Move action to imbue, Mind Blade retains charge until successful attack Affects all living, non-mindless creatures Psionic Body* Up The Walls* Weapon Focus(Mind Blade)^ Wild Talent^
Halflings: +2 DEX, +1 for thrown weapons, Great when using the throw mind blade class feature Gnomes: +2 CON, innate magical ability, allowing for more tricks in and out of combat. I'd recommendĪgainst it, as you're already hurting for feats as is.ĭwarves: +2 CON, have plenty of useful combat traits and resistances. You can swap STR and DEX if you plan on getting Weapon Finesse for your mind blade. INT: Boosts your Know(Psionics), you need 8 true ranks here, and 4 in Know(Religion) to qualify forĭEX:Boosts AC and skills such as Tumble. So long as the modifier is +0 or greater by character level ten, it's all good. I'd recommend 13+ĬHA: Pumps up the save DC for your Illumine Soul abilities. You want at least a 13 to qualify for some of the feats.ĬON: Boost in health and some skills. Grants power points for Psychic Warrior Class. WIS: Used primarily for your Auto-hypnosis skill. STR: Needed for your to hit bonus, damage bonus. Starting Ability Scores (Before Racial Adjustments): Items that boost STR, CHA, attack bonus, and the like will be of value to this build. No additional magic items or armor were used here.Ĭurrently equipped with a masterwork chainshirt, two daggers, a backpack, some bedrolls, a lantern, and candles.
I decided to build this using my actual character sheet in my DM's undead heavy campaign.Ī slow-starting build that will be able to hold it's own in any undead-centric campaign, especially mid-level and beyond. This came forth after a discussion in where I was defending the 'underpowered, lame class'.