Weapon Proficiencies: Simple Melee, Simple Ranged, Shortsword, Longsword
Why not all Martial Melee? Why any Ranged at all?
Trained Skills: Choose 4 skills at 1st level
Class skills: Acrobatics (dex), Athletics (str), Bluff (Cha), Insight (wis), Intimidate (cha), Perception (wis), Psionics (int), Stealth (dex), Thievery (dex)
I would make Psionics an Automatic Trained Skill and allow Four Other Choices of which either Acrobatics or Athletics must be one.
Mindblade: A soulknife can manifest their will in the form of a mindblade, a physical manifestation of their will. As such a mindblade has weight yet is also weightless. It feels much like a real weapon in the hands of soulknife, yet can't exist in the hands of others. What a mindblade looks like is defendant on the personality of the soulknife. A mindblade can look like a finely crafted weapon, or a glowing shaft of light, a shard or even shards of crystals, and even stranger forms such as a pillar of blood or a cluster of spectral faces. The forms of a mindblade can defy physics, and some even float in the air directed solely by the movements of a soulknife's hands.
A mindblade in game terms can be any one-handed melee weapon a soulknife is proficient in. They don't gain any benefit for using a mindblade 2-handed, but they can manifest a second mindblade if the second one is an off-hand weapon. Manifesting a soulknife is a minor action. You are still wielding your mindblade after any soulknife attack unless otherwise specified.
I like this. What if any Action does it take to Manifest the Mindblade?
What happens if it is Disarmed?
Attune Mindblade: A soulknife give make their mindblade have the qualities of any single magical weapon that is of their level +2. It requires a one hour ritual, where the soulknife meditates and attunes their mindblade to bring the desired effect to their weapon. The cost of this ritual is 1/2 the cost it would normally take to create a new item.
Attune Mindblade: Your Manifest Will forms your Mindblade and allows you to Imbue it with Psychic Energy. Once Per Level you may Induce a Trance on yourself and Reforge your Mental Energy. You may choose any Weapon with a Level up to Your Level plus your Intelligence Modifier if you are a Weaver or your Charisma Modifier if you are a Lurker. You must have Raw Crystals and Precious Gems equal to the Difference in the Cost between what your Mindblade was before and what it is now within 5'. They are Consumed during the Process and none are Gained if the Difference is Negative. This Trance lasts for One Hour during which you are Aware of your Surroundings and may end it as a Minor Action. If you end the Trance before it is Completed the Materials are not Consumed, your Mindblade is unchanged, and you may enter the Trance again this Level.
Psychic Strike: As a minor action a soulknife can charge their mindblade with psionic energy. The next enemy a soulknife hits with their mindblade takes extra damage from the psychic strike charge. The extra damage is determined by level. Once an enemy is affected by psychic strike, that mindblade loses it's charge, and the soulknife must recharge the mindblade to use psychic strike again. Some powers and abilities may affect how the psychic strike may be charged. Charging a mindblade for psychic strike can be done as part of the minor action to manifest a mindblade.
1st-10th: +1d8
11th-20th: +2d8
21st-30th: +3d8
Psychic Strike: Once Per Round as a Minor Action a Soulknife can Charge their Mindblade with Psychic Energy. The next Enemy a Soulknife Hits with their Mindblade is also Attacked by this Charge and the Charge Dissipates regardless of a Hit or Miss. Charging a Mindblade can be done as part of the Minor Action to Manifest a Mindblade.
The Charges' Attack Bonus is the same as the Soulknifes Basic Attack for the Mode it was used to make the First Attack and it is against the Targets Will Defense. The Damage Dealt is equal to the Sum of the Soulknifes' Wisdom Modifier, Intelligence Modifier, and Charisma Modifier.
Weaver Soulknife: A weaver soulknife adds 1/2 their charisma modifier to their speed (minimum 1).
Lurk Soulknife: A lurk soulknife adds their intelligence modifier to damage done by their psychic strikes.
Weaver Soulknife: A Weaver Soulknife adds 1/2 their Charisma Modifier to their Speed (Minimum 1) as a Power Bonus. Whenever a Weaver Soulknife uses an Action Point to Gain an Extra Standard Action they Gain a Power Bonus to Speed and Armor Class until the Beginning of their Next Turn.
Lurk Soulknife: A Lurk Soulknife Gains a Power Bonus to Stealth and Thievery Skill Checks while their Mindblade is Manifested, uncovered, in hand, and Charged with Psychic Strike equal to their Intelligence Modifier. Whenever a Lurk Soulknife uses an Action Point to Gain an Extra Standard Action they may also Shift a Number of Squares equal to their Speed Plus their Intelligence Modifier before using the Standard Action.