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Soulknife (Psionic striker) Complete with Paragon Paths & Feats

docdonuts

First Post
For psychic strike, since there aren't any real limitations to using it (ie. a ranger's quarry needs to be the closest target) then perhaps you should change the damage to 1d6 / 2d6/ 3d6 to put it on par with the other striker classes. Then have a feat a called greater psychic strike to up the damage to d8's.

Also if you want to differentiate the soulknife paths from the Rogue, instead of giving the speed of thought as a general class feature, put that into the weaver path such that

Speed of Thought: you gain + 1/2 Charisma modifier bonus to your speed.

Even with a maxed out a Charisma at 30th level (28 with Demigod), that's still a max +4 bonus (which is what you have already).
 

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For psychic strike, since there aren't any real limitations to using it (ie. a ranger's quarry needs to be the closest target) then perhaps you should change the damage to 1d6 / 2d6/ 3d6 to put it on par with the other striker classes. Then have a feat a called greater psychic strike to up the damage to d8's.
I consider having to charge it again and again after use to be it's limitation.

Also if you want to differentiate the soulknife paths from the Rogue, instead of giving the speed of thought as a general class feature, put that into the weaver path such that

Speed of Thought: you gain + 1/2 Charisma modifier bonus to your speed.

Even with a maxed out a Charisma at 30th level (28 with Demigod), that's still a max +4 bonus (which is what you have already).
It sounds like a good idea, 1/2 ability mods do seem a little odd to me with rounding down, but I can at least say there's a minimum of +1, and just use Speed of Thought as a feat that adds +1 to speed for the weaver soulknife.
 

Destil

Explorer
Here's what I was thinking about doing with the soulknife, in respect to the Warforged sidebar in dragon that basically says 'Don't make magic items worthless, people like magic items'.

Soulbound: A soulknife has the ability to take a real weapon and make it one with their mind, body and soul. The soulknife can use this ability during a short rest: he chooses one weapon and it vanishes from existence. He can then draw an 'astral echo' of the weapon at any time, creating a weapon with the same magical properties, but physically a manifestation of the soulknife's own soul. A mindblade. A soulknife can only ever have a single soulbound weapon at any given time.

Then their powers would be things that allow them to draw upon this weapon in a variety of ways. Change the shape and properties, allow them to fuse two weapons into a single soul blade in a paragon path, et cetera.
 

erik_the_guy

First Post
+ 1/2 cha mod to speed seems a little powerful. Even at first level, thats a +2 bonus to speed. For a character in light armor, a +1 bonus to speed takes up the foot slot and costs 4000 gp. I think a flat +1 class bonus to speed is good enough for the weaver option.

I like the idea of enchanting your own personal blade at 1/2 cost. Since you have a personalized weapon you won't likely be finding a lot of magical items you want anyways. The 'your level +3' rule is fine, because the character won't be able to use weapons he finds, and therefore won't be able to get weapons 4 levels higher than himself like the other party memebers. In fact, you might want to make there be a way for him to salvage weapons he finds, like being able to move the enchantment from a weapon he finds onto his spellblade for 1/4 the item cost as long as the weapon is his level +3 or lower. (Basically, you can salvage weapons for a bit more than the disenchant item ritual allows, and slightly higher level items, but only for use on your spellblade).

EDIT: I think the d8s for your psychic charge bonus damage are balanced, because they require a minor action to charge each time. You might consider creating a feat that does one of the following:

Quick charge: you may charge your mindblade with the same action you use to make an attack with it.

Enduring charge: when you charge your mindblade, it can deal bonus damage on the next two attacks you make rather than just one.
 
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+ 1/2 cha mod to speed seems a little powerful. Even at first level, thats a +2 bonus to speed. For a character in light armor, a +1 bonus to speed takes up the foot slot and costs 4000 gp. I think a flat +1 class bonus to speed is good enough for the weaver option.
I don't think it would be +2 at first level in many cases, simply because dexterity is also very important for a soulknife. And generally charisma the stat for damage while dexterity is the stat to hit for many soulknife powers.

Quick charge: you may charge your mindblade with the same action you use to make an attack with it.

Enduring charge: when you charge your mindblade, it can deal bonus damage on the next two attacks you make rather than just one.
I'm more likely to go with encounter and daily powers that charge a mindblade, and feats that instantly charge on a critical or when an enemy is bloodied or killed.
 

Slaved

First Post
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.
 

Level 1 Encounter Disciplines

Hobbling Shock (Soulknife Attack 1)
Your mindblade electrifies your enemy's nerves hobbling their movements
Encounter * Psionic, Mindblade, Lightning
Standard Action

Melee
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + charisma modifier lightning damage, and target is slowed until the end of your next turn.

Shifting Strike (Soulknife Attack 1)
With your mindblade you move with alacrity striking your enemy
Encounter * Psionic, Mindblade
Standard Action

Melee
Target: One creature
Special: You can shift 2 squares before or after the attack.
Attack: Dexterity vs. AC
Hit: 2[W] + dexterity modifier
-Weaver: You can shift 1 + charisma modifier before or after the attack.

Unfocusing Strike (Soulknife Attack 1)
Your mindblade assaults your enemy's senses leaving leaving them dazed
Encounter * Psionic, Mindblade, Psychic
Standard Action

Melee
Target: One creature
Attack: Dexterity vs. Will
Hit: 1[W] + intelligence modifier psychic damage, and target is dazed till the end of your next turn.

Unseen Presence (Soulknife Attack 1)
You disappear from your target's mind, unseen by them
Encounter * Psionic, Implement, Charm
Standard Action

Ranged 10
Target: One creature
Attack: Intelligence vs. AC
Hit: You're invisible to the target, until the end of your next turn.
Sustain Standard: You remain invisible to the target for another turn, until you attack.

Level 1 Daily Disciplines

Assault the Senses (Soulknife Attack 1)
Your mindblade overwhelms your targets senses
Daily * Psionic, Mindblade, Psychic
Standard Action

Melee
Target: One creature
Attack: Dexterity vs. Will
Hit: 2[W] + Charisma modifier psychic damage, and target is blinded and immobilized until the end of your next turn.
Miss: Half damage, and target is blinded until end of your next turn.

Mindblade Cyclone (Soulknife Attack 1)
Your mindblade multiplies into many copies striking enemies all around you in a blur of motion
Daily * Psionic, Mindblade
Standard Action

Close Burst 1
Target: Each enemy in burst
Attack: Dexterity vs. Will
Hit: 2[W] + Charisma modifier damage.
Effect: You gain concealment until the end of your next turn.

Stinging Mindblade (Soulknife Attack 1)
Your mindblade is poisonous, leaving a significant sting which hinders your enemy
Daily * Psionic, Mindblade, Poison
Standard Action

Melee
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Intelligence modifier poison damage, and target takes -2 to attacks and 5 ongoing poison damage (save ends both).
Miss: Half damage, no ongoing damage, and target takes -2 until end of your next turn.

Unavoidable Strike (Soulknife Attack 1)
Your mindblade leaves its mark on your enemy even with a miss.
Daily * Psionic, Mindblade
Standard Action

Melee
Target: One creature
Special: You may shift up to 1 square before the attack.
Attack: Dexterity vs. AC
Hit: 3[W] + dexterity modifier damage.
Miss: Shift 1 square and make another attack roll.
-Secondary Attack: Dexterity vs. Reflex
-Hit: 2[W] + intelligence modifier damage.
-Miss: Half damage.
 
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Level 2 Utility Disciplines

Burst of Speed (Soulknife Utility 2)
For a few seconds you move with a burst of sudden blinding speed
Encounter * Psionic
Minor Action

Personal
Effect: You gain +2 to speed until the end of your next turn.

Chameleon Shroud (Soulknife Utility 2)
Your skin and clothing change colors to blend in with your surroundings
Encounter * Psionic
Standard Action

Personal
Effect: You gain a +5 power bonus to Stealth Checks until the end of your next turn.
Sustain Minor: You maintain the shroud for another round.

Empty Mind (Soulknife Utility 2)
Your thoughts are cleared from your mind against an assault on your will.
Encounter * Psionic
Immediate Interrupt

Personal
Trigger: You are targeted by an attack against your will defense.
Effect: You gain +2 to your will defense until the end of your next turn.

Mental Leap (Soulknife Utility 2)
You jump as if propelled by an unseen force.
At Will * Psionic
Move Action

Personal
Prerequisite: You must be trained in Athletics.
Effect: You gain a +10 power bonus on Athletics checks to jump. You can exceed the distance of your speed.
 
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zaxzilla

First Post
I really dig this write-up. I would seem that the soulknife would be the easiest class to convert to 4e.

I was thinking about the daily powers. Because you can retain your charge on psychic strike should you miss, shouldn't you be able to retain some of your daily powers if you miss like some of the Fighter daily powers?
 

Level 3 Encounter Disciplines

Evade Attack (Soulknife Attack 3)
You parry an attack created by an opening you left and riposte
Encounter * Psionic, Mindblade
Immediate Interrupt

Melee
Target: One creature
Attack: Dexterity vs. AC
Trigger: An opportunity attack is made against you.
Hit: 1[W] + dexterity modifier damage, and opportunity attack negated.

Psychokinetic Blade (Soulknife Attack 3)
Your mindblade surges with psychokinetic energy capable of delivering a mighty blow
Encounter * Psionic, Mindblade, Force
Standard Action

Melee
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + dexterity modifier force damage, target is pushed 2 squares and knocked prone.
Miss: Target is pushed 2 squares.
-Lurk: Target is pushed 1 + intelligence modifier squares.

Psychic Harpoon (Soulknife Attack 3)
Your mindblade growths in length as you propel it, pinning an enemy
Encounter * Psionic, Mindblade
Standard Action

Ranged 10
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + dexterity modifier damage, and target is immobilized (save ends).

Triple Mindblade Assault (Soulknife Attack 3)
Your mindblade(s) flies at 3 different targets in any direction
Encounter * Psionic, Mindblade
Standard Action

Ranged 10
Target: Three creatures in range
Attack: Dexterity vs. AC
Hit: 1[W] + dexterity modifier damage.
-Weaver: Add charisma modifier to damage.
 
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