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Ghost in the Shell

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* Descent

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Into
Darkness

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Site Title

Class
Level

1

2
3
4
5
6

7
8
9

10
11
12
13
14
15
16
17
18
19
20
Base
Attack

+0

+1
+2
+3
+3
+4

+5
+6
+6

+7
+8
+9
+9
+10
+11
+12
+12
+13
+14
+15
Fort
Save

+0

+0
+1
+1
+1
+2

+2
+2
+3

+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Ref
Save

+2

+3
+3
+4
+4
+5

+5
+6
+6

+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Will
Save

+2

+3
+3
+4
+4
+5

+5
+6
+6

+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Special
Ability

Mind Blade, Wild Talent
Weapon Focus (Mind Blade)*
Throw Mind Blade
Psychic Strike +1d8
+1 Mind Blade
Free Draw, Shape Mind Blade
Mind Blade Enhancement +1
Speed of Thought
Psychic Strike +2d8
+2 Mind Blade
Bladewind
Greater Weapon Focus (Mind Blade)*
Mind Blade Enhancement +2
Psychic Strike +3d8
+3 Mind Blade
Knife to the Soul
Mind Blade Enhancement +3
Psychic Strike +4d8
+4 Mind Blade
Multiple Throw
Mind Blade Enhancement +4
Psychic Strike +5d8
+5 Mind Blade

* Indicates there is a House Rule alteration in effect. See text below for details.

Key STATS: Strength, Dexterity, Constitution

Alignment: Any

Hit Die: d10

Class Skills: Autohypnosis, Climb, Concentration, Craft, Hide, Jump, Knowledge (Psionics), Listen, Move Silently, Profession, Spot, Tumble

Starting Skill Points: (4 + INT modifier) x 4

Points/Additional Level: 4 + INT modifier

Class Features:

  • Weapon and Armor Proficiencies
    Soulknives are proficient with all simple weapons, with their own mind blades, and with light armor and shields (though not Tower shields).
    WEAPON GROUP ALTERNATIVE: Basic Weapons group plus any other one.

  • Mind Blade [Su]
    As a move action, 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 short sword of a size appropriate for its wielder. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.
    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.
    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 mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.
    A soulknife's mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 Enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).
    Even in places where psionic effects do not normally function, 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. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics-negating effect.

  • Weapon Focus (Mind Blade)
    A soulknife gains Weapon Focus (Mind Blade) as a bonus Feat
    HOUSE RULE ALTERATION: A soulknife gains Weapon Mastery (Mind Blade) as a bonus feat.

  • Wild Talent
    A soulknife gains Wild Talent as a bonus feat. (This class feature provides the character with the psionic power he needs to materialize his mind blade, if he has no powers otherwise.)

  • Throw Mind Blade [Ex]
    A soulknife of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below).

  • Psychic Strike [Su]
    As a move action, a soulknife of 3rd level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (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 thirty feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects).
    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 a psychic strike, it holds the extra energy until it is used. Even if the soulknife drops the mind blade (or it ootherwise dissipates, such as when thrown and it misses), it is still imbued with the psychic energy when the soulknife next materializes it.
    At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra damage from a soulknife's psychic strike increases as shown on the class table above.

  • Free Draw [Su]
    At 5th level, a soulknife becomes able to materialize his mind blade as a free action instead of a move action. He can make only one attempt to materialize the mind blade per round, however (if, for example, he must make a Will save to materialize it within a Null Psionics field).

  • Shape Mind Blade [Su]
    At 5th level, a soulknife gains the ability to change the form of his mind blade. As a full round action, he can change his mind blade to replicate a longsword or a bastard sword (he must wield it as a two-handed weapon unless he has the appropriate feat for this particular manifestation). If a soulknife shapes his mind blade into the form of a bastard sword and uses it two-handed, he adds 1-1/2 tiems his Strength bonus to his damage rolls, just like when using any other two-handed weapon.
    Alternatively, a soulknife can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the soulknife would otherwise create with a single mind blade.

  • Mind Blade Enhancement [Su]
    At 6th level, a soulknife gains the ability to enhance his mind blade. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1.
    At every four levels beyond 6th, the value of the enhancement a soulknife can add to his weapon improves to +2, +3, and +4, respectively. A soulknife can choose any combination of weapon special abilities that does not exceed the total allowed by the soulknife's level.
    The weapon ability or abilities remain the same every time the soulknife materializes his mind blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities.

    Weapon
    Ability

    Defending
    Keen
    Lucky
    Mighty Cleaving
    Psychokinetic
    Sundering
    Vicious
    Collision
    Mindcrusher
    Psychokinetic Burst
    Suppression
    Wounding
    Body Feeder
    Mindfeeder
    Soulbreaker
    Enhancement
    Value

    +1
    +1
    +1
    +1
    +1
    +1
    +1
    +2
    +2
    +2
    +2
    +2
    +3
    +3
    +3

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

  • Speed of Thought
    A soulknife gains Speed of Thought as a bonus feat at 6th level.

  • Bladewind [Su]
    At 9th level, a soulknife gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at nearby opponents.
    As a full attack, when wielding his mind blade, a soulknife can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the soulknife's regular mind blade.
    When using bladewind, a soulknife forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the Haste spell).
    The mind blade immediately reverts to its previous form after the bladewind attack.

  • Greater Weapon Focus (Mind Blade)
    A soulknife gains Greater Weapon Focus (Mind Blade) as a bonus feat at 9th level.
    HOUSE RULE ALTERATION: A soulknife gains a bonus feat, which must be selected from those designated as bonus feats that can be taken by the Fighter class.

  • Knife to the Soul [Su]
    Beginning at 13th level, when a soulknife executes a psychic strike, he can choose to substitute Intelligence, Wisdom, or Charisma damage (his choice) for extra dice of damage. For each die of extra damage he gives up, he deals 1 point of damage to the ability socre he chooses. A soulknife can combine extra dice of damage and ability damage in any combination, so a 19th level soulknife could choose to strike for 3 points of Charisma damage and an extra 2d6 points of damage.
    The soulknife decides which ability score his psychic strike damages and the division of ability damage and extra dice of damage when he imbues his weapon with the psychic strike energy.

  • Multiple Throw [Ex]
    At 17th level and higher, a soulknife can throw a number of mind blades per round equal to the number of melee attacks he could make.

Page Last Updated November 13th, 2005

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