Xallace
2008-12-19, 10:39 AM
The Backstory
Hey, Expanded Psionics Handbook, why so glum?
Oh, I have this class called the "Soulknife." It was a pretty cool idea, but I'm afraid it just didn't turn out the way it should have.
Aw, that sucks to hear. Anything I can do to help?
Naw, it's cool... the rest of me is completely awesome, so I can deal.
*Later that day*
Hey, Magic of Incarnum, you look sad. Wanna talk about it?
Well, I'm a fantastic magic system, but I'm afraid there's a class I have that just isn't working out.
Oh?
The "Soulborn." It's like the Incarnum version of a paladin... it was a neat concept, but I don't think anyone plays them.
Anything I can do to help?
No, I guess it's alright... I mean, I am freakin' Magic of Incarnum, after all.
True that.
*That Evening*
Wait a second... Soulknife... Soulborn... Eureka! I have a solution! And for once it doesn't involve attempting to hold down two dates in hilarious sitcom style! Hooray!
THE SOULBLADE
Alignment: Any but True Neutral. Incarnum requires some amount of dedication to a moral or ethical outlook in order to function properly, but soulblades do not require quite as much dedication as the primary meldshaping classes.
Hit Die: d10
{table=head]Level| BAB| Fort| Ref| Will| Special |Blade Damage
1| +1| +0| +2| +2| Aura, Detect Opposition, Soul Blade |1d6
2| +2| +0| +3| +3| Incarnum Defense, Throw Blade |1d6
3| +3| +1| +3| +3| Smite Opposition +1d10 |1d6
4| +4| +1| +4| +4| Chakra Binds (Hands, Arms) |1d8
5| +5| +1| +4| +4| Free Draw |1d8
6| +6/+1| +2| +5| +5| Blade Rebind 1/day |1d8
7| +7/+2| +2| +5| +5| Enhanced Soulblade Capacity +1 |1d8
8| +8/+3| +2| +6| +6| Smite Opposition +2d10,Soul-Rending Smite |1d10
9| +9/+4| +3| +6| +6| Chakra Binds (Feet, Crown) |1d10
10| +10/+5| +3| +7| +7| Bladewind |1d10
11| +11/+6/+1| +3| +7| +7| Incarnum Defense |1d10
12| +12/+7/+2| +4| +8| +8| Chakra Binds (Brow, Shoulders) |2d6
13| +13/+8/+3| +4| +8| +8| Smite Opposition +3d10, Weave-Shearing Smite |2d6
14| +14/+9/+4| +4| +9| +9| Double Bind |2d6
15| +15/+10/+5| +5| +9| +9| Blade Rebind 2/day |2d6
16| +16/+11/+6/+1| +5| +10| +10| Chakra Binds (Throat, Waist) |2d8
17| +17/+12/+7/+2| +5| +10| +10| |2d8
18| +18/+13/+8/+3| +6| +11| +11| Smite Opposition +4d10, Spirit-Shattering Smite |2d8
19| +19/+14/+9/+4| +6| +11| +11| Enhanced Soulblade Capacity +2 |2d8
20| +20/+15/+10/+5|+6| +12| +12| Chakra Binds (Heart) |2d10[/table]
{table=head]Level |Soulmelds |Essentia |Chakra Binds
1| 0| 1| 0
2| 1| 1| 0
3| 1| 2| 1
4| 1| 3| 1
5| 2| 3| 1
6| 2| 4| 2
7| 2| 5| 2
8| 3| 6| 2
9| 3| 6| 2
10| 3| 7| 2
11| 4| 8| 3
12| 4| 9| 3
13| 4| 9| 3
14| 5| 10| 3
15| 5| 11| 3
16| 5| 12| 4
17| 6| 12| 4
18| 6| 13| 4
19| 6| 14| 4
20| 7| 15| 4[/table]
Class Skills: Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Gather Information (Cha), Heal (Wis), Jump (Str), Knowledge (arcane) (Int), Knowledge (The Planes) (Int), Profession (Wis), Spellcraft (Int), Swim (Str), Tumble (Dex).
Skill Points per level: 4 + Int modifier (x4 at 1st level)
Weapon and Armor Proficiencies: A soulblade is proficient in all simple weapons, the soul blade created by the Soul Blade class feature, light and medium armor, and shields (but not tower shields).
Aura (Ex): A soulblade of a chaotic, evil, good, or lawful alignment has a particularly powerful aura corresponding to that alignment (see the detect evil spell for details).
Detect Opposition (Sp): The soulblade gains the ability to detect creatures of an alignment opposing his own as the Detect Evil spell. For example, a Chaotic Good soublade can detect both Lawful and Evil creatures, while a Neutral Evil soulblade can detect creatures of a Good alignment.
Soul Blade (Su): As a move action, the soulblade can create a semi-solid blade composed of incarnum. This blade is identical (except visually) to a short sword of a size appropriate for its wielder. For instance, a medium soulblade materializes a soul blade that he can wield as a light weapon, and the weapon deals 1d6 points of damage (critical 19-20/x2). The wielder of a soul blade gains the usual benefits to his attack and damage roll from a high Strength bonus.
The blade can be broken (it has hardness 10 and 10 hit points); however, a soulblade can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A soul blade is considered a magic weapon for the purpose of overcoming damage reduction.
A soulblade can use feats such as Power Attack or Combat Expertise in conjunction with the soul blade just as if it were a normal weapon. He can also choose the soul blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a soul blade.
A soulblade’s soul blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the soul blade’s base damage increases as shown on the table. The values given are for medium-sized soulblades.
A soulblade can invest essentia into his soul blade as though it were a soul meld. Each point of essentia invested adds a cumulative +1 enhancement bonus to the blade’s attack and damage rolls.
Even in places where magical effects do not normally function (such as within an anti-magic field), a soulblade can attempt to sustain his soul blade by making a DC 20 Will save. On a successful save, the soulblade maintains his soul blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the blade vanishes. As a move action on his turn, the soulblade can attempt a new Will save to rematerialize his soul blade while he remains within the magic negating effect.
Meldshaping: Beginning at 2nd level, the soulblade gains the ability to shape incarnum soulmelds, which are drawn from the Soulborn soulmeld list (page 56 of Magic of Incarnum). You know and can shape any soulmeld from this list.
The Difficulty Class for a saving throw against a Soulblade soulmeld is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your meldshaper level is equal to your Soulblade level.
A Soulblade can shape only a certain number of soulmelds per day. Your base daily allotment is given on the table above.
Chakra Binds: Beginning at 3rd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra (see Chakras, page 50 of Magic of Incarnum), so that you cannot also benefit from a magic item worn on the body slot associated with that chakra.
The number of chakra binds that you can have active at any one time depends on your level (see the Chakra Binds column on the table). Beginning at 3rd level, you can bind soulmelds to your arm or hands chakras. At 9th level, you can bind soulmelds to your crown or feet chakras. At 12th level, you can bind soulmelds to your brow or shoulders chakras. At 16th level, you can bind soulmelds to your throat or waist chakras. At 20th level, you can bind a soulmeld to your heart chakra. You never gain the ability to bind a soulmeld to your soul chakra.
For more information on chakra binds, see page 51 of Magic of Incarnum.
Soul Blade Binding: Because of the soul blade’s association with the hands and arms, soulblades gain the ability to bind soulmelds to their arms chakra sooner than other meldshapers do. Once the soulblade is able to bind hands and arms chakras, he gains the ability to bind his soul blade to one of these chakras as he would a soulmeld. This may be done when the soulblade is shaping his soulmelds for the day, and cannot be changed until the soulblade is able to change soulmelds again. Binding the soul blade to a chakra alters the soul blade when the soulblade chooses to manifest it.
When the soulblade binds his blade to the hands chakra, he manifests two soul blades; one in each hand. He fights with these blades as though fighting with two light weapons, but with reduced penalties: the soulblade takes no penalty for fighting with his main hand, and only a -2 penalty on attack rolls for attacking with his off-hand. Essentia invested in the soul blade affects both blades equally. For instance, a soul blade bound to the hands chakra with 2 points of essential invested would grant both soul blades a +2 enhancement bonus. When the soul blade is bound to the hands chakra, its damage die is reduced by one step.
When the soulblade binds his blade to the arms chakra, the soul blade becomes a two-handed weapon. The soulblade adds double his Strength bonus on damage rolls (rather than 1-1/2 his strength bonus).
Each time you gain access to a new chakra bind, you gain the ability to bind your soulblade to that slot. Your blade changes form when bound to each slot, providing numerous abilities:
Crown: While bound to your crown chakra, your soulblade curves and spikes, allowing you to make Trip and Disarm attempts with the weapon. For each point of essentia invested into your soul blade, you gain a +2 bonus to your Trip or Disarm check.
Feet: While bound to your feet chakra, your soul blade broadens, but tapers off to a point. You can set your soul blade against a charge, and you deal triple damage when doing so. For each point of essentia invested in your soul blade, you deal an additional 2 points of damage against a charging opponent.
Brow: While your soul blade is bound to your brow chakra, it becomes razor-edged. You score a critical hit on a roll of 18-20, and your soul blade's critical modifier changes to x3.
Shoulders: While bound to your shoulders chakra, the soul blade lengthens. It becomes a reach weapon. Unlike most reach weapons, a soul blade can be used to attack adjacent squares.
Throat: While bound to your throat chakra, your soul blade becomes more whip-like. You ignore cover and concealment with your attacks, though not total cover or concealment.
Waist: While bound to your waist chakra, you can form a one-handed sword and a shield when manifesting your soul blade. The shield takes up your free hand, and provides a +2 shield bonus to AC. Each point of essentia invested in your soul blade also increases the bonus to your AC by 1.
Heart: While bound to your heart chakra, your soul blade leaves a trail of insubstantial blades when you swing it. Any attack made with your soul blade is becomes a touch attack.
Binding the soul blade to a chakra slot does not close that chakra slot off to other soulmelds, although it does count against the number of chakra binds the soulblade may have active at once.
Incarnum Defense (Su): Beginning at 2nd level, incarnum starts to infuse your form and make your mind more resilient to certain effects. The specific effects are determined by the ethical component of you alignment, as follows:
Chaotic: You become immune to Charm and Compulsion effects.
Neutral: You become immune to effects that would damage or drain your Wisdom score.
Lawful: You become immune to Fear effects.
At 11th level, your body becomes further enhanced by the souls that flow through you. The benefit gained from this ability is determined by the moral component of your alignment, as follows:
Good: You become immune to Fatigue and Exhaustion.
Neutral: You become immune to being Sickened or Nauseated.
Evil: You become immune to effects that would damage or drain your Strength score.
Throw Blade (Ex): A soulblade of 2nd level or higher can throw his soul blade as a ranged weapon with a range increment of 30 feet.
Whether or not the attack hits, a thrown soul blade then dissipates.
Smite Opposition (Su): Beginning at 3rd level, the soulblade gains the ability to channel incarnum that harms creatures of an alignment opposite his own. He can use this ability (3 + the soulblade’s Wisdom modifier) times per day.
When the soulblade uses this ability, he makes a normal melee attack against the target with his soul blade. The attack adds the soulblade’s Wisdom modifier as a bonus on attack rolls and deals an additional 1d10 points of damage. At 8th, 13th, and 18th levels, the extra damage increases by an additional 1d10, as shown on the table above.
This ability only affects creatures of alignments opposing your own. For instance, a Chaotic Good soulblade can smite creatures of Lawful or Evil alignments, while a Neutral Evil soulblade can smite creatures of a Good alignment.
As the soulblade increases in level, he can choose to substitute the normal smite effect for an alternate ability. These alternate abilities are not restricted to only affecting creatures of opposing alignments.
Free Draw (Ex): At 5th level and higher, the soulblade is able to manifest his soul blade as a free action. He may still only attempt to manifest one blade per round, however.
Blade Rebind (Ex): Beginning at 6th level, the soul blade gains the ability to unbind his soul blade from a chakra, and bind it to a new one if so desired. As a full-round action, the soulblade may choose to bind the soul blade to either his hands or his arms chakra. If the soul blade is already bound to a chakra, it automatically unbinds from that chakra as part of the action. The soulblade may also simply choose to unbind his blade from any chakra, if so desired.
This ability is usable once per day. At 15th level, the soulblade gains an additional daily use of this ability.
Enhanced Soulblade Capacity (Ex): At 7th level, the soulblade increases the essentia capacity of his soul blade by 1, over and above the normal limit. At 19th level, the capacity increases by 1 again, for a total enhanced capacity of 2 points of essentia.
Soul-Rending Smite (Su): Beginning at 8th level, when you make a Smite attack using your soul blade, you can choose to attack the target's spiritual self rather than their physical form. You can choose to substitute Intelligence, Wisdom, or Charisma damage (your choice) for extra dice of damage. For each die of damage you give up, you deal 1 point of damage to the ability point you choose. You can combine extra damage dice and ability damage in any combination.
Bladewind (Su): A soulblade of 10th level (or higher) can momentarily fragment his soul blade into a number of shards when he attacks. When the soulblade throws his soul blade, he may choose to treat the attack as a melee attack. This means that the soulblade adds his Strength modifier to the attack and damage rolls, and can combine the attack with the Power Attack feat and other abilities that would require a melee attack. Additionally, the soul blade may now make a full-attack with his thrown mind blade; the blade fragments dissipate after the full-attack action is resolved.
A soulblade may only use this ability while his soul blade is not bound to a chakra.
Weave-Shearing Smite (Su): Beginning at 13th level, when you make a Smite attack using your soul blade, you can choose to cut through a magical effect rather than apply extra damage dice. The target of your attack also becomes the target of a targeted Greater Dispel Magic effect, with a caster level equal to your class level.
Double Bind: At 14th level, you gain the ability to bind your soul blade to two chakra points at once. Neither chakra point is closed off, and binding your soul blade only counts as one chakra bind for the purpose of your limit.
Spirit-Shattering Smite (Su): At 18th level, when you make a Smite attack using your soul blade, you can choose to sever the target's physical self and metaphysical self. You do not apply the extra damage from your smite attack, instead paralyzing the creature in place. At the end of each round, the target can make a Will Save (DC10 + 1/2 your class level + your Wisdom modifier) to remove the effect. Creatures immune to paralysis are not immune to this effect.
Hey, Expanded Psionics Handbook, why so glum?
Oh, I have this class called the "Soulknife." It was a pretty cool idea, but I'm afraid it just didn't turn out the way it should have.
Aw, that sucks to hear. Anything I can do to help?
Naw, it's cool... the rest of me is completely awesome, so I can deal.
*Later that day*
Hey, Magic of Incarnum, you look sad. Wanna talk about it?
Well, I'm a fantastic magic system, but I'm afraid there's a class I have that just isn't working out.
Oh?
The "Soulborn." It's like the Incarnum version of a paladin... it was a neat concept, but I don't think anyone plays them.
Anything I can do to help?
No, I guess it's alright... I mean, I am freakin' Magic of Incarnum, after all.
True that.
*That Evening*
Wait a second... Soulknife... Soulborn... Eureka! I have a solution! And for once it doesn't involve attempting to hold down two dates in hilarious sitcom style! Hooray!
THE SOULBLADE
Alignment: Any but True Neutral. Incarnum requires some amount of dedication to a moral or ethical outlook in order to function properly, but soulblades do not require quite as much dedication as the primary meldshaping classes.
Hit Die: d10
{table=head]Level| BAB| Fort| Ref| Will| Special |Blade Damage
1| +1| +0| +2| +2| Aura, Detect Opposition, Soul Blade |1d6
2| +2| +0| +3| +3| Incarnum Defense, Throw Blade |1d6
3| +3| +1| +3| +3| Smite Opposition +1d10 |1d6
4| +4| +1| +4| +4| Chakra Binds (Hands, Arms) |1d8
5| +5| +1| +4| +4| Free Draw |1d8
6| +6/+1| +2| +5| +5| Blade Rebind 1/day |1d8
7| +7/+2| +2| +5| +5| Enhanced Soulblade Capacity +1 |1d8
8| +8/+3| +2| +6| +6| Smite Opposition +2d10,Soul-Rending Smite |1d10
9| +9/+4| +3| +6| +6| Chakra Binds (Feet, Crown) |1d10
10| +10/+5| +3| +7| +7| Bladewind |1d10
11| +11/+6/+1| +3| +7| +7| Incarnum Defense |1d10
12| +12/+7/+2| +4| +8| +8| Chakra Binds (Brow, Shoulders) |2d6
13| +13/+8/+3| +4| +8| +8| Smite Opposition +3d10, Weave-Shearing Smite |2d6
14| +14/+9/+4| +4| +9| +9| Double Bind |2d6
15| +15/+10/+5| +5| +9| +9| Blade Rebind 2/day |2d6
16| +16/+11/+6/+1| +5| +10| +10| Chakra Binds (Throat, Waist) |2d8
17| +17/+12/+7/+2| +5| +10| +10| |2d8
18| +18/+13/+8/+3| +6| +11| +11| Smite Opposition +4d10, Spirit-Shattering Smite |2d8
19| +19/+14/+9/+4| +6| +11| +11| Enhanced Soulblade Capacity +2 |2d8
20| +20/+15/+10/+5|+6| +12| +12| Chakra Binds (Heart) |2d10[/table]
{table=head]Level |Soulmelds |Essentia |Chakra Binds
1| 0| 1| 0
2| 1| 1| 0
3| 1| 2| 1
4| 1| 3| 1
5| 2| 3| 1
6| 2| 4| 2
7| 2| 5| 2
8| 3| 6| 2
9| 3| 6| 2
10| 3| 7| 2
11| 4| 8| 3
12| 4| 9| 3
13| 4| 9| 3
14| 5| 10| 3
15| 5| 11| 3
16| 5| 12| 4
17| 6| 12| 4
18| 6| 13| 4
19| 6| 14| 4
20| 7| 15| 4[/table]
Class Skills: Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Gather Information (Cha), Heal (Wis), Jump (Str), Knowledge (arcane) (Int), Knowledge (The Planes) (Int), Profession (Wis), Spellcraft (Int), Swim (Str), Tumble (Dex).
Skill Points per level: 4 + Int modifier (x4 at 1st level)
Weapon and Armor Proficiencies: A soulblade is proficient in all simple weapons, the soul blade created by the Soul Blade class feature, light and medium armor, and shields (but not tower shields).
Aura (Ex): A soulblade of a chaotic, evil, good, or lawful alignment has a particularly powerful aura corresponding to that alignment (see the detect evil spell for details).
Detect Opposition (Sp): The soulblade gains the ability to detect creatures of an alignment opposing his own as the Detect Evil spell. For example, a Chaotic Good soublade can detect both Lawful and Evil creatures, while a Neutral Evil soulblade can detect creatures of a Good alignment.
Soul Blade (Su): As a move action, the soulblade can create a semi-solid blade composed of incarnum. This blade is identical (except visually) to a short sword of a size appropriate for its wielder. For instance, a medium soulblade materializes a soul blade that he can wield as a light weapon, and the weapon deals 1d6 points of damage (critical 19-20/x2). The wielder of a soul blade gains the usual benefits to his attack and damage roll from a high Strength bonus.
The blade can be broken (it has hardness 10 and 10 hit points); however, a soulblade can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A soul blade is considered a magic weapon for the purpose of overcoming damage reduction.
A soulblade can use feats such as Power Attack or Combat Expertise in conjunction with the soul blade just as if it were a normal weapon. He can also choose the soul blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a soul blade.
A soulblade’s soul blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the soul blade’s base damage increases as shown on the table. The values given are for medium-sized soulblades.
A soulblade can invest essentia into his soul blade as though it were a soul meld. Each point of essentia invested adds a cumulative +1 enhancement bonus to the blade’s attack and damage rolls.
Even in places where magical effects do not normally function (such as within an anti-magic field), a soulblade can attempt to sustain his soul blade by making a DC 20 Will save. On a successful save, the soulblade maintains his soul blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the blade vanishes. As a move action on his turn, the soulblade can attempt a new Will save to rematerialize his soul blade while he remains within the magic negating effect.
Meldshaping: Beginning at 2nd level, the soulblade gains the ability to shape incarnum soulmelds, which are drawn from the Soulborn soulmeld list (page 56 of Magic of Incarnum). You know and can shape any soulmeld from this list.
The Difficulty Class for a saving throw against a Soulblade soulmeld is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your meldshaper level is equal to your Soulblade level.
A Soulblade can shape only a certain number of soulmelds per day. Your base daily allotment is given on the table above.
Chakra Binds: Beginning at 3rd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra (see Chakras, page 50 of Magic of Incarnum), so that you cannot also benefit from a magic item worn on the body slot associated with that chakra.
The number of chakra binds that you can have active at any one time depends on your level (see the Chakra Binds column on the table). Beginning at 3rd level, you can bind soulmelds to your arm or hands chakras. At 9th level, you can bind soulmelds to your crown or feet chakras. At 12th level, you can bind soulmelds to your brow or shoulders chakras. At 16th level, you can bind soulmelds to your throat or waist chakras. At 20th level, you can bind a soulmeld to your heart chakra. You never gain the ability to bind a soulmeld to your soul chakra.
For more information on chakra binds, see page 51 of Magic of Incarnum.
Soul Blade Binding: Because of the soul blade’s association with the hands and arms, soulblades gain the ability to bind soulmelds to their arms chakra sooner than other meldshapers do. Once the soulblade is able to bind hands and arms chakras, he gains the ability to bind his soul blade to one of these chakras as he would a soulmeld. This may be done when the soulblade is shaping his soulmelds for the day, and cannot be changed until the soulblade is able to change soulmelds again. Binding the soul blade to a chakra alters the soul blade when the soulblade chooses to manifest it.
When the soulblade binds his blade to the hands chakra, he manifests two soul blades; one in each hand. He fights with these blades as though fighting with two light weapons, but with reduced penalties: the soulblade takes no penalty for fighting with his main hand, and only a -2 penalty on attack rolls for attacking with his off-hand. Essentia invested in the soul blade affects both blades equally. For instance, a soul blade bound to the hands chakra with 2 points of essential invested would grant both soul blades a +2 enhancement bonus. When the soul blade is bound to the hands chakra, its damage die is reduced by one step.
When the soulblade binds his blade to the arms chakra, the soul blade becomes a two-handed weapon. The soulblade adds double his Strength bonus on damage rolls (rather than 1-1/2 his strength bonus).
Each time you gain access to a new chakra bind, you gain the ability to bind your soulblade to that slot. Your blade changes form when bound to each slot, providing numerous abilities:
Crown: While bound to your crown chakra, your soulblade curves and spikes, allowing you to make Trip and Disarm attempts with the weapon. For each point of essentia invested into your soul blade, you gain a +2 bonus to your Trip or Disarm check.
Feet: While bound to your feet chakra, your soul blade broadens, but tapers off to a point. You can set your soul blade against a charge, and you deal triple damage when doing so. For each point of essentia invested in your soul blade, you deal an additional 2 points of damage against a charging opponent.
Brow: While your soul blade is bound to your brow chakra, it becomes razor-edged. You score a critical hit on a roll of 18-20, and your soul blade's critical modifier changes to x3.
Shoulders: While bound to your shoulders chakra, the soul blade lengthens. It becomes a reach weapon. Unlike most reach weapons, a soul blade can be used to attack adjacent squares.
Throat: While bound to your throat chakra, your soul blade becomes more whip-like. You ignore cover and concealment with your attacks, though not total cover or concealment.
Waist: While bound to your waist chakra, you can form a one-handed sword and a shield when manifesting your soul blade. The shield takes up your free hand, and provides a +2 shield bonus to AC. Each point of essentia invested in your soul blade also increases the bonus to your AC by 1.
Heart: While bound to your heart chakra, your soul blade leaves a trail of insubstantial blades when you swing it. Any attack made with your soul blade is becomes a touch attack.
Binding the soul blade to a chakra slot does not close that chakra slot off to other soulmelds, although it does count against the number of chakra binds the soulblade may have active at once.
Incarnum Defense (Su): Beginning at 2nd level, incarnum starts to infuse your form and make your mind more resilient to certain effects. The specific effects are determined by the ethical component of you alignment, as follows:
Chaotic: You become immune to Charm and Compulsion effects.
Neutral: You become immune to effects that would damage or drain your Wisdom score.
Lawful: You become immune to Fear effects.
At 11th level, your body becomes further enhanced by the souls that flow through you. The benefit gained from this ability is determined by the moral component of your alignment, as follows:
Good: You become immune to Fatigue and Exhaustion.
Neutral: You become immune to being Sickened or Nauseated.
Evil: You become immune to effects that would damage or drain your Strength score.
Throw Blade (Ex): A soulblade of 2nd level or higher can throw his soul blade as a ranged weapon with a range increment of 30 feet.
Whether or not the attack hits, a thrown soul blade then dissipates.
Smite Opposition (Su): Beginning at 3rd level, the soulblade gains the ability to channel incarnum that harms creatures of an alignment opposite his own. He can use this ability (3 + the soulblade’s Wisdom modifier) times per day.
When the soulblade uses this ability, he makes a normal melee attack against the target with his soul blade. The attack adds the soulblade’s Wisdom modifier as a bonus on attack rolls and deals an additional 1d10 points of damage. At 8th, 13th, and 18th levels, the extra damage increases by an additional 1d10, as shown on the table above.
This ability only affects creatures of alignments opposing your own. For instance, a Chaotic Good soulblade can smite creatures of Lawful or Evil alignments, while a Neutral Evil soulblade can smite creatures of a Good alignment.
As the soulblade increases in level, he can choose to substitute the normal smite effect for an alternate ability. These alternate abilities are not restricted to only affecting creatures of opposing alignments.
Free Draw (Ex): At 5th level and higher, the soulblade is able to manifest his soul blade as a free action. He may still only attempt to manifest one blade per round, however.
Blade Rebind (Ex): Beginning at 6th level, the soul blade gains the ability to unbind his soul blade from a chakra, and bind it to a new one if so desired. As a full-round action, the soulblade may choose to bind the soul blade to either his hands or his arms chakra. If the soul blade is already bound to a chakra, it automatically unbinds from that chakra as part of the action. The soulblade may also simply choose to unbind his blade from any chakra, if so desired.
This ability is usable once per day. At 15th level, the soulblade gains an additional daily use of this ability.
Enhanced Soulblade Capacity (Ex): At 7th level, the soulblade increases the essentia capacity of his soul blade by 1, over and above the normal limit. At 19th level, the capacity increases by 1 again, for a total enhanced capacity of 2 points of essentia.
Soul-Rending Smite (Su): Beginning at 8th level, when you make a Smite attack using your soul blade, you can choose to attack the target's spiritual self rather than their physical form. You can choose to substitute Intelligence, Wisdom, or Charisma damage (your choice) for extra dice of damage. For each die of damage you give up, you deal 1 point of damage to the ability point you choose. You can combine extra damage dice and ability damage in any combination.
Bladewind (Su): A soulblade of 10th level (or higher) can momentarily fragment his soul blade into a number of shards when he attacks. When the soulblade throws his soul blade, he may choose to treat the attack as a melee attack. This means that the soulblade adds his Strength modifier to the attack and damage rolls, and can combine the attack with the Power Attack feat and other abilities that would require a melee attack. Additionally, the soul blade may now make a full-attack with his thrown mind blade; the blade fragments dissipate after the full-attack action is resolved.
A soulblade may only use this ability while his soul blade is not bound to a chakra.
Weave-Shearing Smite (Su): Beginning at 13th level, when you make a Smite attack using your soul blade, you can choose to cut through a magical effect rather than apply extra damage dice. The target of your attack also becomes the target of a targeted Greater Dispel Magic effect, with a caster level equal to your class level.
Double Bind: At 14th level, you gain the ability to bind your soul blade to two chakra points at once. Neither chakra point is closed off, and binding your soul blade only counts as one chakra bind for the purpose of your limit.
Spirit-Shattering Smite (Su): At 18th level, when you make a Smite attack using your soul blade, you can choose to sever the target's physical self and metaphysical self. You do not apply the extra damage from your smite attack, instead paralyzing the creature in place. At the end of each round, the target can make a Will Save (DC10 + 1/2 your class level + your Wisdom modifier) to remove the effect. Creatures immune to paralysis are not immune to this effect.