Legendxp
2013-12-20, 10:39 AM
http://cdnimg.visualizeus.com/thumbs/2b/37/conceptart,dnd,gw2-2b37529679b5cc45cfa600c1bcc6a595_h.jpg
Soulsword
Death shall befall those who meet my blade...
-Soulsword
Soulswords have the following game statistics.
Alignment: Any
Hit Die: d10
Starting Age: Adult
Starting Gold: 5d4*10 (125gp)
Class Skills
The Soulsword's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (dex), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Psionics) (Int), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Tumble (Dex).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
The Soulsword
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+2|Spirit Blade, Shape Spirit Blade
2nd|+2|+3|+0|+3|Psychic strike +1d8, Bonus Feat
3rd|+3|+3|+1|+3|Throw Spirit Blade, Quick Draw
4th|+4|+4|+1|+4|Psychic strike +2d8
5th|+5|+4|+1|+4|Improved Spirit Blade
6th|+6/+1|+5|+2|+5|Psychic strike +3d8, Bonus Feat
7th|+7/+2|+5|+2|+5|Focusing Strike
8th|+8/+3|+6|+2|+6|Psychic strike +4d8
9th|+9/+4|+6|+3|+6|Slash the Psyche
10th|+10/+5|+7|+3|+7|Psychic strike +5d8, Bonus Feat
11th|+11/+6/+1|+7|+3|+7|Walk the Æther
12th|+12/+7/+2|+8|+4|+8|Psychic strike +6d8
13th|+13/+8/+3|+8|+4|+8|Bladewind
14th|+14/+9/+4|+9|+4|+9|Psychic strike +7d8, Bonus Feat
15th|+15/+10/+5|+9|+5|+9|Greater Spirit Blade
16th|+16/+11/+6/+1|+10|+5|+10|Psychic strike +8d8
17th|+17/+12/+7/+2|+10|+5|+10|Brilliant Blade
18th|+18/+13/+8/+3|+11|+6|+11|Psychic strike +9d8, Bonus Feat
19th|+19/+14/+9/+4|+11|+6|+11|Slash the Soul
20th|+20/+15/+10/+5|+12|+6|+12|Psychic strike +10d8
[/table]
Class Features
All of the following are class features of the Soulsword.
Weapon and Armor Proficiencies: Soulswords are proficient with all simple and martial weapons, with their own spirit-blades, and with light and medium armor and shields (except tower shields).
Meldshaping: A soulsword's primary ability is shaping incarnum soulmelds, which are drawn from the soulsword soulmeld list. A soulsword knows only a number of soulmelds equal to one-half his soulsword class level rounded up, unless he gains additional soulmelds through the use of the Shape Soulmeld feat.
The Difficulty Class for a saving throw against a soulsword soulmeld is 10 + number of points of essentia invested in the soulmeld + your Wisdom modifier. Your meldshaper level is equal to your soulsword level.
A soulsword can shape only a certain number of soulmelds per day. Your base daily allotment is given on the Table: Manifesting and Meldshaping. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or one plus your number of soulmelds known, whichever is lower. At 1st level, you can shape two soulmelds at a time (assuming you have a Constitution score of at least 12). As you advance in level, you learn and can shape an increasing number of soulmelds.
At 1st level, you also gain access to your own personal pool of essentia, which can be invested into your soulmelds to increase their power. Your essentia pool's size is shown on the Table: Manifesting and Meldshaping. Your character level, as noted on the Table: Manifesting and Meldshaping, determines the maximum quantity of essentia that you can invest in any single soulmeld. As a swift action, you can reallocate your essentia investments in your soulmelds each round.
A soulsword does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape his soulmelds for the day.
Shape Blademeld (Su): At 1st level, you gain the ability to create a special soulmeld called a blademeld by wrapping incarnum into your spirit blade. Doing so binds your spirit blade more closely to your mind and soul. You gain the ability to infuse your spirit blade with essentia, just like a soulmeld. This soulmeld is in addition to your soulmelds known and does not count against the limit shown on the table below. The blademeld follows the normal rules for shaping soulmelds. Which means you may use certain feats or items to increase its essentia capacity. A weapon with a blademeld shaped on it appears to have a blue glow (shadowy illumination filling your square, this does not grant a miss chance for either you or any opponents). For every point of essentia invested in the blademeld, you gain a +1 enhancement bonus to attack and damage rolls made with your spirit blade.
Chakra Binds: A soulsword never naturally gains the ability to bind chakras. In order to do so he must take the required feats. Binding a soulmeld to a chakra closes the body slot associated with that chakra, so that you cannot also benefit from a magic item worn on the body slot associated with that chakra.
Power Points/Day: A soulsword’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: Manifesting and Meldshaping. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points) (http://www.d20srd.org/srd/psionic/classes/index.htm#tableAbilityModifiersandBonusPowerPoints ). His race may also provide bonus power points per day, as may certain feats and items. A 1st-level soulsword gains no power points for his class level, but he gains bonus power points (if he is entitled to any), and can manifest the single power he knows with those power points.
Powers Known: A soulsword begins play knowing one soulsword power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power. Choose the powers known from the soulsword power list. A soulsword can manifest any power that has a power point cost equal to or lower than his manifester level. A soulsword's manifester level is equal to his class levels minus two.
The total number of powers a soulsword can manifest in a day is limited only by his daily power points. In other words, a 12th-level soulsword (with a total of 30 power points) could manifest a power costing 1 power point 30 times in one day, a power costing 10 power points 3 times in one day, or any combination of power point costs that does not exceed 30 power points in total.
A soulsword simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against soulsword powers is 10 + the power’s level + the soulsword’s Wisdom modifier. For example, the saving throw against a 6th-level power has a DC of 16 + Wis modifier.
Maximum Power Level Known: A soulsword begins play with the ability to learn 1st-level powers. As he attains higher levels, he gains the ability to master more complex powers—for example, a 4th-level soulsword can learn powers of 2nd level or lower, a 7th-level soulsword can learn powers of 3rd level or lower, and so on.
To learn or manifest a power, a soulsword must have a Wisdom score of at least 10 + the power’s level. For example, a soulsword with a Wisdom score of 13 can manifest powers of 3rd level or lower.
Table: Manifesting and Meldshaping
{table=head]Level|Soulmelds Bound|Soulmelds Known|Essentia Pool|Essentia Capacity|Power Points|Powers Known|Highest Power Known
1st|2|1|1|1|0|1|1st
2nd|2|1|2|1|1|2|1st
3rd|2|1|3|1|2|3|1st
4th|2|1|4|1|3|4|2nd
5th|3|2|5|1|5|5|2nd
6th|3|2|6|2|6|6|2nd
7th|3|2|7|2|8|7|3rd
8th|3|2|8|2|10|8|3rd
9th|4|3|9|2|13|9|3rd
10th|4|3|10|2|16|10|4th
11th|4|3|11|2|19|11|4th
12th|4|3|12|3|22|12|4th
13th|5|4|13|3|26|13|5th
14th|5|4|14|3|32|14|5th
15th|5|4|15|3|38|15|5th
16th|5|4|16|3|45|16|6th
17th|6|5|17|3|52|17|6th
18th|6|5|18|4|61|18|6th
19th|6|5|19|4|70|19|6th
20th|6|5|20|4|80|20|6th
[/table]
Spirit Blade (Su): As a move action, a soulsword can create a semisolid blade composed of psychic and spirit energy distilled from his own mind and soul. The blade is identical in all ways (except visually) to a long sword of a size appropriate for its wielder. For instance, a Medium soulsword materializes a Medium spirit blade that he can wield as a one-handed weapon, and the blade deals 1d8 points of damage (crit 19-20/×2). Soulswords who are smaller or larger than Medium create spirit blades identical to long swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a spirit blade adds his wisdom modifier to his attack and damage rolls instead of his strength modifier.
This blade cannot be sundered and a soulsword cannot be disarmed of his spirit blade. However, the moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it, see below). A spirit blade is considered a magic weapon for the purpose of overcoming damage reduction.
A soulsword can use feats such as Power Attack or Combat Expertise in conjunction with the spirit blade just as if it were a normal weapon. He can also choose ‘spirit blade’ for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a spirit blade.
Even in places where psionic or incarnum effects do not normally function, a soulsword can attempt to sustain his spirit blade by making a DC 20 Will save. On a successful save, the soulsword maintains his spirit blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the spirit blade vanishes. On his turn, the soulsword can attempt a new Will save to rematerialize his spirit blade while he remains within the psionics negating effect. If in an area where both psionic and incarnum effects do not normally function, the DC for the Will save becomes 30.
Shape Spirit Blade (Su): At 1st level, a soulsword gains the ability to change the form of his spirit blade. As a full-round action, he can change his spirit blade to replicate a greatsword (damage 2d6 for a Medium weapon, but he must wield it two-handed). If a soulsword shapes his spirit blade into the form of a greatsword sword and wields it two-handed, he adds 1½ times his wisdom bonus to his damage rolls.
Alternatively, a soulsword can split his spirit blade into two identical short swords (1d6 damage, a light weapon), suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, treat any essentia invested into your blademeld as 1 lower than the soulsword would otherwise have invested, as the blademeld is now shared between two weapons.
Psychic Strike (Su): As a move action or a standard action, a soulsword of 2nd level or higher can imbue his spirit blade with destructive psychic and soul energy. This effect deals an extra 1d8 points of damage to the next creature he successfully hits with a melee attack (or ranged attack, if he is using the throw spirit blade ability). Half of this damage is force damage while the other is pure psychic energy. As a result, halve the damage taken from psychic strike against enemies immune to mind-affecting attacks. 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 creatures more than 30 feet away.
A spirit blade deals this extra damage only once when this ability is called upon, but a soulsword can imbue his spirit blade with energy again by taking another move action or standard action.
Once a soulsword has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the soulsword drops the spirit blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with energy when the soulsword next materializes it. At every other level, the extra damage from a soulsword’s psychic strike increases as shown on the Table above.
Bonus Feats: At 2nd level and every four levels thereafter, a soulsword gains a bonus feat, which must be selected from the following list: Improved Initiative, Power Attack, Cleave, Great Cleave, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Point Blank Shot. Alternatively, a soulsword can choose any psionic or incarnum feat, that he meets the prerequisites for, in place of one from this list.
A soulsword must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels.
Throw Spirit Blade (Ex): A soulsword of 3rd level or higher can throw his spirit blade as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown spirit blade then dissipates. A soulsword of 2nd level or higher can make a psychic strike (see below) with a thrown spirit blade and can use the blade in conjunction with other special abilities (Such as slash the psyche).
Quick Draw (Su): At 3rd level, a soulsword becomes able to materialize his spirit blade as a free action instead of a move action. This action doesn't provoke attacks of opportunity. If used in conjunction with the throw spirit blade ability, a soulsword can materialize and throw a number of blades equal to the number attacks he can make per round.
Improved Spirit Blade (Su): At 5th level, whenever you invest essentia into your blademeld you have the option to enhance your spirit blade differently. You may (instead of receiving a +1 bonus to attack and damage rolls per point of essentia) add any number of weapon properties that have a total enhancement bonus value of +1 per point of invested essentia. For example, a soulsword that has 3 points of essentia invested in his blademeld can add the Keen, Flaming, and Shocking properties to his weapon. Alternatively, he could add the Speed property, or, the Unholy and Vicious properties. He could even choose not to gain any weapon properties and instead take a +3 bonus to attack and damage rolls (Weapon properties not expressed by a +1 to +5 bonus cannot be added to your weapon. For example, a soulsword could not add the 'Spellblade' property to his weapon. He could, however, add the 'Spell Storing' property to his weapon, since it costs the same as a +1 bonus). Additionally, he may choose properties normally designed for ranged weapons or projectiles, but these properties do not work until he uses his throw spirit blade ability.
The weapon properties or abilities remain the same every time the soulsword materializes his spirit blade (unless he decides to reassign its abilities, see below). The properties or abilities apply to any form the spirit blade takes, including the use of the 'shape spirit blade' or 'bladewind' class features.
A soulsword can reassign the properties or abilities he has added to his spirit blade. To do so, he must first spend 8 hours in concentration. After that period, the spirit blade materializes with the new properties or abilities selected by the soulsword. He does not gain new abilities each time he reinvests essentia (A swift action).
Reworking this a bit...
Focusing Strike (Ex): At 7th level, when making a full-attack and if his weapon is imbued with psychic strike, a soulsword may forgo any extra attacks granted through his base attack bonus. For each attack forfeited this way he gains a cumulative +2 bonus on his attack roll and deals an additional 2d8 points of damage with his psychic strike. These extra dice of damage may be given up for his 'slash the psych' or 'slash the soul' class features. Any other attacks that he would have made during this full-attack are also forfeited, including ones from feats, spells, powers, or items, but these do not grant any bonuses (Any extra attacks he would have made after his full attack action would work as normal. Cleave, for example, would still grant an attack but not the haste spell). A soulsword can only use his focusing strike ability to make a melee attack. He does not receive any benefits if he attempts to use this ability for a ranged attack.
Slash the Psyche(Su): Beginning at 9th level, when a soulsword executes a psychic strike against a sentient being (Intelligence 3 or greater), he can choose to substitute Intelligence, Wisdom, or Charisma damage (his choice) instead of dice damage. For each two dice of damage he gives up, he deals 1 point of damage to the ability score he chooses. Creatures immune to mind affecting attacks are also immune to this ability. A soulsword can combine extra dice of damage and ability damage in any combination.
Walk the Æther (Su): After attaining 11th level, a soulsword may choose to become incorporeal whenever he uses a move action to move. This lasts until the end of his movement. Opponents may still make attacks of opportunity against you (If they are capable of seeing and striking ethereal creatures), but you may now move through walls. Additionally, while in the ethereal plane you still move at your full speed (Instead of one-half) but you may not move vertically.
Bladewind (Su): At 13th level, a soulsword gains the ability to momentarily fragment his spirit blade into numerous identical blades, each of which strikes at a nearby opponent. As a full attack, when wielding his spirit blade, a soulsword can give up his regular attacks and instead fragment his spirit blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the soulsword's regular spirit blade except dealing 1d6 damage. If used in conjunction with psychic strike, decrease the damage dice of the ability by one step (dealing 1d6 instead of 1d8 per die). He then adds the extra damage to all attacks for that round.
When using bladewind, a soulsword forfeits any bonus or extra attacks granted by other feats, abilities, spells, or items, etc (such as the Cleave feat or the haste spell). A soulsword may use bladewind only in conjunction with psychic strike, not with any other soulsword ability (Such as focusing strike or slash the psyche/soul). The spirit blade immediately reverts to its previous form after the bladewind attack resolves.
Greater Spirit Blade (Su): At 15th level, whenever a soulsword invests essentia into his blademeld he receives both the bonus to attack and damage rolls and any weapon properties he has chosen. He still cannot choose any combination of weapon properties that exceeds the total bonus allowed by his invested essentia, but he gains the benefit of both essentia options.
Brilliant Blade (Su): At 17th level, a soulsword's spirit blade can now deal damage against incorporeal creatures and creatures in the ethereal plane as easily as it does against creatures in the material plane. Additionally, his spirit blade is also treated as adamantine, silver, or cold iron for the purpose of overcoming damage reduction (Whichever is most appropriate for the situation).
Slash the Soul(Su): At 19th level, a soulsword can damage the very soul of his enemy. Whenever a soulsword executes a successful psychic strike against any living creature, he can choose to give up extra dice of damage to inflict negative levels. For each three dice of damage he gives up, that creature receives one negative level (Negative levels grant a –1 penalty on all skill checks, ability checks, attack rolls, and saving throws. Affected creatures also lose 5 hitpoints and one effective level). These negative levels last only 24 hours but are still fatal if they exceed the target's hit-dice. An affected creature need not make a save to prevent itself from permanently losing a level and does not rise as a Wight as a result of death from this ability.
Soulsword
Death shall befall those who meet my blade...
-Soulsword
Soulswords have the following game statistics.
Alignment: Any
Hit Die: d10
Starting Age: Adult
Starting Gold: 5d4*10 (125gp)
Class Skills
The Soulsword's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (dex), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Psionics) (Int), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Tumble (Dex).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
The Soulsword
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+2|Spirit Blade, Shape Spirit Blade
2nd|+2|+3|+0|+3|Psychic strike +1d8, Bonus Feat
3rd|+3|+3|+1|+3|Throw Spirit Blade, Quick Draw
4th|+4|+4|+1|+4|Psychic strike +2d8
5th|+5|+4|+1|+4|Improved Spirit Blade
6th|+6/+1|+5|+2|+5|Psychic strike +3d8, Bonus Feat
7th|+7/+2|+5|+2|+5|Focusing Strike
8th|+8/+3|+6|+2|+6|Psychic strike +4d8
9th|+9/+4|+6|+3|+6|Slash the Psyche
10th|+10/+5|+7|+3|+7|Psychic strike +5d8, Bonus Feat
11th|+11/+6/+1|+7|+3|+7|Walk the Æther
12th|+12/+7/+2|+8|+4|+8|Psychic strike +6d8
13th|+13/+8/+3|+8|+4|+8|Bladewind
14th|+14/+9/+4|+9|+4|+9|Psychic strike +7d8, Bonus Feat
15th|+15/+10/+5|+9|+5|+9|Greater Spirit Blade
16th|+16/+11/+6/+1|+10|+5|+10|Psychic strike +8d8
17th|+17/+12/+7/+2|+10|+5|+10|Brilliant Blade
18th|+18/+13/+8/+3|+11|+6|+11|Psychic strike +9d8, Bonus Feat
19th|+19/+14/+9/+4|+11|+6|+11|Slash the Soul
20th|+20/+15/+10/+5|+12|+6|+12|Psychic strike +10d8
[/table]
Class Features
All of the following are class features of the Soulsword.
Weapon and Armor Proficiencies: Soulswords are proficient with all simple and martial weapons, with their own spirit-blades, and with light and medium armor and shields (except tower shields).
Meldshaping: A soulsword's primary ability is shaping incarnum soulmelds, which are drawn from the soulsword soulmeld list. A soulsword knows only a number of soulmelds equal to one-half his soulsword class level rounded up, unless he gains additional soulmelds through the use of the Shape Soulmeld feat.
The Difficulty Class for a saving throw against a soulsword soulmeld is 10 + number of points of essentia invested in the soulmeld + your Wisdom modifier. Your meldshaper level is equal to your soulsword level.
A soulsword can shape only a certain number of soulmelds per day. Your base daily allotment is given on the Table: Manifesting and Meldshaping. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or one plus your number of soulmelds known, whichever is lower. At 1st level, you can shape two soulmelds at a time (assuming you have a Constitution score of at least 12). As you advance in level, you learn and can shape an increasing number of soulmelds.
At 1st level, you also gain access to your own personal pool of essentia, which can be invested into your soulmelds to increase their power. Your essentia pool's size is shown on the Table: Manifesting and Meldshaping. Your character level, as noted on the Table: Manifesting and Meldshaping, determines the maximum quantity of essentia that you can invest in any single soulmeld. As a swift action, you can reallocate your essentia investments in your soulmelds each round.
A soulsword does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape his soulmelds for the day.
Shape Blademeld (Su): At 1st level, you gain the ability to create a special soulmeld called a blademeld by wrapping incarnum into your spirit blade. Doing so binds your spirit blade more closely to your mind and soul. You gain the ability to infuse your spirit blade with essentia, just like a soulmeld. This soulmeld is in addition to your soulmelds known and does not count against the limit shown on the table below. The blademeld follows the normal rules for shaping soulmelds. Which means you may use certain feats or items to increase its essentia capacity. A weapon with a blademeld shaped on it appears to have a blue glow (shadowy illumination filling your square, this does not grant a miss chance for either you or any opponents). For every point of essentia invested in the blademeld, you gain a +1 enhancement bonus to attack and damage rolls made with your spirit blade.
Chakra Binds: A soulsword never naturally gains the ability to bind chakras. In order to do so he must take the required feats. Binding a soulmeld to a chakra closes the body slot associated with that chakra, so that you cannot also benefit from a magic item worn on the body slot associated with that chakra.
Power Points/Day: A soulsword’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: Manifesting and Meldshaping. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points) (http://www.d20srd.org/srd/psionic/classes/index.htm#tableAbilityModifiersandBonusPowerPoints ). His race may also provide bonus power points per day, as may certain feats and items. A 1st-level soulsword gains no power points for his class level, but he gains bonus power points (if he is entitled to any), and can manifest the single power he knows with those power points.
Powers Known: A soulsword begins play knowing one soulsword power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power. Choose the powers known from the soulsword power list. A soulsword can manifest any power that has a power point cost equal to or lower than his manifester level. A soulsword's manifester level is equal to his class levels minus two.
The total number of powers a soulsword can manifest in a day is limited only by his daily power points. In other words, a 12th-level soulsword (with a total of 30 power points) could manifest a power costing 1 power point 30 times in one day, a power costing 10 power points 3 times in one day, or any combination of power point costs that does not exceed 30 power points in total.
A soulsword simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against soulsword powers is 10 + the power’s level + the soulsword’s Wisdom modifier. For example, the saving throw against a 6th-level power has a DC of 16 + Wis modifier.
Maximum Power Level Known: A soulsword begins play with the ability to learn 1st-level powers. As he attains higher levels, he gains the ability to master more complex powers—for example, a 4th-level soulsword can learn powers of 2nd level or lower, a 7th-level soulsword can learn powers of 3rd level or lower, and so on.
To learn or manifest a power, a soulsword must have a Wisdom score of at least 10 + the power’s level. For example, a soulsword with a Wisdom score of 13 can manifest powers of 3rd level or lower.
Table: Manifesting and Meldshaping
{table=head]Level|Soulmelds Bound|Soulmelds Known|Essentia Pool|Essentia Capacity|Power Points|Powers Known|Highest Power Known
1st|2|1|1|1|0|1|1st
2nd|2|1|2|1|1|2|1st
3rd|2|1|3|1|2|3|1st
4th|2|1|4|1|3|4|2nd
5th|3|2|5|1|5|5|2nd
6th|3|2|6|2|6|6|2nd
7th|3|2|7|2|8|7|3rd
8th|3|2|8|2|10|8|3rd
9th|4|3|9|2|13|9|3rd
10th|4|3|10|2|16|10|4th
11th|4|3|11|2|19|11|4th
12th|4|3|12|3|22|12|4th
13th|5|4|13|3|26|13|5th
14th|5|4|14|3|32|14|5th
15th|5|4|15|3|38|15|5th
16th|5|4|16|3|45|16|6th
17th|6|5|17|3|52|17|6th
18th|6|5|18|4|61|18|6th
19th|6|5|19|4|70|19|6th
20th|6|5|20|4|80|20|6th
[/table]
Spirit Blade (Su): As a move action, a soulsword can create a semisolid blade composed of psychic and spirit energy distilled from his own mind and soul. The blade is identical in all ways (except visually) to a long sword of a size appropriate for its wielder. For instance, a Medium soulsword materializes a Medium spirit blade that he can wield as a one-handed weapon, and the blade deals 1d8 points of damage (crit 19-20/×2). Soulswords who are smaller or larger than Medium create spirit blades identical to long swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a spirit blade adds his wisdom modifier to his attack and damage rolls instead of his strength modifier.
This blade cannot be sundered and a soulsword cannot be disarmed of his spirit blade. However, the moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it, see below). A spirit blade is considered a magic weapon for the purpose of overcoming damage reduction.
A soulsword can use feats such as Power Attack or Combat Expertise in conjunction with the spirit blade just as if it were a normal weapon. He can also choose ‘spirit blade’ for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a spirit blade.
Even in places where psionic or incarnum effects do not normally function, a soulsword can attempt to sustain his spirit blade by making a DC 20 Will save. On a successful save, the soulsword maintains his spirit blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the spirit blade vanishes. On his turn, the soulsword can attempt a new Will save to rematerialize his spirit blade while he remains within the psionics negating effect. If in an area where both psionic and incarnum effects do not normally function, the DC for the Will save becomes 30.
Shape Spirit Blade (Su): At 1st level, a soulsword gains the ability to change the form of his spirit blade. As a full-round action, he can change his spirit blade to replicate a greatsword (damage 2d6 for a Medium weapon, but he must wield it two-handed). If a soulsword shapes his spirit blade into the form of a greatsword sword and wields it two-handed, he adds 1½ times his wisdom bonus to his damage rolls.
Alternatively, a soulsword can split his spirit blade into two identical short swords (1d6 damage, a light weapon), suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, treat any essentia invested into your blademeld as 1 lower than the soulsword would otherwise have invested, as the blademeld is now shared between two weapons.
Psychic Strike (Su): As a move action or a standard action, a soulsword of 2nd level or higher can imbue his spirit blade with destructive psychic and soul energy. This effect deals an extra 1d8 points of damage to the next creature he successfully hits with a melee attack (or ranged attack, if he is using the throw spirit blade ability). Half of this damage is force damage while the other is pure psychic energy. As a result, halve the damage taken from psychic strike against enemies immune to mind-affecting attacks. 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 creatures more than 30 feet away.
A spirit blade deals this extra damage only once when this ability is called upon, but a soulsword can imbue his spirit blade with energy again by taking another move action or standard action.
Once a soulsword has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the soulsword drops the spirit blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with energy when the soulsword next materializes it. At every other level, the extra damage from a soulsword’s psychic strike increases as shown on the Table above.
Bonus Feats: At 2nd level and every four levels thereafter, a soulsword gains a bonus feat, which must be selected from the following list: Improved Initiative, Power Attack, Cleave, Great Cleave, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Point Blank Shot. Alternatively, a soulsword can choose any psionic or incarnum feat, that he meets the prerequisites for, in place of one from this list.
A soulsword must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels.
Throw Spirit Blade (Ex): A soulsword of 3rd level or higher can throw his spirit blade as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown spirit blade then dissipates. A soulsword of 2nd level or higher can make a psychic strike (see below) with a thrown spirit blade and can use the blade in conjunction with other special abilities (Such as slash the psyche).
Quick Draw (Su): At 3rd level, a soulsword becomes able to materialize his spirit blade as a free action instead of a move action. This action doesn't provoke attacks of opportunity. If used in conjunction with the throw spirit blade ability, a soulsword can materialize and throw a number of blades equal to the number attacks he can make per round.
Improved Spirit Blade (Su): At 5th level, whenever you invest essentia into your blademeld you have the option to enhance your spirit blade differently. You may (instead of receiving a +1 bonus to attack and damage rolls per point of essentia) add any number of weapon properties that have a total enhancement bonus value of +1 per point of invested essentia. For example, a soulsword that has 3 points of essentia invested in his blademeld can add the Keen, Flaming, and Shocking properties to his weapon. Alternatively, he could add the Speed property, or, the Unholy and Vicious properties. He could even choose not to gain any weapon properties and instead take a +3 bonus to attack and damage rolls (Weapon properties not expressed by a +1 to +5 bonus cannot be added to your weapon. For example, a soulsword could not add the 'Spellblade' property to his weapon. He could, however, add the 'Spell Storing' property to his weapon, since it costs the same as a +1 bonus). Additionally, he may choose properties normally designed for ranged weapons or projectiles, but these properties do not work until he uses his throw spirit blade ability.
The weapon properties or abilities remain the same every time the soulsword materializes his spirit blade (unless he decides to reassign its abilities, see below). The properties or abilities apply to any form the spirit blade takes, including the use of the 'shape spirit blade' or 'bladewind' class features.
A soulsword can reassign the properties or abilities he has added to his spirit blade. To do so, he must first spend 8 hours in concentration. After that period, the spirit blade materializes with the new properties or abilities selected by the soulsword. He does not gain new abilities each time he reinvests essentia (A swift action).
Reworking this a bit...
Focusing Strike (Ex): At 7th level, when making a full-attack and if his weapon is imbued with psychic strike, a soulsword may forgo any extra attacks granted through his base attack bonus. For each attack forfeited this way he gains a cumulative +2 bonus on his attack roll and deals an additional 2d8 points of damage with his psychic strike. These extra dice of damage may be given up for his 'slash the psych' or 'slash the soul' class features. Any other attacks that he would have made during this full-attack are also forfeited, including ones from feats, spells, powers, or items, but these do not grant any bonuses (Any extra attacks he would have made after his full attack action would work as normal. Cleave, for example, would still grant an attack but not the haste spell). A soulsword can only use his focusing strike ability to make a melee attack. He does not receive any benefits if he attempts to use this ability for a ranged attack.
Slash the Psyche(Su): Beginning at 9th level, when a soulsword executes a psychic strike against a sentient being (Intelligence 3 or greater), he can choose to substitute Intelligence, Wisdom, or Charisma damage (his choice) instead of dice damage. For each two dice of damage he gives up, he deals 1 point of damage to the ability score he chooses. Creatures immune to mind affecting attacks are also immune to this ability. A soulsword can combine extra dice of damage and ability damage in any combination.
Walk the Æther (Su): After attaining 11th level, a soulsword may choose to become incorporeal whenever he uses a move action to move. This lasts until the end of his movement. Opponents may still make attacks of opportunity against you (If they are capable of seeing and striking ethereal creatures), but you may now move through walls. Additionally, while in the ethereal plane you still move at your full speed (Instead of one-half) but you may not move vertically.
Bladewind (Su): At 13th level, a soulsword gains the ability to momentarily fragment his spirit blade into numerous identical blades, each of which strikes at a nearby opponent. As a full attack, when wielding his spirit blade, a soulsword can give up his regular attacks and instead fragment his spirit blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the soulsword's regular spirit blade except dealing 1d6 damage. If used in conjunction with psychic strike, decrease the damage dice of the ability by one step (dealing 1d6 instead of 1d8 per die). He then adds the extra damage to all attacks for that round.
When using bladewind, a soulsword forfeits any bonus or extra attacks granted by other feats, abilities, spells, or items, etc (such as the Cleave feat or the haste spell). A soulsword may use bladewind only in conjunction with psychic strike, not with any other soulsword ability (Such as focusing strike or slash the psyche/soul). The spirit blade immediately reverts to its previous form after the bladewind attack resolves.
Greater Spirit Blade (Su): At 15th level, whenever a soulsword invests essentia into his blademeld he receives both the bonus to attack and damage rolls and any weapon properties he has chosen. He still cannot choose any combination of weapon properties that exceeds the total bonus allowed by his invested essentia, but he gains the benefit of both essentia options.
Brilliant Blade (Su): At 17th level, a soulsword's spirit blade can now deal damage against incorporeal creatures and creatures in the ethereal plane as easily as it does against creatures in the material plane. Additionally, his spirit blade is also treated as adamantine, silver, or cold iron for the purpose of overcoming damage reduction (Whichever is most appropriate for the situation).
Slash the Soul(Su): At 19th level, a soulsword can damage the very soul of his enemy. Whenever a soulsword executes a successful psychic strike against any living creature, he can choose to give up extra dice of damage to inflict negative levels. For each three dice of damage he gives up, that creature receives one negative level (Negative levels grant a –1 penalty on all skill checks, ability checks, attack rolls, and saving throws. Affected creatures also lose 5 hitpoints and one effective level). These negative levels last only 24 hours but are still fatal if they exceed the target's hit-dice. An affected creature need not make a save to prevent itself from permanently losing a level and does not rise as a Wight as a result of death from this ability.