Psi Knight

Stories are told that back in the days when the Gods walked the earth, The nine great cities were protected by a group of warriors, known as the Psy-Knights. These warriors could harness the power of their minds, and make themselves more than just men. They could jump higher, and move faster. They could fashion sword with the power of their minds, that far out performed those made of metal. They lived by a code of discipline and honor.

These warriors of the old world dissipated when the Gods Ascended. Their teaching and powers lost to the ages. Some of their abilities have resurfaced, however. Soulblades, are able to draw upon their power to make weapons of mental energy. Psychic warriors blend fighting skill and Psionic powers, and Eroth's Swords, use their psionic steeds, but none are the equal of the legendary Psi-Knight. Until now.

The Psi-Knights have been reformed. An ancient text discovered reveal their secrets, and the Kingdom of Eroth, has opened a school dedicated to teaching these new recruits. The School teaches first the code of the Knight, and then the teachings. A Psi-Knight is expected to use his knowledge to help all sentient beings.

The Psi-Knight Code
There is no Fear, only Acceptance
There is no Anger, only Determination
There is no Emotion only Discipline.
There is no Greed, only Generosity
There is no Revenge, only Justice
There is no Ignorance, only Knowledge

A Psi-Knight serves the people. He protects them, he assists them, he cherishes them. They are his reason for living.
A Psi-Knight is honorable in all his dealing. He seeks only to tell the truth, and be honest in his intentions.
A PSi-knight strives to improve himself and his knowledge, so he may be a better guardian to his people.

The Psi Knight

Prerequisites BAB+6, A power Point reserve.

Hit Dice: D10

Skill Points: 4 + Int Mod

Skill List: Acrobatics, Climb, Craft, Diplomacy, Escape Artist, Perception, Profession, Ride, Stealth, Survival, Swim

Weapon and Armor Proficiency: None
Bonus Feats: Aligned Attack, Deep Impact, Focused Sunder, Ghost Attack, Greater Psionic Weapon, Mental Leap, Narrow Mind, Psionic Body, Psionic Charge, Psionic Dodge, Psionic Meditation, Psionic Weapon, Return Shot, Sidestep Charge, Speed of thought, Up the Walls, Focused Shield, Focused Skill User

Psi-Knight BAB Fort Ref Will Special
1 +1 2 2 2 Psi-Sword +1, Inertial Armor
2 +2 3 3 2 Companion
3 +3 3 3 3 Bonus Feat
4 +4 4 4 3 Psi-Sword +2
5 +5 4 4 4 Bonus Feat
7 +7 5 5 4 Psi-Sword +3
8 +8 5 5 5 Psi-sword +2 ability
9 +9 6 6 5 Bonus Feat
10 +10 6 6 6 Psi-Sword +4

Psi Sword – The Psi-Knight can manifest a sword or other weapon of pure psychic energy, as long as they have a power point reserve. The weapon is enhanced according to the chart above. One a Psi-knight chooses a power to enhance his weapon, it can not be changed. Manifesting the weapon is an immediate action.
Inertial Armor – The Psi-knight may manifest an effect equivalent to inertial armor as a immediate action as long as he has a power point reserve. The effect provides a bonus of 4 + the Psi-Knight Level. This effect can only be used if the user is not wearing armor. This effect automatically trigger when the psi-knight manifest his psi-sword, as long as he is not wearing armor.

Companion – The Psi-knight gains a Psionic Steed as a follower. The Psionic’s Steed increases as the Psi-Knight gains levels.

Bonus Feats – The psi-knight may choose a bonus feat from the list above.

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