| Post/Author/DateTime | Post |
|---|---|
| Tectorman01-17-08, 09:42 AM | I've got a really simple idea for fixing the Soulknife. Take one of his good saves and drop them to poor, take out the Weapon Focus and Greater Weapon Focus (mind blade) abilities, and just slap on a full BAB. Reasons being: the difference between a good save and a poor save is 6 points; Iron Will, Great Fortitude, and Lightning Reflexes can give you 2 points to a save, therefore cranking a good save down to a poor one should be worth three feats. Since Weapon Focus is one feat and worth a +1 to attack rolls, taking out a good save and the two Weapon Focuses should be worth a full BAB (more or less). But before I do that: 1.) Besides the lack of a full BAB in a primarily melee class and perhaps the limited list of weapon enhancements that can be put on a mind blade, what else do you find to be a weakness of the Soulknife? 2.) Which save does a Soulknife more benefit from? I.e., which one to take out? |
| Lycanthromancer01-17-08, 03:03 PM | Ugh. Sorry, but...ugh. |
| CrimsonDeath01-17-08, 04:29 PM | The Lord giveth, and the Lord taketh away. The DM need not be so stingy. For a long list of Soulknife fixes, look here (http://forums.gleemax.com/showthread.php?t=684070). Somehow, I don't think many people will use your fix, since one of the simplest and possibly the most common is to simply give full BAB and take nothing. |
| Tectorman01-18-08, 01:24 PM | I'm sorry. I guess I should clarify. I'm really not looking for views on my SK fix. All I wanted was a quick run-through of where else the SK suffers (and I just realized that my second question is pretty much unnecessary as SKs use their Will saves to maintain their mind blade in an AMF/NPF). But okay, I guess I'll just check the Soulknife fixes board. |
| deadkoo01-18-08, 01:58 PM | well... it depends how you run soulknife. I have always thought that a soulknife would make an awesome assassin type character. good rogue as well as scout and such. the limited weapon list really hurts, but is understandable. one of my main probs is that the SK can only add up to +5 to his weap at lvl 20... if you look at a fighters main weap at lvl 20 it will be more than a +5 total. Now, yes the SK can change his bonus' and they don't cost anything, but it takes 8hrs of concentration to do so... My major fix was to increase the bonus to every 3 lvls instead of every 4, so that at lvl 19 you can have a +6 mod, and at lvl 20 give him a permanent +2 to his mindblade that can't be used on special stuff, so his blade is in effect a +8 weap with +6 of that being able to be spent on special qualities. I also enabled a high con(I went for a 30dc) check to change the weapon qualities that takes a full round action. If failed then able to retry next round. but yea... I havn't instated this into any campaign sense I am tryin to work out the kinks a bit.. |
| CrimsonDeath01-18-08, 03:08 PM | one of my main probs is that the SK can only add up to +5 to his weap at lvl 20... if you look at a fighters main weap at lvl 20 it will be more than a +5 total. Now, yes the SK can change his bonus' and they don't cost anything, but it takes 8hrs of concentration to do so... My major fix was to increase the bonus to every 3 lvls instead of every 4, so that at lvl 19 you can have a +6 mod, and at lvl 20 give him a permanent +2 to his mindblade that can't be used on special stuff, so his blade is in effect a +8 weap with +6 of that being able to be spent on special qualities. I'm not sure where you got that. At level 20, a Soulknife's mind blade has a +5 enhancement bonus and +4 worth of weapon enhancements, for a total of a +9 weapon. The "+x mind blade" and "mind blade enhancement" class features are tracked separately. |