Creamsteak
Explorer
Animus Abdicerer
Medium Sized Humanoid (Human Soulknife 4
Hit Dice: 4d10+12 (37 hp)
Initiative: +2
Speed: 30 ft.
AC: 16 (+2 Dex, +3 armor, +1 shield), Touch: 14, Flat-Footed: 12
Attacks: Mind Blade +7 melee (1d6+4/19-20x2); or +3 Mindcrusher Quarterstaff +9 melee (1d6+7/x2); or Composite Shortbow +5 ranged (1d6/x3)
Racial Traits: Favored Class (Soulknife), bonus skill points, bonus feat
Class Features: +1 mind blade, psychic strike +1d8, throw mind blade
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 16, Dex 15, Con 16, Int 10, Wis 10, Cha 10 Per 8.
Skills: +5 Climb [2 ranks], +5 Concentration [2 ranks], Hide +9 [7 ranks], +10 Jump [5 ranks], +2 Listen [2 ranks], +9 Move Silently [7 ranks], +2 Spot [2 ranks], +21 Tumble [7 ranks].
Feats: Power Attack, Psionic Weapon, Two-weapon fighting, [Weapon Focus (mind blade)],[Wild Talent]
Experience: 8168
Equipment
Skin of Nimbleness (2,000 gp)
MW Leather Armor (160 gp)
Composite Shortbow (100 gp)
Masterwork Studded Leather (175 gp)
Masterwork Buckler (165 gp)
+3 Mindcrusher Quarterstaff (90,600 gp)
Gold Pieces (47 gp)
Wild Talent (2 Power Points)
0 - Missive
Weapon and Armor Proficiency: Soulknives are proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields).
Mind Blade (Su): As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind.
The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/x2). Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade's damage (see Table 7-4 and Table 7-5 in the Player's Handbook). The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.
The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.
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. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.
Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics-negating effect.
Throw Mind Blade (Ex): A soulknife of 2nd level or higher 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. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below).
Psychic Strike (Su): As a move action, a soulknife of 3rd level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (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, provided they are living, nonmindless creatures not immune to mind-affecting effects.)
A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue his mind blade with psychic energy again by taking another move action.
Once a soulknife has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife next materializes it.
Medium Sized Humanoid (Human Soulknife 4
Hit Dice: 4d10+12 (37 hp)
Initiative: +2
Speed: 30 ft.
AC: 16 (+2 Dex, +3 armor, +1 shield), Touch: 14, Flat-Footed: 12
Attacks: Mind Blade +7 melee (1d6+4/19-20x2); or +3 Mindcrusher Quarterstaff +9 melee (1d6+7/x2); or Composite Shortbow +5 ranged (1d6/x3)
Racial Traits: Favored Class (Soulknife), bonus skill points, bonus feat
Class Features: +1 mind blade, psychic strike +1d8, throw mind blade
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 16, Dex 15, Con 16, Int 10, Wis 10, Cha 10 Per 8.
Skills: +5 Climb [2 ranks], +5 Concentration [2 ranks], Hide +9 [7 ranks], +10 Jump [5 ranks], +2 Listen [2 ranks], +9 Move Silently [7 ranks], +2 Spot [2 ranks], +21 Tumble [7 ranks].
Feats: Power Attack, Psionic Weapon, Two-weapon fighting, [Weapon Focus (mind blade)],[Wild Talent]
Experience: 8168
Equipment
Skin of Nimbleness (2,000 gp)
MW Leather Armor (160 gp)
Composite Shortbow (100 gp)
Masterwork Studded Leather (175 gp)
Masterwork Buckler (165 gp)
+3 Mindcrusher Quarterstaff (90,600 gp)
Gold Pieces (47 gp)
Wild Talent (2 Power Points)
0 - Missive
Weapon and Armor Proficiency: Soulknives are proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields).
Mind Blade (Su): As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind.
The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/x2). Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade's damage (see Table 7-4 and Table 7-5 in the Player's Handbook). The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.
The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.
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. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.
Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics-negating effect.
Throw Mind Blade (Ex): A soulknife of 2nd level or higher 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. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below).
Psychic Strike (Su): As a move action, a soulknife of 3rd level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (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, provided they are living, nonmindless creatures not immune to mind-affecting effects.)
A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue his mind blade with psychic energy again by taking another move action.
Once a soulknife has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife next materializes it.
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