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    Barbarian in the Playground
     
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    Default The Soulmind, a soulborn and soulknife combined remix [3.5 base class) PEACH

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    Underlord the Uncreative

    Alignment: All soulminds are either lawful or chaotc.

    The Soulmind

    {table=head]Level|Base[div]Attack Bonus[/div]|Fort[div]Save[/div]|Ref[div]Save[/div]|Will[div]Save[/div]|Special|Soulmelds|Essentia|Chakra Binds|Power Level
    1st |+1 |+2 |+0 |+2 |Mind Blade, Psi-like Ability, Bonus feat(Wild talent) |1 |0 |0|1
    2nd |+2 |+3 |+0 |+3 | Mind Blade +1, Incarnum Fusion |1 |1 |0|1
    3rd |+3 |+3 |+1 |+3 |Psi-Like Ability, Chakra Bind(crown) |1 |2 |1|1
    4th |+4 |+4 |+1 |+4 |Extra use, Mind Blade +2 |2 |3 |1|2
    5th |+5 |+4 |+1 |+4 |Psi-like Ability, Bonus feat |2 |3 |1|2
    6th |+6/+1 |+5 |+2 |+5 |Mindblade +3 , Greater Incarnum Fusion, Chakra Bind(Feet, Hands) |2 |4 |1|2
    7th |+7/+2 |+5 |+2 |+5 |Psi-like Ability, Essentia Blade |3 |5 |2| 2
    8th |+8/+3 |+6 |+2 |+6 | Extra Use, Mind Blade +4, Pyshic Infusion |3 |6 |2|3
    9th |+9/+4 |+6 |+3 |+6 |Psi-Like Ability, Chakra Bind(arms, shoulder) |3 |6 |2|3
    10th |+10/+5 |+7 |+3 |+7 |Mind Blade +5, Bonus Feat |4 |7 |2|3
    11th |+11/+6/+1 |+7 |+3 |+7 |Psi-like Ability |4 |8 |3|3
    12th |+12/+7/+2 |+8 |+4 |+8 |Extra Use, Mind Blade +6, Chakra Bind(Brow) |4 |9|4 |4
    13th |+13/+8/+3 |+8 |+4 |+8 |Psi-like Ability, Knife to the Soul |5 |9 |3|4
    14th |+14/+9/+4 |+9 |+4 |+9 |Mind Blade +7 |5 |10 |3|4
    15th |+15/+10/+5 |+9 |+5 |+9 | Psi-Like Ability, Bonus feat, Chakra Bind(Throat, Waist) |5 |11 |3|4
    16th |+16/+11/+6/+1 |+10 |+5 |+10 | Extra Use, Mind Blade +8 |6 |12 |4|5
    17th |+17/+12/+7/+2 |+10 |+5 |+10 | Psi-like Ability, |6 |12 |4|5
    18th |+18/+13/+8/+3 |+11 |+6 |+11 | Mind Blade +9Chakra Bind (Heart) |6 |13 |4|5
    19th |+19/+14/+9/+4 |+11 |+6 |+11 | Psi-Like Ability |6 |14 |4|5
    20th |+20/+15/+10/+5 |+12 |+6 |+12 | Extra use, Psi-like Ability, Mind Blade +10, Bonus Feat |7 |15 |4|6
    [/table]
    Soulminds are proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields).

    Some class features will refer to a key ability score or modifier. This represents a stronger connection to either there mind or soul. Lawful soulminds are more in touch with their mind, so their key ability score is wisdom. Chaotic soulminds are dedicated more to their soul, so their key ability score is constiution.

    Class Features

    Meldshaping: A soulmind gains a limited ability to shape soulmelds, which are drawn from the soulmind soulmeld list. He knows and can shape any soulmeld from this list.

    The Difficulty Class for a saving throw against a soulmind soulmeld is 10 + number of points of essentia invested in the soulmeld + his key ability modifier. A soulmind's meldshaper level is equal to his class level. A soulminds can shape only a certain number of soulmelds per day. His base daily allotment is given on Table: The Soulmind. The maximum number of soulmelds that he can have shaped simultaneously is equal to his Constitution score minus 10 or the number of soulmelds on the table, whichever is lower. At 1st level, he can shape one soulmeld at a time (assuming he has a Constitution score of at least 11). As a soulmind advances in level, he can shape an increasing number of soulmelds.

    At 2nd level, he gains access to his personal pool of essentia, which can be invested into his soulmelds(or Psi-like Abilities, see below) to increase their power. A soulmind's essentia pool’s size is shown on Table: The Soulmind. His character level, as noted on Table 2–1: Essentia Capacity (see Magic of Incarnum), determines the maximum quantity of essentia that he can invest in any single soulmeld. As a swift action, he can reallocate his essentia investments in his soulmelds every round.

    A soulmind does not study or prepare soulmelds in advance, but must have a good night’s rest and must meditate for 1 hour to shape his soulmelds for the day.

    Psi-Like Abilities: Drawing on his mind, a soulmind learns to manifest a small number of psi-like abilities. The save DC is equal to 10 + the level of the power or spell the ability duplicates + you key ability modifier. All powers for the psi-like abiltites are drawn from the Psychic Warrior power list. A soulmind starts out knowing how to manifest one 1st level psi-like ability

    Every odd number level and level 20, you add one more psi-like ability to your list. They can be any up to the the power level indicated up to the power level indicated on the table for your level. This does not add any more uses, just more options

    Each 'level' of powers has its own number of uses. When you unlock a level, the default number of uses for that level is 1/per day. If you posses multiple psi-like abilities of that level, you can split uses of that level as you choose. At fourth level, and every 4 soulmind levels after that, you gain 1 more use per day for each level you have psi-like abilities. Once a level reaches 4 uses per day, it instead becomes at-will

    Except as noted here, the psi-like abilites follow normal psi-like abilites rules.

    Example character: Faris, 3rd level soulmind, chose biofeedback and expansion for his 2 first level psi-like ability. He can manisfest either of them(not both) once per day. Once he gains level four, he can manisfest those powers a total of 2 times per day total(once each, two expansions, or two biofeedbacks). At fifth level, He chooses Hustle. He can manisfest hustle once per day, and hiss ability to manisfest first level power are unchanged.

    Mind Blade: As a swift action, a soulmind can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to one melee weapon of choice, even a weapon he is not noramlly profiecent with of a size appropriate for its wielder. The wielder of a mind blade 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 soulmind can simply create another on his next swift action. The moment he relinquishes his grip on his blade, it dissipates .A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.

    A soulmind 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 Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.

    A soulmind’s mind blade improves as the character gains higher levels. At 2nd level, and every even-numbered level after that, the mind blade gains a +1 enhancement bonus to attack rolls and damage rolls. Instead of having an increase in the enhancement bonus, a soulmind may choose to add a weapon property that is the equivalent of a bonus. Every time the enhancement bonus increases, the soulmind may completely re-arrange the bonuses and properties. A mind blade can not actually have an enhancement bonus of above +5(unless you are epic), so use the extra enhancement bonus for weapon propeties.

    Even in places where psionic effects do not normally function (such as within a null psionics field), a soulmind can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulmind 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 swift action on his turn, the soulmind can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.

    Bonus Feat
    : At first level, a soulmind gets the wild talent feat, even if the soulmind would not normaly qualify. This allows the soulmind to become psionically focused, and take other psion ic feats. At fifth level, and every 5 levels after that, a soulmind may choose a bonus feat with the [Psionic] or [Incarnum] tags. The soulmind must qualify for thesee feats as normal.

    Incarnum Fusion: At second level, the soulmind learns to you his soul to amplify the power of the mind. Each 'level' of powers can hold the normal amount of maximum essentia. 1/day you may invested essentia into your leevls of power For every essentia invested into each level, you gain one more use of that level.

    At 6th level, you may invest 2 essentia to gain another power for that level. This essentia does not provide more uses. No matter how much eessentia you invest, you can add more than 1 sixth of your soulmind level powers.

    Chakra Binds:
    Beginning at 3rd level, a soulmind can bind his soulmelds to his chakras, granting him new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra, so that he cannot also benefit from a magic item worn on the body slot associated with that chakra.

    The number of chakra binds that he can have active at any one time depends on his level (see the Chakra Binds column). He gains access to chakras as shown on the table. A soulmind never gains the ability to bind a soulmeld to his soul chakra.

    Essentia Blade: at 7th level, the soulmind can infuse his minblade with his soul. The mindblade can hold the normal amount of essentia for your charracter. For every essentia invested, the damage die of the mindblade increases by 1.essentia, and you gain a bonus to combat maneuvers that your mindblade can perform equal to twice the nuber of essentia invevsted.

    Psychic Infusion: At 8th level, a soulmind learns to subsitute soul energy with the mind. A number of time per day equal to 1 fourth of his soulmind level, a soulmind may expend his psionice focus to treat all his soulmelds if they had 1 more essentia invested than normal. This can have the total essentia over the normal maximum. Every 5 levels after 8th you increase the amount of temporary essentia by 1. The temporary essentia lasts for 1 minute.

    Knife to the Soul To use this ability you must expend your psionic focus. You may sacrifice X damage die from your mindblade, to do Xd4 amount of wisdom damage to a non-mindless, non-undead creature. If the attack hits, you gain 5 temporary essentia.
    Last edited by The Underlord; 2011-12-04 at 07:46 PM.
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  2. - Top - End - #2
    Barbarian in the Playground
     
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    Default Re: The Soulmind, a soulborn and soulknife combined remix [3.5 base class) PEACH

    Reserved for feats, and Soulmind soulmeld list changes.
    Soulmeld List
    The same as the soulborn list, except as noted here
    Remove the following soulmelds from the Soulborn list
    All necrocarnum melds, sighting glove soulmeld, illusion veil, and arcane focus.

    Add the following Soulmelds to the Soulmind list
    Shedu crown, air step sandals, keeneye lenses, apparatioin ribbon,

    Also, can anyone else think of some better wording for some of the stuff?

    dang it, forgot to add charkra progression. Fixed.
    Last edited by The Underlord; 2011-12-04 at 02:28 PM.
    Quote Originally Posted by Kuulvheysoon
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    Default Re: The Soulmind, a soulborn and soulknife combined remix [3.5 base class) PEACH

    You still need class skills and a quantity of skill points per level. I'd suggest you also do a find-and-replace in your text to convert "soulknives" to "soulminds", as I see the former rather than the latter in at least one place.

    You have copied the "unless he intends to throw it" clause from the soulknife's mindblade description, but you have not given the soulmind the ability to throw his mindblade. I'd recommend granting access to thrown and even ranged weapon mindblades (with psionically created ammunition).

    Right now, this class basically feels like you took the soulborn and soulknife and stapled them together. That's not a bad start, but I'd suggest that you add some abilities that create synergy among the two sources, such as the ability to put essentia into the mindblade, and perhaps some variant of knife to the soul that grants a temporary bonus point of essentia when used.
    Subclasses for 5E: magus of blades, shadowcraft assassin, spellthief, void disciple
    Guides for 5E: Practical fiend-binding

    D&D Remix for 3.x: balanced base classes and feats, all in the authentic flavor of the originals. Most popular: monk and fighter.


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    Barbarian in the Playground
     
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    Default Re: The Soulmind, a soulborn and soulknife combined remix [3.5 base class) PEACH

    I love how it your mindblade doesnt even need to be a blade. Logic FTW!

    You need something to invest your essentia in for the mind"blade".
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    Barbarian in the Playground
     
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    Default Re: The Soulmind, a soulborn and soulknife combined remix [3.5 base class) PEACH

    I'll include ranged/thrown weapon mindblade as an ACF.

    I origanlly planned on there being a way to invest essentia into the mind blade but it must of have been lost during the making. The plan was to increase the damage die and possibly provide a bonus to combat maneuvers that you can use your mindblade allows you to perform(like a trip bonus if your minblade was a spiked chain). Any other thoughts for possible ideas for essentia in the mindblade?

    Also the word "soulknife' only appers in the profiency area as far as I can tell.

    edit: added knife to the soul and essentia blade
    Last edited by The Underlord; 2011-12-04 at 07:47 PM.
    Quote Originally Posted by Kuulvheysoon
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  6. - Top - End - #6
    Troll in the Playground
     
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    Default Re: The Soulmind, a soulborn and soulknife combined remix [3.5 base class) PEACH

    Things I'd expect a soulmind's essentia-imbued mindblade to do:
    • Bypass DR as a lawful or chaotic weapon, according to wielder's alignment
    • deal bonus damage vs. foes of opposite alignment (like an axiomatic or anarchic weapon)
    • look cooler


    5 bonus essentia from knife to the soul might be a bit much. That's more than a 50% bonus over your unbuffed essential capacity at 13th level. Also, you need to specify the duration of the temporary essentia.
    Subclasses for 5E: magus of blades, shadowcraft assassin, spellthief, void disciple
    Guides for 5E: Practical fiend-binding

    D&D Remix for 3.x: balanced base classes and feats, all in the authentic flavor of the originals. Most popular: monk and fighter.


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