View Full Version : [Class] Soulkinfe, Soul Reaver Version

2007-08-09, 07:17 PM
This is a more powerful version of the Soul Knife class, designed after the Soul Reaver Raziel powers.


Hit Die: d10.
Class Skills: The soulknife’s class skills (and the key ability for each skill) are Autohypnosis* (Wis), Climb (Str), Concentration* (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (psionics)* (Int), Listen (Wis), Move Silently (Dex), Swin (Str), Spot (Wis), and Tumble (Dex).

Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

+2|Mind Blade, Wild Talent

+3|Blade Shield

+3|Extra Damage +1d4

+4|Enchant Mind Blade (Light)

+4|Psychic shoot

+5|Extra Damage +2d4

+5|Quick Draw

+6|Enchant Mind Blade (Darkness)

+6|Extra Damage +3d4

+7|True Blade, Improved Mind Blade (Two-blades, One-handed blade)

+7|Bonus Feat

+8|Extra Damage +4d4, Enchant Mind Blade (Air or Earth)

+8|Ability Damage

+9|Bonus Feat

+9|Extra Damage +5d4

+10|Enchant Mind Blade (Fire or Water)

+10|Bonus Feat

+11|Extra Damage +6d4

+11|Vampiric Blade

+12|Enchant Mind Blade (Spirit), Perfect Mind Blade[/table]

Class Features
All the following are class features of the soulknife.

Weapon and Armor Proficiency
Soulknives are proficient with all simple weapons and martial weapons and with light armor.

Wild Talent
Soulknives get the Wild Talent as a bonus feat at the 1st Level.

Bonus Feat
Soulknives can get one Bonus Feat at 11th, 14th, 17th leve, that can be chosen from the figther bonus feat.

Mind Blade [Su]
As a move action when on full HP, or with a Concentration or Autohipnosis check (DC 15) with any amount of HP, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a ghost touch short sword of a size appropriate for its wielder. 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. When inside an Anti-Magic or Anti-Psionics Field, the soulknife make another Concentration or Autohipnosis check (DC 20) for the Mind Blade staying active for his HD/rounds. The Mind Blade are indestructible, but every time the soulknife takes damage he need to make another Concentration or Autohipnosis check (DC 10+damage taken) or else the Mind Blade will be dismissed, but he can active it again normaly. Because of the nature of the Mind Blade, it will always be active on ethereal plane, being impossible to dissmiss it.

Blade Shield [Ex]
At the 2nd level, when fighting defensively, the soulknife can use his Mind Blade to protect him. He gets a shield bonus of +4 when not using a shield, and if he ever loses his Dex bonus to AC, he can't use his Mind Blade as a shield.

Extra Damage [Ex]
As a attack action, a soulknife of 3rd level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d4 points of damage to the next target he successfully hits with a melee attack (unlike the rogue sneak attack, this extra damage are pure destructive force). 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 the extra damage, it holds the energy until it is used. Even if the Mind Blade dissipates, it is still imbued with psychic energy when the soulknife next materializes it.

Enchant Mind Blade
By taking two minutes of concentration, the soulknife can add a special property to his Mind Blade, but only one property can be active at time.
The properties are:

Light: The Mind Blade deal positive energy damage. It will ilumine 30 ft. radius and the soulknife get: +10 insight bonus on all saves to resist blindness and +4 insight bonus on Spot checks.
Darkness: The Mind Blade deal negative energy damage. Any creature hit by the Mind Blade must make a Fort save (DC 10 + level of soulknife/2 + Cha/Wis mod, whichever is higher) or become blinded for (Wis mod)/rounds, were only creatures depend of normal vison (even if are imune to Fort saves) will be blinded. The soulknife also get an insight bonus of +2 on Hide checks.
Air: The Mind Blade deal sonic damage. The soulknife will get a insight bonus of +10 on all jump checks and +4 on listen checks.
Earth: The Mind Blade are treated as if it's made of adamantine/silver/cold iron (chose one each time you infuse the Mind Blade with this element). The soulknife get a insight bonus of +2 on Fort saves and DR 3/Adamantine.
Fire: The Mind Blade deal fire damage. It will ilumine 30 ft. radius and the soulknife get: +2 insight bonus on Fort Saves and Energy Resistence 3 against Fire.
Water: The Mind Blade deal acid damage. The soulknife get a insight bonus of +10 on swin checks and Energy Resitence 3 against acid.
Spirit: The Mind Blade will deals force damage. It will ignore any DR (except epic) and any manufactured armor and shields on AC. It also can destroy any force based magic effect as if it's made from normal material as if it has (caster level*2 when cast the magic) hit points per inch of thickness and hardness (spell level*Cha/Int/Wis, depending of the caster primary stat).

Psychic Shoot [Ex]
At the 5th level, when using the extra damage feature of the Mind Blade, instead he can 'shoot' these extra damage as a ranged touch attack. The range of the psychic shoot are 20 ft for every dice of damage. Being hit by the psychic shoot count as being hit by the mind blade.

Quick Draw [Ex]
At the 7th level, the Mind Blade are draw as a free action.

True Blade [Ex]
At 10th level the soulknife can shape his mind blade into any one-handed weapon he are proficient. The statistcs of the Mind Blade will be the same as the chosen weapon. Any feat that improves the use of one kind of weapom improves the Mind Blade. The soulknife can change his mind blade as a full-round action.

Improved Mind Blade (Two-blades, One-handed Blade) [Ex]
The Mind Blade now can be draw freely, regardless of any amount of HP the soulknife have. Also, the soulknife can manifest one extra blade if he desires (taking the normal penalty from using two swords), but the extra blade in his off-hand are always a short sword. The Mind Blade will have the folowing qualities: +3, Ghost Touch. If using two blades, both blades will have the same special qualities, and the enchantment bonuses can be split freely. Only the blade in the primary hand can be infused with the Blade Enchantment, but the Extra Damage, Ability Damage and Psychic shoot can be used with both Mind Blades, and the dice used can be split freely between both blades.

Ability Damage [Ex]
The soulknife when using the Extra Damage feature, he can change his extra dice to ability damage. The Ability damage deals 1 point of Int/Wis/Cha (chose before the attack) temporary damage for every extra dice it would deal, the target can make a Will save (DC 10 + level of soulknife/2 + Cha mod) to negate the damage. Any taget with Int or Wis or Cha scores can be affected by this ability damage.

Vampiric Blade [Ex]
When the soulknife slays any target (except contructs), he get a number of temporary hit points equal to target HD/2, (min 1 HP). The extra hit points stay intil it's used.

Perfect Blade [Ex]
The blade now have the folowing abilities: +5, Keen (if aplicable), Ghost Touch. If using two blades, both blades will have the same special qualities, and the enchantment bonuses can be split freely. Also, now the Mind Blade lasts for soulknife level*2/rounds inside an anti-magic field or a anti-psyonic field.

2007-08-09, 07:18 PM

Medium *Soul Reaver (Incorporeal Undead)
Class: Fighter 4/Soulknife 12 (ECL 21),
Aligment: Chaotic **Neutral
HD: 17d12+15 (130)
AC: 21 (10, +4 natural, +7 Dex)
Speed: 30 ft
Base Attack/Grapple: +16/+26
Iniciative: +11
Attack: Mind Blade +27/+11/+6; Claws +27
Full Attack: Mind Blade +27/+11/+6
Special Attacks: Soul Devour [Ex], Soul Assimilation [Ex],
Special Qualities: Plane Shift [Ex], Ethereal Rebound [Ex], Turn Immunity [Ex], Soul Dependence [Ex].
Abilities: Str 21 (+5), Dex 25 (+7), Con - , Int 14 (+2), Wis 16 (+3), Cha 18 (+4)
Saves: Fort +8 (+2 feat, +4 Cha), Ref: +9 (+7 Dex), Will +9 (+2 feat, +3 Wis)
Feats: Power Attack (1st), Exotic Weapon Proficiency (Bastard Sword) (Fighter, 1st level), Weapon Focus (Fighter, 2nd level), Iron will (3rd level), Weapon Specialization (Bastard Sword) (Fighter, 4th level), Combat Reflexes (Bonus), Dodge (Bonus), Improved Iniciative (Bonus), Great Fortitude (Bonus), Great Cleave (6th level), Improved Sunder (9th level), Combat Expertice (Soulknife, 11th level), Improved Bull Rush (12th level), Run (15th level)
Skills ((2+2)x4 + (4+2)x12; 88+bonus total): Jump 16 (+4 racial, +5 Str, +1 Soul Assimilation), Concentration 16 (+4 Racial, +4 Cha), Swin 8 (+5 Str, +1 Soul Assimilation), Climb 10 (+4 racial, +5 Str, +1 Soul Assimilation), Listen 10 (+4 racial, +3 Wis), Spot 10 (+4 racial, +3 Wis), Move Silenty 6 (+4 racial, +6 Dex), Intimidation 6 (+4 racial, +4 Cha), Hide 6 (+4 racial, +6 Dex).
Challenge Rating: 21

*Former Medium Humanoid (Undead, Augmented Humanoid).
**He still wanted to restore his world balance, after all (in between of killing all of his former alies, of course)

2007-08-11, 07:25 AM
For the spirit empowerment do you mean it acts like a brilliant weapon that disrupts force armour and ignores all DR except epic?

Because that's seems overpowered.

2007-08-11, 09:41 AM
For the spirit empowerment do you mean it acts like a brilliant weapon that disrupts force armour and ignores all DR except epic?

Because that's seems overpowered.

Yes it is, since in the Legacy of Kain: Defiance (the lasts levels simulate that game), at least in some reviews and walkthrough, when raziel get's his last wraith blade enchantment, the games becomes absurdly easy (like when raziel got the vampiric reaver in the Soul Reaver 2 and he truly become invencible).

Also, it's a 20th level enchantment, it is as powerfull as some 9th level spell with caster level 20th.