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Soul Knife - What is the point?

It's noted that optimization can change what tier a class is, but, well, to use the paladin as an example, you have to have good knowledge of the system and several specific sourcebooks in order to do it.

Most of the time when you make a paladin, it's going to be a tier 5 class.

Seeing this made me a very sad panda. Also, seeing the ACF for a Psychic Warrior with a Mindblade, might it be possible to have a Paladin with a Mindblade? It seems cool for flavor, but I am otherwise not really interested.

As for the optimization of a Paladin, which sourcebooks do you guys reccomend? I have a rather free-minded DM, so I am sure she will let me optimize it a bit so I can keep up with the Wizard of the group at the very least. Though I would prefer having my Paladin of Bahamut at least slightly inclined to her intended role (My choices for a PrC would be Vassal of Bahamut, Dragonslayer or Platinum Knight)

PS. Apologies for derailing from the actual topic there, but it seems that most of the pros and cons of the Soulknife have already been brought up by others.
 
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Seeing this made me a very sad panda.
Just one of the many services that I offer free of charge.

Also, seeing the ACF for a Psychic Warrior with a Mindblade, might it be possible to have a Paladin with a Mindblade? It seems cool for flavor, but I am otherwise not really interested.
I'm sure it'd be balanced if you traded in the mount for a Mindblade.
 

Then why isn't the ranger tier 5? The typical player rolling up a ranger's gonna think it's badass to run around dual wielding, afterall.
Tier 4: Capable of doing one thing quite well, but often useless when encounters require other areas of expertise, or capable of doing many things to a reasonable degree of competance without truly shining. Rarely has any abilities that can outright handle an encounter unless that encounter plays directly to the class's main strength. DMs may sometimes need to work to make sure Tier 4s can contribue to an encounter, as their abilities may sometimes leave them useless. Won't outshine anyone except Tier 6s except in specific circumstances that play to their strengths. Cannot compete effectively with Tier 1s that are played well.

The ranger might be the most average class in D&D. It doesn't suck but it doesn't really do anything too well. I'd generally avoid the two weapon fighting combat style and stick to the archery combat style to be an effective ranger.

Cons: Rangers are limited to light armor and only have a d8 hit dice, a problem to those who went the two weapon fighting route. Rangers by themselves don't have a high damage output, especially when fighting against non-favored enemies. Rangers suffer from MAD: needing a decent dex, con, wis, int, and str to be effective. The ranger's animal companion is way too weak to even consider using in combat. Rangers are half-casters so their spells won't be too reliable in combat without a few tricks.

Pros: Rangers get 5 bonus feats total and they don't have to meet any prequisites for their combat feats. 6 skill points/level and a pretty good set of class skills are a very nice thing. Rangers have enough class variants across many splatbooks to keep things interesting. Rangers multiclass well with scouts, paladins, and monks thanks to the class-combo feats. Rangers do have a solid spell list, especially if you have access to certain splatbooks.
-Ninjarabbit

Basically, more skills, more skill points, actual class features, and broad enough support.
 


Well, assuming you were careful with the CR of the challenges you threw at them, didn't expect them to fly, teleport, or travel the planes, and not do much else other than combat...
 

If it helps, I think the only class that's had more homebrew variants is the monk. Overall people agree that the soulblade "feels" like a cool idea, but the mechanics are abysmal.
 



I try to avoid plugging my own company's products, but if all you're looking for is the ability to have a mind blade in another class, we released Mind Unveiled: Mind Blade Feats a while back that does exactly that. It's for 3.5.
 

Cool for roleplay. I played one with a single rules change in the soulknife favour - that I could add any enhancement from the 3.5 DMG applicable to blades via the 'enhance soulknife' power. Crucially, this allowed ~bane enhancements, which made up for sucky BAB and damage if you had the chance to prepare for a fight.

Cheers
 

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