Dark Templar Substitution Levels

Similar drafts of other Starcraft content can be found here: Starcraft d20

These substitution levels apply to the soulknife class (XPH 26), and represent an attempt at mimicking the dark templar from Starcraft.
Hit Die: d6.

REQUIREMENTS
To take a dark templar substitution level, a character must be a member of the protoss race about to take the corresponding level of soulknife.

CLASS SKILLS
Dark templar substitution levels possess every skill as a class skill.
Skill Points at Each Level: 8 + Int modifier.

DARK TEMPLAR SUBSTITUTION LEVELS
LevelBase
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
 Special
2nd+1+0+3+3 Void Step, Void Study, Void's Touch
5th+3+1+4+4 Free Draw, Warp Blade, Warp Focus
6th+4+2+5+5 Void's Embrace, Mind Blade Enhancement +1
9th+6+3+6+6 Mobile Assault, Psychic Assault, Weapon Adept   

CLASS FEATURES
All of the following are features of the dark templar substitution levels.
Void Step (Ex): Starting at 2nd level, a dark templar gains all the benefits of the pass without trace spell. A dark templar can suspend or resume this ability as a free or immediate action. This ability replaces the Throw Mind Blade ability normally gained by a 2nd-level soulknife. In addition, whenever the dark templar would normally gain the Knife to the Soul or Multiple Throw ability, he instead gains a +2 bonus to all skill and ability checks that are Dexterity-based.
Void Study (Ex): Upon reaching 2nd level, a dark templar with at least 3 power points, may permanently sacrifice 2 of them to gain one of the following as a bonus feat: Darkstalker (LoM 179), Mind Mask (SoS 117) or Open Minded (XPH 48).
Void's Touch (Ex): After becoming a 2nd-level dark templar, a creature that gains the Psychic Strike ability has each die of additional damage it normally provides reduced to 1d6. However, the additional damage may be applied to any target the mind blade successfully hits, always dealing full damage to objects.
Warp Blade (Su): Starting at 5th-level, a dark templar wielding a mind blade, may transform it into a warp blade using entropic void energy as a free action, even in areas where psionics don't function. This change persists until it is dismissed as a free action. All other features that apply to a normal mind blade, also apply to a warp blade. In fact, a warp blade is identical to a mind blade in every way but the following:
  • A warp blade lacks physical substance, cannot be harmed and is always considered a light melee weapon made for use in a single hand. A warp blade cannot be thrown or used at range using any ability.
  • Attacking with a warp blade does not end any form of invisibility its wielder may possess.
  • A warp blade always retains its enhancement bonus in areas where psionics don't function.
  • Attacks with a warp blade are melee touch attacks that deal an amount of untyped energy damage appropriate for a weapon of its size and shape, plus its wielder's highest mental ability modifier. Strength does not apply to the damage dealt by a warp blade.
  • A warp blade always deals full damage against objects (although hardness still applies).
  • When attacking with a warp blade, its wielder may apply a -2 penalty to the attack roll before it is made. If the attack succeeds against an object or structure, the damage dealt ignores its hardness. If the attack succeeds against a creature, the damage dealt by the warp blade itself is always considered normal damage in spite of any Regeneration ability the creature might have.
  • Once per round during its wielder's turn, a warp blade may be used as a reach weapon for a single attack.
Warp Focus (Ex): In exchange for becoming a 5th-level dark templar, a creature may never gain the Shape Mind Blade ability normally gained by a 5th-level soulknife.
Void's Embrace (Ex): Starting at 6th level, a dark templar may render himself invisible as a standard action that does not provoke attacks of opportunity. This ability is inherent and not subject to the invisibility purge spell. While the effect of this ability is permanent, it ends instantly when the dark templar wills it, falls alseep, goes unconscious or takes any action that would normally end an invisibility spell. This ability replaces Speed of Thought normally gained as a bonus feat by a 6th-level soulknife.
Mobile Assault (Ex): Starting at 9th level, a dark templar may, as a full-round action, move his speed and take any standard action at any point during that movement. This ability replaces the Bladewind ability normally gained by a 9th-level soulknife.
Psychic Assault (Ex): Starting at 9th level, a dark templar with the Psychic Strike ability, may take a standard action to both charge his mind blade with it and make a single melee attack using that mind blade.
Weapon Adept (Ex): At 9th level, a dark templar without the Psychic Strike ability gains Greater Weapon Focus (mind blade) as a bonus feat.

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