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{|border=1px !Level !!BAB !!Fort !!Ref !!Will !!Special !!Enhancement Bonus !!Power Points |- |'''1st''' || +1 || +1 || +1 || +2 || Psychic Strike +1d6, Mind Blade, AC Bonus || +1 || 2 |- |'''2nd''' || +2 || +1 || +1 || +3 || Bonus Feat, Blade Talent || +1 || 4 |- |'''3rd''' || +3 || +2 || +2 || +3 || Focused Avoidance || +2 || 6 |- |'''4th''' || +4 || +2 || +2 || +4 || Psychic Strike +2d6, Mindstrike (One Substance) || +2 || 8 |- |'''5th''' || +5 || +3 || +3 || +4 || Blade Talent || +2 || 10 |- |'''6th''' || +6/+1 || +3 || +3 || +5 || Bonus Feat || +3 || 12 |- |'''7th''' || +7/+2 || +3 || +3 || +5 || Psychic Strike +3d6 || +3 || 14 |- |'''8th''' || +8/+3 || +4 || +4 || +6 || Mindstrike (Two Substances), Blade Talent || +3 || 16 |- |'''9th''' || +9/+4 || +4 || +4 || +6 || Improved Focused Avoidance, Clarity || +4 || 18 |- |'''10th''' || +10/+5 || +5 || +5 || +7 || Bonus Feat, Psychic Strike +4d6 || +4 || 20 |- |'''11th''' || +11/+6/+1 || +5 || +5 || +7 || Blade Talent || +4 || 22 |- |'''12th''' || +12/+7/+2 || +6 || +6 || +8 || Mindstrike (Aligned) || +5 || 24 |- |'''13th''' || +13/+8/+3 || +6 || +6 || +8 || Psychic Strike +5d6 || +5 || 26 |- |'''14th''' || +14/+9/+4 || +6 || +6 || +9 || Bonus Feat, Blade Talent || +5 || 28 |- |'''15th''' || +15/+10/+5 || +7 || +7 || +9 || Improved Clarity || +6 || 30 |- |'''16th''' || +16/+11/+6/+1 || +7 || +7 || +10 || Psychic Strike +6d6, Mindstrike (Morphic) || +6 || 32 |- |'''17th''' || +17/+12/+7/+2 || +8 || +8 || +10 || Blade Talent || +6 || 34 |- |'''18th''' || +18/+13/+8/+3 || +8 || +8 || +11 || Bonus Feat || +7 || 36 |- |'''19th''' || +19/+14/+9/+4 || +8 || +8 || +11 || Psychic Strike +7d6 || +7 || 38 |- |'''20th''' || +20/+15/+10/+5 || +9 || +9 || +12 || Psychic Strike +8d6, Mindstrike (Concordant), Blade Talent || +8 || 40 |} '''HD:''' d8 '''Prowess:''' A soulknife gains 6 points of prowess per level. '''Skills:''' A soulknife is trained in the Psion skill set and in one other set of their choice. '''Proficiencies:''' A soulknife is proficient with simple weapons, with swords, and with one other weapon group. Soulknives are also proficient with their mind blade (regardless of form), with light armor, and with shields. '''Mind Blade (Su):''' As a swift 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 any weapon within the Sword weapon group of the soulknife's choice, of a size appropriate for its wielder. 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 as another swift 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 can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade. A soulknife's mind blade improves as the character gains higher levels, according to the table listed on the chart. The bonus provided is the mind blade's maximum enhancement bonus: by default, it is strictly a numeric enhancement bonus, but by spending an hour in meditation, the soulknife can reallocate up to one less than his maximum enhancement bonus as weapon enhancements. For instance, a 6th level soulknife's weapon enhancement is +3: unless he spends an hour refocusing his mind blade, it is merely a +3 weapon. By doing so, he could instead make his mind blade a ''flaming mind blade +2'' or a ''flaming psychokinetic mind blade +1''. 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 Will save (DC equal to the DC the ''null psionic field'''s would possess, based on the field's manifester; otherwise, the DC is 20). 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. '''Power Points/Day''' A soulknife's ability to augment his mind blade is limited by the power points he has available. His base daily allotment of power points is given on the table. In addition, he receives bonus power points per day if he has a high Wisdom score. His race may also provide bonus power points per day, as may certain feats and items. '''AC Bonus (Ex):''' A soulknife is trained to perceive and avoid attacks before they land. A soulknife receives her Wisdom modifier as an insight bonus to her Armor Class while wearing light or no armor, is not carrying a medium or heavier load, and while psionically focused. '''Psychic Strike (Ps):''' A soulknife who has just struck an opponent with his mind blade and who is psionically focused may spend 1 power point as a free action to inflict 1d6 additional damage of the same type the mind blade deals. This damage increases to 2d6 at 4th level, 3d6 at 7th level, 4d6 at 10th level, 5d6 at 13th level, 6d6 at 16th level, 7d6 at 19th level, and 8d6 at 20th level. A soulknife may only purchase this ability once per successful attack. '''Bonus Feat:''' At 2nd level and every four levels thereafter (6th, 10th, 14th, and 18th), a soulknife gains a bonus psionic feat. They must meet the qualifications for this feat as normal. '''Blade Talent (Ex):''' At 2nd level, and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th), a soulknife selects one blade talent and gains its ability. Most blade talents augment how a soulknife uses their mind blade, but some instead alter how the soulknife class works. '''Focused Avoidance (Su):''' Starting at 3rdlevel, while psionically focused, a soulknife gains the benefits of evasion: see the rogue's Evasion class feature. As an immediate action, a soulknife may expend their psionic focus to substitute a Reflex save for a Fortitude save. The soulknife, since they have just expended psionic focus, does not gain the benefits of evasion against that effect. '''Mindstrike (Su):''' Starting at 4th level, a soulknife selects one special substance when creating his mind blade: his mind blade is treated as being made of this substance for the purposes of overcoming damage resistance. At 8th level, this improves to two special substances of the soulknife's choosing. At 12th level, the soulknife treats his mind blade as if it is aligned (matching his own alignment) when overcoming damage reduction. A true neutral soulknife chooses one alignment (good, evil, lawful, or chaotic) his weapon overcomes damage reduction as. At 16th level, a soulknife's mind blade automatically overcomes all substance-based damage reduction. At 20th level, a soulknife's mind blade automatically overcomes all alignment-based damage reduction. '''Improved Focused Avoidance (Su):''' Starting at 9th level, while psionically focused, a soulknife instead gains improved evasion. See the rogue improved evasion special ability. '''Clarity (Su):''' Starting at 9th level, while psionically focused, a soulknife gains the benefits of the ''synesthete'' power. A soulknife may expend his psionic focus as a swift action to gain the benefits of ''ubiquitous vision'' for a number of rounds equal to his Wisdom modifier. '''Improved Clarity (Su):''' Starting at 15th level, while psionically focused, a soulknife gains the benefits of the ''touchsight'' power. A soulknife may expend his psionic focus as a swift action to gain the benefits of ''true seeing'' for one round. ==Blade Talents== *spend X PP on crit to instantly regain psi foc *spend X PP, pop foc to teleport X*5' as move *make ranged weapon instead of melee *make two weapons of the same kind instead of one *make shield *Spend X PP to augment a touch power to be deliverable with your mind blade *pop foc to turn psychic strike dice into mental ability penalty *Pop focus to turn psychic strike damage to 1d2s, but recover part of the damage as HP *Pop Focus to double the bonus of worn armor for X rounds *Spend X points to recover focus after dropping an enemy *Spend X points to throw a non-throwable weapon like a boomerang *ghost touch *choose a weapon group you're proficient in: mind blade can be of that group
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