Author Topic: [3.5] Swiftblade, psionic (straight adaptation, no abilities added)  (Read 4610 times)

Offline Prime32

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Swiftblade, psionic
Original class here. Physical acceleration power here.

Quote
Entry Requirements
Base Attack Bonus: +3.
Skills: Concentration 6 ranks, Psicraft 6 ranks.
Spellcasting: Ability to manifest physical acceleration.
Feats: Dodge or Psionic Dodge, Mobility.
Weapon Proficiency: Must be proficient with at least one martial weapon.

Hit Die: D6
BAB: Good
Saves: Fort poor, Ref good, Will good

Class Skills (4 + Int modifier per level): Balance, Craft, Concentration, Gather Information, Jump, Knowledge (psionics), Listen, Profession, Spot, Psicraft, Swim, Tumble.

Powers known: At each level other than 1st, 4th, 7th and 10th, you gain additional power points per day and access to new powers as if you had also gained a level in whatever manifesting class you belonged to before you added the prestige class. You do not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that you add the level of swiftblade to the level of whatever manifesting class you have, then determine power points per day, powers known, and manifester level accordingly. If you had more than one manifesting class before you became a swiftblade, you must decide to which class you add the new level of swiftblade for the purpose of determining power points per day, powers known, and manifester level.

Spring Attack: Beginning at 1st level, you gain Spring Attack as a bonus feat. If you already have Spring Attack, choose a different feat for which you do meet the prerequisites.

Swift Surge (Ex): Your body is augmented with the residual energy of previous physical acceleration manifestings. You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. At 7th level, these bonuses increase to +2. At 4th level, you gain a +10 foot enhancement bonus to all of your modes of movement and deal an extra 1d6 points of damage during any round in which you move at least 10 feet. At 10th level, this bonus increases to +20 feet and an extra 2d6 points of damage during any round in which you move at least 20 feet. These bonuses stack with the bonuses gained from the physical acceleration power and skirmish ability.

Blurred Alacrity (Ex): At 2nd level, your understanding of the physical acceleration power makes you difficult to target with melee and ranged attacks. While under the effect of the physical acceleration power, you gain concealment (20% miss chance). This miss chance increases by +10% at 3rd, 4th, and 5th level. The effect of this ability does not stack with concealing amorpha or similar psionic effects.

Sudden Manifesting (Ex):  At 3rd level, you learn how to seamlessly manifest the physical acceleration power. You may manifest physical acceleration as a swift action without paying 6 additional power points to do so.

Psychic Reflexes (Ex): At 4th level, you infuse the energy of previous physical acceleration manifestings into your natural reaction time. You receive a competence bonus on initiative rolls equal to your primary manifesting ability modifier.

Evasive Celerity (Ex): At 5th level, your knowledge of the physical acceleration power makes you difficult to target with psionic powers. While under the effect of the physical acceleration power, individually targeted powers have a 20% chance of failing against you. This power failure chance increases by +10% at 6th, 7th, and 8th level. The effect of this ability does not stack with blink or similar psionic effects.

Fortified Hustle (Ex): At 6th level, you learn how to intuitively absorb the physical acceleration power into your body. While under the effect of the physical acceleration power, the effect becomes extraordinary rather than a continuous psionic power effect, and therefore cannot be dispelled by any means. The physical acceleration power otherwise functions as it normally would, and is expended normally.

Bounding Assault: At 7th level, you gain Bounding Assault as a bonus feat. You need not have the prerequisites normally required for Bounding Assault to gain this feat. If you already have Bounding Assault, choose a different feat for which you do meet the prerequisites.

Diligent Rapidity (Ex): At 8th level, you automatically overcome psionic and mundane obstacles with the physical acceleration power. While under the effect of a physical acceleration power, you can move and attack normally, even under the influence of magic that usually impedes movement, as the freedom of movement, psionic power. As an additional effect, you can also move across the surface of placid or flowing water, but not whitewater rapids or stormy water, by making two move actions in a round. You immediately sink any time you make a single move action in a round or come to a complete stop while traversing water.

Perpetual Options (Ex): At 9th level, you can perform even more actions with the physical acceleration power. Instead of making one extra attack at your highest base attack bonus while under the effect of a physical acceleration power, you now have the choice of making one extra move action or one extra standard action. For example, you could make three consecutive move actions with this ability, two move actions and one standard action, one move action and two standard actions, a full attack action and a move action, a full attack action and a standard action, a full round action and a move action, or a full round action and a standard action.

Innervated Speed (Ex): At 10th level, your mastery of the physical acceleration power can bring the world around you to a standstill. You may spend 6 additional power points when manifesting physical acceleration to create a temporal acceleration effect instead (this does not allow you to exceed the normal number of pp you may spend on a single power). You may augment this power as with the normal temporal acceleration power, but at a cost of only 2pp per additional round.