Mindknight
Requirements
Base Power Points/Day: 6+ (not including bonus power points).
Other: Induction into order.
- Hit Die
- d8
- Skill Points
- 4+ Int
Class Skills
| Balance | DEX |
| Climb | STR |
| Concentration | CON |
| Escape Artist | DEX |
| Hide | DEX |
| Jump | STR |
| Knowledge (psionics) | INT |
| Listen | WIS |
| Move Silently | DEX |
| Spot | WIS |
| Swim | STR |
| Tumble | DEX |
Advancement
| Level | BAB | Fort | Ref | Will | Special | UAB | UDS | UDM | UDL | AC Bonus | Power Points/ Day | Powers Discovered |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | +1 | +2 | +2 | +2 | +0 | 1d4 | 1d6 | 1d8 | +0 | — | — | |
| 2 | +2 | +3 | +3 | +3 | Disarm mind | +1 | 1d4 | 1d6 | 1d8 | +0 | *see text | +1 manifester level |
| 3 | +3 | +3 | +3 | +3 | First Pillar | +2 | 1d4 | 1d6 | 1d8 | +0 | — | — |
| 4 | +4 | +4 | +4 | +4 | +3 | 1d6 | 1d8 | 1d10 | +0 | *see text | +1 manifester level | |
| 5 | +5 | +4 | +4 | +4 | Second Pillar | +3 | 1d6 | 1d8 | 1d10 | +1 | — | — |
| 6 | +6 | +5 | +5 | +5 | +4/+1 | 1d8 | 1d10 | 2d6 | +1 | *see text | +1 manifester level | |
| 7 | +7 | +5 | +5 | +5 | Third Pillar | +5/+2 | 1d8 | 1d10 | 2d6 | +1 | — | — |
| 8 | +8 | +6 | +6 | +6 | +6/+3 | 1d10 | 2d6 | 2d8 | +1 | *see text | +1 manifester level | |
| 9 | +9 | +6 | +6 | +6 | Fourth Pillar | +6/+3 | 1d10 | 2d6 | 2d8 | +1 | — | — |
| 10 | +10 | +7 | +7 | +7 | Fifth Pillar | +7/+4/+1 | 1d10 | 2d6 | 2d8 | +2 | *see text | +1 manifester level |
All of the following are class features of the mindknight prestige class.
Weapon and Armor Proficiency: Mindknights gain no proficiency in any armor or weapons, though they retain any knowledge gained from former classes.
Power Points*: Mindknight’s gain power points every other level starting at 2nd level, as though they gained a level of psychic warrior. MindknightÂ’s do not gain bonus power points
Powers Discovered: Mindknight’s discover powers every other level starting at 2nd level, as though they gained a level of psychic warrior. Powers are chosen from the psychic warrior power list. Their effective manifester level is increased by one every for every two levels of the prestige class.
Psionic Combat: Psionic attack and defense modes are discovered as though the character were a psychic warrior of the same level as the prestige class (characters do not forget previously discovered attack and defense modes).
0-Level Powers: Mindknight’s levels count towards the level of psychic warrior for purposes determining the number of free manifestations per day of your 0-level powers.
AC Bonus: When the mindknight is wearing no armor or shield, she receives the AC bonus listed below. As noted above, the character retains any knowledge or proficiencies gained from former classes, so this bonus stacks with any AC bonus she receives for gaining levels as a monk. For example, a 10th-level monk who has 5 levels of mindknight has a total AC bonus of +3 (+2 for the monk and +1 for the mindknight). This AC bonus represents a preternatural awareness of danger, and a mindknight does not lose it even when in situations when she loses her Dexterity modifier due to being unprepared, ambused, stunned, and so on. However, she does lose this AC bonus when immobilized.
Unarmed Damage: The mindknight is an expert at unarmed combat, and so her attacks do the damage listed below. Her damage improves at 6th and at 8th level. This does not stack with the unarmed damage dice roll she would gain as a monk. If the mindknight has monk levels, she uses the greater of her two unarmed damage rolls.
Disarm Mind: At 2nd level, the mindknight gains the feat Disarm Mind for free. She loses this ability while wearing armor or shield.
First Pillar: At 3rd level, the mindknight has mastered the First Pillar: “With power comes responsibility.” She gains a +2 circumstance bonus to hit and damage when she is defending weaker individuals (sentient beings with either fewer Hit Dice or character levels).
Second Pillar: At 5th-level, the mindknight has mastered the Second Pillar: “Solidity of Mind.” She becomes immune to all mind-affecting spells and spell-like effects, such as charm person or sleep.
Third Pillar: At 7th-level, the mindknight has mastered the Third Pillar: “Solidity of Body.” She is immune to all poisons and all nonmagical diseases. She gains a +5 circumstance bonus to saving throws to resist magical diseases.
Fourth Pillar: At 9th-level, the mindknight has mastered the Fourth Pillar: “Nonattachment.” She may manifest the etherealness power as a free action 2/day.
Fifth Pillar: At 10th-level, the mindknight has mastered the Fifth Pillar, “Transcendence.” Her type changes to outsider, and she gains damage reduction 20/+1.