Shirt Guy John
First Post
While these are probably overpowered as written, I'd like to throw out a bunch of feats that I thought would add to my enjoyment of the Soulknife prestige class (please, don't flame the class itself, I'm already a devout adherant to the "Soulknife is one of the coolest visual yeah!" school of thought).
These are just some feats that I thought would a.) makes sense, and b.) add to the flavor of each individual Soulknife.
These are just some feats that I thought would a.) makes sense, and b.) add to the flavor of each individual Soulknife.
Psionic Initiative [Psionic]
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You can utilize the power of your mind to increase your ability to react to threats.
Requirements(Reqs): Improved Initiative, Lightning Reflexes
Benefits(Bens): You may increase your initiative check bonus by expending power points. You gain a +1 Insight bonus on the intiative check for each power point that you expend in this way (to a maximum of 1/2 your character level) and then roll for initiative. You may not modify your intiative modifier after you have rolled initiative.
[Notes: While this feat is not a Soulknife-specific feat, it is something that I can definately picture for the psionic classes as a whole. I think the feat is balanced. I just threw on the cap ('cause without it it was probably way too far out) when I was transcribing it to the boards from my notebook, so it should all work out.]
Kinetic Strike [Psionic]
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You can channel added kinetic force into melee attacks.
Reqs: Str 13+, Con 13+, Power Attack, Psionic Weapon
Bens: When you make an attack with a melee weapon (Before you make the attack roll), you may pay 5 power points to add a kinetic effect to the blow. If the attack is successful you deal standard damage plus the target is subject to a free Bull Rush attempt. For this attempt, you use the size catagory of your weapon as your own size, and you cannot choose to move with the target.
[Notes: Another non-soulknife feat, but one that was originally going to be used as the basis for another class. The Con requirement is there because kinetic abilities are tied to Con as their key modifier, and I thought that that association should be preserved. The cost is just a guess, though it's the same as Deep Impact, which I kind of thought of as a comparable feat.]
Forceful Psyche [Psionic]
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You can instill your mind-blade with a more forceful impact.
Reqs: Mind-blade, Mind-blade Enhancement Bonus +2
Bens: Your Mind-blade gains the Impact psionic ability (see Psionics Handbook). You must choose to apply this ability when you generate each Mind-blade. The requisite reserve power points needed to keep the Mind-blade active is increased by +2 while using this feat.
[Notes: I guess my biggest problem is that this feat is better than Weapon Specialization and will apply in more cases. I was thinking of upping the reserve power point increase, but it just seemed like I was giving too big of a penalty... then there's the fact that it would stack with Specialization... quite a big problem really, and is also aplicable to the rest of these feats, to a lesser extent.]
Burning Soul [Psionic]
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You can instill your Mind-blade with the power of flame.
Icy Demeanor [Psionic]
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You can instill your Mind-blade with the power of cold.
Lightning Mind [Psionic]
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You can instill your Mind-blade with the power of electricity.
Reqs(For Each): Mind-blade, Mind-blade Enhancement Bonus +2
Bens(For Each): Your Mind-blade gains the Flaming, Frost, or Shock ability (based on which feat you have chosen) (see DM's Guide). You must choose to apply this ability when you generate each Mind-blade. The requisite reserve power points needed to keep the Mind-blade active is increased by +2 while using this feat.
Explosive Personality [Psionic]
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You can improve the enhancement of your Mind-blade so that it can inflict great damage on a critical hit.
Reqs: Mind-blade, Mind-blade Enhancement Bonus +4, Any one of "Burning Soul", "Icy Demeanor", or "Lightning Mind" (see above).
Bens: You may choose to add the "bursting" version of any of the element-based abilities that you can normally add to your Mind-blade instead of the standard form (ie. Flaming becomes Flaming Burst, Icy becomes Icy Burst, etc.). You must choose to apply this ability when you generate each Mind-blade. The requisite reserve power points needed to keep the Mind-blade active is increased by +4 while using this feat. You cannot have the bursting and non-bursting versions of an ability on the same Mind-blade.
[Notes: Okay, these are the primary feats that I wanted to check out. Still seems like the cost is a bit low for the gain, but again, I don't really want to weaken the feats any more. Oh well, I've got a summary rule down below that might take care of the problem.]
Ghostly Thoughts [Psionic]
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You can manifest your Mind-blades with the ability to affect incorporeal creatures as well as corporeal ones.
Reqs: Mind-blade, Mind-blade Enhancement Bonus +2
Bens: Your Mind-blade gains the Ghost Touch ability (see DM's Guide). You must choose to apply this ability when you generate each Mind-blade. The requisite reserve power points needed to keep the Mind-blade active is increased by +2 while using this feat.
[Notes: Yeah, well, I actually think this one is fine as is, though I've never been know for being right.]
Stacking Mind-Blade Feats (Rule)
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Obviously, these feats could cause some significant power problems with the Mind-Blade and his inherent ability to utilize them repeatedly on expendible throwing weapons, or just by stacking them to his heart's content. However, because it is extremely difficult to maintain a Mind-blade with too many enhancements (And to preserve game balance), the Soulknife can only apply a number of these abilities that would bring the total effective Market Price Modifier of the Mind-blade equal to or below his Soulknife class levels (ie. Zal'ganth a 6th level Soulknife can apply up to 3 modifiers worth of abilities to his Mind-blade, bringing it to a maximum total of +6 market modifier). If the Soulknife would like to add more abilities than the limit would allow, he may choose to reduce the Enhancement Bonus of the Mind-blade to make more room for special abilities. The reserve power point increases stack for each ability placed on a Mind-blade. If the Soulknife's power point reserve drops below the total, the ability requiring the highest increase ends first, followed by the next highest, and so on. In the case of multiple abilities that increase the power point requirement by the same amount, the DM determines which abilities end. Even if the Soulknife's reserve power points somehow increase back beyond the requirement, the abilities do not return. He must manifest an entirely new Mind-blade and re-choose the enhancements.
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