Illumine Soul
(Complete Psionic variant, p. 33)
The illumine soul is a living conduit of positive energy. He is able to forge a blade of semisolid psychic energy and infuse it with the essence of the Positive Energy Plane to deal lethal strikes to undead opponents. As an illumine soul practices this unique talent, he learns to fill up his being with the power of the Positive Energy Plane, becoming a light in the darkness and turning undead away from his radiance.
Desirous of something more than raw psychic energy, an illumine soul learns to reach behind the sky and form a mental link with the Positive Energy Plane. He entwines this energy with that of his own psionic mastery to create a formidable weapon of brilliance that extinguishes all shadows.
Whether multiclass or single-classed, illumine souls must have some levels in the soulknife class, since it is that class from which they gain some of their necessary requirements. However, while soulknives focus on working with pure psychic energy, illumine souls infuse their mind blade (and mind and body as well) with positive energy. While not necessarily interested in or beholden to divine agencies, illumine souls focus a portion of their studies on religious matters to better understand the source of powerdrawn upon by clerics and paladins.
Requirements
Alignment: Any non-evil.
Skills: Knowledge (psionics) 8 ranks , Knowledge (religion) 4 ranks
Special: Mind blade, psychic strike +1d8.
Hit die
d10
Skill points
4 + Int
Class Features
Positive Energy Conduit (Su): At 1st level, you forge a permanent link with the Positive Energy Plane that charges your psychic strike with positive energy. This link allows you to deal damage to undead (both intelligent and mindless) using your psychic strike.
Improved Mind Blade (Ex): You add your illumine soul levels to your levels in the soulknife class to determine your mind blade's enhancement bonus on attack rolls and damage rolls and the mind blade enhancement class feature you have as a soulknife. In addition, you can add ghost touch to the list of weapon special abilities you can choose from (EPH 29).
Psychic Strike (Su): This ability functions like the soulknife ability of the same name. The extra damage dealt increases by 1d8 points at 1st and 4th levels. The bonuses on damage stack with psychic strike bonuses from your soulknife class levels.
Positive Energy Ray (Ps): At 2nd level, you can project a ray of positive energy from your mind blade that deals damage (on a successful ranged touch attack) to any undead creature within 60 feet that it strikes. It takes a standard action to project a positive energy ray, and the ray deals 2d6 points of damage for every class level you have. You can project such a ray a number of times per day equal to your illumine soul class level.
Death Ward (Ps): When you expend your psionic focus, you gain protection against the powers of undeath for 1 minute. While enjoying this protection, you are immune to all magical and psionic death effects, energy drain, and any negative energy effects. This ability doesn't remove negative levels that you have already gained, nor does it affect the saving throw you must make 24 hours after gaining a negative level.
Undead Mind Bane (Su): At 3rd level, your mind blade becomes permanently enhanced with the undead bane weapon special ability (DMG 224). This weapon enhancement remains constant, despite any other changes or modifications you might make to your mind blade (for instance, using the mind blade enhancement ability of the soulknife).
Positive Energy Healing (Su): When you reach 4th level, your connection with the Positive Energy Plane provides you with a healing ability that you can use on yourself once per day. This healing kicks in automatically (without any action on your part) on the first occasion in a 24-hour span when your hit points drop to 0 or lower. When this occurs, a flood of positive energy discharges through the conduit you maintain with the Positive Energy Plane and instantly heals 5d8+5 points of damage. This healing is timely enough to keep you alive if the amount of damage you just took was otherwise enough to kill you, assuming that the healing you receive leaves your current hit points at ?9 or higher.
Positive Energy Flare (Ps): Upon reaching 5th level, you can take a standard action and expend your psionic focus to radiate positive energy that deals damage to all undead within 30 feet of you. You deal 2d6 points of damage for every class level you have to all undead within range. The affected undead get a Will save (DC 10 + your illumine soul level + Cha modifier) for half damage.
AdvancementLevel | BAB | Fort | Ref | Will | Special |
---|---|---|---|---|---|
1st | +0 | +2 | +0 | +2 | Positive energy conduit, improved mind blade, psychic strike +1d8 |
2nd | +1 | +3 | +0 | +3 | Positive energy ray, death ward |
3rd | +2 | +3 | +1 | +3 | Undead mind bane |
4th | +3 | +4 | +1 | +4 | Positive energy healing, psychic strike +2d8 |
5th | +3 | +4 | +1 | +4 | Positive energy flare |
Class skills
Skill name | Key ability | Trained only | Armor check penalty |
---|---|---|---|
Autohypnosis | WIS | ||
Climb | STR | ||
Concentration | CON | ||
Craft | INT | ||
Heal | WIS | ||
Hide | DEX | ||
Jump | STR | ||
Knowledge (psionics) | INT | ||
Knowledge (religion) | INT | ||
Listen | WIS | ||
Move Silently | DEX | ||
Profession | WIS | ||
Spot | WIS | ||
Tumble | DEX |