Wilding Knife
"I can do all things."
- Excasard the Brilliant, Human Wilding Knife
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Making a Wilding Knife
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Abilities: Charisma is the ability that the Wilding Knife uses to manifest powers. More at home in combat than manifesting, the Wilding Knife does well to have strong physical statistics.
Races: Wilding Knife appear amongst all races, for their talents are widespread and to be a jack-of-all-trades is always useful.
Alignment: Wilding Knife can be of any alignment, and there is no bias in any one direction.
Table 1: The Wilding Knife
Level BAB Ref Fort Will Abilities Power Points/Day Powers Known Maximum Power Level
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1 +1 +2 +0 +2 Wild Surge, Psychic Enervation, Soul Knife 0 1 1
2 +2 +3 +1 +3 Weapon Focus (mind blade), Throw mind blade 1 2 1
3 +3 +3 +1 +3 Psychic strike +1d8, Wild Surge +2 3 2 1
4 +4 +4 +2 +4 +1 mind blade 5 3 2
5 +5 +4 +2 +4 Free draw, shape mind blade 7 3 2
6 +6 +5 +3 +5 Mind blade enhancement +1, Speed of Thought 11 4 2
7 +7 +5 +3 +5 Psychic strike +2d8, Wild Surge +3 15 4 3
8 +8 +6 +2 +6 +2 mind blade 19 5 3
9 +9 +6 +3 +6 Bladewind, Greater Weapon Focus (mind blade) 23 5 3
10 +10 +7 +3 +7 Mind blade enhancement +2 27 6 4
11 +11 +7 +3 +7 Psychic strike +3d8, Wild Surge +4 35 6 4
12 +12 +8 +4 +8 +3 mind blade 43 7 4
13 +13 +8 +4 +8 Knife to the soul 51 7 5
14 +14 +9 +4 +9 Mind blade enhancement +3 59 8 5
15 +15 +9 +5 +9 Psychic strike +4d8, Wild Surge +5 67 8 5
16 +16 +10 +5 +10 +4 mind blade 79 9 6
17 +17 +10 +5 +10 Multiple throw 91 9 6
18 +18 +11 +6 +11 Mind blade enhancement +4 103 10 6
19 +19 +11 +6 +11 Psychic strike +5d8, Wild Surge +6 115 10 6
20 +20 +12 +6 +12 +5 mind blade 127 11 6
Game Rule Information
Wilding Knives have the following game statistics.
Alignment: Any
Hit Die: d10
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)
Class skills
Autohypnosis* (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration* (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (psionics)* (Int), Listen (Wis), Profession (Wis), Psicraft* (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex)
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
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Weapon and Armor Proficiency
Wilding Knives are proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields).
Power Points/Day
A Wilding Knife’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table: The Wilding Knife. In addition, she receives bonus power points per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items.
Powers Known
A Wilding Knife begins play knowing one psychic warrior power of your choice. At every even-numbered class level after 1st, she unlocks the knowledge of new powers.
Choose the powers known from the psychic warrior power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a Wilding Knife to learn powers from the lists of other classes.) A Wilding Knife can manifest any power that has a power point cost equal to or lower than her manifester level.
The total number of powers a Wilding Knife can manifest in a day is limited only by her daily power points.
A Wilding Knife simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points.
The Difficulty Class for saving throws against Wilding Knife powers is 10 + the power’s level + the Wilding Knife’s Charisma modifier.
Maximum Power Level Known
A Wilding Knife begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers.
To learn or manifest a power, a Wilding Knife must have a Charisma score of at least 10 + the power’s level.
Wild Surge (Su)
A Wilding Knife can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a Wilding Knife gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see Psychic Enervation, below).
A Wilding Knife can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.
Level-dependent power effects are also improved, depending on the power a Wilding Knife manifests with her wild surge.
This improvement in manifester level does not grant her any other benefits (psicrystal abilities do not advance, she does not gain higher-level class abilities, and so on).
She cannot use the Overchannel psionic feat and invoke her wild surge at the same time.
At 3rd level, a Wilding Knife can choose to boost her manifester level by two instead of one. At 7th level, she can boost her manifester level by up to three; at 11th level, by up to four; at 15th level, by up to five; and at 19th level, by up to six.
In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the Wilding Knife’s power point reserve.
Psychic Enervation (Ex)
Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a Wilding Knife may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge.
A Wilding Knife who is overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to her Wilding Knife level.
Mind Blade (Su)
As a move action, a Wilding Knife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium Wilding Knife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/×2). Wilding Knives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. 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 Wilding Knife 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; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.
A Wilding Knife 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 can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.
A Wilding Knife’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 Wilding Knife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the Wilding Knife 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 Wilding Knife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.
Weapon Focus (Mind Blade)
A Wilding Knife gains Weapon Focus (mind blade) as a bonus feat.
Throw Mind Blade (Ex)
A soul knife 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 Wilding Knife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below).
Psychic Strike (Su)
As a move action, a Wilding Knife of 3rd level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 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). 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 Wilding Knife can imbue his mind blade with psychic energy again by taking another move action.
Once a Wilding Knife has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the Wilding Knife 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 Wilding Knife next materializes it.
At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra damage from a Wilding Knife’s psychic strike increases as shown on the Table above.
Free Draw (Su)
At 5th level, a Wilding Knife becomes able to materialize his mind blade as a free action instead of a move action. He can make one attempt to materialize the mind blade per each attack granted by BAB.
Shape Mind Blade (Su)
At 5th level, a Wilding Knife gains the ability to change the form of his mind blade. As a fullround 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 Wilding Knife shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1½ times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.
Alternatively, a Wilding Knife 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 Wilding Knife would otherwise create with a single mind blade.
Mind Blade Enhancement (Su)
At 6th level, a Wilding Knife 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 6th (10th, 14th, and 18th), the value of the enhancement a Wilding Knife can add to his weapon improves to +2, +3, and +4, respectively. A Wilding Knife can choose any combination of weapon special abilities that does not exceed the total allowed by the Wilding Knife’s level.
The weapon ability or abilities remain the same every time the Wilding Knife 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 Wilding Knife can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the Wilding Knife.
Weapon Special Ability Enhancement Bonus Value
Defending +1
Keen +1
Lucky1 +1
Mighty cleaving +1
Psychokinetic +1
Sundering +1
Vicious +1
Collision +2
Mindcrusher +2
Psychokinetic burst +2
Suppression +2
Wounding +2
Bodyfeeder +3
Mindfeeder +3
Soulbreaker +3
Speed of Thought
A Wilding Knife gains Speed of Thought as a bonus feat at 6th level.
Bladewind (Su)
At 9th level, a Wilding Knife 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 Wilding Knife 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 Wilding Knife’s regular mind blade.
When using bladewind, a Wilding Knife 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.
Greater Weapon Focus (Mind Blade)
A Wilding Knife gains Greater Weapon Focus (mind blade) as a bonus feat at 9th level.
Knife to the Soul (Su)
Beginning at 13th level, when a Wilding Knife executes a psychic strike, he can choose to substitute Intelligence, Wisdom, or Charisma damage (his choice) for extra dice of damage. For each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses. A Wilding Knife can combine extra dice of damage and ability damage in any combination.
The Wilding Knife decides which ability score his psychic strike damages and the division of ability damage and extra dice of damage when he imbues his mind blade with the psychic strike energy.
Multiple Throw (Ex)
At 17th level and higher, a Wilding Knife can throw a number of mind blades per round equal to the number of melee attacks he could make.