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The Mystic Knight: An Arcane Soulknife for Pathfinder by Master Arminas
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<blockquote data-quote="Rampant" data-source="post: 5746990" data-attributes="member: 52859"><p>You forgot to to put in the good saves.</p><p></p><p>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?</p><p></p><p>Enhanced mind blade needs a math check. I'm pretty sure that should be +10/+50 or 20/60.</p><p></p><p>Why so many limitations on arcane vision?</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Multiple throw needs to be avaliable early in order to support thrower builds.</p><p></p><p>Arcane vision feels tacked on as an after thought.</p><p></p><p>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.</p><p></p><p>The whole shaping process could really stand to be re-evaluated. </p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>Multiple throw or the ability to otherwise forge multiple mind blades in a round should be available no later than level 6.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Rampant, post: 5746990, member: 52859"] 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. [/QUOTE]
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The Mystic Knight: An Arcane Soulknife for Pathfinder by Master Arminas
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