Soulknife ? for DM [Archive] - Wizards Community

Post/Author/DateTimePost
zag01

08-13-07, 02:01 PM
So my groups just started a new campaign and I've decided to play a soulknife. I had some questions I was going to ask my DM but I thought I'd get the boards take on them first. I apologize if these have been asked before, I did a quick search and couldn't find anything on these besides the first.

For my DM:

How do you rule the shaping of your mindblade? - Full round action each time or stays shaped until you reshape it. (just curious whats the backup behind 'it stays shaped until you reshape it'?)

Does manifesting provoke AoO? - Rules are silent. I say no since its like drawing a weapon.

Does it give off light? (like a magic weapon can?) - candle?, torch?


Any others I should clarify with him before it comes up in play?
Bacris

08-13-07, 02:11 PM
How do you rule the shaping of your mindblade? - Full round action each time or stays shaped until you reshape it. (just curious whats the backup behind 'it stays shaped until you reshape it'?)

RAW - reshape each time. I believe the official WotC response (maybe Bruce Cordell response?) is that it retains whatever shape it was last in.

Does manifesting provoke AoO? - Rules are silent. I say no since its like drawing a weapon.

Mind Blade (Su): As a move action

So it's a supernatural ability. Supernatural abilities do not provoke attacks of opportunity.

Does it give off light? (like a magic weapon can?) - candle?, torch?

Rules don't say it does. Psionic weapon rules say they don't give off light. So no.
zag01

08-13-07, 03:32 PM
So it's a supernatural ability. Supernatural abilities do not provoke attacks of opportunity.

Ah missed the (Su) part. Thanks.

Rules don't say it does. Psionic weapon rules say they don't give off light. So no.

Well I don't really see how something could be "composed of energy" and not give off light, though I guess thats where the rules and common sense/the artwork diverge.

Maybe psychic energy is dark :P
Jaid

08-13-07, 03:55 PM
Well I don't really see how something could be "composed of energy" and not give off light, though I guess thats where the rules and common sense/the artwork diverge.

Maybe psychic energy is dark :P
keep in mind that D&D, acid and cold are energy, as is sonic =P
carnivore

08-13-07, 04:20 PM
How do you rule the shaping of your mindblade? - Full round action each time or stays shaped until you reshape it. (just curious whats the backup behind 'it stays shaped until you reshape it'?)

Does manifesting provoke AoO? - Rules are silent. I say no since its like drawing a weapon.

Does it give off light? (like a magic weapon can?) - candle?, torch?


Any others I should clarify with him before it comes up in play?

from the FAQ (http://www.wizards.com/default.asp?x=dnd/er/20030221a)
Soulknife
Q) Can a soulknife (Expanded Psionics Handbook, page 26)
with the shape mind blade ability (page 28) create his mind
blade as one of the alternative forms, or must he first create
it as a short sword and then spend a full-round action to
shape it?

A)When the soulknife spends a move action to create his
mind blade, it appears as a short sword regardless of whether
he also has the shape mind blade ability. Once created, a
soulknife with shape mind blade can then use a full-round
action to change the mind blade’s shape. He can’t initially
create it in any other shape.


as for

WEAPONS


Although they generally follow the rules for magic weapons, psionic weapons differ from mundane and magic weapons in their design. Most possess some crystal components, and some are composed entirely of crystal. Many also sport intricate traceries along the blade or haft, which flicker now and then as if channeling flows of psychic energy.

Psionic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses on both attack and damage rolls when used in combat. This enhancement bonus is effective for the purpose of overcoming creatures with damage resistance that is penetrated by magic. All psionic weapons are also masterwork weapons, but their masterwork bonus on attack rolls does not stack with their enhancement bonus on attack rolls.

Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonus applies to either type of attack.

In addition to enhancement bonuses, psionic weapons can also have the special abilities detailed here. A weapon with a special ability must have at least a +1 enhancement bonus.

The rules for manifester level for weapons (called caster level), additional damage dice, ranged weapons and ammunition, ammunition and breakage, hardness and hit points, critical hits, and weapons for unusually sized creatures for psionic weapons are the same as for magic weapons. Psionic weapons do not have the chance to generate light (though some may be mentally audible; see below).

Mentally Audible: Fully 30% of psionic weapons telepathically mutter, croon, recite battle poems, scream, or produce other mental “noises” when first drawn, at first blood, or when they slay a significant enemy. Such a weapon cannot be concealed from creatures within 15 feet when it is drawn, nor can its mental “soundtrack” be curbed.

Activation: Usually a character benefits from a psionic weapon in the same way a character benefits from a mundane weapon - by attacking with it. If a weapon has a special ability that the user needs to activate, then the user usually needs to project a command thought (a standard action).



and this:

WEAPONS
Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All magic weapons are also masterwork weapons, but their masterwork bonus on attack rolls does not stack with their enhancement bonus on attack rolls.

Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonus applies to either type of attack.

In addition to an enhancement bonus, weapons may have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10. A weapon with a special ability must have at least a +1 enhancement bonus.

A weapon or a kind of ammunition may be made of an unusual material. Roll d%: 01–95 indicates that the item is of a standard sort, and 96–100 indicates that it is made of a special material.

Caster Level for Weapons: The caster level of a weapon with a special ability is given in the item description. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.

Additional Damage Dice: Some magic weapons deal additional dice of damage. Unlike other modifiers to damage, additional dice of damage are not multiplied when the attacker scores a critical hit.

Ranged Weapons and Ammunition: The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies.

Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).

Magic Ammunition and Breakage: When a magic arrow, crossbow bolt, or sling bullet misses its target, there is a 50% chance it breaks or otherwise is rendered useless. A magic arrow, bolt, or bullet that hits is destroyed.

Light Generation: Fully 30% of magic weapons shed light equivalent to a light spell (bright light in a 20-foot radius, shadowy light in a 40-foot radius). These glowing weapons are quite obviously magical. Such a weapon can’t be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions.

Hardness and Hit Points: An attacker cannot damage a magic weapon that has an enhancement bonus unless his own weapon has at least as high an enhancement bonus as the weapon or shield struck. Each +1 of enhancement bonus adds 2 to a weapon’s or shield’s hardness and +10 to its hit points.

Activation: Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon—by attacking with it. If a weapon has a special ability that the user needs to activate then the user usually needs to utter a command word (a standard action).

Magic Weapons and Critical Hits: Some weapon qualities and some specific weapons have an extra effect on a critical hit. This special effect functions against creatures not subject to critical hits, such as undead, elementals, and constructs. When fighting against such creatures, roll for critical hits as you would against humanoids or any other creature subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon’s regular damage.


so its possible that the MindBlade will give off LIGHT or SOUND, but only after 4th lvl where it has an Enhancement Value,.... but it is up to you and your DM to decide




:D
zag01

08-13-07, 04:33 PM
keep in mind that D&D, acid and cold are energy, as is sonic =P

True, but those are energy as far as damage goes. The 'pychic energy' of the fluff text is just that, fluff. I always thought (as shown in all the illustrations) that a mindblade looked like a 'brilliant energy' weapon, which gives off light as a torch.

carnivore - thanks for the input and backup. Saves me from looking :)

Though a mindblade is considerd magic (for DR purposes) right from 1st level.