Realms of Chaos
2011-03-26, 11:00 PM
Basic Introduction: It’s no secret that the soulknife is the least impressive class in the book it is written in. It’s also the one psionic base class in all of existence that doesn’t gain access to even a single power (even the divine mind gets some). The class is often overlooked and it’s for a pretty good reason.
Simply put, all that the class does is give you a psionic weapon and let you use it. Don’t get me wrong, now. The ability to dismiss and create your weapon at will has certain advantages. It gives your mindblade resistance to or immunity from being dispelled, being rusted, being sundered, being stolen, being lost or left behind, being peacebound, being detected (via all mundane and most magical means), and being disarmed. It even gains special resistance against null psionics fields.
The problem with this is that most of these matters generally won’t come up in general unless your DM is incredibly sadistic, meaning that these benefits are ignored and you are left with a “free” weapon that cost entire levels of advancement to obtain and is likely inferior to what the rest of your party uses.
I’ve seen a few fixes up on these boards (including one or two that basically make turn a soulknife into a jedi, one that combines the class with a soulborn, and a recent one that went for a rather shadowy flavor) so I decided to take a whack at it as well awhile back. With an apparent renewed interest in the soulknife in the past couple of weeks, I was inspired to look back on my old work and I felt that it wasn’t quite completed. As such, I’ve redone this class and changed/added quite a bit. My basic principles while creating the class were more or less the following:
1. If all that a class does is make magical items, the total value of the items should be beyond what your WBL at all points so that no ally can render you irrelevant with a trip to a theoretical or actual magic item store.
2. Psionic classes should have some ability to manifest powers. There’s no reason to have a single class that breaks this tradition when having a bit of psionic power can grant some needed versatility to this otherwise straightforward martial class.
3. A class actually expected to take the front lines in combat (rather than hiding and skirmishing) should receive some sort of defense to rely upon.
4. There should be some level of true customizability that sets different characters of the same class apart from each other in ways that can’t be changed within 24 hours.
5. Even if the soulknife’s weapon is what makes them who they are and serves as the focal point for their strength, just giving out a good weapon isn’t quite enough.
6. I honestly think that it’s better to hit the high end of the power curve and know how to tone down a class rather than underpower it and have no clue how to upgrade it.
The Psychic Armsmaster
Alignment: Any
Hit Die: d10
Class Skills
The Psychic Armsmaster’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.
Psychic Armsmaster
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+2|Mental Armory, Tap Potential
2nd|
+2|
+0|
+3|
+3|Cerebral Infusion I, Psychic Augmentation
3rd|
+3|
+1|
+3|
+3|Armsmaster Talent
4th|
+4|
+1|
+4|
+4|Bonus Feat
5th|
+5|
+1|
+4|
+4|Armsmaster Talent
6th|
+6/+1|
+2|
+5|
+5|Quick Augmentation (move action)
7th|
+7/+2|
+2|
+5|
+5|Armsmaster Talent
8th|
+8/+3|
+2|
+6|
+6|Bonus Feat
9th|
+9/+4|
+3|
+6|
+6|Armsmaster Talent
10th|
+10/+5|
+3|
+7|
+7|Cerebral Infusion II
11th|
+11/+6/+1|
+3|
+7|
+7|Armsmaster Talent
12th|
+12/+7/+2|
+4|
+8|
+8|Bonus Feat
13th|
+13/+8/+3|
+4|
+8|
+8|Armsmaster Talent
14th|
+14/+9/+4|
+4|
+9|
+9|Quick Augmentation (swift action)
15th|
+15/+10/+5|
+5|
+9|
+9|Armsmaster Talent
16th|
+16/+11/+6/+1|
+5|
+10|
+10|Bonus Feat
17th|
+17/+12/+7/+2|
+5|
+10|
+10|Armsmaster Talent
18th|
+18/+13/+8/+3|
+6|
+11|
+11|Cerebral Infusion III
19th|
+19/+14/+9/+4|
+6|
+11|
+11|Armsmaster Talent
20th|
+20/+15/+10/+5|
+6|
+12|
+12|Bonus Feat, Master of the Armory[/table]
Weapon and Armor Proficiencies: You gain proficiency with all simple and martial weapons and with light armor and shields (except tower shields).
Mental Armory (Su): As a swift action, you can create up to two semisolid weapons (or one double weapon) and/or a suit of armor, all of which are composed of psychic energy distilled from your own mind. Created items function identically to any chosen weaponry and armor with which you possess proficiency, sized appropriately for you. It’s physical appearance, however, is drawn directly from your mind and may not look practical or even feasible. You may choose to create a different sort of weapon or armor each time this ability is used but you may not possess more than two weapons and one suit of armor at a time. Gauntlets created automatically with some forms of armor do not count towards this limit and are otherwise unaffected by this ability.
Equipment created in this way cannot be disarmed or sundered but can be otherwise destroyed as normal equipment (formed from normal materials). In such a situation, however, you can always create replacements with another swift action. All ranged weapons created generate their own mundane ammunition when used. Such ammunition and all weapons thrown last until the end of the attack before dissipating. Otherwise, any created item dissipates the moment it leaves your person, you lose consciousness, or you dismiss it as a free action. Weapons created in this way are treated as magical weapons for the purpose of overcoming damage reduction.
You can use feats such as power attack or combat expertise in conjunction with the created weaponry just as if it were a normal weapon. You may also choose mental armory for feats requiring a specific weapon or armor choice, such as weapon specialization or armor specialization. Powers or spells that upgrade weapons or armor can be used on appropriate items created.
Your equipment gains power as you gain levels. At 1st level, weapons you create possess a +1 enhancement bonus to attack and damage rolls while armor and shields you create grants an equal enhancement bonus to your AC. These enhancement bonuses increase by +1 every odd level afterwards. While you possess two weapons or a double weapon, the enhancement bonus of both weapons are halved, rounded down. Similarly, while you possess both armor and a shield, the enhancement bonus of both are halved, rounded down. Weaponry, armor, and shields without enhancement bonuses are still considered to be of masterwork quality.
Even in places where psionic and/or supernatural effects do not normally function (such as within a Null psionics field), you can attempt to sustain all created items by making a DC 20 Will save. On a successful save, you maintain all generated items for a number of rounds equal to your class level before you need to check again. On an unsuccessful attempt, all such items vanish and you may make a new Will save in the next round to rematerialize your weapon and/or armor while you remain within the psionics or supernatural ability negating effect.
Any prestige class that would increase your manifester level also increases your psychic armsmaster level for the purposes of this ability and your psychic augmentation class feature (see below).
Tap Potential: Though most of your psionic power manifests itself through your armory, you can draw forth power from your armory to gain more traditional forms of psionic power. You gain 1 power point. Furthermore, as a full-round action, you may reduce the enhancement bonus of your mental armory by 1 (to a minimum of +0) to select a power from the Psychic Warrior power list of a level up to 1 + 1/5 class levels. You gain the selected power as a power known and gain power points equal to half of your level (minimum 1). The power known and reduction in enhancement bonus both last until you next receive at least 8 hours of rest. The power points last equally long or until spent, whichever comes first.
You may only select or manifest a power if your Wisdom score is equal to at least 10 + the power’s level and you may not possess more than two powers of a given level at any time. The Save DC of your powers is 10 + the power’s level + your Wisdom modifier. While you possess at least one power known in this way, you gain bonus power points if you possess a high Wisdom score and you gain a manifester level equal to your class level.
Cerebral Infusion (Su): In many ways, a psychic armsmaster is truly one with their weapon. While in combat, every strike that you make with your mental armory strikes loose mental energy from their foes, energy that that you can siphon to empower your armory further. Starting at 2nd level, whenever you successfully damage a sentient foe using a weapon from your mental armory, you may select one of the benefits below. Starting at 10th level, you may instead select two of the benefits below. Starting at 18th level, you may select three of the benefits below.
You may possess a number of abilities at a given time up to your class level or up to twice the enhancement bonus of your mental armory, whichever is less. You may not select a single ability twice. If you would exceed your maximum number of infusions, you may replace previously gained infusions. All abilities selected last until the end of the encounter or for 5 rounds, whichever comes last. A number of times per day equal to 3 + your Wisdom modifier (minimum 1), you can spend a full-round action to gain a number of benefits as if you had just struck a foe. If a single ability affects both armor and shields from your mental armory, you do not gain extra benefits for possessing both unless explicitly stated to the contrary.
Infusions:
Absolute Destruction: The weaponry that you create can through almost anything, finding weak points where none should rightfully exist. When using weaponry from your mental armory, you can score critical hits against any creature (this does not allow you to use sneak attack or similar abilities against such creatures).
Aquatic Adaptation: Armor from your mental armor helps to sustain you and help you move around while in water. You add twice the enhancement bonus of such armor to all swim checks you make. Furthermore, you may breathe water and air with equal ease.
Atemporal Wounds: Weaponry from your mental armory spreads quintessence through the wounds it inflicts, preventing outside influence from patching it up. Wounds inflicted through such weapons can’t be healed (whether through fast healing, regeneration, natural healing, magical healing, or other forms of healing) for 1 hour/point of enhancement bonus that the weapon possesses.
Augmentation Shards: When gaining this ability, you may select a weapon, armor, or shield augmentation crystal worth up to 500 gp/level and apply it to an appropriate item from your mental armory. As a swift action, you can replace this crystal with a new one, following the same limitations. Normal restrictions of augmentation crystals still apply.
Cloaked Armor: Armor from your mental armory conceals you from the senses. You add the enhancement bonus of such armor to all Hide and Move silently checks you make. Furthermore, such armor grants you concealment. Whenever you attack or take another aggressive action, you lose access to this concealment for 1 round.
Destructive Armory: Weaponry from your mental armory ignores hardness up to twice its enhancement bonus and deals double damage against objects.
Destructive Aura: Armor and shields from your mental armory let out waves of destructive energy. Other creatures within 5 feet/2 points of enhancement bonus your mental armory levels (minimum 5 feet) take 1d4 damage/2 points of enhancement bonus (minimum 1d4) at the start of their turn.
Dimensional Rift: Armor and shields from your mental armory can create small rifts in space, allowing you to teleport. As a move action, you can teleport up to 5 feet/2 points of enhancement bonus that your armor or shield possesses.
Echoing Blows: Your weaponry creates a ghostly echo or shockwave in its wake as it moves, a wake that can harm foes. The first time each round that you miss with an attack roll using weaponry from your mental armory, you may reroll that attack roll. If the reroll hits, the target is hit but only takes nonlethal damage.
Empathic Assault: You can send your wounds to your enemies through your weapons, keeping yourself healing. Whenever you damage a sentient foe with weaponry from your mental armory, you heal damage equal to your weapon’s enhancement bonus or equal to the damage that the opponent took from the attack, whichever is less.
Empathic Feedback: Armor and shields from your mental armory return the pain that others deal you back to them. Whenever a sentient creature damage you, that creature takes damage equal to the enhancement bonus of your armor or shield or equal to the damage that you took, whichever is less. This damage is empathic in nature and thus ignores damage reduction and regeneration.
Energy Containment:{/b] Armor and shields from your mental armory act to absorb excess energy in the world around you. As a result, you gain energy resistance against all elements equal to twice the enhancement bonus of your armor and/or shield. This energy resistance stacks with any that the armor or shield may grant you through special qualities.
[b]Extended Ward: The protection offered to you by armor and shields from your mental armory extends in part to allies nearby. Allies within 10 feet gain a deflection bonus equal to half of your armor or shield’s enhancement bonus to their AC.
Extensive Weapon: The reach of weaponry from your mental armory extends by +5 feet/2 points of enhancement bonus it possesses (minimum +5 feet) and the range increments of such weaponry increases by +10 feet/point of enhancement bonus (minimum +10 feet). This does not allow you to threaten squares around you if a given weapon was previously incapable of doing so.
Generate Obstruction: Armor from your mental armory sends out a massive disruptive field of psychic energy, obstructing the area around you. All squares threatened by you are filled with difficult terrain that doesn’t affect you and all tumble checks made to pass through such squares take a penalty equal to the enhancement bonus of such armor. Even if not threatening an area, this obstruction extends into all squares adjacent to you.
Goliath Weapon: The size category of weaponry from your mental armory increases by one/2 points of enhancement bonus it possesses (minimum 1 category, maximum colossal). You may wield such weaponry without difficulty regardless of size.
Impenetrable Defense: Armor from your mental armory partially fuses into your body, protecting you from harm. You gain Damage Reduction X/Adamantine, where X is the enhancement bonus of your armor.
Insubstantial Guard: Armor from your mental armory becomes partially insubstantial, clings fluidly to your flesh like an psychoactive skin, or is reduced to only (visibly) protect your vital areas. Either way, the armor offers full protection while allowing you to ignore any speed penalty and reducing the armor check penalty and increasing your maximum Dex bonus by the armor’s enhancement bonus (the armor check penalty can’t be reduced below –0).
Mental Marksman: When making ranged attacks using weaponry from your mental armory, you do not provoke attacks of opportunity. Furthermore, you may make full attacks with such projectile weapons as they reload themselves effortlessly.
Nightmarish Arms: Your weaponry shifts into a more horrific form and subtly alters the thoughts of others to breed fear. While holding weaponry from your mental armory, you gain a bonus to Intimidate checks equal to its enhancement bonus and any creature that you hit using such weaponry is shaken for a number of rounds equal to half of your weapon’s enhancement bonus (this is a mind-affecting fear effect).
Panmateria: When gaining this ability, you may grant the weaponry and/or armor from your mental armory the benefits of being made from any material so long as the item is normally capable of being formed from such a substance and it increases the price of the item by no more than +500 gp/level. You may change the material of weaponry and/or armor from your mental armory as a swift action, following the same restrictions.
Pierce Defenses: Weaponry from your mental armory ignores common defenses. While using such weaponry, you ignore a number of points of natural armor and of damage reduction each equal to your weapon’s enhancement bonus. If your weaponry would deal elemental damage (such as if it gains the shocking property), it ignores an equal amount of energy resistance against each form of energy.
Psychokinetic Protection: Armor and shields from your mental armory is transmuted into force that acts to deny contact with you. You add the full AC bonus of your armor and/or shield to your AC against all touch attacks. Unlike other abilities, the benefits that this ability grants you for possessing a shield and for possessing armor stack with each other.
Psychokinetic Weaponry: Weaponry from your mental armory is transmuted into raw force. As such, your weaponry can’t be damaged or broken by most means and you can hit both ethereal and incorporeal targets with ease. Furthermore, such weaponry transfers its force into attacks made, doubling its enhancement bonus to damage rolls when charging.
Souring Soul: Armor from your mental armory helps to keep you up in the air, either sprouting wings of ectoplasm (the precise design of which is left to the players) or suspending them in the air with telekinetic force. You add the enhancement bonus of such armor to all Jump checks and take no damage from falls. Furthermore, if such armor possesses at least a +2 enhancement bonus, you gain a fly speed equal to your highest movement speed with average maneuverability. For every four points of enhancement bonus that such armor possesses beyond +2, your maneuverability increases by one step (up to a maximum of perfect maneuverability).
Temporal Buffer: Armor and shields from your mental armory prevent harm from reaching you for a short time. Whenever you would take damage while using such armor or such a shield, you may delay taking that damage by 1 round + 1 round/5 points of enhancement bonus that the armor or shield possesses. Secondary effects of such attacks are not prevented, however, and effects that don’t damage you can’t be delayed.
Temporal Flux: Weaponry from your mental armory constantly seeks to acquire more time, time that it steals from those it strikes. Whenever you hit a creature with such a weapon, your initiative score increases by half of the weapon’s enhancement bonus (minimum 1) and your target’s initiative score decreases by an equal amount.
Tricky Offensive: weaponry from your mental armory allows you to initiate a trip attempt, disarm attempt, or sunder attempt as a free action when you make a successful attack with them. You add the weapon’s enhancement bonus to all opposed rolls made in this way. Such attempts do not provoke attacks of opportunity.
Uncanny Awareness: You extend your senses through armor from your mental armory, allowing you sense things that you’d otherwise be unaware of. You gain blindsense out to 5 feet per point of enhancement bonus that the armor possesses.
Unseen Armory: Weapons from your mental armory are now impossible to see, making it easier to catch foes off guard. When making a feint attempt while using such weaponry, you add the enhancement bonus of the weapon to your bluff check. In addition, the first time that you attack an opponent with such an invisible weapon in an encounter, they lose their Dexterity bonus to AC. None of these benefits apply against foes who can see invisible objects and creatures. Any effect that would suppress invisibility suppresses this ability for 1d4 rounds.
Versatile Weaponry: Your weaponry adapts to any situation, constantly reshaping itself to best match your means. Weaponry from your mental armory ignores all cover level than total cover and all concealment less than total concealment. While using such weaponry, all other bonuses to AC that opponents gain and/or penalties to attack rolls and/or damage rolls that you would take due through nonmagical environmental factors (such as attacking while squeezing through a tight space or firing a ranged weapon in strong wind) are decreased by its enhancement bonus (to a minimum of +0 or –0).
Wound Removal: Being drawn from your mind and soul, armor from your mental armory can fuse partially into your body to help seal up serious injuries. While at half of your maximum hit points or less, such armor grants you fast healing equal to half of its enhancement bonus.
Psychic Augmentation (Su): Starting at 2nd level, you can augment the power of the psychic weaponry and armor you create. You may select special abilities with bonuses adding up to half of your class level for two separate weapons (or a double weapon), for a shield, and for your armor. Alternately, you may choose to replace any number of these bonuses with other magical properties (such as glamored, slick, or prismatic burst) worth up to the number of surrendered bonuses squared x 1,000 gp.
Whenever you create a weapon or armor using your mental armory class feature, the created weapon gains all applicable chosen abilities. If creating a weapon, you select which set of abilities it gets. If creating two weapons or a double weapon, you select which weapon (or side of the weapon) gains which set of abilities. As a standard action, you may alter which abilities you have selected. If an ability has limited uses per day, that limit applies to all items you create with that ability within that day.
While maintaining such items in places where psionic and/or supernatural effects do not normally function, the items retain their benefits from this class feature but you may not modify the chosen abilities. You may select no ability with a bonus greater than 1/4 of your class level (minimum +1).
Special:If an item property gives an item charges, all items made using this property share the same pool of charges. They are not renewed unless the charges of such an item normally renew themselves.
If an item property requires a specific decision (such as the bane property), the decision cannot be changed for 24 hours after granting that property to an item.
Armsmaster Talent (Su): At 3rd level and every odd level afterwards, you learn a trick of your trade, gaining more options as a psychic armsmaster. You may select one of the following abilities at each such level. No ability may be selected more than once.
Talents:
Armor Embodied: While you possess armor created through your mental armory class feature, you gain some properties of the construct type. You may select up to one of the following abilities for each point of enhancement bonus that your armor possesses. With one hour of meditation, you may alter which abilities you have selected:
Low-light vision*
Darkvision 60 ft.**
Immunity to Sleep Effects.
Immunity to Paralysis
You need not eat or drink.
Immunity to Disease. Requires level 5.
Immunity to Poison. Requires level 5.
Immunity to Nonlethal Damage ***. Requires level 5.
Immunity to Fatigue and Exhaustion. Requires level 5.
You need not breathe. Requires level 7.
* if you already possess low-light vision, you gain superior low-light vision instead.
** if you already possess darkvision, the range of your darkvision is extended by 60 feet.
*** nonlethal damage gained due to regeneration, lack of sleep, lack of water, lack of food, forced marches, and hot or cold environments still apply.
Bodily Renewal: Within your armory, you possess incredible stores of endurance. At the start of each day, you gain a number of points equal to twice your class level. As a standard action, you may spend any number of these points to heal yourself or a touched creature of an equal number of hit points. As a full-round action, you may reduce the enhancement bonus of your mental armory by 1 (to a minimum of +0) until you next gain 8 hours of rest to regain all lost points.
Channel Psionics: Whenever you hit an opponent with a weapon created through your mental armory class feature, you may spend an immediate action to manifest a power that targets a single creature, targeting the creature you have hit. Any touch attack that the power may require is treated as having automatically succeeded.
Cognitive Blitz: As a full-round action, you can grant yourself a +10 foot enhancement bonus to your speed in all forms of movement and reduce the enhancement bonus of your mental armory by 1 (to a minimum of +0) until you next rest for 8 hours. This ability can be used multiple times and its effects stack with itself. For each +10 foot bonus that this ability grants you, you may ignore a single square of difficult terrain with each move action and you may make a single 90-degree turn when charging.
Cognizance Wave: You can expend your psionic focus and harness the mental power you expend. When you succeed on an attack roll, you may expend your psionic focus and reduce the enhancement bonus of your mental armory by any amount until the end of the encounter (minimum +0). For each point of enhancement bonus sacrificed, you can deal the target one point of Inelligence, Wisdom, and/or Charisma damage in any combination, though no ability score may be reduced below 1 in this way.
Alternately, when you or an adjacent ally fails a Will save, you may expend your psionic focus and reduce the enhancement bonus of your mental armory by any amount until the end of the encounter (minimum +0). The target of this ability may reroll their Will save with a bonus equal to the reduction of your armory’s enhancement bonus. If the target succeeds on this save and the effect would normally possess partial effects on a successful Will save, the target suffers no effect.
Emulate Heroism: As a full-round action, you may select a single bonus fighter feat that you meet all prerequisites for. You gain the benefits of that feat until you select a new feat. Each time that you alter the selected feat, the enhancement bonus of your mental armory is reduced by 1 (minimum +0) until you next get 8 hours of rest.
Focused Armory: Whenever you gain psionic focus, you may choose to also gain either defensive focus or offensive focus until you expend your psionic focus. While you possess defensive focus, you add half of your armory’s enhancement bonus (rounded up) to saving throws. While you possess offensive focus, you add half of your armory’s enhancement bonus (rounded up) to Strength-, Constitution-, and Dexterity-based skill checks and ability checks.
Guardians of the Armory: As a full-round action, you may summon an astral construct anywhere within 100 feet that can support it. The astral construct is under your telepathic control and lasts until the end of the encounter or for 5 rounds, whichever comes first. You may possess multiple astral constructs at any given time but the total level of all astral constructs controlled in this way may not exceed the enhancement bonus of your mental armory.
Incredible Foresight: You seem to be aware of danger before it can occur. You may add the enhancement bonus of your mental armory to initiative checks, to saving throws and AC against traps, and to AC while flat-footed (up to a maximum of your normal AC). A number of times each day up to the enhancement bonus of your mental armory, you can ready an action as a move action instead of a standard action. If you do not end up taking such a readied action, it does not count towards your limit.
Mental Engagement: As a move action, you may challenge a sentient foe within 100 feet to a literal battle of wits against you. Both you and the target add your highest mental ability score modifiers to attack and damage rolls against each other and to AC against the attacks of the other in place of whatever ability modifiers would normally be used for this purpose. Furthermore, both you and the target gain a 20% miss chance against attacks made from creatures other than each other and suffer a similar miss chance when attacking such creatures. This engagement lasts until the end of the encounter, until you use this ability on a new target, or until either you or your target is either rendered non-sentient, unconscious, or dead. The target of your mental challenge may take a swift action to make an opposed Will save against you, ending the ability prematurely and gaining immunity to further uses for 24 hours if they succeed.
Psionic Surge: Requires Focused Armory. While you possess either defensive focus or offensive focus, you may expend your psionic focus as an immediate benefit to gain an additional benefit. If you possessed defensive focus, you may reduce all damage taken from a single source by 1d10 damage per 2 points of enhancement bonus your armory possesses (to a minimum of 0 damage). If you possessed offensive focus, one successful attack that you make deals an equal amount of extra damage.
Rend Psionics: Your armory tends to take apart other psionic effects around you. Whenever you damage a creature or item with a weapon created through your mental armory class feature, you may make a dispel check (1d20+class level) against each power manifested on the target (DC 11 + manifester level).
Furthermore, while wearing armor created through your mental armory class feature, you may spend a full-round action to make dispel checks against all powers within 20 feet that have created areas or non-instantaneous effects.
Once you have failed to dispel a power, you may not attempt to dispel the same manifesting of that power in this way for 24 hours.
Shard Storm: As a standard action, you may shatter a weapon that you have created through your mental armory class feature to make a single attack roll against any number of creatures within 5 feet per point of enhancement bonus that the weapon possesses. Alternatively, you may shatter armor that you have crafted through your mental armory class feature as a standard action to ward any number of creatures within 5 feet per point of enhancement bonus that the armor possesses, granting each one a deflection bonus to AC equal to half of the armor’s enhancement bonus for 1d4 rounds. Whenever you use this ability, the enhancement bonus of your mental armory is reduced by 2 (minimum +0) until the end of the encounter.
Split-Second Armory: You may use your mental armory class feature as an immediate action rather than a swift action. Your mental armory cannot be suppressed by effects that suppress supernatural abilities. Lastly, you gain a +1 bonus to attack and damage rolls with weapons from your mental armory and gain a +1 bonus to AC while wearing armor from your mental armory (these don’t count as enhancement bonuses).
Tricks of the Trade: As a swift action, you can create any solid, nonmagical item as large as medium or as small as diminutive. The item created is formed of raw psionic energy like your mental armory and can’t be composed of many parts (like a music box) or be worth more than 10 gp/level. Items created in this way lose all properties specific to their composition (such as raw limbo or shapesand) and last until it loses physical contact with your body. You may only possess a single such item at a given time.
Bonus Feat: At 4th level, and every 4 levels afterwards, you gain a bonus feat. The feat chosen must either be Medium Armor Proficiency, Heavy Armor Proficiency, Tower Shield Proficiency, A bonus fighter feat, or a psionic feat.
Quick Augmentation: Starting at 6th level, you begin to truly master the weaponry and armor that you create, altering its enchantments with but a moment’s notice. You can alter the special abilities granted via your Psychic augmentation class feature as a move action rather than a standard action. At 14th level, you may instead alter them as a swift action if desired.
Master of the Armory: At 20th level, there are nearly no limits to your armory. As a swift action, you may select a specific weapon worth up to 200,000 gp or a specific shield or suit of armor worth up to 100,000 gp. If you possess an item from your mental armory of the appropriate type, it gains all abilities of the selected item other than its enhancement bonus and special qualities. If some or all of the item’s abilities are reliant upon its form or special qualities, only equipment with the proper form or qualities gain such abilities. If a specific item has charges, they are refreshed at a normal rate (if at all) regardless of how many times the item is imitated. If you select a weapon and possess two applicable weapons, only one is empowered in this way. At any given time, you may only possess a single selected item, though you can replace it with a new one as another swift action.
Simply put, all that the class does is give you a psionic weapon and let you use it. Don’t get me wrong, now. The ability to dismiss and create your weapon at will has certain advantages. It gives your mindblade resistance to or immunity from being dispelled, being rusted, being sundered, being stolen, being lost or left behind, being peacebound, being detected (via all mundane and most magical means), and being disarmed. It even gains special resistance against null psionics fields.
The problem with this is that most of these matters generally won’t come up in general unless your DM is incredibly sadistic, meaning that these benefits are ignored and you are left with a “free” weapon that cost entire levels of advancement to obtain and is likely inferior to what the rest of your party uses.
I’ve seen a few fixes up on these boards (including one or two that basically make turn a soulknife into a jedi, one that combines the class with a soulborn, and a recent one that went for a rather shadowy flavor) so I decided to take a whack at it as well awhile back. With an apparent renewed interest in the soulknife in the past couple of weeks, I was inspired to look back on my old work and I felt that it wasn’t quite completed. As such, I’ve redone this class and changed/added quite a bit. My basic principles while creating the class were more or less the following:
1. If all that a class does is make magical items, the total value of the items should be beyond what your WBL at all points so that no ally can render you irrelevant with a trip to a theoretical or actual magic item store.
2. Psionic classes should have some ability to manifest powers. There’s no reason to have a single class that breaks this tradition when having a bit of psionic power can grant some needed versatility to this otherwise straightforward martial class.
3. A class actually expected to take the front lines in combat (rather than hiding and skirmishing) should receive some sort of defense to rely upon.
4. There should be some level of true customizability that sets different characters of the same class apart from each other in ways that can’t be changed within 24 hours.
5. Even if the soulknife’s weapon is what makes them who they are and serves as the focal point for their strength, just giving out a good weapon isn’t quite enough.
6. I honestly think that it’s better to hit the high end of the power curve and know how to tone down a class rather than underpower it and have no clue how to upgrade it.
The Psychic Armsmaster
Alignment: Any
Hit Die: d10
Class Skills
The Psychic Armsmaster’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.
Psychic Armsmaster
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+2|Mental Armory, Tap Potential
2nd|
+2|
+0|
+3|
+3|Cerebral Infusion I, Psychic Augmentation
3rd|
+3|
+1|
+3|
+3|Armsmaster Talent
4th|
+4|
+1|
+4|
+4|Bonus Feat
5th|
+5|
+1|
+4|
+4|Armsmaster Talent
6th|
+6/+1|
+2|
+5|
+5|Quick Augmentation (move action)
7th|
+7/+2|
+2|
+5|
+5|Armsmaster Talent
8th|
+8/+3|
+2|
+6|
+6|Bonus Feat
9th|
+9/+4|
+3|
+6|
+6|Armsmaster Talent
10th|
+10/+5|
+3|
+7|
+7|Cerebral Infusion II
11th|
+11/+6/+1|
+3|
+7|
+7|Armsmaster Talent
12th|
+12/+7/+2|
+4|
+8|
+8|Bonus Feat
13th|
+13/+8/+3|
+4|
+8|
+8|Armsmaster Talent
14th|
+14/+9/+4|
+4|
+9|
+9|Quick Augmentation (swift action)
15th|
+15/+10/+5|
+5|
+9|
+9|Armsmaster Talent
16th|
+16/+11/+6/+1|
+5|
+10|
+10|Bonus Feat
17th|
+17/+12/+7/+2|
+5|
+10|
+10|Armsmaster Talent
18th|
+18/+13/+8/+3|
+6|
+11|
+11|Cerebral Infusion III
19th|
+19/+14/+9/+4|
+6|
+11|
+11|Armsmaster Talent
20th|
+20/+15/+10/+5|
+6|
+12|
+12|Bonus Feat, Master of the Armory[/table]
Weapon and Armor Proficiencies: You gain proficiency with all simple and martial weapons and with light armor and shields (except tower shields).
Mental Armory (Su): As a swift action, you can create up to two semisolid weapons (or one double weapon) and/or a suit of armor, all of which are composed of psychic energy distilled from your own mind. Created items function identically to any chosen weaponry and armor with which you possess proficiency, sized appropriately for you. It’s physical appearance, however, is drawn directly from your mind and may not look practical or even feasible. You may choose to create a different sort of weapon or armor each time this ability is used but you may not possess more than two weapons and one suit of armor at a time. Gauntlets created automatically with some forms of armor do not count towards this limit and are otherwise unaffected by this ability.
Equipment created in this way cannot be disarmed or sundered but can be otherwise destroyed as normal equipment (formed from normal materials). In such a situation, however, you can always create replacements with another swift action. All ranged weapons created generate their own mundane ammunition when used. Such ammunition and all weapons thrown last until the end of the attack before dissipating. Otherwise, any created item dissipates the moment it leaves your person, you lose consciousness, or you dismiss it as a free action. Weapons created in this way are treated as magical weapons for the purpose of overcoming damage reduction.
You can use feats such as power attack or combat expertise in conjunction with the created weaponry just as if it were a normal weapon. You may also choose mental armory for feats requiring a specific weapon or armor choice, such as weapon specialization or armor specialization. Powers or spells that upgrade weapons or armor can be used on appropriate items created.
Your equipment gains power as you gain levels. At 1st level, weapons you create possess a +1 enhancement bonus to attack and damage rolls while armor and shields you create grants an equal enhancement bonus to your AC. These enhancement bonuses increase by +1 every odd level afterwards. While you possess two weapons or a double weapon, the enhancement bonus of both weapons are halved, rounded down. Similarly, while you possess both armor and a shield, the enhancement bonus of both are halved, rounded down. Weaponry, armor, and shields without enhancement bonuses are still considered to be of masterwork quality.
Even in places where psionic and/or supernatural effects do not normally function (such as within a Null psionics field), you can attempt to sustain all created items by making a DC 20 Will save. On a successful save, you maintain all generated items for a number of rounds equal to your class level before you need to check again. On an unsuccessful attempt, all such items vanish and you may make a new Will save in the next round to rematerialize your weapon and/or armor while you remain within the psionics or supernatural ability negating effect.
Any prestige class that would increase your manifester level also increases your psychic armsmaster level for the purposes of this ability and your psychic augmentation class feature (see below).
Tap Potential: Though most of your psionic power manifests itself through your armory, you can draw forth power from your armory to gain more traditional forms of psionic power. You gain 1 power point. Furthermore, as a full-round action, you may reduce the enhancement bonus of your mental armory by 1 (to a minimum of +0) to select a power from the Psychic Warrior power list of a level up to 1 + 1/5 class levels. You gain the selected power as a power known and gain power points equal to half of your level (minimum 1). The power known and reduction in enhancement bonus both last until you next receive at least 8 hours of rest. The power points last equally long or until spent, whichever comes first.
You may only select or manifest a power if your Wisdom score is equal to at least 10 + the power’s level and you may not possess more than two powers of a given level at any time. The Save DC of your powers is 10 + the power’s level + your Wisdom modifier. While you possess at least one power known in this way, you gain bonus power points if you possess a high Wisdom score and you gain a manifester level equal to your class level.
Cerebral Infusion (Su): In many ways, a psychic armsmaster is truly one with their weapon. While in combat, every strike that you make with your mental armory strikes loose mental energy from their foes, energy that that you can siphon to empower your armory further. Starting at 2nd level, whenever you successfully damage a sentient foe using a weapon from your mental armory, you may select one of the benefits below. Starting at 10th level, you may instead select two of the benefits below. Starting at 18th level, you may select three of the benefits below.
You may possess a number of abilities at a given time up to your class level or up to twice the enhancement bonus of your mental armory, whichever is less. You may not select a single ability twice. If you would exceed your maximum number of infusions, you may replace previously gained infusions. All abilities selected last until the end of the encounter or for 5 rounds, whichever comes last. A number of times per day equal to 3 + your Wisdom modifier (minimum 1), you can spend a full-round action to gain a number of benefits as if you had just struck a foe. If a single ability affects both armor and shields from your mental armory, you do not gain extra benefits for possessing both unless explicitly stated to the contrary.
Infusions:
Absolute Destruction: The weaponry that you create can through almost anything, finding weak points where none should rightfully exist. When using weaponry from your mental armory, you can score critical hits against any creature (this does not allow you to use sneak attack or similar abilities against such creatures).
Aquatic Adaptation: Armor from your mental armor helps to sustain you and help you move around while in water. You add twice the enhancement bonus of such armor to all swim checks you make. Furthermore, you may breathe water and air with equal ease.
Atemporal Wounds: Weaponry from your mental armory spreads quintessence through the wounds it inflicts, preventing outside influence from patching it up. Wounds inflicted through such weapons can’t be healed (whether through fast healing, regeneration, natural healing, magical healing, or other forms of healing) for 1 hour/point of enhancement bonus that the weapon possesses.
Augmentation Shards: When gaining this ability, you may select a weapon, armor, or shield augmentation crystal worth up to 500 gp/level and apply it to an appropriate item from your mental armory. As a swift action, you can replace this crystal with a new one, following the same limitations. Normal restrictions of augmentation crystals still apply.
Cloaked Armor: Armor from your mental armory conceals you from the senses. You add the enhancement bonus of such armor to all Hide and Move silently checks you make. Furthermore, such armor grants you concealment. Whenever you attack or take another aggressive action, you lose access to this concealment for 1 round.
Destructive Armory: Weaponry from your mental armory ignores hardness up to twice its enhancement bonus and deals double damage against objects.
Destructive Aura: Armor and shields from your mental armory let out waves of destructive energy. Other creatures within 5 feet/2 points of enhancement bonus your mental armory levels (minimum 5 feet) take 1d4 damage/2 points of enhancement bonus (minimum 1d4) at the start of their turn.
Dimensional Rift: Armor and shields from your mental armory can create small rifts in space, allowing you to teleport. As a move action, you can teleport up to 5 feet/2 points of enhancement bonus that your armor or shield possesses.
Echoing Blows: Your weaponry creates a ghostly echo or shockwave in its wake as it moves, a wake that can harm foes. The first time each round that you miss with an attack roll using weaponry from your mental armory, you may reroll that attack roll. If the reroll hits, the target is hit but only takes nonlethal damage.
Empathic Assault: You can send your wounds to your enemies through your weapons, keeping yourself healing. Whenever you damage a sentient foe with weaponry from your mental armory, you heal damage equal to your weapon’s enhancement bonus or equal to the damage that the opponent took from the attack, whichever is less.
Empathic Feedback: Armor and shields from your mental armory return the pain that others deal you back to them. Whenever a sentient creature damage you, that creature takes damage equal to the enhancement bonus of your armor or shield or equal to the damage that you took, whichever is less. This damage is empathic in nature and thus ignores damage reduction and regeneration.
Energy Containment:{/b] Armor and shields from your mental armory act to absorb excess energy in the world around you. As a result, you gain energy resistance against all elements equal to twice the enhancement bonus of your armor and/or shield. This energy resistance stacks with any that the armor or shield may grant you through special qualities.
[b]Extended Ward: The protection offered to you by armor and shields from your mental armory extends in part to allies nearby. Allies within 10 feet gain a deflection bonus equal to half of your armor or shield’s enhancement bonus to their AC.
Extensive Weapon: The reach of weaponry from your mental armory extends by +5 feet/2 points of enhancement bonus it possesses (minimum +5 feet) and the range increments of such weaponry increases by +10 feet/point of enhancement bonus (minimum +10 feet). This does not allow you to threaten squares around you if a given weapon was previously incapable of doing so.
Generate Obstruction: Armor from your mental armory sends out a massive disruptive field of psychic energy, obstructing the area around you. All squares threatened by you are filled with difficult terrain that doesn’t affect you and all tumble checks made to pass through such squares take a penalty equal to the enhancement bonus of such armor. Even if not threatening an area, this obstruction extends into all squares adjacent to you.
Goliath Weapon: The size category of weaponry from your mental armory increases by one/2 points of enhancement bonus it possesses (minimum 1 category, maximum colossal). You may wield such weaponry without difficulty regardless of size.
Impenetrable Defense: Armor from your mental armory partially fuses into your body, protecting you from harm. You gain Damage Reduction X/Adamantine, where X is the enhancement bonus of your armor.
Insubstantial Guard: Armor from your mental armory becomes partially insubstantial, clings fluidly to your flesh like an psychoactive skin, or is reduced to only (visibly) protect your vital areas. Either way, the armor offers full protection while allowing you to ignore any speed penalty and reducing the armor check penalty and increasing your maximum Dex bonus by the armor’s enhancement bonus (the armor check penalty can’t be reduced below –0).
Mental Marksman: When making ranged attacks using weaponry from your mental armory, you do not provoke attacks of opportunity. Furthermore, you may make full attacks with such projectile weapons as they reload themselves effortlessly.
Nightmarish Arms: Your weaponry shifts into a more horrific form and subtly alters the thoughts of others to breed fear. While holding weaponry from your mental armory, you gain a bonus to Intimidate checks equal to its enhancement bonus and any creature that you hit using such weaponry is shaken for a number of rounds equal to half of your weapon’s enhancement bonus (this is a mind-affecting fear effect).
Panmateria: When gaining this ability, you may grant the weaponry and/or armor from your mental armory the benefits of being made from any material so long as the item is normally capable of being formed from such a substance and it increases the price of the item by no more than +500 gp/level. You may change the material of weaponry and/or armor from your mental armory as a swift action, following the same restrictions.
Pierce Defenses: Weaponry from your mental armory ignores common defenses. While using such weaponry, you ignore a number of points of natural armor and of damage reduction each equal to your weapon’s enhancement bonus. If your weaponry would deal elemental damage (such as if it gains the shocking property), it ignores an equal amount of energy resistance against each form of energy.
Psychokinetic Protection: Armor and shields from your mental armory is transmuted into force that acts to deny contact with you. You add the full AC bonus of your armor and/or shield to your AC against all touch attacks. Unlike other abilities, the benefits that this ability grants you for possessing a shield and for possessing armor stack with each other.
Psychokinetic Weaponry: Weaponry from your mental armory is transmuted into raw force. As such, your weaponry can’t be damaged or broken by most means and you can hit both ethereal and incorporeal targets with ease. Furthermore, such weaponry transfers its force into attacks made, doubling its enhancement bonus to damage rolls when charging.
Souring Soul: Armor from your mental armory helps to keep you up in the air, either sprouting wings of ectoplasm (the precise design of which is left to the players) or suspending them in the air with telekinetic force. You add the enhancement bonus of such armor to all Jump checks and take no damage from falls. Furthermore, if such armor possesses at least a +2 enhancement bonus, you gain a fly speed equal to your highest movement speed with average maneuverability. For every four points of enhancement bonus that such armor possesses beyond +2, your maneuverability increases by one step (up to a maximum of perfect maneuverability).
Temporal Buffer: Armor and shields from your mental armory prevent harm from reaching you for a short time. Whenever you would take damage while using such armor or such a shield, you may delay taking that damage by 1 round + 1 round/5 points of enhancement bonus that the armor or shield possesses. Secondary effects of such attacks are not prevented, however, and effects that don’t damage you can’t be delayed.
Temporal Flux: Weaponry from your mental armory constantly seeks to acquire more time, time that it steals from those it strikes. Whenever you hit a creature with such a weapon, your initiative score increases by half of the weapon’s enhancement bonus (minimum 1) and your target’s initiative score decreases by an equal amount.
Tricky Offensive: weaponry from your mental armory allows you to initiate a trip attempt, disarm attempt, or sunder attempt as a free action when you make a successful attack with them. You add the weapon’s enhancement bonus to all opposed rolls made in this way. Such attempts do not provoke attacks of opportunity.
Uncanny Awareness: You extend your senses through armor from your mental armory, allowing you sense things that you’d otherwise be unaware of. You gain blindsense out to 5 feet per point of enhancement bonus that the armor possesses.
Unseen Armory: Weapons from your mental armory are now impossible to see, making it easier to catch foes off guard. When making a feint attempt while using such weaponry, you add the enhancement bonus of the weapon to your bluff check. In addition, the first time that you attack an opponent with such an invisible weapon in an encounter, they lose their Dexterity bonus to AC. None of these benefits apply against foes who can see invisible objects and creatures. Any effect that would suppress invisibility suppresses this ability for 1d4 rounds.
Versatile Weaponry: Your weaponry adapts to any situation, constantly reshaping itself to best match your means. Weaponry from your mental armory ignores all cover level than total cover and all concealment less than total concealment. While using such weaponry, all other bonuses to AC that opponents gain and/or penalties to attack rolls and/or damage rolls that you would take due through nonmagical environmental factors (such as attacking while squeezing through a tight space or firing a ranged weapon in strong wind) are decreased by its enhancement bonus (to a minimum of +0 or –0).
Wound Removal: Being drawn from your mind and soul, armor from your mental armory can fuse partially into your body to help seal up serious injuries. While at half of your maximum hit points or less, such armor grants you fast healing equal to half of its enhancement bonus.
Psychic Augmentation (Su): Starting at 2nd level, you can augment the power of the psychic weaponry and armor you create. You may select special abilities with bonuses adding up to half of your class level for two separate weapons (or a double weapon), for a shield, and for your armor. Alternately, you may choose to replace any number of these bonuses with other magical properties (such as glamored, slick, or prismatic burst) worth up to the number of surrendered bonuses squared x 1,000 gp.
Whenever you create a weapon or armor using your mental armory class feature, the created weapon gains all applicable chosen abilities. If creating a weapon, you select which set of abilities it gets. If creating two weapons or a double weapon, you select which weapon (or side of the weapon) gains which set of abilities. As a standard action, you may alter which abilities you have selected. If an ability has limited uses per day, that limit applies to all items you create with that ability within that day.
While maintaining such items in places where psionic and/or supernatural effects do not normally function, the items retain their benefits from this class feature but you may not modify the chosen abilities. You may select no ability with a bonus greater than 1/4 of your class level (minimum +1).
Special:If an item property gives an item charges, all items made using this property share the same pool of charges. They are not renewed unless the charges of such an item normally renew themselves.
If an item property requires a specific decision (such as the bane property), the decision cannot be changed for 24 hours after granting that property to an item.
Armsmaster Talent (Su): At 3rd level and every odd level afterwards, you learn a trick of your trade, gaining more options as a psychic armsmaster. You may select one of the following abilities at each such level. No ability may be selected more than once.
Talents:
Armor Embodied: While you possess armor created through your mental armory class feature, you gain some properties of the construct type. You may select up to one of the following abilities for each point of enhancement bonus that your armor possesses. With one hour of meditation, you may alter which abilities you have selected:
Low-light vision*
Darkvision 60 ft.**
Immunity to Sleep Effects.
Immunity to Paralysis
You need not eat or drink.
Immunity to Disease. Requires level 5.
Immunity to Poison. Requires level 5.
Immunity to Nonlethal Damage ***. Requires level 5.
Immunity to Fatigue and Exhaustion. Requires level 5.
You need not breathe. Requires level 7.
* if you already possess low-light vision, you gain superior low-light vision instead.
** if you already possess darkvision, the range of your darkvision is extended by 60 feet.
*** nonlethal damage gained due to regeneration, lack of sleep, lack of water, lack of food, forced marches, and hot or cold environments still apply.
Bodily Renewal: Within your armory, you possess incredible stores of endurance. At the start of each day, you gain a number of points equal to twice your class level. As a standard action, you may spend any number of these points to heal yourself or a touched creature of an equal number of hit points. As a full-round action, you may reduce the enhancement bonus of your mental armory by 1 (to a minimum of +0) until you next gain 8 hours of rest to regain all lost points.
Channel Psionics: Whenever you hit an opponent with a weapon created through your mental armory class feature, you may spend an immediate action to manifest a power that targets a single creature, targeting the creature you have hit. Any touch attack that the power may require is treated as having automatically succeeded.
Cognitive Blitz: As a full-round action, you can grant yourself a +10 foot enhancement bonus to your speed in all forms of movement and reduce the enhancement bonus of your mental armory by 1 (to a minimum of +0) until you next rest for 8 hours. This ability can be used multiple times and its effects stack with itself. For each +10 foot bonus that this ability grants you, you may ignore a single square of difficult terrain with each move action and you may make a single 90-degree turn when charging.
Cognizance Wave: You can expend your psionic focus and harness the mental power you expend. When you succeed on an attack roll, you may expend your psionic focus and reduce the enhancement bonus of your mental armory by any amount until the end of the encounter (minimum +0). For each point of enhancement bonus sacrificed, you can deal the target one point of Inelligence, Wisdom, and/or Charisma damage in any combination, though no ability score may be reduced below 1 in this way.
Alternately, when you or an adjacent ally fails a Will save, you may expend your psionic focus and reduce the enhancement bonus of your mental armory by any amount until the end of the encounter (minimum +0). The target of this ability may reroll their Will save with a bonus equal to the reduction of your armory’s enhancement bonus. If the target succeeds on this save and the effect would normally possess partial effects on a successful Will save, the target suffers no effect.
Emulate Heroism: As a full-round action, you may select a single bonus fighter feat that you meet all prerequisites for. You gain the benefits of that feat until you select a new feat. Each time that you alter the selected feat, the enhancement bonus of your mental armory is reduced by 1 (minimum +0) until you next get 8 hours of rest.
Focused Armory: Whenever you gain psionic focus, you may choose to also gain either defensive focus or offensive focus until you expend your psionic focus. While you possess defensive focus, you add half of your armory’s enhancement bonus (rounded up) to saving throws. While you possess offensive focus, you add half of your armory’s enhancement bonus (rounded up) to Strength-, Constitution-, and Dexterity-based skill checks and ability checks.
Guardians of the Armory: As a full-round action, you may summon an astral construct anywhere within 100 feet that can support it. The astral construct is under your telepathic control and lasts until the end of the encounter or for 5 rounds, whichever comes first. You may possess multiple astral constructs at any given time but the total level of all astral constructs controlled in this way may not exceed the enhancement bonus of your mental armory.
Incredible Foresight: You seem to be aware of danger before it can occur. You may add the enhancement bonus of your mental armory to initiative checks, to saving throws and AC against traps, and to AC while flat-footed (up to a maximum of your normal AC). A number of times each day up to the enhancement bonus of your mental armory, you can ready an action as a move action instead of a standard action. If you do not end up taking such a readied action, it does not count towards your limit.
Mental Engagement: As a move action, you may challenge a sentient foe within 100 feet to a literal battle of wits against you. Both you and the target add your highest mental ability score modifiers to attack and damage rolls against each other and to AC against the attacks of the other in place of whatever ability modifiers would normally be used for this purpose. Furthermore, both you and the target gain a 20% miss chance against attacks made from creatures other than each other and suffer a similar miss chance when attacking such creatures. This engagement lasts until the end of the encounter, until you use this ability on a new target, or until either you or your target is either rendered non-sentient, unconscious, or dead. The target of your mental challenge may take a swift action to make an opposed Will save against you, ending the ability prematurely and gaining immunity to further uses for 24 hours if they succeed.
Psionic Surge: Requires Focused Armory. While you possess either defensive focus or offensive focus, you may expend your psionic focus as an immediate benefit to gain an additional benefit. If you possessed defensive focus, you may reduce all damage taken from a single source by 1d10 damage per 2 points of enhancement bonus your armory possesses (to a minimum of 0 damage). If you possessed offensive focus, one successful attack that you make deals an equal amount of extra damage.
Rend Psionics: Your armory tends to take apart other psionic effects around you. Whenever you damage a creature or item with a weapon created through your mental armory class feature, you may make a dispel check (1d20+class level) against each power manifested on the target (DC 11 + manifester level).
Furthermore, while wearing armor created through your mental armory class feature, you may spend a full-round action to make dispel checks against all powers within 20 feet that have created areas or non-instantaneous effects.
Once you have failed to dispel a power, you may not attempt to dispel the same manifesting of that power in this way for 24 hours.
Shard Storm: As a standard action, you may shatter a weapon that you have created through your mental armory class feature to make a single attack roll against any number of creatures within 5 feet per point of enhancement bonus that the weapon possesses. Alternatively, you may shatter armor that you have crafted through your mental armory class feature as a standard action to ward any number of creatures within 5 feet per point of enhancement bonus that the armor possesses, granting each one a deflection bonus to AC equal to half of the armor’s enhancement bonus for 1d4 rounds. Whenever you use this ability, the enhancement bonus of your mental armory is reduced by 2 (minimum +0) until the end of the encounter.
Split-Second Armory: You may use your mental armory class feature as an immediate action rather than a swift action. Your mental armory cannot be suppressed by effects that suppress supernatural abilities. Lastly, you gain a +1 bonus to attack and damage rolls with weapons from your mental armory and gain a +1 bonus to AC while wearing armor from your mental armory (these don’t count as enhancement bonuses).
Tricks of the Trade: As a swift action, you can create any solid, nonmagical item as large as medium or as small as diminutive. The item created is formed of raw psionic energy like your mental armory and can’t be composed of many parts (like a music box) or be worth more than 10 gp/level. Items created in this way lose all properties specific to their composition (such as raw limbo or shapesand) and last until it loses physical contact with your body. You may only possess a single such item at a given time.
Bonus Feat: At 4th level, and every 4 levels afterwards, you gain a bonus feat. The feat chosen must either be Medium Armor Proficiency, Heavy Armor Proficiency, Tower Shield Proficiency, A bonus fighter feat, or a psionic feat.
Quick Augmentation: Starting at 6th level, you begin to truly master the weaponry and armor that you create, altering its enchantments with but a moment’s notice. You can alter the special abilities granted via your Psychic augmentation class feature as a move action rather than a standard action. At 14th level, you may instead alter them as a swift action if desired.
Master of the Armory: At 20th level, there are nearly no limits to your armory. As a swift action, you may select a specific weapon worth up to 200,000 gp or a specific shield or suit of armor worth up to 100,000 gp. If you possess an item from your mental armory of the appropriate type, it gains all abilities of the selected item other than its enhancement bonus and special qualities. If some or all of the item’s abilities are reliant upon its form or special qualities, only equipment with the proper form or qualities gain such abilities. If a specific item has charges, they are refreshed at a normal rate (if at all) regardless of how many times the item is imitated. If you select a weapon and possess two applicable weapons, only one is empowered in this way. At any given time, you may only possess a single selected item, though you can replace it with a new one as another swift action.