Psychic Knight

The Psychic Knight is a new arrival in Canam. No one but the Knights themselves are certain where they come from but they are drawn from all walks of life. Some are Techans who felt the call to do great things outside the comfort of the bastions. Others are Echans who like Paladins are also drawn to do great or terrible things.

The Psychic Knight is a living conduit of Atrxidar infused energy. He is able to forge a blade of solid Psychic energy and infuse it with positive energy to deal lethal strikes against the forces of Ixindar. As a Psychic Knight advances he learns to channel this energy and become a become of light in the darkness able to turn away creatures infused with Ixindars power.

Table: Psychic Knight

Level Attack Fort Ref Will Special
1st +1 +1 +0 +1 Psi-Blade +1D8, Shape Psi-Blade: Long Sword
2nd +2 +2 +0 +2 Improve Psi-Blade +1, Bonus Feat: Weapon Focus
3rd +3 +2 +1 +2 +1 level of existing Manifesting class OR Weapon Enhancement
4th +4 +3 +1 +3 Improve Psi-Blade +2, Psi-Blade +2d8
5th +5 +3 +1 +3 +1 level of existing Manifesting class OR Weapon Enhancement, Shape Psi-Blade
6th +6 +4 +2 +4 Improve Psi-Blade +3, Bonus Feat: Greater Weapon Focus
7th +7 +4 +2 +4 +1 level of existing Manifesting class OR Weapon Enhancement, Psi-Blade +3d8
8th +8 +5 +2 +5 Improve Psi-Blade +4
9th +9 +5 +3 +5 +1 level of existing Manifesting class OR Weapon Enhancement
10th +10 +6 +3 +6 Improve Psi-Blade +5, Psi-Blade +4d8

REQUIREMENTS
To qualify to become a Psychic Knight, a character must meet all of the following criteria.
Alignment: Any Lawful
Skills: Perform (Oratory) 8 ranks, Knowledge (Psionics) 8 ranks.
Feat: Wild Talent or any Manifesting class capable of manifesting Psionic abilities.

Weapon Surge: Instead of doing normal damage with the Psi-Blade the Psi-Knight is able to channel any power equal to his Psi-Knight Level or lower through his Psi-Blade and into the target. The target gets no save and the power bypasses any defenses the target may have had except for psionic defenses.

Improved Psi-Blade: As the Psychic Knight advances the strength of the Blade also increases. Starting at Level 2 and every even level after the Psi-Blade gains a cumulative +1 enhancement bonus to attack and damage rolls.

Shape Psi-Blade: At 1st level a Psychic Knights Psi-Blade comes in set form chosen upon creation for the first time. The weapon can not be changed after manifesting for the first time. The weapon has all the stats, damage, reach, critical, of a material weapon of the same type. At 5th level the Psychic Knight becomes skilled enough to change the shape of the weapon upon manifesting it, however the Psychic Knight must be skilled in the type of weapon being created (must have the weapon proficiency). The type of blade manifested must be a melee weapon and has all the stats of a physical weapon of the same type. Alternately a Psychic Knight can choose to create 2 Psi-Blades suitable for fighting with one in each hand. However both blades have an enhancement bonus one lower then the Psychic Knight could otherwise create.

At levels 3, 5, 7 and 9 the Psychic Knight can choose one of the following. Either advance in an existing Manifesting class or choose a weapon upgrade equal to ½ the Psychic Knights current level, minimum 1.

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