Ziegander
2010-09-24, 05:10 AM
The Esper Knight
**(I know this is more powerful than the Fighter, and the Soulborn presented in MoI. I'm aiming for a point of balance closer to a Warblade or Crusader.)**
http://i197.photobucket.com/albums/aa83/noob37/Jedi_knight_01.jpg
"Within my blades and my heart are the souls of a thousand worlds. I'll give you a moment to reconsider your position," - Leon Mistrunner, Esper Knight.
Alignment: Any
Hit Die: 1d10
Level
BAB
Fort
Ref
Will
Special
AC Bonus
Essentia
1st
+1
+0
+0
+2
Spirit Blade, Soul Conduit
+0
1
2nd
+2
+0
+0
+3
AC Bonus, Bonus Feat
+0
1
3rd
+3
+1
+1
+3
Esper Power
+1
2
4th
+4
+1
+1
+4
Bonus Feat
+1
3
5th
+5
+1
+1
+4
Esper Power
+1
4
6th
+6/+1
+2
+2
+5
Bonus Feat
+2
4
7th
+7/+2
+2
+2
+5
Increased Capacity +1
+2
5
8th
+8/+3
+2
+2
+6
Bonus Feat
+2
6
9th
+9/+4
+3
+3
+6
Esper Power
+3
7
10th
+10/+5
+3
+3
+7
Bonus Feat
+3
7
11th
+11/+6/+1
+3
+3
+7
Oversoul 2/day
+3
8
12th
+12/+7/+2
+4
+4
+8
Bonus Feat
+4
9
13th
+13/+8/+3
+4
+4
+8
Esper Power
+4
10
14th
+14/+9/+4
+4
+4
+9
Bonus Feat
+4
10
15th
+15/+10/+5
+5
+5
+9
Increased Capacity +2
+5
11
16th
+16/+11/+6/+1
+5
+5
+10
Bonus Feat
+5
12
17th
+17/+12/+7/+2
+5
+5
+10
Esper Power
+5
13
18th
+18/+13/+8/+3
+6
+6
+11
Bonus Feat
+6
13
19th
+19/+14/+9/+4
+6
+6
+11
Oversoul 4/day
+6
14
20th
+20/+15/+10/+5
+6
+6
+12
Perfect Soul, Bonus Feat
+6
15
Class Skills: Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Gather Information, Heal, Jump, Knowledge (History, Planes, Nobility), Listen, Profession, Sense Motive, Spot, Swim, and Tumble.
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Proficiencies: All simple weapons, one martial weapon of your choice, light armor and medium armor, no shields.
Essentia: Though Esper Knights do not shape soulmelds they gain a sizeable pool of essentia to allocate between their class features, Esper Powers, and Incarnum Feats.
Soul Conduit (Su): Esper Knights are able to reallocate their essentia into Incarnum Feats more than once each day. However, they do not have the amount of fluidity with their essentia as meldshapers. After reallocating essentia, Esper Knights must wait at least one round before they may reallocate it again. Further, by exploiting their connection with soul energy, Esper Knights are able to sense living creatures within 60ft as the Sense Life spell at will as a full-round action.
Spirit Blade (Su): Esper Knights are able to channel the spiritual energies at their disposal into their weapons to produce dangerous, but powerful instruments. With their special training they are able to control and wield these weapons without endangering themselves. As long as 1 point of essentia is invested into this ability any weapon wielded by the Esper Knight deals 1d6 extra positive energy damage (full damage to objects, double damage to undead, does not heal living creatures), and ignores 1pt of shield bonus and 1pt of armor bonus per pt of invested essentia, as well as DR and Hardness up to a value equal to twice the invested essentia. However, the Esper Knight takes a -1 penalty to attack rolls with the weapon per pt of invested essentia. If 3 or more pts of essentia are invested the weapons gain the Ghost Touch property. If 5 or more pts of essentia are invested the weapons gain the Vorpal property (even if the weapons aren't slashing).
AC Bonus: Esper Knights of 2nd level and higher add their Wisdom bonus as an insight bonus to their AC as long as they wear light, medium or no armor, and gain an additional Dodge bonus to AC as given in the table above. While flat-footed an Esper Knight retains their Wisdom bonus to AC gained in this way, but loses the Dodge bonus to AC gained this way.
Bonus Feat: Esper Knights are highly trained warriors, and at every even class level gain a bonus feat drawn from the Fighter's list of bonus feats. Alternatively, he may choose any Incarnum feat he qualifies for.
Esper Power (Su): At 3rd, 5th, 9th, 13th, and 17th level Esper Knights master supernatural powers that utilize his essentia to gain strength. He might bolster his defenses, fool with his foes' minds, push enemies away with spiritual force, or strike at them with spiritual lightning. He may use his Esper Powers at will. The save DC against any Esper Power is as normal for (Su) abilities +your Wisdom modifier +1/2 invested Essentia. Any time he allocates or reallocates his Essentia he can move points into or out of his Esper Powers. Spell Resistance applies against all Esper Powers even though they are supernatural in nature.
Esper Powers
(13 out of 16 of these are done, let me know what you think of the ones I have done, and if you have any suggestions for the remaining 3!)
Esper Grip - As a standard action, make a ranged touch attack against target creature within a 15ft/pt of invested Essentia to deal 1d6 force damage/pt of invested Essentia and must make a Fortitude save to avoid additional effects. On a failed save, if 1 or more pts of Essentia are invested into this power the target is Sickened for 1 round. If 3 or more pts of Essentia are invested the target is Sickened and Immobilized for 1 round. If 5 or more pts of Essentia are invested the target is Sickened, Paralyzed, and must hold its breath as if Drowning for 1 round, and as long as you maintain this effect (standard action to target the same creature each round).
Esper Lightning - As a standard action, target creature within 30ft/pt of invested Essentia takes 2d6 electricity damage/pt of invested Essentia (Reflex half). If 3 or more pts pts of Essentia are invested you may instead target any creatures you wish within a 30ft/pt of invested Essentia cone-effect area. If 5 or more pts of Essentia are invested, targets that fail their Reflex saves are Stunned for 1 round.
Esper Flames - As a standard action, target creature within 30ft/pt of invested Essentia takes 2d6 fire damage/pt of invested Essentia (Reflex half). If 3 or more pts of Essentia are invested you may also target any creatures you wish within 5ft/pt of invested Essentia of you and the target at the time. If 5 or more pts of Essentia are invested, Esper Flames ignores Fire Resistance and deals half damage to creatures with Fire Immunity.
Esper Frost - As a standard action, target creature within 30ft/pt of invested Essentia takes 2d6 cold damage/pt of invested Essentia (Reflex half). If 3 or more pts of Essentia are invested you may target all creatures in a 30ft x 5ft/pt of invested Essentia line-effect area, and if you do the area is treated as difficult terrain for 1 round. If 5 or more pts of Essentia are invested, targets that fail their Reflex saves are frozen solid, either covered in 1 inch of ice/pt of invested Essentia, or, if you use the line-effect area option, captured within a Wall of Ice enclosing that area, as the spell.
Esper Push - As a swift action, all creatures within 5ft/pt of invested Essentia are pushed away from you in any direction up to 5ft/pt of invested Essentia (Fortitude negates). If 3 or more pts of Essentia are invested, creatures who failed their saves are knocked prone. If 5 or more pts of Essentia are invested, creatures who succeeded on their saves are still pushed half the distance (rounded down to the nearest 5ft).
Esper Slam - As a standard action, make a ranged touch attack against target creature within 15ft/pt of invested Essentia to deal 1d6 force damage/pt of invested Essentia +1.5 times your Strength modifier and is pushed away from you in any direction up to 10ft/pt of invested Essentia (Fortitude negates). If 3 or more pts of Essentia are invested, creatures you failed their saves are knocked prone and are Staggered for 1 round. If 5 or more pts of Essentia are invested, you add 2x your Strength modifier to the damage and creatures who succeeded on their saves are still pushed up to half the distance (rounded down to the nearest 5ft).
Esper Surge - As a swift action, you gain a +20ft/pt of Essentia invested bonus to your land speed for 1 round. If 3 or more pts of Essentia are invested you add this bonus to all of your speeds and may make an extra attack when making a full attack at your highest attack bonus. If 5 or more pts of Essentia are invested, you may make a full attack as a standard action rather than a full-round action.
Esper Sacrifice - As a swift action, you lose 1d6hp/pt of invested Essentia but any ally within 15ft/pt of invested Essentia regains 6hp/pt of invested Essentia. If 3 or more pts of Essentia is invested you may remove any of the following conditions from the healed ally: Dazzled, Fatigued, Blinded, Deafened, Shaken, Dazed, Frightened, or Sickened. If 5 or more pts of Essentia is invested you may remove 1 ability damage/pt of invested Essentia and remove any of the following conditions: Dazzled, Fatigued, Blinded, Deafened, Shaken, Dazed, Frightened, Sickened, Poisoned, Confused, Exhausted, Stunned, Nauseated, Panicked, or Paralyzed.
Mind Trick - As a standard action, as long as 1 or more pts of Essentia are invested in this power you may use Command and Detect Thoughts at will, as the spells. If 3 or more pts of Essentia are invested you may use Command, Detect Thoughts, Suggestion, or Modify Memory at will, as the spells. If 5 or more pts of Essentia are invested you use Command, Detect Thoughts, Suggestion, Modify Memory, Feeblemind, or Greater Command at will, as the spells. A creature who successfully saves against your Mind Trick cannot be effected by any of the spell effects for 24 hours. Your caster level for this power is equal to your Esper Knight level.
Negate Energy - As an immediate action, as long as 1 or more pts of Essentia are invested in this power when you are included as a target of a spell or ability that deals energy damage and does not include an attack roll (Fireball, Dragon's Breath, etc) you may make an opposed level check with the source of that spell or ability if the damage is Cold, Electricity, or Fire. If your check succeeds you are no longer considered a target of that spell or ability and your space is omitted from its effects. If 3 or more pts of Essentia are invested you get a +5 bonus to the opposed level check and may negate Acid, Cold, Electricity, Fire and Sonic damage. If 5 or more pts of Essentia are invested you get a +10 bonus to the opposed level check and may negate any type of energy damage (including Positive, Negative, Force, etc). Further, you may exclude an additional number of 5ft spaces equal to the invested pts of Essentia.
Warp Space - Once per round/pt of invested Essentia, as an attack action, as long as 1 or more pts of Essentia are invested in this power you may make a melee attack against any creature within line of sight and within 15ft/pt of invested Essentia. If an ally threatens the creature you are considered to be flanking. If 3 or more pts of Essentia are invested, as a swift action, you may teleport up to 5ft/pt of invested Essentia to any unoccupied square within line of sight. If 5 or more pts of Essentia are invested, you may use Swift Etherealness at will, as the spell.
Move Object - As a standard action, choose a creature or object within 30ft/pf of invested Essentia that weighs no more than 30lbs/pt of invested Essentia. A creature can negate this power's effect against itself or an object it possesses with a successful Will save. If the save fails, as long as you maintain this effect (a move action each round), you may move the chosen creature or object 10ft/pt of invested Essentia in any direction per round, though the effect is immediately ended if distance between the creature or object ever exceeds this power's maximum range. You may telekinetically manipulate the creature or object as if by one hand requiring any actions necessary to complete the desired effect (turn a key as a free action, initiate a grapple as a standard action, etc). The power's Strength score for these purposes is 10+2/pt of invested Essentia.
If 3 or more pts of Essentia are invested double the maximum weight you may effect with this power. Further your telekinetic force is honed to a precision instrument gaining a +3 bonus to dexterity skill checks, and a +4 bonus to Bull Rush, Disarm, Grapple, and Trip attempts.
If 5 or more pts of Essentia are invested you are able to violently hurl creatures or objects. As a standard action, choose a creature or object within range. You may hurl the creature or object 15ft/pt of invested Essentia. If a creature is hurled into a solid surface it is dealt 1d6 damage/10ft hurled in this way. Weapons deal damage as normal (no Strength bonus, add 2x your Wisdom modifier). Objects deal either 1pt/25lbs if they are less dangerous, or 1d6/25lbs for more dangerous objects (as determined by the DM).
Shatter Objects - As a standard action, as long as 1 or more pts of Essentia are invested into this power, you may use the Shatter spell at will. Your caster level equals your Esper Knight level. If 3 or more pts of Essentia are invested the area of the Shatter spell effect is increased to 5ft/pt of invested Essentia. Further, double the maximum weight you are able to effect with the spell effect. If 5 or more pts of Essentia are invested the area Shatter effect is able to destroy magical items, and deals creatures, objects, and structures within the area 1d6 sonic damage/pt of invested Essentia, ignoring hardness.
More to come...
Domination - charms or even dominates creatures
Ensouled Object - animates objects
Bolster - increases your physical resilience
Increased Capacity (Ex): At 7th level and again at 15th level, the essentia capacity of your Incarnum feats, Spirit Blade class feature, and Esper Powers increases by 1.
Oversoul (Su): Starting at 11th level, twice each day as a swift action, you can temporarily maximize the invested essentia of all of your Incarnum feats, Esper Powers, or Esper Knight class features that allow essentia investment for 1 round. At 19th level you may use this ability four times each day. After using this ability you are fatigued for 1 minute, during which time you cannot reallocate your essentia.
Perfect Soul (Su): At 20th level, you may still walk the mortal world in a mortal body, but you are immune to death by aging, and age only when you want to. Your type changes to Outsider, and you gain the native subtype. You are also immune to Death effects as well as any effects that would destroy, trap, or otherwise tamper with your soul, and gain Damage Reduction 15/good or evil or law or chaos. After death, your spirit remains intact and may drift here and there as if by using Plane Shift at will, though your spirit is incapable of interacting with the living world, except 1/day for one hour. Enjoying the strength and power of your soul, you ignore any penalties from being resurrected.
**(I know this is more powerful than the Fighter, and the Soulborn presented in MoI. I'm aiming for a point of balance closer to a Warblade or Crusader.)**
http://i197.photobucket.com/albums/aa83/noob37/Jedi_knight_01.jpg
"Within my blades and my heart are the souls of a thousand worlds. I'll give you a moment to reconsider your position," - Leon Mistrunner, Esper Knight.
Alignment: Any
Hit Die: 1d10
Level
BAB
Fort
Ref
Will
Special
AC Bonus
Essentia
1st
+1
+0
+0
+2
Spirit Blade, Soul Conduit
+0
1
2nd
+2
+0
+0
+3
AC Bonus, Bonus Feat
+0
1
3rd
+3
+1
+1
+3
Esper Power
+1
2
4th
+4
+1
+1
+4
Bonus Feat
+1
3
5th
+5
+1
+1
+4
Esper Power
+1
4
6th
+6/+1
+2
+2
+5
Bonus Feat
+2
4
7th
+7/+2
+2
+2
+5
Increased Capacity +1
+2
5
8th
+8/+3
+2
+2
+6
Bonus Feat
+2
6
9th
+9/+4
+3
+3
+6
Esper Power
+3
7
10th
+10/+5
+3
+3
+7
Bonus Feat
+3
7
11th
+11/+6/+1
+3
+3
+7
Oversoul 2/day
+3
8
12th
+12/+7/+2
+4
+4
+8
Bonus Feat
+4
9
13th
+13/+8/+3
+4
+4
+8
Esper Power
+4
10
14th
+14/+9/+4
+4
+4
+9
Bonus Feat
+4
10
15th
+15/+10/+5
+5
+5
+9
Increased Capacity +2
+5
11
16th
+16/+11/+6/+1
+5
+5
+10
Bonus Feat
+5
12
17th
+17/+12/+7/+2
+5
+5
+10
Esper Power
+5
13
18th
+18/+13/+8/+3
+6
+6
+11
Bonus Feat
+6
13
19th
+19/+14/+9/+4
+6
+6
+11
Oversoul 4/day
+6
14
20th
+20/+15/+10/+5
+6
+6
+12
Perfect Soul, Bonus Feat
+6
15
Class Skills: Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Gather Information, Heal, Jump, Knowledge (History, Planes, Nobility), Listen, Profession, Sense Motive, Spot, Swim, and Tumble.
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Proficiencies: All simple weapons, one martial weapon of your choice, light armor and medium armor, no shields.
Essentia: Though Esper Knights do not shape soulmelds they gain a sizeable pool of essentia to allocate between their class features, Esper Powers, and Incarnum Feats.
Soul Conduit (Su): Esper Knights are able to reallocate their essentia into Incarnum Feats more than once each day. However, they do not have the amount of fluidity with their essentia as meldshapers. After reallocating essentia, Esper Knights must wait at least one round before they may reallocate it again. Further, by exploiting their connection with soul energy, Esper Knights are able to sense living creatures within 60ft as the Sense Life spell at will as a full-round action.
Spirit Blade (Su): Esper Knights are able to channel the spiritual energies at their disposal into their weapons to produce dangerous, but powerful instruments. With their special training they are able to control and wield these weapons without endangering themselves. As long as 1 point of essentia is invested into this ability any weapon wielded by the Esper Knight deals 1d6 extra positive energy damage (full damage to objects, double damage to undead, does not heal living creatures), and ignores 1pt of shield bonus and 1pt of armor bonus per pt of invested essentia, as well as DR and Hardness up to a value equal to twice the invested essentia. However, the Esper Knight takes a -1 penalty to attack rolls with the weapon per pt of invested essentia. If 3 or more pts of essentia are invested the weapons gain the Ghost Touch property. If 5 or more pts of essentia are invested the weapons gain the Vorpal property (even if the weapons aren't slashing).
AC Bonus: Esper Knights of 2nd level and higher add their Wisdom bonus as an insight bonus to their AC as long as they wear light, medium or no armor, and gain an additional Dodge bonus to AC as given in the table above. While flat-footed an Esper Knight retains their Wisdom bonus to AC gained in this way, but loses the Dodge bonus to AC gained this way.
Bonus Feat: Esper Knights are highly trained warriors, and at every even class level gain a bonus feat drawn from the Fighter's list of bonus feats. Alternatively, he may choose any Incarnum feat he qualifies for.
Esper Power (Su): At 3rd, 5th, 9th, 13th, and 17th level Esper Knights master supernatural powers that utilize his essentia to gain strength. He might bolster his defenses, fool with his foes' minds, push enemies away with spiritual force, or strike at them with spiritual lightning. He may use his Esper Powers at will. The save DC against any Esper Power is as normal for (Su) abilities +your Wisdom modifier +1/2 invested Essentia. Any time he allocates or reallocates his Essentia he can move points into or out of his Esper Powers. Spell Resistance applies against all Esper Powers even though they are supernatural in nature.
Esper Powers
(13 out of 16 of these are done, let me know what you think of the ones I have done, and if you have any suggestions for the remaining 3!)
Esper Grip - As a standard action, make a ranged touch attack against target creature within a 15ft/pt of invested Essentia to deal 1d6 force damage/pt of invested Essentia and must make a Fortitude save to avoid additional effects. On a failed save, if 1 or more pts of Essentia are invested into this power the target is Sickened for 1 round. If 3 or more pts of Essentia are invested the target is Sickened and Immobilized for 1 round. If 5 or more pts of Essentia are invested the target is Sickened, Paralyzed, and must hold its breath as if Drowning for 1 round, and as long as you maintain this effect (standard action to target the same creature each round).
Esper Lightning - As a standard action, target creature within 30ft/pt of invested Essentia takes 2d6 electricity damage/pt of invested Essentia (Reflex half). If 3 or more pts pts of Essentia are invested you may instead target any creatures you wish within a 30ft/pt of invested Essentia cone-effect area. If 5 or more pts of Essentia are invested, targets that fail their Reflex saves are Stunned for 1 round.
Esper Flames - As a standard action, target creature within 30ft/pt of invested Essentia takes 2d6 fire damage/pt of invested Essentia (Reflex half). If 3 or more pts of Essentia are invested you may also target any creatures you wish within 5ft/pt of invested Essentia of you and the target at the time. If 5 or more pts of Essentia are invested, Esper Flames ignores Fire Resistance and deals half damage to creatures with Fire Immunity.
Esper Frost - As a standard action, target creature within 30ft/pt of invested Essentia takes 2d6 cold damage/pt of invested Essentia (Reflex half). If 3 or more pts of Essentia are invested you may target all creatures in a 30ft x 5ft/pt of invested Essentia line-effect area, and if you do the area is treated as difficult terrain for 1 round. If 5 or more pts of Essentia are invested, targets that fail their Reflex saves are frozen solid, either covered in 1 inch of ice/pt of invested Essentia, or, if you use the line-effect area option, captured within a Wall of Ice enclosing that area, as the spell.
Esper Push - As a swift action, all creatures within 5ft/pt of invested Essentia are pushed away from you in any direction up to 5ft/pt of invested Essentia (Fortitude negates). If 3 or more pts of Essentia are invested, creatures who failed their saves are knocked prone. If 5 or more pts of Essentia are invested, creatures who succeeded on their saves are still pushed half the distance (rounded down to the nearest 5ft).
Esper Slam - As a standard action, make a ranged touch attack against target creature within 15ft/pt of invested Essentia to deal 1d6 force damage/pt of invested Essentia +1.5 times your Strength modifier and is pushed away from you in any direction up to 10ft/pt of invested Essentia (Fortitude negates). If 3 or more pts of Essentia are invested, creatures you failed their saves are knocked prone and are Staggered for 1 round. If 5 or more pts of Essentia are invested, you add 2x your Strength modifier to the damage and creatures who succeeded on their saves are still pushed up to half the distance (rounded down to the nearest 5ft).
Esper Surge - As a swift action, you gain a +20ft/pt of Essentia invested bonus to your land speed for 1 round. If 3 or more pts of Essentia are invested you add this bonus to all of your speeds and may make an extra attack when making a full attack at your highest attack bonus. If 5 or more pts of Essentia are invested, you may make a full attack as a standard action rather than a full-round action.
Esper Sacrifice - As a swift action, you lose 1d6hp/pt of invested Essentia but any ally within 15ft/pt of invested Essentia regains 6hp/pt of invested Essentia. If 3 or more pts of Essentia is invested you may remove any of the following conditions from the healed ally: Dazzled, Fatigued, Blinded, Deafened, Shaken, Dazed, Frightened, or Sickened. If 5 or more pts of Essentia is invested you may remove 1 ability damage/pt of invested Essentia and remove any of the following conditions: Dazzled, Fatigued, Blinded, Deafened, Shaken, Dazed, Frightened, Sickened, Poisoned, Confused, Exhausted, Stunned, Nauseated, Panicked, or Paralyzed.
Mind Trick - As a standard action, as long as 1 or more pts of Essentia are invested in this power you may use Command and Detect Thoughts at will, as the spells. If 3 or more pts of Essentia are invested you may use Command, Detect Thoughts, Suggestion, or Modify Memory at will, as the spells. If 5 or more pts of Essentia are invested you use Command, Detect Thoughts, Suggestion, Modify Memory, Feeblemind, or Greater Command at will, as the spells. A creature who successfully saves against your Mind Trick cannot be effected by any of the spell effects for 24 hours. Your caster level for this power is equal to your Esper Knight level.
Negate Energy - As an immediate action, as long as 1 or more pts of Essentia are invested in this power when you are included as a target of a spell or ability that deals energy damage and does not include an attack roll (Fireball, Dragon's Breath, etc) you may make an opposed level check with the source of that spell or ability if the damage is Cold, Electricity, or Fire. If your check succeeds you are no longer considered a target of that spell or ability and your space is omitted from its effects. If 3 or more pts of Essentia are invested you get a +5 bonus to the opposed level check and may negate Acid, Cold, Electricity, Fire and Sonic damage. If 5 or more pts of Essentia are invested you get a +10 bonus to the opposed level check and may negate any type of energy damage (including Positive, Negative, Force, etc). Further, you may exclude an additional number of 5ft spaces equal to the invested pts of Essentia.
Warp Space - Once per round/pt of invested Essentia, as an attack action, as long as 1 or more pts of Essentia are invested in this power you may make a melee attack against any creature within line of sight and within 15ft/pt of invested Essentia. If an ally threatens the creature you are considered to be flanking. If 3 or more pts of Essentia are invested, as a swift action, you may teleport up to 5ft/pt of invested Essentia to any unoccupied square within line of sight. If 5 or more pts of Essentia are invested, you may use Swift Etherealness at will, as the spell.
Move Object - As a standard action, choose a creature or object within 30ft/pf of invested Essentia that weighs no more than 30lbs/pt of invested Essentia. A creature can negate this power's effect against itself or an object it possesses with a successful Will save. If the save fails, as long as you maintain this effect (a move action each round), you may move the chosen creature or object 10ft/pt of invested Essentia in any direction per round, though the effect is immediately ended if distance between the creature or object ever exceeds this power's maximum range. You may telekinetically manipulate the creature or object as if by one hand requiring any actions necessary to complete the desired effect (turn a key as a free action, initiate a grapple as a standard action, etc). The power's Strength score for these purposes is 10+2/pt of invested Essentia.
If 3 or more pts of Essentia are invested double the maximum weight you may effect with this power. Further your telekinetic force is honed to a precision instrument gaining a +3 bonus to dexterity skill checks, and a +4 bonus to Bull Rush, Disarm, Grapple, and Trip attempts.
If 5 or more pts of Essentia are invested you are able to violently hurl creatures or objects. As a standard action, choose a creature or object within range. You may hurl the creature or object 15ft/pt of invested Essentia. If a creature is hurled into a solid surface it is dealt 1d6 damage/10ft hurled in this way. Weapons deal damage as normal (no Strength bonus, add 2x your Wisdom modifier). Objects deal either 1pt/25lbs if they are less dangerous, or 1d6/25lbs for more dangerous objects (as determined by the DM).
Shatter Objects - As a standard action, as long as 1 or more pts of Essentia are invested into this power, you may use the Shatter spell at will. Your caster level equals your Esper Knight level. If 3 or more pts of Essentia are invested the area of the Shatter spell effect is increased to 5ft/pt of invested Essentia. Further, double the maximum weight you are able to effect with the spell effect. If 5 or more pts of Essentia are invested the area Shatter effect is able to destroy magical items, and deals creatures, objects, and structures within the area 1d6 sonic damage/pt of invested Essentia, ignoring hardness.
More to come...
Domination - charms or even dominates creatures
Ensouled Object - animates objects
Bolster - increases your physical resilience
Increased Capacity (Ex): At 7th level and again at 15th level, the essentia capacity of your Incarnum feats, Spirit Blade class feature, and Esper Powers increases by 1.
Oversoul (Su): Starting at 11th level, twice each day as a swift action, you can temporarily maximize the invested essentia of all of your Incarnum feats, Esper Powers, or Esper Knight class features that allow essentia investment for 1 round. At 19th level you may use this ability four times each day. After using this ability you are fatigued for 1 minute, during which time you cannot reallocate your essentia.
Perfect Soul (Su): At 20th level, you may still walk the mortal world in a mortal body, but you are immune to death by aging, and age only when you want to. Your type changes to Outsider, and you gain the native subtype. You are also immune to Death effects as well as any effects that would destroy, trap, or otherwise tamper with your soul, and gain Damage Reduction 15/good or evil or law or chaos. After death, your spirit remains intact and may drift here and there as if by using Plane Shift at will, though your spirit is incapable of interacting with the living world, except 1/day for one hour. Enjoying the strength and power of your soul, you ignore any penalties from being resurrected.