View Full Version : Eraeo (soulknife fix) (repost) [PEACH]

2012-05-20, 07:26 PM
A soulknife fix created by a friend of mine. Meant to be a "Mage hunter".

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Power Points
1st|+0|+2|+2|+2|Mind blade, Wild Talent|0
2nd|+1|+3|+3|+3|Throw mind Blade, Weapon Focus (primary mindblade)|1
3rd|+2|+3|+3|+3|Psychic Strike|2
4th|+3|+4|+4|+4|Mindblade +1, Weapon Proficiency|4
5th|+3|+4|+4|+4|Free Draw, Reprioritize Mind Blade|6
6th|+4|+5|+5|+5|Speed of Thought|9
8th|+6/+1|+6|+6|+6 |Multiple Throw, Mindblade +2|16
9th|+6/+1|+6|+6|+6 |Greater Weapon Focus (primary mindblade)|20
10th|+7/+2|+7|+7|+7|Hardcode, Imprint +2|25
11th|+8/+3|+7|+7|+7|Weapon Proficiency|30
12th|+9/+4|+8|+8|+8|Mindblade +3|36
13th|+9/+4|+8|+8|+8|Knife to the soul, Imprint +3|42
14th|+10/+5|+9|+9|+9|Weapon Proficiency|49
15th|+11/+6/+1|+9|+9|+9|Mindblade +4, Dual Manifestation|56
16th|+12/+7/+2|+10|+10|+10|Imprint +4|64
17th|+12/+7/+2|+10|+10|+10|Weapon Proficiency|72
18th|+13/+8/+3|+11|+11|+11|Psychoportation Blade|81
19th|+14/+9/+4|+11|+11|+11|Distant Weapon, Imprint +5|90
20th|+15/+10/+5|+12|+12|+12|Bladestorm, Mindblade +5|100[/table]
Skill points at 1st lvl: (int + 4) x4 Skill points every level: Int + 4
Class Skills: Autohypnosis, Climb, Concentrate, Craft, Hide, Jump, Knowledge (Psionics), Knowledge (Dungeoneering), Listen, Move Silently, Profession, Spellcraft, Spot, Tumble

Weapon and Armor Proficiency: All simple weapons, medium armor, and shields (except tower shields)

Class Attributes: Strength is important for the ability to hit and deal more damage. Constitution will keep this class alive longer. Wisdom is important for extra power points.

Mind Blade (Su): An Eraeo is able to manifest a weapon of pure thought and will. Starting at 1st level, an Eraeo may manifest his mind blade in the shape of any weapon with which he is proficient. This weapon is treated in all ways like the weapon with a hardness of 5 and hit points equal to a standard weapon of that kind. Eraeo have only one primary weapon form that must be chosen from the weapons with which he is proficient. The Eraeo may only manifest one weapon at a time, thus two cannot exist simultaneously. A Eraeo can dismiss the weapon as a free action. If the Eraeo drops the weapon or is disarmed the weapon disappears immediately. This is a weapon that an Eraeo has put as his highest priority when manifesting. No other character can properly wield this blade as it is part of the Eraeoís blood and soul. An Eraeo may have a number of auxiliary mind blades equal to 1+ 1/3 his Eraeo class level. It takes a swift action to manifest the primary mindblade, and a move action to manifest any auxiliary mind blade. Dismissing a mind blade is a free action. It costs one power point to manifest an auxiliary mind blade. If a Eraeo is in a null psionics/antimagic field, he may make a will save (DC 20) to manifest the weapon; if this fails, she may try again the next round. If the Eraeo successfully manifests his weapon within an area that nullifies magic or psionic powers it lasts for a number of rounds equal to his wisdom modifier (minimum 1 round), or until he leaves the area.
At 4th level and every fourth level thereafter the enhancement bonus on the mind blade increases by +1, giving an extra +1 to attack and damage rolls.

Wild Talent: A Eraeo receives Wild Talent as a bonus feat at first level.

Throw Mind Blade (Ex): A Eraeo of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 10 feet. Whether or not the attack hits, a thrown mind blade then dissipates. A Eraeo of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the mind blade in conjunction with other special abilities (such as knife to the soul). An Eraeo can spend 1 or more power points as a free action to increase the range increment of his thrown mind blade by 10 feet per power point spent (up to a maximum of 2 points or a 30 foot range increment). This ability gains benefits as per a normal thrown weapon, so feats such as Far Shot function normally with this weapon.

Weapon Focus (primary mindblade): At 2nd level the Eraeo gains the weapon focus feat for the weapon he has chosen as his primary mind blade. This feat is replaced when the Eraeo changes which weapon is his primary with Weapon Focus for the new primary weapon. This ability applies both to the mind blade as well as a physical weapon of the same kind.

Psychic Strike (Su): At level 3 the Eraeo may, as a move action, charge his mindblade with psionic energy. On a successful hit the weapon deals an additional 1d8 points of damage. If the attack hits or misses, the psychic strike is expended. If the attack does not successfully hit the targetís normal AC but still hits the targetís touch AC, the Eraeo still deals 1d8 points of damage to the target, though no benefit of his weapon striking the target occurs (such as other special abilities or extra damage from weapon enchantments). A Eraeo may add an extra 1d8 for every 2 power points he spends. He can spend a number of power points per psychic strike in this way equal to his character level divided by 4. Thus at 4th level the Eraeo can spend 2 power points and deal 2d8 points of damage.

Free Draw (Ex): At 5th level an Eraeo may manifest his primary mindblade as a free action, and his auxiliary mind blades as swift actions.

Re-prioritize mindblade (Ex): At 5th level an Eraeo can spend eight hours in meditation in order to re-prioritize his mindblade, effectively changing which mind blade form is the primary one and which ones are the secondary ones.
After meditating for eight hours, an Eraeo may re-assign which weapon form is his primary mindblade.

Speed of Thought (Ex): At 6th level an Eraeo gains the Speed of Thought feat even if he does not meet the prerequisites. If he already has this feat he may choose one psionic feat that he qualifies for.

Imprint (Su): By spending time an Eraeo may focus on a magical weapon and imprint the special abilities of the weapon into his blood. The maximum bonus equivalent the Eraeo can imprint starts at a +1 equivalent special ability and increases by +1 every three levels after 7, to a maximum of +5 at level 19. An Eraeo applies these special abilities only to his primary mind blade form. By spending 3 power points as a swift action the Eraeo can apply these special abilities to his auxiliary mind blade forms. This imprinted weapon attribute lasts three times longer than the amount of time spent focusing on the weapon(1 standard action = 3 rounds, 1 minute = 3 minutes, 1 hour = 3 hours[max]). An Eraeo may forget the imprinted abilities as a free action. The Eraeo may draw special abilities from multiple weapon sources, provided he does not exceed his allotted bonus. Thus a Eraeo at level 16 could pull the flaming property from a sword (+1), the holy property from a mace (+2) and the keen property from an axe (+1) giving him a total of +4 bonuses. This imprint is latent in the blood, and unless the Eraeo loses his blood source this imprint cannot be removed except by the will of the Eraeo.

Multiple Throw (Su): When using the throw mind blade class feature, an Eraeo may spend 2 power points to manifest and throw a second or third or fourth attacks, within limit. An Eraeo can only throw as many mind blades as he has attacks. Using this ability is a full round attack action, just as if he were throwing real weaponry from his repertoire.

Hardcode (Su): At 10th level, when using the Imprint class ability, the Eraeo can make a more permanent imprint.. The hardcoded weapon attributes last indefinitely (or until released) after focusing on the weapon for 8 hours. Thus he gains the properties he is using with his imprint ability permanently. An Eraeo may only have one such set of hardcode imprinting and he can only pull from the special abilities of his hardcode to give special abilities to his mind blade. A Eraeo may override temporarily the hardcode by imprinting, but the two cannot be used interchangeably. The imprinted abilities override the hardcode abilities, and while they are present the hardcode abilities cannot be used. The Eraeo may draw from any number of magical weapons as long as the attributes bonuses don't exceed the bonus level of imprint. He can still apply these abilities to his auxiliary mind blades as a swift action per mind blade by spending 2 power points, provided the auxiliary mind blade is currently manifested, but the special abilities only function for 1 minute.

Greater weapon focus (Primary mindblade) (Ex): The Eraeo is treated as having the Greater Weapon Focus feat for his primary weapon. This functions in all ways as the Weapon Focus (primary mind blade) class ability.

Knife to the Soul (Su): When the Eraeo makes a psychic strike, he may trade 1d8 of the extra damage from psychic strike in exchange for dealing 1 point of damage to either charisma, intelligence or wisdom. He may trade a number of d8ís of damage up to the normal amount of d8ís he is capable of dealing with psychic strike. This ability costs 3 power points for each 1d8 psychic strike damage sacrificed (maximum 15 power points).

Dual Manifestation (Su): When manifesting his mind blade an Eraeo can manifest two weapons at once. These two weapons can only be wielded by the Eraeo. He takes the normal penalties for dual wielding, thus if he has two-weapon fighting feats the benefits apply. He may also manifest instead a shield and a weapon, but the Eraeo must be proficient with the shield he manifests. The shield may benefit from the Imprint and Hardcode class abilities. It costs a move action to manifest a mind shield, a swift for an auxiliary mind blade, and a free action for another primary mind blade.

Psychoportation Blade (Su): At level 18 the Eraeo and his mind blade have a special relationship. At any point in space that his mindblade resides in, even during a thrown attack, a Eraeo may expend 7 power points as an immediate action to teleport to the square his mind blade occupies. If the Eraeo cannot occupy that square he appears in the nearest occupy-able square. The weapon is also immediately in his hand. Thus if an Eraeo throws a mind blade at a bugbear, and spends 7 power points and an immediate action he appears next to the bugbear and the mind blade is in his hand. This can occur after an attack is resolved or at any point in the trajectory of mind blade. This ability does not provoke attacks of opportunity.

Distant weapon (Su): At 19th level the Eraeo may manifest his primary mindblade 10ft. away from himself. For every 5 power points the Eraeo spends on this ability he may increase the distance he can manifest this blade by 5 ft. (Maximum 25 power points). The Eraeo must have constant line of sight to the manifested blade. The Eraeo may wield the mindblade as though he was in that location. Thus the blade threatens all squares to which it is adjacent, though it technically does not occupy a square. He may not use the throw mind blade class feature with this ability. Also, though the dual manifestation class feature can be used with this ability, the Eraeo must manifest both weapons in the new location and thus not have one in his hand and one at a distance. The blade can be moved by a swift action with a fly (perfect) of 40 ft. The blade and the wielder must remain within the distance of the casted ability, and thus cannot be more than 10 feet apart unless power points are spent. While using this ability, the Eraeo himself does not threaten any squares, though he still occupies his own. If the Eraeo attacks with the distant weapon while hidden, she must make a hide and move silently check vs. a listen and spot check as if sniping (see sniping pg 76 of the PHB).

Bladestorm (Su): At 20th level an Eraeo may splinter his mindblade to strike all adjacent enemies. He must roll an attack roll against each enemy separately. This is a standard action at full BAB. If the Eraeo wishes these attacks can benefit from the psychic strike ability and any creature struck with this ability takes the additional damage. A Eraeo may not use his Knife to the Soul ability in conjunction with this.
Augmented Bladestorm: An Eraeo may use this ability when manifesting his distant blade at a cost of 12 power points. In this case the attack is made against all enemies adjacent to the blade. Additionally The Eraeo may expand the storm into a 10ft burst centered on himself (or the weapon), for the cost of 10 power points, a 60 foot line starting from himself or the mind blade for 12 power points, or a 30 foot cone starting from himself or the mind blade for 11 power points. In this case, instead of the Eraeo making an attack roll, any creature caught in the area can attempt a reflex save DC 20 + the Eraeoís wisdom modifier to instead take half the damage.