All of the following are Class Features of the soulbow 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 a soulbow, 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 soulbow 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.
Mind Arrow (Su): Using your Blade Shaping ability, you may shape your mind blade into the form of an arrow. You must have one hand free to create and project an arrow. If you have both hands free, you may create two arrows and fire from both hands as if you were dual wielding light weapons. Normal dual wielding penalties apply in this case.
The bolt is identical in all ways (except visually and with regard to wind) to an arrow shot from a composite longbow of the soulbow’s size. For instance, a Medium soulbow can create an arrow that deals 1d8 points of damage with critical hits of x3. However, like thrown mind blades, mind arrows are not subject to wind conditions, so spells like Wind Wall have no effect on mind arrows’ trajectories. When firing mind arrows, you gain the usual bonus to attack roll from your Dexterity modifier as well as an additional bonus to damage rolls from your Intelligence modifier.
Whether a mind arrow hits or misses, it dissipates 1 round after being shot. The mind arrow gains the normal enhancement bonus and weapon special abilities of your regular mind blade, and counts as a mind blade for purposes of abilities such as Psychic Strike or Blade Essence. Feats such as Point Blank Shot and Precise Shot in conjunction with the mind arrow works as normal (see bonus feats provided by the class for further guidance). Any feat that applies to a specific weapon (such as Improved Critical) for which you have selected “mind blade” also applies to the mind arrow.
Bonus Feat: At levels 1, 3, 5, and 8, choose a bonus feat from the list given in Complete Psionic.
Deadly Strike (Su): At 3rd level, you can augment your mind arrow with a greater precision and force using the power of your mind. As a swift action, you spend PP up to half your manifester level to charge your mind arrow with improved precision and strength. Once per round for 10 rounds, you can fire one such empowered arrow. You may designate any single attack you make each round for this purpose, though you must decide to do so before rolling for attack. This chosen arrow gains a bonus to attack equal to your Intelligence bonus, and any creature struck by the arrow takes 1d8 damage per PP spent.
This damage counts as precision damage and does not affect creatures immune to critical hits. Your mind arrow cannot be simultaneously charged with Deadly Strike and Psychic Strike, and charging your mind arrow with either while the other is active cancels the previous effect. This effect may only be placed on a single arrow per round, even if that arrow misses. If that arrow hits multiple targets, the damage applies to each target hit. There is no range limit to Deadly Strike; as long as the arrow hits, the extra damage is applied.
Close Combat Shot: As the original ability in Complete Psionic. Also, while you have at least one hand free and your mind blade is currently shaped as a mind arrow, you threaten every square adjacent to you, and you may make attacks of opportunity into those squares using your mind arrow.
Phase Arrow (Su): At 6th level, when firing a mind arrow, you may choose to expend 1 PP to imbue your mind arrow with the ability to travel through all obstructions. The arrow fires in a straight path, passing through all nonmagical and nonpsionic barrier or wall in its way (a Wall of Fire, Wall of Force, Wall of Ectoplasm, or the like stops a mind arrow). This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally. When making multiple attacks, you apply this ability individually with each arrow fired. This ability may be used with any ability that can be used on a normal mind arrow, including similar abilities such as Ricochet Bolt.
Called Shot (Su): Beginning at 7th level, whenever you fire a mind arrow imbued with Deadly Strike, you can choose to substitute Strength, Dexterity, or Constitution damage (your choice) for extra dice of damage. For each die of extra damage you give up, you deal 1 point of damage to the ability score of your choice. You can combine extra dice of damage and ability damage in any combination. You decide how to split the damage when firing your arrow, and the same damage combination is applied to every creature the arrow hits.
Hail of Arrows (Su): Upon reaching 9th level, you are able to fragment your single mind arrow into many arrows and fire them at numerous targets at once. As a full-attack, when firing your mind arrow, you may expend your psionic focus to give up your regular attacks and instead fragment your mind arrow to make one ranged attack at your full base attack bonus against each opponent within range, to a maximum of one opponent per character level. Each arrow functions identically to the your regular mind arrow, but each fragment also counts as a separate arrow for delivering the effects of Psychic Strike or Deadly Strike. When using this technique, you forfeit any bonus or extra attacks granted by other feats or abilities (such as the haste spell).
If you have the Two Weapon Fighting feat, you may instead fire two mind arrows at each opponent, at your full base attack bonus (normal dual wield penalties for light weapons still apply). You still must forfeit all other extra attacks.
Ricochet Bolt (Su): At 10th level, you gain a degree of control over your mind arrows even when they are in the air. Whenever one of your mind arrows makes an attack (no matter if it hits or misses), you may choose to spend 1 PP. If you do so, you may direct that arrow to attack another target within 30 ft of it, as long as hitting that new target requires less than a 90 degree turn from the arrow’s original path. Against this new target, the arrow attacks with the same attack modifier as previous, except with a -2 penalty. This attack penalty is cumulative with each successive ricochet of the mind arrow. Each mind arrow may make a total of 5 attacks before it disappears, and it costs 1 PP for each attack after the first. This ability may be used with any ability that can be used on a normal mind arrow, including similar abilities such as Phase Arrow.