a new and different soulknife [Archive] - Wizards Community

Post/Author/DateTimePost
Lord Likk

04-30-06, 08:44 PM
the soulknife

hd: d8
b/a: 3/4
proficiencies: light armor.

skill pts/lvl: 4+int mod (x4 at lvl.1)
class skills: autohypnosis, climb, concentration, craft (all), hide, jump, knowledge (psionics), listen, move silently, profession (all), spot, and tumble.

saves: low fort, high ref, high will

lvl special techs known
1 mindblade 1d6, tech (lvl.1), imp unarmed strike, exotic weapon prof (mindblade), wild talent 1
2 detect psionics 1
3 swift mindblade, dodge bonus +1 2
4 psychic strike +1d6 2
5 mindblade 2d6 3
6 tech (lvl.2), acrobatic mastery 3
7 dodge bonus +2 4
8 psychic strike +2d6 4
9 power resistance 7 + effective character level 5
10 mindblade 3d6 5
11 tech (lvl.3), dodge bonus +3, pr 8+ecl 6
12 psychic strike +3d6 6
13 pr 9+ecl 7
14 - 7
15 mindblade 4d6, dodge bonus +4, pr 10+ecl 8
16 psychic strike +4d6, tech (lvl.4) 8
17 pr 11+ecl 9
18 - 9
19 dodge bonus +5, pr 12+ecl 10
20 minblade 5d6, psychic strike +5d6 10

psychic strike(su): a soulknife may use his mindblade to deliver a psychic strike as a standard action. if he hits, the target is also dazzled for 1 round. this is a supernatural, mind-affecting ability, and creatures immune to mind-affecting abilities or to the enchantment school or telepathy discipline are immune to the status effect, but not the additional damage. when making a psychic strike, a soulknife may opt to use his wisdom or charisma modifier (soulknife's choice upon gaining this ability) in place of his strength or dexterity for the attack roll. also, if the mindblade is augmented by a technique that adds a certain type of damage, all of its damage (base mindblade damage as well as bonus damage from psychic strike, techniques, and the relevent ability modifier) is of this type on a psychic strike. a mindblade may have up to four distinct damage types if necessary: energy/basic (acid, cold, electricity, fire, sonic, psitive, or negative, disintegration, slashing, piercing, or bludgeoning), precision, lethal or subdual (lethal by default), and mind-affecting or physical (physical by default).

wild talent: a soulknife gains wild talent as a bonus feat at level one, giving him a power point pool of 2 pts, and conferring upon him the psionic subtype.

mindblade(sp): a soulknife may manifest a blade of psionic energy as a standard action at will. he may maintain the blade for any amount of time, until he loses consciousness or voluntarily dissipates it. this blade is an exotic weapon that deals 1d6 piercing or slashing damage (soulknife's choice before he attacks with it) plus his wisdom or charisma modifier in place of his strength score (soulknife's choice upon gaining this ability). it critically hits on a 19 or 20 for x2 damage. a mindblade cannot be disarmed, but it can be destroyed by sundering. it has hardness equal to the soulknife's class level, and hit points equal to half the soulknife's maximum hp. some antipsionic weapon materials have been known to break the hardness of mindblades, as adamantine does conventional objects. if it is successfully destroyed, though, the soulknife need only manifest it again. in all other aspects, the mindblade functions exactly as a standard shortsword.

swift mindblade(su): at 3rd level, a soulknife may manifest his mindblade as a swift action.

dodge bonus(ex): a soulknife's skill with mobility in combat is such that he becomes significantly better than other melee fighters at dodging attacks. starting at 3rd level, he gains a +1 dodge bonus to armor class that increases by +1 for every 4 soulknife levels he gains thereafter, eventually up to +5 at level 19.

acrobatic mastery(ex): a soulknife tends to fight quickly and with mobility, due to their relative fragility compared to other melee fighters. at 6th level, they gain the ability to take 10 on balance, climb, jump, and tumble checks, even while threatened or distracted.

power resistance(ex): a soulknife is experienced in psionic combat and develops a basic defense against powers. at level 9, he gains pwer resistance equal to 7 plus his effective character level. every two levels thereafter, this resistance increases by 1, to 8 + character lvl at class lvl. 11, to 9 + character lvl at lvl. 13, and so on, until he reaches pwer resistance 12 + his effective character level at soulknife level 19.

techniques(sp): a soulknife learns a technique every other level. as he gains levels in soulknife, he may select techniques of a progressively more powerful nature, as delineated by his available tech level. a soulknife may not affect his mindblade with more than one technique of the same discipline at once, unless the technique specifically states otherwise. techniques that effect his psychic strike primarily or do not affect his mindblade at all are not limited in this way. techniques are spell-like abilities, usable at will as an action described under their manifesting time. most of them either last for 24 hours or until his mindblade is dissipated (they have this duration unless otherwise noted) or are a free or swift action to manifest (for clarity, all techs include a manifesting time entry). the majority of them also target the soulknife himself; techs with no range entry have a "personal" range, and those with no target entry have a range of "you." all techs have a visual display upon manifestation, and an obvious visual effect (an alteration to the mindblade, for instance) for their duration. those with a display entry have some other display or none at all, as noted. if a mindblade is augmented by a technique that adds a certain type of damage, all of its damage (base mindblade damage as well as bonus damage from psychic strike, techniques, and the relevent ability modifier) is of this type on a psychic strike. a mindblade may have up to four distinct damage types if necessary: energy/basic (acid, cold, electricity, fire, sonic, positive, or negative, disintegration, slashing, piercing, or bludgeoning), precision, lethal or subdual (lethal by default), and mind-affecting or physical (physical by default). a soulknife may spend an action point to manifest one of his techniques which requires a 1 minute manifesting time as a standard action instead.

mindblade techs
level 1- mindsword, energy mindblade. material mindblade, psionic mindblade
level 2- mindclaymore, alignmental mindblade, bane mindblade, greater psionic mindblade
level 3- throw mindblade, mindpsear, mindblade of speed, true material mindblade
level 4- true throw minblade, mindblade of pure destruction, vorpal mindblade

psychic strike techs
level 1- glamerstrike, sickening strike, blade of fear
level 2- blade of fright
level 3- blade of terror
level 4-

general techs
level 1- leaps and bounds, spiderwalk, inertial armor, preternatural senses
level 2- voidsense
level 3- augmented inertial armor
level 4-

mindsword
metacreation
level 1 technique
effective power level: 1
manifesting time: 1 minute
your mindblade becomes a one-handed sword. it deals +1d6 damage and may not be used in conjunction with weapon finesse, but may be used to power attack. the mindblade is still exotic and you retain proficiency in it. you may opt to use your str modifier for damage instead of your wisdom or charisma, and the relevent modifier is multiplied by 1 1/2 if you wield the mindblade in two hands. in all other aspects, it is treated as a normal mindblade.

mindclaymore
metacreation
lvl.2 tech
epl: 2
manifesting time: 1 minute
your mindblade becomes a two-handed sword. it deals +2d6 damage, it's damage is slashing (instead of slashing or piercing), and it may not be used in conjunction with weapon finesse, but may be used to power attack. the mindblade is still exotic and you retain proficiency in it. you may opt to use your str modifier for damage instead of your wisdom or charisma, and the relevent modifier is multiplied by 1 1/2 since you must wield the mindblade in two hands. in all other aspects, it is treated as a normal mindblade.

mindspear
metacreation
lvl.3 tech
epl: 3
manifesting time: 1 minute
your mindblade becomes a spear. it deals +2d6 damage, has reach, and may not be used to strike foes within your normal reach (that is, within the range you could attack with a nonreach weapon). its damage is piercing, it may not be used in conjunction with weapon finesse, but may be used to power attack, it delivers a critical hit only on a 20, and its critical multiplier rises to x3. the mindblade is still exotic and you retain proficiency in it. you may opt to use your str modifier for damage instead of your wisdom or charisma, and the relevent modifier is multiplied by 1 1/2 since you must wield the mindblade in two hands. in all other aspects, it is treated as a normal mindblade.

throw mindblade
psychoportation
lvl.2 tech
epl: 2
manifesting time: 1 standard action
duration: instantaneous
when you manifest this technique, you throw your mindblade as part of the standard action. it has a range increment of 10', and its other features remain the same. the mindblade either spins around and returns to your hand at the beginning of your next turn, or teleports to your palm after the same amount of time (your choice). this tech may not be used in conjunction with mindsword, mindclaymore, mindspear, or true throw mindblade.

throw mindblade, true
psychoportation
lvl.4 tech
epl: 6
manifesting time: 1 attack action
duration: instantaneous

glamerstrike
telepathy
lvl.1 tech
epl: 1
manifesting time: 1 free action
duration: 1 round
for six seconds, your mindblade appears to expand, lengthen, and roil with black, grey, purple, or dark blue energy as you draw from the shadow plane to illusorily enhance it. you may only manifest this technique immediately before executing a psychic strike, but unlike other psychic strike techniques, it affects your other attacks in the round. this technique adds +1d6 damage to your psychic strike and other attacks, but all of their damage is subdual. the target(s) is(are) not allowed a will saving throw to disbelieve the damage until combat has ended, due to the completeness of the illusion; it mimics sights, sounds, smells, tactile and thermal sensations, and other perceptions necessary for the attack (wounds or burned hair and flesh if the attack deals subdual fire damage, or numbness and instantaneous rotting if it deals negative energy damage, etc.). if they pass their will save, they are instantly healed of the subdual damage. if they are knocked unconscious due (in part or in whole) to the subdual, they are automatically healed of the damage and awakened 1 hour later.

material mindblade
metacreation
lvl.1 tech
epl: 2
manifesting time: 1 minute
duration: 1 minute/level
your mindblade gains physical substance. you may choose the type of substance from amongst any mundane material of relative rigidness (wood, bone, crystal, and gold are all fine, but paper and water are not), but these nonmagical materials do not affect the mindblade's statistics. you may also choose mithral, darkwood, cold iron, achemical silver, or byeshk. these alter the mindbade as though it were a typical weapon constructed of the selected material, and allow it to break damage reistance keyed to that material. this tech may be used in conjunction with any other except true material mindblade and glamerstrike.

material mindblade, true
metacreation
lvl.3 tech
epl: 4
manifesting time: 1 minute
duration: 1 minute/lvl
your mindblade gains physical substance. you may endow it with the features of any material available through material mindblade, as well as any other weapon material available in dungeons and dragons including the new weapon material, limbo matter (see below). the mindblade gains all the characteristics of a weapon of the selected material, inlcuding any drawbacks. this tech may be used in conjunction with any other except material mindblade and glamerstrike.

psionic mindblade
metacreation
lvl.1 tech
epl: 1
manifesting time: 1 minute
duration: 1 minute/lvl

psionic mindblade, greater
metacreation
lvl.2 tech
epl: 3
manifesting time: 1 minute
duration: 1 minute/lvl

energy mindblade
psychokinesis
lvl.1 tech
epl: 1
manifesting time: 1 minute
duration: 1 minute/level
your mindblade becomes imbued with elemental energy. upon manifesting this tech, you select an energy type: acid, cold, electricity, fire, or sonic. your mindblade does an additional +1d6 damage of the chosen energy type. if you attack with a psychic strike while this tech is in effect, all of the attack's damage (base mindblade damage, bonus psychic strike damage, as well as bonus damage from this tech and any other compatible techs affecting you), is converted to the chosen energy type, with some specific exceptions; if you select cold, electricity, or fire, your attack deals an additional +1 damage per d6 of energy damage, or if you select acid or sonic, your attack deals -1 damage per d6 of energy damage, but ignores the hardness of objects.

leaps and bounds
psychometabolism
lvl.1 tech
epl: 1
manifesting time: 1 immediate action
duration: instantaneous
you use this psionic technique to augment the acrobatic feat you are currently attempting. it gives you a +6 circumstance bonus to one balance, jump, or tumble check.

preternatural senses
clairsentience
lvl.1 tech
epl: 1
manifesting time: 1 immediate action
duration: instantaneous
you use this technique to supplement one of your senses with psionic methods of detection. it gives you a +6 circumstance bonus to one listen, search, or spot check.

dark one's own luck?

see the unseen?

inertial armor
psychokinesis
lvl.1 tech
epl: 1
manifesting time: 1 standard action
duration: 1 hour/lvl
you form a skintight psychkinetic barrier that defnds you like armor but doesn't hinder you at all. you gain a +5 armor bonus to ac.

voidsense

blindsight?

inertial armor, augmented

alignmental mindblade
metacreation
lvl.2 tech
epl: 2
manifesting time: 1 minute
duration: 1 minute/lvl
your mindblade becomes imbued with holy, profane, axiomatic or anarchic energy (your choice upon manifesting this power, though you may not choose an alignment opposed to your own. if you are true neutral, you select two alignments you may use and two you may not when you learn this tech). it deals +2d6 damage of its natural type (typically slashing or piercing) against creatures of the opposed alignment to its own. for example, elan von soulknife (who is neutral good) manifests alignmental mindblade to make his mindblade holy. it now deals additional damage against evil creatures. your mindblade also breaks damage resistance as a weapon of the alignment you choose while affected by this technique. this tech may be used in conjunction with other metacreation techs.

vorpal mindblade

mindblade of pure destruction

blade of fear
telepathy
lvl.1 tech
epl: 1
manifesting time: 1 swift action
duration: 1 round
your mindblade becomes imbued with mind-affecting power to strike fear in its target(s). for the duration of the round, your psychic strikes cause their targets to become shaken instead of dazzled. they do not recieve a saving throw, but creatures immune to mind-affecting are immune to this status effect. you may only use this power in conjunction with glamerstrike (to manifest this tech, you must have manifested glamerstrike this round as well), but it may not be combined with any other telepathic tech unless otherwise noted.

sickening strike
psychometabolism
lvl.1 tech
epl: 1
manifesting time: 1 swift action
duration: 1 round
your mindblade gains the power to alter the physiology of those it strikes. if you make a psychic strike during the round in which you manifest this power and hit the target, they are sickened instead of dazzled. they do not recieve a fortitude saving throw, and creatures immune to mind-affecting are not immune to this status effect. this tech may not be used in conjunction with glamerstrike or with any psychometabolistic psychic strike tech unless otherwise noted.


new weapon material: limbo matter
on limbo, matter and energy mix and combine in unheard of an partially randomized ways. the lawful githzerai who make that plane their home have learned to craft the very stuff of limbo



now, it's not nearly complete, but you can get the idea of many of the techniques from the ones i've created thus far. there is also inspiration from the artificer and, of course, the standard soulknife in here. what do you think belongs? what doesn't? let me know; any input would be appreciated
Lord Likk

05-02-06, 12:46 PM
or do you all just think it's perfectly fine as is? if so, tell me so. troll me for unnecessarily fixing a class, argue that mine is even worse than the original, anything, just give me feedback! i'll be happy to write a long and involved critique of anyone's work who has anything to say about mine. just tell me your first impression and name your thread and i'll be there in a jiffy to provide you with valuable feedback.
swordspell_mage

05-02-06, 08:28 PM
If you add a blast option like Eldritch (or make the soulblade eldritch), I would use it. Definitely.
Lord Likk

05-12-06, 02:17 PM
"make the soulblade eldritch"? the power throw mindblade allows you to use it at a range (albeit a shorter one than eldritch blast). with a psychic strike, this would have comparable damage to an eldritch blast, perhaps more, but it would also be mind-affecting.

do you mean the damage type of an eldritch blast? since that's basically nontype, i'm reticent to allow such an ability. still, i'm making a 4th lvl tech called "mindblade of pure destruction" that will make it do disintegrate damage. i can't think of anything that's immune to that, so it's just about as good.