The Soulknight


Conversions


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From the moment I read the Soulknife entry in the Expanded Psionics Handbook for 3.5, I was hooked. I love the concept of a character that can call forth a weapon by their own strength of will, although there were areas in which the design itself failed to completely live up to the original concept. But I had a problem; you see many DM’s (and players) reject anything and everything psionic, even a class such as the Soulknife which has no powers beyond creating a mind blade. And to some extent, that is true in Pathfinder games as well.

So, having given the matter much thought, I offer to you today my revised and expanded Pathfinder Souknight—an arcane adaptation of the soulknife. I owe some of the concepts in the design to the work that Dreamscarred Press put forth in their Psionics Unleashed for Pathfinder. This version is not in any way psionic, and takes the character down a slightly different path than the mobile warrior first seen in the XPH and redone in PU.

I do hope that you enjoy my work, and, as always, please feel free to offer any critiques, criticisms, and suggestions that would make it fit into the Pathfinder universe better. Now on to the class!

Master Arminas

Souknight

Never caught without a weapon at her fingertips, the Souknight is a character who uses the arcane arts not for spellcasting, but to mold and to call to hand a powerful weapon comprised of mystical energy—the mystic blade. Creating a mystic blade is the core of the Souknight, and with it, she is a deadly combatant. Versatile and varied, the Souknight can be found in all races and genders, wielding weapons unique to each wielder and customized to fit the needs of any situation.

Role: As a wielder of a weapon first and foremost, the Souknight excels as a front-line combatant on the battlefield. Her limited armor options and defensive abilities can be a hindrance, but her varied blade abilities can make her an excellent mobile warrior or battlefield controller.

Alignment: Any.

Hit Die: d10.

BAB: High

Good Saves: Reflex, Will

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Arcana) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Stealth (Dex), and Swim (Str).

Skill Points per Level: 4 + Int modifier.

Weapon and Armor Proficiency: A Souknight is proficient with all simple weapons, with her own mystic blade (regardless of form), with light and medium armor, and with shields (but not tower shields).

Bonus Feat (Ex): A Souknight can select one of the following bonus feats at 1st level and again at 2nd level: Cleave, Combat Expertise, Combat Reflexes, Dodge, Power Attack, Two-Weapon Fighting, or Weapon Focus (mystic blade). The Souknight must meet all prerequisites of the feat in order to select it.
At 6th level, and every four Souknight levels gained thereafter, the Souknight may select an additional bonus feat from the list above. In addition, the following feats are added to the bonus feat list at 6th level: Great Cleave, Mobility, and Two-Weapon Defense.
At 10th level, add the following feats to the list of those that can be selected: Improved Critical (mystic blade), Improved Two-Weapon Fighting, and Spring Attack.

Form Mystic Blade (Su): As a move action, a Souknight can form a semi-solid weapon comprised of arcane energy distilled from the latent energy that seems to be drawn to her. This mystic blade is every bit as real and solid as any manufactured weapon.
At 1st level, a Souknight must choose the form that her mystic blade will take: a light weapon, a one-handed weapon, or a two-handed weapon. Once chosen, her mystic blade remains in this form every time she summons the blade forth into her hand. Regardless of the form or the shape (see below), a mystic blade is obviously supernatural in origin. The weapon is comprised of mystic energy that ripples with and sparkles with arcane forces. Although the color of the mystic blade may vary (typically being shades of black, blue, green, or red), the mystic blade is translucent and glows with the illumination of a candle. There are some who believe that the alignment of the Souknight can be determined by the shade of her blade, but this belief is a falsehood.
The Souknight chooses the exact appearance of her mystic blade, although it is obviously a weapon and its shape must reflect the selections of both form and shape that the Souknight has chosen: a bludgeoning mystic blade should have a blunt impact surface, slashing would have an edge, etc.
The damage that a mystic blade inflicts is determined by its form. A light weapon deals 1d6 points of damage, the one-handed weapon deals 1d8 points of damage, and the two-handed weapon deals 2d6 points of damage. In all forms, the mystic blade has a critical range of 19-20/x2. All damages are based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized Souknights.
Despite the form chosen by the Souknight, the mystic blade does not have a set damage type. When the Souknight summons forth her mystic blade, she chooses whether it will deal bludgeoning, piercing, or slashing damage. As a full-round action, a Souknight may change the damage type of an existing mystic blade; otherwise, the mystic blade retains the last damage type chosen every time it is summoned.
The mystic blade can be broken (it has hardness 10 and 10 hit points and gains hardness and hit points as normal for magic weapons once the enhanced mystic blade ability is gained, see below); however, a Souknight can simply create another on her next move action. The moment she relinquishes her grip on the mystic blade, it dissipates (unless she intends to throw it; see below). A mystic blade is considered a magic weapon for the purpose of overcoming damage reduction and is considered a masterwork weapon (including the +1 bonus on attack rolls).
A Souknight can use feats such as Power Attack or Combat in conjunction with her mystic blade just as if it were a normal weapon. She can also choose to designate her mystic blade for feats requiring a specific weapon choice, such as Weapon Focus and Improved Critical. Spells that upgrade weapons (such as greater magic weapon) can be used on a mystic blade. If the Souknight has chosen a light weapon as her form, she can use feats such as Weapon Finesse, but only when the mystic blade is in light weapon form.
Even in places where magical effects do not normally function (such as within an anti-magic field), a Souknight can attempt to sustain her mystic blade by making a DC 20 Will save. On a successful save, the Souknight maintains her mystic blade for a number of rounds equal to her class level before she needs to check again, although the mystic blade is treated as a non-magical, masterwork weapon while it remains in the confine of the area of anti-magic. On an unsuccessful attempt, the mystic blade vanishes. As a move action on her turn, the Souknight can attempt a new Will save to rematerialize her mystic blade if she remains within the magic-negating effect. She gains a bonus on Will saves made to maintain or form her mystic blade equal to the total enhancement bonus of her mystic blade (see below).

Throw Mystic Blade (Su): All Souknights have some knowledge of how to throw their mystic blade, although the range increment varies by form. Light weapon mystic blades have a range increment of 30 feet. One-handed weapon mystic blades have a range increment of 20 feet. Two-handed weapon mystic blades have a range increment of 10 feet. Whether or not the attack hits, a thrown mystic blade dissipates after the attack roll is made and damage (if any) has been applied to the target.

Arcane Eye (Su): A 2nd level or higher Souknight can perceive magical auras, as if using the spell detect magic. Using arcane eye requires concentration and the Souknight can take no additional actions—not even a move action or a 5-foot step—during the round which she uses this ability.

Mystic Strike (Su): As a move action, a Souknight of 2nd level or higher can imbue her mystic blade with destructive arcane energy by spending a move action to charge her mystic blade.
The mystic blade retains this charge until it is activated (even if the blade is sundered or dropped, when the Souknight summons a new mystic blade it retains the charge), but a mystic strike charge harmlessly dissipates if the Souknight is rendered unconscious or goes to sleep without using it. After a successful attack with her mystic blade, a Souknight can activate the mystic strike as a swift action, dealing an extra 1d6 points of damage. This extra damage is not precision damage and can affect any creature, regardless of type or range. On a successful critical hit, the extra damage from a mystic strike is not multiplied. At 6th level, and every four Souknight levels gained thereafter, the extra damage from a mystic strike increases by 1d6 points to a maximum of +5d6 at 18th level.

Enhanced Mystic Blade (Su): As a Souknight gains experience, her mystic blade slowly improves. At 3rd level, and every four Souknight levels gained thereafter, a mystic blade gains a +1 enhancement bonus on attack and damage rolls, to a maximum of a +5 enhancement bonus at 19th level.

Combat Slide (Su): At 4th level, upon striking an enemy in melee with her mystic blade, a Souknight may immediately make a 5-foot step (even if she has already taken a 5-foot or spent a move action earlier in the round; this movement is bonus movement and does not subtract from the Souknight’s subsequent actions).

Quick Draw (Su): At 4th level, a Souknight may summon her mystic blade as a free action, although she may still only attempt to do so once per round (unless throwing the weapon multiple times using the Multiple Throw ability, see below).

Mystic Blade Weapon Property (Su): At 5th level, a Souknights mystic blade gains a +1 special weapon property of the Souknights choice from the following options: Bane, Defending, Distance, Flaming, Frost, Ghost Touch, Keen, Merciful, Mighty Cleaving, Shock, Thundering, and Vicious. The Souknight can reassign this special property by spending 8 hours in concentration. After that period, the mystic blade materializes with the new ability selected by the Souknight, and the prior ability is no longer in effect. The keen property applies to the Souknight’s mystic blade regardless of whether or not it is a slashing weapon; this is an exception to the normal rules for keen weapons.
At 9th level, the Souknight can apply a single +2 special weapon property from the following list or two +1 properties to her mystic blade: Anarchic, Axiomatic, Flaming Burst, Holy, Icy Burst, Shocking Burst, Unholy, or Wounding.
At 13th level, and again at 17th level, a Souknight gains an additional +1 special weapon property from the options listed above.

Shape Mystic Blade (Su): At 5th level, a Souknight is no longer bound to a single weapon form. As a full-round action, the Souknight can transform her mystic blade into a light weapon, a one-handed weapon, or a two-handed weapon. In addition, if she has already formed her mystic blade as a light weapon, she may split her mystic blade into two identical light weapons. Each split mystic blade retains the full enhancement and properties of the mystic blade, but only one can be charged with mystic strike at a single time.

Bladewind (Su): A Souknight of 8th level gains the ability to momentarily fragment her mystic blade into numerous identical blades, each of which strikes at a nearby opponent. As a full-attack action, a Souknight gives up his regular attacks and instead makes one melee attack at his highest base attack bonus against each opponent within reach. Each fragment inflicts the normal damage for a Souknights mystic blade, including any special weapon properties and mystic strike damage (if any). The mystic blade immediately reverts to its previous form after the bladewind attack.

Reaper’s Blade (Su): At 8th level, a Souknight automatically charges her mystic strike ability if she reduces an opponent’s hit points to below 0 with a melee attack using her mystic blade. If her mystic blade was already charged, her next mystic strike deals 1.5 times the damage rolled.

Rapid Reassignment (Su): At 10th level, a Souknight may reassign the special weapon properties of her mystic blade after one hour of concentration instead of eight hours of concentration.

Cleave the Soul (Su): At 12th level, when a Souknight activates her mystic strike ability she may choose to substitute one or more 1d6 of mystic strike bonus damage for 1 point (per 1d6) of Intelligence, Wisdom, or Charisma damage. The Souknight can combine extra dice of damage and ability damage in any combination up to her total mystic strike damage, but she must choose how it will be distributed before she rolls damage.

Deadly Blow (Su): At 12th level, a Souknight’s mystic blade critical multiplier increases by 1.

Bladestorm (Su): At 16th level, a Souknight’s bladewind feature improves. As a full-attack action, the Souknight may give up her regular attacks and instead throw one mystic blade at her highest base attack bonus at all opponents within 30 feet, ignoring the normal range increments for throwing a mystic blade. Regardless of the number of attacks she makes, she only provokes attacks of opportunity as though she made a single ranged attack. The Souknight may use this ability only once per day.

Multiple Throw (Su): At 16th level, a Souknight can instantly create additional mystic blades when she throws her blades in combat. She can now create and throw a number of mystic blades each round equal to the number of melee attack she could otherwise make.

True Mystic Blade (Su): At 20th level, a Souknight reaches the pinnacle of her art and her connection to her mystic blade is so strong that it cannot be severed. She no longer requires a Will save to maintain her mystic blade in an anti-field field, although it still loses any enhancement bonus and special weapon properties. She may assign a total of +5 in special weapon properties to her mystic blade and her assignment options now include the Vorpal property. She may change her mystic blade's special weapon properties after just one minute of concentration. Her arcane eye ability now gives her true sight, as per the spell, as long as she concentrates to maintain the ability.

Souknight Level Advancement Table
1 Bonus Feat; Form Mystic Blade; Throw Mystic Blade
2 Arcane Eye; Bonus Feat; Mystic Strike +1d6
3 +1 Mystic Blade
4 Combat Slide; Quick Draw
5 Shape Mind Blade; Weapon Property +1
6 Bonus Feat; Mystic Strike +2d6
7 +2 Mystic Blade
8 Bladewind; Reaper’s Blade
9 Weapon Property +2
10 Bonus Feat; Mystic Strike +3d6; Rapid Reassignment
11 +3 Mystic Blade
12 Cleave the Soul; Deadly Blow
13 Weapon Property +3
14 Bonus Feat; Mystic Strike +4d6
15 +4 Mystic Blade
16 Bladestorm; Multiple Throw
17 Weapon Property +4
18 Bonus Feat; Mystic Strike +5d6
19 +5 Mystic Blade
20 True Mystic Blade


The board going down kept me from fixing this post. Add Ride (Dex) to the list of class skills. Under Mystic Blade (Su) one word got left out: instead of Combat it should read Combat Expertise.

Sorry about that, folks.

Master Arminas


Not even a 'meh'? A bit disappointed, here. LOL

Master Arminas


I like this. It has that nice Soulknife flavor to it, and isn't overpowered nor dull in it's abilities. I just wanted to ask how does the class fit in to settings like Golarion? Like, where can your character train to become a Soulknight and such?


I am not familiar with Golarion; just found Pathfinder a few weeks back! All of my games are still set in Greyhawk, in fact. Feel free to add any Golarion specific fluff, if you want.

Master arminas


I am not too good at introducing or explaining campaign settings, so I reccomend you check out the wiki or ask someone here for a summary on the basic premise and such. Anyway, I am somewhat familiar with Greyhawk as well, so where are these Soulknights there then?


Mainly the Aerdy East, a.k.a., the former Great Kingdom and Nyrond. Although there are a few in the Sheldomar Valley (Keoland), and wandering Soulknights can be found virtually everywhere.

The first Soulknights appeared a little more than a century ago, and were considered just a different from of magic, one that should have quickly died out. However, the first Soulknight, Sir Anton Devries of Rel Astra founded an academy to pass along the secrets that he had unlocked. Since that time, additional schools and training salons have been established, and Soulknights have become slightly more commonplace than before (although they still considered quite rare).

How, exactly, Sir Anton managed to discover the arcane secrets of this class remains a mystery. Not even his finest students were told of the means through which he learned of the art, and since his death more than four decades ago, he can no longer be asked.

That is how I introduced the class into my gaming group for Greyhawk.

Master Arminas

Dark Archive

just make it a magus archtype.....

magus is almost the same class with extra fluff


Ah, magus is built around having spell-casting capability up to 6th level spells. This class can't cast. So . . . I am not certain of how well it would do as a magus archetype.

Master Arminas


pretty cool!

Makes me think of Brandon Sanderson's Stormlight Archive


Thanks Vuvu.

Wellsmv; I still want to know exactly HOW this class is like the magus--I just don't see it. Get back with me.

Master Arminas

Dark Archive

NECROTHREAD..........RISE!

Well I will use this class thank you very much!!

It can be an archetype of the Magus just like the Ninja is an archetype from the rogue.


You are welcome. Hope you enjoy it.

Master Arminas


Could you range archetype this?


I presume you are asking if I can make a ranged archetype for this class? I don't really do archetypes, but feel free to post one here if you like.

Master Arminas


I like it. You know, though, this class really makes me think of kingdom hearts...
I mean, I thought of that with the original soulknife, but...

It even gets the ability to throw the keyb- mystic blade, sorry. That was my favorite thing to do in the first kingdom hearts game. Definitely gonna playtest it.

EDIT: Now, just gotta find a way to get reflega in there...


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I realize now that I never posted the changes I made. First of all, the name got altered (my players thought Soulknight was too close to Soulknife). I think the new Mystic Knight fits the class better, as well. Second, I cleaned up a lot of the abilities and rewrote a few things, removed a few things as well. The class is a bit more streamlined, but very nice to play in a game.

Enjoy!

MA

Mystic Knight
Never caught without a weapon at her fingertips, the Mystic Knight is a character who uses the arcane arts not for spellcasting, but to mold and to call to hand a powerful weapon comprised of mystical energy—the mystic blade. Creating a mystic blade is the core of the Mystic Knight, and with it, she is a deadly combatant. Versatile and varied, the Mystic Knight can be found in all races and genders, wielding weapons unique to each wielder and customized to fit the needs of any situation.

Role: As a wielder of a weapon first and foremost, the Mystic Knight excels as a front-line combatant on the battlefield. Her limited armor options and defensive abilities can be a hindrance, but her varied blade abilities can make her an excellent mobile warrior or battlefield controller.

Alignment: Any.

BAB: Full.

Hit Die: d10.

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Arcana) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), and Swim (Str).

Skill Points per Level: 4 + Int modifier.

Weapon and Armor Proficiency: A Mystic Knight is proficient with all simple weapons, with her own mystic blade (regardless of form), with light and medium armor, and with shields (but not tower shields).

Bonus Feat (Ex): A Mystic Knight can select one of the following bonus feats at 1st level and again at 2nd level: Cleave, Combat Expertise, Combat Reflexes, Dodge, Power Attack, Two-Weapon Fighting, or Weapon Focus (mystic blade). The Mystic Knight must meet all prerequisites of the feat in order to select it.
At 6th level, and every four Mystic Knight levels gained thereafter, the Mystic Knight may select an additional bonus feat from the list above. In addition, the following feats are added to the bonus feat list at 6th level: Great Cleave, Mobility, and Two-Weapon Defense.
At 10th level, add the following feats to the list of those that can be selected: Improved Critical (mystic blade), Improved Two-Weapon Fighting, and Spring Attack.

Form Mystic Blade (Su): As a move action, a Mystic Knight can form a semi-solid weapon comprised of arcane energy distilled from the latent energy that seems to be drawn to her. This mystic blade is every bit as real and solid as any manufactured weapon.
At 1st level, a Mystic Knight must choose the form that her mystic blade will take: a light weapon, a one-handed weapon, or a two-handed weapon. Once chosen, her mystic blade remains in this form every time she summons the blade forth into her hand. Regardless of the form or the shape (see below), a mystic blade is obviously supernatural in origin. The weapon is comprised of mystic energy that ripples with and sparkles with arcane forces. Although the color of the mystic blade may vary (typically being shades of black, blue, green, or red), the mystic blade is translucent and glows with the illumination of a candle. There are some who believe that the alignment of the Mystic Knight can be determined by the shade of her blade, but this belief is a falsehood.
The Mystic Knight chooses the exact appearance of her mystic blade, although it is obviously a weapon and its shape must reflect the selections of both form and shape that the Mystic Knight has chosen: a bludgeoning mystic blade should have a blunt impact surface, slashing would have an edge, etc.
The damage that a mystic blade inflicts is determined by its form. A light weapon deals 1d6 points of damage, the one-handed weapon deals 1d8 points of damage, and the two-handed weapon deals 2d6 points of damage. In all forms, the mystic blade has a critical range of 19-20/x2. All damages are based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized Mystic Knights.
Despite the form chosen by the Mystic Knight, the mystic blade does not have a set damage type. When the Mystic Knight summons forth her mystic blade, she chooses whether it will deal bludgeoning, piercing, or slashing damage. As a full-round action, a Mystic Knight may change the damage type of an existing mystic blade; otherwise, the mystic blade retains the last damage type chosen every time it is summoned.
The mystic blade can be broken (it has hardness 10 and 10 hit points); however, a Mystic Knight can simply create another on her next move action. The moment she relinquishes her grip on the mystic blade, it dissipates (unless she intends to throw it; see below). A mystic blade is considered a magic weapon for the purpose of overcoming damage reduction and is considered a masterwork weapon (including the +1 bonus on attack rolls).
A Mystic Knight can use feats such as Power Attack or Combat Expertise in conjunction with her mystic blade just as if it were a normal weapon. She can also choose to designate her mystic blade for feats requiring a specific weapon choice, such as Weapon Focus and Improved Critical. Spells that upgrade weapons (such as greater magic weapon) can be used on a mystic blade. If the Mystic Knight has chosen a light weapon as her form, she can use feats such as Weapon Finesse, but only when the mystic blade is in light weapon form.
Even in places where magical effects do not normally function (such as within an anti-magic field), a Mystic Knight can attempt to sustain her mystic blade by making a DC 20 Will save. On a successful save, the Mystic Knight maintains her mystic blade for a number of rounds equal to her class level before she needs to check again, although the mystic blade is treated as a non-magical, masterwork weapon while it remains in the confine of the area of anti-magic. On an unsuccessful attempt, the mystic blade vanishes. As a move action on her turn, the Mystic Knight can attempt a new Will save to rematerialize her mystic blade if she remains within the magic-negating effect. She gains a bonus on Will saves made to maintain or form her mystic blade equal to the normal enhancement bonus of her mystic blade (see below).

Throw Mystic Blade (Su): All Mystic Knights have some knowledge of how to throw their mystic blades, although the range increment varies by form. Light weapon mystic blades have a range increment of 30 feet. One-handed weapon mystic blades have a range increment of 20 feet. Two-handed weapon mystic blades have a range increment of 10 feet. Whether or not the attack hits, a thrown mystic blade dissipates after the attack roll is made and damage (if any) has been applied to the target.

Mystic Strike (Su): As a move action, a Mystic Knight of 2nd level or higher can imbue her mystic blade with destructive arcane energy by spending a move action to charge her mystic blade.
The mystic blade retains this charge until it is activated (even if the blade is sundered or dropped, when the Mystic Knight summons a new mystic blade it retains the charge), but a mystic strike charge harmlessly dissipates if the Mystic Knight is rendered unconscious or goes to sleep without using it. After a successful attack with her mystic blade, a Mystic Knight can activate the mystic strike as a swift action, dealing an extra 1d6 points of damage. This extra damage is not precision damage and can affect any creature, regardless of type or range. On a successful critical hit, the extra damage from a mystic strike is not multiplied. At 6th level, and every four Mystic Knight levels gained thereafter, the extra damage from a mystic strike increases by an additional 1d6 points to a maximum of +5d6 at 18th level.

Enhanced Mystic Blade (Su): As a Mystic Knight gains experience, her mystic blade slowly improves. At 3rd level, and every four Mystic Knight levels gained thereafter, a mystic blade gains a +1 enhancement bonus on attack and damage rolls, to a maximum of a +5 enhancement bonus at 19th level.

Combat Slide (Su): At 4th level, upon striking an enemy in melee with her mystic blade, a Mystic Knight may immediately make a 5-foot step (even if she has already taken a 5-foot or spent a move action earlier in the round; this movement is bonus movement and does not subtract from the Mystic Knight’s subsequent actions). A Mystic Knight is limited to one combat slide per round.

Quick Draw (Su): At 4th level, a Mystic Knight may summon her mystic blade as a free action, although she may still only attempt to do so once per round (unless throwing the weapon multiple times using the Multiple Throw ability, see below).

Mystic Blade Weapon Property (Su): At 5th level, a Mystic Knights mystic blade gains a +1 special weapon property of the Mystic Knights choice from the following options: Bane, Defending, Distance, Ghost Touch, Keen, Merciful, Mighty Cleaving, and Vicious. The Mystic Knight can reassign this special property by spending 8 hours in concentration. After that period, the mystic blade materializes with the new ability selected by the Mystic Knight, and the prior ability is no longer in effect. The keen property applies to the Mystic Knight’s mystic blade regardless of whether or not it is a slashing weapon; this is an exception to the normal rules for keen weapons.
At 9th level, the Mystic Knight can apply a single +2 special weapon property from the following list or two +1 properties to her mystic blade: Anarchic, Axiomatic, Holy, Unholy, or Wounding.
At 13th level, and again at 17th level, a Mystic Knight gains an additional +1 special weapon property from the options listed above. The Mystic Knight may apply any combination of special weapon properties to her mystic blade so long as the total bonus does not exceed her maximum allowed by level.

Shape Mystic Blade (Su): At 5th level, a Mystic Knight is no longer bound to a single weapon form. As a full-round action, the Mystic Knight can transform her mystic blade into a light weapon, a one-handed weapon, or a two-handed weapon. In addition, if she forms her mystic blade as a light weapon, she may split her mystic blade into two identical light weapons. Each split mystic blade has an enhancement bonus 1 point less than her normal mystic blade, but each retains any special weapon properties. Only one mystic blade can be charged with mystic strike at a single time.

Bladewind (Su): A Mystic Knight of 8th level gains the ability to momentarily fragment her mystic blade into numerous identical blades, each of which strikes at a nearby opponent. As a full-attack action, a Mystic Knight gives up his regular attacks and instead makes one melee attack at his highest base attack bonus against each opponent within reach. Each fragment inflicts the normal damage for a Mystic Knights mystic blade, including any special weapon properties and mystic strike damage (if any). The mystic blade immediately reverts to its previous form after the bladewind attack.

Reaper’s Blade (Su): At 9th level, a Mystic Knight automatically charges her mystic strike ability if she reduces an opponent’s hit points to below 0 with a melee attack using her mystic blade. If her mystic blade was already charged, her next mystic strike deals 1.5 times the damage rolled.

Rapid Reassignment (Su): At 10th level, a Mystic Knight may reassign the special weapon properties of her mystic blade after one hour of concentration instead of eight hours of concentration.

Cleave the Soul (Su): At 12th level, when a Mystic Knight activates her mystic strike ability she may choose to substitute one or more 1d6 of mystic strike bonus damage for 1 point (per 1d6) of Intelligence, Wisdom, or Charisma damage. The Mystic Knight can combine extra dice of normal damage and ability damage in any combination up to her total mystic strike damage, but she must choose how it will be distributed before she rolls damage.

Deadly Blow (Su): At 12th level, a Mystic Knight’s mystic blade critical multiplier increases by 1, granting her mystic blade a critical threat range and multiplier of 19-20/x3.

Bladestorm (Su): At 16th level, a Mystic Knight’s bladewind feature improves. As a full-attack action, the Mystic Knight may give up her regular attacks and instead throw one mystic blade at her highest base attack bonus at all opponents within 30 feet, ignoring the normal range increments for throwing a mystic blade. Regardless of the number of attacks she makes, she only provokes attacks of opportunity as though she made a single ranged attack. The Mystic Knight may use this ability only once per day.

Multiple Throw (Su): At 16th level, a Mystic Knight can instantly create additional mystic blades when she throws her blades in combat. She can now create and throw a number of mystic blades each round equal to the number of melee attack she could otherwise make.

True Mystic Blade (Su): At 20th level, a Mystic Knight reaches the pinnacle of her art and her connection to her mystic blade is so strong that it cannot be severed. She no longer requires a Will save to maintain her mystic blade in an anti-field field, although it still loses any enhancement bonus and special weapon properties. She may assign a total of +5 in special weapon properties to her mystic blade and her assignment options now include the Vorpal property. She may change her mystic blade’s special weapon properties after just one minute of concentration.

Dark Archive

Glad I posted on this thread :) and reminded you to update it.

Wish I had this feedback on my FFT prestige classes hahahah well if you have anymore great classes I hope I stumble into them.


Ask and ye shall receives:

Warmage

Monk

Mind Mage, a different take on the Psion

Swashbuckler

Warlock

Witchblade, aka a Pathfinder Hexblade

and

Assassin (yes, a base assassin 1-20 class)

Enjoy!

Master Arminas

Dark Archive

I might just rename it Assassin Archetype (like Ninja)

I already stumbled upon the Witchblade and Warlock :)

I probably will enjoy reading the other ones :)

You could also update the monk :) to any possible changes you might have added in the end with all those suggestions


Like the mystic knight rework, if my group let's me, I'd probably use this guy, bit inspired by Kingdom Hearts in my case.

Just one thing got me wondering bout the blade, can we enhance it in a normal way?

A small fix I'll be adding to my case tho, will be letting the blade take the form and stats of another weapon I think, such as a rapier.


Ramza Wyvernjack wrote:

Like the mystic knight rework, if my group let's me, I'd probably use this guy, bit inspired by Kingdom Hearts in my case.

Just one thing got me wondering bout the blade, can we enhance it in a normal way?

A small fix I'll be adding to my case tho, will be letting the blade take the form and stats of another weapon I think, such as a rapier.

Provisionally yes. If what you are referring to is applying Greater Magic Weapon to the mystic blade. If GMW provides a higher bonus (say +4 for the spell vs. +3 for the blade), then yes. Otherwise no. And if you are referred to actually enchanting the blade through Craft Magic Arms and Armor, then the answer is NO.

Master Arminas


Should have worded it better, shame on me. But yes, I did mean using Craft Magic Arms & Armor. While the free bonuses are nice, I tend to like more utility based ones, such as Returning or Finesse(3.5)

But it's still a great class conversion, with some personal change to the mystic blade(cuz i'm fiddly) it's a perfect class for me to go into before taking a Heir of Syberis :D

Thanks for solving a long-term problem of mine!


Ramza Wyvernjack: I would not recommend altering the critical threat range of the mystic blade. Beginning at 5th level, the class can put the keen property on the weapon, and at 10th level he can take Improved Critical (well, he could take it at 9th level if you want to spend a regular, non-bonus, feat on it). Not to mention he gets Deadly Critical at 12th level, increasing the crit mod by 1.

As is, you've a got a light weapon, a one-handed weapon, and a two-handed weapon, that is at the player's beck and call. That can be sunder, but then summoned back the next round. That the player can shift properties and change the type of damage (B, P, or S) every single round.

Shifting the crit range may seem like a small thing, but it pushes it a little too far. Meaning you could end up with a critical threat of 15-20/x3 weapon. In my own opinion.

Master Arminas


That's a fair point. Though I'm really NOT a crit fan. Personally I'd just want to use an Aldori Blade with this feature, it contains the same crit range, and I don't plan to go any lower. Keen won't be a feature I'll be taking, neither will be the crit feats.

Think it'd be unbalanced if I swapped the Deadly Blow with Multiple Throw, I'm not really interested in raising my damage output, but rather the fluff.

I don't mean to bugger up your conversion. Just minor adaptation to fit the char concept I've had stuck in my head.


That would provide for a viable ranged attack four levels earlier than normal. Many people (in 3.5) argued that multiple throw should have already been at a lower level. I wouldn't have a problem with it.

Master Arminas


I like the concept, it is very cool. At first glance it seems overpowered though.

I will take a better look later on when I have more time.


First comment, give the Mystic Knight back an Arcane Knack ability, and it allows him to use detect magic and one other sorcerer/wizard cantrip of his choosing at will, exactly as per the spells. Makes him feel a little more like an arcane knight.

Second, I never liked the "blade throw" ability from the original class as universally as it was applied. I actually think this ability of the mystic blade should depend on weapon type. If he forms a light weapon, it can be thrown with a range of 30 feet. If he forms a one-hand weapon, he also forms a mystic shield that grants a +1 shield bonus to AC. If he forms a two-hand weapon, then he just gets the advantage of the 2d6 two-hand damage (make 2-hand damage 1d10 until this ability is gained). This ability could be called "Blade Utility", and it would not only balance things out a bit more, but also make the different weapon types more distinctive. :)

Dark Archive

What are the good saves for the mystic knight?


I don't care if this is a Necro.

One of the biggest problems with the group of people I game with is that near EVERYONE hates psionics for some unexplained reason, which gets especially irritating when they claim that psionics are overpowered by also fully admit they've never actually looked at the psionics content and refuse to do so.

I really like that this is an arcane equivalent of the psionics class I love the most and something I could hopefully use if they still refuse to let me play Soulknife.

Scarab Sages

/starts playing slow, ominous Star Wars theme


Deiros wrote:
What are the good saves for the mystic knight?

Oops. Reflex and Will.

MA


I have done an updated version of the mystic knight here. It incorporates a number of new ideas and I thought it needed its own thread.

MA

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