The Sublimal

Hit Point Rate: 6

Class Skills: Autohypnosis, Acrobatics, Bluff, Concentration, Craft, Disable Device, Escape Artist, Knowledge (planes), Knowledge (local), Knowledge (psionics), Insight, Investigation, Perception, Profession, Sleight of Hand, Stealth

Skill Points: 6 + Int per level

Level BAB Fort Will Ref Class Features
1 0 -2 +2 +2 Psionic Augment, Trapfinding, Manifester, Lesser Archetype Power
2 +1 -1 +3 +3 Dirty Fighting, Lesser Racial Power
3 +2 0 +4 +4 Moderate Archetype Power
4 +3 +1 +5 +5 Microkinesis, Moderate Racial Power
5 +4 +2 +6 +6 Duplex Augment
6 +5 +3 +7 +7 Capstone PLA, Greater Archetype Power, Greater Racial Power

Class Features

Proficiencies: The sublimal is proficient with light armor and bucklers. He is proficient with simple weapons, the rapier, the longsword, the short bow, the short sword, the sap, and the hand crossbow. A sublimal may manifest powers with weapons wield but may not wear an armor heavier than light.

Psionic Augment: A sublimal can augment her next melee attack with a special psionic power that can be activated as a free action once per turn. This class feature counts as lurk augment for feat purposes. Augmentations last for exactly one attack unless otherwise specified. Some augments can be improved by using power points, the maximum power points spend on lurk augmentation per turn is equal to the lurks manifester level. The sublimal may choose to lose her psychic focus instead of spending power points to use a psionic augment. A Sublimal has 3 + her intelligence modifier lurk augments per day. Finally, the augmented attack counts as a psionic power and allows psi resistance. As a spell it also adds the lurks intelligence modifier to damage.

Psionic Backstab: The sublimals attack deals 1d6 points of damage per power point to opponents susceptible by dirty fighting. The bonus damage dices from psionic backstab may be used for ambush feats. Minimum level 1.

Synaptic Disconnect: The opponent counts as flat-footed for this one attack and it has to perform a will save. If the opponent fails its saving throw it loses its dexterity modifier to AC until the end of your next turn. Per 4 additional power points you may extend the duration by one turn. Minimum level 3.

Unfocusing Strike: After hitting your opponent loses all temporary passive effects as its aura, bard music, psionic focus, rage, stance, boost, style, combat expertise and defensive fighting and such effects cannot be activated during their next turn. If the target succeeds a will save they may still not activate or switch these abilities but can keep it activated. Per 4 additional power points you may increase the duration by one turn. Minimum level 5.

Mental Assault: After hitting your opponent the the opponent may not use spell-like abilities as spells, spell-like abilities, strike maneuvers or psionic powers for 1 turn. If the target succeeds a will save it may use such abilities but swift and immediate actions become standard and standard actions become full-round actions. Per 4 additional power points you may extend the duration by one turn. Minimum level 7.

The saving DC if applicable is intelligence-based.

Trapfinding: As the rogue ability.

Manifester: The subliminal manifests powers as a srd20 lurk (int based) but may also choose powers from the psionic/wilder list and psychic warrior list. However, you may not learn the hustle power.

Powers
LevelPointsKnownMaximum Power Level
1st421st
2nd831st
3rd1241st
4th1662nd
5th2072nd
6th2482nd

Dirty Fighting: The sublimal uses dirty fighting automatically when attacking an opponent that suffers from any of the following conditions: Dexterity denied to AC, flanked, unarmed (without improved unarmed strike), prone. And when performing attacks of opportunity and readied attacks. The sublimal receives +2 attack bonus and 2+ her level as bonus precision damage when fighting dirty.

Microkinesis: The subliminal gains the ability to manipulate small mechanisms and machinery telekinetic, allowing him to perform Disable Device or Open Lock checks from up to thirty feet away. He no longer takes a penalty for not having the appropriate tools. From now he may use his intelligence modifier instead of his dexterity modifier for such checks.

Duplex Augment: The sublimal may use two lurk augments at the same time. If she does so it uses up two uses and the power point cost is the combined cost and may not exceed the power point limit of a single augmentation.

Capstone PLA: At 6th level, the subliminal gains the ability to manifest a particular power as a psi-like ability 1/day, as appropriate for his archetype. His manifester level is equal to his hit dice, and the DC of the power, if applicable, is based on his Intelligence modifier.

Feats: Deceptive Strike, Epic Psionic Refreshment, Improved Sneak Attack, Lifelines, Unstable Augmentation

Archetypes

Deadmind

The deadmind may choose any powers from the telepathy discipline.

Bonus Powers:

Lesser Archetype Power: A deadmind may choose to add her intelligence modifier to will saves instead of her wisdom modifier and instead of her strength modifier for attack and damage rolls. However, converted damage has not the heavy damage property.

Moderate Archetype Power: A deadmind may use any psionic augment when using telepathy powers. E.g. a psionic backstab mind thrust. Intelligence based damage bonus becomes precision damage.

Greater Archetype Power: A deadmind receives a +4 bonus on saving throws versus hostile mind-affecting and scying spells, powers, and effects.

Feats: Phantom Touch

Razor

The Razor may choose any powers from the psychokinesis discipline.

Bonus Powers:

Lesser Archetype Power: A razors psionic backstab, Psionic Weapon and similar bonus damage is always elemental choose an element from cold, electricity and fire. When the razor deals elemental damage of a single type she receives a special bonus depending on the type:

Cold: This energy type deals +1 point of damage per die.

Electricity: This energy type provides +2 on attack rolls.

Fire: This energy type deals +1 point of damage per die.

Moderate Archetype Power: If a razor successfully connects with an attack that threatens a critical hit, it is automatically confirmed - no second attack roll is necessary. On a critical hit the razor simply multiplies all kinds of damage.

Greater Archetype Power: While under the effect of weapon of energy the Razor converts all physical damage of that weapon to the damage type of the weapon of energy.

Feats: Energy Aptitude

Steel Tempest

Bonus Powers:

The steel tempest has always a good reflex saving throw and proficiency with medium and heavy armors.

Lesser Archetype Power: A steel tempest may move without penalty through difficult terrain or areas of poor visibility.

The tempest receives 3m more movement speed.

Moderate Archetype Power: The steel tempest movement speed is not slowed by armors or the slow spell. The maximum dexterity modifier that his armors allow is unlimited.

The steel tempest receives a +4 bonus to initiative checks.

Greater Archetype Power: The steel tempest may use her attacks anytime during movement. If he has the spring attack feat, she may use a full-attack as part of it.

In addition, the steel tempest may take an additional swift or immediate action each turn.

Feats: Turbulence

Tracer

The Tracer may choose any powers from the psychoportation discipline.

Bonus Powers:

Lesser Archetype Power: The tracer does a special kind of skirmish. She qualifies for dirty fighting and receives a +4 dodge bonus to armor class whenever she moved 3m or more during her turn.

Additionally, the tracer gains track feat and may use it at full speed using Autohypnosis instead of Survival.

Moderate Archetype Power: The tracer no more triggers attacks of opportunity for movement or manifesting psychoportation powers.

In addition, the tracers special skirmish provides +4 to rolled reflex saves and evasion.

Greater Archetype Power: When using a full-round action or move action to move your next psychoportation power does not cost any power points.

Feats: Psychoportation Assault, Pulse Bomb

Zerth Cenobite

Bonus Powers:

Lesser Archetype Power: The Zerth Cenobite receives the improved unarmed strike feat and his unarmed strikes deal 1d6 points of damage.

With unarmed strikes and monk weapons wearing no armor he may perform a special flurry of blows during a full-round attack which grants him a bonus attack at full base attack bonus, all attacks made during such a full-round attack take -2 on their attack roll.

Moderate Archetype Power: The Zerth Cenobite receives a +2 bonus to will and reflex saves.

The Zerth Cenobite receives half their manifester attributes modifier as insight bonus to damage rolls with unarmed strike or monk weapons.

Greater Archetype Power: The Zerth Cenobite may pass one of his partial or lesser actions (standard, move, immediate, but not full-round) to his next turn. If he does so, he cannot use that action in the current turn, but in the next one.

Feats: None.