Heart Shaper, a Sublime Soulknife (PEACH) [Archive] - Wizards Community

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Yue Ryong

08-25-07, 05:00 PM
Heart Shaper, a Sublime Soulknife
HD: d10Level BAB Fort Ref Will K R S Special
1st +1 +0 +2 +2 5 3 1 Soul Weapon (Simple), Wild Talent
2nd +2 +0 +3 +3 5 3 1 Adept of Analytical Combat
3rd +3 +1 +3 +3 6 3 1 Psionic Meditation
4th +4 +1 +4 +4 6 4 1 Imbue Soul Weapon +1
5th +5 +1 +4 +4 7 4 1 Soul Weapon (Martial)
6th +6 +2 +5 +5 7 4 2 Imbue Soul Weapon +2
7th +7 +2 +5 +5 8 4 2 Free Draw
8th +8 +2 +6 +6 8 4 2 Imbue Soul Weapon +3
9th +9 +3 +6 +6 9 4 2
10th +10 +3 +7 +7 9 5 2 Imbue Soul Weapon +4
11th +11 +3 +7 +7 10 5 3 Improved Psionic Meditation
12th +12 +4 +8 +8 10 5 3 Imbue Soul Weapon +5
13th +13 +4 +8 +8 11 5 3
14th +14 +4 +9 +9 11 5 3 Imbue Soul Weapon +6
15th +15 +5 +9 +9 12 6 3 Master of Analytical Combat
16th +16 +5 +10 +10 12 6 4 Imbue Soul Weapon +7
17th +17 +5 +10 +10 13 6 4
18th +18 +6 +11 +11 13 6 4 Imbue Soul Weapon +8
19th +19 +6 +11 +11 14 6 4
20th +20 +6 +12 +12 14 7 4 Imbue Soul Weapon +9, Gateway of the Mind
Skills (4+Int per level): 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).

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

Maneuvers: You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Bladed Thoughts, Diamond Mind & Stone Dragon.
Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by Heart Blades is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
You learn additional maneuvers at higher levels, as shown on the table above. You must meet a maneuver's prerequisite to learn it. See Table 3-1 (page 39 of Tome of Battle) to determine the highest-level maneuvers you can learn.
Upon reaching 4th level, and at every even-numbered Heart Shaper level after that (6th, 8th, 10th, and so on), you can choose to replace one maneuver you know with another that you meet the prerequisites.

Maneuvers Readied: You can ready three of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by meditating for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers.
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).
You can recover all expended maneuvers by expending your psionic focus as a Move action.

Soul Weapon (Su): The signature ability of Heart Shapers is to create semisolid weapons composed of psychic energy distilled from thier own mind. From first level, a Heart Shaper can create any simple melee weapon as a move action. Ttheir is wielded as normal and despite being composed primarily of pure psychic power, the weapon can be broken (it has hardness 10 and 10 hit points). The moment they relinquishes their grip on their weapon, it dissipates (unless they intends to throw it; see below). A soul weapon 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 Heart Shaper can attempt to sustain their soul weapon by making a DC 20 Will save. On a successful save, the Heart Shaper maintains their soul weapon for a number of rounds equal to their class level before they needs to check again. On an unsuccessful attempt, the soul weapon vanishes. As a move action on their turn, the Heart Shaper can attempt a new Will save to rematerialize their soul weapon while they remains within the psionics negating effect.
From 5th level, a Heart Shaper can create Martial Soul Weapons.

Wild Talent: A Heart Shaper gains Wild Talent as a bonus feat. (This class feature provides the character with the psionic power they needs to materialize their soul weapon, if they has no power points otherwise.)

Adept of Analytical Combat (Ex): While Psionically Focused & wearing Light or no Armour, a Heart Shaper can add their Intelligence modifier as an Insight bonus to their AC.

Psionic Meditation: A Heart Shaper gains Psionic Meditation as a bonus feat at 3rd level, even if they do not meet the prerequistes.

Imbue Soul Weapon (Su): At 4th level, a Heart Shaper gains the ability to enhance their Soul Weapon. By spending an hour in meditation, they can enhance their Soul Weapon for 24 hours as if it were a psionic weapon. At first, they can only enhance it to the equivalent of a +1 Weapon, but at 6th level and every two levels thereafter, the maximum bonus they can imitate increases by 1. As normal, they cannot exceed an enhancement bonus of +5, but they can exchange bonuses for special abilities. If imbuing both ends of a double weapon, the maximum amount they can enhance the weapon by is reduced by one.

Free Draw (Su): From 7th level, a Heart Shaper becomes able to materialize their soul weapon as a free action instead of a move action. They can make only one attempt to materialize their soul weapon per round, however.

Improved Psionic Meditation (Ex): From 11th level, a Heart Shaper can attempt to acquire Psionic Focus as a Swift action.

Master of Analytical Combat (Su): From 15th level, a Heart Shaper's psionic abilities and martial skills slide into even greater focus, greatly enhancing the Heart Shaper's ability to determine the perfect attack for a given situation. While Psionically Focused, the Heart Shaper recovers one random expended maneuver at the beginning of each turn.

Gateway of the Mind (Ex): At 20th level, a Heart Shaper may make a DC 40 Autohypnosis check once per turn to activate an ability that requires expending their Psionic Focus without doing so.
Yue Ryong

08-25-07, 05:01 PM
The Way of Bladed Thoughts
A school of psionic power and martial discipline combined to form a unified whole.
Key Skill: Autohypnosis
Saving Throws: 10 + Maneuver Levels + Int Modifier
Favoured Weapons: Soul Weapons

History
For time out of mind, the core of the Heart Shaper's martial skills have been formed from the Way of Bladed Thoughts, a discipline dedicated to the perfect union of the psionic (or 'awakened') mind with a body trained to be an unmatched receptacle for psionic power. Developed by an order of Elan Psychic Warriors, this school has never been considered one of the 'True' paths of the Sublime Way, due to it's reliance on the psionic power of the wielder's mind. The earliest records of this discrimination date back to the days of the Phoenix Citadel (a failed project similar to the later and more successful Temple of the Nine Swords), when the masters turned away any who understood even the most basic forms of this art, accusing them of 'corrupting' their art by relying on their Psionic power rather than the 'truth of the way of steel'.
It is an accusation that has been maintained for much of the centuries since, with even Reshar himself unwilling to 'lower' himself to learning the forms of their art. Only in the most recent years (since the actions of a particularly famous Duergar Heart Shaper called Murgol Firehand who shattered the Illithid city of Lagurno and freed hundreds of slaves) has this slander begun to peel away, although a great many 'True' followers of the Sublime Way retain their aloof attitudes.

Maneuvers
1st level
Dance of Thought - Stance - Gain an Enhancement/Insight bonus to Speed based on Autohypnosis ranks.
Guard of the Body - Counter - Remove exhaustion effects
Strike of Total Assurance - Strike - Autohypnosis check to add +4/+8 to attack roll.

2nd level
Psychic Strike - Boost - Deal an additional 1d6/8 damage with your next successful attack
Carving of Thoughts - Strike - Reduce enemy's PP by Autohypnosis check/lose spell levels equal to half autohypnosis check
Flying Mind Strike - Strike - You throw your weapon.

3rd level
Aura-Woven Guard - Stance - Increase PP costs to affect you by 1/2 IL.
Guard of the Blood - Counter - Remove Poison & Disease
Strike of Total Confidence - Strike - Autohypnosis check to add +6/+12 to attack roll

4th level
Psychic Sunder - Boost - Deal an additional 2d6/8 damage with your next successful attack
Deep Thought Vision - Strike - Negate magical bonuses to AC/magical defences
Flying Mind Flurry - Strike - You throw your weapon.

5th level
Bladewind - Strike - Attack all foes in reach
Cleaving of Thoughts - Strike - Reduce enemy's PP by double Autohypnosis check/lose spell levels equal to autohypnosis check
Guard of the Heart - Counter - Make an attack roll to negate/redirect an enemy's attack.

6th level
Psychic Scourge - Boost - Deal an additional 3d6/8 damage with your next successful attack
Surge of the Body - Boost - Increases Strength based on Autohypnosis
Tearing into Nothing - Counter - Reduce damage by Autohypnosis check/double Autohypnosis check

7th level
Knife to the Soul - Strike - Deals Ability Damage/Burn based on Autohypnosis ranks.
Uncoiling of the Inner Heart - Stance - You acquire a second soul weapon that moves independently of you.
Guard of the Soul - Counter - Remove Negative levels or/and ability drain.

8th level
Psychic Rend - Boost - Deal an additional 4d6/8 damage with your next successful attack
Veil of the World - Stance - Cannot be targeted by divinations/Gain the benefit of the Personal Mind Blank power.
Deeper Thought Vision - Strike - Make a full attack, ignoring magical bonuses to AC/magical defences

9th level
Apocalypse of the Mind - Strike - Target takes Intelligence, Wisdom or/and Charisma Damage based on Autohypnosis ranks

Maneuver Descriptions
Note: All maneuvers from the School of Bladed Thoughts can draw additional power from the wielder's mental energy, possessing both a normal and 'Awakened' form. When initiating a maneuver from the Way of the Bladed Thoughts, you may expend your Psionic Focus to instead activate their Awakened form and all stances from this school grant their Awakened benefits when you are Psionically Focused. The Awakened form of all maneuvers and all maneuvers with the Psionic descriptor are Supernatural.

Apocalypse of the Mind
Bladed Thoughts (Strike) [Mind-affecting, Psionic]
Level: Heart Shaper 9
Prerequisite: 4 Bladed Thoughts maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Save: Will Half
As your blade pierces their flesh, you use your training and discipline let loose a surge of Psychic power that coils into their brain, badly harming their cognitive processes
You deal an additional 1d4+1 points of damage per 10 ranks of Autohypnosis you possess to Intelligence, Wisdom or Charisma
Awakened: You deal an additional 1d4+1 points of damage per 10 ranks of Autohypnosis you possess to Intelligence, Wisdom and Charisma

Aura-Woven Guard
Bladed Thoughts (Stance) [Psionic]
Level: Heart Shaper 3
Initiation Action: 1 swift action
Range: Personal
Duration: Stance
Your lace your aura with psionic power, soaking up the power of your opponents attacks, sapping the stamina with ever greater speed.
While in this stance, any psionic power with you as a target requires that the manifester sacrifice an additional amount of power points equal to half your Initiator Level or the power simply fails. The manifester is made aware of this as soon as they attempt to target you with a power.
Awakened: While in this stance, any psionic power with you as a target requires that the manifester sacrifice an additional amount of power points equal to half your Initiator Level or the power simply fails. The manifester is made aware of this as soon as they attempt to target you with a power. Psionic power sacrificed in this manner revitalises you, restoring two hit points per power point sacrificed.

Bladewind
Bladed Thoughts (Strike)
Level: Heart Shaper 5
Prerequisite: 2 Bladed Thoughts maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: All enemies in reach
In an instant, you activate a pre-programmed mental command, releasing your body from the constraints of the conscious mind, and allowing you to attack all your enemies at once.
When you initiate this strike, you make a melee attack against every opponent adjacent to you. Resolve each attack separately.
Awakened: When you initiate this strike, you make two melee attacks against every opponent adjacent to you. Resolve each attack separately.

Carving of Thoughts
Bladed Thoughts (Strike) [Psionic]
Level: Heart Shaper 2
Prerequisite: 2 Bladed Thoughts maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Will Half
As your blade pierces their flesh, you use your training and discipline let loose a surge of Psychic power that coils into their brain, forcing them to burn mental power to expel it.
As part of this maneuver, you make a single melee attack against an opponent and make an Autohypnosis check. If this attack hits, the target loses power points equal to the result of the Autohypnosis check.
Awakened: As part of this maneuver, you make a single melee attack against an opponent and make an Autohypnosis check. If this attack hits, the target loses any combination of spell levels equal to half the result of the Autohypnosis check.

Cleaving of Thoughts
Bladed Thoughts (Strike) [Psionic]
Level: Heart Shaper 5
Prerequisite: 4 Bladed Thoughts maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
As your blade pierces their flesh, you use your training and discipline let loose a surge of Psychic power that coils into their brain, forcing them to burn mental power to expel it.
As part of this maneuver, you make a single melee attack against an opponent and make an Autohypnosis check. If this attack hits, the target loses power points equal to double the result of the Autohypnosis check.
Awakened: As part of this maneuver, you make a single melee attack against an opponent and make an Autohypnosis check. If this attack hits, the target loses any combination of spell levels equal to the result of the Autohypnosis check.

Dance of Thought
Bladed Thoughts (Stance) [Psionic]
Level: Heart Shaper 1
Initiation Action: 1 swift action
Range: Personal
Duration: Stance
Your discipline and psionic training combine to allow you to surge brief bursts of energy to your feet, greatly enhancing your speed.
You gain a +10ft Enhancement bonus to land speed for each 5 ranks you possess in Autohypnosis.
Awakened: You gain a +10ft Insight bonus to land speed for each 5 ranks you possess in Autohypnosis.

Deep Thought Vision
Bladed Thoughts (Strike) [Psionic]
Level: Heart Shaper 4
Prerequisite: 1 Bladed Thoughts maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
You surge psychic power, forcing a hole in their magical defences that allow you a perfect opportunity to strike.
As part of this maneuver, you make a single melee attack against an opponent. For the purposes of this attack, you ignore any magical bonuses to AC.
Awakened: As part of this maneuver, you make a single melee attack against an opponent. For the purposes of this attack, you ignore any magical defensive abilities.

Deeper Thought Vision
Bladed Thoughts (Strike) [Psionic]
Level: Heart Shaper 8
Prerequisite: 3 Bladed Thoughts maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
You surge psychic power, forcing a hole in their magical defences that allow you a perfect opportunity to strike.
As part of this maneuver, you make a melee full attack against an opponent. For the purposes of these attacks, you ignore any magical bonuses to AC.
Awakened: As part of this maneuver, you make a melee full attack against an opponent. For the purposes of these attacks, you ignore any magical defensive abilities.

Flying Mind Strike
Bladed Thoughts (Strike) [Psionic]
Level: Heart Shaper 2
Prerequisite: 1 Bladed Thoughts maneuver
Initiation Action: 1 standard action
Range: 100ft
Target: One creature
You surge psychic power, telekinetically flinging your weapon towards your opponent.
You throw your weapon, taking no range penalties within the first 100ft (although you still can't throw your weapon beyond it's maximum range). If it hits, you do an extra 1d6 points of damage. Your weapon returns to your hand immediately afterwards.
Awakened: You throw your weapon, taking no range penalties within the first 100ft (although you still can't throw your weapon beyond it's maximum range). If it hits, you add your Int modifier and 1d6 points to damage.

Flying Mind Flurry
Bladed Thoughts (Strike) [Psionic]
Level: Heart Shaper 4
Prerequisite: 1 Bladed Thoughts maneuver
Initiation Action: 1 full-round action
Range: 100ft
Target: One creature per attack
You repeatedly surge psychic power, telekinetically flinging your weapon towards your opponent.
You make a full attack as if throwing your weapon, taking no range penalties within the first 100ft (although you still can't throw your weapon beyond it's maximum range). With each hit, you do an extra 2d6 points of damage. Your weapon returns to your hand immediately afterwards.
Awakened: You make a full attack as if throwing your weapon, taking no range penalties within the first 100ft (although you still can't throw your weapon beyond it's maximum range). With each hit, you add your Int modifier and an extra 2d6 points to damage.

Guard of the Blood
Bladed Thoughts (Counter) [Psionic]
Level: Heart Shaper 3
Prerequisite: 1 Bladed Thoughts maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Psychic power burns through your blood, purging you of invaders and damaging substances.
When you expend this maneuver, you may immediately remove all poisons or diseases from your system.
Awakened: When you expend this maneuver, you may immediately remove all poisons and diseases from your system.

Guard of the Body
Bladed Thoughts (Counter) [Psionic]
Level: Heart Shaper 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Psychic power sears through your body, energising and revitalising you to face the challenges ahead.
When you expend this maneuver, you may immediately remove fatigue effects or prevent you from needing food or water for the next 24 hours.
Awakened: When you expend this maneuver, you may immediately remove fatigue effects and prevent you from needing food or water for the next 24 hours.

Guard of the Heart
Bladed Thoughts (Counter)
Level: Heart Shaper 5
Prerequisite: 2 Bladed Thoughts maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
In an instant, your pre-readied motions take shape in your mind, allowing you to instantly block an opponent.
When an enemy makes a melee or ranged attack against you, you can initiate this counter to oppose that attack by making an attack roll with any melee weapon you are holding. Use the higher of your AC or your attack roll as your effective AC against the incoming attack. You can’t use this maneuver if you are denied your Dexterity bonus to AC against your attacker. You can decide to use this ability after you learn the result of your opponent’s attack.
Awakened: When an enemy makes a melee or ranged attack against you, you can initiate this counter to oppose that attack by making an attack roll with any melee weapon you are holding. Use the higher of your AC or your attack roll as your effective AC against the incoming attack. If your attack roll is high enough to overcome theirs, you may redirect this attack against any adjacent target that the attack could reach. You can’t use this maneuver if you are denied your Dexterity bonus to AC against your attacker. You can decide to use this ability after you learn the result of your opponent’s attack.

Guard of the Soul
Bladed Thoughts (Counter) [Psionic]
Level: Heart Shaper 7
Prerequisite: 3 Bladed Thoughts maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Psychic power burns through your body, energising and revitalising you to face the challenges ahead.
When you expend this maneuver, you may immediately remove all Negative Levels or all Ability Damage/Drain affecting one single ability score.
Awakened: When you expend this maneuver, you may immediately remove all Negative Levels and all Ability Damage/Drain affecting one single ability score.

Knife to the Soul
Bladed Thoughts (Strike) [Mind-affecting, Psionic]
Level: Heart Shaper 7
Prerequisite: 3 Bladed Thoughts Maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Psychic energy flickers into your foe from the end of your blade, searing across their nervous system and badly harming their consciousness.
As part of this maneuver, you make a single melee attack against an opponent. If this attack hits, you deal 1 point of damage to Intelligence, Wisdom or Charisma for each 5 ranks you possess in Autohypnosis.
Awakened: As part of this maneuver, you make a single melee attack against an opponent. If this attack hits, you deal 1 point of damage to Intelligence, Wisdom and Charisma for each 5 ranks you possess in Autohypnosis.

Psychic Rend
Bladed Thoughts (Boost) [Mind-affecting, Psionic]
Level: Heart Shaper 8
Prerequisite: 4 Bladed Thoughts maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You charge psychic energy across your weapon, readying it for the next strike that sings past their defences.
The next successful attack made after this maneuver deals an additional 4d6 points of damage.
Awakened: The next successful attack made after this maneuver deals an additional 4d8 points of damage.

Psychic Scourge
Bladed Thoughts (Boost) [Mind-affecting, Psionic]
Level: Heart Shaper 6
Prerequisite: 3 Bladed Thoughts maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You charge psychic energy across your weapon, readying it for the next strike that sings past their defences.
The next successful attack made after this maneuver deals an additional 3d6 points of damage.
Awakened: The next successful attack made after this maneuver deals an additional 3d8 points of damage.

Psychic Strike
Bladed Thoughts (Boost) [Mind-affecting, Psionic]
Level: Heart Shaper 2
Prerequisite: 1 Bladed Thoughts maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You charge psychic energy across your weapon, readying it for the next strike that sings past their defences.
The next successful attack made after this maneuver deals an additional 1d6 points of damage.
Awakened: The next successful attack made after this maneuver deals an additional 1d8 points of damage.

Psychic Sunder
Bladed Thoughts (Boost) [Mind-affecting, Psionic]
Level: Heart Shaper 4
Prerequisite: 2 Bladed Thoughts maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You charge psychic energy across your weapon, readying it for the next strike that sings past their defences.
The next successful attack made after this maneuver deals an additional 2d6 points of damage.
Awakened: The next successful attack made after this maneuver deals an additional 2d8 points of damage.

Strike of Total Assurance
Bladed Thoughts (Strike)
Level: Heart Shaper 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Your mind takes on a perfect assurance, bolstering your confidence in your attack to near-perfect levels.
As part of this maneuver, you make a single melee attack against an opponent and make an Autohypnosis check. If the Autohypnosis check exceeds the opponent's AC, you gain a +4 Morale bonus on the attack roll.
Awakened: As part of this maneuver, you make a single melee attack against an opponent and make an Autohypnosis check. If the Autohypnosis check exceeds the opponent's AC, you gain a +8 Morale bonus on the attack roll.

Strike of Total Confidence
Bladed Thoughts (Strike)
Level: Heart Shaper 3
Prerequisite: 2 Bladed Thoughts maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Your mind takes on a perfect assurance, bolstering your confidence in your attack to near-perfect levels.
As part of this maneuver, you make a single melee attack against an opponent and make an Autohypnosis check. If the Autohypnosis check exceeds the opponent's AC, you gain a +6 Morale bonus on the attack roll.
Awakened: As part of this maneuver, you make a single melee attack against an opponent and make an Autohypnosis check. If the Autohypnosis check exceeds the opponent's AC, you gain a +12 Morale bonus on the attack roll.

Surge of the Body
Bladed Thoughts (Boost)
Level: Heart Shaper 6
Prerequisite: 3 Bladed Thoughts maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You use your training and discipline to awaken an untapped reserve of strength, greatly increasing your capabilities for a few, crucial seconds.
For the duration of this maneuver, you gain an Insight bonus to strength equal to half your Autohypnosis ranks.
Awakened: As part of this maneuver, make an Autohypnosis check. For the duration of this maneuver, you gain an Insight bonus to strength equal to half the result of your Autohypnosis check.

Tearing into Nothing
Bladed Thoughts (Counter)
Level: Heart Shaper 6
Prerequisite: 2 Bladed Thoughts maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
As their blade cuts into you, your training and discipline allows you to ignore the blow, fighting on unhindered by the irrelevant injury.
You can activate this maneuver after being struck by an attack but before you take damage. When you do so, make an Autohypnosis check. You reduce the amount of damage taken from that attack by your Autohypnosis check.
Awakened: You can activate this maneuver after being struck by an attack but before you take damage. When you do so, make an Autohypnosis check. You reduce the amount of damage taken from that attack by double your Autohypnosis check.

Uncoiling of the Inner Heart
Bladed Thoughts (Stance) [Psionic]
Level: Heart Shaper 7
Prerequisite: 4 Bladed Thoughts maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance (Special, see text)
You reach deep inside you to pull forth a second soul weapon, shaped in the forge of your mind to strike at your enemies.
A second Soul Weapon appears in an adjacent square, behaving in all fashions like an Everdancing (http://www.d20srd.org/srd/epic/magicItems/weapons.htm#everdancing) Weapon of the chosen type. This Soul Weapon does not gain the benefits of the Imbue Soul Weapon special ability. If the Soul Weapon is destroyed or suppressed in any way, the Stance ends
Awakened: A second Soul Weapon appears in an adjacent square, behaving in all fashions like an Everdancing (http://www.d20srd.org/srd/epic/magicItems/weapons.htm#everdancing) Weapon of the chosen type. It gains access to all of the benefits of the Imbue Soul Weapon ability that have been granted to the wielders primary Soul Weapon. If the Soul Weapon is destroyed or suppressed in any way, the Stance ends

Veil of the World
Bladed Thoughts (Stance) [Psionic]
Level: Heart Shaper 8
Prerequisite: 4 Bladed Thoughts maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You cloak yourself in a veil of psychic power, guarding you from the prying eyes and hands of those who would reach into your mind.
You are invisible to all effects with the Scrying descriptor.
Awakened: You gain all benefits of the Psionic Mind Blank (http://www.d20srd.org/srd/psionic/powers/mindBlankPsionic.htm) power.

New Feats
Soul of Elemental Fury [Psionic]
Your are trained in using your mind to call forth raw elemental power into your blade.
Prerequisites: Autohypnosis 8 ranks, 1 Bladed Thoughts maneuver, Int 15
Benefit: While Psionically Focused, you may convert all damage dealt by Bladed Thoughts maneuvers into Fire, Acid, Electricity or Cold damage.
Special: This is a supernatural ability.

Exotic Soul Weapon [General]
You've developed the ability to shape your soul weapon into an unusual weapon type.
Prerequisites: Ability to shape a Martial Soul Weapon
Benefit: Select an Exotic Weapon. From now on, you can reshape your Soul Weapon into the shape of this weapon.

Master of Worlds [Tactical, Psionic]
Your psionic abilities allow you to reach across planar boundaries, granting you access to a number of new techniques.
Prerequisites: Autohypnosis 15 ranks, 1 Bladed Thoughts maneuver, Int 15, Soul of Elemental Fury
Benefits: Master of Worlds allows you to use any of the following combat options.
Touch the Ethereal
You pull yourself fractionally into the Ethereal plane, placing you beyond the reach of most foes. While Psionically Focused and taking the Total Defence action, you gain the Incorporeal Subtype
Touch the Astral
You reach into the astral plane for an instant, using it's peculiar relationship with time to your benefit to make a lightning fast action. While in a Bladed Thoughts stance, you may expend your psionic focus to gain an additional Swift action this turn.
Touch the Shadow
You call upon the maddening screeches that echo across the Shadow plane, bending them to your will and wielding them against your enemies. While in a Bladed Thoughts stance and using both Soul of Elemental Fury and a favoured weapon of the Bladed Thoughts school, you may instead deal Sonic damage with the Soul of Elemental Fury.
Special: The combat options provided by this feat are supernatural abilities.
Kanoavathar

08-26-07, 10:13 AM
Man, I couldn't tell you whether or not it's over- or under-powered, but I like the idea. People really need to get on top of blending the Sublime Way with other mechanics, like the Jade Phoenix Mage, but with other things. Good job.

One suggestion I have is that, with Greater Psionic Strike (or some similarly named feat) you can expend psionic focus to do an additional 4d6 damage. Since that's so, upgrading 2d6 to 2d8 (and the other strikes like that) is a total waste of the psionic focus.

Also, there's an epic psionic feat I've seen that lets you get two effects from expending psionic focus (so, for example, you could both Awaken a maneuver -and- use Instant Clarity with the same expenditure). It might be worth looking into it, to see if you could incorporate that on a limited basis. Perhaps a hairly high-level boost that lets you have the effect so you could use Deep Strike and awaken a maneuver. That'd be hardcore.
Yue Ryong

08-26-07, 02:00 PM
Man, I couldn't tell you whether or not it's over- or under-powered, but I like the idea. People really need to get on top of blending the Sublime Way with other mechanics, like the Jade Phoenix Mage, but with other things. Good job.Thanks. ^_^ Actually, this emerged out of my assumption that all adventuring warriors should either use the Sublime way or be powerful enough to stand alongside them in other ways (which is why I haven't done the same for the Psychic Warrior). so, when I started thinking about the Soulknife, I decided that it could make a very flavourful blending between psionics and the Sublime Way. Whether or not I've succeeded at living up to that potential, I'll leave for others to decide, but I at least thought about giving it a shot.

One suggestion I have is that, with Greater Psionic Strike (or some similarly named feat) you can expend psionic focus to do an additional 4d6 damage. Since that's so, upgrading 2d6 to 2d8 (and the other strikes like that) is a total waste of the psionic focus.Except for the fact that they've spent a feat to do that, which is a far larger investment than just getting it as part of the maneuver to begin with. And, frankly, they're far better off going for Deep Strike, but that's a seperate issue.

Also, there's an epic psionic feat I've seen that lets you get two effects from expending psionic focus (so, for example, you could both Awaken a maneuver -and- use Instant Clarity with the same expenditure). It might be worth looking into it, to see if you could incorporate that on a limited basis. Perhaps a hairly high-level boost that lets you have the effect so you could use Deep Strike and awaken a maneuver. That'd be hardcore.I like to think I've done something similar and slightly better with Gateway of the Mind. By that level, with a bit of focus, a DC 40 Skill check can be almost nothing, so they can easily pull off two psionic focus effects in a turn, which can be recovered as a swift action. I'm slightly irked that they can't meet the prerequisites for Epic Psionic Focus, though. Would make an excellent feat to round them out.
TheKeyofE

08-26-07, 04:38 PM
The class itself looks good, I just have a few minor nitpicks.

Giving it full BAB isn't overpowering, but I think it should only have 3/4 instead. Looking at your skill list and armor proficiencies, it seems to fit the same niche as the Swordsage, that is to say a lightly armored, stealthy fighter. Looking at other classes that fill a similar role (swordsage, rogue, monk, scout, ranger) they all have 3/4 BAB except for the ranger. Again, full BAB isn't unbalanced, but I would still drop the BAB more for thematic reasons than balance reasons.

Maneuver progression looks good, except I would cut the first level maneuvers from 5 to 3 and change the rest of the progression to match the Warblade's (why have 5 maneuvers known when you only have 6 to choose from at 1st level?). The recovery method seems off to me. Although it makes sense when you compare it to the XPH Soulknife's Psychic Strike, it also means he could (after level 11) just recover and reuse the same standard action maneuver (Mountain Tombstone Strike, anyone?) round after round after round. No other martial class can do that. Basically, the way the other classes are set up, they're supposed to use up all their readied maneuvers, then take a round to recover them all. The Heart Shaper can just recover and reuse the same one over and over. Again, when compared to Psychic Strike, it makes sense, but when compared to the ToB classes, it doesn't. It's not "bad," just a little off.

What if you expend focus as a standard action (instead of move) to recover all maneuvers? So at level 3 onward, it would be a full round action (move to refocus, standard to recover), like a swordsage with Adaptive Style, and at level 11 onward it would be a swift action followed by a standard action, like a warblade. This kills the "Psychic Strike every round" (which was the XPH Soulknife's big thing), but it also prevents the possible abuse I explained before. It would make the Heart Shaper more likely to use all his readied maneuvers before taking time to recover them, similar to a swordsage.

Other than these two issues, I really like the class. Just like the swordsage made a monk that's not underpowered, this makes a soulknife that's not underpowered.

Even though I like the class, I think the Bladed Thoughts discipline is kind of weak. Compare the Psychic Strike maneuvers to other damaging maneuvers of similar level (Psychic Strike vs. Mountain Hammer, Psychic Sunder vs. Death from Above, etc.). I can tell you're trying to mimic the soulknife's Psychic Strike progression, but they're about half as strong as they should be. The Strike of Total Assurance is fine, but the upgraded version, Strike of Total Confidence is too weak, and I think Guard of the Blood should be 2nd level instead of 3rd. The other maneuvers seem okay at first glance, but I agree with Kanoavathar that you should rework the "expend focus for added effect" part of the maneuvers.

And, frankly, they're far better off going for Deep Strike, but that's a seperate issue.

Why would they take Deep Impact if they can just learn Emerald Razor (Diamond Mind 2)?

Can a Heart Shaper form two weapons (without taking Exotic Soul Weapon to gain a double weapon)?

I think they should get a fourth discipline, either Shadow Hand, Iron Heart or Desert Wind. If they can form two weapons, there would be an argument for Tiger Claw as well.

How does multiclassing work? Is it like a soulknife where if you multiclass, your Soul Weapon's progression dies? My recommendation is to make it work the way Initiator Level does (full Heart Shaper level + 1/2 other levels).

Again, I just want to say that I do like the class. It has a lot of potential, so take my criticism constructively.
Yue Ryong

08-26-07, 06:52 PM
The class itself looks good, I just have a few minor nitpicks.Ok.Giving it full BAB isn't overpowering, but I think it should only have 3/4 instead. Looking at your skill list and armor proficiencies, it seems to fit the same niche as the Swordsage, that is to say a lightly armored, stealthy fighter. Looking at other classes that fill a similar role (swordsage, rogue, monk, scout, ranger) they all have 3/4 BAB except for the ranger. Again, full BAB isn't unbalanced, but I would still drop the BAB more for thematic reasons than balance reasons.They're a trained, disciplined warrior, with abilities almost exclusively given over to melee combat. The very fact that it's shifted to a Sublime Way class indicates that this is almost exclusively a combat class. If anything, I'd take this as a prompt to take another look at the skills list to see if they're inappropriate.Maneuver progression looks good, except I would cut the first level maneuvers from 5 to 3 and change the rest of the progression to match the Warblade's (why have 5 maneuvers known when you only have 6 to choose from at 1st level?).This is a fair point. I put it like that so as to give it a comparable amount of maneuvers known to the Crusader, as they have a similar amount of schools available to them. The recovery method seems off to me. Although it makes sense when you compare it to the XPH Soulknife's Psychic Strike, it also means he could (after level 11) just recover and reuse the same standard action maneuver (Mountain Tombstone Strike, anyone?) round after round after round. No other martial class can do that. Basically, the way the other classes are set up, they're supposed to use up all their readied maneuvers, then take a round to recover them all. The Heart Shaper can just recover and reuse the same one over and over. Again, when compared to Psychic Strike, it makes sense, but when compared to the ToB classes, it doesn't. It's not "bad," just a little off.If you notice, the Heart Shaper is very short on effective damaging maneuvers. A lot of the time, they will be reduced to using the same maneuvers repeatedly, regardless of the speed of recovery. And this would more or less force them to give up the awakened forms of the Bladed Thoughts maneuvers.What if you expend focus as a standard action (instead of move) to recover all maneuvers? So at level 3 onward, it would be a full round action (move to refocus, standard to recover), like a swordsage with Adaptive Style, and at level 11 onward it would be a swift action followed by a standard action, like a warblade. This kills the "Psychic Strike every round" (which was the XPH Soulknife's big thing), but it also prevents the possible abuse I explained before. It would make the Heart Shaper more likely to use all his readied maneuvers before taking time to recover them, similar to a swordsage.

Other than these two issues, I really like the class. Just like the swordsage made a monk that's not underpowered, this makes a soulknife that's not underpowered.Thanks.Even though I like the class, I think the Bladed Thoughts discipline is kind of weak. Compare the Psychic Strike maneuvers to other damaging maneuvers of similar level (Psychic Strike vs. Mountain Hammer, Psychic Sunder vs. Death from Above, etc.). I can tell you're trying to mimic the soulknife's Psychic Strike progression, but they're about half as strong as they should be. They're about half as strong as they should be because they're all boosts rather than strikes. They can be added on to strikes without trouble, boosting damage a bit further. I did make them as strikes initially, but I wanted to preserve the ability to retain a charge after missing, so I made them boosts and then reduced damage to prevent a 26d6 strike at 14th level.The Strike of Total Assurance is fine, but the upgraded version, Strike of Total Confidence is too weak, and I think Guard of the Blood should be 2nd level instead of 3rd.I must admit, those were some which I was little unsure about. Guard of the Blood felt a little too strong to be available to anyone as a 6th level feat and there's relatively little precedent for attack boosters in ToB.The other maneuvers seem okay at first glance, but I agree with Kanoavathar that you should rework the "expend focus for added effect" part of the maneuvers.Yeah, some of those do feel a little off.Why would they take Deep Impact if they can just learn Emerald Razor (Diamond Mind 2)?Because Emerald Razor can't be combined with other maneuvers.Can a Heart Shaper form two weapons (without taking Exotic Soul Weapon to gain a double weapon)?No. I decided it would make it too complicated to give them both the full range of weapons and the ability to make multiples. They can always make a quarterstaff, though. Or use a physical second weapon.I think they should get a fourth discipline, either Shadow Hand, Iron Heart or Desert Wind. If they can form two weapons, there would be an argument for Tiger Claw as well.I steered clear of giving them any of the 'exclusive' schools. And, given the relative ease of recovery, I felt that three schools would be ample.How does multiclassing work? Is it like a soulknife where if you multiclass, your Soul Weapon's progression dies? My recommendation is to make it work the way Initiator Level does (full Heart Shaper level + 1/2 other levels).Frankly, given the general factor of Sublime Way users being (relatively) unreliant on magic items, this isn't something I considered. I'm inclined to leave it the same as the Soulknife did.Again, I just want to say that I do like the class. It has a lot of potential, so take my criticism constructively.Thank you. I will (and hopefully have).
TheKeyofE

08-26-07, 07:04 PM
One last question: Once the Heart Shaper gets improved psionic meditation, can he still refocus as a move action? Or only as a swift action?

If he can only refocus as a swift action, that would prevent using any boosts or changing stances that round, so you should put a clause in the feat saying he can refocus as either a swift action or a move action (so if he uses his swift action for something else, he can still use a move action to refocus).
Yue Ryong

08-26-07, 07:07 PM
It says 'can', rather than 'does'; ergo, he can continue to use move actions to refocus should the need arise.
PrinceCurtis

08-28-07, 01:50 AM
Wow something to make me smile after staying away from these forums for so long. This is pretty good, something I've been waiting for without knowing it. How about a Prestige class for a Soulbow Martial Adept.
Yue Ryong

08-28-07, 09:51 AM
Hm... maybe. I'd need to look at the Soulbow as it exists right now.
But anyway, I've dropped Strike of Total Confidence by a level and re-incorporated thrown weaponry.
Omnirahk, half-Rahkshi

08-28-07, 02:14 PM
I like it. There's another sublime way soulknife somewhere here on the boards, but I can never seem to find it when I want to link to it. Anyway, good work on incorporating soulknife abilities as a new path of the sublime way. But I'm going to strongly recommend adding Shadow Hand maneuvers. That was one of my favorite parts about the other form. And by giving access to both shadow hand and stone dragon or tiger claw, each player can choose how much their soulknife is a rogue, and how much a melee combatant. Also, I just like the idea of loading up on Uncoiling of the Inner Heart, Bladewind, and Shadow Hand Technique to become a master of having extra weapons handy.
Yue Ryong

08-28-07, 02:48 PM
As I said before, I was very leery of using any of the exclusive schools. That said, if I was going to make any school un-exclusive, the Swordsage is the one class that can most afford to lose it.
Also, I wasn't aware there was another Sublime Soulknife out there. Hm...
rampant

08-28-07, 03:20 PM
I like it as it is, as far as which disciplines it has, but one thing I've always wanted to see is a Martial class that let players choose which disciplines it granted. Maybe Make bladed thoughts a mandatory discipline then let the player choose two other disciplines from a list of 3-5 disciplines.
Omnirahk, half-Rahkshi

08-28-07, 06:32 PM
As I said before, I was very leery of using any of the exclusive schools. That said, if I was going to make any school un-exclusive, the Swordsage is the one class that can most afford to lose it.
Also, I wasn't aware there was another Sublime Soulknife out there. Hm...

The other sublime way soulknife (http://forums.gleemax.com/wotc_archive/index.php/t-702973).
Yue Ryong

08-28-07, 06:32 PM
I like it as it is, as far as which disciplines it has, but one thing I've always wanted to see is a Martial class that let players choose which disciplines it granted. Maybe Make bladed thoughts a mandatory discipline then let the player choose two other disciplines from a list of 3-5 disciplines.Well, while I don't think it's right for the Heart Shaper, I can point you in the right direction for something similar (http://www.enworld.org/showpost.php?p=3334709&postcount=2)
Yue Ryong

08-28-07, 06:54 PM
The other sublime way soulknife (http://forums.gleemax.com/wotc_archive/index.php/t-702973).Huh. Interesting. I have to say, I don't think it went anywhere near far enough. Turning the Soulknife into a Martial Adept needed a total restructuring, mostly by dint of the fact that while the Soulknife wasn't strong enough before, it wasn't too bad once it got full BAB.
If I'd made it a Martial Adept without stripping away most of the stuff not directly pertaining to it's Mindblade, it would have simply left the Warblade or the Swordsage in the dust, due to it's ability to throw far better than almost anyone else.
To be honest, I'm half-thinking I didn't go far enough. I could have completely taken apart the Soulknife & turned it into the School of Bladed Thoughts for the another martial adept (possibly a varient Warblade) with a stance for Mind Blades.
Yue Ryong

12-22-07, 01:55 PM
Ok, having finally gotten to a point in a campaign where it's appropriate to playtest this thing, I took another look at it and realised O had something to add to the school. The 'Aura-Woven Guard' is a little something I decided to add after realising that it hadn't any stances between second & sixth level. Actual play tests should follow soon.