Ok, I have been playing D&D for about 17 years now and have never wanted or needed to create a custom class. I am starting a game where a player wants to have the skills & some abilities of the ranger with the blade of a soul knife.
Here's what I got. Please be gentle when you rip it apart and let me know what you think so I can make it better. You can feel free to use it, add to it or modify it as you see fit for your world.
By the way, the name of the class wasn't my idea; but seemed to fit.
Soulger
Alignment Any.
Hit Die d8.
Abilities Dex, Str, Wis
Class Skills
The soulger’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Profession (Wis)
Choose 7 from the following list: Autohypnosis (Wis), Knowledge (Psionics) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Heal (Wis), Ride (Dex), Search (Int), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level
(6 + Int modifier) ×4.
Skill Points at Each Additional Level
6 + Int modifier.
Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Wild Talent, Mind Blade, 1st Favored Enemy
2nd +2 +3 +3 +0 Throw Mind Blade, Track
3rd +3 +3 +3 +1 Psychic Strike +1d8
4th +4 +4 +4 +1 +1 Mind Blade
5th +5 +4 +4 +1 Shape Mind Blade
6th +6/+1 +5 +5 +2 Free Draw, 2nd Favored Enemy
7th +7/+2 +5 +5 +2 Mind Blade Enhancement +1, Woodland Stride
8th +8/+3 +6 +6 +2 Psychic Strike +2d8
9th +9/+4 +6 +6 +3 +2 Mind Blade
10th +10/+5 +7 +7 +3 Evasion
11th +11/+6/+1 +7 +7 +3 Speed of Thought, 3rd Favored Enemy
12th +12/+7/+2 +8 +8 +4 Mind Blade Enhancement +2
13th +13/+8/+3 +8 +8 +4 Psychic Strike +3d8
14th +14/+9/+4 +9 +9 +4 +3 Mind Blade
15th +15/+10/+5 +9 +9 +5 Blade Wind
16th +16/+11/+6/+1 +10 +10 +5 Knife to Soul, 4th Favored Enemy
17th +17/+12/+7/+2 +10 +10 +5 Mind Blade Enhancement +3
18th +18/+13/+8/+3 +11 +11 +6 Psychic Strike +4d8
19th +19/+14/+9/+4 +11 +11 +6 +4 Mind Blade
20th +20/+15/+10/+5 +12 +12 +6 Multiple Throw
Class Features
All of the following are class features of the soulger.
Weapon and Armor Proficiency
A soulger are proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields).
Favored Enemy (Ex)
At 1st level, a soulger may select a type of creature from among those given on Table: Soulger Favored Enemies. The soulger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 6th level and every five levels thereafter (11th, and 16th level), the soulger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the soulger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the soulger’s bonuses do not stack; he simply uses whichever bonus is higher. SAME as in Players Handbook for the Ranger. Here's a link: http://www.d20srd.org/srd/classes/ranger.htm#tableRangerFavoredEnemies
Mind Blade (Su)
As a move action, a soulger 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 soulger materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/×2). 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. 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 soulger 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 soulger 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.
A soulger’s mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).
Even in places where psionic effects do not normally function (such as within a null psionics field), a soulger can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulger 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 soulger can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.
Wild Talent
A soulger gains Wild Talent as a bonus feat. (This class feature provides the character with the psionic power he needs to materialize his mind blade, if he has no power points otherwise.)
Track
A soulger gains Track as a bonus feat.
Throw Mind Blade (Ex)
A soulger 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 soulger 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 soulger 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 soulger can imbue his mind blade with psychic energy again by taking another move action.
Once a soulger has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the soulger 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 soulger next materializes it.
At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra damage from a soulger’s psychic strike increases as shown on the Table above.
Shape Mind Blade (Su)
At 5th level, a soulger gains the ability to change the form of his mind blade. As a fullround action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a soulger shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1½ times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.
Alternatively, a soulger can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the soulger would otherwise create with a single mind blade.
Free Draw (Su)
At 6th level, a soulger becomes able to materialize his mind blade as a free action instead of a move action. He can make only one attempt to materialize the mind blade per round, however.
Mind Blade Enhancement (Su)
At 7th level, a soulger gains the ability to enhance his mind blade. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1.
At every five levels beyond 7th (12th and 17th), the value of the enhancement a soulger can add to his weapon improves to +2, +3, and +4, respectively. A soulger can choose any combination of weapon special abilities that does not exceed the total allowed by the soulger’s level.
The weapon ability or abilities remain the same every time the soulger materializes his mind blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities.
A soulger can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the soulger. Same as the SoulKnife. Here's a link: http://www.d20srd.org/srd/psionic/classes/soulknife.htm#mindBladeEnhancement
Woodland Stride (Ex)
Starting at 7th level, a soulger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Evasion (Ex)
At 10th level, a soulger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the soulger is wearing light armor or no armor. A helpless soulger does not gain the benefit of evasion.
Speed of Thought
A soulger gains Speed of Thought as a bonus feat at 11th level.
Bladewind (Su)
At 15th level, a soulger gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent.
As a full attack, when wielding his mind blade, a soulger can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the soulger’s regular mind blade.
When using bladewind, a soulger forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell).
The mind blade immediately reverts to its previous form after the bladewind attack.
Knife to the Soul (Su)
Beginning at 16th level, when a soulger executes a psychic strike, he can choose to substitute Intelligence, Wisdom, or Charisma damage (his choice) for extra dice of damage. For each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses. A soulger can combine extra dice of damage and ability damage in any combination.
The soulger decides which ability score his psychic strike damages and the division of ability damage and extra dice of damage when he imbues his mind blade with the psychic strike energy.
Multiple Throw (Ex)
At 20th level and higher, a soulger can throw a number of mind blades per round equal to the number of melee attacks he could make.
That's it. What I tried to do was keep it balanced. Get a "not so powerful" feat from Ranger while getting a powerful one from SoulKnife.
What you loose:
Lost Ranger Specials:
1) Spells
2) Wild Empathy
3) Combat style, Improved Combat style, Combat Mastery
4) Endurance
5) Animal Companion
6) Swift Tracker
7) Camouflage
8) Hide in plain sight
9) 5th Favored Enemy
Lost SoulKnife Specials:
1) Weapon Focus and Greater Weapon Focus
2) Mind Blade enhancment + 4
3) Psychic Strike +5d8
4) +5 Mind blade
I figured BAB & Saves from the Ranger while getting the Skill points & Proficiencies from the Soul Knife.
Class Skills were determined by comparing the 2 classes. If the skill was in each class, it became a class skill. Then I took the difference in the amount of skills between the ranger and the soulknife and divided by 2. That's where I came up with the "choose 7 from the following list" aspect. This will give you less class skills as the ranger, but more than the soul knife.
Anyway, like I said; this is my first attempt so let me know what you all think and I'll change it from there.
Thanks for reading it and giving me your impression.
Here's what I got. Please be gentle when you rip it apart and let me know what you think so I can make it better. You can feel free to use it, add to it or modify it as you see fit for your world.
By the way, the name of the class wasn't my idea; but seemed to fit.
Soulger
Alignment Any.
Hit Die d8.
Abilities Dex, Str, Wis
Class Skills
The soulger’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Profession (Wis)
Choose 7 from the following list: Autohypnosis (Wis), Knowledge (Psionics) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Heal (Wis), Ride (Dex), Search (Int), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level
(6 + Int modifier) ×4.
Skill Points at Each Additional Level
6 + Int modifier.
Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Wild Talent, Mind Blade, 1st Favored Enemy
2nd +2 +3 +3 +0 Throw Mind Blade, Track
3rd +3 +3 +3 +1 Psychic Strike +1d8
4th +4 +4 +4 +1 +1 Mind Blade
5th +5 +4 +4 +1 Shape Mind Blade
6th +6/+1 +5 +5 +2 Free Draw, 2nd Favored Enemy
7th +7/+2 +5 +5 +2 Mind Blade Enhancement +1, Woodland Stride
8th +8/+3 +6 +6 +2 Psychic Strike +2d8
9th +9/+4 +6 +6 +3 +2 Mind Blade
10th +10/+5 +7 +7 +3 Evasion
11th +11/+6/+1 +7 +7 +3 Speed of Thought, 3rd Favored Enemy
12th +12/+7/+2 +8 +8 +4 Mind Blade Enhancement +2
13th +13/+8/+3 +8 +8 +4 Psychic Strike +3d8
14th +14/+9/+4 +9 +9 +4 +3 Mind Blade
15th +15/+10/+5 +9 +9 +5 Blade Wind
16th +16/+11/+6/+1 +10 +10 +5 Knife to Soul, 4th Favored Enemy
17th +17/+12/+7/+2 +10 +10 +5 Mind Blade Enhancement +3
18th +18/+13/+8/+3 +11 +11 +6 Psychic Strike +4d8
19th +19/+14/+9/+4 +11 +11 +6 +4 Mind Blade
20th +20/+15/+10/+5 +12 +12 +6 Multiple Throw
Class Features
All of the following are class features of the soulger.
Weapon and Armor Proficiency
A soulger are proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields).
Favored Enemy (Ex)
At 1st level, a soulger may select a type of creature from among those given on Table: Soulger Favored Enemies. The soulger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 6th level and every five levels thereafter (11th, and 16th level), the soulger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the soulger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the soulger’s bonuses do not stack; he simply uses whichever bonus is higher. SAME as in Players Handbook for the Ranger. Here's a link: http://www.d20srd.org/srd/classes/ranger.htm#tableRangerFavoredEnemies
Mind Blade (Su)
As a move action, a soulger 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 soulger materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/×2). 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. 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 soulger 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 soulger 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.
A soulger’s mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).
Even in places where psionic effects do not normally function (such as within a null psionics field), a soulger can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulger 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 soulger can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.
Wild Talent
A soulger gains Wild Talent as a bonus feat. (This class feature provides the character with the psionic power he needs to materialize his mind blade, if he has no power points otherwise.)
Track
A soulger gains Track as a bonus feat.
Throw Mind Blade (Ex)
A soulger 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 soulger 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 soulger 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 soulger can imbue his mind blade with psychic energy again by taking another move action.
Once a soulger has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the soulger 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 soulger next materializes it.
At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra damage from a soulger’s psychic strike increases as shown on the Table above.
Shape Mind Blade (Su)
At 5th level, a soulger gains the ability to change the form of his mind blade. As a fullround action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a soulger shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1½ times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.
Alternatively, a soulger can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the soulger would otherwise create with a single mind blade.
Free Draw (Su)
At 6th level, a soulger becomes able to materialize his mind blade as a free action instead of a move action. He can make only one attempt to materialize the mind blade per round, however.
Mind Blade Enhancement (Su)
At 7th level, a soulger gains the ability to enhance his mind blade. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1.
At every five levels beyond 7th (12th and 17th), the value of the enhancement a soulger can add to his weapon improves to +2, +3, and +4, respectively. A soulger can choose any combination of weapon special abilities that does not exceed the total allowed by the soulger’s level.
The weapon ability or abilities remain the same every time the soulger materializes his mind blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities.
A soulger can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the soulger. Same as the SoulKnife. Here's a link: http://www.d20srd.org/srd/psionic/classes/soulknife.htm#mindBladeEnhancement
Woodland Stride (Ex)
Starting at 7th level, a soulger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Evasion (Ex)
At 10th level, a soulger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the soulger is wearing light armor or no armor. A helpless soulger does not gain the benefit of evasion.
Speed of Thought
A soulger gains Speed of Thought as a bonus feat at 11th level.
Bladewind (Su)
At 15th level, a soulger gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent.
As a full attack, when wielding his mind blade, a soulger can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the soulger’s regular mind blade.
When using bladewind, a soulger forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell).
The mind blade immediately reverts to its previous form after the bladewind attack.
Knife to the Soul (Su)
Beginning at 16th level, when a soulger executes a psychic strike, he can choose to substitute Intelligence, Wisdom, or Charisma damage (his choice) for extra dice of damage. For each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses. A soulger can combine extra dice of damage and ability damage in any combination.
The soulger decides which ability score his psychic strike damages and the division of ability damage and extra dice of damage when he imbues his mind blade with the psychic strike energy.
Multiple Throw (Ex)
At 20th level and higher, a soulger can throw a number of mind blades per round equal to the number of melee attacks he could make.
That's it. What I tried to do was keep it balanced. Get a "not so powerful" feat from Ranger while getting a powerful one from SoulKnife.
What you loose:
Lost Ranger Specials:
1) Spells
2) Wild Empathy
3) Combat style, Improved Combat style, Combat Mastery
4) Endurance
5) Animal Companion
6) Swift Tracker
7) Camouflage
8) Hide in plain sight
9) 5th Favored Enemy
Lost SoulKnife Specials:
1) Weapon Focus and Greater Weapon Focus
2) Mind Blade enhancment + 4
3) Psychic Strike +5d8
4) +5 Mind blade
I figured BAB & Saves from the Ranger while getting the Skill points & Proficiencies from the Soul Knife.
Class Skills were determined by comparing the 2 classes. If the skill was in each class, it became a class skill. Then I took the difference in the amount of skills between the ranger and the soulknife and divided by 2. That's where I came up with the "choose 7 from the following list" aspect. This will give you less class skills as the ranger, but more than the soul knife.
Anyway, like I said; this is my first attempt so let me know what you all think and I'll change it from there.
Thanks for reading it and giving me your impression.