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    Default The Soulknife Revitalized

    Soulknife

    Hit Die: d10
    Alignment: Any
    Abilities: A soulknife's primary abilities are Strength and Intelligence. A soulknife uses Strength in all checks with his mindblade, for attacking and damage, and uses intelligence to determine his armor class, how much damage he can deal with his Psychic Strike, and how many power points he has available.

    The soulknife’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

    Skill Points: 4+int mod per level, x4 at first level

    Table: The Soulknife
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Powers Known|PP

    1st|+1|
    +2
    |
    0
    |
    +2
    | Mindblade, Weapon Focus, 1st level Powers|1|0

    2nd|+2|
    +3
    |
    0
    |
    +3
    |Shape Mindblade, Throw Mindblade, Psychic Strike |2|1

    3rd|+3|
    +3
    |
    +1
    |
    +3
    | Mindblade Property, Insightful Defense |3|2

    4th|+4|
    +4
    |
    +1
    |
    +4
    | Weapon Specialization, Psionic Meditation|3|3

    5th|+5|
    +4
    |
    +1
    |
    +4
    |2nd Level Powers, Free Draw|4|4

    6th|+6/+1|
    +5
    |
    +2
    |
    +5
    |Psychic Empowerment|5|5

    7th|+7/+2|
    +5
    |
    +2
    |
    +5
    |Flexible Enhancement, Bladewind|6|6

    8th|+8/+3|
    +6
    |
    +2
    |
    +6
    |Greater Weapon Focus|6|8

    9th|+9/+4|
    +6
    |
    +3
    |
    +6
    |Bonus Feat|7|10

    10th|+10/+5|
    +7
    |
    +3
    |
    +7
    |3rd Level Powers|8|12

    11th|+11/+6/+1|
    +7
    |
    +3
    |
    +7
    |Improved Psionic Meditation|9|14

    12th|+12/+7/+2|
    +8
    |
    +4
    |
    +8
    |Greater Weapon Specialization|9|16

    13th|+13/+8/+3|
    +8
    |
    +4
    |
    +8
    |Bonus Feat, Knife to the Soul|10|18

    14th|+14/+9/+4|
    +9
    |
    +4
    |
    +9
    |Improved Bladewind|11|20

    15th|+15/+10/+5|
    +9
    |
    +5
    |
    +9
    |4th level Powers|12|23

    16th|+16/+11/+6/+1|
    +10
    |
    +5
    |
    +10
    |Empowered Strike|12|26

    17th|+17/+12/+7/+2|
    +10
    |
    +5
    |
    +10
    |Bonus Feat|13|29

    18th|+18/+13/+8/+3|
    +11
    |
    +6
    |
    +11
    |Weapon Supremacy|14|32

    19th|+19/+14/+9/+4|
    +11
    |
    +6
    |
    +11
    |-|15|35

    20th|+20/+15/+10/+5|
    +12
    |
    +6
    |
    +12
    | Bladestorm|15|38[/table]

    Weapon and Armor Proficiency: Soulknives are proficient with all simple weapons, with their own mindblade, and with light armor and shields (except tower shields).

    Mindblade (Su)
    As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium mindblade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/×2). Soulknives who are smaller or larger than Medium create mindblades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mindblade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.

    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 mindblade is considered a magic weapon for the purpose of overcoming damage reduction.

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

    All other psionic powers or supernatural abilities are still affected by a null psionics field as normal.

    A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mindblade just as if it were a normal weapon. He can also choose mindblade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mindblade.

    A soulknife’s mindblade improves as the character gains higher levels. A first level Mindblade is effectively a +1 magical weapon. At 4th level and every four levels thereafter, the mindblade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 4th level, +3 at 8th level, +4 at 12th level, +5 at 16th level and +6 at 20th level).


    Weapon Focus
    A soulknife gains Weapon Focus (mindblade) as a bonus feat.


    Power Points
    A soulknife’s ability to manifest powers is limited by the power points he has available. His base allotment of power points is given on Table: The SoulKnife. In addition, he receives bonus power points if he has a high Intelligence score, though he only gains half the normal power point bonus from it. (Example: a 20th level soulknife with a +10 int mod receives 50 bonus power points rather than 100). His race may also provide bonus power points, 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), and can manifest the single power he knows with those power points.

    When determining how many power points a SoulKnife gains from a high ability score, consider his manifester level 1/2 of his soulknife level, rounded up. For all other purposes, his manifester level is his full soulknife level, and the effective level for determining bonus points may not be increased in any way.

    Unlike most manifesters, the SoulKnife is able to refresh his power points by taking 5 minutes of uninterrupted concentration and meditation. He may do this a number of times per day equal to his intelligence modifier.

    Powers Known
    A soulknife begins play knowing one soulknife power of your choice. Upon leveling up, the SoulKnife may learn a new power, as indicated by table: The Soulknife. The maximum level of the power he may learn is also indicated by this table.

    Choose the powers known from the soulknife 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 manifestor 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).

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


    Shape Mindblade(Su)
    Starting from 2nd level, the soulknife may reshape his Mindblade. Changing the Mindblade's form takes a full round action. Once the Mindblade's shape has been changed, it maintains that shape until the Soulknife uses an action to change its shape to something else. The Soulknife may choose the following forms for his Mindblade:

    -Bastard Sword (1d10 19-20x2. Treated as having proficiency, usable as one handed weapon)
    -Great Sword (2d6 19-20x2)
    -Scythe (2d4 x4)
    -A longsword+shortsword (1d8/1d6 19-20x2)

    While using his mindblade as two weapons, his enhancement bonus is treated as 1 lower than usual. Additionally, the soulknife may choose to internalize his mindblade, increasing his unarmed damage by 1d6, and increasing its the critical hit multiplier by 1. The Soulknife may choose to change his mindblade form as a standard action by spending one power point. Starting at 5th level he may change it as a swift action spending 5 power points.

    Psychic Strike(Su)
    Starting at 2nd level while the Soulknife is psionically focused his mindblade is empowered with psychic energy. This increases the damage dealt from all attacks with his mindblade by 1d8, plus an additional 1d8 for every 4 Soulknife levels he possesses, while he is Psionically focused and attacking a living, nonmindless target.

    Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.)

    The soulknife may expend his focus to double the bonus damage from his Psychic Strike for one attack.

    Throw Mindblade (Ex)
    A soulknife of 2nd level or higher can throw his mindblade as a ranged weapon with a range increment of 30 feet.

    Whether or not the attack hits, a thrown mindblade then dissipates. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mindblade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below).

    Insightful Defense(Ex)
    A soulknife at 3rd level uses a combination of his psychic ability and his native intelligence to defend himself. While wearing light or no armor, the Soulknife may use his intelligence modifier in place of his dexterity modifier to determine his armor class, to a maximum of his current soulknife class level.

    Mindblade Property (Su)
    At 3rd level, a soulknife gains the ability to add special properties to his mindblade. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1. These special properties are in addition to the inherent enhancement bonus granted by the Mindblade. So a 3rd level Soulknife will have a +1 Mindblade with a +1 property.

    At every 8 levels beyond 3rd (11th, 19th), Mindblade Property's enhancement bonus increases by 1. Additionally, a Soulknife can choose to shift some of his Mindblade's enhancement bonus towards gaining extra properties. For example, an 8th level Soulknife normally has a +3 Mindblade, with a +1 property. However the Soulknife may choose to instead make that a +1 Mindblade with a +3 property.

    A soulknife can choose any combination of weapon special abilities that does not exceed the total amount he has dedicated to properties. So in the previous example the Soulknife could have a +1 Speed Mindblade, or a +1 Flaming Frost Keen Mindblade.

    The weapon ability or abilities remain the same every time the soulknife materializes his mindblade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mindblade takes, including the use of the shape mindblade or Bladewind class abilities.

    A soulknife can reassign the ability or abilities he has added to his mindblade. To do so, he must first spend 8 hours in concentration. After that period, the mindblade materializes with the new ability or abilities selected by the soulknife.

    Spoiler
    Show
    {table=head]Weapon Special Ability|Enhancement Value
    Bane | +1
    Defending | +1
    Flaming | +1
    Frost | +1
    Ghost Touch | +1
    Keen |+1
    Lucky | +1
    Mighty cleaving |+1
    Psychokinetic | +1
    Shock | +1
    Sundering | +1
    Vicious | +1
    Anarchic* | +2
    Axiomatic* | +2
    Collision | +2
    Disruption | +2
    Flaming Burst| +2
    Holy* | +2
    Icy Burst | +2
    Mindcrusher | +2
    Psychokinetic burst | +2
    Shocking Burst | +2
    Suppression | +2
    Unholy* | +2
    Wounding | +2
    Bodyfeeder | +3
    Mindfeeder | +3
    Soulbreaker| +3
    Speed | +3
    Brilliant Energy | +4
    Vorpal | +5[/table]


    This table includes only enhancements from the SRD. The GM is encouraged to allow appropriate weapon enhancements from other supplements if they are available in his campaign.

    *=Can only create a mindblade with this Enhancement if Alignment matches the enhancement type. For example to create a Holy Mindblade, the character must be Good aligned.


    Weapon Specialization
    At 4th level the soulknife gains Weapon Specialization (mindblade) as a bonus feat.

    Psionic Meditation
    At 4th level, the soulknife gains Psionic Meditation as a bonus feat.

    Free Draw (Ex)
    At 5th level, a soulknife becomes able to materialize his mindblade as a free action instead of a move action. This also allows the character to throw mindblades at his full normal rate of attacks (much like a character with a bow).

    Psychic Empowerment(Su)
    At 6th level, the Soulknife may enhance the damage of his Psychic Strike further as a swift action. For every 3 power points the Soulknife spends, he may increase the damage of his Psychic Strike by 1d8 until the beginning of his next turn. The maximum number of dice you may gain in this way on a single attack is capped by your intelligence modifier.

    Example: A soulknife with 20 intelligence could at most spend 15 power points to gain +5d8 to his psychic strike until the beginning of his next turn.

    If the Soulknife expends his psionic focus to double his Psychic Strike damage on a single attack, the damage gained from this is doubled as well.

    Flexible Property(su)
    Starting at 7th level, the Soulknife gains a reserve enhancement for his Mindblade which may be changed as a swift action by spending 7 power points. The Soulknife gains a +1 enhancement bonus property chosen from the list of normally available Mindblade Enhancements. At 15th level, the Soulknife may have up to +2 worth of enhancement bonuses that may be quickly changed out in this way.

    The Soulknife may alternatively give up +1 of the enhancement bonus to change the form of his mindblade to any martial or exotic weapon of his choice, and be treated as if he has proficiency in it. Changing the Mindblade into a double weapon, or any two weapons simultaneously, has the same restriction as splitting the mindblade into 2 weapons (ie reduce enhancement bonus by 1) .

    Bladewind (Su)
    At 7th level, a soulknife gains the ability to momentarily fragment his mindblade into numerous identical blades, each of which strikes at a nearby opponent.

    As a full attack, when wielding his mindblade, a soulknife can give up his regular attacks and instead fragment his mindblade 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 mindblade.

    When using bladewind, a soulknife forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell).

    The mindblade immediately reverts to its previous form after the bladewind attack.

    Greater Weapon Focus
    At 8th level the soulknife gains Greater Weapon Focus (mindblade) as a bonus feat.

    Bonus Feat
    At 9th level, and every 4 levels thereafter (13th, 17th), the Soulknife gains a bonus Fighter or Psionic feat.

    Improved Psionic Meditation
    At 11th level, the soulknife's focus improves further, he is now able to regain his psionic focus as a swift action.

    Greater Weapon Specialization
    At 12th level the soulknife gains Greater Weapon Specialization (mindblade) as a bonus feat.

    Knife to the Soul (Su)
    Beginning at 13th level, when a 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, but cannot convert extra dice from Psychic Empowerment into ability damage.

    The soulknife decides which ability score his psychic strike damages and the division of ability damage and extra dice of damage at the start of his attack action.

    Improved Bladewind(Su)
    At 14th level, the soulknife's bladewind ability progresses. The soulknife's reach is considered 5 feet further than normal for his bladewind. If the soulknife expends his psionic focus to increase Psychic Strike damage, that bonus damage may be applied to all targets of the Bladewind.

    Empowered Strike(Ex)
    At 16th level, a Soulknife may spend 5 power points to allow his Psychic Strike to function as a physical effect until the beginning of his next turn. This allows it to function within an antimagic or antipsionic zone, and allows it to deal damage to mindless creatures, and creatures normally immune to psychic damage. The soulknife may spend an additional 5 power points to treat his mindblade as a specific metal for purposes of bypassing DR.

    Weapon Supremacy
    At 18th level the soulknife gains Weapon Supremacy (mindblade) as a Bonus Feat

    Bladestorm(Su)
    A 20th level soulknife's bladewind reaches unprecedented levels. A soulknife who uses his Bladewind ability may spend a standard action and one power point per turn he has sustained the Bladestorm on the following turn to sustain it, rather than spending a full round action to use it again. Additionally, every turn the Bladestorm is maintained, the area affected by it is increased by 5 feet, the maximum radius of the bladestorm is his base reach plus 5 times the Soulknife's intelligence modifier.

    Example: A soulknife with a +10 intelligence modifier starts a Bladestorm, with a reach of 10ft. The following turn, he maintains it for 1 power point, and the reach becomes 15ft. The next turn, it costs 2 power points to maintain, and the reach becomes 20ft. The third turn costs 3 points, and has 25ft of reach, the fourth costs 4 points, and 30ft of reach, and so on.

    Soulknife Power List
    Spoiler
    Show

    1st level-Biofeedback, Burst, Catfall, Chameleon, Compression, Conceal Thoughts, Distract, Elfsight, Expansion, Force Screen, Metaphysical Weapon, Precognition (Defensive), Precognition (Offensive), Prescience (Offensive), Vigor
    2nd level-Body Adjustment, Body Purification, Dimension Swap, Dissolving Weapon, Energy Adaption (Specified), Feat Leech, Hustle, Psionic Lion's Charge, Wall Walker
    3rd level-Danger Sense, Dimension Slide, Ectoplasmic Form, Escape Detection, Evade Burst, Keen Edge (Psionic), Mental Barrier, Vampiric Blade
    4th level-Dimension Door (Psionic), Energy Adaptation, Freedom of Movement (psionic), Immovability, Inertial Barrier, Steadfast Perception, Truevenom Weapon, Weapon of Energy





    Design Notes
    Spoiler
    Show
    The class is big and has a lot of little things going on, but overall they boil down to a few major features that get improved and expanded as the Soulknife levels:

    -The Mindblade/Specializing in the Mindblade
    -Psychic Strike
    -Bladewind
    -Psionic Manifesting

    The original Soulknife lacked direction, this fix is designed to push the Soulknife out of the half-way fighter half-way rogue with a fancy free weapon, and push it into a full on Psionic Warrior with a unique feel and flavor, and the durability/stamina of a more mundane Warrior.

    An argument could be made that this usurps the role of the psiwar, but personally I feel the traditional psiwar is fairly bland; this class could likely take his place. But even existing side by side, the Psiwar has better capability for nova, and still has the better power list and more powers known.

    The other worry is the Soulknife stealing the Fighter's Weapon Specialization tree, but thematically it fits. No Fighter has ever specialized in a weapon to the same degree that a Soulknife specializes in his Mindblade. The Soulknife not having that capability to me feels more wrong than the Fighter losing that point of uniqueness.



    Edit: Got some feedback via PM from user Tetrys, so I took some time to clean up the wording on several abilities, making them hopefully easier to understand.
    Last edited by Seerow; 2013-09-17 at 09:44 AM.
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    Default Re: Soulknife -The Not Suck Edition

    Soulward



    Becoming a Soulward
    Entry Requirements
    BAB: +5
    Feats:Psionic Meditation
    Special: Must be able to create a Mindblade, and have the Shape Mindblade feature.

    Table: The Swashbuckler
    {table=head]Level | BAB | Fort | Ref | Will | Special | Manifesting
    1 | +1 | +2 | +0 | +2 | Mindblade, Summon Mindshield | -
    2 | +2 | +3 | +0 | +3 | Psionic Barrier | +1 level of existing manifesting class
    3 | +3 | +3 | +1 | +3 | Heavy Blade, Psychic Subversion | +1 level of existing manifesting class
    4 | +4 | +4 | +1 | +4 | Bonus Feat | +1 level of existing manifesting class
    5 | +5 | +4 | +1 | +4 | Ward Ally | +1 level of existing manifesting class
    6 | +6 | +5 | +2 | +5 | Diamond Mind | +1 level of existing manifesting class
    7 | +7 | +5 | +2 | +5 | Psychic Backlash | +1 level of existing manifesting class
    8 | +8 | +6 | +2 | +6 | Mind over Matter | +1 level of existing manifesting class
    9 | +9 | +6 | +3 | +6 | Bonus Feat | +1 level of existing manifesting class
    10 | +10 | +7 | +3 | +7 | Ward Mastery | +1 level of existing manifesting class [/table]

    Hit Die: d12
    Class Skills: (4+int modifier)
    Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Heal(Wis), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival(Wis), and Swim (Str).

    Mindblade(Su)
    Your Soulward levels stack with your Soulknife levels for the purpose of determining the effectiveness of your Mindblade. For example a Soulknife5/Soulward7 would have a +4 Mindblade with a +2 bonus dedicated to properties; the same as a 12th level Soulknife.

    Summon Mindshield
    You can use your Shape Mindblade ability to shape your mindblade into a One Handed Slashing weapon that deals 1d8 points of damage (crit 19-20x2), and simultaneously sumon a Mindshield. This Mindshield acts in all respects as a Heavy Steel shield, providing a base +2 Shield bonus to Armor Class while being wielded. The Mindshield does benefit from the Mindblade's enchantments, however while summoning a mindshield the enhancement bonus of both your Mindblade and Mindshield are reduced by 1.

    A Soulward with the Mindblade Property ability may use this ability to assign special properties to his mindshield. These properties may be chosen from the list below:

    Spoiler
    Show

    {table=head]Shield Special Ability | Enhancement Value
    Fortification, Light | +1
    Arrow Catching | +1
    Bashing | +1
    Heartening | +1
    Manifester | +1

    Acid Resistance | +1
    Cold Resistance | +1
    Electricity Resistance | +1
    Fire Resistance | +1
    Sonic Resistance | +1
    Arrow Deflection | +2
    Averter | +2
    Acid Resistance, Improved | +2
    Cold Resistance, Improved | +2
    Electricity Resistance, Improved | +2
    Fire Resistance, Improved | +2
    Sonic Resistance, Improved | +2
    Ghost Touch | +3
    Invulnerability | +3
    Fortification, Moderate | +3
    Mindarmor | +3
    Vanishing | +3
    Wall | +3
    Acid Resistance, Greater | +3
    Cold Resistance, Greater | +3
    Electricity Resistance, Greater | +3
    Fire Resistance, Greater | +3
    Sonic Resistance, Greater | +3
    Aporter | +4
    Etherealness | +4
    Phasing | +4
    Reflecting | +5
    Fortification, Heavy | +5[/table]


    Expanded Power List
    The Soulward adds the following Powers to the list of powers he may choose from upon leveling up:
    1st-Thicken Skin
    2nd-Empathic Transfer
    3rd-Empathic Feedback
    4th-Tower of Iron Will

    Psionic Ward(Su)
    A 2nd level Soulward who is psionically focused passively creates a Psionic Ward around himself. This barrier provides temporary hit points equal to twice his manifester level, which is refreshed at the start of his turn automatically every round.

    The Soulward may expend his Psionic Focus as a free action to negate a single attack or spell targetted against him. When Psionic focus is expended, all temporary hitpoints from the ward are removed.

    Heavy Blade(Ex)
    A Soulward at 3rd level gains the ability to treat his one-handed mindblade as a two handed weapon for all purposes while using a Mindshield.

    Psychic Subversion(Su)
    A Soulward of 3rd level gains the ability to subconsciously influence his opponents fighting style. Depending on their attitude, this might make the Soulward seem more threatening, less threatening, frighten the opponent, or any other slight modification within reason.

    The result is a Soulward may spend 5pp as a free action, causing all living, non-mindless enemies within 50ft of him to take a -4 penalty to all attack rolls and save DCs when targetting anyone other than himself. If the Soulward used this ability in the previous round, he may choose to sustain it as a swift action without paying the 5pp to maintain it on all enemies originally affected the following round. If at any time this ability is not maintained, the SOulward needs to pay the 5pp to remanifest it.

    Bonus Feat
    At 4th and 9th level, the Soulward gains a bonus Psionic or Fighter feat that he qualifies for.

    Ward Ally(Su)
    A Soulward at 5th level is able to extend his Psionic Ward ability to one ally of his choice. Both wards track their HP separately, but both are refreshed at the start of the Soulward's turn. The Soulward is able to expend his focus to negate an attack against his ally, just as he can for an attack against himself. The Soulward may choose to change which ally is being Warded as a swift action.

    At 10th level, the Soulward is able to extend his Ward to two allies.

    Crystal Mind(Su)
    The Soulward at 6th level gains Spell Resistance equal to 12+his manifester level any time he is psionically focused.

    Psychic Backlash(Su)
    A 7th level Soulward who is currently using the Psychic Subversion ability can react to an enemy attacking any target other than himself, causing 1d8 psychic damage per Soulward level to that enemy. If the Soulward expends his psionic focus at the same time, this damage is doubled.

    Mind Over Matter(Su)
    A Soulward of at least 8th level can accelarate his healing. By spending 7 power points as a standard action, the Soulward gains fast healing 5 for 10 rounds. For an additional 4 power points, the Soulward may manifest this ability as a swift action.

    Ward Mastery(Su)
    The Soulward at 10th level attains mastery with his Warding ability. Any creature affected by his Wards becomes immune to Mind-Affecting and Death effects. Additionally when the Soulward expend's his focus to negate an attack on an ally, the enemy attacking takes damage as though from Psychic backlash (including bonus damage from expending psionic focus), and must make a Will save (DC20+int mod) or be stunned for 1d4+1 rounds.
    Last edited by Seerow; 2013-09-17 at 04:27 PM.
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    Default Re: Soulknife -The Not Suck Edition

    And another reserve.
    If my text is blue, I'm being sarcastic.But you already knew that, right?


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    Default Re: Soulknife -The Not Suck Edition

    And the last reserve.
    If my text is blue, I'm being sarcastic.But you already knew that, right?


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    Amechra's Avatar

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    Default Re: Soulknife -The Not Suck Edition

    No comment on most of the mechanics, but I like Internalization (you know, the option with your mind blade?) Combine with our good friend Tashalatora, and you have a potent brawler on your hands (3d6 damage per attack, able to take 10 on those attacks, and a couple of other goodies? Count me in?)

    Only problem I have is something like Mahu Je (or however you spell it; that legacy weapon that can transform into a mindblade), plus a Dragonshard Pommel could potentially grab you any enhancement onto your mind blade; I especially like me my Aptitude Fists (for only about 2000 gp, and which can't be taken from me).

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    Seerow's Avatar

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    Default Re: Soulknife -The Not Suck Edition

    Quote Originally Posted by Amechra View Post
    No comment on most of the mechanics, but I like Internalization (you know, the option with your mind blade?) Combine with our good friend Tashalatora, and you have a potent brawler on your hands (3d6 damage per attack, able to take 10 on those attacks, and a couple of other goodies? Count me in?)
    Glad you think so. Also consider you've got yourself basically a built in ki blast since you can still throw your mindblade regardless of the form you currently have it in. It can be pretty cool.

    Only problem I have is something like Mahu Je (or however you spell it; that legacy weapon that can transform into a mindblade), plus a Dragonshard Pommel could potentially grab you any enhancement onto your mind blade; I especially like me my Aptitude Fists (for only about 2000 gp, and which can't be taken from me).
    I'm not familiar with the Mahu Je or Dragonshard Pommel, but I'm personally inclined to say "Doesn't work with this version of the soulknife". You've already got a effectively +11 weapon, which can either be +6 with +5 enhancements, or +1 with 10 enhancements, +2 of which you can change on the fly for things like bane; or holy to bypass dr and hit weaknesses.

    I could maybe see the legacy weapon thing being adapted so that your mindblade can gain special legacy weapon powers (if I recall correctly they get some neat random abilities beyond just enhancements, like casting some spells x/day.), but nothing to stack on a more weapon properties than what you've already got access to. Instead of looking for ways to make your stick bigger, a soulknife should be looking for ways to spend that 200k gold he's no longer having to spend on a weapon.
    If my text is blue, I'm being sarcastic.But you already knew that, right?


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