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Soulknife (Psionic striker) Complete with Paragon Paths & Feats

Level 19 Daily Disciplines

Bleeding Them Dry (Soulknife Attack 19)
A seemingly weak attack from your mindblade leaves a massive bleeding wound.
Daily * Psionic, Mindblade
Standard Action

Melee
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] damage + Dexterity Modifier damage, and target takes 15 points of ongoing damage (save ends). If save successful target takes 10 points of ongoing damage (save ends). If save successful against that, target takes 5 points of ongoing damage.
-Lurk: Add your half your intelligence modifier to the ongoing damage.

Hostile Imprint (Soulknife Attack 19)
Your mindblade leaves a psychic imprint of hostility, turning all against the target.
Daily * Psionic, Mindblade, Charm, Psychic
Standard Action

Melee
Target: One creature
Attack: Dexterity vs. Will
Hit: 3[W] damage + Dexterity Modifier damage, and all creatures adjacent to the target make a basic melee attack against it.
-Weaver: Add your charisma modifier to the basic melee attacks from all adjacent creatures.

Vampiric Blade (Soulknife Attack 19)
You suck the life and vitality out of your target, invigorating yourself.
Daily * Psionic, Mindblade, Necrotic, Psychic, Healing
Standard Action

Melee
Target: One creature
Attack: Dexterity vs. Fort
Hit: 3[W] damage + Dexterity Modifier necrotic and psychic damage, and creature is weakened and dazed (save separately). And you gain regeneration 5 for the rest of the encounter.
 

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Level 22 Utility Disciplines

Adaptive Adjustment (Soulknife Utility 22)
You make yourself resistant to an attack that just hit you.
Daily * Psionic
Immediate Interrupt

Personal
Trigger: You are targeted by an attack that does force, necrotic, poison, psychic or radiant damage.
Effect: You gain resistance equal to your level against the damage type for the rest of the encounter.

Inconstant Location (Soulknife Utility 22)
You blink from one place to the next
Daily * Psionic, Teleportation
Minor Action

Personal
Effect: For the rest of the encounter you can teleport up to your speed as a move action.

Killer's Determination (Soulknife Utility 22)
You are single minded in your intention to kill one individual as you enter a very focused trance.
Daily * Psionic, Stance
Minor Action

Personal
Effect: You add your intelligence modifier to all attacks and damage rolls against one target for the rest of the encounter. Against anyone else you suffer a -4 penalty to all your attacks, damage rolls, defenses and AC.

Rejuvenate the Soul (Soulknife Utility 22)
You put your mindblade aside returning it to your will as you take a moment to rejuvenate.
Encounter * Psionic, Mindblade, Healing
Standard Action

Personal
Effect: Your mindblade disappears, and you spend a healing surge. Healing an additional 4d6 damage plus your intelligence or charisma modifier in addition to the normal healing surge amount. You must manifest your mindblade again if you are to use it again.

Up The Walls (Soulknife Utility 22)
You defy gravity, walking up and down walls briefly.
At Will * Psionic
Minor Action

Personal
Effect: You can walk on walls and ceiling for all movement this turn, but must end your turn on top of a horizontal surface, or you will fall to the ground prone.
 
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Level 23 Encounter Disciplines

Assault All Directions (Soulknife Attack 23)
You repeatably attack and teleport, flickering through each attack as you launch an onslaught to all nearby
Encounter * Psionic, Mindblade, Teleportation
Standard Action

Close Blast 6
Target: Each enemies in blast
Attack: Dexterity vs. AC
Hit: 3[W] damage + Dexterity Modifier damage, and after all attacks you teleport to any square adjacent to the blast.
-Weaver: Add your charisma modifier to AC and reflex until the end of your next turn.

Mind Stab (Soulknife Attack 23)
With a stab of your mindblade you disappear from your enemy's thoughts.
Encounter * Psionic, Mindblade, Psychic
Standard Action

Melee
Target: One creature
Attack: Dexterity vs. Will
Hit: 4[W] damage + Intelligence Modifier psychic damage, and you're invisible to the target (save ends).
-Lurk: You may slide your target up to your intelligence modifier in squares while you're invisible to it, as a minor action.

Take it Back (Soulknife Attack 23)
Through your mindblade you transfer every ill condition you're suffering from to the one at the end of the blade.
Encounter * Psionic, Mindblade
Standard Action

Melee
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 3[W] damage + Dexterity Modifier damage, and you end all effects you're suffering from which require a saving throw, and transfer it to your target instead. For any effects which require a number of saves to end, they need to make the same number of as you did at the time of transfer. For any effects dependent on the number of saves failed, they start with none failed.
 
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Level 25 Daily Disciplines

Black Blade of Disaster (Soulknife Attack 25)
Your enemy faces horrible doom and afflictions when your mindblade darkens and cackles with black energy
Daily * Psionic, Mindblade, Necrotic, Poison, Psychic
Standard Action

Melee
Target: One creature
Attack: Dexterity vs. AC
Hit: 4[W] damage + Intelligence Modifier necrotic, poison and psychic damage, and target takes 5 ongoing necrotic damage and -2 to all saves (save ends both), 5 ongoing poison damage and is weakened (save ends both) and 5 ongoing psychic damage and is dazed (save ends both).
-Lurk: If the target is bloodied add your intelligence modifier to each ongoing damage they suffer from.

Illumine Blade (Soulknife Attack 25)
Your blade glows with blinding light as you dash across the battlefield striking all in your path
Daily * Psionic, Mindblade, Force, Radiant
Standard Action

Personal
Effect: Move at your speed and any enemy you move adjacent to during your movement you may attack once.
Attack: Dexterity vs. AC
Hit: 3[W] damage + charisma modifier force and radiant damage. And target is pushed 2 squares and blinded (save ends).
-Weaver: The save to end the blindness takes a penalty equal to your charisma.

Strength of My Enemy (Soulknife Attack 25)
You weaken your enemy and as you drain their strength away
Daily * Psionic, Mindblade, Necrotic, Psychic
Standard Action

Melee
Attack: Dexterity vs. Fort
Hit: 5[W] damage + dexterity modifier necrotic and psychic damage, and target is weakened (save ends). They take -4 to saves to end this effect. For the rest of the encounter you gain +4 to saves, attacks and damage.
 
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Level 27 Encounter Disciplines

Psychokinetic Charge (Soulknife Attack 27)
You propel yourself through the air, as you take your mindblade to your enemy.
Encounter * Psionic, Mindblade, Force
Standard Action

Melee
Target: One creature
Special: You must charge your target for this attack, and you may fly at your speed + 4 for this charge.
Attack: Dexterity vs. AC
Hit: 5[W] + dexterity modifier force damage.
-Weaver: Add your charisma modifier to AC until the end of your next turn.

Strike From Afar (Soulknife Attack 27)
You swing your mindblade and hit an enemy far away from you.
Encounter * Psionic, Mindblade
Standard Action

Melee
Target: One creature
Special: You may add 15 to your reach with this attack.
Attack: Dexterity vs. AC
Hit: 5[W] + dexterity modifier damage.
-Lurk: Add your intelligence modifier to this attack.

Trio of Mindblades (Soulknife Attack 27)
Your mindblade briefly exists on three different levels of existence, each one with a different affliction.
Encounter * Psionic, Mindblade, Force, Poison, Psychic
Standard Action

Melee or Ranged 10
Target: One creature
Attack: Dexterity vs. Fortitude, Reflex and Will, roll one attack and compare against each defense.
Hit (Fortitude): 2[W] + dexterity modifier poison damage, and target is weakened until the end of your next turn.
Hit (Reflex): 1[W] + charisma modifier force damage, and target is pushed 5 squares.
Hit (Will): 1[W] + intelligence modifier psychic damage, and target is dazed until the end of your next turn.
 

Level 29 Daily Disciplines

Crystallizing Blade (Soulknife Attack 29)
Your mindblade becomes crystalline and as your enemy begins to harden and crystallize
Daily * Psionic, Mindblade, Petrification
Standard Action

Melee
Target: One creature
Attack: Dexterity vs. Fort
Hit: 5[W] + dexterity damage, and target is immobilized (save ends).
First failed save: Target is petrified
Hit: Half damage, and target is immobilized until the end of your next turn.
-Weaver: Add your charisma modifier to the attack roll.

Knife to the Soul (Soulknife Attack 29)
You sever soul of your enemy with your mindblade.
Daily * Psionic, Mindblade, Psychic
Standard Action

Melee
Target: One creature
Attack: Dexterity vs. Will
Hit: 6[W] + dexterity modifier psychic damage, and target is weakened and dazed (save for each one). The target take -4 to saves to end these effect.
-Lurk: Your target takes a penalty of 2 + your intelligence modifier to end this effect.

Perfect Soul Strike (Soulknife Attack 29)
Your mindblade twists and bends to hit your enemy, and infuses your enemy with an onslaught of psychic energy
Daily * Psionic, Mindblade, Force, Necrotic, Poison, Psychic, Radiant
Standard Action

Melee
Target: One creature
Attack: Dexterity vs. AC
Hit: 7[W] + dexterity modifier force, necrotic, poison, psychic and radiant damage. And your target gains vulnerability 15 against force, necrotic, poison, psychic and radiant attacks for the rest of the encounter.
 

Paragon Paths

Cerulean Agent
Beware of those who come from a reality beyond the known worlds, for they are a disease that seeks to twist and corrupt our reality.

Prerequisites: Soulknife class

Cerulean agents, are soulknives associated with the Order of the Cerulean Sign. They seek to strike at Mind Flayers and other aberrant horrors from the Far Realm. They are specially trained in tactics and powers which allow them to resist the powers and influence of such creatures, and strike them in the most effective ways. It's known that many Cerulean Agents are associated with groups of Githzerai called the Rrakkma

Cerulean Agent Path Features
Aberrant Killer (11th level): You gain +2 to attack and damage rolls against creatures of aberrant origin.
Cerulean Action (11th level): When you spend an action point, you may choose to make all saving throws with a +2 bonus in addition to your extra action.
Warded Mind (11th level): Anyone who targets you with an attack against your will defense takes damage equal to your intelligence modifier.
Mental Fortitude (16th level): You gain a +3 bonus to end effects which have you stunned or dazed which you may do as an immediate reaction. In addition you don't grant combat advantage to attackers when stunned or dazed.

Cerulean Agent Disciplines
Aberrant Cleansing (Cerulean Agent Attack 11)
Your mindblade is a bane to the aberrations it strikes.
Encounter * Psionic, Mindblade, Poison, Psychic
Standard Action
Melee

Target: One creature
Attack: Dexterity vs. Fortitude and Will, make one attack against both defenses and compare results
Hit: 2[W] + intelligence modifier poison and psychic damage. If the attack hit fortitude, the target takes 5 points of ongoing poison damage (save ends). If the attack hit will, the target is dazed (save ends).
Special: If the target is of aberrant origin, you gain +2 to attack and inflict an extra [W] damage.

Psychic Static (Cerulean Agent Utility 11)
You give off psychic energy, which hinders your enemies and increases your defenses.
Encounter * Psionic
Move Action
Personal

Effect: For the rest of the encounter you gain +2 to will defenses, and all squares adjacent to you are difficult terrain to your enemies.

Far Realm's Bane (Cerulean Agent Attack 20)
The stable of energies of the world solidify your mindblade, mkaing it antithetical to anything of the Far Realm
Daily * Psionic, Mindblade
Standard Action
Melee

Target: One creature
Attack: Dexterity vs. AC, Fort, Reflex, one roll against both.
Hit: 3[W] + dexterity modifier damage. If attack hit one defense, the target is slowed (save ends). If attack hit two defenses, the target takes 10 ongoing damage (save ends). If attack hit all three defenses, the target is also weakened(save ends).
Special: If the target is of aberrant origin, you gain +2 to attack and inflict an extra [W] damage.

Ebon Saint
It's not a matter of right or wrong, it's a matter of who you angered. If I'm there after you, you better resolve your matters for the next life.

Prerequisites: Soulknife class, must be trained in stealth.

Ebon Saints are the archetypical psionic assassins, the soulknives that those who know about them should rightly fear. For an Ebon Saint lives in shadow and strikes from anywhere. They are excellent infiltrators rumored to be able to take the forms of anyone they strike with their mindblades. An order of Ebon Saints exists with motives even more shadowy than the saints themselves. Many individuals on many sides of conflicts have been targeted and slain by the Ebon Saints in the past, all for unknown reasons. The order never answers to anyone.

Ebon Saint Path Features
Ebon Saintly Action (11th level): When you spend an action point, you also gain concealment in addition to your bonus action.
Shadowfriend (11th level): You gain a +2 bonus to stealth and bluff checks.
Steal Form (16th level): If you strike an enemy with a psychic strike, you can assume their form as an immediate reaction. You can keep their form for up to an hour or whenever you discard the form as a free action.

Ebon Saint Disciplines
Thought Theft (Ebon Saint Attack 11)
You take a little of your enemies thoughts and memories with your mindblade.
Encounter * Psionic, Mindblade, Psychic
Standard Action
Melee

Target: One creature
Attack: Dexterity vs. Will
Hit: 2[W] + intelligence modifier psychic damage. And target is dazed until the end of your next turn. You gain a +4 power bonus to bluff, insight, streetwise, and history rolls regarding anything the target might know.

Dire Insight (Ebon Saint Utility 12)
You carefully study your target, knowing how to better fight them.
Daily * Psionic
Standard Action
Ranged 10

Target: One creature
Effect: For the rest of the encounter you gain +2 to attacks, damage and AC, against that target.

Disappear From the Mind (Ebon Saint Attack 20)
You disappear from your targets mind, completely forgotten.
Daily * Psionic, Mindblade, Psychic, Charm
Standard Action
Melee

Target: One creature
Attack: Dexterity vs. Will
Hit: 3[W] + intelligence modifier psychic damage. And you are invisible to the target for the rest of the encounter, and your target may never directly target you with anything while you are invisible to it. The target doesn't remember you were there, and can not move towards you if there's no one else it can see. This ends if you attack your target.
Special: You may instead choose to have your attack inflict no damage at all. In which case you retain the use of this power, however you may only be invisible to one target with this power.

Mindblade Duelist
Sure there may be other soulknives out there, but I'm truly a master of the mindblade refining it into a true art form.

Prerequisites: Soulknife class, must be trained in acrobatics

A mindblade duelist is known for flashy showmanship and is an expert performer and shaper in the art of the mindblade. They were originally a school of Kalashtar warriors, but have since then spread their school on to other races. The mindblades of these duelists are of perhaps the most elaborate forms, reflecting their approach to the art.

Mindblade Duelist Path Features

Duelist Action (11th level): When you spend an action point, you may shift up to your charisma modifier in addition to an extra action.
Mindblade Expertise (11th level): As long as you have your mindblade manifested and can make opportunity attacks you can inflict damage equal to your charisma modifier against 1 adjacent enemy.
Saving it For Later (16th level): If you miss with a soulknife melee power with your mindblade against a single creature, you can choose to retain the power instead, as if you never used the power. If you do this you do not apply any of the effects from the power, because you never actually used the power.

Mindblade Duelist Disciplines

Dazzling Mindblade Display (Mindblade Duelist Attack 11)
With a dazzling display of your skills with your mindblade all nearby enemies are in awe.
Encounter * Psionic, Mindblade, Charm
Standard Action
Close Burst
3
Target: All enemies in burst
Attack: Charisma vs. Will
Hit: The target is dazed until the end of your next turn.
Effect: You may shift 2 squares and make a secondary attack.
-Secondary Attack: Dexterity vs. AC
-Melee
-Target: One Creature
-Hit: 1[W] + dexterity modifier damage.

That Didn't Happen (Mindblade Duelist Utility 12)
You're somewhere else and not badly hurt, did someone really hit you?
Daily * Psionic, Healing, Teleportation
Immediate Reaction
Personal

Trigger: You are hit by a melee attack
Effect: You spend a healing surge and teleport a number of squares equal to your charisma modifier.

Psychic Followup (Mindblade Duelist Attack 20)
Your first attack was just an opening to your psychic strike in this attack
Daily * Psionic
Immediate Reaction
Melee

Target:[/B] One Creature
Trigger: You hit a creature with a melee attack.
Special: You're mindblade is charged with psychic strike, even if you used psychic strike earlier this round.
Attack: Dexterity +2 vs. AC
Hit: 1[W] + Dexterity modifier damage, and you may use psychic strike with this attack.

Soulstorm

Keeping your mindblade in your hands is just a limitation of your imagination. Watch how I can rain death across the battlefield.

Prerequisites: Soulknife Class, must have Throw Mindblade as a power

In the past Soulstorms were called Soulbows by those who really had no understanding on how their art worked. The art of a soulstorm is to manifest the concentration of their will beyond the reach of their hands, directing the flow of their mindblades to far away and back. It is never about one mindblade with a soulstorm, but many as making many mindblades is as effortless as making one, especially when propelling them through the air.

Soulstorm Path Features

Soulstorm Action (11th level): When you spend an action point, you gain +4 to all ranged action for this round.
Flying Mindblade Expertise (11th level): When you use any of your melee soulknife powers with a mindblade, you can instead make it a Ranged 10 power rather than a melee power.
More for the Distance (16th level): You add 10 to the range of all mindblade powers that you can use ranged. If you are using a mindblade power that was already ranged, without using flying mindblade expertise, you instead add 20 the range.

Soulstorm Disciplines
Blade Explosion (Soulstorm Attack 11)
You throw your mindblade into the air and it explodes into many copies flying in all directions.
Encounter * Psionic, Mindblade
Standard Action
Area Burst
3 within 15 squares
Target: All creatures in burst
Attack: Dexterity vs. AC
Hit: 2[W] + dexterity modifier damage.

Mindblade Stormer (Soulstorm Utility 12)
You can throw many mindblades and protect yourself with a minor field of force from the residual energy of all those blades manifesting
Encounter * Psionic, Mindblade
Minor Action
Personal

Effect: You gain +1 to AC, and whenever you make a basic ranged attack with your mindblade, you can make another basic ranged attack with your mindblade against any creature in range.

Tempest of the Soulstorm (Soulstorm Attack 20)
You throw your mindblades at all enemies around you.
Daily * Psionic, Mindblade
Standard Action
Close Burst
10
Target: All enemies in burst
Attack: Dexterity vs. AC
Hit: 1[W] + dexterity modifier damage.
 
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Feats

Heroic Tier Feats

Lurk's Killing Instinct
Prerequisite:
Lurk soulknife path, Int 14
Benefit: Against bloodied targets you inflict +2 damage with your mindblade. And when you use psychic strike against a bloodied target, increase the die to d10s.

Speed of Thought
Prerequisite:
Weaver soulknife path, Dex 15
Benefit: Add 1 to your speed in addition to other bonuses.

Paragon Tier Feats

Mindblade Absorption
Prerequisite:
Soulknife, Dex 17, Int 13
Benefit: If you bloody or kill a target with your mindblade, you charge your mindblade for psychic strike as a free action.

Multiple Mindblade Expertise
Prerequisite:
Soulknife, Dex 17, Cha 13, two-weapon fighting
Benefit: When wielding multiple mindblades you gain a +3 feat bonus to damage with melee attacks.

Multiple Mindblade Defense
Prerequisite:
Soulknife, Dex 17, Cha 13, two-weapon fighting, two-weapon defense
Benefit: When wielding multiple mindblades you gain a +2 feat bonus to AC.


Epic Tier Feats

Psychic Strike Opening
Prerequisite:
Soulknife, Dex 19
Benefit: You can use psychic strike with any mindblade attack on any enemy you have combat advantage against, even if you already used psychic strike this round.

Psychic Rage
Prerequisite:
Soulknife, Dex 19, Cha 13, Int 13
Benefit: If you miss an opponent in melee with your mindblade, you can inflict 1d6 + your charisma or intelligence modifier psychic damage against that target.
 

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