Author Topic: Soulknife fix [3.5]  (Read 3714 times)

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Prime32

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Soulknife fix [3.5]
« on: August 13, 2010, 05:42:37 PM »
Uh-huh, I'm at it again. Tried to make it useful either as a dip or a single-classed character.

Hit Die: d8
BAB: Average
Saves: Good Ref and Will

Class skills: Autohypnosis (Wis), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), and Tumble (Dex).
Skill points per level: 4 + Int

Quote
Lv     Class FeaturesPsychic strike
1Mind blade, Psionic subtype-
2Psychic strike+1d6
3Uncanny cut (ghost strike)+1d6
4Bonus feat+2d6
5Special ability+2d6
6Evasion+3d6
7Uncanny cut (special material)+3d6
8Bonus feat+4d6
9Special ability+4d6
10Uncanny dodge+5d6
11Uncanny cut (aligned)+5d6
12Bonus feat+6d6
13Special ability+6d6
14Improved evasion+7d6
15Uncanny cut (dispel)+7d6
16Bonus feat+8d6
17Special ability+8d6
18Improved uncanny dodge+9d6
19Uncanny cut (sharpness)+9d6
20Bonus feat+10d6

Weapon and Armor Proficiency: Soulknives are proficient with all simple and martial weapons, and with light and medium armour (but not shields).

Mind Blade (Su): A soulknife has the power to summon a weapon to his hand. This is treated as drawing a weapon, and requires the same action. Dismissing the mind blade is a free action. The mind blade automatically vanishes one round after leaving his hand, and he cannot have more than one copy of it in existence at a time. The type of weapon is chosen when this ability is gained, and may be changed whenever he gains a level. This weapon gains an enhancement bonus of +1, +1 per four character levels. A soulknife is treated as having the Weapon Focus feat for his mind blade, and may choose "mind blade" for weapon-specific feats (such as Weapon Specialisation). If he has a mind blade shaped like a shortsword, then the benefit of Weapon Focus (shortsword) does not stack with Weapon Focus (mind blade), etc.

The soulknife may add properties to his mind blade as if he had the Craft Magic Arms and Armor feat. When calculating the cost of adding additional enchantments, ignore every point of enhancement bonus granted by this class feature after the first. In other words, granting the flaming property to a mind blade with a +3 enhancement bonus would cost as much as converting a +1 weapon into a +1 flaming weapon.

Psychic Strike (Su): The soulknife's mind blade deals additional damage while he is psionically focused, as shown on the table above. He may expend his psionic focus when making an attack in order to Maximise this damage, as well as the base damage dealt by his mind blade.

Uncanny Cut: The soulknife's mind blade grows more powerful as he gains levels.
  • At 3rd level his mind blade gains the ghost touch property.
  • At 7th level his mind blade ignores the effects of hardness and damage reduction based on special materials.
  • At 11th level his mind blade ignores the effects of damage reduction based on alignment.
  • At 15th level he may choose to affect anything struck by his mind blade with a greater dispel magic effect (caster level equals his character level). This effect is resolved before damage is calculated.
  • At 19th level any creature struck by his mind blade must make a Fortitude save (DC = 10 + half the soulknife's character level + his Wis modifier) or take 1 point of Con damage and lose a random limb. For an opponent of humanoid anatomy roll 1d6 (1=left leg, 2=right leg, 3=left arm, 4=right arm, 5=head, 6=reroll). Adapt for targets of other body shapes as necessary. Most creatures die on the loss of their heads. Losing a leg reduces the target's land speed (to half speed for a biped, three-quarters speed for a quadruped, etc.). Losing a wing has similar effects on fly speed, and a creature without at least one wing on each side cannot use them to fly.

Bonus feat: At every 4th level, a soulknife receives a bonus [Psionic] or [Fighter] feat. He qualifies for fighter bonus feats as if he had a fighter level equal to his soulknife level.

Special ability: At 5th level and every 4th level thereafter, a soulknife may apply one of the following benefits to his mind blade. He may choose the same ability more than once.
  • Blade storm: Whenever you throw your mind blade you may split it to strike a second target. Each mind blade deals full damage, but they must be aimed at different targets and cannot deliver precision-based effects such as sneak attack. This is an exception to the rule that you cannot have more than one copy of your mind blade in existence at a time.
  • Energy blade: Choose one element (fire, cold, acid or electricity). Your mind blade deals +1d6 points of that type of damage. Whenever you attack with your mind blade you may choose for all damage dealt by the attack to be converted to the chosen type of damage.
  • Extra mind blade: You gain an additional mind blade. This need not be the same type of weapon as your existing mind blade, and must be drawn separately (you may have one or both in existence at any time). All your mind blades gain an enhancement bonus based on your level, but enchantments you have added to one blade by yourself are not shared between them.
  • Knife to the soul: Choose Intelligence, Wisdom or Charisma. Whenever you strike with your mind blade, you may inflict 1 point of ability damage of the chosen type.
  • Psychic sneak attack: While psionically focused you gain +2d6 sneak attack. This benefit applies only to attacks made with your mind blade.
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Senevri

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Re: Soulknife fix [3.5]
« Reply #1 on: August 19, 2010, 11:23:10 PM »
Well... it's better. Psychic Strike looked like a lot 'til I realized it was equal to Sneak Attack. You could make it a bit more situational - say, making it only work on stuff with int score.

I found the Hidden Talent Soulknife to be a nice entry to War Mind and then to Elocater, for an example.A final build of Hidden Talent Soulknife 7/War Mind 3/Elocater 10 should be decent.

Still, the original Soulknife didn't do anything actually psionic, and you're fitting that pattern. Speaking of which, I like the special ability pattern, but then, I like talent trees, so...

Bozwevial

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Re: Soulknife fix [3.5]
« Reply #2 on: August 20, 2010, 01:10:34 AM »
Well... it's better. Psychic Strike looked like a lot 'til I realized it was equal to Sneak Attack. You could make it a bit more situational - say, making it only work on stuff with int score.
Which gimps the soulknife when he fights...oh, pretty much anything the rogue has trouble with. (Mindless undead, constructs, plants, etcetera.)

Senevri

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Re: Soulknife fix [3.5]
« Reply #3 on: August 20, 2010, 01:44:15 AM »
Just like the Rogue. Which also gets 10d6 extra damage on attacks. That being said, it's hard to go back to 3.5 rogue after trying the PF one with rogue talents... It's fine as-is, but I feel it's missing some sort of situational dependency.... Just that the character is psionically focused.

... Y'know, the original soulknife was quite vulnerable to being drained of power points and thus becoming unable to become psionically focused.

Anyway, you could add few more options for the character to lose psionic focus. I think that'd do the trick. 

The Psionic Sneak Attack may be a bit much - you do realize that right now it gets 20d6 damage on every strike? Double that of a pure rogue?
Also, this Soulknife doesn't _have_ 'throw mind blade' ability. You'd basically need to pick up 'throw anything' feat for it, or somesuch. Or maybe the idea is to summon soul daggers with range increment?

Bozwevial

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Re: Soulknife fix [3.5]
« Reply #4 on: August 20, 2010, 03:45:50 AM »
The Psionic Sneak Attack may be a bit much - you do realize that right now it gets 20d6 damage on every strike? Double that of a pure rogue?
Also, this Soulknife doesn't _have_ 'throw mind blade' ability. You'd basically need to pick up 'throw anything' feat for it, or somesuch. Or maybe the idea is to summon soul daggers with range increment?
Where are you getting 20d6? I see four special ability slots, that's a maximum of 18d6.

As for the dependency, the rogue gets the ability to bypass a fair few precision immunities as time goes by (Gravestrike wands/ACFs, etcetera). Plus, if the soulknife feels like spiking the damage, he has to refocus. I'd say it's a fair trade-off.

Senevri

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Re: Soulknife fix [3.5]
« Reply #5 on: August 20, 2010, 04:08:06 AM »
I can't read anymore. Oh well.

it is incompatible with pre-existing material as psychic strike isn't discharged anymore. Mind Cleave and Mind Empowerment no longer make any sense.

Bozwevial

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Re: Soulknife fix [3.5]
« Reply #6 on: August 20, 2010, 02:23:07 PM »
it is incompatible with pre-existing material as psychic strike isn't discharged anymore. Mind Cleave and Mind Empowerment no longer make any sense.
I'd say that's a fair trade-off for moving as fast as we can away from CPsi.