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So I felt there was another way to go with that mindblade archtype. I made a few modifications and now I have this. I would like to change out some of the weapon enchantment abilities I just don't know which ones to switch out and which ones to replace them with.
Psychic warrior (magus archtype)
Spells: A psychic warrior casts spells from the magus spell list as psychic spells. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a psychic warrior must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC to resist a psychic warrior’s spell is equal to 10 + the spell’s level + the psychic warrior’s Intelligence modifier.
Like other spellcasters, a psychic warrior can cast only a certain number of spells of each spell level per day. He knows the same number of spells and receives the same number of spells slots per day as a bard of his magus level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1–3 on page 17 of the Core Rulebook).
At 5th level and every 3 levels thereafter, a psychic warrior can learn a new spell in place of one he already knows, using the same rules as a bard. In effect, the psychic warrior loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and the new spell must be at least 1 level lower than the highest-level spell the psychic warrior can cast.
A psychic warrior need not prepare her spells in advance. He can cast any magus spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
This ability replaces the magus’s spellcasting.
Psychic Pool (Su): A psychic warrior gains a psychic pool, similar to a normal magus’s arcane pool.
At 1st level, a psychic warrior can expend 1 point from his psychic pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst,s peed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the psychcic pool point is spent and cannot be changed until the next time the psychic warrior uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the psychic warrior.
A psychic warrior can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
This ability replaces arcane pool, and counts as arcane pool for the purpose of feats, abilities, and class features.
Psychic Access (Su): At 4th level, the psychic warrior gains access to an expanded spell list. He adds two spells from the psychic class spell list to his magus spell list as magus spells of the same spell level. These must be spells of levels the psychic warrior is able to cast. At 7th, 11th, 14th, and 19th levels, he adds two more psychic class spells to his spell list, following the same restrictions. When a psychic warrior takes the spell blending arcana, he gains spells from the psychic class spell list instead of the wizard spell list.
This ability replaces spell recall, knowledge pool, improved spell recall, and greater spell access.
Dual Weapons (Su): At 7th level, a psychic warrior can maintain two enhanced weapons at a time or a both ends of a double weapon, though each weapon (or each end of a double weapon) has an enhancement bonus 1 lower than normal. This requires two separate swift actions, and the points must be payed separately. Starting at 12th level, each of the two psychic weapons (or each end of a double weapon) instead has an enhancement bonus 2 lower than normal. When using two-weapon fighting with two weapons or double weapon, the mindblade can use his spell combat ability as though he had a hand free. This ability replaces medium armor.
Dual Enhancement (Su): At 13th level, a mindblade can enhance two weapons with the same swift action. He must pay the cost for both weapons. Also, when wielding a weapon two-handed, he can use his spell combat ability as though he had a hand free. This ability replaces heavy armor.

Johnny_Devo |

At a cursory glance, the only change i see is that you're enhancing an existing weapon instead of making your own. While i see that its stronger in numbers since you can get good bonuses by throwing gold at it, i feel it takes away from the coolest part of the archetype. What are your thoughts on that?

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I also kept improved and greater spell combat, I felt this would help with the +10 to casting while in combat (I know, I know the whole 5 foot step thing off sets it too). The ability to manifest a weapon out of thin air was something that drew me to the soulknife back in the 3.5 days. And when the mindblade came out it did make me a bit nostalgic. Then I got over it. As far as the name goes, I could call it captain peanut butter pants for all I care, Psychic Warrior was just the first thing to pop into my mind. Ever since the magus came out people have looked for a way to fight with a two handed weapons, or two weapons, or a double weapon. The old Dagger Mage PRC was also a favorite of mine, dual wield daggers and cast magic. Psychic magic and the mindblade gave us that. I just felt the mindblade gave up a very important part of the class that would help with that +10 DC just so you could summon any weapon. Let's face it, with a handy haversack you can accomplish the same effect. I know my group ends up selling so many weapons or just putting them on the loot list and forgetting about them it's ridiculous. Plust mindblades can't make Holy Avengers, Sunblades, or Flametounges, or any of the other cool unique weapons.