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THE BLADESHAPER _________________________________________________________________
A bladeshapers mind blade is an expression of the spirit within and reflects the personality and inner nature of the character. A bladeshapers mind blade is not bound by the laws of physics; as a weapon of pure thought it can take on the appearance of a stream of razor shards, a blade of black glass, a bolt of brilliant white light, a bow for striking a distant foe, a flail for disarming or tripping the enemy, or even a sap when a victim needs to be subdued. Because bladeshapers are able to turn the power of their minds into such weaponry, they have been known to be excessively violent on the field of battle and are considered to be formidable adversaries.
Adventures: Bladeshapers know that only through conflict will their skills grow. Most have a hard time restraining their natural bravado and showmanship, clamming to fear nothing. After all how many other adventurers can dispatch an opponent with a weapon that suits the needs of the moment, materialized from pure thought? Thus, for many bladeshapers adventuring presents an opportunity to do the things that they enjoy the most testing their powers in combat, accumulating treasure and the power it brings, and to wield the idealized blade wrought of their innermost desires.
Characteristics: More than any other psionic class, bladeshapers fight with psionic power directly in both melee and ranged combat. The ability to supplement their physical attacks with psionic feats and powers, allows bladeshapers to match and sometimes surpass a normal fighter of equal experience.
Alignment: A bladeshaper training and inborn showmanship often requires a disciplined mindset to idealize and materialize their mind blades, so most often tend to be lawful. Chaotic aligned bladeshapers rely on strength of spirit instead of rigid discipline to materialize their mind blades. Characters who are neutral with respect to law and chaos rarely become bladeshapers.
Religion: Bladeshapers who prefer to worship sometimes choose deities such as St. Cuthbert (deity of retribution), Pelor (deity of the sun), Heironeous (deity of valor), or Kord (deity of strength). Evil bladeshapers often follow Erythnul (deity of slaughter), delighting in their ability to slaughter with the power of their minds. But as with other psions, a bladeshapers reliance on will and internal fortitude often makes them poor supplicants.
Background: Not many have the ability and desire to mix the manifestation of psionic power with military might to become bladeshapers, but for those with the right mix of talent and skill, the way of the bladeshaper is more alluring. Bladeshaper’s are trained for the most part by older, more experienced bladeshaper’s, though a few secluded training camps are rumored to exists, known only to a select few bladeshapers that travel the world looking for those that display the correct talent. When a candidate is found he or she is given a map showing a path and direction in which to travel, no other locations are shown. The candidates must find their way as part of an initiation, only the strongest and wisest candidate’s arrive at their destination. This is a tradition dating back hundreds of years; back to the first Soulknife’s and Psychic warrior’s that began to practice the secret arts of bladeshaping, And their struggle to expand their knowledge and abilities.
Races: The inborn gift for psionics is unpredictable and it can show up in any of the common races. Of the races with a penchant for psionic ability (those described in chapter 1 of the Expanded Psionics Handbook), Elan’s, Maenad, Humans and Xeph’s are most likely to end up as bladeshapers.
Other Classes: Bladeshaper’s are most comfortable with those who have similarly aggressive bents and who appreciates their unique contributions regardless of class. Bladeshaper’s make powerful comrades and revel in competition, (“the chance to push one’s ability’s to the breaking point only makes one stronger”).
Game Rule Information Bladeshapers have the following game statistics. Abilities: Streangth in an ideal ability for a bladeshaper augmenting his melee prowess. However a good Wisdom score is also important for manifesting powers. Dexterity provides better defense and bonuses on ranged attacks, and is useful in the arts of stealth. Constitution upgrades the bladeshaper’s toughness. Alignment: Any Hit Die: d10
Class Skills The bladeshaper’s class skills (and the key ability for each skill) are Autohypnosis*(wis) Climb (str) Concentration (con) Craft (Int) Jump (str) Knowledge (psionics)(int) Listen (wis) Move Silently (dex) Search (int) Spot (wis) and Tumble (dex)* See new skills and expanded uses of existing skills in chapter 3 of the Expanded Psionics Handbook. See chapter 4 of the Player’s Handbook for other skills descriptions. Skill Points at 1st level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier
Class Features Weapon and Armor proficiency: Bladeshapers are proficient with their own mind blades, all simple and martial weapons, and light armor and shields (except tower shields).
Power Points/Day: A bladeshaper’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table (see below) bladeshaper. In addition, he receives bonus power points per day if he has a high Wisdom score (see table 2-1: Ability Modifiers and Bonus Power Points in the Expanded Psionics Handbook). His race may also provide bonus power points per day, as may certain feats and items. A 1st-level bladeshaper gains 1 power point for his class level, and he gains bonus power points (if he is entitled to any), and can manifest the single power he knows with those power points.
Bladeshaper level base fort ref will special power powers max powers attack save save save pionts known known bonus perday 1st 0 1 2 3 mind blade, wild talent, shape mind blade 1 1 1st 2nd 1 2 3 4 throw mind blade, bonus feat 1 1 1st 3rd 2 2 3 4 free draw, quick shape 3 2 1st 4th 3 3 4 5 bonus feat, mind blade +1 3 2 1st 5th 3 3 4 5 combat manifestation 5 3 2nd 6th 4 4 5 6 psychic strike, bonus feat 5 3 2nd 7th 5 4 6 6 mind blade enhancement +1 7 4 2nd 8th 6/1 5 6 7 narrow mind, mind blade +2 7 4 2nd 9th 6/1 5 7 7 bonus feat 11 5 3rd 10th 7/2 6 7 8 pisonic meditation 11 5 3rd 11th 8/3 6 8 8 mind blade enhancement +2 15 6 3rd 12th 9/4 7 8 9 mind blade +3 15 6 3rd 13th 9/4 7 9 9 bonus feat 19 7 4th 14th 10/5 8 9 10 bladewind 19 7 4th 15th 11/6/1 8 10 10 mind blade enhancement +3 23 8 4th 16th 12/7/2 9 11 11 mind blade +4 23 8 4th 17th 13/8/6 9 11 11 bonus feat 27 9 5th 18th 14/9/4 10 12 12 Ethereal Jaunt, Psionic 3/day 27 9 5th 19th 15/10/5 10 12 12 mind blade enhancement +4 35 10 5th 20th 16/11/6/1 11 13 13 mind blade +5 35 10 5th
Powers Known: A bladeshaper begins play knowing one 1st level power of your choice form the bladeshaper powers list (see powers list bladeshaper powers). Each time he achieves a new level, he unlocks the knowledge of a new power. A bladeshaper can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a bladeshaper can manifest in a day is limited only by his daily power points. In other words, a 11th-level bladeshaper (with a total of 15 power points) could manifest a power costing 1 power point 15 times in one day, a power costing 5 power points 3 times in one day, or any combination of power point costs that does not exceed 15 power points in total.A bladeshaper simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spell casters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The difficulty class for saving throws against bladeshaper powers is 10 + the power’s level + the bladeshaper’s wisdom modifier. For example, the saving throw against a 6th-level power has a DC of 16 + Wis modifer.
Maximum Power Level Known: A bladeshaper begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers-for example, a 5th-level bladeshaper can learn powers of 2nd level or lower, a 9th-level bladeshaper can learn powers of 3rd level or lower, and so on. To learn or manifest a power, a bladeshaper must have a Wisdom score of at least 10 + the power’s level. For example, a bladeshaper with a Wisdom score of 13 can manifest powers of 3rd level or lower.
Bonus Feats: At 2nd level, a bladeshaper gets a bonus combat-oriented feat. The bladeshaper gains an additional bonus feat at 4th, 6th, 9th, 13th, and 17th. These bonus feats must be drawn from the feats noted as fighter bonus feats on Table 5-1: Feats, page 90 of the player’s handbook II, or from the psionic feats in Chapter 3 of the Expanded Psionics Handbook. The bladeshaper must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. These bonus feats are in addition to the feats that all character’s gain at 1st, 3rd, 6th, 9th, 12th, 15th, 18th levels. A bladeshaper is not limited to fighter bonus feats and psionic feats when choosing these other feats.
Mind Blade (Su): As a move action a bladeshaper can create a semisolid blade or ranged weapon (i.e. longbow’s or short bow’s, (a bow created by a bladeshaper fire’s normal arrows) crossbows cannot be created due to the amount of moving parts in their makeup) composed of psychic energy distilled from his own mind.The blade is identical in all ways (except visually) to any simple or martial weapon, of a size and damage appropriate for its wielder. For instance, a medium bladeshaper materializes a mind blade weapon that any normal medium sized character can use, bladeshapers that are smaller or larger than medium create mind blades identical to weapons appropriate for their size, with a corresponding change to the blades damage (see table 7-4 and table 7-5 in the players handbook). The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high strength bonus. The blade can be broken (it has hardness 10 and 10 hit points); however, a bladeshaper can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction. A bladeshaper can use feats such as power attack or combat expertise in conjunction with the mind blade just as if it were a normal weapon. He cannot choose feats that specifically require levels in the fighter class (such as Greater Weapon Focus or Weapon Specialization) unless he is a multiclass character with the requisite levels in the fighter class. Powers or spells that upgrade weapons can be used on a mind blade. A bladeshaper’s mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level). Even in places where psionic effects do not normally function (such as within a null psionics field), a bladeshaper can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the bladeshaper maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the bladeshaper can attempt a new Will save to rematerialize his mind blade while he remains within the psionics-negating effect.
Wild Talent: A bladeshaper gains Wild Talent as a bonus feat. (This class feature provides the character with the psionic power he needs to materialize his mind blade, if he has no power points otherwise.)
Shape Mind Blade (Su): A bladeshaper gains Shape Mind Blade as a bonus feat. (This class feature provides the character with the ability to change the form of his mind blade). As a full-round action, he can change his mind blade to replicate a longsword (damage 1d8 for a medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a bladeshaper shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1-1/2 times his strength bonus to his damage rolls, just like when using any other two-handed weapon. Alternatively, a bladeshaper can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply). However, both mind blades have an enhancement bonus 1 lower than the bladeshaper would otherwise create with a single mind blade. For example, a 12th-level bladeshaper normally creates a single +3 mind blade, but he could use this ability to instead materialize two +2 mind blades.
Throw Mind Blade (Ex): A bladeshaper of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown mind blade then dissipates. A bladeshaper 15th level or higher can make a psychic strike (see below) with a thrown mind blade or an arrow fired from a created bow and can use the blade in conjunction with other special abilities.
Free Draw (Su): At 3rd level, a bladeshaper becomes able to materialize his mind blade or ranged weapon as a free action instead of a move action. He can make only one attempt to materialize the mind blade per round, however (if, for example, he must make a will save to materialize it within a null psionics field).
Quick Shape (Su): At 3rd level, a bladeshaper becomes able to change the form of his mind blade as a free action instead of a full-round action. He can make only one attempt to change the mind blade per round, however (if, for example, he must make a will save to materialize it within a null psionics field).
Bladewind (Su): At 14th level, a bladeshaper gains the ability to momentarily fragment his mind blade into numerous Identical blades, each of which strikes at a nearby opponent. As a full attack, when wielding his mind blade, a bladeshaper can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the bladeshaper’s regular mind blade. (For example, if the mind blade were in the form of a +1 keen bastard sword, due to the bladeshaper’s mind blade enhancement and shape mind blade abilities, each fragment attacks and deals damage as a +1 keen dastard sword). When using bladewind, a bladeshaper forfeits any bonus or extra attacks granted by other feats or abilities (such as the cleave feat or the haste spell). The mind blade immediately reverts to its previous form after the bladewind attack.
Mind Blade Enhancement (Su): At 7th level a bladeshaper gains the ability to enhance his mind blade. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1. At every four levels beyond 7th (11th, 15th and 19th), the value of the enhancement a bladeshaper can add to his weapon improves to +2, +3, and +4, respectively. After completing the ritual for each enhancement bonus and paying the cost of the incense and other items needed for the enhancement ritual, (+1-2000gp, +2-4000gp, +3-6000gp, and +4-8000gp) which lasts 12 hours. A bladeshper can choose any combination of weapon special abilities that does not exceed the total allowed by the bladeshaper’s level. For example, a 19th-level bladeshaper could add two +2 weapon special abilities, or one + 1 weapon ability and one + 3 weapon ability. The weapon ability or abilities remain the same every time the bladeshaper materializes his mind blade (unless he decides to reassign its abilities: see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities. A bladeshaper can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 4 hours in concentration to remove the old ability and then 8 hours in concentration to add the new one. After that period, the mindblade materializes with the new ability or abilities selected by the bladeshaper. For example, an 11th-level bladeshaper might have initially chosen to imbue his weapon with psychokinetic burst, a +2 weapon special ability. Every time he materializes the weapon, it is a +2 psychokinetic burst mind blade. However, on learning that he may face a mind flayer the next day, he could take 8 hours to change his mind blade’s special ability from psychokinetic burst to mindcrusher.
Weapon Special Ability Enhancement Bonus Value
Mighty cleaving +1
Psychokinetic burst* +2
Body feeder* +3
- see new special abilities in chapter 3 of the Expanded Psionics
Handbook. All other special abilities are described in chapter 7 of the Dungeon Master’s Guide.
Psychic Strike (Su): As a move action, a bladeshaper of 6th level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 2d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability or a ranged weapon). Creatures immune to mind-affecting effects are immune to psychic strike damage. (unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects. A mind blade deals this extra damage only once when this ability is called upon, but a bladeshaper can imbue his mind blade with psychic energy again by taking another move action. Once a bladeshaper has prepared his mind blade for a psychic strike, it holds the extra energy until it is used. Even if the bladeshaper drops the mind blade ( or it otherwise dissipates, such as when it is thrown and misses). It is still imbued with psychic energy when the bladeshaper next materializes it.
Ethereal Jaunt, Psionic 3/day (Su): At 18th level, a bladeshaper gains the ability to use Ethereal Jaunt 3 times per day. As ethereal jaunt (page 105 expanded psionics handbook) except as noted here, Power point cost 0.
1st level---power cost 1 power point
Mighty spring extend range burst
Force screen metaphysical weapon hammer
Inertial armor prevenom weapon biofeed back
Thicken skin deflection field bolt
2nd level---power cost 3 power points
Stygian weapon extend reach sustenance
Hustle evade attack perfect archery
Body adjustment power weapon dissolving weapon
Strength of my enemy stomp energy adaptation specified
3rd level---power cost 5 power points
Keen edge psionic stygion bane mental barrier
Empathic feedback energy lance telekinetic boomerang
Evade burst energy wall vampiric blade
Energy bolt energy burst ethereal volley
4th level---power cost 7 power points
Empower weapon truevenom weapon oak body
True seeing psionic iron body psionic fission
True metabolism weapon of energy psionic lion’s charge
Inertial barrier wall of ectoplasm share pain forced
5th level---power cost 9 power points
Stomp greater living arrows rage of the remorhaz
Adapt body tornado blast breath of the black dragon
Perfect riposte dispelling buffer energy ball
Chameleon ultrablast blackstone hammer