further incresses to 4/- at lvl 18.