Wavebender

Before talking about the class, let's see the weapon the class was built around:

Wave Manipulator: It is a psionic melee weapon, best described as having two small, light handles, usually 1 pound each, black in color with a socket filled with faceted crystals on one end. When activated (a free action, must spend two power points every full round it is active) a beam of brilliant purple energy appears between the two opposing handles, with great destructive power. Depending on the direction the handles are turned, the wave can bend outwards or inwards, thus causing attacks to look like whipping waves of energy. The energy often sparks off and sprays outwards several inches at the most extreme point of bending, which provides light like a torch. It ignores object hardness, damage reduction, natural armor class and any regular armor bonus that doesn't come from a force effect, and deals 2d6 damage. As a special property of the weapon, it uses the wielder's Dexterity modifier instead of Strength, and does not account for Strength in its damage calculation. Those not proficient with a wave manipulator receive a -4 penalty, may not be able to turn it on, and on a critical failure cause regular weapon damage to themself. If the two handles of a wave manipulator are taken more than six feet away from each other, the beam dissipates even if the cost to maintain it was paid. It is difficult to disarm a wave manipulator: the wielder gains a +4 bonus to resist disarm attempts, and even if successful the disarmer's weapon takes normal damage from the wave manipulator in the process (as if a sunder attack were made for free).

Wave manipulators can only be purchased either directly from illithids or for a mark-up from black markets that deal in illithid wares.

Price: 1000 gold

Size: Small (two-handed)

Type: Psionic damage

Damage: 2d6

Range: Nil

Critical: 18-20 / x2

Now that you've seen the weapon, here's the class:

Wavebender

Hit Die: d8.

Requirements

To qualify to become a wavebender, a character must fulfill all the following criteria.

Base Attack Bonus: +3

Base Power Points/Day: 4+ (not including bonus power points).

Ability Score: Dex 15+, Wis 15+

Feats: Quickdraw, Exotic Weapon Proficiency: Wave Manipulator, Weapon Focus: Wave Manipulator

Alignment: Any non-chaotic

Class Skills

The wavebender's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Psicraft (Int), Sense Motive (Wis), Spot (Wis), Swim (Str) and Tumble (Dex).

Skill Points at Each Level: 4 + Int modifier.

Class Features

Weapon and Armor Proficiency: Wavebenders are proficient with all simple and martial weapons, but not with any armor, or shields. This is due to their need for easy maneuverability. While not wearing armor, a wavebender adds his Wisdom modifier (if positive) to his armor class. If wearing armor, a wavebender suffers a -2 to AC and attacks for each grade of armor (-2 for light, -4 for medium, -6 for heavy) and also loses this Wisdom bonus.

Power Points: Wavebenders gain power points as indicated on the table below. They do not gain bonus power points.

Powers Discovered: Wavebenders discover powers as shown below. These are in addition to previous total powers known. Psionic attack and defense modes are discovered as though the character were a psychic warrior of the same level as the prestige class (characters do not forget previously discovered attack and defense modes).

Wave Feed: Wavebenders have an innate understanding of their weapon, and seek to become one with it. Instead of the standard 2 power points per turn of activation, a wavebender may substitute any unspent uses of zero-level powers towards this cost, one use for one full round.

Unarmed Strike: Wavebenders are proficient with unarmed attacks, if they should be caught off-guard and weaponless (or without power points), much like the feat Improved Unarmed Strike.

Bonus Feat: At 2nd, 5th and 8th level, a wavebender gains a bonus general, psionic, or metapsionic feat.

Parry Wave Manipulator: At 2nd level, the wavebender gains the knowledge of how best to defend against other wavebender attacks. When fighting defensively or using Expertise against someone wielding a wave manipulator while you currently wield a wave manipulator, the wavebender gains a +3 dodge bonus to armor class, which will stack with all other bonuses.

Blinding Speed: At 3rd level, a wavebender unlocks reserves of agility within himself. He gains +20 to his base speed, as long as he has 3+ reserve power points. This ability stacks with Speed of Thought, although the reserve power point total is added up from both abilities.

Weapon Specialization: At 4th level, a wavebender gains Weapon Specialization: Wave Manipulator just as the specialty fighter feat. It only applies to a wave manipulator, and does not require any prerequisites to obtain.

Uncanny Dodge: At 4th level, the wavebender retains their Dexterity bonus to AC even if caught flat-footed or struck by an invisible attacker. At 7th level, the wavebender can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to use a flank attack to sneak attack the wavebender. The exception to this defense is that a rogue at least four levels higher than the wavebender's total character level can flank him (and thus sneak attack him).

Ego Whip Null: At 6th level and beyond, the wavebender gains immunity from the psionic attack mode ego whip, and need not raise a defense against it.

Wall-Clinging: Wavebenders are dexterous and quick, and have an edge for mobility. As long as the wavebender has 15+ reserve power points, as a move equivalent action he can move his speed on vertical or even overhanging surfaces, including perfectly smooth surfaces, however his weapon must be sheathed for such a task. If a wavebender also has the Up the Walls feat, he may run and have his hands free for combat while moving over these surfaces, although the power point reserve raises to 20+.

Bounding Leap: At 9th level, a wavebender is able to greatly change their relative position by jumping. This still requires a good Jump skill. The jump check is five times as far or as high as normal, and extra distance jumped (beyond the normal distance rolled) is not counted against your total allowed movement in the round. This ability is active with reserve power points 15+. It also stacks with the feat Mental Leap, but adds the power reserve requirement together from both abilities for maximum effect.

Strike of the Soul: At 10th level, a wavebender adds his Wisdom bonus on damage rolls using the wave manipulator, and multiplies it on critical hits. While he still does not add Strength damage bonus to attack rolls normally, by spending 10 power points in a given round he may use extra damage from both Strength and Power Attack.

Table 1-1: The Wavebender Class	Base		Fort	Ref	Will			Power		Powers Found Level	Atk Bonus      Save	Save	Save	Special		Points/Day	0     1     2      3 1st	+1		+0	+2	+0	Wave feed,	+3		-     -      -      - unarmed strike 2nd	+2		+0	+3	+0	Bonus feat,	+5		-     -      -      - parry wavebender 3rd	+3		+1	+3	+1	Blinding speed	+5		-     -      -      - 4th	+4		+1	+4	+1	Weapon spec.,	+5		1     -      -      - uncanny dodge 5th	+5		+1	+4	+1	Bonus feat	+7		2     -      -      - 6th	+6		+2	+5	+2	Ego whip null	+7		2     1      -      - 7th	+7		+2	+5	+2	Wall-clinging,	+7		2     2      -      - uncanny dodge 8th	+8		+2	+6	+2	Bonus feat	+9		2     2      1     - 9th	+9		+3	+6	+3	Bounding leap	+9		2     2      2     - 10th	+10		+3	+7	+3	Strike of the Soul	+9		2     2      2     1