Kinetic Champion

 

Entry Requirements

Base Attack Bonus: +5

Feat: Combat Manifestation.

Manifesting: Must be able to manifest 1st level psionic powers, including at least one psychokinetic power.

Special: Must be proficient with at least one martial weapon.

 

Class Features

Manifesting: At each level, you gain additional power points per day, an increase in manifester level, and access to new powers as if you had also gained a level in a manifesting class to which you belonged before adding the prestige class level.  You do not, however, gain any other benefit a character of that class would have gained.  If you had more than one manifesting class before becoming a kinetic champion, you must decide to which class to add each level for the purpose of determining power points, manifester level, and powers known.

                Kinetic Armor (Su): Any time you manifest a psychokinetic power that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your kinetic champion class level.  Kinetic champions rely on inertial armor, force screen, and similar powers instead of actual armor.

                Extended Kinesis (Su): You depend on your psychokinetic powers to protect you in combat.  Double the duration of psychokinetic powers you manifest, as if you had applied the Extend Power feat to them (but without any increased power point expenditure or use of psionic focus).

                Swift Kinesis (Su): Beginning at 2nd level, you can manifest psychokinetic powers as a swift action, as if you had applied the Quicken Power feat to them (but without any increased power point expenditure or use of psionic focus).  The maximum level of power you can quicken in this way is equal to ½ your class level (rounded up).

                Psionic Boost (Su): Beginning at 4th level, you gain the ability to burn psionic energy to empower your martial abilities.  As a swift action, you can spend some of your power points to gain the following insight bonuses for 1 round.

·         Bonus on attack rolls equal to ½ the number of power points expended, rounded up.

·         Bonus on weapon damage rolls equal to ½ the number of power points expended, rounded up, then multiplied by two.

·         Bonus to AC equal to ½ the number of power points expended, rounded up.

·         Bonus on saving throws equal to ½ the number of power points expended, rounded up.

·         Resistance to acid, cold, electricity, fire, and sonic equal to ½ the number of power points expended, rounded up, then multiplied by five.

 

Martial Manifester (Ex): At 5th level, you master the art of combining your militant and psionic training.  From this point on, your manifester level in a chosen manifesting class is equal to your base attack bonus (unless it would otherwise be higher).  For example, a 7th level fighter/1st level psion/5th level kinetic champion has a base attack bonus of +12 (and thus a manifester level of 12th).  You can apply this benefit to only one manifesting class to which you have added manifester levels by your advancement as a kinetic champion.