Psi Bender (3.5e Class)
From D&D Wiki
Making a Psi Bender
Psi benders are usually well received by other party members, as the psionic weapons that they create are useful in combat and their psionic powers are strong additions to spellcasters.
Abilities: Dexterity is useful, as psi benders tend to wear light armor. Constitution is also important to give the hit points. Intelligence is the key ability for manifesting powers, so it is important. Several class skills are based on Charisma.
Races: Humans, Halflings, and elves, being accustomed to change, take this class more than other races.
Alignment: Any non-lawful.
Starting Gold: 3d4×10 gp (75 gp).
Starting Age: Simple
|Saving Throws||Special|| Power
| Maximum Power|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the psi bender.
Weapon and Armor Proficiency: Psi benders are proficient with all simple weapons and light armor but no sheilds.
Power Points/Day: A psi benders’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: Psi Bender. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
Powers Known: The save DCs for a psi bender's powers is based on Intelligence. Psi benders choose their powers from the following list:
1st—Astral Construct, Bolt, Control Flames, Control Light, Control Object, Create Sound, Crystal Shard, Ecto Protection, Energy Ray, Entangling Ectoplasm, Far Hand, Force Screen, Inertial Armor, Matter Agitation, Metaphysical Weapon, My Light, Psionic Grease, Psionic Minor Creation, Stomp.
3rd—Dismiss Ectoplasm, Dispel Psionics, Ectoplasmic Cocoon, Energy Bolt, Energy Burst, Energy Cone, Energy Retort, Energy Wall, Eradicate Invisibility, Greater Concealing Amorpha, Psionic Keen Edge, Telekinetic Force, Telekinetic Thrust.
Maximum Power Level Known: This column determines the highest level power he can learn at this level.
To learn or manifest a power, a psi bender must have an Intelligence score of at least 10 + the power’s level.
Imprint Stone: At first level, a psi bender gets imprint stone as a bonus feat.
Bonus Feat: At third level and every three levels afterward, a psi bender gets a bonus feat. It must be a psionic item creation feat. These are in addition to the feat characters get every three levels. A psi bender is not restricted to psionic item creation feats when choosing these feats.
A psi bender who becomes lawful cannot gain new levels as a psi bender, but retains all class features.
Epic Psi Bender
2 + Int modifier skill points per level.
Skill Selection: Pick a number of skills equal to 2 + Int modifier.
Feat: Psionic Body
Gear: Leather Armor. Backpack with: bedroll, flint & steel, one day's trail rations, waterskin. Case with 10 crossbow bolts. Three torches.
Gold: 5d4 gp.