4e Soulknife PEACH

Post/Author/DateTimePost
#1

sir_duckman

Dec 12, 2008 5:32:20
We all loved them in 3.5. But now they're gone. So it's about time someone brought them back. So without any further adieu, I would like to introduce the 4E SOULKNIFE!!!:D (Note: Class is not yet complete. Please post criticisms, comments and ideas. More will come)

Soulknife
"You think I am unarmed? Well, you are sorely mistaken. As long as I have my mind, I shall never be defenseless."

Soulknives are those that control their minds in order to give them great physical power. They can manifest their own wills to create a semi-real weapon; fragments of their own souls. They focus all of their power into these blades, recognising that they are more powerful than anything available from an average merchant or dealer. They also realise that their Mindblades will falter whenever their will does, so they spend a great deal of time decreasing all emotional influence.

Class Traits
Class Traits
Role: Striker
Power Source: Psychic. You use nothing but the strength of your mind to manifest your mindblade.
Bonus to Defenses: +1 Will, +1 Reflex
Key Abilities: Strength, Dexterity, Wisdom
Armor Proficiencies: Cloth, Leather, Hide
Weapon Proficiencies: Simple Melee, Simple Ranged, Martial Melee, Martial Ranged
Trained Skill: Stealth
Trainable Skills: Acrobatics (Dex), Athletics (Str), Dugeoneering (Wis), Perception (Wis), Insight (Wis), Psionics (Int)

Health at 1st Level: 12 + Constitution Modifier
Hit points per level: 5
Healing Surges: 5 + Constitution Modifier
#2

sir_duckman

Dec 12, 2008 5:48:29
(Powers 1-10)
#3

sir_duckman

Dec 12, 2008 5:50:34
(Powers 11-20)
#4

sir_duckman

Dec 12, 2008 5:51:08
(Powers 21-30)
#5

sir_duckman

Dec 12, 2008 5:51:43
Paragon Paths

Paragon Paths

Master of the Mind

MASTER OF THE MIND PARAGON PATH
"Wizards? By the time I'm through with them, they'll be nothing but a babbling bunch of idiots."

A Master of the Mind is a Soulknife who has both a ranged and melee Mindblade. They use both of these to their full potential in combat, tricking and surprising their foes with psychic attacks.

Requirements: Soulknife Class, at least one melee and ranged Mindblade

Fiddle with the Brain (Level 11): Whenever you spend an action point to make an extra attack with your melee Mindblade, you may cause the target to move 3 squares in any direction. This movement provokes oppurtunity attacks.
Psychic Shot (Level 11): If you use an action point to make an extra attack with your ranged Mindblade, the creature is also immobilised until the end of your next turn.
Adding Injury to Insult (Level 16): Whenever you use your one of your Mindblades to attack a target under a Mind-affecting ability, you may increase the duration of that ability by one turn.
#6

sir_duckman

Dec 12, 2008 5:52:18
Feats

Create Mindblade
Create Mindblade
Requirements: Wisdom 14, Manifest Mindblade class ability
Benefit: Choose a melee or ranged weapon. You can create this weapon as a free action in your hand. The moment it leaves your hand, it disappears. You can attack with this weapon as if it was a normal weapon of its chosen type for factors like damage, proficiency, range, critical hit rolls, feats etc. If your Mindblade is a ranged weapon, you may treat it as if it has infinite ammunition. You may only choose one Mindblade weapon. Afterwards, you may not change your choice. This weapon does not weigh or cost anything. You may give this weapon enchantments and bonuses as a normal weapon, including cost. You may summon your mindblade again as a free action.
Special: Soulknives can use this feat to gain an extra Mindblade. You may select this feat multiple times. Each time, choose another Mindblade.
#7

sir_duckman

Dec 12, 2008 18:16:08
This is a race from Psionics Handbook 3.5 that was good at Soulknife. Just figured I'd redo it with the Soulknife class.
#8

aluman

Dec 12, 2008 19:27:11
How to make spoiler blocks

You make These by going [ sblock="Title"] and putting [ /sblock] at the end. Obviously without spaces.
#9

sir_duckman

Dec 12, 2008 21:15:50
THANK YOU
:D
#10

aluman

Dec 13, 2008 0:22:56
Now that I have some time to go through this let me...see
Class Traits
Role: Striker
Power Source: Psychic. You use nothing but the strength of your mind to manifest your mindblade.
Bonus to Defenses: +1 Will
needs more defense, I suggest +1 reflex.
Key Abilities: Strength, Dexterity, Wisdom
Armor Proficiencies: Cloth, Leather, Hide
Weapon Proficiencies: Simple Melee, Simple Ranged, Martial Melee, Martial Ranged
Trained Skill: Stealth
Trainable Skills: Acrobatics (Dex), Athletics (Str), Dugeoneering (Wis), Perception (Wis), Insight (Wis)

I'm going to assume there is going to be like Psicana or something for psionics, and it will be Int based. So you might want to stab into the mix.
Health at 1st Level: 12 + Constitution Modifier
Hit points per level: 5
Healing Surges: 5 + Constitution Modifier[/sblock]
So long as this is standard striker its fine.
Class Features

Manifest Mindblade
Choose a melee or ranged weapon. You can create this weapon as a free action in your hand. The moment it leaves your hand, it disappears. You can attack with this weapon as if it was a normal weapon of its chosen type for factors like damage, proficiency, range, critical hit rolls, feats etc. If your Mindblade is a ranged weapon, you may treat it as if it has infinite ammunition. You may only choose one Mindblade weapon. Afterwards, you may not change your choice. This weapon does not weigh or cost anything. You may give this weapon enchantments and bonuses as a normal weapon, including cost. You may summon your mindblade again as a free action.

If you make a ranged weapon, and fire a shot it doesn't disappear. What happens if its a Javelin or thrown weapon?
Psychic Strike
You may spend a move action to deal an extra 1d6 damage with your mindblade this turn. After you have attacked once or your turn is over, this bonus disappears. This ability has infinite uses.[/sblock]

1d6 per Tier. (keeps them in line with Warlocks/Rangers, though they only spend a minor 1/creature. So maybe use Sneak Attack? I am not sure on that).
Build Options

Soulbow
A Soulbow chooses a ranged weapon as their mindblade, using their mindpower to pick of foes at a distance. They take great pride in the fact that they can destroy enemies while so far away. At the same time, they realise that they are not invicible, so they take caution in combat.
A Soulbow's main attributes are: Dexterity (to improve attack rolls and armor), Wisdom (improves the strength of certain abilities) and Strength (so that they can fight in melee if needs be).


Soulblade
A Soulblade is a Soulknife who realises the great joy in melee combat, manifesting their Mindblade as some sort of melee weapon and crushing, stabbing, or cutting their enemies with nothing but their strength of mind. They act well as strikers or defenders, their great range of mind-affecting powers altering or weakening their foe's actions. They acknowledge that their allies play a great role in combat, so they do what they can to defend them.
A Soulblade's main attributes are: Strength (to help with attack rolls and damage), Wisdom (to improve the effects of some abilities) and Dexterity (to improve their low armor).[/sblock]


PS. This is my first class, so please give tips on how I can improve balance issues etc.

[//quote]
Are you intending to make a difference from Bow to Blade beyond suggested builds?
#11

aluman

Dec 13, 2008 0:31:13
Feats

Create Mindblade
Requirements: Wisdom 14, Specialisation in selected weapon.
Benefit: Choose a melee or ranged weapon. You can create this weapon as a free action in your hand. The moment it leaves your hand, it disappears. You can attack with this weapon as if it was a normal weapon of its chosen type for factors like damage, proficiency, range, critical hit rolls, feats etc. If your Mindblade is a ranged weapon, you may treat it as if it has infinite ammunition. You may only choose one Mindblade weapon. Afterwards, you may not change your choice. This weapon does not weigh or cost anything. You may give this weapon enchantments and bonuses as a normal weapon, including cost. You may summon your mindblade again as a free action.
Special: Soulknives can use this feat to gain an extra Mindblade. Soulknives do not require specilisation with the selected weapon to make it their Mindblade. You may select this feat multiple times. Each time, choose another Mindblade.[/sblock]

Specilization doesn't exists anymore. I would leave this for the mindblade alone, not let others tread on his turf.
Improved Psychic Strike
Requirements: Psychic Strike ability, Wisdom 13
Benefit: Add your wisdom modifier to the extra damage done by your psychic strike.

Make it deal 1d8 instead of 1d6 if you scale on the tier like I suggested.
#12

sir_duckman

Dec 13, 2008 3:16:30
Thanks again for the help. Again. And yes, there will be a difference between the builds when it comes to Paragon Paths. Also I might make some abilities stronger based on which build you choose. Also, javelins and spears would have infinite ammo. They usually do, unless your DM is actually an extreme bereaucrat.
#13

sir_duckman

Dec 15, 2008 17:24:27
I'm going to be on holiday until January, so this class is going to get less updates than usual. Sorry!
#14

kyrl_darkeyes

Dec 16, 2008 17:06:08
whould a soul knife be like a rouge/ mage??
#15

aluman

Dec 16, 2008 18:06:01
whould a soul knife be like a rouge/ mage??

Soul Knives are a 3.5E class of psionic users who were more like Rogue/Psions.
#16

mkill

Dec 17, 2008 6:28:21
Designing a whole class is a very time-consuming task in 4th edition. You should limit your self at first and expand later, if you ever want to finish it.

- Design Advice -

1) Concentrate on the melee build first. You can add Soulbow and other build options later once you have one solid, finished build.

2) Wait with the class feats. A 4th edition class should work fine without feats, they're just icing on the cake. Write powers first.

3) Choose one class as your main inspiration and balancing point. For the Soul Knife, that's either the Ranger or the Rogue. Make sure that your new class is about on par with that class, a bit better in some areas but worse in others.

- Proposed Changes -

Psychic Strike
You may spend a move action to deal an extra 1d6 damage with your mindblade this turn. After you have attacked once or your turn is over, this bonus disappears. This ability has infinite uses.
At level 11, the extra damage from this ability increases to 2d6. At level 21, it increases again to 3d6.

Note that all Striker classes so far (except for the Barbarian, but we haven't seen the final writeup yet) have a bonus damage ability that works exactly once per turn. Yours doesn't. You've tried to balance that by raising the cost to a move action, but I don't like that. It severely restricts the Soulknife's mobility. Bonus damage should be a minor action, and apply only to one attack against one enemy per turn.

You may give this weapon enchantments and bonuses as a normal weapon, including cost.

This needs to be fleshed out. I see two ways to create that mechanic:

A) The mind blade gains a ritual to "absorb" powers from a magic weapon into his body to enchant his mind blade.

Advantage: Magic weapon can't be lost or stolen
Disadvantage: You can't carry different weapons with different enchantments

B) There are bracelets, power crystals or similar items for the weapon slot that give the wearer's mind blade certain powers.

Advantage: Works like normal magic weapons mechanically
Disadvantage: You can't use normal magic weapons (although there could be a ritual to create a "Soulknife crystal" out of a normal magic weapon)