Pathfinder 1E The Mystic Knight: An Arcane Soulknife for Pathfinder by Master Arminas

master arminas

First Post
I love the Soulknife, but there are many DMs and players out there that balk at anything even remotely associated with Psionics. In my current campaign, I have very psionics in the universe, but I did want to allow the Soulknife. So, I converted the class to one based on arcane magic instead of psionic energy. I hope you enjoy it.

I owe a word of thanks to the people at Dream Scarred Press; their Soulknife in Psionics Unleashed formed much of the basis for this conversion.

As always, any comments, suggestions, advice, critiques, and criticisms would be welcome.

Master Arminas


Mystic Knight

Never caught without a weapon at her fingertips, the Mystic Knight is a character who uses the arcane arts not for spellcasting, but to mold and to call to hand a powerful weapon comprised of mystical energy—the mystic blade. Creating a mystic blade is the core of the Mystic Knight, and with it, she is a deadly combatant. Versatile and varied, the Mystic Knight can be found in all races and genders, wielding weapons unique to each wielder and customized to fit the needs of any situation.

Role: As a wielder of a weapon first and foremost, the Mystic Knight excels as a front-line combatant on the battlefield. Her limited armor options and defensive abilities can be a hindrance, but her varied blade abilities can make her an excellent mobile warrior or battlefield controller.

Alignment: Any.

Hit Die: d10.

Good Saves: Reflex and Will

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Arcana) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), and Swim (Str).

Skill Points per Level: 4 + Int modifier.

Weapon and Armor Proficiency: A Mystic Knight is proficient with all simple weapons, with her own mystic blade (regardless of form or shape), with light and medium armor, and with shields (but not tower shields).

Bonus Feat (Ex): A Mystic Knight can select one of the following bonus feats at 1st level and again at 2nd level: Cleave, Combat Expertise, Combat Reflexes, Dodge, Power Attack, Two-Weapon Fighting, or Weapon Focus (mystic blade). The Mystic Knight must meet all prerequisites of the feat in order to select it.
At 6th level, and every four Mystic Knight levels gained thereafter, the Mystic Knight may select an additional bonus feat from the list above. In addition, the following feats are added to the bonus feat list at 6th level: Great Cleave, Mobility, and Two-Weapon Defense.
At 10th level, add the following feats to the list of those that can be selected: Improved Critical (mystic blade), Improved Two-Weapon Fighting, and Spring Attack.

Form Mystic Blade (Su): As a move action, a Mystic Knight can form a semi-solid weapon comprised of arcane energy distilled from the latent energy that seems to be drawn to her. This mystic blade is every bit as real and solid as any manufactured weapon.
At 1st level, a Mystic Knight must choose the form that her mystic blade will take: a light weapon, a one-handed weapon, or a two-handed weapon. Once chosen, her mystic blade remains in this form every time she summons the blade forth into her hand. Regardless of the form or the shape (see below), a mystic blade is obviously supernatural in origin. The weapon is comprised of mystic energy that ripples and sparkles with the energy of arcane forces. Although the color of the mystic blade may vary (typically being shades of black, blue, green, or red), the mystic blade is always translucent and glows with the illumination of a candle. There are some who believe that the alignment of the Mystic Knight can be determined by the shade of her blade, but this belief is a falsehood.
The Mystic Knight chooses the exact appearance of her mystic blade, although it is obviously a weapon and its appearance must reflect the selections of both form and shape that the Mystic Knight has chosen: a bludgeoning mystic blade should have a blunt impact surface, slashing would have an edge, a two-handed weapon cannot be concealed, etc., etc.
The damage that a mystic blade inflicts is determined by its form. A light weapon deals 1d6 points of damage, the one-handed weapon deals 1d8 points of damage, and the two-handed weapon deals 2d6 points of damage. In all forms, the mystic blade has a critical range of 19-20/x2. All damages are based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized Mystic Knights.
Despite the form chosen by the Mystic Knight, the mystic blade does not have a set damage type. When the Mystic Knight summons forth her mystic blade, she chooses whether it will deal bludgeoning, piercing, or slashing damage. As a full-round action, a Mystic Knight may change the damage type of an existing mystic blade; otherwise, the mystic blade retains the last damage type chosen every time it is summoned.
The mystic blade can be broken (it has hardness 10 and 10 hit points); however, a Mystic Knight can simply create another on her next move action. The moment she relinquishes her grip on the mystic blade, it dissipates (unless she intends to throw it; see below). A mystic blade is considered a magic weapon for the purpose of overcoming damage reduction and is considered a masterwork weapon (including the +1 bonus on attack rolls).
A Mystic Knight can use feats such as Power Attack in conjunction with her mystic blade just as if it were a normal weapon. She can also choose to designate her mystic blade for feats requiring a specific weapon choice, such as Weapon Focus and Improved Critical. Spells that upgrade weapons (such as greater magic weapon) can be used on a mystic blade. If the Mystic Knight has chosen a light weapon as her form, she can use feats such as Weapon Finesse, but only when the mystic blade is in the light weapon form.
Even in places where magical effects do not normally function (such as within an anti-magic field), a Mystic Knight can attempt to sustain her mystic blade by making a DC 20 Will save. On a successful save, the Mystic Knight maintains her mystic blade for a number of rounds equal to her class level before she needs to check again, although the mystic blade is treated as a non-magical, masterwork weapon while it remains in the confine of the area of anti-magic. On an unsuccessful attempt, the mystic blade vanishes. As a move action on her turn, the Mystic Knight can attempt a new Will save to rematerialize her mystic blade if she remains within the magic-negating effect. She gains a bonus on Will saves made to maintain or form her mystic blade equal to the total enhancement bonus of her mystic blade (see below).

Throw Mystic Blade (Su): All Mystic Knights have some knowledge of how to throw their mystic blades, although the range increment varies by form. Light weapon mystic blades have a range increment of 30 feet. One-handed weapon mystic blades have a range increment of 20 feet. Two-handed weapon mystic blades have a range increment of 10 feet. Whether or not the attack hits, a thrown mystic blade dissipates after the attack roll is made and damage (if any) has been applied to the target.

Arcane Vision (Su): A 2nd level or higher Mystic Knight can perceive magical auras, as if using the spell detect magic. Using arcane vision requires concentration and the Mystic Knight can take no additional actions—not even a move action or a 5-foot step—during the round which she uses this ability.

Enhanced Mystic Blade (Su): As a Mystic Knight gains experience, her mystic blade slowly improves. At 3rd level, and every four Mystic Knight levels gained thereafter, a mystic blade gains a +1 enhancement bonus on attack and damage rolls, to a maximum of a +5 enhancement bonus at 19th level. For each +1 enhancement bonus the Mystic Knights mystic blade receives its hardness increases by +2 and it gains +10 hit points, to a maximum hardness of 20 and a total of 60 hit points at 19th leve.

Combat Slide (Su): At 4th level, upon striking an enemy in melee with her mystic blade, a Mystic Knight may immediately make a 5-foot step (even if she has already taken a 5-foot or spent a move action earlier in the round; this movement is bonus movement and does not subtract from the Mystic Knight’s subsequent actions). A Mystic Knight is limited to one combat slide per round.

Quick Draw (Su): At 4th level, a Mystic Knight may summon her mystic blade as a free action, although she may still only attempt to do so once per round (unless throwing the weapon multiple times using the Multiple Throw ability, see below).

Mystic Blade Weapon Property (Su): At 5th level, a Mystic Knights mystic blade gains a +1 special weapon property of the Mystic Knights choice from the following options: Flaming, Frost, Ghost Touch, Keen, Merciful, Mighty Cleaving, Shock, Thundering, and Vicious. The Mystic Knight can reassign this special property by spending 8 hours in concentration. After that period, the mystic blade materializes with the new ability selected by the Mystic Knight, and the prior ability is no longer in effect. The keen property applies to the Mystic Knight’s mystic blade regardless of whether or not it is a slashing weapon; this is an exception to the normal rules for keen weapons.
At 9th level, the Mystic Knight can apply a single +2 special weapon property from the following list or two +1 properties to her mystic blade: Anarchic, Axiomatic, Flaming Burst, Holy, Icy Burst, Shocking Burst, or Unholy. If she assigns an alignment based property it cannot be one in opposistion to either of her alignment components. For example, a Lawful Good Mystic Knight cannot imbue her blade with the Anarchic or Unholy properties.
At 13th level, and again at 17th level, a Mystic Knight gains an additional +1 special weapon property from the options listed above. The Mystic Knight may apply any combination of special weapon properties to her mystic blade so long as the total bonus does not exceed her maximum allowed by level.

Shape Mystic Blade (Su): At 5th level, a Mystic Knight is no longer bound to a single weapon form. As a full-round action, the Mystic Knight can transform her mystic blade into a light weapon, a one-handed weapon, or a two-handed weapon. In addition, if she forms her mystic blade as a light weapon, she may split her mystic blade into two identical light weapons. Each split mystic blade has an enhancement bonus 1 point less than her normal mystic blade, but each retains any special weapon properties she has assigned.

Bladewind (Su): A Mystic Knight of 8th level gains the ability to momentarily fragment her mystic blade into numerous identical blades, each of which strikes at a nearby opponent. As a full-attack action, a Mystic Knight gives up her regular attacks and instead makes one melee attack at her highest base attack bonus against each opponent within reach. Each fragment inflicts the normal damage for a Mystic Knights mystic blade, including any special weapon properties. The mystic blade immediately reverts to its previous form after the bladewind attack.

Reaper’s Blade (Su): At 8th level, a Mystic Knight gains 1d10 temporary hit points when he deals a blow with her mystic blade that reduces an opponent's hit points to below 0. If she kills her opponent (rather than rendering it unconscious), she instead gains 2d10 temporary hit points. These temporary hit points remain in effect for 1 minute.

Rapid Reassignment (Su): At 10th level, a Mystic Knight may reassign the special weapon properties of her mystic blade after one hour of concentration instead of eight hours of concentration.

Cleave the Soul (Su): At 12th level, when a Mystic Knight scores a critical hit with her mystic blade, she deals 1d6 points of ability damage to her opponent's Intelligence, Wisdom, or Charisma score. The Mystic Knight selects the ability to damage at the time that the critical hit is confirmed.

Deadly Blow (Su): At 12th level, a Mystic Knight’s mystic blade critical multiplier increases by 1, granting her mystic blade a critical threat range and multiplier of 19-20/x3.

Bladestorm (Su): At 16th level, a Mystic Knight’s bladewind feature improves. As a full-attack action, the Mystic Knight may give up her regular attacks and instead throw one mystic blade at her highest base attack bonus at all opponents within 30 feet, ignoring the normal range increments for throwing a mystic blade. Regardless of the number of attacks she makes, she only provokes attacks of opportunity as though she made a single ranged attack. The Mystic Knight may use this ability only once per day.

Multiple Throw (Su): At 16th level, a Mystic Knight can instantly create additional mystic blades when she throws her blades in combat. She can now create and throw a number of mystic blades each round equal to the number of melee attack she could otherwise make.

True Mystic Blade (Su): At 20th level, a Mystic Knight reaches the pinnacle of her art and her connection to her mystic blade is so strong that it cannot be severed. She no longer requires a Will save to maintain her mystic blade in an anti-magic field, although it still loses any enhancement bonus and special weapon properties. She may assign a total of +5 in special weapon properties to her mystic blade and her assignment options now include the Vorpal property. She may reassign her mystic blade’s special weapon properties after just one minute of concentration. Her arcane vision ability now gives her true sight, as per the spell, as long as she concentrates to maintain the ability.
 
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You forgot to to put in the good saves.

If the blade is treated as non-magical in an anti-magic field then doesn't giving a bonus to the maintain saves based on the magical enchantment do absolutely nothing?

Enhanced mind blade needs a math check. I'm pretty sure that should be +10/+50 or 20/60.

Why so many limitations on arcane vision?

On the enhancement abilities why so limited? I mean It seems like you can only go 1/2/1/1 where as old school soulknives could select from a larger selection of abilities ranging from +1 to +5. Also consider updating Collision to pathfinder, it was one of my favorite weapon properties. +5 damage for a +2 ability? yes please.

Ok wow, I'm not gonna sugar coat this. This is not up to your usual standard. I mean this isn't even much better than the 3.5 soulknife, and it's worse in some ways.

The problem with the original soulknife class is that it had a very unclear idea of what it wanted to do on the battle-field. It had some nifty toys but no cohesion. Yours suffers the same issue.

Multiple throw needs to be avaliable early in order to support thrower builds.

Arcane vision feels tacked on as an after thought.

The bonus feat progression needs to be smoothed out and the list expanded. Consider treating mystic blade levels as fighter levels for the purpose of weapon spec and such in regards to the mystic blade.

The whole shaping process could really stand to be re-evaluated.

Maybe at level one you gain the ability to form the blade as a swift action once per round. At this level you can set damage type (b/p/s), and size (light/on-hand/two-hand), with the option of setting the crit to either 19-20/x2 or 20/x3, or leave the crit immutable for now. Say it takes 10 mins to alter your current presets. Ok so the player is probably gonna pick a style, but he's not forced to if he wants to keep playing with the presets between fights he can tweak to his little black heart's content.

Then as you level you can allow the class to change the presets faster, or add new abilities to the list like the option to make their weapon a tripper, a disarmer, a reach weapon, yadda yadda. Maybe even increase the base damage die or give more points of critical to play with so maybe at a higher level they can choose between 18-20/x2 or 20/x4.

Multiple throw or the ability to otherwise forge multiple mind blades in a round should be available no later than level 6.

What you might want to consider is different styles of mystic blade use, for example the ability to split mystic blades is not at all appealing to many builds, but essential to others. So instead increased range when throwing, or the ability to manifest a shield might be offered as alternative abilities.
 
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Saves and mystic blade hit points are fixed. Oops.

I'll have to take some time to figure out how to revamp the rest of it and fix those problems you listed.

Thanks, Rampant for the advice.

Master Arminas
 

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