Energy Manipulator (3.5e Class)
From D&D Wiki
- 1 Energy Manipulator
- 2 Level 1
- 3 Level 3
- 4 Level 5
- 5 Level 6
- 6 Level 8
- 7 Level 10
- 8 Level 13
- 9 Level 14
- 10 Level 16
- 11 Level 18
- 12 Level 20
- 12.1 Nature Manipulation 5
- 12.2 Weapon Enhancement 5
- 12.3 Weapon Manipulation 5
- 12.4 Campaign Information
Energy Manipulator usually is a DPS, as it masters energy manipulation to do the most damage it possibly can, and mostly uses this power for himself.
Making a Energy Manipulator
The Energy Manipulator draws in energy around him and uses that to manipulate things as he sees fits, he binds himself to a contract to allow him to use the power of manipulation. He uses no actual magic even though some of the abilities may seem to be magical. The Manipulator sees a spark and transforms it into a fireball, sees a single ray of the sun and creates blinding light.
Having a high BAB as the manipulator is great in close up combat, though has only one good save brings him down a few pegs when it comes to saves. Being very close to the energy flow of everything around him requires he has a high Wis mod or he will be drained and be useless in combat if the fight drags out to long.
If the Energy Manipulator takes another VOW he risks losing his power. To prevent this from happening he is unable to take any VOW or grab any feats from the Book of Exalted Deeds.
Abilities: A high Wisdom is a must to maximize the effectiveness of each ability along with a good Strength score to deal more damage for close up combat. A good Constitution score will help for certain abilities relying on your health. Most abilities of the Energy Manipulator rely on Wis being first, the second would be STR, than the Third would be Con due to some abilities needing you to have good health. Next would be Dex for a few attacks. Int having some use for skills as the skill points seem to be a bit low in this class. Cha would be a dump skill.
Races: Almost any humanoid creature that has a good nac for having high Wisdom.
Alignment: True Neutral.
Starting Gold: 6d4 x 10gp (150 gp).
Starting Age: Fighter.
|1st||+0||+0||+2||+0||Ki Pool, Weapon Manipulation 1, Nature Manipulation 1|
|3rd||+2||+1||+4||+1||Weapon Manipulation 2, Restoration Manipulation 1, Weapon Enhancement 1|
|5th||+3||+1||+6||+1||Nature Manipulation 2, Blood Manipulation 1|
|6th||+4||+2||+7||+2||Weapon Enhancement 2|
|8th||+6/+1||+2||+9||+2||Weapon Manipulation 3, Restoration Manipulation 2|
|10th||+7/+2||+3||+11||+3||Nature Manipulation 3, Body Manipulation 1|
|13th||+9/+4||+4||+8||+4||Blood Manipulation 2, Weapon Enhancement 3|
|14th||+10/+5||+4||+9||+4||Nature Manipulation 4,|
|16th||+12/+7/+2||+5||+10||+5||Weapon Manipulation 4, Weapon Enhancement 4|
|18th||+13/+8/+3||+6||+11||+6||Body Manipulation 2, Blood Manipulation 3|
|20th||+15/+10/+5||+6||+12||+6||Nature Manipulation 5, Weapon Enhancement 5, Weapon Manipulation 5|
Class Skills 4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str),Concentration (Con), Decipher Script (Int), Gather Information (Cha), Knowledge (Nature) (Int), Listen (Wis), Search (Int),Spot (Wis),Survival (Wis), Tumble (Dex),Use Rope (Dex).
Weapon and Armor Proficiency
Proficient with all simple weapons. You are Proficient with light armors along with light shields. You are Proficient with all weapons obtained from this class.
Your Ki pool is equal to your Wisdom modifier+your Class Levels. Regaining 1 Ki point every minute(10 rounds). At level 10 regaining a Ki point is changed to every 30 seconds (5 rounds) instead of every one minute as your mind becomes more focused. By Level 20 you regain 1 Ki point every 18 seconds (3 rounds). Every morning you must meditate for one hour a day to be able to use your Ki pool.
Weapon Manipulation 1
All weapons you can switch between are of masterwork quality and count as natural weapons for item purposes. Starting at LV 1 you can spend 1 Ki point to switch through each weapon as a standard action once every 4 rounds. You are considered proficient with these weapons. If a weapon is destroyed you can no longer form a weapon to replace it until the next day when you meditate or until it is repaired. Your weapons given through this ability have a hardness: 15, hp: 20 unless otherwise stated and the critical range of each weapon unless otherwise stated is 19-20x2. Swapping out weapons or using their abilities does not provoke an attack of opportunity unless stated it does. (Later in the levels when you can more than one out you would lose one weapon for the day. Ex: You can have two weapons out and your Metallic Arm is destroyed until it is repaired or the next day you can only use one weapon also will be unable to use Metallic arm.)
-Metallic Arm: By focusing on your ability to manipulate weapons and draw them from another dimension and bring them into reality, your primary arm turns into a full metal arm that would be similar to that of a warforged (looks just like from FMA). As it is a weapon it deals 1d6 Bludgeoning damage. Also is grants +2 AC and -2 armor checks. By paying 1 Ki to transform the arm and extending a blade out of it that deals 1d8 damage Slashing/Piercing instead. In doing so half the AC is lost that was gained from this weapon. Can be switched back for 1 Ki, switching this weapon to either is a Free Action. If this weapon were to be destroyed your arm would be gone until your were healed by a magic source than it would return.
-Winged Spear: A long two handed spear that has winged curves where the blade comes out at that deals 1d8 damage and has 10ft reach. You can pay 1 Ki to turn the spear into a 1d6/1d6 double sided spear that instead takes a -3 to attack rolls instead of other penalties when using both sides as a standard action. Can be switched back for 1 Ki, switching this weapon to either is a Free Action.
-Urumi: A one-handed razor sharp sword whip that deals 1d8 damage with 15ft range. By expending 1 Ki point you can increase the range of the sword by transforming it into a skinnier longer sword. The range increases from 15ft to 30ft dealing 1d6 damage instead and getting a +2 on grapple checks with this weapon.
Nature Manipulation 1
-Wall Barrier: By expending 2 Ki points you can create a wall by placing your hands on the ground as a standard action within 20ft in front of you that is 15ft high and 5ft in length with only mud or dirt forming with materials right in front of you that are not stone or metal. The wall has 20 Hp and last for 3 rounds, the wall protects anything that is directly behind the wall within 10ft. This would provoke an attack of opportunity. Attacks that start from the user including spells have to reduce the wall’s hp to 0 in order to hit people that this wall is protecting. The left over damage of the ranged object deals that much damage to its target when the wall hits 0 hp. At level 4 the wall’s hp is increased to 25 and the wall length increased to 10ft. At 5th level the wall can be made with metal or stone now and any other materials. At level 8 the health is increased to 45 making it now a movement action, the length is now 20ft and 25ft in height protecting anyone directly behind it with 15ft of the wall. The cost is increased to 4 Ki and lasting 8 rounds, you can use this ability as a swift action by paying double the cost instead and doing so this ability can't be used for 5 rounds. At 15th level the health of the wall is increased to 80 lasting for 5 mintutes increasing its cost to 6 Ki.
-Air Pressure: By focusing on the air around you and expending 3 Ki points using your KI to fuse with the air as a standard action and cause the air to form around you or a target you touch as a sphere. While the air flows like this it grants +2 to AC and half of the damage gets absorbed into the sphere to a total of 20 damage. This lasts for 5 rounds or until the total amount of damage has been absorbed. At level 7 you can grant your Wisdom modifier instead as a bonus to AC, also the total damage the sphere can absorb is increased to 50. Starting at level 10 whenever a creature with 20ft would hit you while you are inside the sphere they take 1d4 force damage x your Wisdom modifier. The cost of this ability is increased to 5 Ki and lasts 10 rounds instead. You can use this as an immediate action if you pay an extra 3 Ki, doing so the sphere lasts only 1 round. At level 16 the total amount of the shield is increased to 100 points of damage, grants double your Wisdom modifier as an AC bonus and the d4's of damage are increased to d6's.
Weapon Manipulation 2
At level 3 the hardness of each unless stated is moved to 20 and hp to 30. Damage for the Metallic Arm goes up as it is no longer made of Iron it is made of steel. The bludgeoning part is increased to 1d8 and the blade goes 1d10 damage also gaining 1dr/- but take an extra 2 damage from fire attacks. The Winged Spear’s normal damage is increased to 1d12 and the double sided is increased to 1d8/1d8 with only a -2 penalty. The Urumi’s normal damage is increased to 1d10 as the normal range is increased to 30ft and for the transformation increased to 1d8 and range is increased to 45ft , while in its transformed state the Urumi can make an extra attack if you spend 1 Ki to while extended the new attack roll at the highest BAB but taking a -2 penalty the additional attack after the first as a standard action. Also switching between weapons is switched to the same action as drawing a weapon once every three turns. Also you are now able to use Shield Axe and Metallic Leg.
-Shield Axe: Forms a strong one handed double sided axe dealing 2d6 damage. You can extend 1 Ki point to transform the Axe into a giant shield that gives you +4 AC and gains has 45 HP instead. In shield form you can extend 3 Ki points 1/day so that when damage would be directed at you that will damage the shield instead. Switching this weapon to either is a Free Action paying 1 Ki.
-Metallic Leg: You can transform any one of your legs into a full steel leg; this increases your base movement speed by +5 and adds +1 to AC, Reflex saves, climb, tumble, and jump checks. By expending 1 Ki point you can transform the leg and removing the +5 bonus base speed it gives, so as a movement action or while moving you can fire a bolt or an arrow out of the kneecap of the leg dealing 1d8+Wis mod damage at a target within 40ft with a -4 penalty to the attack roll. Switching this weapon to either is a Free Action paying 1 Ki. If this were to be destroyed your leg would be gone until you were to be healed by a magic source than it would return.
Restoration Manipulation 1
Body Healing: By focusing on the healing process of a living object and taking a full round action you can heal a living organism by 1d8+Wisdom modifier and give them fast healing 1 for a number of rounds equal to your Wisdom modifier. As this quickens the healing process of the body this can only be used on the same living person twice a day. Using it three or more times on the same target in a day decreases there maximum health by half of what you heal for 24 hours each time. (EX: Target has 50 HP max and they are 20 HP left, you heal them for 16 their current health becomes 36 but their max HP is reduced by 8 for the next 24 hours.) Special herbs and water materials costing around 200gp will negate this effect. A survival check of DC 30 can be used find such materials. This ability can be done once every 5 minutes. This ability cost 5 Ki each use. At level 5 when using this ability get and heals for an extra 1d8. At level 9 the d8s for this ability are improved to d10s and the fast healing becomes Fast Healing 2. At Level 11 this ability heals for 3d10+Wisdom modifier and Fast Healing 3 for turns equal to your Wisdom modifier times 2; costing 6 Ki only able to be used once every 3 minutes. At level 17 gives fast healing 4 instead lasting for 1 minute eqaul to half your Wis mod and healing for 4d10+ 2x Wis mod still costing 6 Ki being able to be used once every minute. This ability does provoke an attack of opportunity.
-Object Mending: By reforming a damaged object and expending 4 Ki point you can repair it by 2d8+Wisdom modifier health points as a movement action. At level 8 this ability is improved; you can heal objects for 3d10+ Wis modifier instead of the previous amount. You can pay an extra 2 Ki to deal this damage to an object, would be a melee touch attack having to overcome the wearer's touch AC. If the item is alone than just roll damage. This ability does not provoke an attack of opportunity.
Weapon Enhancement 1
Weapons that are bound to you become stronger and can deal more damage. Starting at Level 3 all weapons that are given to you through Weapon Manipulation gets a +1 to attack rolls and damage. Your weapons gain this bonus from your bound with each weapon becoming stronger as they become more infused with Ki.
Nature Manipulation 2
-Uprising: You can focus your Ki energy putting your hands together and expending 5 Ki you can cause a loud screeching wave to hit the ground in front of you to move forward in any shape you want in a 30 ft cone dealing 4d8 sonic damage and an additional 1d8 every 2 levels after level 5 to everything in that area and it can be halved with a successful Fortitude save (DC for save is 10+ Wis mod+ ½ levels of this class); this is a standard action. This ability would provoke an attack of opportunity. At level 10 the range of the cone is increased to 45ft and all targets hit by this ability within 20ft of the user become trapped by the rubble for 1d4 rounds making you unable to move and are prone, this increases the cost to 8 Ki and increases the d8's to d 10's. At level 17 the damage for this is increased to d12's sonic damage and the cone is increased to 60ft and unable to be used for 5 rounds. Also use your full Manipulator level when calculating DC. This ability does not provoke an attack of opportunity.
Blood Manipulation 1
-Item Revival: At level 5 you can pay 3 Ki and ¼ your current (round down) to bring back any item that was destroyed with the last 24 hours back to full hp and the item brought back is invulnerable for 1 minute. At level 10 the Ki cost is increased to 4 and you pay an additional 50% more health and you can bring back an item that was destroyed within the last week. (Ex: 1/4 your current health is 20, at level 10 you would pay a total of 30 health to bring back the item.) At level 16 you can pay 5 Ki and 1/2 your remaining life to bring back any item that was destroyed. If the item was destroyed over 10 years ago a Concentration check must be made 10+ 1 for every 10 year years otherwise it fails to be brought back. (Ex: Item was destroyed 50 years ago the DC would be 15.) Using this ability does provoke an attack of opportunity
-Blood Blade: Sacrificing your own life to deal more damage upon landing as a swift action, by dealing the weapon’s base damage to yourself. For damaging yourself with this ability all you would do is roll the damage of the weapon to deal that much to yourself using no extra damage or modifeirs. As your blood flows out expending 3 Ki points your blood infuses with your weapon for one minute or until you land an attack with that weapon, upon dealing a successful attack you add double the amount done to yourself onto the damage you would deal. At level 13 As you become more trained in controlling and using blood you deal x3 the damage you do to yourself in the next attack; lasting 2 minutes or until it lands instead increasing the cost to 4 Ki. At Level 19 the damage you deal to yourself is doubled and the damage bonus is x4 and the bonus lasts for 1 minute to all attacks you make instead of 1 attack the cost is increased to 6 Ki. This ability does not provoke an attack of opportunity.
Weapon Enhancement 2
Weapons that are bound to you become stronger getting a +2 to attack rolls and damage.
Weapon Manipulation 3
With increased training you are able to have two weapons out the cost is still the same for each. When attacking with both weapons that have a standard action to attack with you get a -3 to each of the weapon instead any penalties not given by this class. (Ex: If you had the Metallic Arm out and the Urumi in your left hand you would only get the -3 to each instead of the -6/-10 for using an off hand as no off hand penalties are applied when using only the weapons this class gives you.Your weapon’s hardness has increased to 25 and HP to 40 unless it states otherwise. As the Metallic Arm becomes more refined and stronger this increases the AC bonus to +4 and the damage reduction goes to 3dr/-, the bludgeoning damage goes to 2d6 and the blade goes to 2d8. Damage from fire attacks is increased to 4 extra damage. The Winged Spear becomes a better equipped weapon while its normal damage does 3d6 damage and the double sided form of the spear deals 1d10/1d10 and the penalty it reduced to a -1. Urumi’s size is increased becoming a bigger sword but not changing in weight and staying a medium sized sword, the range is increased to 45ft and the normal damage is 2d8 and when transformed the damage is increased to 1d12 and 60ft in range. As the same action you can a third attack while the blade is extended, using all three attacks would still only cost 1 Ki point but each attack after the first would receive a -2 to attack rolls. The Shield Axe becomes a stronger weapon; the double sided axe grows in size but remains a medium weapon dealing 2d10 damage. Once per day you can pour power into your axe expending 1 Ki point attempting to ignore all damage reduction an opponent has for that single attack as long as it lands, must be declared before you attack. When transforming into a shield the AC bonus is increased to +5 and the hp of the shield is increased by 20 instead. You can now use the shields’s ability to damage it instead twice a day. The Metallic Leg have been modified to make it a lot better, both of your legs now transform into full metal legs enhancing you further. Your base speed is increased by 10 instead, and you get a +3 to AC instead. As well you get a +4 on Reflex saves, climb, tumble, and jump checks instead now. As a swift action or still while in movement you can expend 1 Ki point to fire a bolt or an arrow out of each knee cap dealing 1d10 damage and a -2 penalty on each attack with a range of 60ft and the base speed is halved. In either transformation this is a two-handed weapon unless you take a -3 penalty to attack rolls.; now able to use Assassin Daggers and Life Bow.
-Assassin Daggers: When using these a bandoleer goes around your body making an “X” across your chest and back filled with black daggers that have gold handles that no matter how many you grab or throw there is always one to grab. You can choose to let others see this or not, those with Ki can see it easily. Each dagger does 1d6 damage with 50ft in range; each dagger is specially crafted with Ki upon hitting an enemy a poison spreads through the target. Dealing 1d4 bleed damage over 5 turns, also upon landing the target must make Fortitude save for each dagger that lands; (DC 10+1/2 Levels in this class+Wisdom Modifier) failing the save makes them move at half speed and get a -1 on attack rolls and saves for one minute. While using Assassin Daggers you have the following feats: Point Blank Shot Precise Shot. You can throw three daggers as a standard action by taking a -3 to attack rolls for each attack.
-Life Bow: This bow is finely crafted resembling a golden elven bow; this bow draws energy straight from your body when using it. When pulling back the string a translucent arrow forms. Upon firing the arrow it causes 1 Ki to be drained from your Ki pool and 3 points of health to be drained, each arrow does 1d10+WIS mod damage of force damage. The bow has x3 critical hit modifier and has 150 ft range; this is a touch ranged attack. You can pour more energy into the bow a number of times per day equal to your half your Wisdom modifier. By consuming 5 Ki and draining your life by 15 points you can fire an arrow that deals a number of d10s equal to your Wisdom modifier. This ability can only be used 2/day also it does provoke an attack of opportunity. Ex: Modifier of +3 deals 3d10 of force damage.
Restoration Manipulation 2
-Drain Shield: You focus your Ki to put a protective aura around a person as a standard action that can’t be seen, for the next 1 minute per levels of this class or until it is triggered when a character would take melee damage. This would be provoking an attack of opportunity to use. All the damage that would be dealt the person with the aura will heal that much damage instead. This ability cost 6 Ki to use and can only be used once every five rounds. Starting at level 13 you can an extra 4 Ki so that this is triggered when any damage is dealt heals instead.
Nature Manipulation 3
-Sheer Cold: By focusing on the moisture around in the area, unless you are in an area where ice, snow, or otherwise very cold this takes a full round action; not provoking an attack of opportunity. Having some snow in the area would make this take a standard action, being where snow is everywhere this takes a movement action. Expending 8 Ki as you draw the moisture around you freezing it. A strong blizzard forms around you extending out around you, everyone within 30ft takes 8d6 cold damage and unless they make a successful Fort save (DC for save is 10+ Wis mod+ ½ levels of this class) they are unable to move and only able to do a standard action for 1 round for each WIS mod you have and making another save each round. They can reroll each round to be able to move normally again. This ability can only be used once every 5 rounds. At level 14 the range of this ability is increased to 40ft around you. At level 16 this deals 6d6 cold damage instead getting a +5 to DC for having snow in the area.
Body Manipulation 1
-Adamantine Body: With enhanced control over your body and mind they have become one. With this training you get an AC bonus and damage reduction equal to you Wisdom modifier as long as you have at least 1 Ki in your pool.
-Ki Strike: By pouring your Ki into your attacks you can add your Wisdom modifier into your weapon damage rolls as long as you have at least 1 Ki in your pool.
Blood Manipulation 2
-Drain Strike: Gaining the power to steal life from enemies who will no longer need it. When landing a melee attack on a living target you can heal for 3d8+Wis mod as it drains their life away and reducing their Con by 1d4. Healing for this ability consumes 3 Ki each attack. Starting Level 17 you heal for 4d10+Wis mod instead and reduces their Con by 1d6.
Weapon Enhancement 3
The weapons that are bound to you get +3 to attack rolls and damage instead of the +2.
Nature Manipulation 4
Lightning Body: Consuming 10 Ki from your pool a lightning bolt from the sky strikes you dealing 6d10 electric damage to everyone within 10ft except you. The lightning coursing through your body hasting you. When you attack with a melee weapon or when you are hit with an attack, as long as the person is with 40ft they take 2d10 electric damage. This last for 1 minute, when the form ends you are exhausted for 5 minutes. At level 18 you deal an extra 1d10 electric damage from attacks from this ability and have flight speed equal to your movement speed. This ability does not provoke an attack of opportunity.
Crimson Phoenix Fire: Drawing in the fire around you creating a dark red ball of fire above your head with both hands. The massive fireball has range of 80ft and gets +5ft on range for every level after 14; with a spread of 30ft on impact. Drawing in this much fire takes a good amount of preparation and energy making it a full round action unless there is a source of fire around that is bigger than a small campfire than it becomes a standard action. If there is a fire elemental nearby they can make a fortitude save (DC 10+ Wis mod+ ½ levels in this class) or be destroyed making this a movement action. The damage for this fireball does 1d6 of fire damage for every level you have in this class; a reflex save can half the damage (DC 10+ Wis mod+ levels in this class) this ability consumes 12 Ki. This ability does provoke an attack of opportunity.
Weapon Manipulation 4
With nearly mastering the manipulation of your weapons your weapon’s hardness has increased to 35 and HP to 50 and swapping out each one is a swift action. You can up to have three of these out at once, the penalty for attacking with all three as a Standard Action using your highest BAB is -2 to each attack now instead. Your Metallic Arm now goes over both arms and covers the top half of your back and chest transforming them into full metal limbs eliminating your off hand; when using these to make an attack that eliminates any penalties with using an offhand. The AC bonus is increased to +6 and the DR goes to 5dr/-, the bludgeoning for each fist is increased to 2d8 while the transformed blade for each dealing 2d10 damage. To transform each arm into the blade arm it cost 1 Ki; taking 5 more damage from electricity as well now. Winged Spear at this level is able to do a trip attack along with its normal attack while in this state with the same modifier as it uses to attack but with a -4, doing both requires two rolls and if the attack fails so does the trip. The damage is enhanced to 3d8, transforming the spear into its double sided form deals 1d12/1d12 keeping the same penalty as before. By taking a -2 penalty instead of any others you can wield this spear in one hand regardless what transformation it is in. Urumi becomes a better sword as its normal range is increased to 50ft and dealing 2d10 damage, when transforming it becomes bigger now that can only be wielded with one hand with a -3 penalty instead of any others. Its range is moved to 90ft and deals 2d8 damage; now you can extend 2 Ki to make all three attacks with the blade instead of 1 Ki for each attack. The penalty for each attack is -1 instead of the -2 for each attack after the first.Shield Axe becomes a better axe looking much larger than before but not increasing its weapon size just dealing 3d8 damage and getting double Strength bonus when using this weapon with both hands. Two times per day now you can pour power into your axe expending 1 Ki point attempting to ignore all damage reduction an opponent has for that single attack as long as it lands, must be declared before you attack. When transforming into a shield the AC bonus is increased to +6, the hp of the shield is increased by 35 instead, and the shield grans 3dr/-. You can now use the shields’ ability to damage it instead three times a day. The penalty for using either it in either transformation the penalty is reduced to -2. The Metallic Leg has been changed and now goes up to your lower back and waist equal on both sides. Your base speed is increased by 15 instead, and you get a +5 to AC instead. As well you get a +6 on Reflex saves, climb, tumble, and jump checks instead now. As a swift action or still while in movement you can expend 1 Ki point to fire a bolt or an arrow out of each knee cap dealing 1d12 damage and a -2 penalty on each attack with a range of 80ft and the base speed is reduced by 5. Assassin Daggers have increased damage dealing 1d8 damage and five now can be thrown as a standard action with an increased range of 70ft. The penalty to each one thrown is reduced to -2 on attack rolls. The bleed damage is increased to 1d6 damage for 5 rounds. The penalty for failing the Fortitude save is changed to -2 for saves and attack rolls. Life Bow’s damage is increased to 2d10+ Wisdom modiefer damage, costing 2 Ki and 5 health per arrow to fire. The bow’s power to consume 10 Ki and 30 health points remains the same but the number of times per day is increased to your Wisdom modifier; the damage is moved to 1d12 +1d12 per Wisdom modifier. This ability can only be used 4/day. Ex: Modifier is +2 deals 4d12 force damage. Switching through weapons is now a swift action that can be used once a round. You have unlocked the weapon Dragon’s Tooth:
-Dragon’s Tooth: This giant weapon is in the shape of a dragon’s tooth that is curved as it was crafted from one into a weapon doing bludgeoning weapon. This is a two handed weapon with a penalty of -4 to attack rolls while attacking with it, unless using Metallic Arm you would only get a -2. While attacking with this weapon, for damage reduction purposes counts as cold iron and silver. This weapon on impact deals 5d6 of damage. When landing an attack in this form you make a bull rush attempt as a free action to knock them back when damage is rolled. You can transform this weapon by using 1 Ki to into a much heavier weapon so that upon attacking on an opponent it hits the squares in front of you in a 2 by 2. Separate attack rolls but same damage roll for each; the damage is reduced to 2d8 of damage.
Weapon Enhancement 4
Your bonuses from Weapon Enhancement are increased to +4 for attack rolls and damage rolls.
Body Manipulation 2
Power Within: Harnessing the inner power of yours or another person you can push them into greater heights for 5 minutes. They get +5 to attack rolls and damage, any damage that would harm them due to them dealing damage is negated. Once every 4 rounds when dealing damage to another there skins hardness granting them 10dr/- for three rounds. This consumes 15 Ki, requires you to touch the person that is gaining this ability as a full round action. After the 5 minutes is up they become Exhausted for an hour than becoming fatigued for an hour after that, also during these two hours healing to them is reduced by 50%.
Blood Manipulation 3
Blood Transmutation: While focusing and consuming 14 Ki, select an opponent within sight with blood running through their veins this ability manipulates and alters their blood, taking a full round action. They take 6d8 damage as there blood feels like it’s on fire, afterwards if they fail a Fortitude Save (15+1/2 lvs in this class+Wis Mod) every round they take 2d6 damage for the next hour and get a -2 to saves. During this time all healing abilities are reduced by half (round down) and if the heals are not natural it requires a heal check of 20 or it will fail.
Nature Manipulation 5
-Elemental Defense: You gain 15 energy resistance from acid, electricity, fire, ice, sonic, and force damage. These stack with any other resistances. For every 4 Ki you pay into this ability you can inscrease all of these resistances at a time for one minute by +1.
Weapon Enhancement 5
Your bonuses from Weapon Enhancement are increased to +5 for attack rolls and damage rolls.
Weapon Manipulation 5
Having fully mastered each of your weapons when attacking with each weapon you ignore all damage redecution. Swapping between each weapon is a swift action and can be used any number of times. You can now use Triple Assault Blades:
-Triple Assault Blades: When using this weapon manipulation three Katanas are formed sheathed on your back, you have the ability to wield and attack with all three as a standard action; each blade has incredible length and damage. Each Katana has a critical hit range of 18-20x2 and deals 1d10 damage each. One blade is in each hand as the third lays in your mouth making you unable to speak without dropping the Katana. You take no pentalties from attacking with the Katana in your mouth or in any of your hands when attacking with these. You can draw in the power of these blades three times a day and use the following ability: If you land an attack and deal damage you can pay 4 Ki to get an extra attack with each weapon at a -2 to hit. You can keep doing this until you no longer land an attack or can no longer pay the Ki.
An energy manipulator loses the ability to use Ki based abilities that are given by this class if any VOW's are taken as the Manipulator can only have the contract it made to obtain the power to manipulate the energy around him.
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Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
<-pluralized class name-> in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
<-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.