This concept requires a special thanks towards a couple of other Forumites who got the creative juices flowing. Thank you Deral
for being the original creator of the Soulknife BMS chain, which kicked this whole thing off the ground and whose feats I modified to better-fit the rules. A big thanks to Big_Jim
for his help with other homebrew, it gave a nice jumpstart looking at some ways that he's twisted the system while still staying within the boundries. Khaalis
' own Spell Thief class actually put a kernal-of-idea in my head for a class of this kind, and I thank them for it. Anyway, off to the show!Inspirations
: Soulknife Base Class (Psionics Handbook
, TOG), Psylocke (Marvel Comics
), Jedi Order (Star Wars
), Archer and Gilgamesh (Fate/Stay Night
), The Crystal Gems (Steven Universe
), Shanoa (Castlevania: Order of Ecclesia
), and others.
Soulknives are a unique brand of warrior, able to call weapons and gear from seemingly out of thin air. His ability often catches his foes by surprise, as they can never be sure as to whether or not he is truly 'unarmed'. With their powers, the only thing stopping a Soulknife is their own imagination.
Depending on your campaign, a Soulknife could be...
• A monastic warrior who has quite literally tempered his mind and turned it to steel.
• An enigmatic spellblade and blacksmith, able to summon copies of magical artifacts from Elsewhere.
• A phantom thief able to break in or break out of any location, no matter how little she carries on her person.
• A Shardmind with the power to call their unique gemstone-weapon thanks to their psychic abilities.
• A wizard that appears defenseless, only to suit up and load out when danger arrives.Party Role:
Combatant/Specialist. With a constantly-changing weapon at his side, the Soulknife can easily fill the role of a fighter in any party. However, his skill with manipulating strange energy means he can also become a back-up for when the team needs a specific object on-hand immediately.CLASS FEATURESRequirements:
Base Attack Bonus +3, The Gift feat, Spectral Weapon Basics feat (but see the sidebar "Soulknives and Your Setting", below)Favored Attributes:
Constitution, Wisdom, Charisma (although not always in that order)Class Skills:
Acrobatics, Athletics, Crafting, Haggle, Intimidate, Notice, Prestidigitation, Resolve, Search, Sense MotiveSkill Points:
6 + Int mod per LevelVitality:
9 + Con mod per LevelBAB:
"SOULKNIVES AND YOUR SETTING"
The Soulknife class is a bit of an odd duckling when it comes to prerequisites; while it technically requires no special campaign qualities to enter (along with the feats included with it; isn't it strange that The Gift doesn't require anything extra to take?), some GMs and players might view the whole collection to be too mystical or eldritch for a character strictly 'grounded in realistic fantasy'.
If you wish to restrict the usage of the class, consider requiring that the Miracles or Sorcery campaign quality be in-effect in order to enter it or take any of the feats included here. Depending on your tastes and other homebrew, you might even desire to have a special Psionics quality active!
On the other hand, classes like the Martial Artist or feats like Qi Basics show how a fantastical character can happily work alongside more mundane character options like Assassin or Club Basics; if you feel like a character can utilize these abilities without any setting limitations, then leave the prerequisites as-is and continue onward as normal.
Whenever you become sprawled
, you may spend an action die to remain in one stance you are currently in. Also, at Level 1 and each Class Level thereafter, you gain 1 additional skill point that must be spent on Prestidigitation or Resolve.CLASS ABILITIESEnergized Armaments:
At Level 1, choose one Lesser Charm and one Lesser Essence; you learn these Charms and Essences, and if you have the Charm Binding Basics or Essence Binding Basics feat(s), you may create magic items that can include your chosen Charm and Essence. At the beginning of each adventure, select 1 Lesser Charm or Lesser Essence you know; whenever you manifest a weapon, you may choose to manifest it as though it were a magical weapon with your chosen option included on it.
At Level 5, choose 1 more Lesser or Greater Charm and Essence known (total 2 Charms and 2 Essences known). Also, you may select both a Lesser Charm and Lesser Essence (or a single Greater Charm OR Essence), and may do so at the beginning of each session.
At Level 9, choose 1 more Lesser or Greater Charm and Essence known (total 3 Charms and 3 Essences known). Also, you may select a Charm and an Essence to manifest your weapon to include (regardless of if they are Lesser or Greater), and may do so at the beginning of each scene.Nothing Up My Sleeve I:
At Level 2, you gain the Spectral Weapon Mastery feat and 1 additional proficiency or trick.Nothing Up My Sleeve II:
At Level 7, you gain the Spectral Weapon Supremacy feat and 1 additional proficiency or trick (total 2).Bonus Feat:
At Levels 3 and 7, you gain an additional Melee Combat or Gear feat.Swiss-Army Weapons:
You can change the shape of your spectral gear to be a little less... stabby. At Level 4, you may create Goods and Kits of a complexity up to 10D, 10W, or 5M when entering the Manifest Weapon stance. Goods manifested this way are useless if destroyed or undone (for instance, a Hemp Rope that is manifested and then burned will only burn itself with cold, dark fire that is useless for light or heat), and count as one 'weapon'.
At Level 8, you may manifest Armor as well with the same limitations as above (useless if destroyed, counts as one weapon), and your maximum complexity limit increases to 20D, 15W, and 10M.Sword Summoner:
Your skill with weapons goes beyond the ethereal. At Levels 4 and 8, you may choose one of the following abilities. Each ability may be chosen only once.
• Helping Hands:
You gain the Many-Armed feat, and whenever you enter the Manifest Weapon stance, you may manifest one additional 1-handed weapon or piece of gear.
Your maximum Prizes increase by 2.
• Master Weaponsmith:
You're considered to have 5 additional ranks in Crafting when building, improving, or repairing weapons in which you're proficient. This may cause you to exceed your maximum skill rank for these activities.
• One Step Ahead:
You gain a +1 dodge bonus to Defense and DR 1 against attacks with weapons in which you're proficient.
• Practice Makes Perfect:
Choose either Melee Weapon feats or Gear feats. Feats from your chosen group count as Spellcasting feats for the purpose of Spectral Weapon Basics, Mastery, and Supremacy. You may choose this option a second time, counting both Melee Combat and Gear feats as Spellcasting feats for this purpose.
Each of your manifested weapon's attacks may inflict your choice of lethal, subdual, or force damage (no penalty or damage decrease occurs).Roll the Shoulderblades:
At Level 6, you may Refresh as a Full Action. Also, you may be in two stances at once, as long as one of them is the Manifest Weapon Stance.Unlimited Blade Works:
You're always armed, and you're always dangerous! At Level 10, whenever you enter the Manifest Weapon stance, you may manifest a number of weapons (including ranged weapons, gear, kits, and armor) up to the modifier of the attribute you chose in Spectral Weapon Mastery. Each weapon that exceeds the number of available hands you have appears in a random adjacent square (see page 216, Deviation Diagram), and manifested weapons not in your possession vanish only if in the possession of a non-teammate for 1 full round.SPECTRAL WEAPON BASICS
You can create weapons out of the aether itself.Prerequisites:
Blunt or Edged ForteBenefit:
Whenever you take a Coup De Grace or Refresh action, you may enter a stance as a free action. Also, you gain a stance.Manifest Weapon (Stance):
Upon entering this stance, a single melee weapon appears in your hand. The weapon has the appearance and statistics of any specific melee weapon for which you have forte, except it has no weight and inflicts force damage instead of its normal damage type. This weapon vanishes if you leave this stance, or if the weapon leaves your possession and is not attached by a cord or retrieved by the start of your next Initiative Count.SPECTRAL WEAPON MASTERY
You command an ever-shifting cache of gear with your mind.Prerequisites:
Spectral Weapon BasicsBenefit:
When you take your Manifest Weapon stance, you may add Upgrades with a combined complexity increase of up to +2 for every Spellcasting Feat you have. Also, you may manifest two different weapons at once, allowing you to use "Two-Weapon" feats. In addition, select one of Constitution, Wisdom, or Charisma; that attribute rises by 1. Finally, you gain a trick.Discharge (Manifested Weapon Attack Trick):
Your attack deals your choice of Acid, Cold, Electrical, Fire, or Sonic damage, and deals additional damage of this type equal to your chosen attribute modifier. After the attack (even if you miss), the manifested weapon you attacked with vanishes (causing you to leave the stance if you only have one manifested). You may use this trick a number of times per combat equal to the number of Spellcasting feats you have.SPECTRAL WEAPON SUPREMACY
Foes will learn to fear you no matter how far they are... or how close.Prerequisites:
Spectral Weapon MasteryBenefit:
When you take your Manifest Weapon stance, you may choose to manifest any weapon you have a forte in. If you choose to make a Bow, a Hurled Weapon, or a Black Powder Weapon, you may make a number of attacks equal to the number of Spellcasting feats you have before you are forced to exit the Manifest Weapon stance; if you choose to make a Siege Weapon, you may make a single attack with it (Arbalests and Light Cannons act as Bows and Black Powder Weapons for the purpose of counting the maximum number of attacks, and Battering Rams have no limit). Attacks made with any ranged weapon other than a Grenade-type weapon deal Force Damage. Also, you gain a trick.Soulbreaker (Manifested Weapon Attack Trick):
If your target is a standard character with a lower chosen attribute score than yours, he immediately fails his damage save (damage isn't rolled). You may use this trick once per round.