here is my idea for the soulknife in pathfinder, keep in mind this is a work in progress so please post any thoughts or ideas you might have, whether you love it or hate it ;) Please help me do justice to this class!
Also, many thanks goes out to Sydonis on the WotC messageboards for his soulknife handbook, which can be found here
http://community.wizards.com/go/thread/view/75882/19872658/The_Soulknife_Ha ndbook?num=10&pg=1
some of the ideas for this revision came from his amazing work :)
p.s. sorry about the format, not sure ow to fix that yet, hope you can all still read it.
There is a society of warriors that believe their mind is their greatest weapon, and their greatest shield. They eschew the common implements of most warriors, believing weapons and armor limit their potential, and after intense training and concentration they are able to manifest their own weapons and defenses from the very fabric of their conscious beings. They see this as proof of their ideology.
These Soulknives, as they call themselves, are deadly warriors, able to blend in with the normal populace and operate unnoticed until it is too late for their enemies to guard themselves.
Alignment: any
Hit Dice: d10
Class Skills: Acrobatics, Autohypnosis, Climb, Concentration, Craft, Intimidate, Knowledge (psionics), Perception, Profession, Sense Motive, Stealth, Swim.
Skill Ranks per level: 4+int mod
Table: The Soulknife
Lvl BAB For Ref Will Special AC Fast Movement
1st +1 +0 +2 +2 Mind Blade, Wild Talent +0 +0 ft.
2nd +2 +0 +3 +3 Mind Blade Enhancement +1, Evasion +0 +0 ft.
3rd +3 +1 +3 +3 Psychic Strike +1d8, Throw Mind Blade +0 +0 ft.
4th +4 +1 +4 +4 Mind Blade Enhancement +2, dazing strike +1 +0 ft.
5th +5 +1 +4 +4 Free Draw, Shape Mind Blade +1 +0 ft.
6th +6/+1 +2 +5 +5 Mind Blade Enhancement +3, Bonus Feat, Fast Movement +1 +10 ft.
7th +7/+2 +2 +5 +5 Psychic Strike +2d8 +1 +10 ft.
8th +8/+3 +2 +6 +6 Mind Blade Enhancement +4, confusing strike +2 +10 ft.
9th +9/+4 +3 +6 +6 Bladewind, Improved Evasion +2 +10 ft.
10th +10/+5 +3 +7 +7 Mind Blade Enhancement +5, Bonus Feat +2 +10 ft.
11th +11/+6/+1 +3 +7 +7 Psychic Strike +3d8 +2 +10 ft.
12th +12/+7/+2 +4 +8 +8 Mind Blade Enhancement +6, frightening strike +3 +20 ft.
13th +13/+8/+3 +4 +8 +8 Knife to the Soul +3 +20 ft.
14th +14/+9/+4 +4 +9 +9 Mind Blade Enhancement +7, Bonus Feat +3 +20 ft.
15th +15/+10/+5 +5 +9 +9 Psychic Strike +4d8 +3 +20 ft.
16th +16/+11/+6/+1 +5 +10 +10 Mind Blade Enhancement +8, amnesia strike +4 +20 ft.
17th +17/+12/+7/+2 +5 +10 +10 Shield the Mind +4 +30 ft.
18th +18/+13/+8/+3 +6 +11 +11 Mind Blade Enhancement +9, Bonus Feat +4 +30 ft.
19th +19/+14/+9/+4 +6 +11 +11 Psychic Strike +5d8 +4 +30 ft.
20th +20/+15/+10/+5 +6 +12 +12 Mind Blade Enhancement +10, death strike +5 +30 ft.
Class Features
All the following are class features of the soulknife.
Weapon and Armor Proficiency: A soulknife is proficient with all simple weapons and his own mind blade. A soulknife does not gain proficiency with any armor or shields (except a mindshield).
AC Bonus (Ex): When unarmored and unencumbered, the soulknife adds his Wisdom bonus (if any) to his AC. In addition, a soulknife gains a +1 bonus to AC at 4th level. This bonus increases by 1 for every four soulknife levels thereafter (+2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th level).
These bonuses to AC apply even against touch attacks or when the soulknife is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield (except a mindshield), or when he carries a medium or heavy load.
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/×2). 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 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.
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.
Wild Talent: A soulknife gains Wild Talent as a bonus feat. (This class feature provides the character with the psionic power he needs to materialize his mind blade, if he has no power points otherwise.)
Mind Blade Enhancement (Su): Mind blade gains an enhancement bonus equal to the number listed on Table: the Soulknife. This enhancement bonus may be a Weapon Enhancement to attack and damage, or a Magical Enhancement selected from the magical enhancement list. A Soulknife may never have a Weapon Enhancement or Magical Enhancement higher than +5. As well, he may change his weapon's enhancement by spending a full-round action in concentration
Evasion (Ex): At 2nd level or higher if a soulknife makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the soulknife is wearing light armor or no armor. A helpless soulknife does not gain the benefit of evasion.
Throw Mind Blade (Ex): At 3rd level a soul knife’s mind blade may be thrown up to 30 feet as a ranged weapon and may be thrown a number of times per round equal to the number of attacks the soulknife can make.
Whether or not the attacks hit, a thrown mind blade then dissipates. A soulknife can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below).
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, non-mindless creatures not immune to mind-affecting effects.)
A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue his mind blade with psychic energy again by taking another move action.
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.
Dazing Strike (Su): The soulknife overloads his opponent’s senses, temporarily shorting out the connection between their mind and their body. Beginning at 4th level, when a soul knife executes a psychic strike he may instead choose to forego his extra psychic strike damage and make a dazing strike. On a successful hit the enemy must make a will save (DC 10 + ½ soulknife lvl + wisdom modifier) or be dazed for one round. A soulknife may only daze creatures whose hit dice are equal to or less than his levels of soul knife.
Free Draw (Su): At 5th level, a soulknife becomes able to materialize his mind blade as a free action instead of a move action. He can make only one attempt to materialize the mind blade per round, however.
Shape Mind Blade (Su): At 5th level, a soulknife gains the ability to change the form of his mind blade. As a full-round 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 1½ 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.
Bonus Feats: At 6th level and every 4 levels thereafter (10th, 14th, 18th) a soul knife may select a bonus feat. These can be any psionic feat or mind blade feat the soul knife qualifies for.
Fast Movement (Ex): At 6th level, a soulknife gains an enhancement bonus to his speed, as shown on Table: The Soulknife. A soulknife in armor or carrying a medium or heavy load loses this extra speed.
Confusing Strike (Su): The soulknife slices through his opponent’s sanity. Beginning at 8th level, when a soulknife executes a psychic strike he may instead choose to forego his extra psychic strike damage and make a confusing strike. On a successful hit the enemy must make a will save or be confused for a number of rounds equal to the soulknife’s wisdom modifier (minimum 1 round).
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).
The mind blade immediately reverts to its previous form after the bladewind attack.
Improved Evasion (Ex): At 9th level, a soulknife’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless soulknife does not gain the benefit of improved evasion.
Frightening Strike (Su): The strike of a soulknife can strip away the courage from his enemies. Beginning at 12th level, when a soulknife executes a psychic strike he may instead choose to forego his extra psychic strike damage and make a frightening strike. On a successful hit the enemy must make a will save or be panicked for a number of rounds equal to the soulknife’s wisdom modifier (minimum 1 round). If the enemy succeeds on its will save it is instead shaken for one round.
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.
The soulknife decides which ability score his psychic strike damages and the division of ability damage and extra dice of damage when he imbues his mind blade with the psychic strike energy.
Amnesia Strike (Su): The soulknife has learned to cut away recent experiences from the minds of his enemies. Beginning at 16th level, when the soul knife executes a psychic strike he may instead choose to forego his extra psychic strike damage and make an amnesia strike. On a successful hit the enemy must make a will save or gain two negative levels. The effects of multiple negative levels stack. Negative levels gained in this manner are lost after one hour.
Shield the mind (Ex): After attacking the minds of many enemies the soulknife learns how to defend his own mind against unwanted intrusions. He gains a resistance bonus against all mind-affecting spells and abilities equal to half his levels in soulknife (rounded down).
Death Strike (Su): The soulknife can see the very fabric of his enemy’s consciousness. With a well placed strike, he cuts the thread that holds it all together. At 20th level, when the soulknife executes a psychic strike he may instead choose to forego his extra psychic strike damage and make a death strike. On a successful hit the enemy must make a will save or die immediately. If the enemy succeeds his will save he instead takes 5d6 damage and is shaken for 1 round. Once a creature has been the target of a death strike, regardless of whether or not the save is made, that creature is immune to that soulknife’s death strike for 24 hours.