SOULKNIFE

Download in Word format.

Soulknife


 

Muy poco se conoce de la sociedad secreta a la que pertenecen estos guerreros.
Hit Dice: d6.
Requirements
Para calificar como Soulknife, se deben tener los siguientes prerequisitos.
Haber vencido y matado a un Soulknife. Base Attack Bonus: +3 Move Silently: 3 ranks Weapon Proficiency: Proficiencia en al menos una arma Marcial. Class Skills
The Soulknife's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Concentration (Con), Hide (Wis), Move Silently (Dex), Knowledge (Psionics) (Int), Sense Motive (Wis), Tumble (Dex), Stabilize Self (Con), Escape Artist (Dex), Jump (Str).
Skill Points at Each Level: 4 + Int modifier.

Class Features
All the following are class features of the Soulknife class.
Armor and Weapon Proficiency: Soulknifes gain no proficiency in any armor or weapons.
Power Points: When they gain a level, Soulknifes gain power points per day as though they gained a level of psychic warrior. These power points are added to the character’s previous total. Soulknifes gain bonus power points based on the key ability score for their primary ability. If the character previously could not gain bonus power points for high ability scores (as is the case for psychic warriors), he now chooses a primary disciplines and can gain bonus power points based on the related ability score.
Powers Discovered: Soulknifes discover powers per level as though they gained a level of psychic warrior. Their effective manifester level is increased by one for each level of the prestige class.
Psionic Combat: Psionic attack and defense modes are discovered as though the character were a psychic warrior. (Characters do not forget previously discovered attack and defense modes.)
0-Level Powers: Soulknife levels count toward the level for purposes determining the number of free manifestations per day or your 0-level powers.
Mind Blade: As a move equivalent action, the Soulknife creates a semisolid weapon composed of psychic energy (distilled from his own mind). As long as he holds the blade it is identical in all ways to the original weapon of choice. The weapon can be broken; however, the mindblade can simply create another on his next move-equivalent action. The moment he reliquishes his grip on the blade, it dissipates. The soulknife may take the Weapon Focus, Weapon Specialization, (if of the appropiate class), or Weapon Finesse in conjunction with the Mind Blade. The Mind Blade can be used as long as the Soulknife’s power point reserve is 1 or more.
When the Soulknife reaches 2nd level, his mind blade gains a +1 enhancement bonus on attack rolls and damage; at 4th level +2; at 6th level +3; at 8th level +4; and at 10th level +5. The enhancement bonus applies to each mind blade created, incluiding those that are thrown, upgraded and imbedded (see below).
Even where psionics does not normally function (such as within a Null Psionics Field), the Soulknife can try to sustain the mind blade by making a Fortitude save against the DC set by the creator of the effect. Even on a successful save, the Soulknife must roll again next round to keep the mind blade in existence. Creating a mind blade is a supernatural ability.
Sneak Attack: A Soulknife can make sneak attacks exactly as a rogue, but only with his mind blade, Any time the Soulknife’s target would be denied a Dexterity bonus to AC, the mind blade attack deals +1d6 points of damage. This extra damage increases by +1d6 every other level (+2d6 at 3rd level, +3d6 at 5th level, and so on). See the rogue’s description in Chapter 3 of the player’s handbook for more information on sneak attacks. The Soulknife benefits from the extraordinaty ability as long as his power point reserve is 1 or more.
Imbed Power: At 3rd level, the Soulknife can imbed any one psionic power (but no psionic attack modes) of 3rd level or lower that he knows in his mind blade. This spell-like ability requires a move equivalent action, and the Soulknife must pay the cost of the power to imbed it. The imbedded power automatically affects the next target that the Soulknife successfully attacks with the mind blade, with no saving throw allowed. Even if the power normally affects an area or is a ray, it affects only the target. The power is discharged and “flushes” the mind blade, wich can then hold another power. A mind blade can never have more than one power imbedded at a time.
Evasion: At 2nd level, the Soulknife gains the Evasion ability, that works exactly as that of the Rogue and Monk. A Soulknife can avoid even psionic and unusal attacks with great agility. If a Soulknife makes a successful Reflex saving throw against an attack that mormally deals half damage on a successful save (such as a red dragon’s fiery breath), the Soulknife instead takes no damage. Evasion can only be used if the Soulknife is wearing light armor or no armor. It is an extraordinary ability.
Throw Mind Blade: At 3rd level, the Soulknife can throw his mind blade as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown mind blade then dissipates. The Soulknife can make a sneak attack with a thrown mind blade (within 30 feet), and can use the blade in conjunction with other special abilities (such as imbedding a power in it). The Soulknife can use this supernatural ability as long as his power point reserve is 1 or more.
Imbed Psionic Attack: At 4th level, the soulknife can imbed any one psionic attack mode that he knows in his mind blade. This spell-like ability requires a move-equivalent action, and the Soulknife must pay the cost of the attack mode to imbed it. The imbedded attack automatically affects the next target that the soulknife successfully attacks with the mind blade. The target cannot raise a psionic defense mode and must make its Will save as if flat-footed (treat non-psionic defenders as having raised Thought Shield instead of their standard non-psionic buffer). An imbedded Mind Blast affects only the target. The attack is discharged and “flushes” the mind blade, wich can then hold another attack mode. A mind blade can never have more than one power attack mode or power imbedded at a time.
Deep Impact: At 4th level, the Soulknife gains Deep Impact as a bonus feat even if it doesn’t have the prerequisite. Benefit: If you pay 5 power points per strike, you can resolve your melee attack with a weapon as a touch attack for purposes of assessing your foe’s AC. You must decide wether or not to pay the cost prior to making the melee attack. Your weapon remains “charged” for a maximum number of rounds equal to your Strength modifier +1, or until you make your next attack, wichever occurs first. If your attack misses the power point expenditure is wasted.
Severe Life: When a Soulknife reaches 6th level, he can use imbedded psionic attacks to strike at the target’s life force. On a successful attack with a mind blade so imbedded overrides the specific ability damage and instead deals temporary Constitution damage. The Soulknife can use this supernatural ability as long as his power point reserve is 11 or more.
Free Draw: At 6th level, a soulknife can materialize his mind blade as a free action instead of a move equivalent action. He can use this extraordinary ability as long as his power point reserve is 11 or more.
Upgrade: On reaching 8th level, the Soulknife avhieves greater control over his mind’s power. His mind blade’s critical hit chance increases as the Keen enchantment. The Soulknife can use the upgraded mind blade as long as his power point reserve is 7 or more.
Knife to the Soul: At 10th level, the Soulknife becomes an expert at attacking an opponent’s life energy. The Knife to the Soul ability resembles the Sever Life ability (see above), except half of the Constitution ability damage he deals is permanent. The Soulknife can use this supernatural ability at will as long as his power point reserve is 17 or more.

The Soulknife

Level
Base Attack Bonus
Fort
Reflex
Will
Power Points Per Day
Special
Powers Discovered
1
+0
+0
+2
+0
*See text
Mind Blade,
Sneak Attack +1d6
+1 manifester level
2
+1
+0
+3
+0
Imbed Power, Evasion
+1 manifester level
3
+2
+1
+3
+1
Sneak Attack +2d6,
Throw Mind Blade
+1 manifester level
4
+3
+1
+4
+1
Imbed Psionic Attack,
Deep Impact
+1 manifester level
5
+3
+1
+4
+1
Sneak Attack +3d6
+1 manifester level
6
+4
+2
+5
+2
Sever Life, Free draw
+1 manifester level
7
+5
+2
+5
+2
Sneak Attack +4d6
+1 manifester level
8
+6
+2
+6
+2
Upgrade
+1 manifester level
9
+6
+3
+6
+3
Sneak Attack +5d6
+1 manifester level
10
+7
+3
+7
+3
Knife to the Soul
+1 manifester level