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    Default [3.5] Redesigned Soulknife Updated

    Update: Massive update, redid the class. Now it's actually a psionic class.

    Also redesigned the two soulknife prestige classes from Complete Psionic:

    Illumine Soul
    Soulbow

    And here's some new multiclassing soulknife feats.

    Introduction:

    Spoiler
    Show
    I find the soulknife class to be very interesting with a lot of potential. However, like many, I found the core soulknife far too weak compared to most other base classes, mostly due to his relatively weak weapon, medium BAB, and lack of versatility. The prestige classes from Complete Psionics helped make the class a lot more usable but I still find that they don't give him much versatility (soulbow just makes him a decent archer while illumine soul simply makes him better against undead).

    That's why I changed the class a bit to focus more on a sneakier type of gameplay (closer to rogue, hence still medium BAB) as well as give him more options/features so that he is able to fight well as either ranged or melee, whichever the situation warrants. I also tapped into some possibilities of having a blade made out of thought, hence the ability to turn it into any material and even improving its base weapon attributes. Finally, I added a lot more options to improve versatility, such as allowing for different weapon types for his mind blade and giving a lot more options in enchantments.

    Comments are, of course, greatly appreciated. I'd really love some feedback about whether this is overpowered, underpowered, mushroompowered, flowerpowered, or whatever.


    Soulknife



    ... What?

    Soulknives have the following game statistics:
    Abilities: Dexterity is the ideal attribute for most soulknives, granting them improved defenses, better stealth skills, powerful ranged attacks, and improved precision and damage with lighter mind blades. Strength is necessary for those soulknives that prefer the less subtle approach of powerful, heavy mind blades. Intelligence is necessary for better manifesting and improving skills while Constitution is always important for boosting toughness and fortitude.
    Alignment: Any.
    Starting Gold: 5d4 x 10 (125 gp)
    Hit Die: d8

    Class Skills:
    The soulknife’s class skills (and the key ability for each skill) are as follows: Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Psionics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
    Skill Points at 1st Level: (6 + Int modifier) x 4.
    Skill Points at Each Additional Level: 6 + Int modifier

    Class Progression
    {table=head]Level|
    Bab
    |
    Fort
    |
    Ref
    |
    Will
    |
    Mind Blade
    |
    Special
    |
    PP per Day
    |
    Powers Known
    |
    Power Level

    1st |
    +0
    |
    0
    |
    2
    |
    2
    |
    Mind Blade
    |
    Weapon Focus, Mind Finesse
    |
    0
    |
    -
    |
    -

    2nd |
    +1
    |
    0
    |
    3
    |
    3
    |
    +1 Mind Blade
    |
    Psychic Strike
    |
    1
    |
    -
    |
    -

    3rd |
    +2
    |
    1
    |
    3
    |
    3
    |
    Blade Shaping
    |
    Throw Weapon
    |
    3
    |
    -
    |
    -

    4th |
    +3
    |
    1
    |
    4
    |
    4
    |
    +1 Special Abilities
    ||
    5
    |
    1
    |
    1

    5th |
    +3
    |
    1
    |
    4
    |
    4
    |
    Blade Essence
    |
    Free Draw
    |
    7
    |
    2
    |
    1

    6th |
    +4
    |
    2
    |
    5
    |
    5
    |
    +2 Mind Blade
    ||
    11
    |
    2
    |
    1

    7th |
    +5
    |
    2
    |
    5
    |
    5
    ||
    Speed of Thought
    |
    15
    |
    3
    |
    2

    8th |
    +6
    |
    2
    |
    6
    |
    6
    |
    +2 Special Abilities
    |
    Fast Enchanting
    |
    19
    |
    3
    |
    2

    9th |
    +6
    |
    3
    |
    6
    |
    6
    |
    Greater Blade Shaping
    ||
    23
    |
    4
    |
    2

    10th |
    +7
    |
    3
    |
    7
    |
    7
    |
    +3 Mind Blade
    |
    Bladewind
    |
    27
    |
    4
    |
    2

    11th |
    +8
    |
    3
    |
    7
    |
    7
    |
    Greater Blade Essence
    ||
    35
    |
    5
    |
    3

    12th |
    +9
    |
    4
    |
    8
    |
    8
    |
    +3 Special Abilities
    |
    Knife to the Soul
    |
    43
    |
    5
    |
    3

    13th |
    +9
    |
    4
    |
    8
    |
    8
    ||
    Combat Enchanting
    |
    51
    |
    6
    |
    3

    14th |
    +10
    |
    4
    |
    9
    |
    9
    |
    +4 Mind Blade
    |
    Greater Weapon Focus
    |
    59
    |
    6
    |
    3

    15th |
    +11
    |
    5
    |
    9
    |
    9
    |
    Perfect Blade Shaping
    ||
    67
    |
    7
    |
    4

    16th |
    +12
    |
    5
    |
    10
    |
    10
    |
    +4 Special Abilities
    |
    Mind Crack
    |
    79
    |
    7
    |
    4

    17th |
    +12
    |
    5
    |
    10
    |
    10
    |
    Perfect Blade Essence
    ||
    91
    |
    8
    |
    4

    18th |
    +13
    |
    6
    |
    11
    |
    11
    |
    +5 Mind Blade
    |
    Bladestorm
    |
    103
    |
    8
    |
    4

    19th |
    +14
    |
    6
    |
    11
    |
    11
    ||
    Brittle Mind
    |
    115
    |
    9
    |
    4

    20th|
    +15
    |
    6
    |
    12
    |
    12
    |
    +5 Special Abilities, Essence Duality
    ||
    127
    |
    9
    |
    4

    [/table]

    Class Features

    Spoiler
    Show
    Weapon and Armor Proficiencies: Soulknives are proficient with all simple and martial weapons, light and medium armor, and shields (except tower shields).

    Power Points/Day: A soulknife’s ability to make Psychic Strikes and manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the class progression table. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. A 1st-level soulknife gains no power points for his class level, but he gains bonus power points (if he is entitled to any).

    Powers Known: A soulknife initially learns no powers. At 4th level, he gains a single power known, and every even level after that he unlocks the knowledge of a new power.

    Choose the powers known from the psychic warrior power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a soulknife to learn powers from the lists of other classes.) A soulknife can manifest any power that has a power point cost equal to or lower than his manifester level.

    The total number of powers a soulknife can manifest in a day is limited only by his daily power points. A soulknife simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.

    The Difficulty Class for saving throws against soulknife powers is 10 + the power’s level + the soulknife’s Intelligence modifier.

    Maximum Power Level Known: A 4th level soulknife gains the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers. To learn or manifest a power, a soulknife must have an Intelligence score of at least 10 + the power’s level.

    Mind Blade (Su): As a move action, a soulknife can create a semi-solid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually and weight-wise) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19–20/x2). Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus. All mind blades are weightless.

    The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife 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 mind blade is considered a magic weapon for the purpose of overcoming damage reduction.

    A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose “mind blade” for feats requiring a specific weapon choice, such as Improved Critical, and have that feat apply to every form of the mind blade. Powers or spells that upgrade weapons such as Magic Weapon can be used on a mind blade.

    A soulknife’s mind blade improves as the character gains higher levels. At 2nd level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 6th level, +3 at 10th level, and so on). Also, at 4th level and every four levels thereafter, the mind blade gains a special +1 enhancement bonus (+2 at 8th level, +3 at 12th level, and so on) that can only be used to provide special abilities of your choice to the mind blade, as if the weapon was enchanted with the special ability.

    The weapon abilities remain the same every time the soulknife materializes his mind blade (unless he decides to reassign its abilities) and they apply to any form the mind blade takes. Starting at 4th level, a soulknife can add and reassign the abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new set of special abilities selected by the soulknife.

    Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.

    Weapon Focus (Mind Blade): As long as the soulknife is proficient with his mind blade’s current form, he gains +1 to attack rolls with the mind blade.

    Mind Finesse (Ex): A soulknife may, when wielding a mind blade in the form of a light weapon, rapier, whip, or spiked chain made for a creature of his size category, use his Dexterity modifier instead of his Strength modifier on attack and damage rolls. If he carries a shield, its armor check penalty applies to his attack rolls.

    Psychic Strike (Su): Upon 2nd level, the soulknife can augment his mind blade with a powerful psychic resonance that would cause mental pain to any enemy he hits. As a swift action, the soulknife spends PP up to half his manifester level to charge his mind blade with a Psychic Strike. Once per round for 10 rounds, the soulknife can release this charge on any one enemy he hits with a mind blade, dealing 1d8 psychic damage per PP spent.

    This is a mind-affecting ability. If the soulknife attempts to release the charge on a creature that is mindless or immune to mind-affecting, that creature takes no damage and his mind blade does not lose the charge for that round. The soulknife also learns in the process whether the creature is mindless or immune to mind-affecting. This ability rests on all forms of the mind blade, regardless of type or shape, and even if he releases one mind blade and forms another, the Psychic Strike charge still applies.

    Throw Mind Blade (Ex): At 3rd level and above, a soulknife is able to throw his mind blade as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown mind blade then dissipates.

    The soulknife can make a Psychic Strike with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul).

    A soulknife with the Two Weapon Fighting feat dual wielding two mind blades may choose to throw both instead of just one. Throwing both in the same round gives the normal dual wielding penalty to attack but choosing to throw only one (even if he is wielding two blades) gives no such penalties.

    Blade Shaping (Su): At 3rd level, a soulknife gains the ability to change the form of his mind blade into a similar weapon of his choice. As a full round action, he can change his mind blade to replicate any simple weapon or any light or one-handed martial weapon (see table below). If a soulknife shapes his mind blade into a one-handed or two-handed weapon and wields it two-handed, he adds 1-½ times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.

    Alternatively, a soulknife can split his mind blade into two identical light simple weapons, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons still apply.) If the soulknife has more than two hands, he may create as many such mind blades as he has hands. However, additional mind blades after the first two do not gain special weapon abilities, though they do keep their enhancement bonuses. In every other way, they are identical to the original mind blades.

    The soulknife may shape the mind blade into a throwing weapon (such as dagger) as long as it is still able to be used in melee. In that case, he would still use his mind blade’s normal 30 ft range increment for throwing regardless of that weapon’s normal throwing range.

    The mind blade retains the shape given to it using this class feature every time it is formed until the soulknife reshapes it. If the soulknife loses access to this class feature due to negative levels or level loss due to death, his mind blade regresses to its original shortsword form.

    {table=head]Weapon|
    Required Ability

    Shortsword|
    None

    All Simple|
    Blade Shaping

    Light Martial|
    Blade Shaping

    One-Handed Martial|
    Blade Shaping

    2x Light Simple|
    Blade Shaping

    All Martial|
    Greater Blade Shaping

    All Exotic|
    Greater Blade Shaping

    2x Light Weapons|
    Greater Blade Shaping

    2x One-Handed|
    Perfect Blade Shaping

    Shape Base Weapon|
    Perfect Blade Shaping

    [/table]

    * Note: Weapon must be able to perform melee attacks, must not be unarmed weapons, and must not be gauntlets, shields, or armor (like spiked armor). Entries like “2x Light Simple” allow you to create two identical weapons in place of one for dual wielding purposes.

    Free Draw (Su): At 5th level, a soulknife becomes able to materialize his mind blade as a free action instead of a move action. Now, when throwing his mind blade in a full attack, he may throw as many times a round as he can make melee attacks, and he may alternate between throwing and melee attacking, as long as the total number of attacks does not exceed the normal amount of melee attacks he may make per round.

    Blade Essence (Su): At 5th level, a soulknife can alter the very essence of his mind blade to replicate any type of material. At the cost of a full round action, he can alter the material of his mind blade (see table below). Changing the material changes the weapon’s hardness and HP as well. Each time he alters its essence, the weapon’s HP is immediately restored to full.

    The mind blade retains the material given to it using this class feature every time it is formed until the soulknife reshapes it. If the soulknife loses access to this class feature due to negative levels or level loss due to death, his mind blade regresses to its original material of regular steel.

    {table=head]Special Material|
    Required Ability
    |
    Effect
    |
    Hardness
    |
    Hit Points

    None|
    None
    |
    None (Basic material type).
    |
    10
    |
    10

    Adamantine|
    Blade Essence
    |
    As the Adamantine weapon material.
    |
    12
    |
    20

    Cold Iron|
    Blade Essence
    |
    As the Cold Iron weapon material.
    |
    10
    |
    15

    Silver|
    Blade Essence
    |
    As the Alchemical Silver weapon material.
    |
    8
    |
    10

    Spectral|
    Greater Blade Essence
    |
    As the Ghost Touch special ability.
    |
    10
    |
    10

    Essence of Heat|
    Greater Blade Essence
    |
    All normal weapon damage^ is converted to fire damage instead.
    |
    –*
    |

    Essence of Cold|
    Greater Blade Essence
    |
    All normal weapon damage is converted to cold damage instead.
    |
    |

    Essence of Lightning|
    Greater Blade Essence
    |
    All normal weapon damage is converted to electric damage instead.
    |
    |

    Mind over Matter|
    Perfect Blade Essence
    |
    Attacks using the mind blade ignore natural armor AC.
    |
    |

    Brilliant Energy|
    Perfect Blade Essence
    |
    As the Brilliant Energy special ability.
    |
    |

    Anarchic|
    Perfect Blade Essence
    |
    As the Anarchic special ability. Does not bestow negative level on you regardless of your alignment.
    |
    10
    |
    10

    Axiomatic|
    Perfect Blade Essence
    |
    As the Axiomatic special ability. Does not bestow negative level on you regardless of your alignment.
    |
    10
    |
    10

    Holy|
    Perfect Blade Essence
    |
    As the Holy special ability. Does not bestow negative level on you regardless of your alignment.
    |
    10
    |
    10

    Unholy|
    Perfect Blade Essence
    |
    As the Unholy special ability. Does not bestow negative level on you regardless of your alignment.
    |
    10
    |
    10

    [/table]

    ^ For the purposes of Essence of Heat, Essence of Cold, and Essence of Lightning, normal weapon damage include the weapon’s base damage, extra damage from attribute modifier (Strength or Dexterity), extra damage from Power Attack and the like, precision damage (such as Sneak Attack), and other mundane sources of damage. Typed damage (such as from the Flaming special ability) and damage unconnected to the weapon attack itself (such as from Psychic Strike or from poisons) are not converted.
    * When hardness and HP are listed as “–”, it means the weapon cannot be sundered in this form.

    Speed of Thought: At level 7, a soulknife gains Speed of Thought as a bonus feat, giving him an insight bonus of 10 feet to his speed as long as he’s psionically focused and not wearing heavy armor.

    Fast Enchanting (Su): At 8th level, the soulknife has learned to enchant his mind blade quickly and efficiently to prepare for all challenges. Now, he may fully change the enchantment of his mind blade in 5 minutes of concentration rather than the original 8 hours necessary before.

    Greater Blade Shaping (Su): At 9th level, the soulknife’s Blade Shaping ability is extended to include all melee martial and exotic weapons. He is also able to split his mind blade into two of any light melee weapon. Additionally, his Blade Shaping ability now requires only a swift action to activate as opposed to a full-round action.

    Bladewind (Su): At 10th level and up, a soulknife gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent.

    As a full attack, when wielding his mind blade, a soulknife can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the soulknife’s regular mind blade.

    When using this technique, a soulknife forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell). The mind blade immediately reverts to its previous form after the bladewind attack.

    If the soulknife with Two Weapon Fighting has his mind blade split into two identical weapons, he may instead attack each opponent this way once with each weapon at the full attack bonus of that weapon (normal dual wield penalties still apply). He still must forfeit all other extra attacks.

    Greater Blade Essence (Su): At 11th level, the soulknife’s Blade Essence ability is changed to take a swift action rather than a full round action. He also gains access to other material types in addition to the ones previously allowed (see table).

    Knife to the Soul (Su): Beginning at 12th level, whenever the soulknife executes a Psychic Strike, he can choose to substitute Intelligence, Wisdom, or Charisma damage (his choice) for extra dice of damage. For each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses. A soulknife can combine extra dice of damage and ability damage in any combination.

    Combat Enchanting (Su): At 13th level, the soulknife gains the ability to enchant his mind blade in combat. Now he may fully change the enchantment of his mind blade in a single swift action, allowing him to prepare for whatever challenges he face in combat.

    Greater Weapon Focus (Mind Blade): At 14th level and beyond, as long as the soulknife is proficient with his mind blade’s current form, he gains an additional +1 to attack rolls with the mind blade (stacks with other attack bonuses including Weapon Focus).

    Perfect Blade Shaping (Su): At 15th level, the soulknife has perfected his control over his mind blade’s shape. Now, the soulknife may manipulate a single aspect of the soul blade’s base weapon type itself as he uses Blade Shaping upon it.

    When using Blade Shaping, he may raise the critical bonus of that base weapon from x2 to x3 or x3 to x4, increase the weapon damage to that of the next size category, turn the weapon into a reach weapon or nonreach weapon if it normally is reach (only for two-handed weapons), or change the damage type of the weapon to any one of slashing, bludgeoning, or piercing. Only one of these changes may be active upon the mind blade at a time and such changes still require a swift action (done through the normal Blade Shaping ability).

    Additionally, he may now dual wield the mind blade as two identical one-handed melee weapons of any type.

    Mind Crack (Su): A soulknife of 16th level or higher can use Psychic Strike to damage even those creatures that are immune to mind affecting effects as long as the creature fails a Will save at DC equal to 10 + ½ class level + soulknife’s Int modifier right before rolling for Psychic Strike damage (or before damage would be dealt if no damage dice need be rolled).

    If the creature fails the Will save, the soulknife’s Psychic Strike is able to deal damage as normal to that creature for that round (including Knife to the Soul ability damage). If it instead makes the save, the soulknife’s Psychic Strike charge is not expended for the round but he is unable to use Psychic Strike against that creature again this round. He may attempt to use Psychic Strike on the same target again next round.

    This class feature still does not allow him to use Psychic Strike against creatures that are mindless and have no intelligence score.

    Perfect Blade Essence (Su): At 17th level, the soulknife gains perfect control over the essence of his mind blade, allowing him access to some of the most powerful essences his mind blade can have (see table).

    Bladestorm (Su): At 18th level, a soulknife has mastered his psychic weapon to such a degree that they may act in perfect concert for a short time.

    As a full-round action, the soulknife may designate up to three separate targets within reach. He may take one separate full attack action against each of these targets. When using this class feature, the soulknife does NOT give up any bonus attacks granted from Cleave, haste, dual wielding, etc. He may calculate these bonus attacks separately for each targeted creature (so, for example, if he has the Cleave feat and all three targeted enemies are killed in the attack, a bonus attack may be made for each dropped foe). This ability may be used once per encounter.

    Example: a hasted 19th level souknife with two light weapons, greater two-weapon fighting and cleave uses this ability on three enemies. He may make 7 attacks (3 with his primary weapon, 3 with his off-hand weapon and one from haste) against each targeted enemy. If he drops two of his enemies, he may make two cleave attempts against any enemy within reach. In effect, he has taken 3 separate full attack actions during his turn.

    Brittle Mind (Su): At 19th level, the soulknife's mind blade can make a devastating psychic attack upon an enemy’s mind that becomes more powerful the more intelligent that enemy is, using their intellect against them. Whenever the soulknife deals damage with his Psychic Strike on a target with an Int modifier above 0, he learns the target’s Intelligence score and deals additional psychic damage equal to PP spent multiplied by the target’s Int modifier. This damage is not multiplied as part of a critical hit. That target must also make a Will save DC 10 + PP spent + target’s Int modifier or be dazed for 1 round.

    Essence Duality (Su): At 20th level, the soulknife learns to forge his mind blade even out of multiple, contrasting forces. Now, when using his Blade Essence ability, he may select two different essences and apply them to his mind blade at the same time. Even opposing essences such as Axiomatic and Anarchic can be chosen together. If he selects any two of Essence of Heat, Essence of Cold, and Essence of lightning, half the weapon damage dealt will be of one element and half be of the other.
    Last edited by PId6; 2009-08-09 at 03:15 AM.
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    Maldraugedhen's Avatar

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    Default Re: [3.5] Redesigned Soulknife

    Free Enchanting needs a rewording for its last sentence, unless you want people to seriously break the system. '...count as one enchantment for the purposes of this class feature', maybe. RAW, it says 'hey, you can stack any of the enchantments you want infinitely when you reassign this way.'
    The road goes ever on and on,
    Down from the door where it began,
    Now far ahead the road has gone,
    And I must follow, if I can--
    Pursuing it with eager feet,
    Meeting those who travel on the way,
    Where many paths and errands meet,
    And whither then, I cannot say.
    --J.R.R. Tolkien

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    Default Re: [3.5] Redesigned Soulknife

    Quote Originally Posted by Maldraugedhen View Post
    Free Enchanting needs a rewording for its last sentence, unless you want people to seriously break the system. '...count as one enchantment for the purposes of this class feature', maybe. RAW, it says 'hey, you can stack any of the enchantments you want infinitely when you reassign this way.'
    Fixed it, thanks! (Though I seriously hope no DM would actually allow that )
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    Default Re: [3.5] Redesigned Soulknife

    Whoah it's very impressive work.

    I can't put my finger on it, but I got the feeling that now the class is a little too powerfull. I'm not sure.

    One niptick you use the word feat instead of abilitie or class feature multiple time and it's a little confusing because feat refere to a specific mecanic in the game separate from class feature.
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    Default Re: [3.5] Redesigned Soulknife

    Quote Originally Posted by zagan View Post
    Whoah it's very impressive work.

    I can't put my finger on it, but I got the feeling that now the class is a little too powerfull. I'm not sure.

    One niptick you use the word feat instead of abilitie or class feature multiple time and it's a little confusing because feat refere to a specific mecanic in the game separate from class feature.
    Thanks!

    Heh, he's certainly much more powerful than the original. This was a big concern for me when trying to balance it since I wanted a sort of hybrid between fighter and rogue without vastly outshadowing both. The d8 hit die, medium BAB, and lack of heavy armor/tower shield proficiency was meant to balance him against the fighter while the lower damage of Psychic Strike versus Sneak Attack (10d6 > 6d8) and the lack of trap sense, disable device, open lock, and UMD prevents him from completely taking over rogue's place in the party.

    Giving him so many feats makes up for the original's tendency to be feat-starved and to allow him to take a versatile role in both melee and ranged combat. However, I do get the feeling that he may be getting a little too strong when you take this into account along with the huge amount of options he has with his weapon. I won't be sure of it until I find a game to try him out so in the meantime, I'm looking to see if there are any glaring problems that can be exploited (like the infinite Flaming issue Maldraugedhen kindly pointed out).

    And fixed. I probably just didn't notice since a lot of the class features are normally feats. Thanks for pointing that out!
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    Default Re: [3.5] Redesigned Soulknife

    There's actually already a soulknife fix on the forums, found here. I quite like it, though honestly it's a good bit different than yours- less customization, rather simpler, and with a different feel. I like them both, though, and would definitely try this one out one day.
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    Default Re: [3.5] Redesigned Soulknife

    A very comprehensive edit, which maintains the flavour of the original soulknife well. I personally like the Blade Essence ability too, the limits seem quite reasonable and it finally allows the soulknife the ability to take advantage of special materials which is something they really do need.

    Each individual ability seems fairly balanced, however I fear the sum of the parts makes this build slightly too powerful. I'm not quite sure how to reel it back, and without play testing it would be hard to really assess if this is even the case or not. But a nice redesign none-the-less, not as roguey as I first thought it would be from your initial brief, however I feel thats a good thing overall.

    If your looking to help refine this build using other homebrewers redesigns, the soulknife handbook is a very nice collection of flaws and suggested improvements, which also features a completely new redesign (however it does remake the fluff entirely, which is a shame) and a simple rework which I personally use.
    Last edited by Reaper_Monkey; 2009-05-21 at 06:23 PM.

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    Default Re: [3.5] Redesigned Soulknife

    Quote Originally Posted by Gorgondantess View Post
    There's actually already a soulknife fix on the forums, found here. I quite like it, though honestly it's a good bit different than yours- less customization, rather simpler, and with a different feel. I like them both, though, and would definitely try this one out one day.
    Thanks for the link! It's nice to see different ways approaching the same problem leading to each reflecting a unique design.
    Quote Originally Posted by Reaper_Monkey View Post
    A very comprehensive edit, which maintains the flavour of the original soulknife well. I personally like the Blade Essence ability too, the limits seem quite reasonable and it finally allows the soulknife the ability to take advantage of special materials which is something they really do need.

    Each individual ability seems fairly balanced, however I fear the sum of the parts makes this build slightly too powerful. I'm not quite sure how to reel it back, and without play testing it would be hard to really assess if this is even the case or not. But a nice redesign none-the-less, not as roguey as I first thought it would be from your initial brief, however I feel thats a good thing overall.

    If your looking to help refine this build using other homebrewers redesigns, the soulknife handbook is a very nice collection of flaws and suggested improvements, which also features a completely new redesign (however it does remake the fluff entirely, which is a shame) and a simple rework which I personally use.
    Thank you. I tried to preserve the flavor of the original soulknife so that I didn't change any fundamental attributes of the class (ie take away Psychic Strike, give it new abilities like invisibility, adding psionic powers, etc). Such approaches can work very well, but I'm aiming more for a "More of the Same but Better and Cooler" approach.

    I agree, it does seem like the sum of the parts being a little too good. I just can't decide what to cut back. Remove some of the throwing feats so he isn't automatically a great thrower without some investment? That's the only thing that comes to mind without reworking everything. I'm definitely going to need to playtest it.

    And thank you very much for that link! I glimpsed over it a bit and it seems to have a lot of good advice for just this. I'll be sure to incorporate some of the changes I find in there.
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    Default Re: [3.5] Redesigned Soulknife

    Yes, removing some of the bonus throwing feat seem like the best way to cut a little in power if need, without detracting from the flavor.

    Reapor monkey: thanks for the link it look really interesting.
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    Default Re: [3.5] Redesigned Soulknife

    Okay, I've removed Far Shot, Improved Precise Shot, and the Weapon Specialization feats. I also switched some things around to even the leveling a bit. He still has Point Blank Shot and Precise Shot so that throwing is a viable alternative to melee but he needs Improved Precise Shot and Far Shot (make up for short range) if he wants to specialize in throwing.
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    Default Re: [3.5] Redesigned Soulknife

    Hi, I read through your soulknife and I think it generally looks good. There are a few things I would like clarified though, and maybe a few suggestions for changes.

    First off, I assume taking Improved Critical applies to specific forms of the mind blade rather than the mind blade itself (like Improved Critical (short sword) rather than Improved Critical (mind blade)). It might be a good idea to mention this.

    Secondly, I think you should link weapon special abilities and materials to their entries in the D20 SRD so that the short version presented here is not the only source of info for the special ability / material. Those special abilities / materials not found in the SRD should be expanded on in your post. I say this because some of the explanations are a bit foggy.

    Speaking of special abilities, I'm wondering about Forceful vs Ghost Touch. Is it that a weapon with the Forceful ability only deals the force damage (1d4/application) to incorporeal targets or does the base weapon damage also get applied? Abilities?

    The Bane ability is not stackable (understandably), for the same monster type, but could you give the weapon, say, Bane (Monstrous humanoids) and Bane (Apperations)?

    When stacking the Damp ability, how much extra spell resistance is added?

    I think Mind finesse is an excellent ability since I usually play low-strength-hih-dex characters, but why does it get a penalty from having a shield? Normal weapon finesse doesn't get that and it has less restrictions that Mind finesse.

    Something I thought the original soulknife (and all its fixes) lacked is an ability for multihanded characters splitting blades, like thri-kreen which can wield four light or one-handed weapons (or two two-handed ones). Maybe perfect blade shaping could allow for 4x light weapons. Though maybe a thri-kreen could easily make such an allowance game-breaking.
    A simple way of handling such an issue could be to simply not allow the 3rd and 4th blade to have special abilities, but be identical to the primary pair in all other respects.

    Lastly, Greater and Perfect blade essence needs to be updated to match the table under 'Blade essence'.
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    Default Re: [3.5] Redesigned Soulknife

    Quote Originally Posted by Norr View Post
    Hi, I read through your soulknife and I think it generally looks good. There are a few things I would like clarified though, and maybe a few suggestions for changes.
    Thanks! After getting more experience homebrewing though, I can see a lot of it needs rewriting. I'll properly update it when I get some time.

    Quote Originally Posted by Norr View Post
    First off, I assume taking Improved Critical applies to specific forms of the mind blade rather than the mind blade itself (like Improved Critical (short sword) rather than Improved Critical (mind blade)). It might be a good idea to mention this.
    No, it means that you can pick feats requiring specific weapons and choose "mind blade" in general rather than a specific type. So Improved Critical (mind blade) would apply to any form of the mind blade. That was basically the same as was on the original version. Should I clarify it more?

    Quote Originally Posted by Norr View Post
    Secondly, I think you should link weapon special abilities and materials to their entries in the D20 SRD so that the short version presented here is not the only source of info for the special ability / material. Those special abilities / materials not found in the SRD should be expanded on in your post. I say this because some of the explanations are a bit foggy.
    Linking is a good idea. Actually, looking at it now, I think it may be a good idea just to say you get +X weapon enhancement to be used for special abilities, without limiting it to a list. That way, you'd be able to use juicy weapon abilities from supplements like Magic Item Compendium.

    But for materials, yeah, I'll expand/link those.

    Quote Originally Posted by Norr View Post
    Speaking of special abilities, I'm wondering about Forceful vs Ghost Touch. Is it that a weapon with the Forceful ability only deals the force damage (1d4/application) to incorporeal targets or does the base weapon damage also get applied? Abilities?
    I just meant it deals extra force damage, and the parenthesis was reminder that force hurts incorporeal targets. But yeah, that's not very clear. It won't matter once I remove the limited list though.

    Quote Originally Posted by Norr View Post
    The Bane ability is not stackable (understandably), for the same monster type, but could you give the weapon, say, Bane (Monstrous humanoids) and Bane (Apperations)?
    Good point, that seems like a reasonable thing to do. But I think normally you can't stack weapon abilities at all, so unfortunately that won't be possible if I move to just +X special ability bonus for whatever.

    Quote Originally Posted by Norr View Post
    When stacking the Damp ability, how much extra spell resistance is added?
    It would double it, but that's probably not balanced at all. A more reasonable thing would be to add +10 each extra time you add it.

    Quote Originally Posted by Norr View Post
    I think Mind finesse is an excellent ability since I usually play low-strength-hih-dex characters, but why does it get a penalty from having a shield? Normal weapon finesse doesn't get that and it has less restrictions that Mind finesse.
    Actually, that part was copied directly from Weapon Finesse on the SRD, which does have that restriction.

    Quote Originally Posted by Norr View Post
    Something I thought the original soulknife (and all its fixes) lacked is an ability for multihanded characters splitting blades, like thri-kreen which can wield four light or one-handed weapons (or two two-handed ones). Maybe perfect blade shaping could allow for 4x light weapons. Though maybe a thri-kreen could easily make such an allowance game-breaking.
    That's a good point. I can add that.

    Quote Originally Posted by Norr View Post
    A simple way of handling such an issue could be to simply not allow the 3rd and 4th blade to have special abilities, but be identical to the primary pair in all other respects.
    That's a good idea.

    Quote Originally Posted by Norr View Post
    Lastly, Greater and Perfect blade essence needs to be updated to match the table under 'Blade essence'.
    Thanks for catching that, I'll change it when I update.
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    Default Re: [3.5] Redesigned Soulknife

    Looks excellent.

    Quibbles:
    • Consider using spoiler tags. A huge block of text is difficult to read and sort through.
    • If I wanted to play a Soulknife that throws his mindblades, I'd have to wait until 3rd level to do so, and 7th level to do so more then one round in a row. And after the first round of doing so, I can only replenish 2 mind blades each round, screwing me if I want to make a full attack every round.
    • Similarly, with Mind Finesse at second level, a first level Dex based Soulknife is screwed.
    • Your Save DC's are all over the place. Some too weak for their ECL, some too high, and the opposing Will Save on Mind Crack is just weird. Standard Save DC for a base class is 10 + 1/2 your level + primary attribute modifier.
    • The class seems weak at levels 1-6, when most of the class abilities basically just give you a bunch of minor bonus feats (most of which will be useless if you're not a Dex based build) and a free +1 to +3 weapon. Then you hit the meat of the class, and pick up Blade Essence, Bladewind, and Knife to the Soul, which rock. Then it's a mixed bag for the next 9 levels. It's definitely a huge improvement over the base version, but it still ranks in the lower end of the power pool. What other classes are you seeking for this class be balanced with? Monk/Barbarian/Fighter? Paladin/Hexblade/Duskblade? Crusader/Warblade/Swordsage? Full Casters?
    • I'm a bit concerned over the weird Crit stacking from Perfect Blade Shaping. Note that non-dice bonus damage, including Ability Damage (from Knife to the Soul) is multiplied. So you may not want to mess with the Keen rules. I might just be misreading it though - how abusive do you think it would be?
    • You might want to glance at my homebrew Soulknife, as it addresses some of my quibbles. You've got some nice creative juice going on in your version though, so I might steal some of it. I'll be sure to give you credit if I do. Feel free to do the same.

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    Default Re: [3.5] Redesigned Soulknife

    Quote Originally Posted by Person_Man View Post
    Looks excellent.
    Thanks!

    Quote Originally Posted by Person_Man View Post
    Consider using spoiler tags. A huge block of text is difficult to read and sort through.
    I can do that.

    Quote Originally Posted by Person_Man View Post
    If I wanted to play a Soulknife that throws his mindblades, I'd have to wait until 3rd level to do so, and 7th level to do so more then one round in a row. And after the first round of doing so, I can only replenish 2 mind blades each round, screwing me if I want to make a full attack every round.
    Yeah, I've noticed. I think I'll just get rid of the Multiple Throw ability and let you throw based on BAB, since you really shouldn't have to wait so long to be able to do something you should be able to anyway.

    Quote Originally Posted by Person_Man View Post
    Similarly, with Mind Finesse at second level, a first level Dex based Soulknife is screwed.
    Good point, though that's often a problem with Dex-based builds with no BAB at 1st level, like rogues. But still, I can do that.

    Quote Originally Posted by Person_Man View Post
    Your Save DC's are all over the place. Some too weak for their ECL, some too high, and the opposing Will Save on Mind Crack is just weird. Standard Save DC for a base class is 10 + 1/2 your level + primary attribute modifier.
    True. Problem is, he's not really a caster-type and I'm not sure I want to make him dependent on any mental attribute. But I'll be getting rid of the weapon enchantment list anyway so that shouldn't be much of a problem soon.

    The opposing Will Save thing was for lack of any other idea at the time. I could try an Autohypnosis check though or maybe an opposed level check.

    Quote Originally Posted by Person_Man View Post
    The class seems weak at levels 1-6, when most of the class abilities basically just give you a bunch of minor bonus feats (most of which will be useless if you're not a Dex based build) and a free +1 to +3 weapon. Then you hit the meat of the class, and pick up Blade Essence, Bladewind, and Knife to the Soul, which rock. Then it's a mixed bag for the next 9 levels. It's definitely a huge improvement over the base version, but it still ranks in the lower end of the power pool. What other classes are you seeking for this class be balanced with? Monk/Barbarian/Fighter? Paladin/Hexblade/Duskblade? Crusader/Warblade/Swordsage? Full Casters?
    Yeah, when I made this I hadn't had a chance to try things like ToB classes or psychic warrior, which is probably why I was overcautious about balance. Now that I have tried those, this class seems a bit boring, since he's still mostly just a fighter with a special weapon. I should come up with some way to make the class more interesting, somehow, maybe with a psionic version of ToB maneuvers? Or maybe just make him proficient with all forms of his mind blade, regardless of martial or exotic. The ability to change it from a spiked chain to a net has gotta be worth something, right?

    Quote Originally Posted by Person_Man View Post
    I'm a bit concerned over the weird Crit stacking from Perfect Blade Shaping. Note that non-dice bonus damage, including Ability Damage (from Knife to the Soul) is multiplied. So you may not want to mess with the Keen rules. I might just be misreading it though - how abusive do you think it would be?
    Well, it applies after Keen so a +5% to crit chance can't be that bad. A Keen rapier has 15-20/x2, and with that bonus it would be 14-20/x2. Doesn't seem like it would make a huge difference, IMO.

    Quote Originally Posted by Person_Man View Post
    You might want to glance at my homebrew Soulknife, as it addresses some of my quibbles. You've got some nice creative juice going on in your version though, so I might steal some of it. I'll be sure to give you credit if I do. Feel free to do the same.
    Feel free to take whatever you need. I like your version in that it looks a lot more malleable and interesting, though I'm not really a huge fan of Star Wars. Blasphemy, I know.
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    Default Re: [3.5] Redesigned Soulknife

    No, it means that you can pick feats requiring specific weapons and choose "mind blade" in general rather than a specific type. So Improved Critical (mind blade) would apply to any form of the mind blade. That was basically the same as was on the original version. Should I clarify it more?[/QUOTE]

    Mybe reword it slightly, I always get things like that wrong.

    Linking is a good idea. Actually, looking at it now, I think it may be a good idea just to say you get +X weapon enhancement to be used for special abilities, without limiting it to a list. That way, you'd be able to use juicy weapon abilities from supplements like Magic Item Compendium.

    But for materials, yeah, I'll expand/link those.
    Nice thinking. After all, normal characters get all those sources to draw from.

    It would double it, but that's probably not balanced at all. A more reasonable thing would be to add +10 each extra time you add it.
    Since it takes up a +2 bonus (+4 max with stack) that is entirely reasonable.

    Actually, that part was copied directly from Weapon Finesse on the SRD, which does have that restriction.
    I just took a look. My bad. ^^;

    Also, brittle mind would do an extra 50-55 damage against creatures of average intelligence. Wouldn't it be prudent to make the formula for extra damage (Creatures Int -10)*5 instead? That means commoners and idiots (and animals) doesn't take extra damage for being too smart.

    Bladestorm could use some rewording too. It's not that it's mechanic is hard to understand, but it could be easier to read. I might give rewording it a shot when I get back this afetrnoon.
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    Default Re: [3.5] Redesigned Soulknife

    Quote Originally Posted by Norr View Post
    Mybe reword it slightly, I always get things like that wrong.
    Sure, I can do that.

    Quote Originally Posted by Norr View Post
    Since it takes up a +2 bonus (+4 max with stack) that is entirely reasonable.
    True, though changing the system to just letting you take weapon bonuses from wherever would remove that ability entirely. Then again, SR doesn't really belong on weapon anyway, so no great loss.

    Quote Originally Posted by Norr View Post
    Also, brittle mind would do an extra 50-55 damage against creatures of average intelligence. Wouldn't it be prudent to make the formula for extra damage (Creatures Int -10)*5 instead? That means commoners and idiots (and animals) doesn't take extra damage for being too smart.
    Actually, it uses Int modifier, not straight Int, so his opponent would have to have 12 or more Int to take damage. Looking at it now, it seems to be a bit weak for a capstone, so I'll have to think about improving it.

    Quote Originally Posted by Norr View Post
    Bladestorm could use some rewording too. It's not that it's mechanic is hard to understand, but it could be easier to read. I might give rewording it a shot when I get back this afetrnoon.
    Good idea. It'd be great if you can, thanks!
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    Default Re: [3.5] Redesigned Soulknife

    Quote Originally Posted by PId6 View Post
    Actually, it uses Int modifier, not straight Int, so his opponent would have to have 12 or more Int to take damage. Looking at it now, it seems to be a bit weak for a capstone, so I'll have to think about improving it.
    Intelligence modifier *faceslap*. I guess that's what you get reading forums at night.


    Bladestorm: At 19th level, a Soulknife has mastered his psychic weapon to such a degree that they may act in perfect concert for a short time.

    As a full-round action, the Soulknife may designate three targets within reach. He may take one separate full attack action against each of these targets. At the end of the soulknifes' turn his mind blade dissipates. He may reform his mind blade at the start of his next turn as usual.
    When using this class feature, the soulknife does NOT give up any bonus attacks granted from Cleave, haste, dual wielding, etc. He may calculate these bonus attacks separately for each targeted creature (so, for example, if he has the Cleave feat and all three targeted enemies are killed in the attack, a bonus attack may be made for each dropped foe).
    This ability may be used once per encounter and no more than 3 times per day.

    Example: a hasted 19th level souknife with two light weapons, greater two-weapon fighting and cleave uses this ability on three enemies. He may make 7 attacks (3 with his primary weapon, 3 with his off-hand weapon and one from haste) against each targeted enemy. If he drops two of his enemies, he may make two cleave attempts against any enemy within reach.
    At the end of his third full-round action his mind blades dissipate and must be reformed on his next turn before he can attack again.
    In effect, he has taken 3 separate full attack actions during his turn.

    Something like this.
    Last edited by Norr; 2009-08-02 at 06:07 AM.
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    Default Re: [3.5] Redesigned Soulknife

    Okay, I've changed it around quite a lot now. Psychic Strike is completely different, requiring power points to use. I've also given him about half psychic warrior manifesting to expand the class's versatility and to make it more interesting. Lots of other things have been changed/moved around as well.

    Any thoughts?
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    Default Re: [3.5] Redesigned Soulknife

    I must say that when I first saw your reply I was a bit sceptical regarding your changes. However, I think what you have done with psychic strike and powers is an interesting change.
    Compared to a rouges sneak attack, psychic strike does less damage in a full attack with one weapon but has a much higher chance of actually delivering all that damage. Supplemented with powers, the soulknife is now pretty feasible, but not overly powerful.

    The new psychic strike also means the souknife can focus on making full attacks, as the old psychic strike basically limits you to one attack per turn which isn't very attractive for a TWF soulknife.

    Basically I'm saying you done a good job PId6.
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    Default Re: [3.5] Redesigned Soulknife

    Quote Originally Posted by Norr View Post
    Basically I'm saying you done a good job PId6.
    Glad you approve!

    The thing is that I've found that there are just so many indispensable powers that melee characters need. Things like Expansion for better combat maneuvers, Hustle and Psionic Lion's Charge for mobility with full attacks, not to mention powers like Freedom of Movement and Dimension Door to keep you from instantly losing at high levels. Psychic warriors are considered balanced and useful characters because of their powers. ToB classes are considered balanced and fun because of their maneuvers that accomplish much the same things. So a power progression seemed like the best way to put the soulknife on par with those classes.

    Hence the reason I also shifted a lot of things so that you have the ability to do them even while you full attack. Enchanting, Blade Shaping, and Blade Essence all became swift actions eventually so that you don't have to waste turns to perform them. Otherwise you're standing there wasting your turn while your allies get crushed. Psychic Strike no longer takes a move action to do so you're not limited to using it once per encounter. And the existence of powers make the class (I hope) more fun to play.

    Overall, I'm hoping this is or is close to the final version. I might add a few more Blade Essences if I think of them, and of course fix any glaring errors if they appear, but otherwise I think this is fairly final. I'm also converting the soulknife PrCs (Illumine Soul and Soulbow) to this new version, and that should be the end of that.
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    Default Re: [3.5] Redesigned Soulknife

    The only thing I can set my finger on now (after digesting this new build for a while) is that Psychic strike seems a little limited. Sure, you can add 4.5 points of extra damage per level (45 at level 10, 90 at level 20) to one of your attacks in a round, while a rouge does one third that (17.5 at level 10, 35 at level 20), which balances out since rouges get to add that to all their attacks under the right circumstances.
    Only problem is rouges can sneak attack all day, while a soulknife is limited by his power points. A 3rd level soulknife can use psychic strike at full power once a day, at 7th level twice per day, at 11th level three times per day and to a maximum of six times per day at level 19 and above provided he doesn't manifest any powers that day.

    I would suggest doing something to allow the soulknife to psychic strike more than once per two encounters while at the same time keeping its damage under control.
    Maybe add psychic strike damage to an attack as a swift action (limiting it to once per round), low or no PP cost and using current number of die or a number of die equal to BAB.
    That would keep Psychic strike under control while freeing up PP for manifesting combat critical powers.


    Also, I would suggest upgrading the soulknifes manifester level to full, since many low-level powers need augmentation to remain useful at high levels. Limiting the Soulknife to fourth level powers at the most is enough of a manifestation limit I think.

    Just some thoughts I have.
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    Default Re: [3.5] Redesigned Soulknife

    Quote Originally Posted by Norr View Post
    I would suggest doing something to allow the soulknife to psychic strike more than once per two encounters while at the same time keeping its damage under control.
    I see your point. He would run out of PP fast if he tries to use it every encounter. What about making it activated by swift action and lasts 10 rounds, letting you use it once per round? That way, you'd only need to activate it once or twice per encounter, so your PP isn't drained quite so quickly.

    Quote Originally Posted by Norr View Post
    Also, I would suggest upgrading the soulknifes manifester level to full, since many low-level powers need augmentation to remain useful at high levels. Limiting the Soulknife to fourth level powers at the most is enough of a manifestation limit I think.
    You might be right, though he really doesn't have that much PP to spend on highly-augmented powers if he's using Psychic Strike often. But I guess it won't hurt, since he has less powers known and lower maximum power level than psychic warrior still.

    Edit: Okay, I've removed the 1/2 manifester level clause and changed Psychic Strike, is this reasonable, OP, or still weak?
    Last edited by PId6; 2009-08-05 at 07:11 PM.
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    Default Re: [3.5] Redesigned Soulknife

    Good, all-in-all, I was considering doing something like this, but I was lazy . I think the only thing I would change is a limit per day to the bladestorm, otherwise it seems (to me) to powerful. Disregard as you wish, I'm not the best with balance.

    But anyway, besides that, to me, it seems good.

    EDIT: I would also change the special-ability-changing method. I would change it to more like a sorcerer's spells known, so you can change it at 6th level and once every two levels thereafter.

    EDIT2: [Strictteachervoice] Personman, don't talk about impossible class combinations. Paladin/hexblade? Monk/barbarian? Why don't you make a paladin/assassin while you're at it?[/Strictteachervoice]
    Last edited by Magnema; 2009-08-06 at 04:40 PM.

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    Default Re: [3.5] Redesigned Soulknife

    Quote Originally Posted by Magnema View Post
    I think the only thing I would change is a limit per day to the bladestorm, otherwise it seems (to me) to powerful.
    Earlier I had it as 3/day and 1/encounter, but I got rid of the per day limit since it felt like unnecessary bookkeeping. Most parties only have at most 4 encounters per day, so it shouldn't make that much difference to have it be a flat 1/encounter.

    If you compare it to the Time Stands Still maneuver from Tome of Battle, for example, this can be used to full-attack three times in one round once per encounter, but only against multiple enemies. Time Stands Still allows you to full-attack twice in one round multiple times per encounter, against the same enemy if you want. In light of this, I don't think it's unreasonable for an 18th level soulknife to use it once per encounter.

    Quote Originally Posted by Magnema View Post
    EDIT: I would also change the special-ability-changing method. I would change it to more like a sorcerer's spells known, so you can change it at 6th level and once every two levels thereafter.
    I prefer not to. One of the key points of the soulknife is his versatility with his weapon. Being only able to do so upon levelup seems too much of a nerf. I mean, usually you level up AFTER one adventure, before you begin the next. So having it only changeable on levelup really detracts from his ability to prepare for new challenges.

    Quote Originally Posted by Magnema View Post
    But anyway, besides that, to me, it seems good.
    Thanks!
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    Default Re: [3.5] Redesigned Soulknife

    Quote Originally Posted by PId6 View Post
    I see your point. He would run out of PP fast if he tries to use it every encounter. What about making it activated by swift action and lasts 10 rounds, letting you use it once per round? That way, you'd only need to activate it once or twice per encounter, so your PP isn't drained quite so quickly.

    Edit: Okay, I've removed the 1/2 manifester level clause and changed Psychic Strike, is this reasonable, OP, or still weak?
    Looks good. Now he gets a reasonable amount of damage for those PP while at the same time having enough left to think about what powers best supplement it. I would play this class in preference of the regular soulknife.


    Also, the first thing I thought when I saw the new pic was "Now that's what the xephs should have looked like."
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    Default Re: [3.5] Redesigned Soulknife

    Quote Originally Posted by Norr View Post
    Also, the first thing I thought when I saw the new pic was "Now that's what the xephs should have looked like."
    Tis a Dark Templar from StarCraft: Brood War.

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    Default Re: [3.5] Redesigned Soulknife

    Illumine Soul

    Requirements
    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.

    {table=head]Level|
    BAB
    |
    Fort
    |
    Ref
    |
    Will
    |
    Special
    |
    Manifesting

    1st|
    +1
    |
    2
    |
    0
    |
    2
    |
    Improved Mind Blade, Positive Energy Conduit
    |

    2nd|
    +2
    |
    3
    |
    0
    |
    3
    |
    Positive Energy Ray, Death Ward
    |
    +1

    3rd|
    +3
    |
    3
    |
    1
    |
    3
    |
    Undead Mind Bane, Greater Energy Conduit
    |
    +1

    4th|
    +4
    |
    4
    |
    1
    |
    4
    |
    Positive Energy Healing
    |
    +1

    5th|
    +5
    |
    4
    |
    1
    |
    4
    |
    Positive Energy Pulse, Heart of Light
    |

    [/table]

    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).

    Class Features
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    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.
    Last edited by PId6; 2009-08-09 at 03:25 AM.
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    Default Re: [3.5] Redesigned Soulknife

    Soulbow

    Requirements
    To qualify to become a soulbow, a character must fulfill all of the following criteria.

    Skills: Autohypnosis 8 ranks.
    Feats: Point Blank Shot.
    Manifesting: Ability to manifest 1st level powers.
    Special: Free Draw class feature.

    {table=head]Level|
    BAB
    |
    Fort
    |
    Ref
    |
    Will
    |
    Special
    |
    Manifesting

    1st|
    +0
    |
    0
    |
    2
    |
    2
    |
    Improved Mind Blade, Mind Arrow, Bonus Feat
    |

    2nd|
    +1
    |
    0
    |
    3
    |
    3
    |
    Deadly Strike
    |
    +1

    3rd|
    +2
    |
    1
    |
    3
    |
    3
    |
    Bonus Feat
    |
    +1

    4th|
    +3
    |
    1
    |
    4
    |
    4
    |
    Close Combat Shot
    |

    5th|
    +3
    |
    1
    |
    4
    |
    4
    |
    Bonus Feat
    |
    +1

    6th|
    +4
    |
    2
    |
    5
    |
    5
    |
    Phase Arrow
    |
    +1

    7th|
    +5
    |
    2
    |
    5
    |
    5
    |
    Called Shot
    |

    8th|
    +6
    |
    2
    |
    6
    |
    6
    |
    Bonus Feat
    |
    +1

    9th|
    +6
    |
    3
    |
    6
    |
    6
    |
    Hail of Arrows
    |
    +1

    10th|
    +7
    |
    3
    |
    7
    |
    7
    |
    Ricochet Bolt
    |
    +1

    [/table]

    Hit Die: d8

    Class Skills (6 + Int modifier per level): Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Local), Knowledge (Psionics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), and Use Rope (Dex).

    Class Features
    Spoiler
    Show
    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.
    Last edited by PId6; 2009-08-09 at 03:33 AM.
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    Default Re: [3.5] Redesigned Soulknife

    New Soulknife Feats:


    Practiced Soulknife [Psionic]
    Prerequisite: Mind Blade, Autohypnosis 4 ranks.
    Benefit: Your effective soulknife level to determine the enhancement bonus and special abilities of your mind blade increases by 4. This benefit can’t increase your effective soulknife level to higher than your Hit Dice. However, even if you can’t benefit from the full bonus immediately, if you later gain Hit Dice in levels other than soulknife, you might be able to apply the rest of the bonus.

    For example, a soulknife 4/fighter 3 who selects this feat would increase his effective soulknife level from 4th to 7th (since he has 7 Hit Dice), granting him a +2 mind blade with +1 worth of special abilities. If he later gains a fighter level, he would gain the remainder of the bonus and his effective soulknife level would become 8th (since he has 8 Hit Dice), giving him a +2 mind blade with +2 worth of special abilities.

    This feat does not affect your manifesting ability, nor the other class features of soulknife, such as Blade Shaping or Free Draw. It increases your mind blade enhancement bonus and special abilities only.
    Special: You may take this feat multiple times; its effects stack.

    Epic Practiced Soulknife [Psionic] [Epic]
    Prerequisite: Mind Blade, Practiced Soulknife, Autohypnosis 24 ranks.
    Benefit: As Practiced Soulknife, but your effective soulknife level increases by 8 instead.
    Special: You may take this feat multiple times; its effects stack with both Practiced Soulknife and itself.

    Warrior of the Soul [Psionic]
    Prerequisite: Mind Blade, Practiced Soulknife, psychic warrior level 1st.
    Benefit: You no longer gain any power points or powers from your soulknife levels, and you lose all those you’ve already gained. Instead, your soulknife level and your psychic warrior level now combine to determine your psychic warrior manifester level and the amount of power points you gain from psychic warrior. Also, add half of your soulknife level to your psychic warrior level when calculating the number of psychic warrior powers you know and the maximum power level for your psychic warrior powers.

    In addition, you now use Intelligence rather than Wisdom to determine your bonus power points from psychic warrior, the Difficulty Class of your psychic warrior powers, and the required attribute to learn or manifest a psychic warrior power. Any time an ability would refer to your soulknife manifester level, you use your psychic warrior manifester level instead.

    Discipline Training [Psionic]
    Prerequisite: Mind Blade, Practiced Soulknife, war mind level 1st.
    Benefit: You no longer gain any power points from your war mind levels, and you lose all those you’ve already gained. Instead, your soulknife level and your war mind level now combine to determine your soulknife manifester level and the amount of power points you gain from soulknife. Also, any powers you gain from war mind are added to your soulknife powers known instead.

    Sagacious Soul [Psionic]
    Prerequisite: Mind Blade, Practiced Soulknife, swordsage level 1st.
    Benefit: Add half your swordsage level to your soulknife level to determine your soulknife manifester level, power points, powers known, and maximum power level. In addition, you now use Intelligence rather than Wisdom for the purposes of your swordsage’s AC bonus and Insightful Strikes.
    Last edited by PId6; 2009-08-09 at 03:35 AM.
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