House rule: no swift actions when taking full-round actions
At 2nd level, a trinity knight learns to cast spells, activate supernatural abilities, veil powers, or manifest powers and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a ability that is being used. To use this ability, the trinity knight must have one hand free, while wielding a light or one-handed melee weapon in the other hand. As a full-round action, they can make a single attack with his melee weapon at a –2 penalty and can also activate a power, spell, veil, or supernatural ability with an activation time of 1 standard action (any attack roll made as part of this power also takes this penalty). If they activate defensively, they can decide to take an additional penalty on their attack rolls, up to their caster or power modifier bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the power and its power points are wasted, but the melee attack still takes the penalty. A trinity knight can choose the order of attacks and activations.
Discipline: Psychometabolism (Healing); Level: Cryptic 2, gifted blade 2, highlord 2, marksman 2, psion/wilder 3, psychic warrior 2, vitalist 2
Display: Auditory and material
Manifesting Time: 1 round
Range: Personal
Target: You
Duration: Instantaneous
Power Points: Cryptic 3, gifted blade 3, marksman 3, highlord 3, psion/wilder 5, psychic warrior 3, vitalist 3
You restore up to 2 points of damage to a single ability score. You cannot use body purification to heal ability drain.
Augment: For every additional power point you spend, this power heals 1 additional point of damage to the same ability score.
The power cures all ability damage to a single attribute.
Augmented (3rd): If you expend one use of mythic power, the power cures all ability damage to all attributes.