Psionic ClassesPsionI think any fixes needed can come in the form of fixing certain powers. Most of these corespond to broken spells.
Psychic WarriorThe psychic warrior adds 2 power points cumulative per level.
[spoiler=PP progression]
Level old PP new PP
1 0 2
2 1 5
3 3 9
4 5 13
5 7 17
6 11 23
7 15 29
8 19 35
9 23 41
10 27 47
11 35 57
12 43 67
13 51 77
14 59 87
15 67 97
16 79 111
17 91 125
18 103 139
19 115 153
20 127 167
[/spoiler]
SoulknifeThe soulknife will be dropped, and an ACF will be available to the psychic warrior. The original link can be found at
The Mind's Eye.
[spoiler=Soulbound Weapon]
Soulbound Weapon You can summon a specific weapon to your hand that is bound to your very soul.
Level: 1st and 2nd.
Replaces: You lose your 2nd-level bonus feat.
Benefit: You must choose a soulbound weapon at 1st level and you gain the Weapon Focus feat with this weapon. Also, the first power you learn must be call weaponry. You can summon your chosen soulbound weapon to your hand using call weaponry.
At 2nd level, you gain the soulbound weaponclass ability, and the weapon you summon using call weaponry is of the same type as you chose at 1st level. Its physical appearance slowly changes, growing in power as you do. You must manifest the power call weaponry to obtain your soulbound weapon; you retain the weapon for the duration of the power. You may still use the call weaponry power as normal if you wish. This is a specific weapon every time you summon it, and it automatically gains a weapon enhancement at the following levels:
4th +1 weapon
8th +2 weapon
12th +3 weapon
16th +4 weapon
20th +5 weapon
Also, add the following augmentation to your call weaponry power:
Augmentation: When you manifest your soulbound weapon, for each additional 5 power points you spend, you may add a weapon enhancement of +1 value to the weapon. For example, if you spend an additional 10 power points, you could add two +1 weapon enhancements or a single +2 weapon enhancement.[/spoiler]
WilderPowers KnownThe wilder starts at first level with two powers known. Each level thereafter, she learns another power.
Wild Surge/Psychic EnervationThis version of Wild Surge removes the need for Psychic Enervation. Now, surging is a gamble, slightly in favor of the wilder. When using wild surge, your manifester level is modified (see the table below). If the power has an augment cost, any boost to your manifester level adds the same amount of points when you activate the power (so you can augment for free). If your manifester level drops below one, the power fails. Note that this mofification is applied
after any other effect that would adjust your manifester level, such as the Practiced Manifester feat.
Wilder Manifester
level level
______________________
1-4 +1d4-2
5-8 +2d4-4
9-12 +3d4-6
13-16 +4d4-8
17-20 +5d4-10
Volatile Mind If someone targets you with a mind affecting spell, power, or ability, they must make a Will save (DC 10 + 1/2 Wilder level + Cha mod) or be dazed for one round. This does not apply if you are in a mind affecting area of effect. Volatile Mind is a mind affecting ability, although it does not trigger Volatile Mind from other wilders.