To qualify to become an illumine soul, a character must fulfill all of the following criteria.
Alignment: Any non-evil.
Skills: Knowledge (psionics) 8 ranks, Knowledge (religion) 4 ranks.
Manifesting: Ability to manifest 1st level powers.
Special: Psychic Strike.
Improved Mind Blade, Positive Energy Conduit|
Positive Energy Ray, Death Ward|
Undead Mind Bane, Greater Energy Conduit|
Positive Energy Healing|
Positive Energy Pulse, Heart of Light|
Hit Die: d10
Class Skills (4 + Int modifier per level): Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (Psionics) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).
All of the following are class features of the illumine soul prestige class.
Manifesting: At each level indicated on the table, you gain additional power points per day, an increase in manifester level, and access to new powers as if you had also gained a level in a manifesting class to which you belonged before you added the prestige class. If you had more than one manifesting class before becoming an illumine soul, you must decide to which class to add each level for the purpose of determining power points per day, manifester level, and powers known.
Improved Mind Blade: Levels of illumine soul stack with levels of soulknife for the purpose of determining mind blade enhancement bonus and special abilities bonus. This does not include other soulknife class features, such as Knife to the Soul and Greater Blade Essence.
Positive Energy Conduit (Su): As the original ability in Complete Psionic.
Positive Energy Ray (Su): At 2nd level, as a standard action, you may fire a ray of positive energy at any target within 60 ft besides yourself. You must spend an amount of PP up to half your manifester level to make a ranged touch attack against the target. If you hit, the target either heals 1d12 hit points per PP spent if it is living, or take that amount as positive energy damage if it is undead. You may use this ability in place of a melee attack in a full attack action.
Death Ward (Ps): As the original ability in Complete Psionic.
Undead Mind Bane (Su): As the original ability in Complete Psionic.
Greater Energy Conduit (Su): When using Psychic Strike at 3rd level against an undead, your Psychic Strike damage increases by 50%.
Positive Energy Healing (Su): Once per encounter at 4th level, when you take damage that would put you at 0 hp or below, a flood of positive energy enters into you from the Positive Energy Plane. At that time, you may instantly spend any amount of PP up to half your manifester level as a free action, and you regain 1d12 hp per PP spent. If you were unconscious or otherwise unable to make a decision before the damage was dealt, you automatically spend the maximum amount of PP that you can. This healing is timely enough to keep you alive if the damage would have otherwise killed you, assuming the healing you received is enough to put you at -9 or higher.
Positive Energy Pulse (Su): Upon reaching 5th level, you can unleash the energy inside of you in a mighty nova. As a full-round action, you expend your psionic focus and pay PP up to half your manifester level in order to send a flood of positive energy through you. All living creatures within 30 ft besides you are healed 1d12 hp per PP spent and all undead creatures within the area take positive energy damage for the same amount.
Heart of Light (Su): At 5th level, when you expend your psionic focus to grant yourself Death Ward, you may choose to spend an amount of PP up to half your manifester level to surround yourself with positive energy. For the duration, you shine brightly for a 30 ft radius and bestow shadowy illumination for another 30 ft beyond that. In addition, you gain Fast Healing during that time equal to the PP spent.