D20r:Soulknife

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(Blade Talents)
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|'''19th''' || +19/+14/+9/+4 || +8 || +8 || +11 || Psychic Strike +7d6 || +7 || 38
|'''19th''' || +19/+14/+9/+4 || +8 || +8 || +11 || Psychic Strike +7d6 || +7 || 38
|-
|-
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|'''20th''' || +20/+15/+10/+5 || +9 || +9 || +12 || Psychic Strike +10d6, Mindstrike (Concordant), Blade Talent || +8 || 40
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|'''20th''' || +20/+15/+10/+5 || +9 || +9 || +12 || Psychic Strike +8d6, Mindstrike (Concordant), Blade Talent || +8 || 40
|}
|}
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HD: d8
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'''HD:''' d8
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Prowess: 6
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'''Prowess:''' A soulknife gains 6 points of prowess per level.
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Skills: Psion set, one other set
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'''Skills:''' A soulknife is trained in the Psion skill set and in one other set of their choice.
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Proficiencies: Proficient with simple, one other group, mind blade. Light and no armor, shields.
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'''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.
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Psychic Strike: spend PP while psi foc to deal extra damage to target just struck
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'''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.
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Mind Blade: may make blade or other melee weapon. use Enhancement column to determine power
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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.
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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.
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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''.
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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.
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Psychic Strike (Ps): spend PP while psi foc to deal extra damage to target just struck
PP: used to power class features. Wis 'manifester'
PP: used to power class features. Wis 'manifester'
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*Spend X points to throw a non-throwable weapon like a boomerang
*Spend X points to throw a non-throwable weapon like a boomerang
*ghost touch
*ghost touch
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*choose a weapon group you're proficient in: mind blade can be of that group

Revision as of 19:08, 4 October 2010

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