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| Mælstrøm07-11-07, 04:01 PM | Hi, I've been around these boards for some time, but up until now I've been roaming the Star Wars section. Since I am now working on a D&D campaign, I have begun to be more aware of the D&D rules, and as such I have a quarrel with the Soulknife base class. I do not know whether anyone has had this idea in the past (and posted it), when I searched for the soulknife, it spat out more pages than I was willing to sift through, so please forgive me if this is in any way repetitive to some of you. Correct me if I am wrong, but as far as I can see, the soulknife is the only Psi class that doesn't grant psionic powers, and that never sat quite right with me. Since I am thinking about implementing a special "guardian society" in my human lands, keepers of the peace so to speak, the soulknives fit the idea perfectly (yes, the analogy to the Jedi is obvious, so let's not dwell on it ;)) - but they should have powers like the others. As such, you could always see this variant as a specialized version, or add more powers to choose from for other campaign styles/ideas. So I took the weakest psionic base class power-wise (Divine Mind) and made it even weaker (since I figured the main thing should be the blade, the powers should simply round them off) and flattened the special qualities of the soulknives. Mind Blade enhancement and Knife to the Soul I did away with completely, and moved Free Draw at the place of Knife to the Soul; finally, I added a very close and small list of psionic powers. Please let me know what you think of it, and be completely honest. One thing I have to say though: please PLEASE refrain from comparing the class in a 1-on-1 debate - I am not interested in whether the PsiWar would beat him or not in a fair fight, since a class is about more than just fighting. I will accept game balance issues and discussions, but I think we can all agree that combat game balance was never the strong suit of the wizards, as it doesn't have to be in my opinion. It's not about equal damage dealing but rather about the GM giving each player something to do and the players respecting the spotlight of other characters - just so you know where I am coming from ;) Fire away! Level BAB Fort Ref Will Special PP #Pk MxLvl 1st +0 +0 +2 +2 Mind Blade, Weapon Focus 0 1 1st 2nd +1 +0 +3 +3 Throw Mind Blade 1 1 1st 3rd +2 +1 +3 +3 Speed of thought 2 1 1st 4th +3 +1 +4 +4 +1 mind blade 3 2 1st 5th +3 +1 +4 +4 Shape Mind Blade 4 2 1st 6th +4 +2 +5 +5 Psychic strike +1d8 5 3 2nd 7th +5 +2 +5 +5 Bladewind 6 3 2nd 8th +6 +2 +6 +6 +2 mind blade 8 4 2nd 9th +6 +3 +6 +6 Greater Weapon Focus 10 4 2nd 10th +7 +3 +7 +7 Shape mind blade (move action) 12 5 2nd 11th +8 +3 +7 +7 Psychic strike +2d8 14 5 3rd 12th +9 +4 +8 +8 +3 mind blade 16 6 3rd 13th +9 +4 +8 +8 Free draw 18 6 3rd 14th +10 +4 +9 +9 22 7 3rd 15th +11 +5 +9 +9 Psychic strike +3d8 26 7 3rd 16th +12 +5 +10 +10 +4 mind blade 30 8 4th 17th +12 +5 +10 +10 Multiple Throw 34 8 4th 18th +13 +6 +11 +11 38 9 4th 19th +14 +6 +11 +11 Psychic strike +4d8 44 9 4th 20th +15 +6 +12 +12 +5 mind blade 50 10 4th Power Points/Day: A soulknife's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table 2-5: The Soulknife. In addition, he receives bonus power points per day if he has a high Charisma score (see Table 2-1: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. A first-level soulknife gains no power points for his class level, but he gains bonus power points (if he is entitled to any), and can manifest the single power he knows with these power points. Shape Mind Blade(Su): At 5th level, a soulknife gains the ability to change the form of his mind blade. As an Attack action, he can change his mind blade to replicate any other martial or even exotic weapon he intends. He still needs the Exotic Weapon Proficiency for those exotic weapons to wield them at full skill. [...] Alternatively, a soulknife can split his mind blade into two identical short swords, wuitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the soulknife would otherwise create with a single mind blade. [...] At 10th level, a soulknife can shape his mind blade as a move action instead of a full-round action. 1ST-LEVEL SOULKNIFE POWERS Adrenaline Boost*^: Receive a temporary Str and Dex boost. Biofeedback^: Gain damage reduction 2/-. Chameleon: Gain +10 enhancement bonus on Hide checks. Conceal Thoughts: You conceal your motives. Deaden Blow*^: A weapon deals nonlethal damage rather than lethal. Demoralize^: Enemies become shaken. Detect Psionics: You detect the presence of psionics. Elfsight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors. Endure Elements, Psionic*: Exist comfortably in hot or cold environments. Far Hand^: Move small objects from a limited distance. Force Screen^: Invisible disc provides +4 shield bonus to AC. Inertial Armor^: Tangible field of force provides you with +4 armor bonus to AC. Mighty Spring*^: Gain +10 enhancement bonus on your jump this round. Mind Thrust^: Deal 1d10 damage. Precognition, Defensive^: Gain +1 insight bonus to AC and saving throws. Precognition, Offensive^: Gain +1 insight bonus on your attack rolls. Prescience, Offensive^: Gain +2 insight bonus on your damage rolls. Thicken Skin^: Gain +1 enhancement bonus to your AC for 10 min./level. Vigor^: Gain 5 temporary hit points. 2ND-LEVEL SOULKNIFE POWERS Animal Affinity^: Gain +4 enhancement bonus to one ability. Body Adjustment^: Heal 1d12 points of damage. Body Equilibrium: You can walk on nonsolid surfaces. Body Purification^: Restore 2 points of ability damage. Cloud Mind: You erase knowledge of your rpesence from target's mind. Crystal Storm*^: Crystal spray deals 2d4 damage + 1d4 Con damage. Darkvision, Psionic: See 60 ft. in total darkness. Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you. Empathic Transfer^: Transfer another's wounds to yourself. Energy Push^: Deal 2d6 damage and knock target back. Hustle: Instantly gain a move action. Power Weapon*: Your weapon deals force damage. Recall Agony^: Foe takes 2d6 damage. Serenity*^: Pacify a creature and stop it from fighting. Strength of My Enemy^: Siphon away your enemy's strength anf grow stronger. Sustenance: You can go without food and water for one day. Swarm of Crystals^: Crystal shards spray forth, dealing 3d4 slashing damage. Tongues, Psionic: You can communicate with intelligent creatures. Wall Walker: Grants ability to walk on walls and ceilings. 3RD-LEVEL SOULKNIFE POWERS Dimension Slide^: Teleports you very short distance. Dispel Psionics^: Cancels psionic powers and effects. Empathic Feedback^: When you are hit in melee, your attacker takes damage. Empathic Transfer, Hostile*^: Your touch transfers your hurt to another. Keen Edge, Psionic: Doubles normal weapon's threat range. Psionic Blast: Stun creatures in 30-ft. cone for 1 round. Share Pain, Forced^: Unwilling subject takes some of your damage. Telekinetic Force^: Move an object with the sustained force of your mind. Telekinetic Thrust^: Hurl objects with the force of your mind. Time Hop^: Subject hops forward in time 1 round/level. Ubiquitous Vision: You have all-around vision. 4TH-LEVEL SOULKNIFE POWERS Aura Sight^: Reveals creatures, objects, powers, or spells of selected alignment axis. Correspond: Hold mental conversation with another creature at any distance. Dimension Door, Psionic*: Teleports you short distance. Freedom of Movemet, Psionic: You cannot be held or otherwise rendered immobile. Immovability^: You are almost impossible to move and gain DR 15/-. Inertial Barrier: Gain DR 5/-. Mindwipe^: Subject's recent experiences wiped away, bestowing negative levels. Steadfast Perception: Gain immunity to illusory effects, +6 bonus on Spot and Search checks. |
| Mælstrøm07-13-07, 08:33 PM | Updated the info. |