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  1. - Top - End - #1
    Dwarf in the Playground
     
    AssassinGuy

    Join Date
    Mar 2013
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    Default Soulsword Class (D&D 3.5 Soulknife Redux) PEACH



    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). 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...
    Spoiler
    Show
    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.
    Last edited by Legendxp; 2014-01-07 at 12:49 AM.

  2. - Top - End - #2
    Dwarf in the Playground
     
    AssassinGuy

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    Default Re: Soulblade Class (D&D 3.5 Soulknife Redux)

    Soulsword Bonus Feats

    {table=head]Feat Name |Prerequisites | Description

    Improved Initiative|
    -
    |You get a +4 bonus on initiative checks.

    Power Attack|Str 13|On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

    Cleave|Str 13, Power Attack|If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.

    Great Cleave|Str 13, Cleave, Power Attack, base attack bonus +4|This feat works like Cleave, except that there is no limit to the number of times you can use it per round.

    Two-Weapon Fighting|Dex 15|Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

    Improved Two-Weapon Fighting|Dex 17, Two-Weapon Fighting, base attack bonus +6|In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty. See the Two-Weapon Fighting special attack.

    Greater Two-Weapon Fighting|Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11|You get a third attack with your off-hand weapon, albeit at a -10 penalty. See the Two-Weapon Fighting special attack

    Point Blank Shot|
    -
    |You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

    Psycarnum Strike (Incarnum)|Con 13, ability to form a spirit blade, focusing strike class feature|Once per day, you can invest essentia into this feat. When making a full round attack with psychic strike (using focusing strike or bladewind), you gain an insight bonus on the damage roll equal to 1d8 for every 1 point of invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You may forfeit these extra dice of damage for your 'slash the psyche' or 'slash the soul' class features. These extra dice of damage are reduced to d6's when using your bladewind class feature. You gain 1 point of essentia.

    Exotic Spirit Shape (Psionic)|Wis 13, ability to form a spirit blade, shape spirit blade class feature|Choose a melee weapon. Any time you wish to reshape your spirit blade using your shape spirit blade class feature, you can add the chosen weapon to your shape repertoire. You are proficient with your chosen weapon (You are treated as if you possess the weapon proficiency feat for that weapon). The weapon is sized appropriately for you and deals damage as a normal weapon of its type. You make take this feat multiple times. Each time you do, you add a new weapon to your shape repertoire.

    Light-Bringing Blade (Psionic)|Wis 13, ability to form a spirit blade, enhanced spirit blade class feature|You may add the Light-Bringing property to your weapon as a +1 bonus. This cannot exceed the maximum bonus allotted to your spirit blade through your class levels. The Light-Bringing property adds Daylight at will as a psi-like ability emanating from your spirit blade. However, using this ability is a swift action that doesn't provoke an attack of opportunity (unlike normal psi-like abilities). You must again, later use a swift action if you re-materialize your spirit blade. You may repress this ability as a free action.

    Light-Stealing Blade (Psionic)|Wis 13, ability to form a spirit blade, enhanced spirit blade class feature|You may add the Light-Stealing property to your weapon as a +1 bonus. This cannot exceed the maximum bonus allotted to your spirit blade through your class levels. The Light-Stealing property adds Deeper Darkness at will as a psi-like ability emanating from your spirit blade. However, using this ability is a swift action that doesn't provoke an attack of opportunity (unlike normal psi-like abilities). You must again, later use a swift action if you re-materialize your spirit blade. You may repress this ability as a free action.

    Spirit Cleave (Psionic)|Spirit Blade class feature, Psychic Strike class feature|If you deal enough damage to a creature to down it in combat (typically by dropping it to below 0 hitpoints or killing it) with your spirit blade, you drain off a portion of that creature's soul. This energy automatically charges your spirit blade as if you had imbued it for a psychic strike.

    [/table]

    †Custom Feat

    A soulsword no longer qualifies for any feat that requires the ability to form a mind blade. He forms spirit blades instead.
    Last edited by Legendxp; 2014-01-05 at 08:29 PM.

  3. - Top - End - #3
    Dwarf in the Playground
     
    AssassinGuy

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    Default Re: Soulsword Class (D&D 3.5 Soulknife Redux)

    Soulsword Powers

    1st-Level Soulsword Powers

    Biofeedback: Gain DR 2/-.
    Burst: Gain +10ft. to speed this round.
    Catfall: Instantly save yourself from a fall.
    Force Screen: Invisible disc provides +4 shield bonus to AC.
    Inertial Armor: Tangible field of force provides you with +4 armor bonus to AC.
    Metaphysical Weapon: Weapon gains +1 bonus.
    Precognition, Defensive: Gain +1 insight bonus to AC and saving throws.
    Precognition, Offensive: Gain +1 insight bonus on your attack rolls.
    Prescience, Offensive: Gain +2 insight bonus on your damage rolls.
    Skate: Subject slides skillfully along the ground.
    Thicken Skin: Gain +1 enhancement bonus to your AC for 10 min./level.
    Vigor: Gain 5 temporary hit points.

    2nd-Level Soulsword Powers

    Body Adjustment: Heal 1d12 damage.
    Body Equilibrium: You can walk on nonsolid surfaces.
    Body Purification: Restore 2 points of ability damage.
    Darkvision, Psionic: See 60 ft. in total darkness.
    Dissolving Weapon: Your weapon deals 4d6 acid damage.
    Empathic Transfer: Transfer another’s wounds to yourself.
    Hustle: Instantly gain a move action.
    Levitate, Psionic: Subject moves up and down at your direction.
    Psionic Lion’s Charge: You can make full attack in same round you charge.
    Sustenance: You can go without food and water for one day.
    Wall Walker: Grants ability to walk on walls and ceilings.

    3rd-Level Soulsword Powers

    Danger Sense: Gain +4 bonus against traps.
    Dimension Slide: Teleports you very short distance.
    Ectoplasmic Form: You gain benefits of being insubstantial and can fly slowly.
    Empathic Feedback: When you are hit in melee, your attacker takes damage.
    Empathic Transfer, Hostile: Your touch transfers your hurt to another.
    Evade Burst: You take no damage from a burst on a successful Reflex save.
    Keen Edge, Psionic: Doubles normal weapon’s threat range.
    Mental Barrier: Gain +4 deflection bonus to AC until your next action.
    Ubiquitous Vision: You have all-around vision.
    Vampiric Blade: You heal half of your base weapon damage.

    4th-Level Soulsword Powers

    Dimension Door, Psionic: Teleports you short distance.
    Energy Adaptation: Your body converts energy to harmless light.
    Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.
    Immovability: You are almost impossible to move and gain DR 15/-.
    Inertial Barrier: Gain DR 5/-.
    Steadfast Perception: Gain immunity to illusory effects, +6 bonus on Spot and Search checks.
    Truevenom Weapon: Your weapon is horribly poisonous.
    Weapon of Energy: Weapon deals additional energy damage.

    5th-Level Soulsword Powers

    Adapt Body: Your body automatically adapts to hostile environments.
    Incarnate: Make some powers permanent.
    Oak Body: Your body becomes as hard as oak.
    Psychofeedback: Boost Str, Dex, or Con at the expense of one or more other scores.
    True Seeing, Psionic: See all things as they really are.
    Secret Chest, Psionic: As Secret Chest except as noted, costs 9 power points.

    6th-Level Soulsword Powers

    Contingency, Psionic: Sets trigger condition for another power.
    Overland Flight, Psionic: You fly at a speed of 40 ft. and can hustle over long distances.
    Retrieve: Teleport to your hand an item you can see.
    Suspend Life: Put yourself into a state akin to suspended animation.
    Temporal Acceleration: Your time frame accelerates for 1 round.
    Ethereal Abduction:* Force a creature onto the Ethereal Plane.

    *Power from Complete Psionic
    Last edited by Legendxp; 2014-01-06 at 04:52 PM.

  4. - Top - End - #4
    Dwarf in the Playground
     
    AssassinGuy

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    Default Re: Soulsword Class (D&D 3.5 Soulknife Redux) PEACH

    SoulSword Soulmelds
    Remember, a soulsword only knows a certain number of soulmelds. Choose your soulmelds known from this list. A soulsword counts as an incarnate, soulborn, or totemist if a soulmeld references one of these classes in its description. However, they do not gain any of their class features. If you have a non-neutral alignment, certain soulmelds may not be compatible. In this case choose one of your corresponding alignment types (For example choosing 'Good' when you are a 'lawful good' soulsword).

    Crown
    Crystal Helm
    Diadem of Purelight
    Necrocarnum Circlet
    Soulspark Familiar

    Feet
    Acrobat Boots
    Cerulean Sandals
    Impulse Boots
    Totem Avatar

    Hands
    Bloodwar Gauntlets
    Lightning Guantlets
    Necrocarnum Weapon
    Rageclaws

    Arms
    Armguards of Disruption
    Bluesteel Bracers
    Incarnate Weapon
    Lifebond Vestments

    Brow
    Basilisk Mask
    Fearsome Mask
    Keeneye Lenses
    Planar Chasuble

    Shoulders
    Mantle of Flame
    Shadow Mantle
    Therapeutic Mantle
    Wind Cloak

    Throat
    Apparition Ribbon
    Necrocarnum Mantle
    Planar Ward
    Soulspeaker Circlet

    Waist
    Strongheart Vest
    Phoenix Belt
    Vitality Belt
    Wormtail Belt

    Heart
    Blink Shirt
    Necrocarnum Vestments
    Shedu Crown
    Spellward Shirt

    Soul
    Fellmist Robe
    Incarnate Avatar
    Last edited by Legendxp; 2013-12-29 at 11:32 PM.

  5. - Top - End - #5
    Firbolg in the Playground
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    Default Re: Soulsword Class (D&D 3.5 Soulknife Redux) PEACH

    Wow. Both Incarnum Melds and Psionics. That's pretty hardcore, even without the Chakra binds. Lots of stuff going on here. Especially those Psionics, this class looks pretty heavily SAD (everything based off Wisdom), so a high level one will easily end up with like 180pp a day, not too far behind a Psywar.

    I notice you never mention the Soulsword's manifester level directly. I assume that means its Manifester level is class level, and not 1/2 or Level-4 or whatever like some other half casters do? I'd seriously consider giving him 1/2 (round up) manifester level, just to limit his psionic ability some, especially since he has Incarnum Access comprable to the Totemist. Unless the intent is to supplant he Psywar, in which case nevermind, this is probably fine.

    Okay so, Spirit Blade gets Wis to hit/damage instead of Strength. You can shape your Blademeld around it, shaping the blademeld makes it glow blue, and you can invest Essentia to increase your hit/damage bonus by +1. Without looking too much further into the class, I'm going to say offhand this probably isn't worth it, and also wonder why it's an Insight bonus instead of Enhancement, unless you're also getting an enhancement later. We'll find out.

    Psychic Strike: Is "Doesn't have a soul" actually a game mechanics term? Is this actually something quantifiable and certain? Can we say for sure whether or not a Balor has a soul? Or an Ooze? Or Undead? What about an intelligent undead? The soul-based requirement is really weird, and probably should be replaced with something else. Or just make it straight up half force damage, half psychic damage. Half your damage can get shut down by the majority of the monster's manual, but the other half will always work.

    Bonus Feats: Oh we're getting access to Martial Study and Martial stance via feats too? Honestly I'd just drop that. Having access to all Psionic and Incarnum feats gives plenty of nice toys, and you gave a smattering of core fighting style feats as well just in case it wasn't enough. If someone wants Tome of Battle stuff, they can spend a real feat on it.

    Improved Spirit Blade: Ah here it is. Yeah the original essence investing thing is crap, but this is much more useful. Basically past level 5 nobody's going to have the +1hit/dmg from anywhere, they're going to have a bunch of cool enhancements.

    You may want to write up a specific list of what's allowed, simply because dumpster diving can produce some silly things. Especially since if I'm remembering incarnum rules correctly you can shift essence around basically at will. This is a really powerful feature all on its own just because it is so open ended and changeable on the fly.


    Focusing Strike: Covered this in the other thread. You seemed to like the idea of incorporating a more skirmish focused capability here.

    In context of this thread, I'd ammend it to +2 to hit and +2d8 psychic strike damage per 4 points of BAB (allowing up to +10d8 psychic strike by level 20). This gets you a single attack at +20d8 damage, with a very high chance of hitting (so you're probably power attacking for a fair bit), with half of it being negatable through mind blank and the like, and have this Focusing strike automatically recharge your psychic strike.

    You mentioned in the other thread wanting to make sure the character was allowed to take other attacks off turn (such as AoOs). That's easy enough to work in, the question is, do you want those AoOs to also get that damage benefit, or do you want them to be normal attack damage, with only the main attack of the round getting the big boost?

    Also worth noting: This gets really potent with Slash the Psyche. Being able to unload a flat 20 points of damage to a mental stat will straight up disable almost any opponent (I can think of few things with better than 20 in all 3 mental stats). So that's probably the most realistic role this ends up taking on, rather than hit point damage. The Soulknife comes in, destroys the opponents mind with a strike, and fades away.


    Bladewind: Is this usable with Knife to the soul? If so you might want to decrease Psychic Strike dice with Bladewind, rather than dice damage. Because unloading 10 points of int damage in an aoe, no save, is basically an encounter ender.

    Greater Spirit Blade: Oh hey, my +0 weapon just became +5 or 6 (I forget how high the capacity boosting can let you get).

    Slash the Soul: Wow. You get the level drain on top of the ability damage? This really should be an alternative option. Then your choice is between general debuffing of a very tough enemy, or taking out one enemy vulnerable to ability damage.






    Overall, you have a lot going on here here. It's difficult to judge it all at once, but honestly just the sheer amount of stuff you have going on at once makes the class very strong. It's definitely Tier 3 at least, and if it's not up to Tier 2, it's scraping the edge of it alongside the Dread Necromancer and Beguiler. The class features alone make for a pretty solid combatant, and then you have the Soulmelds (at a similar level to Incarnate) and Manifesting (at a level similar to Psiwar) to shore up all of the usual melee utility gaps. I'm not particularly familiar with Incarnum, but I noticed the usual suspects like Blink Shirt on your Soulmeld list, so I'm guessing there's enough there for general utility.

    Two points I didn't mention above that I am confused on having now read through the whole class:

    1) Why 6+int mod skills? This class isn't a skill monkey. I can understand not liking anyone other than a Wizard or similar full caster to have 2, but I can't see the class with everything else it has getting more than 4. It's not really a game breaking factor, it's just the level of skills provided doesn't seem to fit with the rest of the class.

    2) To my understanding the normal method of dealing with soulmelds is you know all of the melds on your list, and each day you shape a number of the ones off your list, which you can then proceed to invest essentia into or bind. However in a couple places I got the impression that this class gets a limited number of soulmelds known, and he has to pick from those known soulmelds each day. It may just be from reading through too fast, or not paying attention, but could you clarify if this works differently from the other Incarnum users for me?
    Last edited by Seerow; 2014-01-06 at 07:46 PM.
    If my text is blue, I'm being sarcastic.But you already knew that, right?


  6. - Top - End - #6
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    Default Re: Soulsword Class (D&D 3.5 Soulknife Redux) PEACH

    I notice you never mention the Soulsword's manifester level directly.
    I just fixed it to "level minus two". I put it in the "powers known" section.

    Psychic Strike: Is "Doesn't have a soul" actually a game mechanics term? Is this actually something quantifiable and certain? Can we say for sure whether or not a Balor has a soul? Or an Ooze? Or Undead? What about an intelligent undead? The soul-based requirement is really weird, and probably should be replaced with something else. Or just make it straight up half force damage, half psychic damage. Half your damage can get shut down by the majority of the monster's manual, but the other half will always work.
    Force damage thing is a great idea, I'll change this too.

    Bonus Feats: Oh we're getting access to Martial Study and Martial stance via feats too? Honestly I'd just drop that. Having access to all Psionic and Incarnum feats gives plenty of nice toys, and you gave a smattering of core fighting style feats as well just in case it wasn't enough. If someone wants Tome of Battle stuff, they can spend a real feat on it.
    That's actually left over from the draft version, I forgot to delete it...

    Okay so, Spirit Blade gets Wis to hit/damage instead of Strength.You can shape your Blademeld around it, shaping the blademeld makes it glow blue, and you can invest Essentia to increase your hit/damage bonus by +1. Without looking too much further into the class, I'm going to say offhand this probably isn't worth it, and also wonder why it's an Insight bonus instead of Enhancement, unless you're also getting an enhancement later. We'll find out.
    I just finished changing it to an enhancement bonus.

    Do you think I should change the wisdom to attack/damage to a feat instead? I was thinking about doing this...

    You may want to write up a specific list of what's allowed, simply because dumpster diving can produce some silly things. Especially since if I'm remembering incarnum rules correctly you can shift essence around basically at will. This is a really powerful feature all on its own just because it is so open ended and changeable on the fly.
    I kept the "8 hours of concentration" thing from the soulknife and specified that a soulsword doesn't rechoose his abilities every time he reinvests essentia.

    Bladewind: Is this usable with Knife to the soul? If so you might want to decrease Psychic Strike dice with Bladewind, rather than dice damage. Because unloading 10 points of int damage in an aoe, no save, is basically an encounter ender.
    I made it usable with only psychic strike. I also changed the Slash the Psyche ability. It now requires you to sacrifice two dice of damage per point of ability damage. Slash the Soul now requires three dice of damage per negative level.

    Greater Spirit Blade: Oh hey, my +0 weapon just became +5 or 6 (I forget how high the capacity boosting can let you get).
    I actually think I should change this, but I'm not sure how. I wanted the soulsword's weapon to be the equivilent of a +10 to +12 weapon by 20th level, but a sudden increase of +5 or +6 kind of ruins it. Any suggestions?

    1) Why 6+int mod skills? This class isn't a skill monkey. I can understand not liking anyone other than a Wizard or similar full caster to have 2, but I can't see the class with everything else it has getting more than 4. It's not really a game breaking factor, it's just the level of skills provided doesn't seem to fit with the rest of the class.
    I was also debating this, I think I will actually change this to 4+Int.

    2) To my understanding the normal method of dealing with soulmelds is you know all of the melds on your list, and each day you shape a number of the ones off your list, which you can then proceed to invest essentia into or bind. However in a couple places I got the impression that this class gets a limited number of soulmelds known, and he has to pick from those known soulmelds each day. It may just be from reading through too fast, or not paying attention, but could you clarify if this works differently from the other Incarnum users for me?
    Yes, a soulsword only knows a certain number of soulmelds, based on their level, unlike the other incarnum based classes. I put in a bit more to clarify this. The table also helps with finding your current number of soulmelds known (I have two tables because of the amount of content ). I figured this would make the soulsword a meldshaping class slightly weaker than a normal soulmelding class.

    I also have a custom feat somewhere that allows the investment of essentia to increase your psychic strike damage, but only with bladewind or focusing strike. Should I change this to a class feature or keep it as a feat?

    As for the power level. I wanted this to be high tier 3/ low tier 2. (The competition in our play group is rather high. People tend to play wizards, psions, and artificers)

    EDIT: I was also assuming that a soulsword would put points into dex and con. Although, I guess dex wouldn't be needed as much.
    Last edited by Legendxp; 2014-01-07 at 01:02 AM.

  7. - Top - End - #7
    Firbolg in the Playground
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    Default Re: Soulsword Class (D&D 3.5 Soulknife Redux) PEACH

    Do you think I should change the wisdom to attack/damage to a feat instead? I was thinking about doing this...
    It might be a better idea. Or since you expect him to be taking Wis/Dex/Con, maybe change it to dex instead. It just currently feels like the class is too heavily SAD.

    I actually think I should change this, but I'm not sure how. I wanted the soulsword's weapon to be the equivilent of a +10 to +12 weapon by 20th level, but a sudden increase of +5 or +6 kind of ruins it. Any suggestions?
    Possibly just allow the progression to be +1 and 1 property per essentia from the start. It's still gonna do sudden jumps, but nothing as dramatic as now.

    I made it usable with only psychic strike. I also changed the Slash the Psyche ability. It now requires you to sacrifice two dice of damage per point of ability damage. Slash the Soul now requires three dice of damage per negative level.
    This seems more reasonable.
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