Alright, I have just two things I want to know.
First off, does this make sense as written. I know that several interactions with other mechanics (such as PrC advancement) aren't well defined, but does the basic mechanic look workable?
Second, do you think this would make a good basis for an arcane Swordsage?
Third, does this look interesting?
Sorry, three things. Does it make sense, would it work for an arcane Swordsage, is it interesting, and is it horrendously broken or anything?
Er, four things, rather. Does it make sense, would it work for an arcane Swordsage, is it interesting, is it broken, and am I stretching the Monty Python Spanish Inquisition joke too far?
Ah, yes, five things. I hope you have your comfy chair.
Table: The Psionic Warblade Hit Die: d10
Level | Base Attack Bonus | Fort Save | Reflex Save | Will Save | Special | Powers Known | Powers Readied | Stances Known |
1st | +1 | +0 | +0 | +2 | Battle clarity (Reflex saves), wild talent | 3 | 3 | 1 |
2nd | +2 | +0 | +0 | +3 | Channel strike | 4 | 3 | 1 |
3rd | +3 | +1 | +1 | +3 | Battle ardor (critical confirmation) | 5 | 3 | 1 |
4th | +4 | +1 | +1 | +4 | -- | 5 | 4 | 2 |
5th | +5 | +1 | +1 | +4 | Free Augment +1 | 6 | 4 | 2 |
6th | +6/+1 | +2 | +2 | +5 | -- | 6 | 4 | 2 |
7th | +7/+2 | +2 | +2 | +5 | Battle cunning (damage) | 7 | 4 | 2 |
8th | +8/+3 | +2 | +2 | +6 | -- | 7 | 4 | 2 |
9th | +9/+4 | +3 | +3 | +6 | Free augment +2 | 8 | 4 | 2 |
10th | +10/+5 | +3 | +3 | +7 | -- | 8 | 5 | 3 |
11th | +11/+6/+1 | +3 | +3 | +7 | Battle skill (opposed checks) | 9 | 5 | 3 |
12th | +12/+7/+2 | +4 | +4 | +8 | -- | 9 | 5 | 3 |
13th | +13/+8/+3 | +4 | +4 | +8 | Free augment +3 | 10 | 5 | 3 |
14th | +14/+9/+4 | +4 | +4 | +9 | -- | 10 | 5 | 3 |
15th | +15/+10/+5 | +5 | +5 | +9 | Battle mastery (attacks of opportunity) | 11 | 6 | 3 |
16th | +16/+11/+6/+1 | +5 | +5 | +10 | -- | 11 | 6 | 4 |
17th | +17/+12/+7/+2 | +5 | +5 | +10 | Free augment +4 | 12 | 6 | 4 |
18th | +18/+13/+8/+3 | +6 | +6 | +11 | -- | 12 | 6 | 4 |
19th | +19/+14/+9/+4 | +6 | +6 | +11 | -- | 13 | 6 | 4 |
20th | +20/+15/+10/+5 | +6 | +6 | +12 | Stance mastery | 13 | 7 | 4 |
Class skills (4 + Int modifier per level): Balance, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (history), Knowledge (local), Knowledge (psionics), Psicraft, Swim, Tumble.
[spoiler]
Weapon and Armor Proficiency: You are proficient with all simple and martial melee weapons (including those that can be used as thrown weapons), light armor, and all shields except tower shields.
Psionic Initiating: Psionic Warblades meld psionics with the Sublime Way, learning to manifest powers in a manner similar to the way a martial adept initiates maneuvers. As a Psionic Warblade, you learn powers from your power list in the same way that a Warblade learns maneuvers and stances, except that you must also have an Intelligence score of at least 10 + the power's level to learn a power. Once you learn a power in this way, you can ready and use it in the same way that a Warblade would ready a maneuver (or a stance if the power is denoted as acting like a stance). Your powers are treated as both powers and maneuvers. They are subject to power resistance, provoke attacks of opportunity when manifested, and can be augmented, but otherwise follow the rules for maneuvers. Your powers are expended once used, but you can recover them as a Warblade recovers his maneuvers.
Your manifester level is equal to your initiator level. When you initiate a Psionic Warblade power, it is treated as though you spent a number of power points to manifest it equal to your initiator level when you learned it, to a maximum of your current manifester level. If you have any remaining power points, you can spend them to further augment your powers, but the total effective number of power points spent is still limited by your manifester level. For example, if your manifester level is 8 and you learnt a power when your initiator level was 5, you could manifest that power normally, treating it as though you spent 5 power points to manifest it, or you could add up to 3 of your own power points to augment it further, up to a maximum effective total of 8 power points spent.
Battle Clarity (Ex): As the Warblade ability.
Wild Talent: You gain Wild Talent as a bonus feat. If you already have it, you instead gain Psionic Talent as a bonus feat.
Channel Strike (Ex): Beginning at 2nd level, you can channel a Psionic Warblade strike power you manifest through a melee weapon you wield. This must be a power that requires you to make a single attack (melee or ranged, or even a ray) or that has a single creature as a target. If you do, you do not provoke attacks of opportunity for manifesting that power. Make a single attack with your melee weapon. If the attack hits, the creature you struck takes the normal effects of your attack, and the effects of your power (which is treated as having hit the creature if the power required an attack roll). If your attack misses, the power is wasted and has no effect (although it is still expended as normal).
Battle Ardor (Ex): As the Warblade ability.
Free Augment (Ex): Beginning at 5th level, the number of power points that you are treated as having spent on your Psionic Warblade powers is increased by 1, to a maximum of your manifester level. This improves by one additional power point every 4 level thereafter.
Battle Cunning (Ex): As the Warblade ability.
Battle Skill (Ex): As the Warblade ability.
Battle Mastery (Ex): As the Warblade ability.
Stance Mastery (Ex): As the Warblade ability.
[/spoiler]
Psionic maneuvers:
[spoiler]
Strikes - Use a standard action to initiate/manifest. They otherwise work normally as the power they mimic.
Boosts - Use a swift action to initiate/manifest. Duration is until the end of turn.
Counters - Use an immediate action to initiate/manifest. Duration is until the beginning of your next turn.
Stances - Use a swift action to initiate/manifest. Duration is stance.
[/spoiler]
Note: Several power maneuvers are at different levels from where they are normally found as powers. Some also have minor changes from the normal rules of psionic maneuvers.
Power list:
[spoiler]
1
Biofeedback (Counter)
Bite of the Wolf (Boost)
Burst (Boost)
Claws of the Beast (Stance)
Compression (Stance) - Cannot be augmented.
Crystal Shard (Strike)
Dissipating Touch (Strike)
Expansion (Stance) - Cannot be augmented.
Force Screen (Counter)
Grip of Iron (Stance)
Inertial Armor (Stance)
Precognition, Defensive (Counter)
Precognition, Offensive (Boost)
Prescience, Offensive (Boost)
Stomp (Strike)
Vigor (Counter) - Protects against a single source of damage only. Duration is instantaneous.
2
Concealing Amorpha (Stance)
Concussion Blast (Strike)
Detect Hostile Intent (Stance)
Dimension Swap
Dissolving Touch (Strike)
Energy Adaptation, Specified (Counter)
Inflict Pain (Strike)
Psionic Lion's Charge (Boost)
Recall Agony (Strike)
Swarm of Crystals (Strike)
Wall Walker (Stance)
3
Claws of the Vampire (Boost)
Concealing Amorpha, Greater (Counter)
Evade Burst (Counter)
Exhalation of the Black Dragon (Strike)
Share Pain, Forced (Counter)
Telekinetic Thrust (Strike)
Touchsight (Stance)
Vampiric Blade (Boost)
4
Dimension Door, Psionic
Dimensional Anchro, Psionic (Strike)
Empathic Transfer, Hostile (Strike)
Energy Adaptation (Counter)
Freedom of Movement, Psionic (Counter)
Immovability (Counter)
Inertial Barrier (Stance)
Intellect Fortress (Counter)
Mindwipe (Strike)
Psychic Vampire (Strike)
Steadfast Perception (Stance)
5
Baleful Teleport (Strike)
Hail of Crystals (Strike)
Power Resistance (Stance)
Shatter Mind Blank (Strike)
Second Chance (Boost)
6
Breath of the Black Dragon (Strike)
Cloud Mind, Mass (Boost)
Mind Blank, Personal (Counter)
Retrieve (Strike)
7
Disintegrate, Psionic (Strike)
Divert Teleport (Counter)
Fate of One (Counter)
Form of Doom (Stance)
Hustle (Boost)
Reddopsi (Counter)
Ultrablast (Strike)
8
Decerebrate (Strike)
Fission (Boost)
Recall Death (Strike)
Shadow Body (Boost)
True Metabolism (Stance)
9
Assimilate (Strike)
Temporal Acceleration (Boost)
Timeless Body (Counter)
Tornado Blast (Strike)
[/spoiler]