Soulknife (High Psionics)


Psionics Augmented: Soulknives
Psionics Augmented: Soulknives
Ultimate Psionics
Ultimate Psionics

Never caught unarmed, the soulknife is the literal interpretation of using the power of the mind as a weapon. Creating a mind blade is the core of the soulknife, and with it, he is a deadly combatant. Versatile and varied, the soulknife can be found in all shapes and sizes, wielding blades unique to the wielder and customized to fit the needs of the soulknife. Fluid in function, the soulknife has mastered how to alter her mind blade to fit the situation, bringing power and versatility into any combat.

Role: As a wielder of a weapon first and foremost, the soulknife excels as a front-line combatant on the battlefield. Her limited armor options and defensive abilities can be a hindrance, but her varied blade abilities can make her an excellent mobile warrior or battlefield controller.

Class Features

Hit Die
d10
Skill Ranks per Level
4 + Int
Class Skills
Acrobatics, Autohypnosis, Climb, Craft, Intimidate, Knowledge (psionics), Perception, Profession, Stealth, Swim
Starting Wealth
???
Weapon Proficiencies
Simple, mind blade
Armor Proficiencies
Light, Medium
Shield Proficiencies
Shields
Table: The Soulknife (High Psionics)
Level BAB Fort Ref Will Special Powers
PP/Day Known Max. Level
1 +1 +0 +2 +2 bonus feat , form mind blade , shape mind blade , throw mind blade , wild talent
2 +2 +0 +3 +3 blade skills (1 blade skill)
3 +3 +1 +3 +3 enhanced mind blade (+1, max +1) , manifesting , psychic strike (+1d8) 0 1 1st
4 +4 +1 +4 +4 blade skills (2 blade skills) 1 1 1st
5 +5 +1 +4 +4 enhanced mind blade (+2, max +1) , quick draw 2 2 1st
6 +6 +2 +5 +5 blade skills (3 blade skills) 3 2 1st
7 +7 +2 +5 +5 enhanced mind blade (+3, max +2) , psychic strike (+2d8) 5 3 2nd
8 +8 +2 +6 +6 blade skills (4 blade skills) 7 3 2nd
9 +9 +3 +6 +6 enhanced mind blade (+4, max +3) 9 4 2nd
10 +10 +3 +7 +7 blade skills (5 blade skills) 11 4 2nd
11 +11 +3 +7 +7 enhanced mind blade (+5, max +3) , psychic strike (+3d8) 14 5 3rd
12 +12 +4 +8 +8 blade skills (6 blade skills) 17 5 3rd
13 +13 +4 +8 +8 enhanced mind blade (+6, max +4) 20 5 3rd
14 +14 +4 +9 +9 blade skills (7 blade skills) 24 6 3rd
15 +15 +5 +9 +9 enhanced mind blade (+7, max +5) , psychic strike (+4d8) 28 6 4th
16 +16 +5 +10 +10 blade skills (8 blade skills) 32 6 4th
17 +17 +5 +10 +10 enhanced mind blade (+8, max +5) 37 7 4th
18 +18 +6 +11 +11 blade skills (9 blade skills) 42 7 4th
19 +19 +6 +11 +11 enhanced mind blade (+9, max +5) , psychic strike (+5d8) 47 7 4th
20 +20 +6 +12 +12 blade skills (10 blade skills) , mind blade mastery 52 7 4th

bonus feat

The soulknife may choose Power Attack, Two-Weapon Fighting, or Weapon Focus (mind blade) as a bonus feat at 1st level.

form mind blade (Su)

As a move action, a soulknife can form a semi-solid weapon composed of psychic energy distilled from his own mind.

A soulknife must choose the form of his mind blade at 1st level. He can either form it into a light weapon, a one-handed weapon, or a two-handed weapon. Once chosen, his mind blade stays in this form every time the soulknife forms his mind blade. The light weapon deals 1d6 points of damage, the one-handed weapon deals 1d8 points of damage, and the two-handed weapon deals 2d6 points of damage. All damages are based on a Medium- sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized weapons. In all forms, the mind blade has a critical range of 19-20/x2. A soulknife with powerful build or any similar ability forms an appropriately-sized mind blade dealing the size-appropriate amount of damage.

If the soulknife’s chosen form is a light weapon, he may choose to form two light weapons when forming his mind blade if he so chooses, but he suffers the standard penalties for two-weapon fighting.

Regardless of the weapon form a soulknife has chosen, his mind blade does not have a set damage type. When shaping his weapon and assigning abilities to it, the soulknife chooses whether it will deal bludgeoning, piercing, or slashing damage. The soulknife may change the damage type of an existing mind blade, or may summon a new mind blade with a different damage type, as a full-round action; otherwise, the mind blade retains the last damage type chosen every time it is summoned.

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

A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose his mind blade for feats requiring a specific weapon choice, such as Weapon Focus and Improved Critical. Powers or spells that upgrade weapons can be used on a mind blade. The soulknife can use feats such as Weapon Finesse that work on light weapons with his mind blade, but such feats only work on mind blades in a light weapon form.

Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again, although the mind blade is treated for all purposes as a non-magical, masterwork weapon while in a place where psionic effects do not normally function. On an unsuccessful attempt, the mind blade vanishes.

As a move action on her turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics-negating effect. He gains a bonus on Will saves made to maintain or form his mind blade equal to the total enhancement bonus of his mind blade (see below).

The soulknife chooses the appearance of his mind blade, although its shape must reflect the selections the soulknife has chosen: a bludgeoning mind blade would be blunt, slashing would have an edge, etc.

shape mind blade

The soulknife’s mind blade retains the last chosen form every time it is formed until the soulknife reshapes it. If the soulknife chooses to reshape his blade, it requires a full-round action to do so. She may also re-assign the type of damage dealt as part of reshaping his mind blade if he so chooses.

A soulknife can reassign the ability or abilities he has added to his mind blade; see below. To do so, he must first spend 8 hours in concentration. These cannot be the normal 8 hours used for rest, even if the soulknife does not require sleep. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife.

throw mind blade

All soulknives have some knowledge of how to throw their mind blades, though the range increment varies by form and the largest of blade forms cannot be thrown. Light weapon mind blades have a range increment of 20 ft. One-handed weapon mind blades have a range increment of 15 ft. Two-handed weapon mind blades cannot be thrown without the Two-Handed Throw blade skill. Whether or not the attack hits, a thrown mind blade then dissipates.

wild talent

The soulknife gains Wild Talent as a bonus feat at 1st level. This provides his with the psionic power necessary to manifest his mind blade. A character who is already psionic instead gains the Psionic Talent feat.

blade skills

Beginning at 2nd level and every even soulknife level thereafter, a soulknife may choose a blade skill to add to his repertoire. Some blade skills have prerequisites that must be met before they can be chosen. All blade skills may only be chosen once and require the soulknife to be using his mind blade unless otherwise stated in the skill’s description.

enhanced mind blade

A soulknife’s mind blade improves as the character gains higher levels. At 3rd level and every odd level thereafter, the mind blade gains a cumulative +1 enhancement bonus that he may spend on an actual enhancement bonus or on weapon special abilities. A soulknife’s level determines his maximum enhancement bonus (see Table: The Soulknife). The soulknife may (and must, when his total enhancement is higher than his maximum bonus) apply any special ability from the table below instead of an enhancement bonus, as long as he meets the level requirements. A soulknife can choose any combination of weapon special abilities and/or enhancement bonus that does not exceed the total allowed by the soulknife’s level, but he must assign at least a +1 enhancement bonus before assigning any special abilities.

If the soulknife shapes his mind blade into two items, the enhancement bonus of his mind blade (if any) is reduced by 1 (to a minimum of 0). If this would reduce the enhancement bonus on the mind blades to 0 and weapon special abilities are applied, the soulknife must reshape his mind blade to make the options valid. Both mind blades have the same selection of enhancement bonus and weapon special abilities (if any). This penalty does not apply when using the Mind Shield blade skill.

Weapon Special Ability Enhancement Bonus Value Required Level
Agile +1 5
Allying +1 5
Conductive +1 5
Corrosive +1 5
Cunning +1 5
Defending +1 5
Distance +1 5
Dueling +1 5
Flaming +1 5
Frost +1 5
Furious +1 5
Ghost touch +1 5
Huntsman +1 5
Keen (works regardless of damage type) +1 5
Lucky +1 5
Menacing +1 5
Merciful +1 5
Mighty cleaving +1 5
Psychokinetic +1 5
Seeking (ranged only) +1 5
Shock Sundering +1 5
Vicious +1 5
Anarchic +2 7
Axiomatic +2 7
Collision +2 7
Corrosive burst +2 7
Flaming burst +2 7
Holy +2 7
Icy burst +2 7
Linked striking +2 7
Mindcrusher +2 7
Psychokinetic burst +2 7
Shocking burst +2 7
Suppression +2 7
Unholy +2 7
Wounding +2 7
Wrenching (ranged only) +2 7
Bodyfeeder +3 9
Dislocator +3 9
Mindfeeder +3 9
Soulbreaker +3 9
Brilliant energy +4 12
Great dislocator +4 12
Greater energy (ranged only) +4 12
Coup de grace +5 15

manifesting

At 3rd level, the soulknife gains the ability to manifest a small number of psionic powers, which are drawn from the soulknife power list.

A soulknife chooses his powers from the soulknife power list. At 3rd level, a soulknife knows one soulknife power of your choice. He learns new powers as indicated on Table: The Soulknife. Asoulknife can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a soulknife can manifest per day is limited only by his daily power points.

A soulknife never needs to prepare powers ahead of time; he draws them from his mind when needed. When a soulknife recovers his daily power points after resting, he may choose to rotate one or more powers he knows for new ones. These powers must always be chosen from the soulknife power list, and the maximum number of powers the soulknife may know at any one time in this fashion is listed on Table: The Gifted Blade. If a soulknife learns a power through other means, such as the Expanded Knowledge feat, the Mental Power blade skill, or psychic chirurgery, this power is known in addition to his normal powers. He may never exchange it for another power from the soulknife list when he chooses his powers known, and it doesn’t count against his limit of powers known at any one time.

The Difficulty Class for saving throws against soulknife powers is 10 + the power’s level + the soulknife’s Wisdom modifier.

Through 2nd level, a soulknife has no manifester level. At 3rd level and higher, a soulknife’s manifester level is equal to his soulknife level –2.

A soulknife gains the ability to learn 1st-level powers at 3rd level. Every four levels thereafter (7th, 11th, etc), a soulknife gains the ability to master more complex powers, up to 4th level powers at level 15.

To learn or manifest a power, a soulknife must have a Wisdom score of at least 10 + the power’s level.

A soulknife’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: Soulknife. In addition, he receives bonus power points per day if he has a high Wisdom score. His race may also provide bonus power points per day, as may certain feats and items. If a soulknife has power points from a different class, those points are pooled together and usable to manifest powers from either class.

psychic strike (Su)

As a move action, a soulknife of 3rd level or higher can imbue his mind blade with until he chooses to use it, and the charge is not wasted if an attack misses. Mindless creatures are immune to this damage, although non-mindless creatures immune to mind-affecting effects are affected by this damage as normal. (Unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away.)

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. Additionally, he may recharge it as a swift action by expending his psionic focus.

Once a soulknife has prepared his blade for a psychic strike, it holds the extra energy until it is used (whether the attack is successful or not). Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown), it is still imbued with psychic energy when the soulknife next materializes it.

If the soulknife forms his mind blade into two weapons, he may imbue each mind blade with psychic strike as normal. If he reshapes his mind blade into a single weapon form, the additional psychic strike imbued into the additional weapon is lost.

At every four levels thereafter (7th, 11th, etc), the extra damage from a soulknife’s psychic strike increases by 1d8.

quick draw

A 5th level soulknife may manifest his mind blade as a free action, though he may still only attempt to do so once per round (unless throwing the weapon multiple times using the Multiple Throw blade skill).

mind blade mastery

At 20th level, a soulknife reaches the pinnacle of his art and his connection to his blade is so strong it cannot be severed. She no longer requires a Will save to maintain his mind blade in a null psionics field, although it still loses any enhancement bonus and special abilities. In addition, he may change the configurations of his mind blade’s special abilities at will as a full-round action, which also resets any penalties that may have accrued from the Fluid Form and Improved Fluid Form blade skills.


The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Sources:

  • Ultimate Psionics
  • Psionics Augmented: Soulknives

SECTION 15

  • Advanced Player’s Guide, Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  • Hyperconscious: Explorations in Psionics, Copyright 2004, Bruce R Cordell. All rights reserved.
  • If Thoughts Could Kill, Copyright 2001–2004, Bruce R. Cordell. All rights reserved.
  • Legendary VI: Legendary Armor, Copyright 2012, Purple Duck Games; Author: Marc Radle.
  • Mindscapes, Copyright 2003–2004, Bruce R. Cordell. All rights reserved.
  • Mutants & Masterminds, Copyright 2002, Green Ronin Publishing.
  • Pathfinder Companion: Sargava, the Lost Colony, Copyright 2010, Paizo Publishing, LLC; Author: JD Wiker.
  • Pathfinder RPG Bestiary, Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  • Pathfinder RPG Core Rulebook, Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  • Pathfinder RPG GameMastery Guide, Copyright 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  • Pathfinder Roleplaying Game Advanced Race Guide, Copyright 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  • Pathfinder Roleplaying Game Ultimate Combat, Copyright 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  • Pathfinder Roleplaying Game Ultimate Magic, Copyright 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  • Psionic Bestiary, Copyright 2013, Dreamscarred Press.
  • Psionics Augmented, Copyright 2013, Dreamscarred Press.
  • Psionics Augmented: Soulknives, Copyright 2015, Dreamscarred Press.
  • Psionics Unleashed, Copyright 2010, Dreamscarred Press.
  • Swords of Our Fathers, Copyright 2003, The Game Mechanics.
  • The Book of Experimental Might, Copyright 2008, Monte J. Cook. All rights reserved.
  • The Genius Guide To: Feats of Psionic Might, Copyright 2011, Super Genius Games. Author: Owen K.C. Stephens
  • The Iconic Bestiary: Classics of Fantasy, Copyright 2005, Lions Den Press; Author Ari Marmell
  • Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  • Ultimate Psionics, Copyright 2013, Dreamscarred Press.
  • Unearthed Arcana, Copyright 2004, Wizards of the Coast, Inc.; Authors Andy Collins, Jesse Decker, David Noonan, Rich Redman
  • Modern System Reference Document, Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker
  • Open Game License v 1.0a, Copyright 2000, Wizards of the Coast, Inc.
  • System Reference Document, Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  • The Grand OGL Wiki, http://grandwiki.wikidot.com, Copyright 2008-2011 Purple Duck Games; Authors: Mark Gedak, Alex Schroeder, Joel Arellano, George Fields, Yair Rezek, Mike Whalen, Shane O’Connor, Mike Rickard, John Whamond, Bill Browne, Eric Williamson, Slatz Grubnik, Charles R. Wenzler Jr, John Fraser, Jonathon Thompson, Thomas Boxall.
  • Pathminder, Copyright 2016, Drumanagh Wilpole.