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Psi Bender (3.5e Class)

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Psi Bender
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Status: Pretty much done
Editing: Constructive edits welcome

Psi Bender[edit]

Making a Psi Bender[edit]

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

Table: The Psi Bender

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will
1st +0 +0 +0 +2 Imprint Stone 4 2 1st
2nd +1 +0 +0 +3 8 3 1st
3rd +1 +1 +1 +3 Bonus Feat 17 4 2nd
4th +2 +1 +1 +4 23 5 2nd
5th +2 +1 +1 +4 35 6 3rd
6th +3 +2 +2 +5 Bonus Feat 45 7 3rd
7th +3 +2 +2 +5 56 8 3rd
8th +4 +2 +2 +6 70 9 4th
9th +4 +3 +3 +6 Bonus Feat 84 10 4th
10th +5 +3 +3 +7 100 11 4th
11th +5 +3 +3 +7 122 12 5th
12th +6/+1 +4 +4 +8 Bonus Feat 142 13 5th
13th +6/+1 +4 +4 +8 167 14 6th
14th +7/+2 +4 +4 +9 190 15 6th
15th +7/+2 +5 +5 +9 Bonus Feat 219 16 7th
16th +8/+3 +5 +5 +10 245 17 7th
17th +8/+3 +5 +5 +10 278 18 8th
18th +9/+4 +6 +6 +11 Bonus Feat 308 19 8th
19th +9/+4 +6 +6 +11 343 20 9th
20th +10/+5 +6 +6 +12 375 21 9th

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Psicraft (Int), Use Psionic Device (Cha).

Class Features[edit]

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.

2nd—Concealing Amorpha, Concussion Blast, Control Air, Control Sound, Energy Missile, Energy Push, Energy Stun, Psionic Repair Damage, Swarm of Crystals

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.

4th—Claw of Energy, Energy Ball, Inertial Barrier, Intellect Fortress, Psionic Fabricate, Quintessence, Telekinetic Maneuver, Wall of Ectoplasm, Weapon of Energy

5th—Ectoplasmic Shambler, Energy Current, Fiery Discorporation, Hail of Crystals, Incarnate, Psionic Major Creation

6th—Crystallize, Dispelling Buffer, Greater Psionic Fabricate, Null Psionics Field

7th—Reddopsi, Mass Ectoplasmic Cocoon

8th—Psionic Telekinetic Sphere, Psionic Iron Body

9th—Tornado Blast, Genesis, True Creation

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.

Ex-Psi Benders[edit]

A psi bender who becomes lawful cannot gain new levels as a psi bender, but retains all class features.

Epic Psi Bender[edit]

Table: The Epic Psi Bender

Hit Die: d6

Level Special
21st Bonus Feat
22nd
23rd
24th Bonus Feat
25th
26th
27th Bonus Feat
28th
29th
30th Bonus Feat

2 + Int modifier skill points per level.

Bonus Feat (Epic): The epic psi bender gains a bonus feat (selected from the list of psionic item creation feats, metapsionic feats, psionic feats) every 3 levels after 18th.

Xeph Psi Bender Starting Package[edit]

Weapons: Morningstar, Light Crossbow, .

Skill Selection: Pick a number of skills equal to 2 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Psicraft 4 Int
Autohypnosis 4 Wis
Concentration 4 Con
Knowledge (Psionics) 4 Int
Listen (cc) 2 Wis
Spot (cc) 2 Wis

Feat: Psionic Body

Powers Known: Control Flames, Crystal Shard

Gear: Leather Armor. Backpack with: bedroll, flint & steel, one day's trail rations, waterskin. Case with 10 crossbow bolts. Three torches.

Gold: 5d4 gp.



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