Psionics Augmented: Soulknife – Public Beta

0. Note from the Author

First, I want to thank you for checking out this chapter of the Psionics: Augmented lineup, that of course being for the soulknife class! As the developer of the Path of War line, when Psionics Augmented was being discussed I immediately jumped on this class, one of my all time favorites of the psionic classes. What can I say? I love combat! From its first appearance in early editions of our preceding game system, the soulknife has always had a special place in my heart for the image it embodied – the epitome of mind over matter. There is something really cool about being able to create a blade of psychic energy right out of nowhere! Since its origins, the soulknife class has gotten better and better, and with its latest incarnation in the pages of Ultimate Psionics, the soulknife has finally come home and I’m honored to be able to take part in molding the class. Check out what’s next for the soulknife! I think in the end you’ll agree with me that the mind is the sharpest weapon that you – or your character! – will ever wield.

Chris “ErrantX” Bennett

Developer

Dreamscarred Press

 

1. Introduction

Welcome to Psionics Augmented: Soulknife! Within the pages of this book, you will find options and abilities to do more with your soulknife than ever before. The psionic potential of the soulknife is explored more deeply, and ever-more secret techniques can be found. Will your soulknife learn the ways to manipulate a psicrystal to enhance mundane steel? Create a floating host of weapons? Or perhaps channel incredible of amounts of pain and rage to create a weapon of wrath.

Chapter 2: The Soulknife Augmented – This chapter brings new options to the soulknife class in the form of new blade skills and new archetypes.

  • Augmented Blade – Gain a psicrystal and fuse it to a weapon to enhance it with mental powers.

  • Brutality Blade – Rage-fueled warrior who bends his psychic energy into a mind blade of pure anger.

  • Psychic Armory – Create a panoply of floating blades to fight your enemies for you.

Chapter 3: Feats and Traits – This chapter brings soulknife and mind blade using feats, multiclass feats for soulknives who dabble in the arts of other psionic classes, and traits for psionic characters.

Chapter 4: Prestige Classes Augmented – This chapter provides soulknife specific alterations to existing prestige classes to better use them with the unique talents of the soulknife, as well as new prestige classes for highly specialized soulknives. Ultimate Psionics, Path of War, and Path of War: Expanded may be necessary to use some of these prestige classes properly.

Chapter 5: Psionic Powers and Items – Soulknife-specific psionic items as well as psionic powers that are unique to the gifted blade soulknives.

With Psionics Augmented: Soulknife you will find a whole wealth of new options to make your soulknife and the idealized-blade of mental power that they wield into the weapon you’ve always wanted to wield in your Pathfinder games!

2. The Soulknife Augmented

Let’s talk about the soulknife. The soulknife can be broken down into several key parts that make up the tools at its disposal: its basic chassis (which includes full base attack bonus, good Reflex and Will saves and a skill selection the gives it the basics of what it needs to succeed), blade skills (which are the bread and butter of the soulknife’s career, allowing for a great deal of customization and potency, as well as establishing a theme for a character), and the mind blade (with its built-in scaling enhancement upgrades). Each piece of this class has mutable elements that have been explored in a variety of ways, either through new blade skills, archetypes, or through different expressions of the mind blade’s uses. Prestige classes may modify these functions as well. This makes the soulknife a wonderfully modular class that is highly adaptable and makes for a variety of different warriors – which in turn means that you’ll rarely get the same soulknife twice, each one being a distinctly different and unique being with a weapon and style all their own. And let’s face it, soulknives wouldn’t want it any other way.

BLADE SKILLS

Listed here are several new blade skills to use with the soulknife class and the archetypes found within this book (and with other archetypes, where applicable).

  • Animal Senses – (Feral Heart only) The feral heart’s senses sharpen to animal-like levels. She gains low-light vision (if she already possessed this, then she does not gain any visual bonuses), a +2 bonus on Perception checks, and the scent special ability. The soulknife must possess the form claws class feature to select this blade skill.

  • Blade Rush – The soulknife rushes forward with a dash of incredible speed. As a swift action, the soulknife may expend her psionic focus and move up to her speed without provoking attacks of opportunity. The soulknife must be at least 6th level in order to select this blade skill.

  • Blade Rush Frenzy – The soulknife can expend her psionic focus as a full-round action to move up to her speed without provoking attacks of opportunity and make a single melee attack against each creature she is adjacent to at any point in her movement. Each attack is made at her highest base attack bonus with a –2 penalty on the attack roll. The soulknife must be at least 8th level and possess the Blade Rush blade skill in order to select this blade skill.

  • Caltrop Spray – The soulknife is capable of shattering and scattering her mind blade into dozens of tiny pieces to lay down caltrops over an area as a standard action. The soulknife must be wielding her mind blade to use this blade skill, and she destroys it to create this effect (she can re-manifest it as normal). For each die of psychic strike damage she has (minimum of 1), the soulknife lays down a 5-foot area of caltrops within 30 feet of her. Unlike normal caltrops, these psychically-created traps harbor the soulknife’s will within them, and gain a bonus on their attack rolls equal to her Wisdom modifier. In addition, they can tell friend from foe, and never attack or damage the soulknife’s allies. These caltrops count as magic weapons for the purposes of overcoming damage reduction, and exist for a number of rounds equal to the soulknife’s class level.

  • Cleave Space – By using the potential psychic power that resides within her mind blade, the soulknife may carve through the veil between planes and slip gently through it to another location nearby. The soulknife must be wielding her mind blade to use to use this blade skill. As a standard action, the soulknife expends her psionic focus and cuts through the world around her, teleporting as if she had manifested the fold space power with a manifester level equal to her soulknife level. Just as with the fold space power, the use of this ability ends her turn. At 16th level, the soulknife can use this ability as a move action. This blade skill meets the prerequisites for and functions with Dimensional Agility and feats that require it as a prerequisite. The soulknife must be at least 10th level and possess the Ghost Step blade skill in order to select this blade skill.

  • Devastating Blade – Improving on the principles of the Knife to the Soul blade skill, the soulknife has learned to refine this art into a truly destructive ability. When using the Knife to the Soul blade skill, the soulknife can damage any ability score instead of just mental ability scores, and deals 2 points of ability damage per psychic strike die instead of 1. The soulknife must be at least 16th level and possess the Knife to the Soul blade skill to select this blade skill.

  • Dispelling Strike – With this blade skill, the soulknife is capable of channeling her psychic strike damage into caustic, anti-psionic energy. As a standard action, the soulknife can expend her psionic focus and her psionic strike to make an attack with her mind blade (or equivalent weapon). If it hits, it deals weapon damage as normal, and the soulknife affects the target with a targeted dispel psionics power as a psi-like ability, with a manifester level equal to her class level. The soulknife does not apply the expended psychic strike’s damage to her attack. The soulknife must be 8th level to select this blade skill.

  • Empowered Natural Weapons – The deadly fist may treat any natural attacks she possesses as unarmed strikes for the purposes of class features that affect unarmed strikes and for the Flurry of Fists blade skill, as well as blade skills that require it as a prerequisite).

  • Ghost Step – The soulknife has learned a potent trick that some call the ‘ghost step’; a teleportation-based principle that allows the soulknife to slip between nearby places at great speed. As a move action, the soulknife can expend her psionic focus to teleports to any location she can see within close range (25 feet + 5 feet per 2 soulknife levels). She can carry no more than 50 lbs. of additional gear, and cannot bring creatures other than her psicrystal (if she has one) with her. The use of this ability ends the soulknife’s turn. At 10th level, the this ability can be used to teleport up to medium range (100 feet + 10 feet per soulknife level), and she may teleport as a swift action instead of a move action. This is a teleportation effect. This blade skill meets the prerequisites for and functions with Dimensional Agility and feats that require it as a prerequisite. The soulknife must be at least 4th level in order to select this blade skill.

  • Launch Multibolt – The soulknife gains the benefits of the Manyshot feat with her mindbolt. The soulknife must possess the Launch Mindbolt class feature to select this blade skill.

  • Improved Deadly Shield – The soulknife retains her enhancement bonus and shield special defensive properties on her mind shield while still gaining weapon-like traits from the Deadly Shield blade skill. The soulknife must be at least 6th level and possess the Deadly Shield blade skill in order to select this blade skill.

  • Improved Mind Armaments – (Armored Blade only) The armored blade is capable of shaping her mind blade as well as her mind armor in the same action. She may manifest both as a move action, and starting at 10th level she may manifest both mind blade and mind armor as a swift action. The soulknife must be at least 6th level in order to select this blade skill.

  • Improved Psychokinetic Discharge – The deadly fist is capable of launching volleys of discharged psychokinetic energy more efficiently, allowing her empowered strikes class feature to remain empowered to allow for full attack actions to be made at range. The range of these attacks increases to 30 feet and may be used with the deadly fist’s Flurry of Fists blade skill (and subsequent blade skills that improve it). The soulknife must be at least 6th level in order to select this blade skill.

  • Mindflayer – The soulknife with this blade skill may channel her psionic energies into a long, thin mind whip of mental strength that is capable of both flaying body and mind. The whip functions in all respects as whip or scorpion whip (chosen when manifesting a mind blade using this blade skill). While in this form, the soulknife is considered to be proficient with both weapons. Mindflayer is compatible with the Whip Mastery feat (and subsequent feats). The soulknife may expend her psionic focus when making an attack using her psychic strike to cause intense levels of pain with her mind whip. The target must make a Fortitude save (DC 10 + ? soulknife level + Wisdom modifier) or become dazed for one round. The soulknife must be 6th level to select this blade skill.

  • Multi-Blade Manifestation – The soulknife who possesses this blade skill is capable of splitting his mind blade further than others of his kind due to having more than two limbs capable of wielding a weapon. Limbs capable of wielding mind blades after the first two can be armed with light weapon versions of her mind blade; just as when using shape mind blade to create multiple mind blades, the enhancement bonus is reduced by one for these blades as well. The soulknife must be 6th level to select this blade skill and must possess three or more hands (or their equivalent) to select this blade skill.

  • Power Reserve – The soulknife’s innate psychic essence is stronger than others of her kind, growing more powerful as she advances in level. The power point pool granted by the Wild Talent (or Psionic Talent) feat that the soulknife receives at 1st level increases in size by two points per soulknife level (the soulknife does not gain bonus power points for having a high ability score from this ability). If the soulknife possesses a power pool from another source (such as a manifesting class or the gifted blade archetype), this feature adds to that power pool instead. These points may be used to manifest powers (if any are known) and support other abilities that require use of a power point pool. Once selected, the soulknife must rest for 8 hours every day to gain or recover these power points. This blade skill may only be selected once.

  • Psicrystal Affinity – The soulknife gains the Psicrystal Affinity feat with this blade skill, and she may use her soulknife level in place of her manifester level to determine the effectiveness of her psicrystal or to meet requirements or prerequisites for abilities, feats, powers, or item usage (but not for prestige classes) related to her psicrystal.

  • Psionic Grapnel – The soulknife’s Psychic Net gains new versatility, gaining the ability to reel her opponent in towards her reach – or she can use this connection to her psychic net to vault herself towards her target instead. This functions as as a psi-like ability of the power ectoplasmic grapnel, using the character’s soulknife level as her manifester level. When using this blade skill, the soulknife may substitute her Wisdom score for her Strength score when making CMB checks for this ability. If choosing to launch herself towards her target, she may move along her connection to the target as a free action that does not provoke attacks of opportunity due to how swiftly she moves. The soulknife must be at least 6th level and possess the Psychic Net blade skill in order to select this blade skill.

  • Psionic Training – Gain a psionic feat instead of selecting a blade skill. The soulknife must meet all prerequisites of the psionic feat selected. She may not select the feat Extra Blade Skill with this blade skill. This blade skill may be selected multiple times.

  • Psychic Net – The soulknife may generate a temporary field of energy in the form of a heavy net of psychic power created from her mind blade. By throwing a mind blade at a target and expending his psionic focus, it rapidly expands into an ectoplasmic construct that envelops the target as if the soulknife had manifested the entangling ectoplasm psionic power (in lieu of causing damage from the thrown weapon). Treat this as a psi-like ability that uses the character’s soulknife level as the effective manifester level of the power and the DC to break free of this net with a Strength check is Wisdom-based. The soulknife must be at least 4th level in order to select this blade skill.

  • Psychic Platform – The soulknife produces a disk of solid, barely luminous force beneath her feet on which to stand. As an immediate action, the soulknife expends her psionic focus to generate this psychic construct which acts as a 5-foot circle of force that exists for a number of rounds equal to her Wisdom modifier (minimum of 1) or until the soulknife is no longer standing on it. This platform is either stationary and may float in mid-air or in liquid, or it is subject to gravity as normal (the soulknife chooses upon manifesting the platform) and has a hardness of 5 and 10 hit points. This platform can be elastic (allowing for the soulknife to be treated as if she had a running start for checks made to jump), slick (to allow for sliding down surfaces such as hills or staircases), and/or ‘sticky’, where the soulknife may stick to it at an otherwise impossible angles (such as upside down or at 90 degree or more angles) at her will. Many uses of this platform are subject to GM decision (Acrobatics checks for jumping or balancing, for example). Actions related to the use of this platform gain a competence bonus on checks equal to the soulknife’s enhancement bonus on her mind blade. The soulknife must be at least 6th level and possess the Telekinetic Athletics blade skill in order to select this blade skill.

  • Psychic Strike – The soulknife gains the psychic strike class feature. When learned, this skill allows the soulknife to add an additional 1d8 points of damage to an attack with her mind blade, as per the psychic strike class feature. This may be improved by the Powerful Strikes blade skill. The soulknife must not previously possess the psychic strike class feature to select this blade skill. The soulknife must be 4th level to select this blade skill.

  • Psychic Toolkit – By concentrating her mind blade down into tiny slivers of hardened thought, the soulknife can create tools with which to perform a variety of tasks that she otherwise would need to use specialized tools for. With this blade skill, the soulknife may manifest her mind blade into different tools (artisans tools, a blanket, a mess kit, a thief’s toolkit, a 10-foot. pole, the form of a 50-foot silk rope with grappling hook, or more with GM discretion) as a move action. These tools add the mind blade’s enhancement bonus as a competence bonus on skill checks when using these tools, and if relevant they possess the standard hardness, hit points, and break DC of items of these types. The soulknife must maintain contact with these tools for them to remain cohesive. Upon reaching 5th level, these tools can be generated as a swift action.

  • Psychokinetic Armor – The soulknife may form mind armor as if she possessed the mind armaments class feature (see armored blade soulknife archetype); this only allows her to form mind armor from the mind armaments class feature (weapons must be formed from another ability). She may form the mind armor as a move action and remains until it is dismissed (free action) or until she is knocked unconscious or dead. She uses the mind armaments enhancement bonus from the armored blade archetype to determine the mind armor’s enhancement bonus based on her soulknife level and may select armor special abilities from that archetype. As usual, whenever the soulknife forms multiple items, the enhancement bonus of all items she forms decrease by 1 per item formed after the first. She may also shape the form of her mind armor as if she possessed the shape mind armaments class feature (mind armor only). Unlike the mind armaments class feature of the armored blade, psychokinetic armor is not subject to the benefits of the Improved Enhancement blade skill. This functions otherwise in all ways as the mind armaments class feature for the purposes of prerequisites and requirements. The soulknife must be 4th level to select this blade skill.

  • Psychokinetic Blast – The soulknife may cause her psychic strike to explode out from her target into a sudden burst of psychokinetic energy. When making an attack, the soulknife expends her psychic strike to deal her psychic strike damage to her target as well as all adjacent creatures to the target (excluding the soulknife). The soulknife must be 4th level to select this blade skill.

  • Psychokinetic Grenade – The soulknife may charge her mind blade (or equivalent ability) with explosive psychokinetic energies. As a standard action, the soulknife uses her throw mind blade class feature (or equivalent ability) against a target creature. This attack must be charged by her psychic strike class feature. Upon successfully hitting the target, the attack explodes with psychokinetic power as if it were a splash weapon against targets within a 10-foot-radius zone from the targeted creature. The splash damage is equal to her psychic strike damage plus her mind blade enhancement bonus per psychic strike die. The soulknife may apply the following blade skills to her psychokinetic grenades: Fire Blade, Ice Blade, Lightning Blade, or Thunder Blade. The soulknife must be 6th level to select this blade skill.

  • Stealth Armaments – Whenever the soulknife forms mind armor using her mind armaments class feature (or the Psychokinetic Armor blade skill), her mind armor gains the appearance and benefits of a mundane outfit worth 200gp or less. The soulknife must possess the ability to form mind armor to select this blade skill.

  • Stunning Blade – By channeling disruptive psionic energies through her mind blade, the soulknife may stun her foes with her psychic strike. When attacking a foe with her mind blade, she may expend her psychic strike and her psionic focus to stun her target. The target must make a Fortitude save (DC 10 + 1/2 the soulknife’s class level + the soulknife’s Wisdom modifier) or become stunned for 1 round (until just before your next turn). This blade skill also counts as the Stunning Fist feat for the purposes of fulfilling prerequisites or for effects and abilities that modify or use the feat. The soulknife must be 6th level to select this blade skill.

  • Telekinetic Athleticism – The psionic energies of the soulknife’s mind permeate her body, greatly enhancing her athletic prowess. She gains the benefits of the Mental Leap and Speed of Thought psionic feats while she maintains her psionic focus, and may expend her psychic strike’s charge to fuel the secondary abilities of these feats instead of using her psionic focus.

  • Telekinetic Blade – (Soulbolt only) The soulbolt learns to manifest her mind bolt as a melee weapon in addition to its myriad of uses as a ranged one. Selection of this blade skill grants the form mind blade and throw mind blade class features. The soulknife is always considered proficient with her mind blade. The mind blade gains the enhancement bonus of the soulknife’s mind bolt and may select its own enhancements (such as keen or flaming) as if it were a separate weapon from her mind bolt. The soulbolt must be at least 4th level to select this blade skill.

  • Telekinetic Bolt – The soulknife learns to manifest her mind blade as a variety of ranged weapons as well as the forms her mind blade normally may take. Selection of this blade skill grants the form mind bolt and launch mind bolt class features (see soulbolt archetype). The soulknife is always considered proficient with her mind bolt. The mind bolt gains the enhancement bonus of the soulknife’s mind blade and may select its own enhancements (such as distance or flaming) as if it were a separate weapon from her mind blade. The soulknife may now also take soul bolt specific blade skills. This cannot be taken if you possess the form mind bolt class feature previously. The soulknife must be at least 4th level to select this blade skill.

  • Telekinetic Edge – The soulknife’s mind blade can be honed to such a sharp edge that it can pass through a foe’s defenses and strike at the softer and more vital bits inside. While psionically focused, the soulknife may expend her psychic strike charge as a free action to ignore a target’s damage reduction or an object’s hardness until her next turn instead of inflicting additional damage. The soulknife must be at least 4th level to select this blade skill.

  • Telepathic Gift – The psychic potential within the soulknife opens up telepathic pathways in her mind, allowing her to reach out and connect to the minds of others. She gains telepathy out to a range of 200 feet and can communicate with any creature, regardless of language, so long as they have an Intelligence of 1 or higher. The range of her telepathy increases by 10 feet for every two soulknife levels after. Additionally, as long as she maintains psionic focus, she can detect other creatures within 30 feet using telepathy to communicate, although she cannot determine the content of the communication. The soulknife must be at least 6th level to select this blade skill.

  • Vampiric Blade – The soulknife with knowledge of this art has learned that staying power is sometimes more important than a faster kill. Armed with this skill, the psychic strike of the soulknife’s mind blade is capable of being a life-draining conduit to restore the vital energy of the wielder. When the soulknife expends her psychic strike ability on an attack against a living, corporeal creature she may choose to inflict only ? her psychic strike damage and heal an equal amount of hit points. 

ARCHETYPES

In this section, we’ll explore new options for soulknives who grow up in different traditions or training methods, or ones that find their psionic abilities develop in a divergent way than more traditional soulknives do.

Augmented Blade

Most soulknives rely on the idealized weapon-form that is created by their concentrated will and effort. Some soulknives, however, are unable to physically manifest a solid-thought weapon into existence and use this for war because they prefer to rely on physical weapons. These soulknives introduce a psicrystal to their combat method to utilize their arts. By focusing this weapon-manifesting energy into their psicrystal, they can cause it to bind to a weapon and augment its abilities in combat just like more traditional soulknives.

Weapon and Armor Proficiencies: The augmented blade is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and with all shields (except tower shields). This replaces the soulknife’s normal weapon and armor proficiencies.

Augmented Bladeworks: At 1st level, the augmented blade may select a bonus feat from the following list: Point Blank Shot, Power Attack, Two-Weapon Fighting, or Weapon Focus. If the augmented blade chooses feats that select specific weapon types (such as Improved Critical, Weapon Focus, or Weapon Specialization), she may select ‘mind blade’ and gain the benefits of that feat regardless of what type of weapon she is currently augmenting. This ability replaces the bonus feat gained at 1st level.

Psicrystal Affinity: At 1st level, the augmented blade gains the Psicrystal Affinity blade skill. This replaces the throw mind blade class feature.

Psicrystal Augment: At 1st level, the augmented blade learns how to attach her psicrystal to a weapon and cause it to bond to the item as a move action (reclaiming the psicrystal is a free action). Some weapons become covered in a thin sheen of crystal, for other augmented blades the entire weapon becomes psychic energy – the result is the same regardless of the cosmetic appearance. Once bonded, this psicrystal augmentation allows for the bonded weapon to be used with blade skills and is treated as a masterwork item when augmented. Weapons created through temporary means (such as the call weaponry power, or the flame blade spell) may not be bonded with the augmented blade’s psicrystal due to their ephemeral nature.

If the augmented blade is ever separated from her weapon (or an item augmented by her psicrystal), the psicrystal stays with that object(s) as long as the item stays within range of the augmented blade and his telepathic link (one mile) with the psicrystal. At any time, the augmented blade can cause the psicrystal to abandon them item as a free action within that range and command her psicrystal as normal.

Starting at 3rd level, the bonded weapon gains a cumulative +1 enhancement bonus that increases every odd level thereafter that they may spend on an actual enhancement bonus or on weapon special abilities. An augmented blade's level determines her maximum enhancement bonus (see Table: The Soulknife as per the enhanced mind blade class feature for melee weapons or see Table: The Soulbolt as per the enhanced soul bolt class feature for ranged weapons). The augmented blade may (and must, when her total enhancement is higher than her maximum bonus) apply any special ability from Table: Weapon Special Abilities instead of an enhancement bonus, as long as she meets the level requirements. This overrides any magical or psionic enhancements that may already be on this weapon, but the weapon retains any material or masterwork bonuses it may have. An augmented blade can choose any combination of weapon special abilities and/or enhancement bonus for attack and damage rolls before assigning any special abilities each time that the augmented blade uses this ability. This replaces the Form Mind Blade and Enhanced Mind Blade class features, but counts as Form Mind Blade and Enhanced Mind Blade for prerequisites or requirements.

Blade Skills: The following is a list of specific blade skills that the augmented blade alone may use:

  • Augmented Armor – By placing his psicrystal to his armor, he may enhance his armor as he would enhance a weapon when using his psicrystal. See mind armaments class feature of the armored blade archetype in Ultimate Psionics to see the list of available armor special qualities that can be added to a suit of armor.

  • Augmented Item – By attaching his psicrystal to a tool or item when making a Craft or Profession skill check, or when using an item to aid in Acrobatics, Climb, or Swim checks, the augmented blade gains a competence bonus on these checks equal to his mind blade enhancement bonus.

  • Augmented Psyche – By attaching his psicrystal to a headband or eye-slot item the augmented blade gains a competence bonus equal to his mind blade’s enhancement bonus on any Appraise, Autohypnosis, Knowledge, Perception, Sense Motive or Spellcraft skill checks.

  • Augmented Shield – By placing his psicrystal to his shield, he may enhance his shield as he would enhance a weapon when using his psicrystal. See form mind shield class feature of the shield blade archetype in Ultimate Psionics to see the list of available shield special qualities that can be added to a shield.

  • Improved Psicrystal Augment – Magical or psionically enchanted weapons that possess special abilities that are not normally on the soulknife’s enhanced mind blade list (such as bane) are temporarily added to that list for use by the augmented blade when using his psicrystal augment class feature, and the enhancement bonus applied to the weapon by that class feature increases by +1. The augmented blade must be at least 4th level to select this blade skill.

  • Psicrystal Power Source – As a move action, the augmented blade can attach his psicrystal to a magic item that uses the spell trigger (e.g. wands, staffs) or power trigger (e.g. dorjes, psicrowns) activation methods, allowing him to add his Wisdom Modifier to Use Magic Device checks with that item in place of his Charisma modifier (if higher). When using that item to produce a spell or power effect, in place of expending a charge or power points from that item, he may choose to spend a number of his own power points equal to double the effect's spell or power level (e.g. using a wand of fireball, a 3rd-level spell, would require 6pp); if he does so, then he may use his class level in place of the effect's normal caster level or manifester level, and may calculate its saving throw DCs using his Wisdom modifier instead of the minimum modifier needed to cast a spell or power of that level. If manifesting a psionic power from the item, then he may expend additional power points to augment that power as normal. In the case of a spell from a staff which normally requires multiple charges to use, this ability reduces the number of charges required to cast that spell by one – this reduction does not stack with itself.

  • Split Crystal – You may split off portions of your crystal to perform multiple augmentations on items. When you split your psicrystal in this fashion, small child-crystals are birthed onto a piece of a equipment when using augmentation abilities that fuse to the item, and may be reclaimed by touching the psicrystal to these child-crystals as a free action. When the crystal is split, its overall enhancement bonus is reduced by 1 for each item enhanced. This may be applied to a second weapon if the character wishes to fight with two weapons, or as a prerequisite for other blade skills specifically tailored to the augmented blade’s skill set (such as augmenting a shield or a piece of armor). The augmented blade must be at least 4th level to select this blade skill.

The augmented blade is unable to use the following blade skills: Alter Blade, Bladestorm, Bladewind, Deceptive Blade, Discipline Blade Shapes, Dual Imbue, Emulate Melee Weapon, Emulate Ranged Weapon, Enhanced Range, Full Enhancement, Improved Armor, Mind Daggers, Mindflayer, Psychic Toolkit, Psychic Net, Psychokinetic Armor, Telekinetic Blade, Telekinetic Bolt, and Twin Strike. Alternately, the augmented blade may select a bonus combat feat in place of a blade skill. 

This alters the blade skills class feature.

Fast Augmentation: At 5th level, the augmented blade can augment an item in her possession with her psicrystal as a free action once per round. This replaces the quick draw class feature.

Weapon Training (Ex): At 6th level, the augmented blade gains weapon training, as the fighter ability, adding an additional weapon group every six levels after 6th (to a maximum of three groups at 18th level) and increasing the bonus on attack and damage rolls for weapon groups chosen by +1. This ability replaces the blade skill normally gained at 6th.

Fighter Training (Ex): At 7th level, the augmented blade counts her soulknife level –3 as her fighter level for the purpose of qualifying for feats (if she had levels in fighter; these levels stack).

Metaforge – Augmented Blades, Crystal Warriors, and what happened to my Psicrystal?
This may come up where a player wants to combine these two psicrystal using classes together and move towards metaforge potentially. The question arises – what happens to my psicrystal? How can I do both? The Split Psicrystal blade skill is what can alleviate this, allowing the character to effectively have two psicrystals at once for the purposes of augmenting his weapon as a soulknife and his armor as an aegis. When performing this type of augmentation through both aegis and soulknife, the normal reduction of the overall enhancement bonus is ignored because the character is using two separate class features. As both classes gain Psicrystal Affinity at 1st level, the augmented blade/crystal warrior may add her levels in both soulknife and aegis together (including metaforge) to determine the abilities of the psicrystal.

Brutality Blade 

Soulknives find a variety of ways to train to bring out their signature weapon, the mind blade. Some must calm their minds, some visualize the weapon, and others recall a moment in time where they most wished they had the blade. Brutality blades conjure forth rage and hatred as their triggers for their weapons, and this reflects in their blade skills and the very nature of how they influence their blade – and how it influences them in return.

Soul of Wrath (Ex): A brutality blade uses his Charisma instead of his Wisdom for any soulknife ability he gains, such as blade skills that rely on Wisdom for determining save DC. He also uses his Charisma instead of his Wisdom for abilities gained from prestige classes that advance his mind blade.

Manifest Rage Blade (Su): At 1st level, the brutality blade can let his anger and hatred rise to the surface in a wild flood of psychic energies that alter his mind blade, changing it into a rage blade. While the rage blade is manifested, a brutality blade gains phenomenal psionic empowerment to his mind blade, but may harm himself by the reckless use of his power (see psychic enervation, below).

A brutality blade can choose to manifest his rage blade whenever he forms his mind blade or he may empower his already formed mind blade with this incredible wrath. A rage blade is always a single weapon and is never split like a normal mind blade can be – the brutality blade needs to keep his focus (if the brutality blade has used his form mind blade class feature to form two mind blades, he releases one of these to focus his power into the remaining mind blade). Rage blades may not be thrown and cannot be disarmed as the weapon is almost fused with the brutality blade’s body. When he manifests his rage blade, he increases the mind blade’s enhancement bonus by +1 (even if the mind blade normally does not have an enhancement bonus). The enhancement bonus boost gives him the ability to add special weapon properties (such as flaming or keen), or push the enhancement bonus of the weapon beyond its normal maximum from the enhanced mind blade class feature. For example, a 7th level brutality blade (+2) with a normally +1 keen mind blade using this ability on his mind blade would be able to add +2 to his enhancement mind blade class feature (increasing the mind blade’s enhancement bonus from +2 to +4), allowing him to increase the enhancement bonus to hit by +1 and adding flaming to make it a +2 keen flaming mind blade. Whenever the rage blade is manifested, the brutality blade may freely reconfigure the blade’s enhancements as if they had used the Improved Fluid Form blade skill (without suffering the penalties of using this blade skill), and when the rage blade is dismissed it returns to its usual form. If the brutality blade has the ability to manifest a mind shield or mind armor, the rage blade’s enhancement bonus increases do not affect their enhancement bonuses, and the formation of multiple items reduces each item’s enhancement bonus by 1.

At 7th level, a brutality blade increases this enhancement bonus to his mind blade by two instead of one. At 13th level, he increases this enhancement bonus to his mind blade by three. These bonuses to the enhancement bonus of the rage blade equal a total bonus of +10 (not to exceed the +5 enhancement bonus maximum for attack and damage rolls). The brutality blade's rage blade always is enhanced for the maximum amount possible, for unleashing such rage and hate in this fashion does not lend itself to using self-control.

The brutality blade can manifest his rage blade for a number of rounds equal to 4 + his Constitution modifier. At each level after 1st, he can maintain his rage blade for 2 additional rounds. Temporary increases to Constitution, such as those gained from powers like animal affinity or spells like bear’s endurance, do not increase the total number of rounds that a brutality blade can maintain his rage blade per day. Once a brutality blade dismisses his rage blade, he loses psionic focus and is fatigued for 1d4+1 rounds and may not regain psionic focus during this time. A brutality blade can manifest his rage blade as a free action as part of manifesting his mind blade normally. The total number of rounds per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

This replaces the throw mind blade class feature and the bonus feat gained at 1st level.

Crystalline Focus items and Rage Blades – When using an item like a crystal hilt with a manifested rage blade, crystalline focus items normally limit the maximum enhancement bonus to attack and damage rolls to +5. Rage blades may surpass this limit and increase this limit by the enhancement bonus of the crystalline focus. For example – a +3 crystal hilt would have a maximum enhancement bonus of +8; up to +5 from the enhanced mind blade class feature and then up to an additional +3 from the crystal hilt itself.

Psychic Enervation (Ex): Pushing oneself by manifesting a rage blade is dangerous to one’s mind and body. Immediately following the manifesting of the rage blade, a brutality blade may be overcome by the strain of her effort, causing him to take 2 hit points of damage per brutality blade level. The chance of suffering psychic enervation is 10%. This ability functions identically to the wilder’s psychic enervation class feature and qualifies for prerequisites and requirements using this ability.

Enhanced Mind Blade:The brutality blade's mind blade is improved like a standard soulknife's mind blade, including if the brutality blade creates two mind blades, except the enhancement bonus increases at a reduced rate, rather than every odd level, as indicated on Table: Brutality Blade Progression. 

This replaces the Enhanced Mind Blade class feature, but counts as Enhanced Mind Blade for prerequisites or requirements.

Table: Brutality Blade Progression

Soulknife Level

Enhancement Bonus

1st

2nd

3rd

+1

4th

+1

5th

+1

6th

+2

7th

+2

8th

+3

9th

+3

10th

+3

11th

+4

12th

+4

13th

+5

14th

+5

15th

+5

16th

+6

17th

+6

18th

+7

19th

+7

20th

+7

Wrath Augments: At 2nd level, the brutality blade may take a special, rarified form of blade skill they refer to as wrath augments. These abilities function as blade skills, may be selected by brutality blades with the Extra Blade Skill feat and may be selected on levels when he would otherwise select a blade skill.

  • Blade Geyser – While manifesting a rage blade, the brutality blade may expend his psionic focus as a full round action and drive his blade into the ground at his feet, causing the blade to split beneath him and erupt into circle of blades around him. This blade skill functions as per the Whirlwind Attack feat.The brutality blade must be at least 4th level to select this blade skill.

  • Body of Rage – While manifesting a rage blade, the brutality blade with this wrath augment subsumes his rage blade as a swift action and grows in size as if he had used the expansion psionic power (using his class level as his manifester level to determine its effects). While in this form, his hands radiate raging psychic energy in the form of crude claws or knives. These claws are treated as light weapon forms of his mind blade except that they count as both natural and manufactured weapons. Bloody ectoplasm also forms blades on his body, which count as armor spikes. The rage blade takes a -1 to its overall enhancement bonus while manifested this way, but his both of his rage blades and his armor spikes share the same enhancement bonuses and weapon properties. This infusion of wrathful power is maintained as long as the rage blade is manifested. The brutality blade must be at least 10th level to select this blade skill.

  • Destroyer’s Will – While under the benefits of a raging surge, the brutality blade channels his boundless anger to shrug off magics and afflictions alike. The brutality blade may expend his psionic focus to reroll a failed Fortitude or Will saving throw as an immediate action.The brutality blade must be at least 4th level to select this blade skill.

  • Fountain of Blood – With this wrath augment, the brutality blade’s rage blade inflicts bleeding wounds when he activates his psychic strike or upon making a successful critical hit on a target creature. The target suffers 1d4 points of bleed damage for each psychic strike die the brutality blade possesses. This target creature bleeds each round until the wound is bandaged properly (DC 15 Heal check) or until magical healing (such as a cure spell) has been applied. The target can be subject to multiple bleeding wounds. The brutality blade must be 6th level to select this blade skill.

  • Hand of Hatred – The brutality blade’s wrath can be infectious, spreading to his allies and inspiring them to acts of rage. While in a raging surge, the brutality blade may expend his psionic focus as a swift action and share his raging euphoria bonuses with allies within 30 feet of his position while his rage blade is manifested. The brutality blade must possess the raging euphoria wrath augment to select this wrath augment.

  • Raging Euphoria – The brutality blade is capable of churning forth great anger and turmoil when his rage blade has manifested. While his rage blade is manifested, the brutality blade’s innate psionic energies empower his physical form with surging forces. This surge of rage and anger provides a +1 morale bonus to his attack and damage rolls. This bonus improves by +1 at 14th level and again at 20th level. These bonuses persist while the rage blade is manifested and end when the rage blade is dismissed. The brutality blade must be 8th level to select this blade skill.

  • Rend the Body – While under the benefits of a raging surge, the brutality blade with this wrath augment may unleash furious blows upon his target. When attacking a foe and unleashing his psychic strike ability upon them, he may expend his psionic focus to make a second attack at the same attack bonus upon the target.

Raging Surge (Su): At 4th level, the brutality blade channels his emotions into a physical boost of energy that strengthens his body. A brutality blade can invoke a raging surge while manifesting his rage blade, and this surge is maintained while the rage blade is manifested. The brutality blade gains a +4 morale bonus to his Strength after invoking a raging surge. At 8th level, the brutality blade also gains a +2 morale bonus to Constitution during a raging surge. At 12th level, the morale bonus to Constitution increases by +2. At 16th level, the morale bonus to Strength increases to +6. At 20th level, the morale bonus to Constitution increases to +6. Hit points gained by increasing his Constitution score through a raging surge are lost first.

Invoking a raging surge when manifesting his rage blade increases the risk of psychic enervation from 10% to 20%. This replaces the blade skills gained at 4th level and 12th level.

Instantaneous Wrath (Su): At 5th level, the brutality blade may manifest his mind blade as a free action if he manifests it as a rage blade. This replaces the quick draw class feature.

Wrath Perfected: At 20th level, a brutality blade reaches the pinnacle of his wrath and his connection to his unending rage is so strong that it cannot be quenched. He no longer requires a Will save to maintain his mind blade in a null psionics field so long as his rage blade is manifested and it retains all enhancement bonus and special abilities. Additionally, the brutality blade's hatred is so perfect with its purity that he no longer suffers a risk of psychic enervation when manifesting his rage blade. This replaces the mind blade mastery class feature.

Psychic Armory

Most soulknives work on perfecting one blade, their idealized blade, that forms the core of what they do with their psychic abilities. Some however, either cannot settle on a singular blade or otherwise cannot gain the proper focus to forge the image of an ideal mind blade. These soulknives, known as psychic armories, generate multiple quasi-real mind blades that swarm around them. This swarm form of mind blades however, does lend itself towards being both weapon and shield for psychic armory soulknife and many new options for battle are born from it.

Form Panoply of Blades: The psychic armory forms a myriad of blades around her body to encircle her loosely, orbiting over and around her in shiftless patterns. These weapons are of all manner of shapes, large and small, and they glimmer in and out existence as used or if ignored for too long. These weapons are the psychic armory's mind blades, and while cosmetically they can look however they are imagined, they all function the same based on their weapon type. The psychic armory forms a number of weapons equal to 1 + her Wisdom modifier (minimum of 1) each of light and one handed mind blades as a move action. At 2nd level, she adds 1 + her Wisdom modifier two-handed mind blades to her panoply of blades. For example, a 2nd-level psychic armory with a Wisdom score of 16 would have 4 light weapon mind blades, 4 one-handed weapon mind blades, and 4 two-handed weapon mind blades. These weapons are quasi-real and may not be used to attack directly in melee. Instead, the psychic armory directs them telekinetically, hurling them with the use of her psychokinetic throw ability. Once thrown or used to attack, the weapon dissipates after coming into contact with a creature or object. The panoply of blades replenishes at the start of the psychic armory's next turn. These mind blades form around the psychic armory and occupy her space.

These weapons threaten adjacent creatures, and the psychic armory may make attacks of opportunity as a ranged attack against targets within 5 feet should an attack be provoked. Ranged attacks made within melee reach of an enemy when using her panoply of blades never provoke attacks of opportunity. The concentration required to manifest the panoply of blades means the psychic armory cannot use other weapons, natural attacks or off-hand attacks while using Psychokinetic Throw but she may use a shield to defend herself.

Regardless of the weapon forms a psychic armory has chosen, her panoply of blades does not have a set damage type per weapon type. When shaping her panoply of blades and assigning abilities to it, the psychic armory chooses whether the weapon type (light, one-handed, or two-handed) will deal bludgeoning, piercing, or slashing damage. The psychic armory may change the damage type of an existing weapon group (light, one handed or two handed) in her panoply of blades, or may summon a new panoply of blades with different damage types, as a full-round action. Otherwise, the panoply of blades retains the last damage type configuration chosen every time it is summoned. If the psychic armory chooses to reshape the weapons within her panoply, it requires a full-round action to do so per weapon type she chooses to reshape. She may also re-assign the type of damage dealt as part of reshaping her panoply of blades if she so chooses. A psychic armory can reassign the special ability or abilities she has added to her panoply of blades from her enhanced armory class feature (see below). To do so, she must first spend 8 hours in concentration. These cannot be the normal 8 hours used for rest, even if the psychic armory does not require sleep. After that period, the panoply of blades materializes with the new ability or abilities selected by the psychic armory.

In all other respects, the panoply of blades functions as a the form mind blade class feature, and subject to anything that would affect a mind blade (except crystal hilts; see Psionic Powers and Items chapter for the crystalline focus ioun stone). When using the psychic strike class feature, the psychic armory may charge a number of weapons from her panoply of blades of her choice. The panoply of blades may take enhancements as if it were both a melee and a ranged weapon. This replaces the shape mind blade and form mind blade class features but counts as these class features for prerequisites or requirements.

Psychokinetic Throw: Unlike a normal soulknife, the psychic armory never need touch her blades before psychokinetically hurling them at a target and may make iterative attacks as her base attack bonus allows. As the attack is directed mentally, the psychic armory makes the ranged attack using her Wisdom modifier instead of her Dexterity modifier to determine her ranged attack bonus with her panoply of blades. She adds her Wisdom modifier to damage in place of her Strength. Due to the purely mental nature of how these attacks are made, the psychic armory cannot use Psychokinetic Throw to make off-hand attacks (such as when fighting with two weapons). Feats that modify ranged attacks specifically (such as Deadly Aim and Rapid Shot) function normally for use with the psychic armory’s panoply of blades.

The range and damage of this attack depends on what weapon type is used (light weapons have a range increment of 20 feet and one-handed weapons have a range increment of 15 feet). At 2nd level, the psychic armor gains the Two-Handed Throw blade skill for use with this class feature, allowing the psychic armory to use psychokinetic throw ability with two-handed members of her panoply of blades with a range increment of 10 feet. A psychic armory’s panoply of blades has a maximum range of five range increments. This replaces the throw mind blade class feature but counts as throw mind blade for prerequisites or requirements. 

Psychokinetic Combat: The psychic armory gains the benefits of the Point Blank Shot and Precise Shot feats when using her panoply of blades. This class feature counts as those feats for the purposes of requirements and prerequisites. This replaces the bonus feat gained at 1st level.

Blade Skills: At 2nd level, the psychic armory may select blade skills as would a normal soulknife. The following blade skills are not available to a psychic armory: Alter Blade, Deceptive Blade, Discipline Blade Shapes, Emulate Melee Weapon, Emulate Ranged Weapon, Enhanced Range, Focused Offense, Interrupting Throw, Mindflayer, Telekinetic Blade, and Telekinetic Bolt. Fluid Form and Improved Fluid Form adjust the functions of the panoply of blades as it would with a normal mind blade. Shields formed from the psychic armory are in the panoply but operate normally, defending the player (these shields do not occupy the character’s hands). If the Mind Daggers blade skill is selected, these are added to her panoply of blades and she summons 1 + her Wisdom modifier in floating daggers within her panoply.

Armory Tactics: The psychic armory gains a number of unique blade skills available to her use with her panoply of blades and they may be selected any time the psychic armory would get a blade skill.

  • Distill Panoply – As a move action, the psychic armory may gather one of her mind blades from the panoply and briefly focus it into a more traditional mind blade (if the psychic armory possesses the Quick Draw feat or the Swift Panoply class feature, she may gather a weapon as a swift action instead if she chooses). The psychic armory may grab a single light, one-handed or two-handed weapon, or a pair of light weapons; this weapon gains the benefits of the enhanced armory class feature and may be used in melee combat (the psychic armory may retain her ability to add her Wisdom modifier to attack and damage rolls, or may use her Strength score if she prefers to). A weapon gathered by this ability may be used with feats or special abilities that may be used with melee weapons of that type. This weapon stays manifest for 1 + the psychic armory’s Wisdom modifier rounds (minimum of 2 rounds). If the character possesses the Mind Daggers blade skill, a pair of mind daggers may be distilled from her panoply for use in melee. If the psychic armory possesses a crystal hilt, she may use her distilled panoply with this item (crystal iouns will continue to lend their bonus to distilled weapons but cannot be combined with other crystalline focus items).

  • Hungry Blades – The psychic armory’s panoply of blades threatened area increases. Her blades may now threaten squares up to an additional +5 feet away.

  • Increased Range – The psychic armory gains incredible range from his panoply’s attacks. Light weapons increase their range to 100 feet, one-handed weapons increase their range to 60 feet, and two-handed weapons increase their range to 30 feet. If the character possesses the Mind Daggers blade skill, their range increases to 200 feet.

  • Panoply Barrage – The psychic armory is capable of directing her panoply of blades while wielding a member of it in melee combat. When making a full attack, she may expend her psionic focus and make the same number of ranged attacks with her panoply as she does with her mind blade in melee combat (Example, if the psychic armory possesses a base attack bonus of +12, she can make up to three attacks with her mind blade in melee and up to three ranged attacks with her panoply of blades). All attacks made this round suffer a -2 penalty to attack rolls due to her divided focus. This blade skill takes a lot out of the mental faculties of the psychic armory, and she may only utilize this blade skill a number of times per day equal to her Wisdom modifier (minimum of 1). If used with the Improved Psychic Strike feat, the psychic armory must decide if it will affect the ranged attacks or the melee attacks made with her mind blade (never both). The psychic armory must be at least 14th level and possess the Distill Panoply armory tactic to select this armory tactic.

  • Panoply Counter – With lightning reaction time, the psychic armory is capable of bringing her panoply of blades into positions to defend her from attacks. As an immediate action, the psychic armory may expend her psionic focus to oppose her opponent’s attack roll against her with panoply of blades. She makes an attack roll at her full base attack bonus to do to this as if she were making an attack with the panoply, and if the result is equal to or higher than the attacker’s result, the attack is negated by the panoply blocking the attack. This can be used on melee or ranged attacks, and/or spells and powers with touch or ranged attacks equally.

  • Panoply Drive – The psychic armory directs her panoply into a teeming barrage of cutting shards of psychic fury. She expends her psionic focus and as a standard action, she directs her weapons to become a 60-foot line of cutting blades that inflicts 1d6 points of slashing and piercing damage per psychic armory level, plus the enhancement bonus of the psychic armory’s panoply of blades to all targets along its path. A successful Reflex save (DC 10 + 1/2 the psychic armory’s class level + the psychic armory’s Wisdom modifier) halves this damage. This attack is subject to damage reduction as normal. This uses all of her blades for the round and they return to her panoply the following round. If the psychic armory possessed an energy-based blade skill (such as Fire Blade), the psychic armory may choose to deal 1/2 this damage as energy damage of the same type as the energy-based blade skill of her choice.

  • Panoply Eruption – As a full round action, a psychic armory expends her psionic focus and spreads out her panoply of blades in a wide radius of bladed shards around herself (10 feet + 5 feet per four psychic armory levels), quivering with aggressive intent, ready to attack. Creatures that walk in this area treat it as difficult terrain, and the psychic armory may make attacks of opportunity as if she threatened every square in the burst. While in effect, she may make a number of additional attacks of opportunity equal to her Wisdom modifier. This uses all of her blades for the round and her panoply is refreshed the following round, ending this effect. If the psychic armory possessed an energy-base blade skill (such as Fire Blade), she may choose to deal half of the damage from attacks of opportunity made with this skill as energy damage of the same type as the energy based blade skill of her choice.

  • Psychic Fortress – The psychic armory is capable of driving her panoply of blades into the form of a temporary wall that can be used as cover and grants concealment, or total concealment if the character is completely sheltered behind the barrier using the total defense action. As a standard action, she expends her psionic focus and hardens her blades into a temporary shelter, forming a wall 10 feet long and 15 feet tall, with a hardness of 10 and 30 hit points. This depletes her entire panoply, and she may form her panoply of blades again on her next turn. The hardness and hit points of the wall is improved by the panoply’s enhancement bonus. The wall lasts for a number of rounds equal to 3 + her Wisdom modifier.

  • Swirling Panoply – The psychic armory may set her panoply of blades spinning and may expend her psionic focus to cause them to explode out around her or at a designated point within medium range (100 feet + 10 feet per psychic armory level) as a standard action. This effect creates a 20-foot-radius explosion of cutting blades that inflicts 1d6 points of slashing and piercing damage per psychic armory level, plus the enhancement bonus of the psychic armory’s panoply of blades to all targets within the blast radius. A successful Reflex save (DC 10 + 1/2 the psychic armory’s class level + the psychic armory’s Wisdom modifier) will halve this damage. This attack is subject to damage reduction as normal. This uses all of her blades for the round and they return to her panoply the following round. If the psychic armory possesses an energy-based blade skill (such as Fire Blade), she may choose to have her swirling panoply deal half its damage as energy damage of the same type as the energy based blade skill of her choice.

Enhanced Armory: At 3rd level, the psychic armory's panoply of blades are improved like a standard soulknife's mind blade. The enhancement bonus is set per weapon type. Example: An 11th level psychic armory with a +5 enhancement bonus could have her light weapons be +3 keen flaming mind blades, her one-handed weapons could be +2 keen impact mind blades, and her two-handed weapons could be +3 icy burst mind blades. The blade skills Fluid Form and Improved Fluid form may be used to change one or all of types of mind blades in the psychic armory.

This modifies the Enhanced Mind Blade class feature, but counts as Enhanced Mind Blade for prerequisites or requirements (see blade skills above for restrictions). 

Swift Panoply: At 5th level, the psychic armory may conjure her panoply of blades as a swift action. This functions otherwise identically to the quick draw class feature, and counts as quick draw for prerequisites or requirements.

Mastery of the Armory – At 20th level, the psychic armory has reached the pinnacle of her art and her connection to her library of blades is so strong it cannot be severed. She no longer requires a Will save to maintain her panoply of blades in a null psionics field, although it still loses any enhancement bonus and special abilities. This replaces the mind blade mastery class feature.

Soulknives, High Psionics Campaigns, and You: Depending on the type of campaign world you play in, if the GM would call it a ‘high psionics campaign’, it would be within reason to allow soulknives to add the manifesting and power progression of the Gifted Blade archetype to all soulknives by default, for a more ‘psionic’ soulknife. This gives the soulknife more of a competitive edge in a world where manifesting and/or magic is highly dominant without compromising the combat abilities of the class. The Gifted Blade archetype in return adds some additional flexibility as well as in and out of combat versatility to the soulknife that lets it stand as both a combative and psionic equal to classes like the psychic warrior or marksman. In games with higher levels of expertise, powerful classes and abilities, or just generally better toys available to people, it would be considered prudent to add the Gifted Blade archetype’s powers to the soulknife to keep them competitive.

3. Feats and Traits

The heart of any character comes down to a variety of things – choices within the class’ list of abilities, and the feats they may select upon their way that determine how they are able to interact with the world and how their powers work. Within this chapter, we’ll explore new traits and feats for soulknives that will help them in both the field of combat as well as ways that improve their quality of play.

FEATS

The following are feats that may be selected by psionic characters, many specifically designed for soulknives. For the purposes of feats that call for generating a mind blade, the call weaponry psionic power counts for this prerequisite.

Feat

Type

Prerequisites

Benefit

Blade of Terror

General

Ability to generate a mind blade, knowledge of one blade skill and one terror

Combine elements of the dread and soulknife classes.

Brutal Surge

Psionic

Ability to manifest a rage blade, ability to manifest powers.

Use rage blade rounds to initiate a wild surge for manifesting powers

Critical Imbuement

Psionic

Psychic Strike +1d8

Make a successful critical hit and recharge your psychic strike.

Dancing Shadow Style

Psionic, Style

Ability to generate a mind blade, psychic strike +1d8, Cloak Dance, Acrobatics 2 ranks, Stealth 7 ranks

When performing a cloak dance, you may charge your psychic strike.

-Dancing Shadow Waltz

Psionic, Style

Ability to generate a mind blade, psychic strike +1d8, Cloak Dance, Dancing Shadow Style, Psionic Meditation, Acrobatics 5 ranks, Stealth 7 ranks

When performing a cloak dance, the character gains total concealment as a move action and may charge his psychic strike and when taking a full round action he may move up to his base speed.

–Dancing Shadow Retribution

Psionic, Style

Ability to generate a mind blade, psychic strike +1d8, Cloak Dance, Dancing Shadow Waltz, Psionic Meditation, Acrobatics 9 ranks, Stealth 9 ranks

When performing a cloak dance, gain total concealment and recharge psychic strike and attacks against the character provoke attacks of opportunity when concealment protects him.

Deadly Imbuement

Psionic

Psychic Strike +1d8

Reduce a foe to 0 hp to recharge your psychic strike

Imbuement of the Phantom Weapon

Psionic

Ability to generate a mind blade, psychic strike +1d8

Gain the ability to imbue a weapon with a psychic strike.

Improved Psychic Strike

Psionic

Base attack bonus +6, Psychic Strike +2d8

Expend psionic focus with psychic strike to apply psychic strike damage to all mind blade attacks for one round

Metapsionic Knife

Psionic

Ability to generate a mind blade, ability to manifest 1st level psionic powers, Psionic Meditation

Use mind blade to deliver touch powers.

Mind Sniper

General

Ability to generate a mind blade, knowledge of one blade skill, style technique

Combine elements of the marksman and soulknife classes.

Pattern Blade

General

Ability to generate a mind blade, knowledge of one blade skill and one insight

Combine elements of the cryptic and soulknife classes.

Swift Imbuement

Psionic

Ability to generate a mind blade, psychic strike +1d8

Charge a mind blade with psychic strike damage as a swift action.

Feat Descriptions

Blade of Terror (General)

You have learned to blend the fearsome arts of the dread with your mind blade.

Prerequisites: Ability to generate a mind blade, knowledge of one blade skill and one terror

Benefit: You may use your mind blade to deliver your terrors as if you had used your devastating touch, and you may add half your soulknife level (rounded down) to your dread level to determine saving throws for your terrors. Additionally, anytime you successfully use a fear effect (either through a terror or a manifested power) you may regain your psychic strike as a free action once per round.

Brutal Surge (Psionic)

You are able to manifest powers using your anger to a greater degree.

Prerequisites: Ability to manifest a rage blade, ability to manifest 1st level powers from the gifted blade list.

Benefit: You may treat the enhancement bonus increase from your rage blade as the wild surge class feature (see wilder base class for details) on powers that you manifest. You spend one round of your rage blade usage and initiate a wild surge and risk psychic enervation as per the wilder class (using the brutality blade’s enervation penalty). 

Critical Imbuement (Psionic)

You are able to recharge your psychic strike through truly potent attacks invigorating your confidence.

Prerequisites: Psychic Strike +1d8

Benefit: One per round when you make a successful critical hit you may recharge your psychci strike as a free action (even if it is not your turn).

Dancing Shadow Retribution (Psionic, Style)

You have mastered the cloak dancer’s evasive combat style, blending in lightning fast strikes to your defensive dance.

Prerequisites: Ability to generate a mind blade, psychic strike +1d8, Cloak Dance, Dancing Shadow Waltz, Psionic Meditation, Acrobatics 9 ranks, Stealth 9 ranks

Benefit: When performing a cloak dance as a full round action, you gain total concealment and you may recharge your psychic strike while moving up to your base speed. When foes make attacks against you, these attacks provoke attacks of opportunity from you while you’re under concealment from your cloak dance.

Dancing Shadow Style (Psionic, Style)

You’ve learned to turn your evasive combat style into a potent meditative technique.

Prerequisites: Ability to generate a mind blade, psychic strike +1d8, Cloak Dance, Acrobatics 2 ranks, Stealth 7 ranks

Benefit: When performing a cloak dance (see the Cloak Dance feat), you may charge your psychic strike.

Dancing Shadow Waltz (Psionic, Style)

Your evasive combat style allows you to move through danger without worry.

Prerequisites: Ability to generate a mind blade, psychic strike +1d8, Cloak Dance, Dancing Shadow Style, Psionic Meditation, Acrobatics 5 ranks, Stealth 7 ranks

Benefit: When performing a cloak dance as a full round action you may move up to your base speed while gaining concealment.

Deadly Imbuement (Psionic)

You are able to siphon off residual psychic impressions to recharge your psychic strike from fallen foes.

Prerequisites: Psychic Strike +1d8

Benefit: Whenever you reduce a foe to 0 hit points or less, you may recharge your psychic strike as a free action once per round. Foes slain in such a manner must possess an Intelligence score of 3 or more for you to be able to recharge your psychic strike.

Imbuement of the Phantom Weapon (Psionic)

You have learned how to suspend a destructive psychic field on weapons other than your mind blade.

Prerequisites: Ability to generate a mind blade, psychic strike +1d8

Benefit: You may charge your psychic strike on a weapon other than your mind blade as if it were your mind blade and release it on a foe in the same manner. You may only maintain a number of charged weapons equal to the number of psychic strike dice you possess. If the charged weapon ever leaves your possession (either by being thrown or by being taken or lost), then the weapon loses its charge the following round. The weapon loses its held charge when you sleep or if you’re knocked unconscious or killed.

Improved Psychic Strike (Psionic)

You have mastered a way to prolong the charge on your psychic strikes to devastate a foe for multiple attacks.

Prerequisites: Base attack bonus +6, Psychic Strike +2d8

Benefit: You may expend your psionic focus when you use your psychic strike to apply your psychic strike damage to all mind blade attacks you make until the start of your next turn.

Metapsionic Knife (Psionic)

You have learned to blend your ability to manifest powers with your mind blade, using it as a conduit for some of your powers.

Prerequisites: Ability to generate a mind blade, ability to manifest 1st level psionic powers, Psionic Meditation

Benefit: You may use your mind blade to deliver touch or ranged touch powers. As a standard action, you may manifest a power with the range of touch or close and make a single attack, expending your psionic focus. If this attack is successful, then the attack deals damage from the mind blade and the effects of the power manifested with this ability. 

Mind Sniper (General)

You have mastered ways to use your psychically-generated weapons in a deadly and precise manner.

Prerequisites: Ability to generate a mind blade or mind bolt, knowledge of one blade skill, style technique class feature

Benefit: Your mind blade or mind bolt always counts as a favored weapon for your favored weapon class feature, and your levels in soulknife count as marksman levels when determining your favored weapon bonuses. 

Pattern Blade (General)

You have learn to use your patterned logic and apply it to your techniques with your mind blade.

Prerequisites: Ability to generate a mind blade, throw mind blade or launch soul bolt, knowledge of one blade skill and one cryptic insight

Benefit: As a standard action, you may throw your mind blade or launch a soul bolt at your full base attack bonus. If the attack is successful you may add your disrupt pattern class feature to the attack’s damage, along with insights that may modify this effect as well as with abilities like Psionic Shot or Psychic Strike.

Swift Imbuement (Psionic)

You have learned how to efficiently charge your mind blade’s psychic strike to make it more available in combat.

Prerequisites: Ability to generate a mind blade, psychic strike +1d8

Benefit: You may charge your psychic strike as a swift action.

Normal: You charge your psychic strike as a move action.

TRAITS

Contest of Blades (Combat)

When clinching blades with an enemy, your countenance is unnerving to some.

Benefits: You gain a +1 Trait Bonus on Initiative. Once per day, in the surprise round of combat you may perform an intimidate check to demoralize vs a flat-footed opponent as a free action.

Mind Blade Dancer (Psionic)

Your graceful combat style enlivens your mind blade to illumination.

Benefits: Perform (Dance) becomes a class skill if it is not already. You gain the crystal light talent and can manifest this power with a manifester level of 1. If you have manifester levels from a psionic class, you may instead use the manifester level from that class. Your mind blade or equivalent ability (i.e. mind bolt, etc) is considered a crystal object for the purpose of this talent.

Mischievous Blade (Combat)

Your mind blade shares your devious streak.

Benefits: You gain a +2 trait bonus to combat maneuver checks while performing a dirty trick with your mind blade or equivalent melee-ranged ability (i.e. mindclaws, etc).

Natural Blade (Psionic)

You’ve learned to continue some of your soulknife training even when exploring different trades.

Benefits: You add +2 trait bonus to your soulknife level to determine the strength of your mind blade enhancement and access to blade skills as if your soulknife level were two higher (this does not improve blade skill effectiveness, only your ability to meet prerequisites). Your effective mind blade level cannot exceed your character level. The character must have the enhanced mind blade class feature (or its equivalent) to actually receive the magical enhancement bonus to the mind blade.

Personalized Trick (Psionic)

You’ve got an innate knack for mimicking a weapon enhancement not normally found in mind blades.

Benefits: Choose a magical weapon (or armor/shield) property that is not listed as available with the mind blade enhancement class feature. You may select that property when choosing abilities for Enhanced Mind Blade (or its equivalent). Weapon properties such as bane that have a variable property to them must specify that variable when selecting this trait; this choice is permanent. 

Trickshot Soul (Combat)

You are particularly gifted with using your mind blade at range.

Benefits: +1 trait bonus to ranged attack rolls using throw mind blade or equivalent ability (i.e. mind bolt, etc). You gain the trick shot talent and can manifest this power with a manifester level of 1. If you have manifester levels from a psionic class, you may instead use the manifester level from that class. 

4. Prestige Classes Augmented

The nature of prestige classes and how they interact with the soulknife is limited in many respects. Most soulknives do not have any manifesting ability and there are definitely prestige classes that could benefit soulknives more specifically than they currently do. To that end, in this chapter we’ll explore some previously published prestige classes from Ultimate Psionics and new soulknife specific options for them, as well as several new prestige classes unique to the soulknife class.

High Psionics Campaign Options: Blade Skills, Gifted Blades, and Prestige Classes: Some soulknife class features and blade skills depend wholly on their class level influencing their competitive edge, and with prestige classes you may significantly weaken otherwise necessary abilities to your success with the class. To that end, classes that advance a soulknife’s mind blade also count as soulknife levels to determine the effectiveness of blade skills and other soulknife class level specific effects. This options assumes that all of your soulknives are gifted blade soulknives who have retained their psychic strike class feature.

Using this option, gifted blades that enter into prestige classes that advance manifesting for their gifted blade powers also advance their mind blade enhancement bonus as well, as the two abilities are intimately tied together with this option. The inverse is true on classes that specifically advance mind blade enhancement bonuses, the character’s gifted blade manifesting is advanced (and only gifted blade manifesting – if the character possesses other manifesting classes, these are not advanced by this optional rule). If the class specifically advances manifesting and specifically advances the mind blade, then the gifted blade’s manifesting and mind blade are advanced independently so as to not receive double the normal advancement rate (or if they possessed manifesting from another class, they could choose to advance that manifesting class’s powers instead; example being a soulknife/psychic warrior who advances their mind blade and psychic warrior manifesting, but does not advance their gifted blade manifesting).

PRESTIGE CLASSES AUGMENTED – PRESTIGE CLASS ARCHETYPES

The Adaptive Warrior

The adaptive warrior is a great class that showcases how psionic potential can be used in combat situations to allow for a soulknife to truly excel by reading an enemy and changing tactics to suit them. Depending on how the single class soulknife meets the prerequisites for this class, use the following modifications.

Manifesting – In place of manifesting, the adaptive warrior soulknife may choose one of the following paths based on how they qualified for the class.

  • Non-Manifesting Soulknife – Advance the mind blade by one level at each level of the prestige class for the purposes of determining the mind blade enhancement class feature, and levels in this prestige class count as soulknife levels to determine the effects and prerequisites for blade skills. If this option is chosen, then the adaptive warrior class will not advance manifesting for any other class for this character – the class is locked into supporting his mind blade. This option allows for the soulknife to take advantage of a host of new class features that aid him in ways comparable to blade skills, but also doesn’t reduce him in power so drastically as a result.

  • Gifted Blade – Advance the soulknife’s mind blade by one level for the purposes of the mind blade enhancement class feature as well as their gifted blade manifesting on the eight levels that increase manifesting. This does not increase his abilities with blade skills. This keeps the character roughly on pace with his abilities as normal without drastically reducing his power set. If this option is chosen, then the adaptive warrior class will not advance manifesting for any other class for this character – the class is locked into supporting his mind blade and gifted blade powers.

  • War Soul Soulknife – Advance the soulknife’s mind blade by one level for the purposes of the mind blade enhancement class feature as well as their martial initiating on the eight levels that increase manifesting. This does not increase his abilities with blade skills. This option shores up the martial options of the class with maneuvers and stances to best fit the nature of this class as a more combat focused option. If this option is chosen, then the adaptive warrior class will not advance manifesting at all for this character – the class is locked into supporting his mind blade and his martial maneuver progression.

The Elocator

The elocator is the type of class that soulknives would love to have, if they could meet the manifesting requirements of this class. The emphasis on manifesting is minor, and soulknives appreciate the emphasis on speed, mobility, and complete control over their position. To make this more compatible with soulknives, we propose these optional, alternate rules:

  • Prerequisites – Remove the manifesting 1st level powers requirement. Add in the ability to generate a mind blade, mind blade enhancement +1, and the Ghost Step blade skill.

  • Manifesting – Each level of manifesting increases the soulknife’s effective level with his mind blade enhancement class feature.

  • Transporter – Change this ability to grant the blade skill Cleave Space instead as a free blade skill. If there character already possesses this, then the soulknife may choose another blade skill of their choice that they meet the prerequisites for

The Mystic Archer

The mystic archer is a terrific class that does not naturally lend itself to soulknives beyond those of the soulbolt archetype, being largely the province of the marksman. This being said, the Mystic Archer also enables a popular trope with the blind warrior concept, so if we twist it a little bit we can more enable the blind swordsman angle instead and the soulknife (and others, for that matter) may find a home here. The mystic archer / mystic swordsman has the following rules:

  • Prerequisites: Change the prerequisite feats to Blind-Fight, Intuitive Fighting, and Psionic Weapon. Otherwise, the base attack bonus requirement of +6 and 6 ranks of Perception are still required. If the character possesses the Focused Offense blade skill, he can forgo the Intuitive Fighting feat.

  • Ranged Sneak Attack: This feature becomes an increase for psychic strike on these levels. If the psychic strike class feature was not possessed, then they gain that class feature for use with their mind blade (or with powers like call weaponry).

The Pyrokineticist

The pyrokineticist is a great match for the soulknife, as it combines furious melee abilities and ranged support, supernatural abilities that are similar but different to powers, and adds a level of interesting character to it because it doesn’t require a lot of psychic muscle to get into. The fire lash ability supports the mind blade as a concept, but does little more than allow its basic use and upgrades the whip. With the following options, we’ll incorporate more of the soulknife into the class with a few small changes:

  • Hand Afire – The soulknife pyrokineticist does not receive this class feature.

  • Mind Blade Advancement – Starting at 1st level, the pyrokineticist class counts as soulknife levels to determine their mind blade enhancement bonus.

  • Fire Lash – The character is automatically considered to act as if he had the Altered Blade skill with use with his fire lash.

The War Mind

The War Mind is a perfect, natural fit for the soulknife, with the downside of it not helping out the character’s mind blade advancement at all. For the soulknife who wants to learn the arts of the War Mind and is willing to sacrifice its power progression, then this is an option available to you:

  • Manifesting – The war mind gains no manifesting ability from this class.

  • Warrior’s Journey – The soulknife who becomes a war mind has a few options on how to rework this class feature.

    • Non-Manifesting Soulknife – Advance the mind blade by one level at each level of the prestige class for the purposes of determining the mind blade enhancement class feature, and levels in this prestige class count as soulknife levels to determine the effects and prerequisites for blade skills. If this option is chosen, then the war mind class will not advance manifesting for any other class for this character – the class is locked into supporting his mind blade. 

    • Gifted Blade – Advance the soulknife’s mind blade at 2nd level through 9th level at each level for the purposes of the mind blade enhancement class feature as well as their gifted blade manifesting. This keeps the character roughly on pace with his abilities as normal without drastically reducing his power set. If this option is chosen, then the war mind class will not advance manifesting for any other class for this character – the class is locked into supporting his mind blade and gifted blade powers.

    • War Soul Soulknife – Allow the war mind’s levels to stack with the war soul soulknife for advancing the mind blade’s enhancement bonus and the war soul’s initiator level, maneuvers known, maneuvers readied and stances at all levels except 1st and 10th. This option shores up the martial options of the class with maneuvers and stances to best fit the nature of this class as a more combat focused option. If this option is chosen, then the war mind class will not advance manifesting at all for this character – the class is locked into supporting his mind blade and his martial maneuver progression.

  • Well of Power – The war mind no longer gains this class feature; instead, the character may select a new blade skill at this level. 

NEW PRESTIGE CLASSES

The Augmented Blade and Prestige Classes – Augmented Blades are incapable of generating psychic weapons on their own so they simply cannot join the ranks of the Ashen Blades (as they rely on the speedy and sudden manifestation of weapons). Augmented Blades will find that they are well suited to the abilities of the Battle Telepath, Primarch, and the Marvel (as well as previously published psionic classes), and may join them as any other soulknife could.

The Ashen Blade

Warriors of a psionic order of murderers and cutthroats, the Order of Ashes is known and feared for its art of the silent, sudden kill. They’ve learned to strike once and strike fast and hard for the utmost in lethality. To this end, they have learned how to harness their psychic strike and hone it to a razor’s edge for use with their mind blades, augmenting its killing power through their deep meditations and awakening of great psychic potential. While greatly feared where they’re active, legend says you can find these killers by the stain of ashes on their palms – this is a false rumor started by the ashen blades themselves as a way to throw their foolish pursuers off their trail.

Hit Die: d8

Requirements:
Skills: Knowledge (Psionics) 2 ranks, Sleight of Hand 2 ranks, Stealth 5 ranks.
Feats: Combat Expertise, Improved Feint.

Blade Skills: Must possess the Mind Daggers blade skill.
Special: Must possess the psychic strike class feature or the covert training class feature. 

Table: The Ashen Blade

Level

Base Attack Bonus

Fort Save

Ref Save

WillSave

Special

Power Points

Powers Known

Level Known

1st

+0

+0

+1

+0

Augmented strike (basic), assassin’s blade, fast knives (swift action feint)

1

1

1st

2nd

+1

+1

+1

+1

Psychic strike +1d8, cunning

3

2

1st

3rd

+2

+1

+2

+1

Blade skill

6

3

1st

4th

+3

+1

+2

+1

Augmented strike (adept)

10

4

2nd

5th

+3

+2

+3

+2

Psychic strike +2d8

15

4

2nd

6th

+4

+2

+3

+2

Fast knives (free action feint)

23

5

3rd

7th

+5

+2

+4

+2

Augmented strike (master)

31

5

3rd

8th

+6

+3

+4

+3

Psychic strike +3d8

43

6

4th

9th

+6

+3

+5

+3

Blade skill

55

6

4th

10th

+7

+3

+5

+3

Master of Ashes

71

7

4th

Class Skills: The ashen blade’s class skills are Acrobatics (Cha), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Intimidate (Cha), Knowledge (local) (Int), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Points per Level: 4 + Int modifier.


Class Features:

Weapon and Armor Proficiency: Ashen blades gain no additional weapon or armor proficiencies.

Manifesting: An ashen blade gains manifesting ability if he did not already have it. His power points per day, powers known, and maximum power level known are given on Table: The Ashen Blade. He chooses his powers from the Gifted Blade power list. To learn or manifest a power, he must have a Wisdom score of at least 10 + the power’s level, the save DCs for his powers are Wisdom-based, and he uses his Wisdom score to determine bonus power points. His manifester level for these powers is equal to his class level plus his soulknife level (not to exceed his character level).

Alternatively, if the ashen blade was capable of manifesting psionic powers as a gifted blade soulknife before becoming a ashen blade, he may choose to forgo this training, instead opting to progress his existing manifesting class at each level of this prestige class. At each level, he gains power points, access to new powers, and an improved manifester level as if he had gained a level as a gifted blade.

Once the ashen blade has chosen his manifesting path, it can never be changed – not even with effects such as psychic reformation.

Augmented Strike (Su): At 1st level, the ashen blade is capable of augmenting his attacks with psychic power to make them far more deadly. His level determines what abilities are available to him, and he must spend a number of power points as a swift action to generate these augmentation effects (if applicable, not all abilities are subject to augmentation) which last for one round or until used on his next attack. If the attack misses, the charge is maintained until his next successful attack (melee or ranged) or until his next turn when they expire. He may not perform another augmentation until the previously manifested augmentation has been used or dismissed. A ashen blade may not spend more power points on augmenting his attacks than his class level. A ashen blade may utilize his augmented strike ability a number of times per day equal to 5 + Wisdom modifier (minimum of 1) per day. At first level he may apply a single augment, at 4th level he may apply a second augment, and at 7th level he may apply a third augment.

Table: Augments by Type

Level

Ability

Basic

Increased Psychic Strike

Basic

Focus-Destroying Blow

Basic

Stunning Strike

Basic

Bypass concealment

Adept

Mental Assault

Adept

Ghost Breaker

Adept

Psychic Vampire

Master

Life Quencher

Master

Synaptic Disruptor

Augment Descriptions

  • Increased Psychic Strike: The attack inflicts an additional 1d8 points of psychic strike damage. For every 2 power points spent, this damage increases by 1d8 points. The attack must be one to which psychic strike damage applies.

  • Focus-Destroying Blow: A creature hit by the ashen blade's attack must make a Will saving throw (DC 12 + Wisdom modifier) or lose its psionic focus in addition to taking the damage from the attack. For every 2 power points spent, the DC increases by 1.

  • Stunning Strike: A creature hit by the ashen blade's attack must make a Fortitude saving throw (DC 10 + Wisdom modifier) or be stunned for 1 round in addition to taking the damage from the attack. For every 2 power points spent, the DC increases by 1.

  • Bypass Concealment: The ashen blade's next attack ignores the miss chance provided by concealment or total concealment. The ashen blade must still attack the correct square when attacking an invisible creature.

  • Mental Assault: The ashen blade's next attack deals 2 points of either Intelligence or Wisdom damage in addition to its normal damage. The ashen blade chooses which type of ability damage to deal when activating the power. For every 2 power points spent, the ability damage increases by 1.

  • Ghost Breaker: The ashen blade's next attack can strike incorporeal creatures, as if her weapon had the ghost touch special ability. This augmentation persists until the ashen blade’s next turn.

  • Psychic Vampire: The ashen blade's next attack drains a number of power points from the target equal to half the damage dealt. Drained power points are available for the ashen blade to use in the following round, but expire at the end of his next turn.

  • Life Quencher: A creature struck by the ashen blade's next attack gains 1d4 negative levels for 1 round; a successful Fortitude save (DC 17 + Wisdom modifier) reduces this to 1 negative level bestowed. For every 4 power points spent, the duration of the negative levels is increased by 1 round.

  • Synaptic Disruptor: A creature struck by the ashen blade's next attack cannot cast spells, manifest powers, or use spell-like or psi-like abilities for 1 round unless it succeeds on a Will save (DC 17 + Wisdom modifier). For every 2 power points spent, the DC increases by 1. 

Assassin’s Blade: At 1st level, the mind blade of the ashen blade becomes dull and partially translucent, as if made of smoke and ashes, to better disguise the weapon and it’s sudden and speedy attacks. The ashen blade’s mind blade continues to grow in power as he walks the path of psionic assassination – each level of this prestige class counts as a level of the soulknife base class when calculating the mind blade enhancement class feature and for determining the effects and prerequisites of blade skills. When making a feint attempt to attack a foe with his mind blade, the ashen blade adds a +4 bonus to the attempt. Additionally, the ashen blade may select a single weapon type as if he had gained the Emulate Melee Weapon blade skill as a form for his mind blade. This must be a light or one-handed melee weapon as anything larger may be too easily noticed. He may select another weapon shape at 4th level, another at 7th level, and a final one at 10th level. 

If the ashen blade is capable of manifesting a panoply of blades, in lieu of the previous abilities, the ashen blade receives the following abilities from this class feature. He receives the Distill Panoply armory tactic at 1st level and may use this blade skill even if his panoply is not manifested to create a singular dagger (see fast knives below). When using a weapon he is wielding through the use of the Distill Panoply armory tactic and making a feint attempt, he receives a +4 bonus to the attempt.

Fast Knives (Su): At 1st level, the ashen blade is always capable of bringing a mind dagger to his hand at the speed of instinct and can release them just as fast. The ashen blade may manifest a single mind dagger to attack and then immediately release it after damage has been rolled as part of a standard attack action (the ashen blade may make a free Sleight of Hand or Stealth check as part of this attack to hide the manifestation of the mind blade and its dismissal). At 1st level, this allows the ashen blade to make a feint attempt against his target when using a mind dagger as a swift action. At 6th level, the ashen blade is so skilled that he can make the attempt as a free action once per round as part of that attack. If this feint attempt is successful, the ashen blade inflicts an additional 1d6 points of damage as if he possessed the sneak attack class feature. If the character possessed sneak attack dice from a previous class, these are added to this attack.

Psychic Strike (Su): Starting at 2nd level, the ashen blade may charge his mind blade with destructive psychic energies as a move action. This effect inflicts an additional 1d8 points of damage and is released into an opponent as a free action as part of an attack. This bonus increases to 2d8 points of damage at 5th level, and to 3d8 points of damage at 8th level. If the ashen blade possessed the psychic strike ability from a previous class, these class features stack to determine the total number of psychic strike damage dice. This functions otherwise exactly as the soulknife class feature of the same name (see the soulknife class, Ultimate Psionics pg 64, for further details on this ability).

Cunning (Ex): At 2nd level, the ashen blade gains a +1 bonus on Bluff and Stealth skill checks made while maintaining psionic focus. The ashen blade may expend his psionic focus to double this bonus for a single Bluff or Stealth check. If the character possessed the cunning class feature from the cutthroat soulknife archetype, his levels in cutthroat stack with his ashen blade levels to determine its effectiveness; if not then this bonuses increases by +1 at 5th level and again at 9th level. 

Blade Skill: At 3rd level, the ashen blade may select a new blade skill. He may select an additional new blade skill at 9th level.

Master of Ashes: At 10th level, the ashen blade’s skill at killing has reached mastery, and his mind blade is the perfect tool for his art. He no longer has a limit to how many times per day he can use his augmented strike ability and any time he kills a creature with at least 1 Hit Die and an Intelligence of 3 or higher, he may recharge his psychic strike or regain his psionic focus (the ashen blade may choose which).

The Marvel

Some soulknives create their idealized weapon or set of weapons with their minds, others create fantastic armories of floating weapons that they can use at their whims. And then there are those soulknives with a propensity for the generation of personal power who undertake a great feat of psychic evolution to make their own bodies into the ideal weapon. These few psychics become known as marvels. Fortified with telekinetic power, these marvels are capable of feats of impossible power and durability, as well as achieving telekinetic flight.

Hit Die: d12

Requirements:
Skills: Acrobatics 4 ranks, Autohypnosis 5 ranks, Knowledge (Psionics) 5 ranks.
Feat: Psionic Body and one of the following: Psionic Fist, Psionic Shot, or Psionic Weapon.

Blade Skills: Telekinetic Athleticism.

Special: Must possess the enhanced mind blade class feature.

Table: The Marvel

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Manifesting

1st

+1

+1

+0

+0

Marvel, gift of power

2nd

+2

+1

+1

+1

Telekinetic armor

+1 level to existing manifester level

3rd

+3

+2

+1

+1

Psychic strike +1d8

+1 level to existing manifester level

4th

+4

+2

+1

+1

Gift of flight

+1 level to existing manifester level

5th

+5

+3

+2

+2

Gift of durability

+1 level to existing manifester level

6th

+6

+3

+2

+2

Blade skill

+1 level to existing manifester level

7th

+7

+4

+2

+2

Gift of potency

+1 level to existing manifester level

8th

+8

+4

+3

+3

Marvelous flight

+1 level to existing manifester level

9th

+9

+5

+3

+3

Psychic Strike +2d8

+1 level to existing manifester level

10th

+10

+5

+3

+3

True marvel

+1 level to existing manifester level

Class Skills: The marvel’s class skills are Acrobatics (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (psionics) (Int), Profession (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Points per Level: 4 + Int modifier.


Class Features

All of the following are class features of the marvel.

Weapon and Armor Proficiency: Marvels gain no additional weapon or armor proficiencies.

Manifesting: At 2nd level and every level thereafter, a marvel gains additional power points per day and access to new powers as if she had also gained a level of gifted blade manifesting. She does not, however, gain any other benefit a character of that class would have gained (blade skills, psychic strike, and so on). This essentially means that she adds the level of marvel to her gifted blade level, and then determines power points per day, powers known, and manifester level accordingly. 

Alternately, if the marvel had powers from being a psychic warrior, she may advance that power progression in place of gifted blade manifesting. If she possessed no manifesting at all before entering this class, this class feature does not grant the ability to manifest psionic powers.

Marvel: At 1st level, a marvel’s psionic abilities grow together and evolve, the blend of psychic mastery and power manifestation improving their physical abilities. Each level of the marvel class counts as a soulknife level for the purposes of determining the effectiveness of her blade skills (as well as qualifying for higher level blade skills) and of her mind blade enhancement class feature. In addition, if the marvel possesses levels in the psychic warrior class, her marvel levels stack with her psychic warrior levels for the purposes of determining the effectiveness of her her path’s trance and maneuver abilities.

Gift of Power (Su): At 1st level, a marvel’s psionic energies fortify her form with telekinetic power. A marvel adds 1 point of her Wisdom modifier (minimum 0) per marvel level as an insight bonus to her Strength score while psionically focused. She may also add her full Wisdom modifier (minimum 0) plus her marvel level to her Strength score when making Strength checks to break objects and for determining her carrying capacity. In addition, she gains the rock throwing special ability. Unlike a normal rock-throwing creature, a marvel is not limited by her size when throwing an object using this ability; she merely needs to be able to lift it over her head (see Strength and Carrying Capacity in the Pathfinder Core Rulebook) to throw it, regardless of the object’s size. A marvel only gains these benefits while psionically focused.

Rock-Throwing Marvels

Reproduced here are the rules for hurling rocks or objects that could equate to rocks for the purposes of this ability.


Rock Throwing (Ex): This creature is an accomplished rock thrower and has a +1 racial bonus on attack rolls with thrown rocks. A creature can hurl rocks up to two categories smaller than its size; for example, a Large hill giant can hurl Small rocks. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The creature can hurl the rock up to five range increments. The size of the range increment varies with the creature. Damage from a thrown rock is 1d8 for a standard Small "rock"; larger objects inflict an increasingly larger damage die, plus 1-1/2 times its Strength bonus.

Medium sized marvels have a range increment of 20 feet with their thrown rocks; smaller marvels reduce their range increment by 5 feet per size category below Medium (minimum of 5 feet) and Large or larger marvels increase their range increment by 10 feet per size category above Medium.

Telekinetic Amor (Su): At 2nd level, the telekinetic energies of the marvel create a thin field of energies within her very skin. For every two marvel levels that she possesses, she increases her natural armor bonus to her Armor Class by +1 while she maintains psionic focus. 

Psychic Strike (Su): Starting at 3rd level, the marvel may charge her mind blade with destructive psychic energies as a move action. This effect inflicts an additional 1d8 points of damage and is released into an opponent as a free action as part of an attack. This bonus increases to 2d8 points of damage at 9th level. If the marvel possessed the psychic strike ability from another class, these class features stack to determine the total number of psychic strike damage dice. This functions otherwise exactly as the soulknife class feature of the same name (see the soulknife class, Ultimate Psionics pg 64, for further details on this ability).

Gift of Flight (Su): At 4th level, the marvel is capable of achieving a modicum of three dimensional mobility. While psionically focused, the marvel gains the ability to fly at a speed of 60 feet with good maneuverability. She can begin flying as a swift action, and can remain in flight for a number of minutes equal to her marvel level plus her Wisdom modifier (minimum 1 minute). These minutes need not be consecutive, but must be used in one-minute increments.

Gift of Durability (Su): At 5th level, a marvel’s psionic energies create a buffering field of protective telekinetic force around her. While psionically focused, the marvel gains damage reduction 5/adamantine. 

Blade Skill: At 6th level, the marvel may select a new blade skill. 

Gift of Potency (Su): At 7th level, the telekinetic field of the marvel is capable of ripping apart and penetrating the defenses of enemies. While psionically focused, the marvel’s attacks automatically overcome damage reduction.

Marvelous Flight (Su): At 8th level, the marvel’s ability to fly has improved with great practice. While psionically focused, the marvel gains the ability to fly at a speed of 60 feet with good maneuverability.

True Marvel (Ex): At 10th level, the marvel has finished her transformation into a true psychokinetic wonder, a fusion of psionic power and biological form. Her type changes to outsider and she gains the native subtype. In addition, her damage reduction improves to 10/–, she gains immunity to disease and bleed damage, and she is no longer required to maintain psionic focus to use her marvel class features that require it. While sleeping or resting, the marvel regains hit points and heals ability damage at twice the normal rate.

The Primarch

The path of the primarch is one of self reflection and contemplation. As they delve deeper into the mysteries of their mind and focus on the powers they’ve trained and developed, the Primarch achieves mastery over the composition of his powers in both elements of its creation as well as the skills he masters through constant battles. By compartmentalizing portions of his martial skill and remembering successes and failures within these shelved memories, the primarch is able to draw upon these experiences and forge his personal weapon into the best possible weapon it could ever be.

Hit Die: d10

Requirements:
Skills: Acrobatics 4 ranks, Intimidate 5 ranks, Knowledge (psionics) 5 ranks.
Feats: Weapon Focus (mind blade or equivalent) and Swift Imbuement.

Blade Skills: One of the following – Fire Blade, Ice Blade, Lightning Blade, Thunder Blade, or Telekinetic Edge.
Special: Ability to generate a mind blade (or its equivalent), throw mind blade (or its equivalent), mind blade enhancement +3.

Table: The Primarch

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+1

+1

+0

+0

Primacy of the blade, psychic epiphany, reformative blade skills (1)

2nd

+2

+1

+1

+1

Blade skill

3rd

+3

+2

+1

+1

Psychic strike +1d8

4th

+4

+2

+1

+1

Psychic awakening (1), reformative blade skills (2)

5th

+5

+3

+2

+2

Psychic defense

6th

+6

+3

+2

+2

Blade skill

7th

+7

+4

+2

+2

Psychic awakening (2), reformative blade skills (3)

8th

+8

+4

+3

+3

Psychic strike +2d8

9th

+9

+5

+3

+3

Improved psychic defense

10th

+10

+5

+3

+3

Singularity of war, reformative blade skills (variable skill)

Class Skills: The primarch’s class skills are Acrobatics (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (psionics) (Int), Profession (Wis), Sense Motive (Wis), Survival (Wis), and Swim (Str).

Skill Points per Level: 4 + Int modifier per level


Class Features:

Weapon and Armor Proficiency: Primarchs gain no additional weapon or armor proficiencies.

Primacy of the Blade: At 1st level, the primarch’s focus on his mind blade continues into his mastery of blade skills. Each level of primarch counts as a soulknife level for the purposes of the enhanced mind blade class feature as well as increasing his effective soulknife level for the purposes of blade skills and their effects and prerequisites. If the character possesses manifesting from being a gifted blade, then each level of primarch advances his manifesting as a gifted blade.


Psychic Epiphany (Su): Beginning at 1st level, the primarch makes a discovery about the inner power within his mind and therefore buried within his mind blade. At the core of his mind, he discovers the power source within his soul and may derive a potent psychic epiphany from it. This deep understanding grants his attunement to his element and what abilities he derives from his epiphany. His epiphany is based on his choice of blade skill for entry to this class (Ice Blade leads to the Ice epiphany and awakening, Fire Blade to Flame epiphany and awakening, Lightning or Thunder Blade to Storm epiphany and awakening, and Telekinetic Edge to Metal epiphany and awakening), this is the path that the primarch will follow and it may not be changed. These bonuses are in addition to any that would be received from the mind blade enhancement class feature.

  • Ice – A primarch who finds that his psychic power comes from a freezing place within his mind generates a blade that resembles ice or a freezing, frost coated weapon. This chilling numbness grants the weapon the frost weapon enhancement. 

  • Storm – From the tumultuous depths of the primarch’s spirit does he find a storm of unending lightning. When generating a mind blade, it appears as a blade of solid storm clouds that ripple with electricity or maybe even softly glowing lightning. This stormy blade gains the shocking weapon enhancement.

  • Flame – Passion burns deeply within the primarch’s heart, and from his core an inferno looms with the desire to consume his foes. When forming his mind blade, it may appear as so much barely coherent lava or a jet of flame. This fiery weapon gains the flaming weapon enhancement.

  • Metal – The determination and discipline of the primarch reveals a truth about his iron-hard spirit, and his mind blade shares his determination. His mind blade may appear as a wondrous adamantine blade, a mercurial mithral blade of impossible craftsmanship, or more mundane in appearance yet impossibly sharp and durable. The primarch’s mind blade is as hard as adamantine, gaining the unique properties of that metal. 

Reformative Blade Skills (Ex): Starting at 1st level, the primarch gains the ability to change his tactics mid-battle, his mind altering his blade skills to better suit the combat before him. This ability allows him to reconfigure his blade skills once per encounter as an immediate action. The primarch may then select any one blade skill whose requirements he meets and trade out a blade skill he currently possesses to use this new one. The effect of the blade skill selected lasts for 1 minute. The primarch may reform blade skills a number of times per day equal to 3 + his Wisdom modifier (minimum of 3). 

At 4th level, he may trade out two blade skills through this method, and at 7th he may trade out three blade skills. At 10th level, the primarch has a variable blade skill that he may select at the beginning of any encounter to fill with any blade skill he may qualify for.

Blade Skill: At 2nd level, the primarch may select a new blade skill. He may select an additional new blade skill at 6th level.

Psychic Strike (Su): Starting at 3rd level, the primarch may charge his mind blade with destructive psychic energies as a move action. This effect inflicts an additional 1d8 points of damage and is released into an opponent as a free action as part of an attack. This bonus increases to 2d8 points of damage at 8th level. If the primarch possessed the psychic strike ability from a previous class, these class features stack to determine the total number of psychic strike damage dice. This functions otherwise exactly as the soulknife class feature of the same name (see the soulknife class, Ultimate Psionics pg 64, for further details on this ability).

Psychic Awakening (Su): At 4th level, the primarch’s mind blade begins to evolve in form, as his mind awakens new pathways to release the potency hidden in his blade. He may access this first awakening when his mind blade has been manifested. Saving throw DCs are 10 + primarch level + Wisdom modifier.

  • Ice – The freezing cold derived from his epiphany grants the primarch the ability attack with intense freezing cold. The intense cold of the weapon increases its cold damage from the frost property from 1d6 to 2d6 additional cold damage. As a full round action, the primarch may expend his psionic focus to launch his mind blade as if he manifested the energy stun power as a psi-like ability (cold damage only).

  • Storm – The storm within the primarch’s mind blade increases its intensity, sparking and crackling with lightning and rumbling with restrained thunder whenever manifested. The lightning within the blade increases the electrical damage from the shocking property from 1d6 to 2d6 additional electrical damage. As a full round action, the primarch may expend his psionic focus to launch his mind blade as if he manifested the energy bolt power as a psi-like ability (electrical damage only) with a Reflex save for half damage.

  • Flame– The fiery core within the primarch’s mind infuses his mind blade with a single-minded goal of consuming all it contacts and leaving nothing but ashes in its wake. The heat from the blade is so incredible that the flaming property of the weapon increases its damage from 1d6 to 2d6 additional fire damage. As a full round action, the primarch may expend his psionic focus and throw his mind blade at a target or target location to manifest energy ball as a psi-like ability (fire damage only) with a Reflex save for half damage.

  • Metal – The inflexible potency of the primarch’s mental core allows for his mind blade to be harnessed and honed to razor-fine edge with supernal durability. This allows his mind blade to bypass any damage reduction or hardness as if it were not even there. He may expend his psionic focus to gain the benefits of the Improved Sunder feat and inflict an additional 1d6 points of damage to objects (should he already possess this feat, he inflicts an additional 1d6 points of damage to objects). 

At 7th level, he gains access to a new tier of power as his mind blade advances towards its perfect state. He accesses his second awakening as well as his first awakening when his mind blade has been manifested. 

  • Ice – The freezing potency of the mind blade increases, allowing the primarch to generate ice from his weapon and affect it as if he was using the modify matter psionic power, allowing him to create whole finished objects with the ice created. As a full round action, he expends his psionic focus and may create up to 10 cubic feet of ice per round (for a number of rounds equal to his Wisdom modifier) and use modify matter on it to shape it into fantastic forms and useful items. Treat the hardness and hit points of this ice as stone with the primarch’s enhancement bonus to his mind blade increasing its hardness and hit points.

  • Storm – The turbulent winds within the primarch’s spirit are controlled by his enduring will, allowing him to generate winds to serve his bidding. As a standard action, he may expend his psionic focus to manifest the telekinetic force psionic power as a psi-like ability, using spinning currents of wind to lift or manipulate the object instead of pure force of will alone.

  • Flame – The fiery intensity of the primarch’s passions burn ever hotter, burning foes that draw too near to him. As a standard action, he may expend his psionic focus and manifest the energy retort psionic power on himself as a psi-like ability (fire damage only).

  • Metal – The mind blade of the primarch actively hunts his foes and their vital spots, allows him to expend his psionic focus and resolve his attacks with his mind blade as touch attacks for one round. 

Psychic Defense (Ex): At 5th level, the primarch becomes partially resistant to his psychic epiphany’s element. While maintaining psionic focus, the primarch gains energy resistance of 10 for his corresponding element (ice grants cold resistance, storm grants electrical resistance, and flame grants fire resistance). Metal primarchs gain DR 5/adamantine.

At 9th level, the primarch’s energy resistance increases to 20, and the Metal primarch’s natural armor bonus increases by 2.

Singularity of War: At 10th level, the primarch has perfected his mind blade, growing its potency through the nurturing of its hidden source within his mind. He may now access the following technique based on upon the primarch’s psychic epiphany. Saving throw DCs are 20 + Wisdom modifier.

  • Ice – The bitter cold within his mind blade allows the primarch to freeze a foe solid with a single icy blow. As a full round action, the primarch may expend both his psychic strike and psionic focus to manifest the spell polar ray as a psi-like ability. The primarch uses his character level as his caster level.

  • Storm – The storm within the mind of the primarch may be released in a pressurized torrent of furious wind. As a full round action, the primary expends both his psychic strike and his psionic focus to unleash the effects of a whirlwind spell as a psi-like ability. The primarch uses his character level as his caster level.

  • Flame – The primarch focuses the fury of his mental inferno forms it into a conflagration of destruction. As a full round action, the primarch expends both his psychic strike and psionic focus, and he manifests the spell firestorm as a psi-like ability. The primarch uses his character level as his caster level.

  • Metal – The primarch’s mind blade allows him to make a flurry of attacks in the span of a heartbeat. The primarch expends his psychic strike and his psionic focus, and he gains the benefits of the Whirlwind Attack feat, making attacks at full base attack bonus at any target that he threatens within his melee range or attack targets at full base attack bonus at any target within the first range increment on a ranged attack. These attacks always cause bleeding wounds as if the primarch’s weapon possesses the wounding weapon enhancement.

The Strategos

Some wielders of psychic power seek to extend and stretch the depths of their psionic power to assist their abilities in many different ways. Some small select few, those who are quite gifted in the telepathic arts, find that they are able to forge bonds with their allies to share their implements of war and assist their allies. This bond may be used as a delivery medium for their psionic skills as well as a potent weapon. Strategos, as they are called, learn to use their telepathic mastery as both offense and defense in pursuit of greater psionic knowledge and personal glory or power.

Hit Die: d8

Requirements:
Skills: Knowledge (psionics) 4 ranks, Spellcraft 6 ranks.

Feats: Metapsionic Knife.

Blade Skills: Telepathic Gift.

Manifesting: Manifester level 5th, ability to manifest two or more powers from the telepathy discipline.

Special: Must be possess the form mind blade class feature (or its equivalent) and the enhanced mind blade class feature. If the character possesses the telepathy ability from another source, then the Telepathic Gift blade skill is unnecessary for entry.

Table: The Strategos

Level

BAB

Fort

Ref

Will

Special

Manifesting

1st

+0

+0

+0

+1

Telepathic blade, collective

2nd

+1

+1

+1

+1

Telepathic defense, bladed collective

+1 level to existing manifester level

3rd

+2

+1

+1

+2

Collective skill

+1 level to existing manifester level

4th

+3

+1

+1

+2

Uncanny dodge

+1 level to existing manifester level

5th

+3

+2

+2

+3

Collective skill

+1 level to existing manifester level

6th

+4

+2

+2

+3

Telepathy focus

+1 level to existing manifester level

7th

+5

+2

+2

+4

Collective skill

+1 level to existing manifester level

8th

+6

+3

+3

+4

Improved uncanny dodge

+1 level to existing manifester level

9th

+6

+3

+3

+5

Collective skill

+1 level to existing manifester level

10th

+7

+3

+3

+5

Collective eruption

+1 level to existing manifester level

Class Skills: The strategos’ class skills are Acrobatics (Cha), Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (psionics) (Int), Sense Motive (Wis), and Spellcraft (Int).

Skill Points per Level: 4 + Int modifier.


Class Features:

Weapon and Armor Proficiency: Strategos gains no additional weapon or armor proficiencies.

Manifesting: At each indicated level, the character gains additional power points per day and access to new powers as if he had also gained a level in any one manifesting class he belonged to previously. He does not, however, gain any other benefit a character of either class would have gained (bonus metapsionic, or item creation feats, and so on). This essentially means that he adds the level of strategos to the level of whatever other manifesting class the character has, and 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 strategos, he must decide to which class he adds each level of strategos for purpose of determining power points per day, powers known, and manifester level.

Telepathic Blade: At 1st level, the strategos' mind blade continues to advance, his mental powers growing at each level to empower his mental arsenal. Each level of the strategos class counts as a soulknife level for the purposes of determining the effectiveness of his blade skills (as well as qualifying for higher level blade skills) and of his mind blade enhancement class feature. Additionally, when using the Metapsionic Knife feat, he may expend his psychic strike charge in place of his psionic focus when delivering psionic power effects through his mind blade. If the strategos manifests his powers as a gifted blade when advancing manifesting in this class, then he advances his manifesting at each level instead of as listed on the table and may select powers from the tactician list (from 1st through 4th levels, and he gains access to tactician 0th level talents) when choosing powers.

Collective (Su): A strategos learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a strategos can join any number of willing targets into his collective (up to his limit, see below). The strategos must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within medium range (100 feet + 10 feet per strategos level). The collective can contain up to his Wisdom modifier or his strategos level, whichever is higher. The strategos is always considered a member of his own collective, and does not count against this limit. If the strategos has levels in a class that grants a collective, then he does not gain a new collective class feature and may simply advance a previously gained one as if he were advancing that class. 

The strategos can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until the member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A strategos is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, he would instead need to rely on his telepathic gift blade skill to determine more information.

A strategos can manifest certain powers through his collective. If a strategos power specifies one or more willing targets (or is harmless) and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power. All other non-range restrictions still apply. He may manifest any power with the Network Descriptor this way, regardless of their actual ranges or targets. If he is capable of manifesting powers or casting spells from a different class (as is the case for a multiclass manifester), any compatible spell or power with a range greater than touch can also be used through the collective.

If a member of the collective dies, the member is removed from the collective and the strategos must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member and be sickened for an equal number of rounds.

Telepathic Defense (Su): At 2nd level, the strategos' skill within his specialty grows to assist him in combat by reading the surface thoughts and intentions of his foes that lie within the range of his telepathy. He gains an insight bonus to his Armor Class equal to his primary manifesting attribute modifier to a maximum of his class level against foes within range of his telepathy. A strategos must be capable of reading the surface thoughts of a creature to gain this bonus to Armor Class, thus he does not gain telepathic defense against mindless creatures such as oozes, most constructs, and some forms of undead or against foes who are immune to mind-affecting abilities. The strategos does not gain this bonus if he is wearing medium or heavy armor. He retains this bonus to his Armor Class even when caught flat-footed against creatures with 1 or more Intelligence.

Bladed Collective (Su): At 2nd level, the strategos is capable of manifesting his mind blade through his collective – striking from unexpected angles or lending his mind blade to his collective. As a standard action the strategos may manifest a mind blade in the square of an ally in his collective and attack as if he were standing in that position. This mind blade dissipates after the attack. This attack may be combined with other abilities that augment attacks, such as psychic strike damage, feats, martial maneuvers or other such abilities. 

Alternately, as a free action (once per round per ally), he may lend a copy of his mind blade to an ally within his collective. Any mind blade granted to ally through the collective is sized appropriately for the ally. Every copy of his mind blade reduces the overall enhancement bonus granted from his enhanced mind blade class feature by 1 (minimum of 0, treating all mind blades as masterwork weapons). Enhancement bonuses break down and reconfigure as the strategos grants the use of a mind blade to an ally. These mind blades persist as long as the strategos maintains them or as long as the ally chooses to wield it – either may be dismissed as a free action. Blade skills that alter or shift the shape or function of the basic mind blade (such as Emulate Weapon) do not affect copies of the strategos' mind blade wielded by allies. These skills can be lent through Share Blade Skill, however. 

Exotic Soulknives and the Bladed Collective: For soulknives with more exotic forms of mind blades (augmented blades, deadly fists, feral hearts, psychic armories, and rage blades), mind blades that are delivered from the collective function as followed. Augmented blades lend small fractions of their psicrystals that form either ghostly versions of the weapon used by the soulknife or lend their psicrystal in tiny fragments to their allies to enhance their own weapons as if the augmented blade had used their weapon augmentation on it. Deadly fists and feral hearts simply lend their natural weapons to their allies or create phantom claws or fists to attack enemies. Psychic armories direct weapons from their panoply to be used by their allies or manifest weapons around their allies to attack. Rage blades cannot share their wrath augments or their rage blades at all – they can only share their normal mind blades due to the possible psychic pollution that could come from sharing their rage.

Collective Skill: At 3rd level, the strategos gains a unique form of blade skill that allows for a strategos to use unique abilities involving his mind blade and his blade skills through the members of his collective. 

  • Collective Armaments – The strategos with this collective ability is capable of granting mind blades to his allies, but if he possesses the ability to generate mind armor or a mind shield he may also lend these through his bladed collective as well.

  • Collective Protection – A strategos with this skill and the Ghost Step blade skill may use this collective skill to swap places an ally by expending his psionic focus as a move action, moving the ally to the strategos' space and the strategos to the ally’s previous space. The strategos must possess the Ghost Step blade skill to select this ability.

  • Collective Psychic Strike – A strategos with this technique may charge his collective with a use of his psychic strike ability. The strategos may charge his collective as he would normally charge his mind blade, and any ally within his collective may use this psychic strike charge as a free action as a part of an attack. Use of this ability does not prevent a strategos from charging his own mind blade(s). If a member of the collective also possesses the psychic strike class feature, that ally may also recharge the collective’s psychic strike – a collective can only hold one psychic strike charge however.

  • Collective Reading (Defensive) – By using his senses and the subtle mind reading of his foes, the strategos is capable of directing the defenses of his allies within his collective to better protect them against their foes. Allies in the strategos's collective gain a +2 insight bonus to Armor Class and Reflex saving throws against creatures whose surface thoughts can be read (see the Telepathic Defense class feature). This bonus increases to +3 when the strategos reaches 6th level and to +4 when they reach 9th level.

  • Collective Reading (Offensive) – By utilizing the senses of his allies on a subconscious level and processing the flow of battle, the strategos is able to better direct his allies in combat against their foes. Allies in the strategos's collective gain a +2 insight bonus to attack and damage rolls against creatures whose surface thoughts can be read (see the Telepathic Defense class feature). This bonus increases to +3 when the strategos reaches 6th level and to +4 when they reach 9th level.

  • Collective Threat – The strategos can make attacks of opportunity through his blade collective whenever an ally within his collective does. This attack is made as if the strategos were also in the same space as his ally and he makes this attack of opportunity as normal after the ally’s attack of opportunity is resolved. Attacks made count against his normal limit of attacks of opportunity. If the ally does not make an attack of opportunity, the strategos may still make an attack of opportunity if he chooses to. This is a passive blade skill and may not be shared through the collective unless the ally also possesses the ability to form a mind blade.

  • Improved Bladed Collective – The strategos' ability to grant every member of his collective his mind blade improves. He is may now grant his mind blade to an ally without reducing his mind blade’s enhancement bonus. Mind blades gifted to allies have reduce their enhancement bonus reduced by 1, but do not reduce the bonuses of any other mind blades.

  • Improved Share Blade Skill – Instead of only granting access to a single blade skill he possesses to his collective, all of his blade skills are automatically available for the collective to use (with the same restrictions that the Share Blade Skill ability possesses). Allies may choose which blade skill they wish to use once per round on their turn as a free action. They may change this each round, and allies may pick different blade skills to use. The strategos must possess the Share Blade skill collective skill to select this ability.

  • Share Blade Skill – The strategos chooses and grants a single blade skill he possesses for use to the collective as a move action. This blade skill remains available to the collective until the strategos either ends the collective or replaces it with another blade skill. If that blade skill requires a mind blade, one must be granted to the collective for the ally to use (see bladed collective class feature above). If it requires the psychic strike class feature, then they must either possess it or the strategos must grant it through the collective psychic strike collective skill. If the blade skill requires the use of psionic focus, the ally must possess the ability to maintain psionic focus or else the blade skill may not be used by that ally.

He may select another collective skill at 5th level, 7th level, and at 9th level.

Uncanny Dodge (Ex): At 4th level, the strategos gains the uncanny dodge class feature. If he already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge instead. 

At 8th level, the strategos' uncanny dodge ability improves to improved uncanny dodge. Should he already possess this class feature, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Telepathy Focus (Ex): At 6th level, the strategos' focus on telepathic powers grants him a +2 bonus to saving throw DC’s on telepathy powers that he manifests, and a +2 insight bonus to saving throws to resist powers of that discipline.

Collective Eruption (Su): At 10th level, the strategos may cause his mind blade to vanish and appear multiple places at once, attacking through his collective from his allies space. The strategos dismisses his mind blade as a full round action and expends his psionic focus. He then makes one attack (melee or ranged) using his mind blade per ally that is in his collective using his full base attack bonus. Each attack must originate from a different ally’s position as part of this ability, but the strategos may alternate between melee attacks or ranged attacks as needed to attack foes at range or adjacent to allies.

Option: War Souls and Psionics Augmented: Soulknife Prestige Classes – This is an optional rule that you may use for your campaign if martial initiators are prevalent or if you have a player that is interested in continuing martial maneuvers from Path of War. If you have war soul soulknives that are looking at prestige classes from this book that either do not want to advance manifesting from either the gifted blade archetype (if these powers are granted freely from the high psionics options outlined earlier in this book) or from other classes, you may instead gain maneuvers (known, readied, and stances) as if you had gained a level in war soul soulknife at any level that would otherwise advance your manifester level as a gifted blade.

5. Psionic Powers and Items

In this chapter, Psionics Augmented: Soulknife will explore some new psionic powers that are available to the gifted blade and other manifesters, as well as new psionic items that will broaden the abilities of the soulknife and what they can contribute to their adventuring parties.

NEW POWERS

1st level

Bestow Blade – Temporarily grant a lesser version of your mind blade to an ally

Charge Psychic Strike – Charge (or recharge) a psychic strike on your mind blade.

2nd level

Mindscramble – Strike a foe with your mindblade and unleash psychic torment to stun foes.

3rd level

Form Astral Armor – Create a temporary suit of astral armor that protects you in battle.

4th level

Tactile Telekinesis – Grant incredible bonuses to Strength based on manifester level.

POWER DESCRIPTIONS

Bestow Blade

Discipline metacreativity

Level gifted blade 1

Display Material, Visual

Manifesting Time 1 standard action

Range 0 ft.

Duration 1 min./level; see text (D)

Saving Throw None; Power Resistance No

Power Points 1

You manifest a short duration copy of your mind blade and you may either use it yourself or grant it to an adjacent ally. This mind blade uses the same configuration for your mind blade with the enhancement bonus reduced by 1 (if the enhancement bonus would be 0, consider the weapon a masterwork weapon).

Augmentation: If you spend an additional 2 power points points, you may alter the range of this power to close range (25 feet + 5 feet per two manifester levels).

If you spend an additional 3 power points, you may manifest an additional weapon at the same enhancement bonus.

Charge Psychic Strike

Discipline psychokinesis

Level gifted blade 1

Display Audible, Visual

Manifesting Time 1 move action

Range Personal

Duration Instant

Saving Throw None; Power Resistance No

Power Points 1

 You may quickly channel energy from your power pool into your mind blade to create a psychokinetic charge which is released as a free action as part of an attack. This charge inflicts an additional 1d8 points of damage.This functions exactly like the psychic strike class feature and may be used to power blade skills or feats that require the expenditure of the gifted blade’s psychic strike.

Augmentation: For every 4 power points spent, this psychokinetic charge inflicts an additional 1d8 points of damage. If you spend 8 or more power points on manifesting this power, you may manifest it as a swift action.

Form Astral Armor

Discipline metacreativity

Level gifted blade 3, psychic warrior 3

Display Material, Visual

Manifesting Time 1 full-round action

Range Personal

Effect Astral Suit; see text

Duration 1 min./level; see text (D)

Saving Throw None; Power Resistance No

Power Points 5

You form a suit of astral armor, similar to an aegis, of the astral skin, astral armor or astral juggernaut type over your body. The astral suit has the free customizations of associated suit at the appropriate manifester levels (see aegis base class for details) plus an additional 5 customization points. Use your manifester level to determine your aegis level when gaining free customizations from this power. If you already possess the ability to manifest an astral suit you may add these customization points to your astral suit when you manifest this power. If you possess the mind armaments class feature (see armored blade soulknife archetype), you may use these customization points (and any purchased through augmenting this power) to add astral suit customizations to your mind armor.

Augmentation: For every 2 additional power points you spend, you gain 1 customization point.

Mindscramble

Discipline telepathy

Level gifted blade 2

Display Auditory, Olfactory

Manifesting Time 1 standard action

Range Melee or ranged attack (see text)

Target Your mind blade (or equivalent)

Duration One round, see text.

Saving Throw Will (see text); Power Resistance Yes

Power Points 3

When manifesting this power, you create a subtle psionic field around your mind blade (or any of its variant types) and strike out at an enemy as a standard action. Your successful attack causes this field to discharge and inflict an additional 2d6 points of nonlethal damage. Additionally, this power stuns foes on a failed Will save for 1d4 rounds.

Augmentation: For every additional 2 power points spent, increase the damage by 1d6 and increase the stun duration by 1 round. For every 4 additional power points spent on this power, increase the Will save DC by 1.

Tactile Telekinesis

Discipline psychokinesis

Level gifted blade 4, psychic warrior 4

Display Auditory, Material

Manifesting Time 1 standard action

Range Personal

Duration 1 min./level; see text (D)

Saving Throw None; Power Resistance No

Power Points 7

While you manifest this power, you gain a +8 circumstance bonus to your Strength score to determine what your lifting and dragging capacity is or when you are making Strength checks to break objects, and you gain the rock throwing special ability while this is in effect. Additionally, you may add a +2 circumstance bonus to your attack and damage rolls.

Augmentation: For every additional 2 power points spent, the Strength bonus to determine your lifting and dragging capacity increases by an additional +1. For every additional 4 power points spent, the circumstance bonus to your attack and damage rolls increase by an additional +1.

PSIONIC ITEMS

Crystalline Focus Items: 

Crystal Ioun

Aura faint psychokinesis; ML 3rd (+1), 6th (+2), 9th (+3)

Slot weapon; Price 11,200 gp (+1), 44,800 gp (+2), 100,800 gp (+3); Weight 2 lbs

Description

A crystal ioun looks like a common ioun stone made of deep crystal. A soulknife with the psychic armory archetype, or anyone else with the ability to manifest a panoply of blades, channels their panoply of blades through the crystal ioun when summoning it. This does not otherwise alter the action needed to summon a panoply of blades, the summoner must simply have the crystal ioun orbit their person and choose to manifest the panoply of blades through the crystal ioun.

Crystal iouns have 45 hit points and a hardness of 15. When a panoply of blades is manifested in this fashion, the enhancement bonus and the maximum enhancement bonus of the panoply of blades is increased by the enhancement bonus of the crystal ioun, although any enhancement bonus above +5 is lost.

Crystal iouns may only be made with a +1, +2, or +3 enhancement bonus.

Construction

Requirements Craft Crystalline Focus, ability to manifest panoply of blades; Cost 5,600 gp (+1), 22,400 gp (+2), 50,400 gp (+3)

Crystalline Setting

Aura faint psychokinesis; ML 3rd (+1), 6th (+2), 9th (+3)

Slot weapon; Price 11,200 gp (+1), 44,800 gp (+2), 100,800 gp (+3); Weight 2 lbs

Description

A crystalline setting looks like a deep crystal setting that a psicrystal could be slotted into to make it look almost like a piece of jewelry. Whenever an augmented blade channels their power through this item to augment a weapon or item of their choosing, it increases the potency of their augmentation (see crystalline ioun). 

Crystalline settings may only be made with a +1, +2, or +3 enhancement bonus.

Construction

Requirements Craft Crystalline Focus, ability to psicrystal augment; Cost 5,600 gp (+1), 22,400 gp (+2), 50,400 gp (+3)

Universal Items:

Blade Bangles

Aura Moderate psychokinesis; ML 8th

Slot Wrist; Price 16,500 gp; Weight 1 lbs.

Description: These psychic bangles are often made of wire frames set with crystals or engraved pieces of metals that are set with crystal pieces between inscribed forms of warriors demonstrating a combat art. While wearing one of these blade bangles on his wrist, a soulknife gains the benefits of a blade skill that is encoded into the crystals of this item. The bangle does not provide prerequisite blade skills (if applicable) and so the soulknife himself must possess these prerequisites before being able to utilize the item properly, or have another blade bangle that possesses a prerequisite blade skill.

Construction

Requirements Craft Wondrous Item, ability to manifest a mind blade, and possession of the blade skill to be used in the bangle; Cost 8,250 gp

Greaves of Mehsim

Aura Moderate psychometabolism; ML 11th

Slot Feet; Price 34020 gp; Weight 6 lbs.

Description: These greaves benefits only a wearer who has levels in soulknife and has the psychic strike class feature. If such a character wears these boots, he may expend his psychic strike as a swift action to gain the benefits of physical acceleration for a number of rounds equal to the wearer’s number of psychic strike damage dice.

Construction

Requirements Craft Wondrous Item, physical acceleration; Cost 17,010 gp

Skin of the Blade

Aura Faint psychometabolism; ML 8th

Slot —; Price 25500 gp; Weight 2 lbs.

Description: This psychoactive skin benefits only a wearer who has levels in soulknife. If such a character wears this skin, he gains the Psychokinetic Armor blade skill and he may apply armor enhancement bonuses to the skin of the blade as if he had the Enhanced Mind Armaments class feature from the Armored Blade soulknife archetype.

Construction

Requirements Craft Wondrous Item, inertial armor; Cost 12,750 gp


MIND BLADE ENHANCEMENT – Augmented Enhancement List

Soulknives are an adaptive lot, and below is a list of mind blade enhancements that use an updated whitelist of magical and psionic enhancements that can be chosen with the soulknife’s mind blade enhancement class feature.

Table: Weapon Special Abilities

Weapon Special Ability

Enhancement Bonus Value

Required Level

Agile1

+1

5

Allying

+1

5

Benevolent

+1

5

Conductive

+1

5

Corrosive

+1

5

Countering

+1

5

Courageous

+1

5

Cruel

+1

5

Cunning

+1

5

Defending

+1

5

Distance1

+1

5

Dueling

+1

5

Flaming

+1

5

Frost

+1

5

Furious

+1

5

Ghost touch

+1

5

Guardian

+1

5

Huntsman

+1

5

Keen2

+1

5

Lucky1

+1

5

Menacing

+1

5

Merciful

+1

5

Mighty cleaving

+1

5

Planar

+1

5

Psychokinetic1

+1

5

Seaborne

+1

5

Seeking3

+1

5

Shock

+1

5

Sundering1

+1

5

Thundering

+1

5

Vicious

+1

5

Advancing

+2

7

Anarchic

+2

7

Axiomatic

+2

7

Collision1

+2

7

Corrosive burst

+2

7

Cyclonic3

+2

7

Defiant

+2

7

Flaming burst

+2

7

Glorious

+2

7

Holy

+2

7

Icy burst

+2

7

Invigorating

+2

7

Linked striking1

+2

7

Mindcrusher1

+2

7

Phase Locking

+2

7

Psychokinetic burst1

+2

7

Shocking burst

+2

7

Suppression1

+2

7

Unholy

+2

7

Wounding

+2

7

Wrenching1,3

+2

7

Bodyfeeder1

+3

9

Dislocator1

+3

9

Mindfeeder1

+3

9

Nullifying

+3

9

Repositioning

+3

9

Speed

+3

9

Soulbreaker1

+3

9

Brilliant energy

+4

12

Great dislocator1

+4

12

Greater energy1,3

+4

12

Coup de grace1

+5

15

Vorpal

+5

15

1 New option detailed here.

2 A keen mind blade gains its benefits no matter the assigned damage type.

3 Ranged mind blades only.

Table: Mind Armament Abilities

Armor Special Ability

Enhancement Bonus Value

Required Level

Benevolent

+1

5

Deathless

+1

5

Fortification, Light

+1

5

Mirrored

+1

5

Staunching

+1

5

Rallying

+2

7

Spell Resistance (13)

+2

7

Delving

+3

9

Energy Resistance

+3

9

Ghost Touch

+3

9

Invulnerability

+3

9

Fortification, Moderate

+3

9

Spell Resistance (15)

+3

9

Energy Resistance, Improved

+4

12

Spell Resistance (17)

+4

12

Fortification, Heavy

+5

15

Spell Resistance (19)

+5

15

Energy Resistance, Greater

+5

15

Table: Shield Special Abilities

Shield Special Ability

Enhancement Bonus Value

Required Level

Arrow Catching

+1

5

Bashing

+1

5

Blinding

+1

5

Clangorous

+1

5

Fortification, Light

+1

5

Mirrored

+1

5