Valeros

Derrick Talmanes's page

9 posts. Alias of Chainmail.


About Derrick Talmanes

Male Half-Giant Age 34
Monstrous Humanoid
Neutral Good Vitalist(Mender)/Soulknife(Cutthroat)2
233# 94"
Blonde Hair - Fair Skin - Light Blue Eyes
Senses PER +9 Sense Motive +9
Psionic Power Points = 6(Base)+4(ability)+2(FC)+4(Psionic Talentx2)=16
Current Psionic PPs = 14/14; Psionic focus: Unexpended
Lessons of Chaldira: Unexpended
INIT: +0

Ministats
hp=22/22
CM: +7 CMD: 17
Senses PER +9 Sense Motive +9
Armor Class: 14 Touch: 10 Flat-Footed: 14
Fortitude: +4 Reflex: +3 Will: +7

background:

Derrick always knew he was different. Growing up among cloud giants, Derrick was always in a hurry while his family and friends were slow and deliberate. Then his world fell apart when his parents let him know they adopted him when he was a baby because his dead uncle had fostered a child with a human mother. Things grew worse years later when he was bullied over a four hour period by other giants for his human heritage. The incident left him physically and emotionally scarred as the giants used their psychic powers to scare and disfigure the half-breed. The only good thing about that day was it allowed him to manifest a large blade to defend himself and eventually his giant tormentors left him alone.
Derrick studied all he could to learn the most of his giant heritage and enjoyed the love of his foster parents who treated him as their own while an outcast in the larger giant community. But eventually he had to see what the race of humans was like. His father wandered human lands looking for a way to make the world a better place and chose a human woman for his mate shortly before he died.
Derrick only knows that his mother is a vitalist from Sandpoint, and his ability to heal those he cares about comes from her. He also inherited a journal from his father that seemed to indicate that evil gaints may threaten the human settlement his mother grew up in.
Derrick has met a wizened halfling monk. His halfling mentor has taught him about Chaldira Zazuristan. It is strange that Brin identified with the teachings of Chaldira, but the impetuous nature of Chaldira and his belief in Desna saving him has made Derrick decide that he will always trust Chaldira to bail him out of any danger. His halfling mentor was a great traveler of the world, and word of Rabi the Ascetic can inspire reverence and awe among the small group of top martial artists in the world.
As many of his father's race, he has the ability to use psionic powers in combat. His mother was a Varisian gypsy, and his ability to manifest a large blade comes from her. Brin is searching for the human half of his heritage, attempting to save his mother's people, and follow in his father's footsteps of discovery in human lands. He sees himself as a noble warrior seeking acceptance from human society to make up for his treatment in giant society.

Half Giant:

Half-giant

Far back in their ancient history, half-giants were slaves to some form of king. Their stories vary from tribe to tribe, but their former status as slaves is one thread that is common in the lore of every half-giant tribe. As slaves, they fought their oppressors and earned their freedom. As a result, nothing is more important to half-giants than their liberty. They will fight and even kill to stay free, and few things are capable of breaking a half-giant’s will to live like slavery. Indeed, most half-giants would prefer to commit suicide rather than face incarceration or enslavement. For these reasons, most half-giants tend to be law-abiding and respectful, but they can have a tendency to solve problems by resorting to violence rather than risk being apprehended. Some myths claim that they were spawned from fire giants, while others say that they worked in volcanic forges. Regardless of the truth, half-giants are more resilient to heat, a trait that serves them well in the present, as they have a tendency to dwell in arid lands and deserts.

Physical Description Standing over eight feet tall, half-giants are the largest of the common races, towering above even half-orcs, with males slightly taller and heavier than females. Their size makes them imposing but slow to react. Their skin ranges from nearly complete black to a deep tan, while their hair is almost always black. Their eyes typically range from blue to green, but a fair number have red eyes, making them stand out against other races. Most half-giants tend to wear little clothing, or very heavy armor, depending on the situation; in a social gathering, their tribal clothing covers very little to account for their tendency to reside in hot lands, and most half-giants are proud of their bodies and physical looks and prowess. In combat, they prefer to wear heavy armor, taking advantage of their natural strength and stature.

Society Half-giants most commonly organize themselves into nomadic and shifting tribes, following charismatic and wise leaders for brief periods. Many half-giants have a tendency to drift into and out of tribes over time, while a portion of a tribe may split out and start a new tribe, which may later merge with a larger tribe. When enemies gather, empires rise, or war looms, the half-giant tribes might unite under their strongest and wisest leaders, protecting each other from the threat of oppression. In times of peace, they splinter into hundreds of individual tribes, enjoying the freedom they hold so dear. As societies go, the half-giants are generally composed of nomadic hunters, taking down the giant sandworms of the desert or hunting elephants across the savannah and plains. Half-giants enjoy dancing, drinking and games of physical prowess such as wrestling, running, and spear throwing.

Relations Half-giants appreciate the open nature of humans and half-elves and can sympathize with how half-orcs sometimes feel outside of society. Elves with their slow pace, dwarves and maenads with their rigid societies, and ophiduans with their expansionist behavior generally make the half-giants uncomfortable. Most of the other races are welcomed based on their behavior, although the carelessness of halflings, dromites, and gnomes worry the half-giants, who believe that it will lead to these smaller races being taken advantage of and, therefore, possible subservience and slavery. Half-giants keep duergars at arm’s length due to the use of slavery.

Alignment and Religion Worshiping gods relating to freedom, nature, summer, and the hunt, half-giants are devout but very naturalistic. They manifest their worship with totem poles, believing the gods to be pleased with depictions of their power, thus protecting the tribe from evil. Most half-giants tend to be neutral or chaotic good, striving to help both the tribe and others as well as they can, although their belief in following the law to avoid incarceration can result in lawful half-giants. This does not mean that a half-giant won’t resort to violence at the slightest sign of evil. Indeed, to most half-giants, jail, incarceration, and slavery are all seen as equally evil and to be fought to the last breath.

•+2 Wisdom, +2 Strength, –2 Dexterity: Half-giants are tough and intuitive, but not too nimble.
•Giant Blood: Half-giants count as both human and humanoid (giant) for any effect related to race.
•Medium: Half-giants are Medium creatures and have no bonuses or penalties due to their size.
•Normal Speed: Half-giants have a base speed of 30 feet.
•Low-Light Vision: Half-giants can see twice as far as humans in conditions of dim light. See Vision and Light.
•Fire Acclimated: Half-giants receive a +2 racial bonus on saving throws against all fire spells and effects.
•Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
•Naturally Psionic: Half-giants receive Wild Talent as a bonus feat at 1st level. If a half-giant takes levels in a psionic class, he instead gains the Psionic Talent feat.
•Half-giant Psionics: Half-giants gain the following spell-like ability: 1/day—stomp. The manifester level for this effect is equal to 1/2 the half-giant's level (minimum 1st). The DC for this power is equal to 10 + the power's level + the half-giant's Charisma modifier.
•Psionic Aptitude: When a half-giant takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
•Survivor: Half-giants gain a +4 racial bonus to Survival checks.
•Languages: Half-giants begin play speaking Common. Half-giants with high Intelligence scores can choose from the following: Draconic, Giant, Gnoll, and Ignan.


Link to vitalist
Link to soulknife
defense:

Fortitude: +4= 3(Base) +1(Con)
Reflex: +3= 3(Base) + 0(Dex)
Will: +7= 3(Base) + 4(Wis)
Lessons of Chaldira (available today)
HP = 1d10 (10) +1d10 (10) + Favored (0) + Con(+2) = 22/22
Bab: +2 CM: +7 CMD: 17
Armor Class: 14 = 10(Base)+0(Dex)+4(Chain Shirt)
Touch: 10 Flat-Footed: 14
Speed: 30ft (run x4)

Str: 19 Dex: 10 Con: 12
Int: 12 Wis:18 Cha: 7

offense:

Soulblade +2(bab)+0(wf)+4(str)=+6 19-20x2 dam=3d6+6

Skills:

6(class=covert training)+1(INT)=7 per level
Autohypnosis +9=4(Wis)+2(ranks)+3(Class)
Acrobatics: +4=0(Dex)+1(ranks)+3(Class)
Appraise: +1=+1(Int)+0(ranks)+3(Class)
Bluff: -1=-2(CHA)+0(ranks)+3(Class)+1(cunning)
Climb +8=+4(Str)+1(ranks)+3(Class)
Craft (armor): N=+1(Int)+3(Class)
Heal: +8=+4(Wis)+1(Ranks)+3(Class)
Perception: +9=4(Wis)+2(Ranks)+3(Class)
Stealth: +5=0(Dex)+1(Ranks)+3(Class)+1(cunning)
Sense Motive: +9=+4(Wis)+2(ranks)+3(class)
Survival: +13=+4(Wis)+2(ranks)+3(class)+4(race)
Know(local): +5=+1(Int)+1(Ranks)+3(Class)
Know (psionics): +6=+1(Int)+1(Ranks)+3(Class)+1(Trait)
Know (religon): +1=+1(Int)+0(Ranks)+3(Class)
Profession (soldier): +4=+4(Wis)+0(Ranks)+3(Class)
Spellcraft: +1=+1(Int)+0(Ranks)+3(Class)
Swim: +4=+4(Str)+0(ranks)+3(class)

Traits:

Lessons of Chaldira (religious, reroll one missed save per day)
Outlander (Lore Seeker) +1 Know: psionics, +1 manifester level to three psionic powers (Vigor, Animal Affinity, Synesthete)

Feats:

Race: Psionic Talent (+2 psionic power points)
Lv1: Power attack
Lv3: Furious focus (planned)

Soulknife Bonus Feats
Class: Light Armor
Class: Psionic Talent (+2 psionic power points)

Vitalist class abilities/Psionic powers:

Psionic Powers
Lvl 1 Mender chosen
Race: Stomp
Lvl 1 Power: Vigor (temp hit points=5 per power point expended)
Duration of Vigor = Level + 1 in minutes
A vitalist begins play knowing two vitalist powers of your choice. At every odd-numbered class level after 1st, he unlocks the ability to know more powers at any given time.

Choose the powers known from the vitalist power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a vitalist to learn powers from the lists of other disciplines or even other classes.) A vitalist can manifest any power that has a power point cost equal to or lower than his manifester level.

The number of times a vitalist can manifest powers in a day is limited only by his daily power points.

A vitalist never needs to prepare powers ahead of time; he draws them from his mind when needed. When a vitalist recovers his daily power points after resting, he may choose to rotate one or more powers he knows for new ones. These powers must always be chosen from the vitalist power list, and the maximum number of powers the vitalist may know at any one time in this fashion is listed on Table: The Vitalist. If a vitalist learns a power through other means, such as the Expanded Knowledge feat or psychic chirurgery, this power is known in addition to his normal powers. He may never exchange it for another power from the vitalist list when he chooses his powers known, and it doesn't count against his limit of powers known at any one time.

The Difficulty Class for saving throws against vitalist powers is 10 + the power's level + the vitalist's Wisdom modifier.

Maximum Power Level Known: A vitalist begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers.
To learn or manifest a power, a vitalist must have an Wisdom score of at least 10 + the power's level.

Knacks (Ps)
Vitalists of all forms learn to manipulate the energy of body and mind in minor ways. A vitalist gains two talents from the vitalist power list, as well as one talent from his method power list.

Mender Method
A mender vitalist is the most common found, as he focuses on healing wounds more efficiently, even bringing back life to the dead. The mender vitalist learns how to boost the body's natural healing ability to unimaginable regenerative levels.

Mender Power
A mender vitalist adds natural healing to his list of powers known. This does not count against his number of powers known.

Mender Knacks
The mender gains the talent below as his method knack.
•Halt Death: The mender can target one member of his collective that is dying (at -1 hp or less). That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.

Mender's Touch
A mender vitalist of 2nd level who utilizes transfer wounds heals the target an additional number of hit points equal to his class level. This additional healing is not transferred to the mender like the normal amount healed.

Collective (Su)
A vitalist learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a vitalist can join a number willing targets into his collective equal to his key ability modifier or half his vitalist level, whichever is higher. The vitalist must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within Medium range (100 ft. + 10 ft. per class level). The vitalist is always considered a member of his own collective, and does not count against this limit.

The vitalist can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until that member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A vitalist is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see telepathy and health sense, below).

A vitalist can manifest certain powers through his collective. If a vitalist power specifies one or more willing targets (or is harmless) and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power. All other non-range restrictions still apply. He may also manifest any power with the Network descriptor this way, regardless of their actual ranges or targets. If he is capable of manifesting powers or casting spells from a different class (as is the case for a multiclass vitalist), any compatible spell or power with a range greater than touch can also be used through the collective.

If a member of the collective dies, the member is removed from the collective and the vitalist must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member and be sickened for an equal number of rounds.
•At 15th level, a vitalist's collective range is limitless on the same plane as the vitalist.
•At 19th level, a vitalist's collective reaches even across to other planes and dimensions.

Collective Healing (Su)
Whenever a willing member of the vitalist's collective could regain lost hit points or ability damage, the vitalist may choose to redirect any or all of that healing to one or more other willing members of the collective as a free action. This can transfer instantaneous healing (such as a body adjustment power), healing from ongoing healing effects, such as fast healing, and even hit points gained from rest (in which case, a member of the collective would rest for a period of time as normal, and the amount of hit points and ability damage healed would go to another).
In any case, the original recipient of the healing effect chooses whether to allow the diverted healing, and does not gain the benefits of any healing he grants to another. The type of healing (positive energy, negative energy, construct repair, etc.) is unchanged from the original source for determining who or what can be healed.
Example: Darius the soulknife is a willing member of Jorus the vitalist's collective. He drinks a potion of cure light wounds that would normally heal him for 6 hit points, but Jorus decides to redirect 4 of those points to himself. Darius agrees and, as a result, Darius is healed for 2 hit points, and Jorus is healed for 4. If there were more members in Jorus's collective, Jorus could spread the healing from that potion out even more as long as the sum of hit points healed was no greater than 6.
A vitalist may even heal wounds through collective healing if at full health. This may only be used with healing effects such as potions, powers, or other such effects. [Healing] from long term care or natural healing cannot be transferred in this way.

Medic Powers
The vitalist gains special uses of some of his powers that are unavailable to other characters.
The following powers gain the Network descriptor when manifested by a vitalist: all powers of the [healing] subdiscipline, animal affinity, biofeedback, body of iron, endorphin surge, expansion, oak body, physical acceleration, sustenance, suspend life, timeless body, and vigor.

Transfer Wounds (Su)
All vitalists learn how to transfer wounds with but a touch. As a standard action that does not provoke attacks of opportunity, a vitalist may touch a target and heal it for 1d6 points of damage. The vitalist suffers the same number of points of non-lethal damage (up to the amount the target is actually healed) At 4th level and every 3 levels thereafter, the damage healed to the target and non-lethal damage taken by the vitalist increases by 1d6. A vitalist may use this ability a number of times per day equal to 3 + his Wisdom modifier. A vitalist may not use this ability upon himself.

Vitalist's Touch
Once a vitalist reaches 2nd level, he learns to apply the skills of his method to his transfer wounds ability, as detailed in the vitalist's method of choice.

Health Sense
Beginning at 2nd level, a vitalist may take a swift action to gauge the relative health level of collective members, determining the amount of damage, in hit points, that an ally has taken. In addition, the vitalist may make a Heal check as a standard action, with a DC of 15, to determine if any of the members of his collective are afflicted by a disease or poison.
Starting at 7th level, the vitalist can make a Heal check over his collective to stabilize a dying target or treat a wound from a caltrop, spike growth, spike stones, or similar. This ability improves at 12th level, and the vitalist may make a Heal check over his collective to treat a poisoned creature.
At 17th level, the vitalist is able to treat diseases in the same fashion, making a Heal check over his collective.
When treating a target over a collective, the DC of the Heal check is the same as if the vitalist was treating the target normally.

Spirit of Many (Su)
A vitalist of 2nd level gains special abilities when manifesting powers with the Network descriptor. He can manifest these powers on any member of his collective, even if they are out of the power's range or would normally be immune to the power. Whenever a vitalist manifests a power with the Network descriptor targeting only members of his collective, the power loses the mind-affecting descriptor (if it had it) and bypasses any power resistance, although it still provokes an attack of opportunity to manifest as normal. Network powers manifest only on members of the collective never allow saving throws -- their saving throw entry becomes “None,” although if the power specifies a subsequent saving throw, subjects attempt those saves normally. The vitalist also adds the following augment to all powers with the Network descriptor:

Augment: For every additional power point you spend, you can choose an additional target, so long as the target is a member of your collective.

Soulknife abilities:

Psionic Talent (+2 PP)
Form Mind Blade (Su)

As a move action, a soulknife can form a semi-solid weapon composed of psychic energy distilled from her own mind.

A soulknife must choose the form of her mind blade at 1st level. She can either form it into a light weapon, a one-handed weapon, or a two-handed weapon. NOTE: TWO-HANDED WEAPON CHOSEN. Once chosen, her mind blade stays in this form every time the soulknife forms her mind blade. The 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. All damages are based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized weapons. In all forms, the mind blade has a critical range of 19-20/x2. A soulknife with powerful build or any similar ability forms an appropriately-sized mind blade dealing the size-appropriate amount of damage. If the soulknife's chosen form is a light weapon, she may choose to form two light weapons when forming her mind blade if she so chooses, but she suffers the standard penalties for two-weapon fighting.

Regardless of the weapon form a soulknife has chosen, her mind blade does not have a set damage type. When shaping her weapon and assigning abilities to it, the soulknife chooses whether it will deal bludgeoning, piercing, or slashing damage. The soulknife may change the damage type of an existing mind blade, or may summon a new mind blade with a different damage type, as a full-round action; otherwise, the mind blade retains the last damage type chosen every time it is summoned.

The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on her next move action. The moment she relinquishes her grip on her blade, it dissipates (unless she intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction and is considered a masterwork weapon.

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. She can also choose her mind blade for feats requiring a specific weapon choice, such as Weapon Focus and Improved Critical. Powers or spells that upgrade weapons can be used on a mind blade. The soulknife can use feats such as Weapon Finesse that work on light weapons with her mind blade, but such feats only work on mind blades in a light weapon form.

Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain her mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains her mind blade for a number of rounds equal to her class level before she needs to check again, although the mind blade is treated for all purposes as a non-magical, masterwork weapon while in a place where psionic effects do not normally function. On an unsuccessful attempt, the mind blade vanishes. As a move action on her turn, the soulknife can attempt a new Will save to rematerialize her mind blade while she remains within the psionics-negating effect. She gains a bonus on Will saves made to maintain or form her mind blade equal to the total enhancement bonus of her mind blade (see below).

The soulknife chooses the appearance of her mind blade, although its shape must reflect the selections the soulknife has chosen: a bludgeoning mind blade would be blunt, slashing would have an edge, etc.

Shape Mind Blade

The soulknife's mind blade retains the last chosen form every time it is formed until the soulknife reshapes it. If the soulknife chooses to reshape her blade, it requires a full-round action to do so. She may also re-assign the type of damage dealt as part of reshaping her mind blade if she so chooses. A soulknife can reassign the ability or abilities she has added to her mind blade; see below. To do so, she must first spend 8 hours in concentration. These cannot be the normal 8 hours used for rest, even if the soulknife does not require sleep. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife.

Throw Mind Blade

All soulknives have some knowledge of how to throw their mind blades, though the range increment varies by form and the largest of blade forms cannot be thrown. Light weapon mind blades have a range increment of 20 ft. One-handed weapon mind blades have a range increment of 15 ft. Two-handed weapon mind blades cannot be thrown without the Two-Handed Throw blade skill. Whether or not the attack hits, a thrown mind blade then dissipates.

Level 2 blade skill=Weapon Special(trip): The soulknife may assign one of the following specials to her mind blade when she shapes her mind blade: brace, trip, or disarm. She may change the assigned ability by reshaping her mind blade. This blade skill may be taken more than once, allowing the soulknife to assign multiple abilities at once.

Enhanced Mind Blade

A soulknife's mind blade improves as the character gains higher levels. At 3rd level and every odd level thereafter, the mind blade gains a cumulative +1 enhancement bonus that she may spend on an actual enhancement bonus or on weapon special abilities. A soulknife's level determines her maximum enhancement bonus (see Table: The Soulknife). The soulknife may (and must, when her total enhancement is higher than her maximum bonus) apply any special ability from Table: Weapon Special Abilities instead of an enhancement bonus, as long as she meets the level requirements. A soulknife can choose any combination of weapon special abilities and/or enhancement bonus enhancement bonus before assigning any special abilities. If the soulknife shapes her mind blade into two items, the enhancement bonus of her mind blade (if any) is reduced by 1 (to a minimum of 0). If this would reduce the enhancement bonus on the mind blades to 0 and weapon special abilities are applied, the soulknife must reshape her mind blade to make the options valid. Both mind blades have the same selection of enhancement bonus that does not exceed the total allowed by the soulknife's level, but she must assign at least a +1 and weapon special abilities (if any). This penalty does not apply when using the Mind Shield blade skill.

Psychic Strike (Su)

As a move action, a soulknife of 3rd level or higher can imbue her mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage on any attack she wishes to activate it on (as long as the attack is made with her mind blade). A soulknife may hold the charge as long as she likes without discharging. It does not go off on any attack unless she chooses to use it, and the charge is not wasted if an attack misses. Mindless creatures are immune to this damage, although non-mindless creatures immune to mind-affecting effects are affected by this damage as normal. (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.) A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue her mind blade with psychic energy again by taking another move action. Additionally, she may recharge it as a swift action by expending her psionic focus.

Once a soulknife has prepared her blade for a psychic strike, it holds the extra energy until it is used (whether the attack is successful or not). Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown), it is still imbued with psychic energy when the soulknife next materializes it.

If the soulknife forms her mind blade into two weapons, she may imbue each mind blade with psychic strike as normal. If she reshapes her mind blade into a single weapon form, the additional psychic strike imbued into the additional weapon is lost. At every four levels thereafter (7th, 11th, etc), the extra damage from a soulknife's psychic strike increases by 1d8.

Toppling Strike (chosen @level 4)
If the soulknife’s mind blade has the Trip special feature, she may use it to make a single attack at her full base attack bonus as a standard action. If the attack hits, it deals damage normally and the soulknife can make a free trip attack (using her full base attack bonus) against the same foe. She does not provoke an attack of opportunity for this trip attempt. A soulknife must have the Weapon Special blade skill before selecting this blade skill.

Equipment:

Chain Shirt sized for half giant