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View Full Version : D&D 3.x Class Soulforged (Soulknife-like Prestige Class W/ SoulBow ACF) PEACH



LordErebus12
2014-04-15, 05:27 AM
The Soulforged

Wandering through the vast deserts of Athas is a dangerous prospect. Bandits, slavers, and murderers wander the wastes as well. Without a good weapon, even the most well-supplied travelers die within only hours, leaving behind nothing but their corpses to be quickly covered in the desert's shifting sands (assuming that much is left behind).

As if to cope with the challenges of Athas, almost everything has psionics in some form or another. By adapting this gift to this world's particular challenges, certain individuals with psionic powers have learned to manifest axes made of pure psionic energy. These individuals, known as the Soulforged, teach others throughout the world to manifest these axes in the hopes that their students will use these 'mindaxes' to survive the terrors and challenges of Athas.


http://cfile7.uf.tistory.com/image/145CE6384EF4875A0557A9

BECOMING A SOULFORGED
To qualify to become a Soulforged, a character must fulfill all the following criteria.

ENTRY REQUIREMENTS
Base Attack Bonus: +3.
Skills: Concentration 8 ranks or Autohypnosis 8 ranks.
Psionics: Must have a power point reserve and have the ability to manifest 2nd-level powers.
Feats: Brutal Throw (Complete Adventurer, page 106)
Special: Must be trained by another Soulforged.

Class Skills
The Soulforged class skills (and the key ability for each skill) are are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (psionics), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis) and Tumble (Dex).
Skills Points at Each Level : 4 + int

Hit Dice: d10




Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Powers Known


1st
+0
+2
+2
+0
Mindaxe, Throw Mindaxe
------------------


2nd
+1
+3
+3
+0
Shape Mindaxe, +1 Mindaxe
+1 level of manifesting class


3rd
+2
+3
+3
+1
Mindaxe enhancement +1
+1 level of manifesting class


4th
+3
+4
+4
+1
Free Draw, +2 Mindaxe
+1 level of manifesting class


5th
+3
+4
+4
+1
Mindaxe enhancement +2
+1 level of manifesting class


6th
+4
+5
+5
+2
Axewind, +3 Mindaxe
------------------


7th
+5
+5
+5
+2
Mindaxe enhancement +3
+1 level of manifesting class


8th
+6
+6
+6
+2
Axe Barrier, +4 Mindaxe
+1 level of manifesting class


9th
+6
+6
+6
+3
Mindaxe enhancement +4
+1 level of manifesting class


10th
+7
+7
+7
+3
Move Without Barriers, +5 Mindaxe
+1 level of manifesting class



Class features

Weapon and Armor Proficiencies:
Soulforged are proficient with all simple and martial weapons, as well as with all types of axes (Throwing Axes, Handaxes, Battleaxes, Greataxes, Dwarven Waraxes, Dwarven Urgroshs, and Orcish Double-Axes). Soulforged are always proficient with their own Mindaxes. Soulforged are proficient with all types of armor and shields (except tower shields).

Powers Known:
Beginning at 1st level, a Soulforged gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of Soulforged to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

If a character had more than one manifesting class before he became a Soulforged, he must decide to which class he adds the new level of Soulforged for the purpose of determining power points per day, powers known, and manifester level.

Mindaxe (Su):
As a move action, a soulforged can create a semisolid handaxe composed of psychic energy distilled from his own mind. The weapon is identical in all ways to a handaxe of a size appropriate for its wielder. For instance, a Medium soulforged materializes a Medium mindaxe that he can wield as a light weapon, and the mindaxe deals 1d6 points of damage (crit 20/x3). Soulforged who are smaller or larger than Medium create mindaxes identical to handaxes appropriate for their size, with a corresponding change to the mindaxe’s damage. The wielder of a mindaxe gains the usual benefits to his attack roll and damage roll from a high Strength bonus.

The mindaxe can be broken (it has hardness 10 and 10 hit points); however, a soulforged can simply create another on his next move action. The moment he relinquishes his grip on his mindaxe, it dissipates (unless he intends to throw it; see below). A mindaxe is considered a magic weapon for the purpose of overcoming damage reduction.

A soulforged can use feats such as Power Attack or Combat Expertise in conjunction with the mindaxe just as if it were a normal weapon. He can also choose mindaxe for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or Spells that upgrade weapons can be used on a mindaxe.

A soulforged’s mindaxe improves as the character gains higher levels. At 2nd level and every even levels thereafter, the mindaxe gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level).

Even in places where psionic effects do not normally function (such as within a null psionics field), a soulforged can attempt to sustain his mindaxe by making a DC 20 Will save. On a successful save, the soulforged maintains his mindaxe for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mindaxe vanishes. As a move action on his turn, the soulforged can attempt a new Will save to rematerialize his mindaxe while he remains within the psionics negating effect.

Throw Mindaxe (Ex):
A soulforged of 1st level or higher can throw his mindaxe as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown mindaxe then dissipates.

Shape Mindaxe (Su):
At 2nd level, a soulforged gains the ability to change the form of his mindaxe. As a full round action, he can change his mindaxe to replicate a battleaxe (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a greataxe (damage 1d12 for a Medium weapon. If a soulforged shapes his mindaxe into the form of a greataxe 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 soulforged can split his mindaxe into two identical handaxes, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mindaxes have an enhancement bonus 1 lower than the soulforged would otherwise create with a single mindaxe.

Mindaxe Enhancement (Su):
At 3rd level, a soulforged gains the ability to enhance his mindaxe. 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 thereafter, the value of the enhancement a soulforged can add to his weapon improves to +2, +3, and +4, respectively. A soulforged can choose any combination of weapon special abilities that does not exceed the total allowed by the soulforged’s level. The weapon ability or abilities remain the same every time the soulforged materializes his mindaxe(unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mindaxe takes, including the use of the shape mindaxe or axewind class abilities, but not to the Axe Barrier class ability.




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


Bodyfeeder*
+3


Mindfeeder*
+3


Soulbreaker*
+3



*Expanded Psionics Handbook

A soulforged can reassign the ability or abilities he has added to his mindaxe. To do so, he must first spend 8 hours in concentration. After that period, the mindaxe materializes with the new ability or abilities selected by the soulforged.

Free Draw (Su):
At 4th level, a soulforged becomes able to materialize his mindaxe as a free action instead of a move action. Should a soulforged choose, he can throw a number of mindaxes per round equal to the number of melee attacks he could make normally in a full round action.

Axewind (Su):
At 6th level, a soulforged gains the ability to momentarily fragment his mindaxe into numerous identical axes, each of which strikes at a nearby opponent. As a full attack, when wielding his mindaxe, a soulforged can give up his regular attacks and instead fragment his mindaxe to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the soulforged’s regular mindaxe. When using axewind, a soulforged forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell). The mindaxe immediately reverts to its previous form after the axewind attack.

Axe Barrier (Su):
At 8th level, a soulforged gains the ability to momentarily fragment his mindaxe into numerous identical axes, which form into a immobile vertical wall of whirling axes that must be within medium range (100 ft. plus 10 ft. per manifester level) from the Soulforged. This wall can take one of two forms: a wall that can be up to 20 ft. long per manifester level, or a ringed wall with a radius of up to 5 ft. per two manifester levels. In either form the wall is 20 ft. high.

Any creature passing through the wall takes 1d6 points of damage per manifester level (maximum 15d6), with a Reflex save for half damage (DC 16 + Soulforged Wisdom modifier). If you manifest the Axe Barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.

An Axe Barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.

When using Axe Barrier, a soulforged forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell), as well as any weapon enhancements it may have had. Furthermore, the Soulforged cannot manifest another mindaxe while the Axe Barrier is active. This Axe Barrier can last up to 1 minute per manifester level or until dismissed as a free action.

Move Without Barriers (Su):
At 10th level, a Soulforged becomes able to step into the Ethereal Plane for short periods of time. The character can become ethereal for a number of rounds per day equal to 1 + her Wis modifier (minimum 1). These rounds need not be consecutive. This ability otherwise functions as the psionic ethereal jaunt power.

LordErebus12
2014-04-15, 05:32 AM
The Soulbow

In the tradition of the soulforged, a soulbow realizes the direct capacity of her own mind to give shape to weapons of psionic perfection. Unlike a soulforged, a soulbow can produce dazzling shafts of deadly grace that she can project with all the force of a composite longbow -- using nothing but her mind. The soulbow relishes her ability to attack foes at a distance. Accuracy, speed, distance, and lethality are all skills a soulbow pursues and perfects -- and in so doing, discovers serenity in lethal mastery.


http://img.4plebs.org/boards/tg/image/1371/82/1371820962236.jpg

BECOMING A SOULBOW
To qualify to become a soulbow, a character must fulfill all the following criteria.

ENTRY REQUIREMENTS
Base Attack Bonus: +3.
Skills: Concentration 8 ranks or Autohypnosis 8 ranks.
Psionics: Must have a power point reserve and have the ability to manifest 2nd-level powers.
Feats: Psionic Shot
Special: Must be trained by another soulbow.

Class Skills
The soulbow class skills (and the key ability for each skill) are are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (psionics), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis) and Tumble (Dex).
Skills Points at Each Level : 4 + int

Hit Dice: d10




Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Powers Known


1st
+0
+2
+2
+0
Mind Arrow, Zen Archery
------------------


2nd
+1
+3
+3
+0
Close Combat Shot, +1 Mind Arrow
+1 level of manifesting class


3rd
+2
+3
+3
+1
Mind Arrow enhancement +1
+1 level of manifesting class


4th
+3
+4
+4
+1
Clustered Shots, +2 Mind Arrow
+1 level of manifesting class


5th
+3
+4
+4
+1
Mind Arrow enhancement +2
+1 level of manifesting class


6th
+4
+5
+5
+2
Arrow Volley, +3 Mind Arrow
------------------


7th
+5
+5
+5
+2
Mind Arrow enhancement +3
+1 level of manifesting class


8th
+6
+6
+6
+2
Phase Arrow, +4 Mind Arrow
+1 level of manifesting class


9th
+6
+6
+6
+3
Mind Arrow enhancement +4
+1 level of manifesting class


10th
+7
+7
+7
+3
Move Without Barriers, +5 Mind Arrow
+1 level of manifesting class



Class features

Weapon and Armor Proficiencies:
Soulbows are proficient with all simple and martial weapons, as well as with all types of Bows (Shortbows, Longbows, Greatbow, Composite Shortbows, Composite Longbows, Composite Greatbows, Footbows, etc.). Soulbows are always proficient with their own Mind Arrows. Soulbows are proficient with all types of armor and shields (except tower shields).

Powers Known:
Beginning at 1st level, a soulbow gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of soulbow to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

If a character had more than one manifesting class before he became a soulbow, he must decide to which class he adds the new level of soulbow for the purpose of determining power points per day, powers known, and manifester level.

Mind Arrow (Su):
As a free action, you can create a semisolid arrow composed of psychic energy distilled from your mind. If your base attack bonus is high enough to grant you multiple attacks, you can create multiple mind arrows as part of an attack. You must have one hand free to create and project a mind arrow.

The bolt is identical in all ways (except visually) to an arrow shot from a composite longbow. For instance, a Medium soulbow materializes an arrow that speeds toward the specified target, and if it hits, deals 1d8 points of damage (crit x3) plus extra damage equal to the soulbow's Wisdom modifier. Soulbows who are smaller or larger than Medium create mind arrows identical to arrows shot from composite longbows appropriate for their size, with a corresponding change to the arrow's damage (see Table 7-4 and Table 7-5 in the Player's Handbook). You gain the usual benefit to your attack roll from a high Dexterity bonus.

Whether a mind arrow hits or misses, it dissipates 1 round after being shot. A mind arrow is considered a magic weapon for the purpose of overcoming damage reduction.

You can use feats such as Point Blank Shot or Precise Shot in conjunction with a mind arrow (see bonus feats provided by the class for further guidance). You can also choose mind arrow for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind arrow.

A soulbow’s mind arrow improves as the character gains higher levels. At 2nd level and every even levels thereafter, the mind arrow gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level).

Even in places where psionic effects do not normally function (such as within a null psionics field), you can attempt to attack foes with mind arrows by making a DC 20 Will save. On a successful save, you can freely produce mind arrows for a number of rounds equal to your class level before you need to check again. On an unsuccessful attempt, you must wait 1 round before trying again while you remain within the psionics-negating effect.

Zen Archery:
You gain the Zen Archery (Complete Warrior, p. 106) feat as a bonus feat, without requiring any of the prerequisites.

Close Combat Shot:
At 2nd level, you can attack with your mind arrow while in a threatened square and not provoke attacks of opportunity.

Mind Arrows Enhancement (Su):
At 3rd level, a soulbow gains the ability to enhance his mind arrows. 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 thereafter, the value of the enhancement a soulbow can add to his arrows improves to +2, +3, and +4, respectively. A soulbow can choose any combination of weapon special abilities that does not exceed the total allowed by the soulbow’s level. The weapon ability or abilities remain the same every time the soulbow materializes his mind arrow (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mind arrow takes, including the use of the clustered shot and phase arrow abilities, but not to the Arrow Volley class ability.




Ranged Weapon Special Ability
Enhancement Bonus Value


Bane
+1


Distance
+1


Flaming
+1


Frost
+1


Lucky*
+1


Merciful
+1


Psychokinetic*
+1


Returning
+1


Seeking
+1


Shock
+1


Anarchic
+2


Axiomatic
+2


Collision*
+2


Flaming Burst
+2


Psychokinetic Burst*
+2


Psibane*
+2


Shocking Burst
+2


Suppression*
+2


Wounding
+2


Dislocator*
+3


Speed
+3



*Expanded Psionics Handbook

A soulbow can reassign the ability or abilities he has added to his mind arrow. To do so, he must first spend 8 hours in concentration. After that period, the mind arrow materializes with the new ability or abilities selected by the soulbow.

Clustered Shots (Ex):
At 4th level, whenever you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.

Arrow Volley (Ps):
At 6th level, you can take a full attack action (in lieu of your regular attacks) to expend your psionic focus and launch a 30 ft. cone of mind arrows. Creatures can make a reflex save (9 + 1/2 )
mind arrow at a target known to you within range, making separate attack and damage rolls for each creature.

Phase Arrow (Ps):
At 8th level, you can take a full attack action (in lieu of your regular attacks) to expend your psionic focus and launch a mind arrow at a target known to you within range. The mind arrow travels to the target in a straight path, passing through any nonmagical or nonpsionic barrier or wall on its way. (A wall of force, wall of fire, wall of ectoplasm, or the like stops a mind arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally.

Move Without Barriers (Su):
At 10th level, a soulbow becomes able to step into the Ethereal Plane for short periods of time. The character can become ethereal for a number of rounds per day equal to 1 + her Wis modifier (minimum 1). These rounds need not be consecutive. This ability otherwise functions as the psionic ethereal jaunt power.

LordErebus12
2014-04-15, 01:47 PM
A friend pointed out that almost no psionic prcs have full manifesting progressions. I dropped it to 8/10 progression.

Hazzardevil
2014-04-15, 02:03 PM
There is a feat called Brutal Throw that does the exact same thing as Axe Thrower. It's from Complete Adventurer.
Personally I would nerf the class slightly by swapping the reflex save to will, since the class seems more strength based than skill.

LordErebus12
2014-04-15, 02:15 PM
There is a feat called Brutal Throw that does the exact same thing as Axe Thrower. It's from Complete Adventurer.
Personally I would nerf the class slightly by swapping the reflex save to will, since the class seems more strength based than skill.

Already fixed. My friend pointed that out, as well.

Soulknife is normally Reflex and Will. I figured Fort and Reflex, since its bound to be using wisdom as a primary stat, especially if it uses psychic warrior as a base class.

Why Will over Reflex? Does it have to do with this being a Heavy Armored class?

LordErebus12
2014-04-16, 09:03 PM
Soulbow posted.