3e SRD:Soulknife

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SOULKNIFE[edit]

Hit Die: d6.

Requirements[edit]

To qualify to become a soulknife, a character must fulfill all the following criteria.

  • Base Attack Bonus: +3.
  • Skills: Knowledge (psionics) 3 ranks, Move Silently 3 ranks.
  • Base Power Points/Day: 9+ (not including bonus power points).

Class Skills[edit]

The soulknife’s class skills (and the key ability for each skill) are Concentration (Con), Hide (Dex), Knowledge (psionics) (Int), Move Silently (Dex), Sense Motive (Wis), and Tumble (Dex).

Skill Points at Each Level: 4 + Int modifier.

Table: The Soulknife
Level Base
Attack Bonus
Saving Throws Special Power
Pts/Day
Powers Discovered
Fort Ref Will 0 1 2 3
1st +0 +0 +2 +0 Mind-blade, sneak attack +1d6 +3
2nd +1 +0 +3 +0 Imbed power, throw mind-blade +5
3rd +2 +1 +3 +1 Sneak attack +2d6 +5
4th +3 +1 +4 +1 Imbed psionic attack +5 1
5th +3 +1 +4 +1 Sneak attack +3d6 +7 2
6th +4 +2 +5 +2 Sever life, free draw +7 2 1
7th +5 +2 +5 +2 Sneak attack +4d6 +7 2 2
8th +6 +2 +6 +2 Upgrade +9 2 2 1
9th +6 +3 +6 +3 Sneak attack +5d6 +9 2 2 2
10th +7 +3 +7 +3 Knife to the soul +9 2 2 2 1

Class Features[edit]

All the following are class features of the soulknife prestige class.

Weapon and Armor Proficiency: Soulknives are proficient with light armor but not with shields.

Power Points: Soulknives gain power points per day as shown on Table: The Soulknife. These power points are added to the character’s previous total. Soulknives gain bonus power points based on the key ability score for their primary ability. If the character previously could not gain bonus power points for high ability scores (as is the case for psychic warriors), he now chooses a primary discipline and can gain bonus power points based on the related ability score (see Table: Psion Bonus Power Points).

Powers Discovered: Soulknives discover powers as shown on Table: The Soulknife. Powers are chosen from the psion power list. The powers are added to the character’s previous total powers known. Psionic attack and defense modes are discovered as though the character were a psychic warrior of the same level as the prestige class (characters do not forget previously discovered attack and defense modes).

Mind-Blade: As a move-equivalent action, the soulknife creates a semisolid blade 1 foot in length composed of psychic energy (distilled from his or her own mind). As long as he or she holds the blade, it is identical in all ways (except visually) to a short sword and deals 1d6 piercing damage. The blade can be broken; however, the soulknife can simply create another on his or her next move-equivalent action. The moment the soulknife relinquishes his or her grip on the blade, it dissipates. The soulknife may take Weapon Focus, Weapon Specialization (if of the appropriate class), or Weapon Finesse in conjunction with the mind-blade. The mind-blade can be used as long as the soulknife’s power point reserve is 1 or more.

When the soulknife reaches 2nd level, the mind-blade gains a +1 enhancement bonus; at 4th level, +2; at 6th level, +3; at 8th level, +4; and at 10th level, +5. The enhancement bonus applies to each mind-blade created, including those that are thrown, upgraded, and imbedded (see below).

Even where psionics does not normally function (such as within a null psionics field), the soulknife can try to sustain the mind-blade by making a Fortitude save against the DC set by the creator of the effect. Even on a successful save, the soulknife must roll again next round to keep the mind-blade in existence. Creating a mind-blade is a supernatural ability.

Sneak Attack: A soulknife can make sneak attacks exactly like a rogue, but only with his or her mind-blade. Any time the soulknife’s target would be denied a Dexterity bonus to AC, the mind-blade attack deals +1d6 points of damage. This extra damage increases by +1d6 every other level (+2d6 at 3rd level, +3d6 at 5th level, and so on). The soulknife benefits from this extraordinary ability as long as his or her power point reserve is 1 or more.

Imbed Power: At 2nd level, the soulknife can imbed any one psionic power (but no psionic attack modes) of 3rd level or lower that he knows in his mind-blade. This spell-like ability requires a move-equivalent action, and the soulknife must pay the cost of the power to imbed it. The imbedded power automatically affects the next target that the soulknife successfully attacks with the mind-blade, with no saving throw allowed. Even if the power normally affects an area or is a ray, it affects only the target. The power is discharged and “flushes” the mind-blade, which can then hold another power. A mind-blade can never have more than one power imbedded at a time.

Throw Mind-Blade: At 2nd level, the soulknife can throw his or hermind-blade as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown mind-blade then dissipates. The soulknife can make a sneak attack with a thrown mind-blade (within 30 feet), and can use the blade in conjunction with other special abilities (such as imbedding a power in it). The soulknife can use this supernatural ability as long as his or her power point reserve is 1 or more.

Imbed Psionic Attack: At 4th level, the soulknife can imbed any one psionic attack mode that he or her knows in the mind-blade. This spell-like ability requires a move-equivalent action, and the soulknife must pay the cost of the attack mode to imbed it. The imbedded attack automatically affects the next target that the soulknife successfully attacks with the mind-blade. The target cannot raise a psionic defense mode and must make its Will save as if flat-footed (treat nonpsionic defenders as having raised thought shield instead of their standard nonpsionic buffer). An imbedded mind blast affects only the target. The attack is discharged and “flushes” the mind-blade, which can then hold another attack mode. A mind-blade can never have more than one attack mode or power imbedded at a time.

Sever Life: When a soulknife reaches 6th level, he or she can use imbedded psionic attacks to strike at the target’s life force. A successful attack with a mind-blade so imbedded overrides the specific ability damage normally dealt and instead deals temporary Constitution damage. The soulknife can use this supernatural ability at will as long as his or her power point reserve is 11 or more.

Free Draw: At 6th level, a soulknife can materialize his or her mind-blade as a free action instead of a move-equivalent action. The soulknife can use this extraordinary ability as long as his or her power point reserve is 13 or more.

Upgrade: On reaching 8th level, the soulknife achieves greater control over his or her mind’s power. His or her mind-blade’s base characteristics are now those of a longsword, so that it deals 1d8 slashing damage. The soulknife can use the upgraded mind-blade as long as his or her power point reserve is 7 or more.

Knife to the Soul: At 10th level, the soulknife becomes expert at attacking an opponent’s life energy. The knife to the soul ability resembles the sever life ability (see above), except half of the Constitution ability damage he or she deals is permanent. The soulknife can use this supernatural ability at will as long as his or her power point reserve is 17 or more.



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