Soulknife PrC's?

My former DM customized a Prc for my Soulknife which was basing on speed and tumble, to support the primary fighter by moving to flanking positions and assist other characters, when in need. :p
I never actually played the PrC, ´cause the Campaign was cancelled, but if there is interest, I could post it here ;-)
 

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Hm, why not? We could critique it and people could steal it for their own games.
 

Steal it...from me....my preciousssssssssssss :p

Running Blade

Hit Die: d8

Requirements:
To qualify to become a Running Blade, a character must fulfill all the following criteria.
Base Attack Bonus: +3
Feats: Dodge, Mobility
Skills: Tumble 8 ranks, Balance 4 ranks, Concentration 8 ranks
Psionic: Must have a power point reserve of at least 1 power point.

Class Skills:
The Running Blades class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Knowledege (Psionics) (Int), Move Silently (Dex), Profession (Wis), Spot (Wis), Swim (Str), Tumble (Dex)

Skill Points at Each level: 4+ INT modifier

Table: Running Blade
BAB Fort Ref Will
1st +0 +0 +2 +2 Soulknife Abilities, Up The Walls
2nd +1 +0 +3 +3 Movement bonus +5ft., Unhindered Stride
3rd +2 +1 +3 +3 1/day Hustle
4th +3 +1 +4 +4 Movement bonus +10ft., Spring Attack, Moving +2
5th +3 +1 +4 +4 Unhindered Run, Along the Ceiling
6th +4 +2 +5 +5 Movement bonus +15ft. 2/day Hustle
7th +5 +2 +5 +5 Traverse the Sea
8th +6 +2 +6 +6 Movement bonus +20ft., Unhindered Charge, Moving +4
9th +6 +3 +6 +6 3/day Hustle
10th +7 +3 +7 +7 Movement bonus +25ft., Dimension Slip, Zero Gravity


Class Features
All the following are class features of the Running Blade prestige class.
Weapon and Armor Profiencies: Running Blades gain no proficiency with any weapon or armor.

Soulknife Abilities (Su): Levels in this class stack with levels in the Soulknife class to determine the power of the Mind Blade ability and the Mind Blade Enhancement ability. If no Soulknife levels are posessed treat the character as a Soulknife of equal level, than he has levels in this class for this ability.

Up The Walls: The Running Blade receives Up the Walls as a bonus feat even if he does not meet the prerequisites.

Movemnet Bonus (Ex): Beginning at second level the Running Blade receives an enhancement bonus on his base speed. The values are given in the table above. This bonus only applies as long as the Running Blade is wearing light armor or no armor and is carrying no more than a light load.

Unhindered Stride (Ex): Beginning at second level the Running Blade suffers no reduction in speed from environment barring magical means, when moving at his normal speed. This allows him to take a 5ft. step where others could not but he still can’t run or charge under this conditions. This ability functions only if the Running Blade is wearing light armor or no armor and carrying no more than a light load. This ability does not negate the necessity of skill checks to traverse the distance safely.

Hustle (Ps): 1/day as a swift action a Running Blade of 3rd level or higher can manifest the Hustle power at a manifester level equal to his class level. At 6th level he can use the ability 2/day and at 9th level 3/day.

Spring Attack: At 4th level the Running Blade receives Spring Attack as a bonus feat.

Moving (Ex): When the Running Blade moves at least 10ft. in a round he receives a +2 dodge bonus on AC, this bonus increases to +4 at 8th level.

Unhindered Run (Ex): Beginning at 5th level the Running Blade can now even use the Run action when he would normaly suffer a reduction in speed through environment barring magical means. This ability functions only if the Running Blade is wearing light armor or no armor and carrying no more than a light load. This ability does not negate the necessity of skill checks to traverse the distance safely.

Along The Ceiling (Ex): At 5th level this ability augments the Up The Walls feat, so that now even ceilings can be traversed. This ability functions only if the Running Blade is wearing light armor or no armor and carrying no more than a light load.

Traverese the Sea (Su): Beginning at 7th level the Running Blade can walk on water and similar dense liquids. He can even fight standing on a liquid but trying to run or charge will make the Running Blade fall into the liquid. To use this ability the character must be psionically focused. This ability functions only if the Running Blade is wearing light armor or no armor and carrying no more than a light load.

Unhindered Charge (Ex): Beginning at 8th level the Running Blade can now even use the Charge action when he would normaly suffer a reduction in speed through environment barring magical means. This ability functions only if the Running Blade is wearing light armor or no armor and carrying no more than a light load. This ability does not negate the necessity of skill checks to traverse the distance safely.

Dimension Slip (Su): At 10th level the Running Blade gains the ability to move from one place to another, when he uses this ability he vanishes at his current spot and appears somewhere else within range.
The maximum distance is 10ft. times his class level/day. He can split this distance in segments of at least 10ft. Using this ability is a move action. This ability counts as Psychoportation (Teleportation) effect.

Zero Gravity (Su): At 10th level the Running Blade has mastered the arts of traversing walls and ceilings, he can now end his movement on a wall or ceiling. He can stand there as if he where standing on the ground. This ability is an augmentation of the Up The Walls feat and the Along the Ceiling ability and faces the same restrictions, exceptions noted here.



Hope u like it...
 
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Ceska said:
If no Soulknife levels are posessed treat the character as a Soulknife of equal level, than he has levels in this class for this ability.
I'm not sure about that one line, but I really like it. Basically sacrifices a bit of Psychic Strike, Knife to the Soul, and Multiple Throw in exchange for a lot of mobility.

Into my vault it goes...
 


Stalker0 said:
Do people not like the 3.5 soulknife?

I thought its a great class overall.
Well, I've seen that it tends to be pretty weak. I've heard that a lot, too, from other places. It's a cool class, but needs a little help, I think.
 

Jdvn1 said:
Well, I've seen that it tends to be pretty weak. I've heard that a lot, too, from other places. It's a cool class, but needs a little help, I think.

I'd have to agree. What could be done to improve it and bring it in-line with the other core classes?
 

There are tons of threads on the WotC forums with houserules for the Soulknife. I'd probably give them more flexibility in Special Abilities and give them better PrC/feat options.

Or just revert them back into a PrC, like in 3.0. They might've been better then.
 

Feats

Sorry it took so long. Haven't had much time (damn my history professor), so here you go.

Soulknife Feats

Creative Differences [psionic]
Prerequisites: Int 13, Mind Blade, Shape Mind Blade
Benefit: choose two light or one-handed weapons that you are proficient with from the list below. Alternatively, choose one two handed or double weapon that you are proficient with. You can now shape your mind blade into these forms. They have the same hardness and hit points as your standard mind blade, and are affected by the same rules.
---
Simple Weapons: Dagger, Punching dagger, sickle, quarterstaff,
Martial Weapons: Kukri, rapier, scimitar, falchion, greatsword
Exotic Weapons: sai, two-bladed sword
---
However, as always, it is up to a DM’s discretion as to what is appropriate on this list.
Normal: You can only form your mind blade into short swords, long swords, and bastard swords.
Special: This feat can be taken multiple times. Its effects do not stack. Every time you take it after the first, it adds two additional weapons or one two handed weapon.

Schism of mind [psionic]
Prerequisites: Int 13, Dex 15, Mind Blade, Shape Mind Blade, Two Weapon Fighting
Benefit: You may dual wield any combination of mind blade weapons you are able to create, suffering from penalties normally, as though they were regular weapons of the specified type.
Normal: The only weapons that may be dual wielded are short swords.

Other Half [psionic]
Prerequisite: Int 15, Char 13, Mind Blade
Benefit: Your inner psyche suffers from a neurosis, and it is reflected on the shape and coloration of your mind blade. It has slightly different goals than the dominant personality, though it is never suicidal. You gain a +1 bonus to spot, search, and sense motive checks while your mind blade is drawn. Your inner psychic gift makes your mind blade intelligent, empathic, and telepathic towards anyone it can “see” while the blade is active.
Intelligence: as bearer
Wisdom: As bearer
Charisma: As bearer
Three times per day, the neurotic can “babble” to anyone within its sight for as long as the blade is drawn. This raises the DC of any Concentration checks by your charisma bonus.


Inner Demons [psionic]
Prerequisites: Int 15, Mind Blade, Mind blade enhancement +1 , Other half, non-neutral alignment, Other Half
Benefit: Your inner psyche suffers from a psychosis, and it is reflected on the shape and coloration of your mind blade. Your inner psychic gift makes your mind blade intelligent, empathic, and telepathic towards anyone it can “see” while the blade is active. It has its own personality and goals, which are diametrically opposite than the dominant personality, but always focuses on the survival of the whole.
Intelligence: As bearer+2 psychosis
Wisdom: As bearer
Charisma As bearer -4

In addition, once per day, the psychotic may attempt to overpower anyone within its sight except for the soulknife. The defending psyche must succeed at a will save against the psychosis or be dazed for 5 rounds. If the defending psyche loses by more than ten, the psychotic gains control of the body for this time.

Special: You may choose at any level progression to trade in Other Half for Inner Demons, though you must have other half for one level before exchanging them. When inner demons is chosen, all benefits of Other Half vanish except for babble, which is affected by the -4 change to charisma.

Mind-trap [psionic]
Prerequisite: Mind blade, Shape Mind Blade, Cha 13
Benefit: To use this feat, you must expend your psionic focus. If wielding one mind-blade, you can make a conscious effort to trap another weapon within your mind-blade. You must succeed at a Concentration check (DC 10+2/# of rounds) each round to maintain the mind-trap. Alternatively, you may trap a claw or other natural weapon.

Heart Light [psionic]
Prerequisite: Mind Blade, Int 13
Benefit: Every time you draw your mind-blade (up to a maximum of two times/five rounds)you can choose to bring with it a great flash of light. Anyone who looks directly at on the round it is drawn must succeed at a Reflex Save (DC 10+1/2 class level) or be dazed for 1 round. In addition, it sheds light as a torch in the round that it is drawn.
 
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Ceska said:
Dimension Slip (Su): At 10th level the Running Blade gains the ability to move from one place to another, when he uses this ability he vanishes at his current spot and appears somewhere else within range.
The maximum distance is 10ft. times his class level. He can split this distance in segments of at least 10ft. Using this ability is a move action. This ability counts as Psychoportation (Teleportation) effect.

\

Don't get me wrong, I think it's good, but I think this power needs a little editing. Is the maximum distance 10*class level/day? Because you should specify this.

Oh yeah, if anyone wants to edit my feats, that would be great.
 
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