The soulknife's
class skills (and the key ability for each skill) are
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).
*New skill or expanded use of existing skill.
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
Mind Blade (Su): As a
move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium
mind blade that he can wield as a
light weapon, and the blade deals 1d6 points of
damage (crit 19-20/x2). Soulknives who are smaller or larger than Medium create
mind blades identical to short swords appropriate for their size, with a corresponding change to the blade's
damage. The wielder of a
mind blade gains the usual benefits to his
attack roll and
damage roll from a high Strength bonus.
The blade can be broken (it has hardness 10 and 10
hit points); however, a soulknife can simply create another on his next
move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A
mind blade is considered a
magic weapon for the purpose of overcoming
damage reduction.
A soulknife's
mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the
mind blade gains a cumulative +1 enhancement bonus on
attack rolls and
damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).
Even in places where
psionic effects do not normally function (such as within a
null psionics field), a soulknife can attempt to sustain his
mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his
mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the
mind blade vanishes. As a
move action on his turn, the soulknife can attempt a new Will save to rematerialize his
mind blade while he remains within the
psionics negating effect.
Throw Mind Blade (Ex): A soul knife of 2nd level or higher can throw his
mind blade as a ranged
weapon with a range increment of 30 feet.
Psychic Strike (Su): As a
move action, a soulknife of 3rd level or higher can imbue his
mind blade with destructive psychic energy. This effect deals an extra 1d8 points of
damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the
throw mind blade ability). Creatures immune to mind-affecting effects are immune to
psychic strike damage. (Unlike the
rogue's sneak attack, the
psychic strike is not precision
damage and can affect creatures otherwise immune to extra
damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.)
Once a soulknife has prepared his blade for a
psychic strike, it holds the extra energy until it is used. Even if the soulknife drops the
mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife next materializes it.
At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra
damage from a soulknife's
psychic strike increases as shown on the Table above.
Shape Mind Blade (Su): At 5th level, a soulknife gains
the ability to change the form of his
mind blade. As a fullround action, he can change his
mind blade to replicate a longsword (
damage 1d8 for a Medium
weapon wielded as a one-handed
weapon) or a bastard sword (
damage 1d10 for a Medium
weapon, but he must wield it as a two-handed
weapon unless he knows the
Exotic Weapon Proficiency (bastard sword) feat). If a soulknife shapes his
mind blade into the form of a bastard sword and wields it two-handed, he adds 1-1/2 times his Strength bonus to his
damage rolls, just like when using any other two-handed weapon.
Alternatively, a soulknife can split his
mind blade into two identical short swords, suitable 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 every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a soulknife can add to his
weapon improves to +2, +3, and +4, respectively. A soulknife can choose any combination of
weapon special abilities that does not exceed the total allowed by the soulknife's level.
Weapon Special Ability
|
Enhancement Bonus Value
|
Defending |
+1
|
Keen |
+1
|
Lucky* |
+1
|
Mighty cleaving |
+1
|
Psychokinetic* |
+1
|
Sundering* |
+1
|
Vicious |
+1
|
Collision* |
+2
|
Mindcrusher* |
+2
|
Psychokinetic burst* |
+2
|
Suppression* |
+2
|
Wounding |
+2
|
Bodyfeeder* |
+3
|
Mindfeeder* |
+3
|
Soulbreaker* |
+3
|
*New special abilities |
A soulknife can reassign
the ability or abilities he has added to his
mind blade. To do so, he must first spend 8 hours in
concentration. After that period, the
mind blade materializes with the new ability or abilities selected by the soulknife.
Speed of Thought: A soulknife gains
Speed of Thought as a bonus feat at 6th level.
Bladewind (Su): At 9th level, a soulknife gains
the ability to momentarily fragment his
mind blade into numerous identical blades, each of which strikes at a nearby opponent.
As a full attack, when wielding his
mind blade, a soulknife can give up his regular attacks and instead fragment his
mind blade to make one melee attack at his full base
attack bonus against each opponent within reach. Each fragment functions identically to the soulknife's regular
mind blade.
When using
bladewind, a soulknife forfeits any bonus or extra attacks granted by other feats or abilities (such as the
Cleave feat or the
haste spell).
Knife to the Soul (Su): Beginning at 13th level, when a soulknife executes a
psychic strike, he can choose to substitute Intelligence, Wisdom, or Charisma
damage (his choice) for extra
dice of
damage. For each die of extra
damage he gives up, he deals 1 point of
damage to
the ability score he chooses. A soulknife can combine extra
dice of
damage and ability
damage in any combination.
Multiple Throw (Ex): At 17th level and higher, a soulknife can throw a number of
mind blades per round equal to the number of melee attacks he could make.
Find topic in: Epic, Psionic |
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