Even better! It can go archon multiple times per day without sacrificing anyone.You mean the way it sacrifices itself by combing with another psion?
No.
Even better! It can go archon multiple times per day without sacrificing anyone.You mean the way it sacrifices itself by combing with another psion?
No.
That's exactly where my mind went when reading the subclass. The Templars are what I think of when I see the soul knife, though I think of them as more of a fighter or paladin than a rogue.I'm sure someone has already mentioned this, but doesn't the Psion subclass resemble a Starcraft Templar / Archon?
"My life for Athas!"
I think you may be confusing them with Dark Templars, who are exactly what I would expect of a Soul Knife: invisible sneak attackers with psionic melee weapons.That's exactly where my mind went when reading the subclass. The Templars are what I think of when I see the soul knife, though I think of them as more of a fighter or paladin than a rogue.
I think you may be confusing them with Dark Templars, who are exactly what I would expect of a Soul Knife: invisible sneak attackers with psionic melee weapons.
Templars are pure casters with no melee attacks, and are, in terms of lore, more like psionic clerics.
Zealots are more like a fighter/paladin Soul Knife.
Not a good idea IMO. One headband of intellect later and you have a +4 weapon, in a game where even legendary weapons top out at +3. In a game with rolled stats it could be +5 ( if the player rolls exceptionally well).I think I would fix the "soul knife weapons are inferior to +1 rapiers" problem by adding INT mod to hit and damage (possibly gained at level 9). I would remove the "increase your maximum hp" ability to balance it. Psychic Veil needs to earlier, but function as HIPS rather than invisibility.
Okay, how about this: When you attack with your Psychic Blades, you can use your intelligence modifier, instead of strength or dexterity, for the attack and damage rolls. You may add your intelligence modifier to damage for attacks with you off-hand Psychic Blade. The damage dice of your psychic blades increases to 1d8 at level 9, 1d10 at level 14 and 1d12 at level 17.Not a good idea IMO. One headband of intellect later and you have a +4 weapon, in a game where even legendary weapons top out at +3. In a game with rolled stats it could be +5 ( if the player rolls exceptionally well).
Okay, how about this: When you attack with your Psychic Blades, you can use your intelligence modifier, instead of strength or dexterity, for the attack and damage rolls. You may add your intelligence modifier to damage for attacks with you off-hand Psychic Blade. The damage dice of your psychic blades increases to 1d8 at level 9, 1d10 at level 14 and 1d12 at level 17.