Author Topic: Yep, It's a Soulknife remake  (Read 3450 times)

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bkdubs123

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Yep, It's a Soulknife remake
« on: December 10, 2008, 04:11:35 PM »
The Soulknife

<<Insert Picture Here>>

Designer's Opening Notes
[spoiler]People often complain about how the Soulknife is a pathetically weak class. And it is. Recently (Okay, months ago now) I happened upon the Lurk class in the Complete Psionics book. I've heard the book described as the worst thing to happen to 3.5 Psionics before, and I'll admit that there's some abysmal material in it, but the Lurk, and in fact all of the base classes within, was really cool. Especially the Lurk Augments. Lurk Augments are a bunch of nifty add-ons to melee attacks that do interesting stuff like add Sneak Attack damage, daze/stun monsters, leech power points, etc... the problem is that the Lurk isn't really at all melee focused. So then I remembered the Soulknife. Its not superbly melee focused (albeit moreso than the Lurk), but I figured with some ingenuity, these cool Lurk Augments, and some extra power bumps here and there a viable, flavorful class could be built.[/spoiler]

Hit Dice: d8

Alignment: Any

Lv  Base Attack Bonus   Fort  Ref  Will    Special                                   Power Points
1.  +1                   +2   +2   +2      Mind Blade, Edge Augments (1)                  2
2.  +2                   +3   +3   +3      Enhanced Blade, Psychic Strike +4              3
3.  +3                   +3   +3   +3      Focused Start                                  4
4.  +4                   +4   +4   +4      Enchanted Blade                                5
5.  +5                   +4   +4   +4      Psychic Strike +8                              6
6.  +6/+1                +5   +5   +5      Evasion                                        8
7.  +7/+2                +5   +5   +5      Enchanted Blade (1 hour)                       10
8.  +8/+3                +6   +6   +6      Psychic Strike +12                             12
9.  +9/+4                +6   +6   +6      Mettle                                         14
10. +10/+5               +7   +7   +7      Edge Augments (2)                              16
11. +11/+6/+1            +7   +7   +7      Psychic Strike +16                             18
12. +12/+7/+2            +8   +8   +8      Knife to the Soul                              20
13. +13/+8/+3            +8   +8   +8      Enchanted Blade (Full Round)                   25
14. +14/+9/+4            +9   +9   +9      Psychic Strike +20                             30
15. +15/+10/+5           +9   +9   +9      Improved Evasion                               35
16. +16/+11/+6/+1        +10  +10  +10     Edge Augments (3)                              40
17. +17/+12/+7/+2        +10  +10  +10     Psychic Strike +24                             45
18. +18/+13/+8/+3        +11  +11  +11     Enchanted Blade (Move)                         55
19. +19/+14/+9/+4        +11  +11  +11     Supreme Mind Blade                             65
20. +20/+15/+10/+5       +12  +12  +12     Psychic Strike +28, Edge Augments (4)          80


Skill Points per Level (4+Int modifier, x4 at first level): Autohypnosis, Balance, Concentration, Climb, Concentration, Craft, Escape Artist, Hide, Jump, Knowledge (Psionics), Listen, Move Silently, Profession, Spot, Swim, Tumble

Weapons and Armor Proficiency: A Soulknife is proficient with all simple and martial melee weapons, with light armor, and with shields (but not tower shields).

Manifesting: A Soulknife learns no psionic powers, and has no manifester level, however she does gain a pool of power points as other manifester classes would (Key ability is Intelligence). This pool of power points increases as she gains levels and is used to fuel her Edge Augments.

Mind Blade: As a free action, a Soulknife can create a weapon of solid psionic energy to assault her foes with. Despite the name, this weapon does not have to be a bladed weapon, but can take the form (and all traits thereof) of any weapon with which the Soulknife is proficient. In addition to the Soulknife's Strength modifier, while Psionically Focused, a Soulknife adds half her Intelligence modifier to attack and damage rolls made with her Mind Blade. A Mind Blade is considered a magic weapon for the purposes of overcoming damage reduction. The Mind Blade is considered a standard weapon for any attacks, feats, spells, class features, or other powers that depend upon the use of a weapon or deal specifically with weapons.

A Soulknife can create any number of Mind Blades, but never more than she can wield. Every time she creates a Mind Blade it can take the form of a different weapon which she is proficient with. If a Soulknife wields more than one Mind Blade the maximum enhancement for those Blades decreases by 1 for each Blade wielded (to a minimum of +1, see Enhanced Blade below).

The blade can be broken (it has hardness 10 and hitpoints 10); however, a Soulknife can simply create another on her next action. The moment she relinquishes hold of her Mind Blade the energy dissipates.

Even in places where psionics do not normally function, a Soulknife can attempt to sustain her Mind Blade by making a will save DC 10 + the dampening effect's caster level, or if it has no caster level DC 25. On a successful save, the Soulknife sustains her Mind Blade for a number of rounds equal to her intelligence modifier before needing to save again. On an unsuccessful save her Mind Blade disappears, however she can attempt a new save by spending a move action on later rounds while she remains within the psionics-negating effect.

Edge Augments: Beginning at 1st level, a Soulknife can augment her melee attacks by selecting an ability from her available Edge Augments. Her level determines the abilities she is entitled to. Using an Edge Augment requires no action and applies to the Soulknife's next attack though a Soulknife can only empower a single attack with a single augment until she reaches 10th level. In some cases, a Soulknife may also spend power points to increase the the strength of her Edge Augments. When spending power points in this way, a Soulknife cannot spend more total power points on a single augmented attack than her Soulknife levels. A Soulknife can use her Edge Augments a total number of times each encounter equal to 1/2 her class level + her intelligence modifier.

At 10th level, a Soulknife can empower her attacks with two Edge Augments at once. Both count against her per-encounter total. The total power points able to be spent on the augments is still limited by the Soulknife's level. At 16th level, a Soulknife can empower her attacks with up to three Edge Augments at a time, and at 20th level, a Soulknife can empower her attacks with up to four Edge Augments at once.

The Augments (Some of these are currently overpowered, I know, help with that is appreciated)
[spoiler]Augment Sneak Attack: The Soulknife's next attack deals an extra 1d6 damage from a sneak attack (see Rogue class feature). For every 2 power points spent the damage increases by 1d6. The attack must be one to which sneak attack applies. Minimum Level 1st.

Unfocusing Strike: A creature hit by the Soulknife's next attack must make a will save (DC 10 + 1/2 the Soulknife's class levels, + Soulknife's intelligence modifier) or lose its psionic focus. For every 2 power points spent the DC increases by 1. Minimum Level 1st.

Stalking Strike: The Soulknife's next attack is rolled with a +3 bonus to hit, but she suffers a -3 penalty to AC until her next turn. For every 2 power points spent the bonus to hit increases by +1 and the penalty to AC decreases by 1. Minimum Level 1st.

Meteoric Strike: The Soulknife's next attack deals deals 1d4+1 damage to all foes adjacent to the struck foe. For every 3 power points spent the attack deals 2 additional damage and an additional 1d4+1 damage to all adjacent foes. Minimum Level 3rd.

Dazing Attack: A creature hit by the Soulknife's next attack must make a fortitude saving throw (DC 10 + 1/2 the Soulknife's class levels, + Soulknife's intelligence modifier) or become dazed for 1 round. For every 3 power points spent the duration of the stun and the DC of the save increases by 1. Minimum Level 3rd.

Fluid Motion: The Soulknife's next attack is rolled at a -2 penalty, but after the roll, whether she hits or misses, she may immediately attack again at her highest attack bonus, albeit at the same -2 penalty. For every 2 power points spent a Soulknife gains an additional immediate attack; however, increase the penalty to attacks by -1. This power can be used as part of a full attack action. If it is the penalty to attack rolls applies to all attacks made that round. Minimum Level 3rd.

Revealing Strike: The Soulknife's next attack ignores all concealment of the target. The Soulknife must still attack the correct square to hit an invisible creature. If you spend 5 power points all invisible creatures within 15ft are revealed to you before you make your attack roll. Minimum Level 5th.

Mental Assault: The Soulknife's next attack deals 2 additional points of either Intelligence, Wisdom, or Charisma damage (of the player's choice). For every 2 power points spent the attack deals 1 additional ability damage of the chosen type. Minimum Level 5th.

Deceptive Strike: The target of the Soulknife's next attack becomes flatfooted before the Soulknife makes her attack roll. This ability works against a target with Uncanny Dodge but only if the Soulknife's class level is at least four higher than the target's HD. If you spend 5 power points the target becomes flatfooted until its next turn. Minimum Level 5th.

Aligned Attack: The Soulknife's next attack is considered either Good, Evil, Chaotic, or Lawful aligned (the player's choice) for the purposes of overcoming damage reduction. Minimum Level 8th.

Void Strike: The Soulknife's next attack plays on the energies of its target. If the target is a living creature the Soulknife is healed for 3d8+8 hitpoints. If the target is undead it takes an additional 3d8+8 damage and is subject to critical hits, sneak attacks, and a Soulknife's (and Soulknife's) Psychic Strike for 1d4 rounds. For each 3 power points spent the Soulknife is either healed for an additional 1d8+1, or the undead is vulnerable to critical hits, sneak attacks , and psychic strikes for an additional 2 rounds and takes 3 extra damage. Minimum Level 8th.

Ghost Strike: The Soulknife's next attack can strike incorporeal creatures as though her weapon had the ghost touch property. If you spend 5 power points the struck creature becomes corporeal for 1d4+1 rounds. Minimum Level 8th.

Power Drain: The Soulknife's next attack drains a number of power points from its target equal to half the damage dealt by the attack (rounded up). Drained power points are available for the Soulknife to use in the following round, but expire at the end of her next turn. Remember all creatures have power points dependent on their intelligence score even if they are not manifesters. Minimum Level 11th.

Rain of Pain: This augment may only be used before a full attack action. The Soulknife's next attack gains a +1 bonus to the attack roll and a +2 bonus to the damage roll. If the attack hits, any following attacks gain a bonus to their attack rolls equal to 1+ the number of successful previous attacks during the turn, and a bonus to their damage rolls equal to 2^X where X equals the number of successful previous attacks during the turn. If you spend 5 power points any creature struck by the Soulknife during this full attack action must succeed on a Fort save (DC 10 + 1/2 the Soulknife's class levels, + Soulknife's intelligence modifier + the number of attacks the Soulknife successfully made this turn) or become sickened for 1d4+1 rounds. Minimum Level 11th.

Metallic Strike: The Soulknife's next attack is considered to be made with a weapon made from either Silver, Cold Iron, or Adamantine (the player's choice) for the purposes of overcoming damage reduction. Minimum Level 11th.

Construct Bane: The Soulknife's next attack against a construct creature is rolled at a +4 bonus, deals 2d6 damage +1 per Soulknife level and bypasses all damage reduction of the construct. That construct, if struck, loses all immunities until its next turn. For every 2 power points spent the struck construct loses its immunities for an additional round. Minimum Level 14th.

Enervating Strike: A creature struck by the Soulknife's next attack takes a -4 penalty to AC, attacks, damage, saves and checks for until its next turn. For every 4 power points spent the penalty applies for an additional round. Minimum Level 14th.

Enveloping Strike: A creature struck by the Soulknife's next attack must succeed at a will saving throw (DC 10 + 1/2 the Soulknife's class levels, + Soulknife's intelligence modifier) or become immobilized (see pg. 140 of Tome of Magic), suffer the effects of Dimensional Anchor as the spell, and cannot make attacks of opportunity for 2 rounds. Upon a successful save the creature cannot make attacks of opportunity and is slowed as the spell for 2 rounds. For every 3 power points spent the effects of this augment last 1 additional round and the save DC to resist the effect increases by 1. Minimum Level 17th.

Synaptic Disconnect: A creature struck by the Soulknife's next attack cannot cast spells, manifest powers, or use psi-like or spell-like abilities for 1 round unless it succeeds on a will save (DC 10 + 1/2 the Soulknife's class levels, + Soulknife's intelligence modifier). For every 4 power points spent the number of rounds the struck creature cannot cast, manifest or use abilities and the DC of the save against this effect increases by 1. Minimum Level 17th.

Greater Power Drain: The Soulknife's next attack drains a number of power points from its target equal to the damage dealt by the attack (rounded up). Drained power points are available for the Soulknife to use in the following round, but expire at the end of her next turn. Remember all creatures have power points dependent on their intelligence score even if they are not manifesters. If you spend 7 power points add any drained power points to your daily pool of power points. These points do not expire at the end of your next turn. Minimum Level 20th.

Chromatic Strike: The Soulknife's next attack deals her choice of Acid, Cold, Electricity, Fire or Sonic damage to its target instead of normal weapon damage. This damage is still modified by any ability modifiers it would normally be and is resolved as a normal attack. The damage is subject to energy resistance and immunity and deals double damage to creatures with vulnerability. For every 3 power points spent this attack deals 1d6+1 extra damage of the chosen element. Minimum Level 20th.[/spoiler]

Enhanced Blade: At 2nd level, the Mind Blade created by a Soulknife gains a +1 enhancement bonus to attack and damage rolls. At every even level after this one this enhancement increases by 1.

Psychic Strike: As a move action a Soulknife can charge his Mind Blade with disruptive psionic energies. His next successful attack with the Mind Blade deals 4 extra damage. The attack after that deals 3 extra, the attack after that deals 2 extra, and the attack after that deals 1 extra. As a Soulknife gains levels his Psychic Strikes become more potent (8/6/4/2 at 5rd level, 12/9/6/3 at 8th level, 16/12/8/4 at 11th level, 20/15/10/5 at 14th level, 24/18/12/6 at 17th level, and 28/21/14/7 at 20th). These psionic energies deal only half damage against mindless creatures such as undead and constructs, and to objects, but deal double damage to creatures with power point reserves.

Focused Start: At 3rd level and higher a Soulknife can add her intelligence modifier to her initiative checks if she is Psionically Focused.

Enchanted Blade: Starting at 4th level, a Soulknife can forgo some of his enhancement bonus at the beginning of the day for an equivalent value in weapon enchantment properties. A Soulknife can never lower his enhancement bonus below +1 in this way, but can choose any enchantments up whose value does not exceed the enhancement bonus he decides to give up.

At 4th level a Soulknife can only Enchant his Mind Blade in this fashion at the beginning of the day, but can, as a free action lose his enchantment properties to regain the enhancement bonus to attacks and damage. At 7th level a Soulknife can Enchant his Mind Blade by spending an hour in meditation at any time throughout the day. At 13th level a Soulknife can do this with a Full Round Action through meditating even in the middle of combat. At 18th level a Soulknife can Enchant his Mind Blade with a mere move action.

Evasion: Starting at 6th level a Soulknife can evade even magical and unusual attacks with ease. If she makes a successful Reflex save against an attack that normally deals half damage on a successful save she takes no damage instead. At 15th level a Soulknife always takes half damage from such effects even on a failed save.

Mettle: Starting at 9th level, a Soulknife can resist magical and unusual attacks with great willpower and fortitude. If she makes a successful Will or Fortitude save against an effect that would normally have a lesser effect on a successful save (such as against Will Half or Fortitude Partial) she negates the effect entirely. This ability only functions while the Soulknife is conscious.

Knife to the Soul: Whenever a Soulknife makes a successful attack while her Mind Blade is charged for a Psychic Strike she may choose to forgo dealing the extra damage in order to deal 1 point of Intelligence, Wisdom, or Charisma damage for every 5 points of Psychic Strike damage forgone in this way.

Supreme Mind Blade: At 19th level a Soulknife's Mind Blade is exceptionally resilient, and she has become a true master of its use. From this level on, a Soulknife's Mind Blade never dissipates in areas where psionics normally do not function, and the Mind Blade becomes indestructible (incapable of being broken or sundered).

From this level on, a Soulknife wielding her Mind Blade can use it against a foe grappling her without penalty, and without first making a grapple check. In this situation she may take a standard action or full attack action as normal.

When the Soulknife takes a full attack action with her Mind Blade she can apply a +5 bonus to any single attack after her first strike.

Once per round, before making an attack roll with her Mind Blade, a Soulknife can instead choose to treat her d20 roll as an 11.

Finally, while wielding her Mind Blade, as long as she is Psionically Focused, the Soulknife gets a +4 morale bonus to AC, and a +1 morale bonus to all saving throws.
« Last Edit: December 10, 2008, 04:16:53 PM by bkdubs123 »

ytinasni

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Re: Yep, It's a Soulknife remake
« Reply #1 on: December 10, 2008, 10:07:34 PM »
Quote
Even in places where psionics do not normally function... DC 10 + the dampening effect's caster level
This DC feels wrong; Caster level always increases faster than saves. I'd make it DC 15+1/2 Caster Level.

Quote
A Soulknife can create any number of Mind Blades...
I can TWF with it.  :love

Quote
Fluid Motion
So, at 20th, I can standard attack for 12 attacks, each at -12. I can charge and do 12 attacks? :banghead

I'd make this cost 4PP for each additional attack, and require it to be used as a full-attack.

Quote
Void Strike: ... Soulknife's (and Soulknife's) ...
Typo?

Quote
Rain of Pain
This makes Fluid Motion even more broken. Fine by itself, i think.

Quote
Construct Bane: ... That construct, if struck, loses all immunities until its next turn
I don't like this. There is no reason this should suddenly make a construct suddenly vulnerable to poisons, or to Charm Monster. If you meant "loses immunity to critical hits", I'm fine with that.

Quote
Psychic Strike: ..... but deal double damage to creatures with power point reserves
This, and a few other things, makes this class look like the anti-Psion (and anti-Wizard, depending on how your DM implements Magic/Psionics transparency).

Quote
Enchanted Blade
Needs clarification regarding enchantments when you have multiple weapons.

Quote
Supreme Mind Blade
This makes it worth staying to 19th level. Nice capstone.


  The low AC hurts a lot.
  The presence of the Aliged Attack and Ghost Strike augments means that the Holy (and Unholy, etc) and Ghost Touch enchantments are a lot less important.
  I'm concerned that most players would run around with a +10 weapon all the time, since they have ways to deal with pretty much anything via their augments. For that reason, I'd lower BAB to 3/4HD.

  In summary, I'd play it :D. It's probably low tier 2 (!)

RobbyPants

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Re: Yep, It's a Soulknife remake
« Reply #2 on: December 10, 2008, 11:50:06 PM »
Quote
Even in places where psionics do not normally function... DC 10 + the dampening effect's caster level
This DC feels wrong; Caster level always increases faster than saves. I'd make it DC 15+1/2 Caster Level.
I'd suggest one of two approaches:

1) Instead of caster level, make that spell level + casting mod.  This puts it on par with a spell's save, which is what a Will save is geared toward.

2) Instead of a Will save, have it be opposed caster level checks, similar to a dispell check.  Use the soulknife's class level for this.
My balancing 3.5 compendium
Elemental mage test game

Quotes
[spoiler]
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
[/spoiler]

katans

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Re: Yep, It's a Soulknife remake
« Reply #3 on: December 11, 2008, 05:51:47 AM »
Uh... am I the only one to think that good BAB, all good saves, Int-based specials, and WOWZOMG class abilities are a tad broken to begin with? Heck, Soulknife 1 will be a hell of a dip for, say, an Archivist! Permanently walk around with a Greatsword you can call and dismiss at a whim and to which you get to add half your Int to attack and damage? Count me in! Gestalt? OH YES GIVE ME MORE BABY! This will make a warblade//wizard look weak in comparison.

OK, one after the other...
- Drop one save to poor. It's only fair. Given the class abilities and description, I'd say drop Fort, as in the original class.
- A mind blade ought to be a melee weapon. And from the fluff, I don't really see it as being a bludgeoning weapon, but maybe it's only me. How about "you get to choose 3 forms for your mind blade" or something?
- Enhanced/Enchanted Blade: no, no, no. Per DMG one should be able to afford a +1 weapon by 4th level or so. You're giving this class a shitload of +ZOMG stuff without even having to choose a specific weapon. The whole stuff should start at 4th level, and the weapon's "true" enhancement bonus should be +5 max. Otherwise you can overcome DR/epic at 12th level...
- Knife to the Soul needs rework. Per your rules at level 20 you could deal 12 points of ability damage with a full attack, no save allowed. BTW, what was wrong with the extra d8 from the original Psychic Strike? Leave it at that, and over the levels give the ability to prepare a psychic strike as a swift action. Much more balanced.
- I like Supreme Mind Blade. Free Weapon Supremacy is cool.

Augments: a few stuff the others haven't yet said
- Meteoric strike needs clarification on the damage type
- Fluid Motion should be turned into a kind of melee manyshot. Standard Action, 4PP => 1 extra attack, and you can make only as many attacks as your BAB allows. As written, it breaks the shit out of Combat Rythm
- Mental Assault was already broken as written for the Lurk. It should allow a save for half damage, and the damage progression should be much, much slower
- Power drain/Greater: NO, not all creatures have power points. It's as stupid as saying all creatures have spell slots
- Rain of Pain is tremendously broken. A cumulative +1 to attack and damage would be more than good enough.


bkdubs123

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Re: Yep, It's a Soulknife remake
« Reply #5 on: December 13, 2008, 07:03:45 AM »
Thank you Siggy, but @Katans, I do agree that it is a little over the top, and honestly for my standards it's a little bit shoddily scrapped together. There's some redundancies and poor wording that I really don't like in there, and I have been working on it over at WotC. I'll make the proper edits here when I feel the class is "complete."