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    Dwarf in the Playground
     
    Kobold

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    Default [DnD 3.5]Soulknife Fix[DnD 3.99 Project]

    I have played a couple of Campaigns with a Soulknife, I really have a crush with this class but it really sucks; while not an experience player, I like to do my homework at theory. Now I have cook for some time a shot on trying to improve the class' fun and utility. this class is centered on its weapon so I feel we need to give the class some special stuff to make it rise above other melee classes and their custom weapons; also, there is some general feature of psionic classes called Psionic Focus, well I gave the Soulknife some features that rely on it.

    THE SOULKNIFE


    Fix Summary:
    Spoiler
    Show
    - Hit Die lowered to d8
    - BAB rose to full
    - Swapped Ref for Fort.
    - Merged Free Draw and Multithrow.
    - Refurbished offensive abilities: Psychic strike, Bladewind and Knife to the soul folded Into a new ability called Knife to the soul and added some versatility in-combat tools.
    - Give the Mindblade shape versatility.
    - Added a couple of features to soulknife survivability.
    - Added some capstone features: Animated Mindblade, Psychic Annihilation and Soul of the Blade.
    - Mindblade get some upgrades:
    --Customizable with Shape points.
    --Scales in size if the Soulknife can wield larger weapons.
    --Considered Masterwork, Special and Signature weapon.
    --Can now get any special properties from enhancements like other weapons.


    {table=head]Level|BAB|Fort|Ref|Will|Features|Max Shape Points
    1|1|2|0|2|Mind blade, Shape Mindblade, Bonus Feat|2
    2|2|3|0|3|Throw Mindblade, Psionic Talent|
    3|3|3|1|3|Knife to the Soul: Psychic Strike|4
    4|4|4|1|4|Bonus Feat|
    5|5|4|1|4|Free Draw (Mindblade),Psionic Talent|6
    6|6|5|2|5|Knife to the Soul: Psychic Affliction|
    7|7|5|2|5|Bonus Feat|8
    8|8|6|2|6|Psionic Talent|
    9|9|6|3|6|Knife to the Soul: Psychic Devastation|10
    10|10|7|3|7|Bonus Feat|
    11|11|7|3|7|Psionic Talent|12
    12|12|8|4|8|Knife to the Soul: Psychic Decimate|
    13|13|8|4|8|Bonus Feat|14
    14|14|9|4|9|Psionic Talent|
    15|15|9|5|9|Knife to the Soul: Psychic Destruction|16
    16|16|10|5|10|Bonus Feat|
    17|17|10|5|10|Psionic Talent|18
    18|18|11|6|11|Knife to the Soul: Psychic Anihilation|
    19|19|11|6|11|Bonus Feat|20
    20|20|12|6|12|Psionic Talent|
    |||||EPIC LEVELS
    21|21|12|7|12|-|22
    22|21|13|7|13|Bonus Feat|
    23|22|13|7|13|Psionic Talent|24
    24|22|14|8|14|-|
    25|23|14|8|14|Bonus Feat|26
    26|23|13|7|13|-|
    27|24|14|8|14|-|28
    28|24|14|8|14|Bonus Feat|
    29|25|13|7|13|-|30
    30|25|14|8|14|-|
    [/table]

    Alignment: Any
    Hit Die: d8
    Class Skills
    The soulknife’s class skills (and the key ability for each skill) are Autohypnosis* (Wis), Climb (Str), Concentration* (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (psionics)* (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), and Tumble (Dex).
    *New skill or expanded use of existing skill.

    Skill Points at 1st Level: (6 + Int modifier) ×4.
    Skill Points at Each Additional Level: 6 + Int modifier.

    Class Features

    All the following are class features of the soulknife.

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

    Mind Blade (Su)
    As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from her own mind. The blade is identical in all ways (except visually) to a simple light weapon that deals slashing and/or piercing damage from the melee or throwing category of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium mind blade that she can wield as a light weapon, and the blade deals damage and has the same threat range of the chosen weapon. Soulknives who are smaller or larger than Medium create mind blades identical to light weapons appropriate for their size, with a corresponding change to the blade’s damage.

    The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another mind blade on her next move action. The moment she relinquishes her grip on her blade, it dissipates (unless she intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction, have zero weight for the Soulknife and it does not arm her manifester.

    The Mind blade is considered a masterwork created weapon and counts as a special, signature, favored and (or) discipline weapon for the soulknife. For example, If a monk have levels in soulknife, the mindblade counts as one of the monk’s special weapons and therefore all feats and skills that normally require and (or) affect a monk’s special weapon, applies to the Mind blade as well.

    Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain her mind blade by making a DC 15 Will save. On a successful save, the soulknife can create and maintain her mind blades for a number of rounds equal to her class level before she needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on her turn, the soulknife can attempt a new Will save to rematerialize her mind blade while she remains within the psionics negating effect.

    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. she can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.

    Shape Mind Blade (Su)
    Starting at 1st level, a Soulknife has the ability to change the form of her Mind blade. As a full round action, she can change her mind blade to replicate another melee or thrown weapon that deals slashing and/or piercing damage by choosing one category from both "weapon size" and "weapon type" that does not exceed the shape points, the Soulknife has as shown in the class table. In Addition, Starting at level 3rd, the Soulknife can choose enhancements and weapon special properties from the "special properties" table, all properties and enhancements are cumulative. To be able to apply weapon properties to the Mindblade it must have a minimum enhancement bonus of a +1 enhancement. Also for non-Epic character, the maximum bonus combined between enhancement and weapon properties you can apply to the mindblade is +10. The soulknife starts with 2 shape points at lv 1 and gets an additional two points every two class levels.

    The weapon ability or abilities remain the same every time the soulknife materializes her mind blade (unless she decides to reassign its abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or psychic devastation class abilities.

    A soulknife can reassign the ability or abilities she has added to her mind blade. To do so, she must first spend 1 hour in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the Soulknife.

    Weapon Size Table
    {table=head]Category|Cost
    Light|0
    One-Handed|2
    Two-Handed|3
    [/table]

    Weapon type Table
    {table=head]Category|Cost
    Simple|0
    Martial|2
    Exotic|3
    [/table]

    Special Properties Table
    {table=head]Category|Cost|Notes
    +1 Enhancement|1|Max 5 times for non-epic levels
    +1 Equivalent Weapon Property|1|
    +2 Equivalent Weapon Property|2|
    +3 Equivalent Weapon Property|3|
    +4 Equivalent Weapon Property|4|
    +5 Equivalent Weapon Property|5|
    Metal property|3| Must hold a fragment of the metal while assigning the property
    +1 Critical Threat |1| Max 2 times
    +1 Critical Multiplier |1|Max 1 time
    Least Crystal Property* |1| Must hold the crystal when assigning the property
    Lesser Crystal Property* |2| Must hold the crystal when assigning the property
    Great Crystal Property* |3| Must hold the crystal when assigning the property
    [/table]
    *Note: The Mindblade can only have one crystal property at time. Uses of the crystal properites are as usual by the crystal applied to the Mindblade.

    Bonus Feats (Ex)
    At 1st level and 4th level and every three levels beyond 4th (7th, 10th, 13th, 16th, and 19th), a Soulknife gets an additional bonus feat from the list below (you must meet the prerequisites for the feat to take it; threat Soulknife leves as levels of fighter for purposes of meet fighter prerequisites):
    Weapon Focus(Mind blade), Greater Weapon Focus (Mind blade), Weapon Specialization (Mind blade), Greater Weapon Specialization (Mind blade), Weapon Supremacy, TWF, ITWF, GTWF, Exotic Weapon Proficency (Mind Blade), Speed of Though, Hidden Talent, Psionic Meditation, Melee Weapon Mastery - Slashing, Ranged Weapon Mastery - Slashing, Melee Weapon Mastery - Piercing, Ranged Weapon Mastery - Piercing

    Throw Mind Blade (Ex)
    A soul knife of 2nd level or higher can throw her Mind blade as a ranged weapon with a 30 feet range increment; whether or not the attack hits, a thrown mind blade dissipates as a free action of her manifester or at the end of the Soulknife's turn if is not wileded for her manifester. A soulknife of 3rd level or higher can make a Knife to the Soul ability (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Psychic Strike; see below). A Mind blade shaped as a light weapon counts also as if it where from the thrown category.

    Psionic Talents(Su)
    Choose an ability between INT, WIS or CHA: This hability becomes your Psionic Inspiration's key ability that rules your psionic talents. At 2nd level and every three levels thereafter (5th, 8th, 11th, 14th, 17th and 20th) the soulknife receives a talent from the below list. While the soulknife is psionically focused she receives the benefits of the talent:

    Spoiler
    Show
    Precognition: The soulknife can foresee attacks just before they land. The Soulknife receives an Insight bonus to AC equal to the psionic inspiration key ability bonus.
    Evasion:As Rogue's evasion feature.
    Uncanny Dodge: As Rogue's uncanny dodge feature. you can choose this talent max two times. If you already have Uncanny Dodge you Instead have Improved Uncany Dodge.
    Nimbleness:The Soulknife gains 10' speed per each four Soulknife's levels. This bonus stacks with other speed bonuses.
    Light Mastery: You do not receive the two-weapon fighting's penalization when fighting with light Mindblades nor the penalization from feats and (or) features that let you make extra attacks.
    One-Handed Mastery: The Soulknife can replace her attack and damage bonus ability modifier (STR or DEX whichever the case) with the psionic inspiration key ability modifier when fighting with an one-handed Mindblade.
    Two-Handed Mastery: You can replace the damage bonus from the bonus ability modifier with your ability key modifier. In addition, when attacking with a Two-Handed Mindblade the bonus for holding it with both hands is 2 times instead of 1.5 times, also, your Mindblade's damage dice increases one time per each four Soulknife's levels as if you where one size larger.
    Willpower: Whenever the Soulknife spend her psionic focus, she can attempt to retain it as a free action rolling a DC + WIS, difficulty equal to 10 + 5 per Psionic focus retained this way in a row. If she fail to retain the psionic focus, she must wait to use the Willpower talent any number of rounds equal to the times she retained it in a row the last time, however, she can be psionically focused by other ways if available to him such as the regular action to gain psionic focus.


    Knife to the Soul (Su)
    Beginning at 3th level, the Soulknife gains the ability to do more damage or threats with her Mindblade. As a swift action and spending the psionic focus she can imbue her mind blade with psychic energy with one of the effects below. this energy affects living, nonmindless targets she successfully hits with an attack.

    A Mindblade deals this extra effect only once when this ability is called upon, but a soulknife can imbue her mind blade with psychic energy again by taking another swift action while spending her psionic focus.

    Once a soulknife has prepared her blade for a Knife to the Soul effect, it holds the extra energy until it is used. Even if the soulknife drops the mind blade (or otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife next materializes it.

    Psychic Strike:
    Spoiler
    Show
    A Soulknife of 3rd level or higher can imbue her mind blade with a psychic strike energy that deals +1 damage dice per three Soulknife levels (i.e. If the damage dice of the Mindblade is 1d8, the psychic strike will add and additional +1d8 at a Lv. 3 for a total of 2d8 damage dice and +2d8 for a lv. 6 Soulknife for a total of 3d8 and so on). (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, non-mindless creatures not immune to mind-affecting effects.)

    Psychic Affliction:
    Spoiler
    Show
    A Soulknife of 6th level or higher can imbue her mind blade with a psychic strike energy that inflicts negative status to the target in the next attack. Roll a percentage dice when performing and attack, Inflict the following effect depending on the result: 00 to 25=Fascinated, 26 to 40=Staggered, 41 to 55=Disabled, 56 to 65=Nauseated, 66 to 75=Dazed, 76 to 85=Paralyzed, 86 to 95=Stunned or 96 to 100=Unconscious unless the target rolls a succesful Will save vs 10 + Soulknife Levels + Key hability Modifier.The duration of the effect lasts 2x Key hability Modifier Rounds up to Soulknife level.

    Psychic Devastation:
    Spoiler
    Show
    A Soulknife of 9th level or higher can imbue her mind blade with a psychic strike energy capable of spread the damage to all nearby enemies by fragmenting her Mindblade into a numerous identical blades, each of which strikes at a nearby opponent. As a full Round Action a soulknife can forfeit all regular attacks and extra attacks, and instead fragment her Mindblade to make one melee attack at her full base attack bonus against each opponent within melee reach. After the attack the mindblade returns to its normal status, otherwise it dissipates.

    Psychic Decimate:
    Spoiler
    Show
    A soulknife of level 12th can imbue her Mind blade with a psychic strike energy capable of decimate her enemies. Choose an attribute, you deal 1d4 attribute damage per each 5 soulknife levels (2d4 at 10th level, 3d4 at 15th level and so on), on the next attack.

    Psychic Destruction:
    Spoiler
    Show
    A soulknife of level 15th can imbue her mind blade with a psychic strike energy capable of deal damage within contact. All the attacks of the round become touch attacks.

    Psychic Annihilation:
    Spoiler
    Show
    A soulknife of level 18th can imbue her mind blade with a psychic strike energy capable of unleash simultaneous Knife to the soul effects. As a Full Round Action the Soulknife can use any combination of Psychic Destruction, Psychic Devastation, Psychic Decimate, Psychic Affliction and Psychic Strike at the same time. The Soulknife cannot retain the Psionic Focus for any rounds equal to the number of knife to the soul effects you use in this attack.


    Free Draw (Mindblade) (Su)
    At 5th level, a Soulknife can draw the Mind blade as a free action and can create as many mindblades as needed as a part of an attack that involes throwing a mindblade. In addition, if the Mindblade is shaped as a light weapon she can create and wield a Mindblade on each hand she has; rules for dual/multi-wielding apply as usual. Free Draw counts as a Quick Draw feat for purposes of meeting feat or class prerequisites.

    Prestige Clases
    - Levels in Illumine Sword and (or) levels in Soulbow counts as levels of Soulknife for purposes of calculate shape points and psychic strike damage.

    - Remove the Enhancement habilities on the mindblade and mindarrows, instead, the Prestige Classes uses the shape point system.
    Last edited by Drako_Beoulve; 2013-08-09 at 02:29 AM. Reason: Spelling

  2. - Top - End - #2
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    Default Re: [DnD 3.5]Soulknife Fix[DnD 3.99 Project]

    To make a table, use the {table} tag, with the appropriate brackets. Quote this post to see an example.

    {table=head]an orc has| a pie | i like pie
    you can kill the orc! | you can take his pie! | perhaps there is a secret<br> orc bakery making these things!
    [/table]

    Not my table, btw. Took it from somebody else because it amused me.

    I've given it a quick once over, and it generally seems to do most of the same things that I've seen from Soulknife fixes around these parts. What I do like is the heavy use of Wisdom (which may need to be spread out some over the class as 2 levels to get Wis to Attack damage and AC is a little much), the fact that it counts as a monk weapon right out of the gate, and the Psionic Focus hacks.

    Some points of concern is that you don't note in the description of the mind blade (unless I'm really blind) that it doesn't affect the mindless until the 5th level where you say it deals half damage instead. Does this mean that it functions normally until 5th level and then you become nigh useless against undead? Or are you nigh useless against undead from the start? Also, it should specify Simple weapons in the original listing, not Slashing or Piercing Melee or Throwing. As its worded there (again, until you get to a later ability) it looks as though you could make yourself a Light piercing or slashing weapon of an Exotic sort at first level.

    On animated mind blade, you say you forfeit one of your regular attacks. Does that mean that the animated mind blade attacks only once and uses the BAB of the attack you forfeited? Does it Full Attack for you? Does this mean that you can have four (maybe five while hasted) Animated Blades floating around you that all full attack, but you can't attack on your own? Do you need to spend an action for the Animated blades to attack?

    There are several abilities that should be shuffled around as to where they are listed to make things more clear. The fact that you can change the weapon properties at a speed greater than 8 hours of meditation should be an upgrade of the weapon properties listing, not the mindblade itself.
    Never can find my towel...

    So it goes.

    Healing is like accounting, but with life and death.
    -Self


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    Default Re: [DnD 3.5]Soulknife Fix[DnD 3.99 Project]

    Hey, my table!

    That link above shows the code that makes the table Tacticus just posted. By the way Tacticus, it's [br] rather than <br>. (For some reason [br] gets parsed in as <br> which is why the break done broke. (You'll just have to fix it every time you edit a post containing the break code.)

    So far I like what you've done. I'll get around to a more thorough critique later.

    One thing I noticed, you didn't to give them the Wild Talent feat which means they can't get psionically focused for their AC bonus. I don't know if this was intentional or not.
    Last edited by Mayhem; 2011-05-21 at 02:54 AM.

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    Default Re: [DnD 3.5]Soulknife Fix[DnD 3.99 Project]

    Alright, a few things here...

    First of all, for your Psychic Affliction ability, you do not list a duration for the negative status effects.

    For Knife to the Soul...dealing double damage at 3rd level is a bit..iffy, and dealing triple damage at level 4 is pretty insane, but if no one else sees a problem with it I guess I don't have one either.

    The real thing that strikes me as odd is you have the character overcoming magic damage reduction at level 1, which is nowhere near WBL appropriate. I suggest moving the magic DR overcoming to level 4, where it consistently comes into play. (Shifters, Monk's unarmed, etc).

    Other than that, and what was already said about no Wild Talent, I like the class. Good fix to a much needed fixing class.

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    Default Re: [DnD 3.5]Soulknife Fix[DnD 3.99 Project]

    On the double/tripling of damage at 3rd and 4th level, its called sneak attack. A rogue with a short sword does that at 1st and 3rd. Granted, a rogue has a static number of dice and isn't going to be adding on an additional 2d8 per two class levels for a fullblade or whatever, but eh. I'd agree that adding +2d8*(Level/2) might be a bit much, but thats mostly the fullblade doing it anyway. When the ability is attained it can only be a simple slashing or piercing weapon, and all of those are of simple damage dice anyway. When you get the ability to swing around psychic fullblades the wizard has already won the game.

    Quote Originally Posted by NeoSeraphi View Post
    The real thing that strikes me as odd is you have the character overcoming magic damage reduction at level 1, which is nowhere near WBL appropriate. I suggest moving the magic DR overcoming to level 4, where it consistently comes into play. (Shifters, Monk's unarmed, etc).
    Let me quote you the class as printed by WotC

    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.
    He's not adding anything that the soulknife didn't already have right out of the gate on that one. Check the SRD if you don't believe me. Besides, who the hell has DR X/Magic at first level? If your DR is throwing even DR 1/Magic (or any DR, or fast healing) at you at first level then he's a massive ****.
    Also, give melee nice things, dammit.
    Never can find my towel...

    So it goes.

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    Default Re: [DnD 3.5]Soulknife Fix[DnD 3.99 Project]

    Quote Originally Posted by Tacitus View Post
    On the double/tripling of damage at 3rd and 4th level, its called sneak attack. A rogue with a short sword does that at 1st and 3rd. Granted, a rogue has a static number of dice and isn't going to be adding on an additional 2d8 per two class levels for a fullblade or whatever, but eh. I'd agree that adding +2d8*(Level/2) might be a bit much, but thats mostly the fullblade doing it anyway. When the ability is attained it can only be a simple slashing or piercing weapon, and all of those are of simple damage dice anyway. When you get the ability to swing around psychic fullblades the wizard has already won the game.



    Let me quote you the class as printed by WotC



    He's not adding anything that the soulknife didn't already have right out of the gate on that one. Check the SRD if you don't believe me. Besides, who the hell has DR X/Magic at first level? If your DR is throwing even DR 1/Magic (or any DR, or fast healing) at you at first level then he's a massive ****.
    Also, give melee nice things, dammit.
    Sneak Attack is limited by several conditions, such as being precision damage and requiring flat-footed or flanking. Not to mention it's generally employed by 3/4 BAB classes, with a static increase of 1d6 per 2 levels and used by classes with low hit dice who don't carry shields.

    The increases really start to stack up, if you are using a full blade the difference becomes 22d8 with a fullblade at 20th level versus say, 11d6 with a rogue at 20th level. And that's with the soulblade staring down a monster and using his full attack action, as opposed to a rogue either UMDing a scroll of Greater Invisibility or having to stand behind something as his ally distracts it.

    Also, this damage increases if the character's weapon increases in size.
    So if you just cast a 1st level spell, Enlarge Person, that 22d8 becomes 33d8, or if the soulknife has Expansion and augments it, that's 44d8. Causing the damage to increase based on the weapon itself instead of as a class feature is fairly abusable.

    I know plenty of things are immune to mind-influencing abilities, but he later cuts that immunity to half damage, (And yes, rogues have that option, but only rogues, not other classes that get sneak attack such as assassins, blackguards, ninjas or even factotums).

    You are right on the SRD though, I apologize, I thought the mind blade wasn't magical until it got its first enhancement.

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    Kobold

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    Default Re: [DnD 3.5]Soulknife Fix[DnD 3.99 Project]

    Thank You for all the responses.

    It seems I missed some parts in the text, this afternoon I will come with the table and some fixes (I'm currently at work), but for now, some quick answers:

    - First choosen form should be a simple light weapon that deals slashing and/or piercing damage from the melee or thrown category.

    - Mindblade does not affect mindless creatures until she is abled to deal half damage and beyond.

    - Missed Wild talent at Lv 1

    - How about 1d4 rounds or WIS modifier for the duration of the Psychic affliction effect?

    - I guess I need more clarification on the Animated mindblases: It have BAB, Saves, AC and Speed equal to her manifester, it can move and attack once per turn, this means you can have some floating Mindblades around the room doing attacks for you. You loose a regular attack per each Animated Mindblade currently controlled, this means you can run out of regular attacks but still have the extra attacks, think about you're attacking at a range distance by controlling your Mindblades with your mind. Does this makes sense? is this too much? too Underpowered for the concept? too OP?.
    Last edited by Drako_Beoulve; 2011-05-23 at 03:50 PM.

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    Default Re: [DnD 3.5]Soulknife Fix[DnD 3.99 Project]

    I don't think Psychic Affliction should be so limited, after all, Knife to the Soul is one of the Soulknife's key class features. Perhaps the duration should be Wis modifier, but +1 at every 5 levels, up to Wis +4 rounds at 20th? Or maybe you give them a class feature later, like 15th level that gives Extended Affliction and makes it Wis x2?

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    Default Re: [DnD 3.5]Soulknife Fix[DnD 3.99 Project]

    Quote Originally Posted by NeoSeraphi View Post
    I don't think Psychic Affliction should be so limited, after all, Knife to the Soul is one of the Soulknife's key class features. Perhaps the duration should be Wis modifier, but +1 at every 5 levels, up to Wis +4 rounds at 20th? Or maybe you give them a class feature later, like 15th level that gives Extended Affliction and makes it Wis x2?
    gave 2x WIS mod up to Soulknife level, how sounds that?

    Quote Originally Posted by NeoSeraphi View Post
    Alright, a few things here...
    For Knife to the Soul...dealing double damage at 3rd level is a bit..iffy, and dealing triple damage at level 4 is pretty insane, but if no one else sees a problem with it I guess I don't have one either.
    I will think about how to balance this because I really want to touch base with the Size scaling damage. Maybe give +1 size of damage to all attacks of the round instead of +1 damage dice or change it to each 3 levels instead of each 2.

    Quote Originally Posted by Mayhem View Post
    One thing I noticed, you didn't to give them the Wild Talent feat which means they can't get psionically focused for their AC bonus. I don't know if this was intentional or not.
    Quote Originally Posted by NeoSeraphi View Post
    Other than that, and what was already said about no Wild Talent,
    Decided to give Hidden Talent for some utility instead of the Wild one.

    Quote Originally Posted by Tacitus View Post
    (which may need to be spread out some over the class as 2 levels to get Wis to Attack damage and AC is a little much).
    Splitted this feature in Two, AC in 2nd level (Psionic Precognition), and Attack and Damage goes to 4th level (Soulknife Mastery).

    Quote Originally Posted by Tacitus View Post
    There are several abilities that should be shuffled around as to where they are listed to make things more clear.
    Table done!

    Quote Originally Posted by Tacitus View Post
    The fact that you can change the weapon properties at a speed greater than 8 hours of meditation should be an upgrade of the weapon properties listing, not the mindblade itself.
    Not got that (English is not my main language), can you explain a bit more?

    ######################

    I thinks this is pretty much done but a couple of things:

    - Maybe change Psychic Strike to Increase the Damage dice to next damage scale per two soulknife leves instead of adding damage dices. Is this sounds neat?

    - Maybe chage the enhance and enhancement special effects to a straight +1 to +10 each other level but the thing of the Magical property at Lv2 looks cheesy (or I can specify the Mindblade gets the Magical property at Lv4). what do you think?
    Last edited by Drako_Beoulve; 2011-05-26 at 11:57 AM.

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    Default Re: [DnD 3.5]Soulknife Fix[DnD 3.99 Project]

    ohgodmyeyesthecolors!

    Please, PLEASE get rid of the colors. I cannot look at the table without hurting my eyes. No offense, but its really not necessary.

    As for what I meant with the speed of changing abilities, its a matter of what class feature you're listing it under that I think is incorrect. If you give the ability to change the weapon properties on your blade at a given length of time and then change that length of time, you should note that in the same entry as the weapon properties.

    What I would suggest is removing Improved, Greater, Supreme, and Ultimate Mind Blade from under the Mind Blade heading and instead listing them in the order they would appear in the class as their own distinct class feature.
    Alternately, you could leave them there, but remove the changes to the time it takes to alter your weapon properties and add that to the Mind Blade Enhancement class feature.

    I suggest giving +1 on your mindblade at every other level (evens or odds, your choice) and then stating that it can be split between an Enhancement Bonus and Weapon Properties in any combination, on the condition that it must have a +1 Enhancement Bonus before it can have Weapon Properties.

    Though +5 is normally the max for weapons, you may want to consider allowing an Enhancement Bonus higher than +5, but with a caveat that explains that it will not qualify for overcoming damage reduction of Epic until level 21 (or include it in your level 20 capstone, if you like).
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    Default Re: [DnD 3.5]Soulknife Fix[DnD 3.99 Project]

    Quote Originally Posted by Tacitus View Post
    ohgodmyeyesthecolors!

    Please, PLEASE get rid of the colors. I cannot look at the table without hurting my eyes. No offense, but its really not necessary.

    As for what I meant with the speed of changing abilities, its a matter of what class feature you're listing it under that I think is incorrect. If you give the ability to change the weapon properties on your blade at a given length of time and then change that length of time, you should note that in the same entry as the weapon properties.

    What I would suggest is removing Improved, Greater, Supreme, and Ultimate Mind Blade from under the Mind Blade heading and instead listing them in the order they would appear in the class as their own distinct class feature.
    Alternately, you could leave them there, but remove the changes to the time it takes to alter your weapon properties and add that to the Mind Blade Enhancement class feature.

    I suggest giving +1 on your mindblade at every other level (evens or odds, your choice) and then stating that it can be split between an Enhancement Bonus and Weapon Properties in any combination, on the condition that it must have a +1 Enhancement Bonus before it can have Weapon Properties.

    Though +5 is normally the max for weapons, you may want to consider allowing an Enhancement Bonus higher than +5, but with a caveat that explains that it will not qualify for overcoming damage reduction of Epic until level 21 (or include it in your level 20 capstone, if you like).
    Thanks for the suggestions.

    I'm very bussy at office right now, but I will come with some adjustments later.

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    Default Re: [DnD 3.5]Soulknife Fix[DnD 3.99 Project]

    Some changes done:

    - Enhancements from +1 to +10 to max +5 Enhancement and +5 special weapon properties (Hability renamed to "Endow Mindblade" and moved to Lv 4).

    - Duration of concentration to change properties set to 8h and halved every 5 levels starting Lv 5th.

    - Took out the Improved, greater, supreme and ultimate mindblade entries, instead, some effects are folded int the Mind Blade description.
    Last edited by Drako_Beoulve; 2011-06-03 at 03:38 PM.

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    Default Re: [DnD 3.5]Soulknife Fix[DnD 3.99 Project]

    - I have an Idea for the sustitution of the Ultimate Mindblade entry as It does not fit the theme.

    - Changed Psychic strike to each 3 Levels instead of each 2 Levels.

    - Some Phrasing revisions
    Last edited by Drako_Beoulve; 2011-06-10 at 12:01 PM.

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    Default Re: [DnD 3.5]Soulknife Fix[DnD 3.99 Project]

    - Updated Animate Mindblade ability and moved down to level 14th

    - Updated Soul of the Blade Ability and moved down to 20th level

    - Redesigned the Shape mindblade hability.
    3.99 Project, Trying to Improve the 3.5 version, current fixes:

    - Soulknife Fix
    - Samurai Rework
    - Paladin Fix

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    Default Re: [DnD 3.5]Soulknife Fix[DnD 3.99 Project]

    - Updated shape mind blade feature as I feel soulknife should have a high customizable weapon as it is his signature hability:

    -- Taked out +10 Enhancement progresion and folded into the shape mind blade hability, shape costs adjusted to reflect a bit advantage in wealth.

    -- Added Critical and Metal properties.
    Last edited by Drako_Beoulve; 2011-07-24 at 06:05 PM.
    3.99 Project, Trying to Improve the 3.5 version, current fixes:

    - Soulknife Fix
    - Samurai Rework
    - Paladin Fix

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    Default Re: [DnD 3.5]Soulknife Fix[DnD 3.99 Project]

    gonna need to go a bit harder on this cuz I'm a paranoid DM and you requested it. Anyways if you don't wanna hear it, don't listen, but here it is.
    Spoiler
    Show
    "she can imbue his mind blade" (knife of the soul)
    are there two of them? if not fix it.

    looks like you have enough abilities that you don't need the full BAB

    Hidden Talent: why are you getting power points and manifester levels?

    at level 15 my blade is a +10 scythe with crit range 16-20/x6 with the qualities of whatever special material I choose... nurf that bit, especially the Special Properties Table

    Endow Mind Blade: so now I get +7 worth of abilities too? a bit much no?

    Psychic Affliction: the save extends to them all right?

    Psychic Devastation: a free whirlwind attack with none of the standard requirements? SRD quote to give you an idea
    Spoiler
    Show
    Whirlwind Attack [General]
    Prerequisites
    Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.

    So, this could be a fighter's fifth feat, but you're still getting bonus feats half as often, and getting a bunch of abilities to boot. Not to mention that this beats the feat as it can be used from a range.

    (by the way things like 'A soulknife of level 13th can imbue his mind blade with a psychic strike energy capable of decimate her enemies.' are all over the place, how bout sticking with one gender o neuter?)

    Psychic Decimate: so at int score of 16 I get to deal 2 mental stat damage... kinda iffy, and could be worded better, but OK, though there should be a save DC

    Psychic Annihilation: uh.. huh... this makes up for all the others ay? give it limited uses at the vary least.

    Animated Mindblade: OK, so now I get the option to trade in my uber scythe and snag an item of +50 concentration (minor exaggeration), and make 8 1 handed blades*three attacks each round, and next level make that *4... not working for me, no sorry misred it, 4 attacks (+1 if hasted) *full BAB= 16-20 attacks/round

    feel free to debate any points.
    Last edited by drack; 2011-07-15 at 05:41 PM.

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    Default Re: [DnD 3.5]Soulknife Fix[DnD 3.99 Project]

    -BAB returned to original as the class get many features to compensate it.

    -Removed Metal property as it exists as a weapon special hability.
    3.99 Project, Trying to Improve the 3.5 version, current fixes:

    - Soulknife Fix
    - Samurai Rework
    - Paladin Fix

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    Default Re: [DnD 3.5]Soulknife Fix[DnD 3.99 Project]

    - Bonus feats redone: Harcoded feats removed and Instead put them on a list to pick.

    -Shuffled around some features as the class got overpowered on the last campaing, i.e Psionic Status moved from Lv 4 to Lv 8.

    - Added Crystal and Metal made properties to the special properties table.

    - Psychic destruction no longer works with Throw Mindblade.

    - Need to test Psychic Anihilation now that P. Destruction no longer works with Throw Mindblade to see if I need to change it
    3.99 Project, Trying to Improve the 3.5 version, current fixes:

    - Soulknife Fix
    - Samurai Rework
    - Paladin Fix

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    Default Re: [DnD 3.5]Soulknife Fix[DnD 3.99 Project]

    Quote Originally Posted by drack View Post
    Psychic Devastation: a free whirlwind attack with none of the standard requirements? SRD quote to give you an idea
    Whirlwind Attack [General]
    Prerequisites
    Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.

    feel free to debate any points.
    Free whirlwind is nuts, but keep in mind that Mithral Tornado effectively gives you a Standard-action Whirlwind attack. The SRD is a little tough on ya making it a Full-round action, I think, but it might have been too loose to allow it as a standard action every round.

    The trade-off now seems to be a ranged full-round attack to all enemies one can hit, which should be better, no?
    Quote Originally Posted by HuskyBoi View Post
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    Default Re: [DnD 3.5]Soulknife Fix[DnD 3.99 Project]

    aggg, Front Line Fighter! Front Line Fighter! Give it back the BaB! Seriously!

    If the class's job is to get up in the monster's face and hit it, give it Full BaB. Psychic Warrior should have the same. SO SHould Monk. Rogue, not so much, but their job is not to get in the face of the monster, but stick the knife into it's kidneys (if it's got any)

    You've fixed the breakable stuff others pointed out, BaB rarely breaks the system unless you are dealing with constant touch attacks. Hell, even then, you could give a warlock Full BaB and not break the class.

    I have very strong opinions about this point as you can see :)
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    Default Re: [DnD 3.5]Soulknife Fix[DnD 3.99 Project]

    I agree with Zagaroth. My first reaction to almost any Soulknife fix is "What, it STILL doesn't get full BAB?!?" It's been so often that I haven't seen this fix that I've accepted it Still, it seems to me that it may be prudent to perhaps make a feat like Practicsed Spellcaster for the Soulknife that can add back the lost BaB (say +3 per feat up to its HD?) That could be a middleground.
    Quote Originally Posted by HuskyBoi View Post
    I just need a minute to appreciate the words 'goliath lamp-post sneak attack'. That's a thing of beauty, right there.
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    Default Re: [DnD 3.5]Soulknife Fix[DnD 3.99 Project]

    Quote Originally Posted by ~Corvus~ View Post
    Free whirlwind is nuts, but keep in mind that Mithral Tornado effectively gives you a Standard-action Whirlwind attack. The SRD is a little tough on ya making it a Full-round action, I think, but it might have been too loose to allow it as a standard action every round.

    The trade-off now seems to be a ranged full-round attack to all enemies one can hit, which should be better, no?
    Well, original Soulknife already have this feature. But meh...I'll reevaluate it

    Quote Originally Posted by Zagaroth View Post
    aggg, Front Line Fighter! Front Line Fighter! Give it back the BaB! Seriously!

    If the class's job is to get up in the monster's face and hit it, give it Full BaB. Psychic Warrior should have the same. SO SHould Monk. Rogue, not so much, but their job is not to get in the face of the monster, but stick the knife into it's kidneys (if it's got any)

    You've fixed the breakable stuff others pointed out, BaB rarely breaks the system unless you are dealing with constant touch attacks. Hell, even then, you could give a warlock Full BaB and not break the class.

    I have very strong opinions about this point as you can see :)
    Quote Originally Posted by ~Corvus~ View Post
    I agree with Zagaroth. My first reaction to almost any Soulknife fix is "What, it STILL doesn't get full BAB?!?" It's been so often that I haven't seen this fix that I've accepted it Still, it seems to me that it may be prudent to perhaps make a feat like Practicsed Spellcaster for the Soulknife that can add back the lost BaB (say +3 per feat up to its HD?) That could be a middleground.
    I need to finish my last campaing and collect results. Currently status points that Soulknife needs full BAB back and keep the Psychic Destruction change.

    Thanks for your suggestions
    3.99 Project, Trying to Improve the 3.5 version, current fixes:

    - Soulknife Fix
    - Samurai Rework
    - Paladin Fix

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    Default Re: [DnD 3.5]Soulknife Fix[DnD 3.99 Project]

    Last paper campaing finished, here are some changes according to results:

    - BAB increased to Full progression again.
    - Need to evaluate Soulknife Mastery feature.
    - Changed Psionic Decimate to deal damage to any single choosen attribute and scales by each five levels.

    Other changes:
    - Illumine Sword and Soulbow changes to fit this fix.
    - Added Epic Level Progession.
    - Added "on/in the next attack" to some Knife to the soul effects to help clarify that the effects applies only on the next attack unless noted on the entry.
    - Added shape point progression to the class table.

    Thanks for all your reviews
    Last edited by Drako_Beoulve; 2011-11-17 at 09:57 PM.
    3.99 Project, Trying to Improve the 3.5 version, current fixes:

    - Soulknife Fix
    - Samurai Rework
    - Paladin Fix

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    Default Re: [DnD 3.5]Soulknife Fix[DnD 3.99 Project]

    - Removed Animated Minblade and Soul of the blade until I get some better features to give to this class.

    - Folded some features into a Psionic Talents feature.
    3.99 Project, Trying to Improve the 3.5 version, current fixes:

    - Soulknife Fix
    - Samurai Rework
    - Paladin Fix

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    Default Re: [DnD 3.5]Soulknife Fix[DnD 3.99 Project]

    I have a friend who wants to play a Soulknife in my campaign, and I think I'm going to direct him to this.

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    Default Re: [DnD 3.5]Soulknife Fix[DnD 3.99 Project]

    Quote Originally Posted by legomaster00156 View Post
    I have a friend who wants to play a Soulknife in my campaign, and I think I'm going to direct him to this.
    Thanks, hope your friend enjoy it. Please post any feedback you can have.


    New Changes:

    - Added Overrun Talent.
    Last edited by Drako_Beoulve; 2012-03-24 at 02:28 AM.
    3.99 Project, Trying to Improve the 3.5 version, current fixes:

    - Soulknife Fix
    - Samurai Rework
    - Paladin Fix

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    Default Re: [DnD 3.5]Soulknife Fix[DnD 3.99 Project]

    - Merged Overrun into Two-Handed Mastery.
    3.99 Project, Trying to Improve the 3.5 version, current fixes:

    - Soulknife Fix
    - Samurai Rework
    - Paladin Fix

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    Default Re: [DnD 3.5]Soulknife Fix[DnD 3.99 Project]

    Some Updates:

    -Merged Renewal into will power talent. Now you attempt to regain psionic focus as a free action when spent.

    -Merged Accuracy talent into One-Handed Mastery.
    3.99 Project, Trying to Improve the 3.5 version, current fixes:

    - Soulknife Fix
    - Samurai Rework
    - Paladin Fix

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