The Soulknife

A soulknife recognizes his own mind as the most beautiful -- and the most deadly -- thing in all creation. With this understanding and through extended practice, a soulknife learns to forge his mental strength into a shimmering blade of semi-solid psychic energy.

Each soulknife's personal blade, referred to as a mind blade, differs in color and shape according to his personality, mental strength, and even mood. Although no two mind blades look alike, all share the same lethal qualities. Because soulknives turn the power of their minds to such weaponry, they are notorious for their violence.

More than any other psionic class, the soulknife fights with psionic power directly in both melee and ranged combat. Strength, combat prowess, and psionic talent allow the soulknife to claim equal footing -- at least -- with any other combat-oriented class on the field of battle.

Despite their inborn showmanship, soulknives are often lawful, utilizing a disciplined mindset to idealize and materialize their mind blades. Chaotic-aligned soulknives rely on strength of spirit instead of rigid discipline to materialize their mind blades. Characters who are neutral with respect to law and chaos rarely become soulknives.

Soulknives who prefer to worship sometimes choose deities retribution or deities of valor.

Soulknives are trained for the most part by older, more experienced soulknives.

Abilities of the Soulknife

  1. Mind Blade: As can be expected the main ability of the Soulknife is to create the Mind Blade. As a move action, a soulknife can create a semi-solid blade composed of psychic energy distilled from his own mind. This ability is similar to the psisword ability availiable to other psionic classes but has many differences.
    • The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/x2). Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade's damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.
    • The blade can be broken (it has AR 10 and 100 sdc); however, a soulknife can simply create another on his next action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon .
    • A soulknife's mind blade improves as the character gains higher levels. At 4th level and every 2 levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 6th level, +3 at 8th level, +4 at 10th level, and +5 at 12th level and so on).
  2. Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a M.E. save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new save to rematerialize his mind blade while he remains within the psionics-negating effect.
  3. Throw Mind Blade: A soulknife of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below).
  4. Psychic Strike: As a move action, a soulknife of 3rd level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue's sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.)
    A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue his mind blade with psychic energy again by taking another move action.
    Once a soulknife has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife next materializes it.
    At every two levels beyond 3rd (5th, 7th, 9th, and 11th and so on), the extra damage from a soulknife's psychic strike increases by +1.
  5. Free Draw: At 5th level, a soulknife becomes able to materialize his mind blade as a free action instead of a move action. He can make only one attempt to materialize the mind blade per round, however (if, for example, he must make a Will save to materialize it within a null psionics field).
  6. Shape Mind Blade: At 5th level, a soulknife gains the ability to change the form of his mind blade. As a full-round action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a soulknife shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1-1/2 times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.
    Alternatively, a soulknife can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the soulknife would otherwise create with a single mind blade. For example, a 12th-level soulknife normally creates a single +3 mind blade, but he could use this ability to instead materialize two +2 mind blades.
  7. Mind Blade Enhancement: At 6th level, a soulknife gains the ability to enhance his mind blade. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1.
    At every two levels beyond 6th (8th, 10th, and 12th and so on), the value of the enhancement a soulknife can add to his weapon improves to +2, +3, and +4, respectively. A soulknife can choose any combination of weapon special abilities that does not exceed the total allowed by the soulknife's level. For example, an 12th-level soulknife could add two +2 weapon special abilities, or one +1 weapon ability and one +3 weapon ability.
    The weapon ability or abilities remain the same every time the soulknife materializes his mind blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities.

    Weapon Special Ability

    Enhancement Bonus Value
    Defending +1
    Keen +1
    Lucky +1
    Mighty cleaving +1
    Psychokinetic +1
    Sundering +1
    Vicious +1
    Collision +2
    Mindcrusher +2
    Psychokinetic burst +2
    Suppression +2
    Wounding +2
    Body feeder +3
    Mindfeeder +3
    Soulbreaker +3

    Special Ability Descriptions

    • Bodyfeeder: All feeder weapons have a special ability that functions only upon scoring a successful critical hit. A bodyfeeder weapon grants its wielder temporary hit points equal to the total damage dealt by a successful critical hit. These temporary hit points last for 10 minutes. Thus, if the wielder of a bodyfeeder weapon successfully scores a critical hit while the wielder still enjoys temporary hit points from a previous critical hit, the wielder gains only the better of the two values: either his current number of temporary hit points, or the new influx of temporary hit points, whichever is higher.
      Price +3 bonus.
    • Collision: Collision weapons psionically increase their own mass at the end point of each swing or shot. Such weapons deal an extra 5 points of damage on each successful strike, in addition to the weapon’s enhancement bonus.
      Price +2 bonus.
    • Mindcrusher: Any psionic creature struck in combat by a mindcrusher weapon loses a number of ISP equal to half the amount of hit point damage the weapon deals (only the base damage of the weapon contributes to the ISP loss; additional damage from high Strength or other sources does not cause additional ISP loss). A psionic creature that is out of ISP (or has none) must succeed on a M.E. save or take 1d2 points of M.E. damage.
      Price +2 bonus.
    • Mindfeeder: All feeder weapons have a special ability that functions only upon scoring a successful critical hit. A mindfeeder weapon grants its wielder temporary ISP equal to the total damage dealt by a successful critical hit. These temporary ISP last for 10 minutes. The wielder gains ISP even if the target has none (effectively, its hit point damage is converted to ISP). Constructs and undead are not subject to mindfeeder weapons. As with temporary hit points, temporary ISP do not stack with each other; they overlap. Thus, if a mindfeeder weapon successfully scores a critical hit while the wielder still enjoys temporary ISP from a previous critical hit, the wielder gains only the better of the two values: either her current number of temporary ISP, or the new influx of temporary ISP, whichever is higher.
    • Psychokinetic: Upon command, a psychokinetic weapon glows from the inside with lethal psionic energy. The energy does not harm the hands that hold the weapon. Such a weapon deals an extra 1d4 points of damage on a successful hit. This extra damage is ectoplasmic in nature and is not affected by damage reduction.
      Price +1 bonus.
    • Psychokinetic Burst: This weapon functions as a psychokinetic weapon that also releases a blast of destructive psionic energy upon scoring a successful critical hit. In addition to the extra damage of the psychokinetic ability (see above), a psychokinetic burst weapon deals an extra 1d6 points of damage on a successful critical hit.
      Price +2 bonus.
    • Soulbreaker: This weapon has a special ability that functions only upon scoring a successful critical hit. On a successful critical hit, a soulbreaker weapon bestows one negative level on the foe. One day after being struck, if the negative levels have not been purged, the subject must succeed on a P.E. save for each negative level or lose a character level.
      Price +3 bonus.
    • Sundering: This kind of weapon allows a wielder to attack opponents with a +4 bonus to strike and damage
      Price +1 bonus.
    • Suppression: An opponent or object struck by this kind of weapon is subject to a negate psionics for 1d4 rounds
      Price +2 bonus.
    • Lucky: A lucky weapon offers a second chance at success. Once per day, the wielder can reroll a failed attack roll (whether a single attack or one in a series of multiple attacks) as a free action. The rerolled attack uses the same bonuses or penalties as the missed roll.
      Price +1 bonus.
    • Defending: A defending weapon allows the wielder to transfer some or all of the sword’s enhancement bonus to his Parry as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the effect to parry lasts until his next turn.
      Price +1 bonus.
    • Keen: This ability doubles the damage of a weapon.
      Price +1 bonus.
    • Mighty Cleaving: A mighty cleaving weapon gives the wielder a +3 to strike.
      Price +1 bonus
    • Vicious: When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder.
      Price +1 bonus.
    • Wounding: A wounding weapon deals 1 point of permanent P.E. damage from blood loss when it hits a creature. A critical hit does not multiply the P.E. damage.
      Price +2 bonus

    A soulknife can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife. For example, a 10th-level soulknife might have initially chosen to imbue his weapon with psychokinetic burst, a +2 weapon special ability. Every time he materializes the weapon, it is a +2 psychokinetic burst mind blade. However, on learning that he may face a mind flayer the next day, he could take 8 hours to change his mind blade's special ability from psychokinetic burst to mindcrusher.
  8. Bladewind: At 9th level, a soulknife gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent.
    As a full attack, when wielding his mind blade, a soulknife can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the soulknife's regular mind blade. (For example, if the mind blade were in the form of a +1 keen bastard sword, due to the soulknife's mind blade enhancement and shape mind blade abilities, each fragment attacks and deals damage as a +1 keen bastard sword.)
    When using bladewind, a soulknife forfeits any bonus or extra attacks granted by other abilities (such as haste spell).
    The mind blade immediately reverts to its previous form after the bladewind attack.
  9. Knife to the Soul: Beginning at 11th level, when a soulknife executes a psychic strike, he can choose to substitute I.Q., M.E., or M.A. damage (his choice) for extra dice of damage. For each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses. A soulknife can combine extra dice of damage and ability damage in any combination, so a 15th-level soulknife could choose to strike for 3 points of M.A. damage and an extra 2d6 points of damage.
    The soulknife decides which ability score his psychic strike damages and the division of ability damage and extra dice of damage when he imbues his mind blade with the psychic strike energy.
  10. Multiple Throw: At 15th level, a soulknife can throw a number of mind blades per round equal to the number of melee attacks he could make.

Soulknife O.C.C.


Attribute Requirements: A high P.S., P.P., P.E. and M.E. attributes are Required (12 or higher).
Alignment: Any, although they tend to lean toward Lawful.
Gender: Male or Female
Race: Any Race with psionic potential.
O.C.C. Skills:
    Language: Native at 98% plus 1 others of choice (+20%)
    Basic Math (+10%)
    Land Navigation (+15%)
    Wilderness Survival (+10%)
    Prowl (+6%)
    Tracking (+10%)
    Horsemanship: General (+16%)
    Climbing (+15%)
    First Aid (+10%)
    Swimming (+10%)
    Physical: Two of choice
    W.P. Sword
    W.P. Two of choice
    Hand to Hand: Expert

O.C.C. Related Skills: Choose 7 other skills at level 1 , plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency.

    Communications: Any (+10%)
    Domestic: Any
    Espionage: Any
    Horsemanship: General or Exotic Only.
    Labour: Any
    Medical: Any (+15%)
    Military: Any
    Naval: Any
    Performing Arts: Any (+10%)
    Physical: Any
    Rogue: Any
    Science: Any (+5%)
    Scholar/Noble/Technical: Any (+15%)
    Weapon Proficiencies: Any
    Wilderness: Any

Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.

Starting Equipment: A set of travelling clothes, A suit of light armour, a first-aid kit, sleeping bag, saddlebags, backpack, 100 feet (30.5m) of rope, grappling hook, 1D4+1 weeks of emergency food rations, two canteens, hatchet for cuttingwood, survival knife, mallet, 3 weapons of choice, and a good quality horse.

Money: The character starts with 2D4xlOO gold.

Experiance and Combat Table:
LevelExperience
10-1,930
21,931-3,860
33,861-7,720
47,721-15,200
515,201-23,300
623,301-36,666
736,667-56,666
856,667-86,666
986,667-111,666
10111,667-135,666
11135,667-166,666
12166,667-216,666
13216,667-266,666
14266,667-316,666
15316,667-386,666

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