Mindrazor (3.5e Class)

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Author: Zhenra-Khal (talk)
Date Created: 11/11/2018
Status: In Progress
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A psionic martial initiator, using Mind Blade-like psychic weaponry. 20 1 Good Poor Poor Good Alternate Magic, Psionics, Martial Maneuvers, Other Other


Mindrazor[edit]

<Description Pending brainpower>.

Making a Mindrazor[edit]

Unlike other martial adepts, Mindrazors just as often attack from range, using psionic attacks or thrown psychic weaponry.

Abilities: Intelligence is the most important ability score for the Mindrazor, while Charisma is a close second, as it governs the save DC of your Powers.

Races: Highly intelligent and psionic races are the most common Mindrazors.

Alignment: Any.

Starting Gold: 3d4×10 gp (75 gp).

Starting Age: Moderate.

Table: The Mindrazor

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Painwaves Damage Focused Flurry Psionics Maneuvers
Fort Ref Will Power
Points/Day
Powers
Known
Maximum Power
Level Known
Known Readied Entranced Stances
1st +1 +0 +0 +2 Psychic Weaponry, Mindrazor Trance, Focused Flurry, Painwaves 1d6 -1/-1 2 1 1st 3 3 1+S 2
2nd +2 +0 +0 +3 Ranged Psyche, Psychic Armor 1d6 +0/+0 3 2 1st 4 3 1+S 2
3rd +3 +1 +1 +3 Psychic Strike +1d8 1d6 +1/+1 5 3 1st 5 3 1+S 2
4th +4 +1 +1 +4 Bonus Feat 1d6 +2/+2 7 4 2nd 5 3 2+S 2
5th +5 +1 +1 +4 Expedient Draw 2d6 +4/+4 9 4 2nd 6 4 2+S 3
6th +6/+1 +2 +2 +5 Swift Charge, Dazing Pain 2d6 +5/+5/+0 12 5 2nd 6 4 2+S 3
7th +7/+2 +2 +2 +5 Psychic Strike +2d8 2d6 +6/+6/+1 18 6 3rd 7 4 3+S 3
8th +8/+3 +2 +2 +6 Bonus Feat, Manydraw 2d6 +7/+7/+2 22 7 3rd 7 4 3+S 3
9th +9/+4 +3 +3 +6 Wracking Pain 3d6 +9/+9/+4 26 7 3rd 8 5 3+S 3
10th +10/+5 +3 +3 +7 Rapid Charge 3d6 +10/+10/+5 31 8 4th 8 5 3+S 3
11th +11/+6/+1 +3 +3 +7 Psychic Strike +3d8 3d6 +11/+11/+11/+6/+1 36 9 4th 9 5 4+S 4
12th +12/+7/+2 +4 +4 +8 Bonus Feat 3d6 +12/+12/+12/+7/+2 42 10 4th 9 5 4+S 4
13th +13/+8/+3 +4 +4 +8 4d6 +13/+13/+13/+8/+3 48 10 5th 10 6 4+S 4
14th +14/+9/+4 +4 +4 +9 4d6 +14/+14/+14/+9/+4 55 11 5th 10 6 5+S 4
15th +15/+10/+5 +5 +5 +9 Psychic Strike +4d8 4d6 +15/+15/+15/+10/+5 62 12 5th 11 6 5+S 4
16th +16/+11/+6/+1 +5 +5 +10 Bonus Feat 4d6 +16/+16/+16/+11/+6/+1 70 13 6th 11 6 5+S 4
17th +17/+12/+7/+2 +5 +5 +10 5d6 +17/+17/+17/+12/+7/+2 78 13 6th 12 7 6+S 5
18th +18/+13/+8/+3 +6 +6 +11 5d6 +18/+18/+18/+13/+8/+3 87 14 6th 12 7 6+S 5
19th +19/+14/+9/+4 +6 +6 +11 Psychic Strike +5d8 5d6 +19/+19/+19/+14/+9/+4 96 15 6th 13 7 6+S 5
20th +20/+15/+10+/5 +6 +6 +12 Bonus Feat 5d6 +20/+20/+20/+15/+10/+5 106 16 6th 13 7 7+S 5

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (All taken individually) (Int), Listen (Wis), Martial Lore (Int), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Truespeak (Int), Tumble (Dex), Use Psionic Device (Cha).

Class Features[edit]

All of the following are class features of the Mindrazor.

Weapon and Armor Proficiency: Mindrazors are proficient with all simple and martial weapons. Mindrazors are proficient with light and medium armor, and with shields, but not with tower shields.

Power Points/Day: A Mindrazor’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: Mindrazor. 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: This column lists the number of powers a Mindrazor learns each level, chosen from the Psychic Warrior power list. Mindrazor powers have a save DC equal to 10 + the level of the Power + their Charisma modifier, and they gain bonus Power Points from a high Intelligence score. Mindrazors can only manifest Powers during Mindrazor Trance (See Below).

Maximum Power Level Known: This column determines the highest level power a Mindrazor can learn at this level. To learn or manifest a power, a Mindrazor must have an Intelligence score of at least 10 + the power’s level.


Maneuvers: At the levels indicated in the "Known" column on the table above, you gain a new maneuver known from the Diamond Mind, Setting Sun, Mental Grip, Psychic Arrow, Mystic Rain or Iron Heart disciplines. You must meet a maneuver’s prerequisites to learn it. You add your full Mindrazor levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At first level, you can ready all your now maneuvers, but as you grow in power, you must choose which maneuvers to ready, as indicated by the "Readied" column on the table.

You can also ready a number of maneuvers in the "Entranced" category, even if you already have them readied in your normal slot. These maneuvers can only be initiated when in your Mindrazor Trance, and maneuvers readied in "Entranced" slots gain additional properties.

A Mindrazor recovers a number of maneuvers equal to their Charisma modifier whenever they successfully gain Psionic Focus, starting with their Entranced maneuvers.


'Stances Known: At the levels indicated by the "Stances" category on the table above, you learn a new martial stance from Diamond Mind, Setting Sun, Mental Grip, Psychic Arrow, Mystic Rain or Iron Heart disciplines. You must meet a stance’s prerequisite to learn it. One of your known Stances, chosen when you ready your maneuvers, is also limited to your Mindrazor Trance, denoted by the "S" in the "Entranced" column.


Psychic Weaponry (Su): Beginning at 1st level, the Mindrazor can absorb weapons into their psyche, and call them forth later. The Mindrazor can meditate for 8 hours with as many weapons (Including shields) as they could normally wield - Being it a longbow and buckler, greatsword, orc double axe, or pair of scimitars. Once the Mindrazor has done this, they can call forth one of the weapons as a Move action, or all of the weapons as a Standard action. In order to change which weaponry you have "stored", you can simply spend another 8 hours in meditation, which un-stored the previous gear so it can be given away, sold or etc.

Weapons and shields "stored" by the Psychic Weaponry ability count as magic for the purposes of damage reduction, and instantly dematerialize if they ever leave the Mindrazor's grasp (Unless they intend to throw it, see below), but otherwise function identically to the normal weapons, including enchantments, hardness, and so forth. If broken, the weaponry merely dissipates and can be summoned forth again with another action. Projectile weapons must still be supplied with ammunition normally.

Even in places where magic and psionics normally don't function, like a Null Psionics Field, the Mindrazor can attempt to hold his Psychic Weaponry together with a DC 20 Will saving throw. If successful, the weapons don't dissipate and remain stable for a number of rounds equal to the Mindrazor's manifester level before the Mindrazor needs to make the save again. Even if it fails, the Mindrazor can just attempt another Will save to resummon his Psychic Weaponry again on the next round.


Mindrazor Trance (Su): At 1st level, you learn how to enter a special trance that functions as a Mantra. In order to enter Mindrazor Trance, you must gain Psionic focus, though the Concentration DC is increased by 1/2 your initiator or manifester level (Whichever is higher). If you succeed, you gain the effects of the Mindrazor Trance for up to 1 minute, for as long as you maintain your Psionic Focus. While in this Trance, and only while in this Trance, you can manifest your powers. You also gain access to maneuvers you've readied as "Entranced" maneuvers, and those maneuvers gain +1 to their DC and initiator level.

At 1st level, while you are in this Trance and wearing light or no armor, carrying no more than a Light load, and not denied your Dexterity bonus to AC, you gain a bonus to Concentration checks and Dodge bonus to AC equal to 1 point of your Intelligence modifier per 2 class levels. Thus, if you were 4th level with Int 16 (+3 Modifier), you would have a +2 bonus to AC. When you increased to 6th level, the bonus would increase to +3.

At any point during this Trance, you can expend your Psionic Focus as a Swift action, ending the trance and regaining one Power Point per class level. Once your Trance ends, either because you ended it early or its duration ran out, you can't enter it again for 2 rounds for every round you were Entranced - Thus if you used the Trance for 3 rounds, you would have to wait 6 rounds after it ends to use it again.


Painwaves (Su): Beginning at 1st level, the Mindrazor can send out a ripple of mental agony to deal damage. This is an attack action with a range increment of Close range (Reducing the save DC instead of the attack roll past the first increment), and deals 1d6 Psychic damage to the target, with a Will ave for half damage (DC 10 + 1/2 manifester level + Charisma modifier). This damage increases by +1d6 every 5 levels after 1st (5th, 9th, 13th, etc). Spell/Power Resistance does apply, as does resistance to Psychic damage, and resistance or immunity to [mind-Affecting} effects. This counts as a Telepathy power, with the [Mind-Affecting] descriptor. Any penalties that would apply to an attack roll - Such as from range, iterative attacks, or Focused Flurry, are instead applied to the save DC of this ability.

Beginning at 6th level, a target who fails their save against your Painwaves attack is also Dazed for one round. At 9th level, a target who fails their save against your Painwaves attack also suffers a penalty to attack rolls, saving throws, skill checks and ability checks (With the penalty being equal to 1/4 of your Manifester Level, min -1) for one round. Creatures immune to pain are immune to these secondary effects.


Focused Flurry (Ex): Beginning at first level, while in Mindrazor Trance and wielding your Psychic Weaponry (Or a weapon(s) with the Ki Focus enchantment), when you make a full attack, you can make an additional attack with one of your weapons, using your highest attack bonus. However, all of your attacks take a -2 penalty on the attack roll. At 5th level this penalty shrinks to -1, and at 9th level it disappears completely. At 11th level, this ability improves, granting you a second additional attack at your highest base attack bonus, at no penalty. This can be used with Painwaves, but the penalty applies to the save DC instead of the attack roll, since Painwaves doesn't use an attack roll.


Ranged Psyche (Su): Beginning at 2nd level, you can throw your melee Psychic Weaponry as thrown weapons with a range increment of 30ft.

Your projectile weapons also no longer need to be supplied with ammunition, as you can create a psychic arrow, bolt, sling bullet or etc. as a Move action. These psychic projectiles function exactly as mundane versions of themselves, except that they count as magical. You may still use separate ammunition, such as enchanted arrows, with your Psychic Weaponry normally; This just allows you to call forth arrows to go with your bow.

In either case, the thrown weapon or fired ammunition dissipates immediately after the attack is resolved, whether it hits or not.


Psychic Armor (Su): Beginning at 2nd level, much like you "store" and call forth weapons and shields, you may meditate for 8 hours with a suit of armor to store it as well. Once "stored", you can call the armor forth over the course of 1 minute, equipping it properly. Sending it away again takes 5 minutes, or the same amount of time that armor would usually take to remove, whichever is better. It still functions in all other ways as it did before you absorbed and stored it, except that it is magical (Though it can be further enhanced or swapped out, just like your Psychic Weaponry).


Psychic Strike (Su): Beginning at 3rd level, the Mindrazor can imbue their Psychic Weaponry with psionic energy as a Move action. Your next successful attack with each weapon will deal an extra 1d8 Psychic damage to the target. This damage increases by 1d8 every 4 levels thereafter, and only triggers once per weapon when it is called upon, you you can use another Move action to imbue them again. Even if the weapon(s) is/are allowed to dissipate, such as from dropping the weapon or throwing it and missing, the blade stays charged until it successfully strikes a target.

Bonus Feat: At every level divisible by 4, you gain a bonus feat you meet the prerequisites for. These feats must be Fighter, Combat, Combat Form, Metacombat, Metamaneuver, Psionic or Metapsionic feats.

Expedient Draw (Su): Beginning at 5th level, the Mindrazor can now summon one of their "stored" weapons or shields from Psychic Weaponry, or a piece of ammunition, as a free action, or they can summon all of their Psychic Weaponry with a Swift action. They can also summon or put away their Psychic Armor as a full-round action. Either way, you can only attempt to call forth your weapon(s) or armor once per round.

Swift Charge (Su): Beginning at 6th level, the Mindrazor can choose to charge their Psychic Strike as a Swift action instead of a Move action. They can still only activate the ability once per round, though, and the extra Psychic damage deals -1 damage per die.

Manydraw (Su): Beginning at 8th level, the Mindrazor can summon all their weapons as a free action, and can summon ammunition or dissipated weapons as many times as they have attacks that round, allowing them to make any number of ranged attacks with their Psychic Weaponry.

Rapid Charge (Su): Beginning at 10th level, when making a full attack, the Mindrazor can charge their Psychic Strike in place of one of their normal attacks. This would allow a Mindrazor with three attacks per round to charge their Psychic Weaponry one round, then make a full attack the next round, attacking, charging their weapon, and then attacking again. However, each Psychic Strike after the first suffers a penalty on the Psychich damage equal to -1 damage per die for every Psychic Strike that has already been used in that round. So the 3rd successful Psychic Strike in a single round would deal -3 damage per die.





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Article BalanceVery High +
AuthorZhenra-Khal +
Base Attack Bonus ProgressionGood +
Class AbilityAlternate Magic +, Psionics +, Martial Maneuvers + and Other +
Class Ability ProgressionOther +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUnrated +
Reflex Save ProgressionPoor +
SkillAutohypnosis +, Balance +, Bluff +, Climb +, Concentration +, Diplomacy +, Disguise +, Escape Artist +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Martial Lore +, Profession +, Psicraft +, Search +, Sense Motive +, Spot +, Survival +, Swim +, Truespeak +, Tumble + and Use Psionic Device +
Skill Points4 +
SummaryA psionic martial initiator, using Mind Blade-like psychic weaponry. +
TitleMindrazor +
Will Save ProgressionGood +