S-Class Soulknife

What are S-Class Characters?

S-class characters are built using the core summoner class as the basis against which all other classes are balanced. If you have played, or GM’d for, a summoner and felt it was fine as is, you should have no problem running with an s-class character.

Spell-Like and Psi-Like Abilities

As explained in the source material, psionics function in many ways like spells, and are able to be countered, negated, and resisted just as spells are. The distinctions drawn between the two are purely in the ways in which they are learned and how they affect the world around them.

For this reason, the content here is provided more in context of other Pathfinder options, listing spell-like abilities and referring to spells when a psionic power or talent is equivalent to one.

S-class soulknives are the enforcers of psionic cabals, sent out into the world in search of goods to be recovered and returned. Their mastery over the conjuring and use of mind blades demonstrates why their kind are to be feared.

Role: An s-class soulknife leans into her cabal features to determine how best to engage enemies in combat. She may move in close with a devastating, two-handed mind blade, or she could stand between the shield-users and the spellcasters, conjuring smaller mind blades as fast as she can throw them.

Note: The s-class soulknife is an alternate, superior version of the soulknife class. When choosing soulknife archetypes for the s-class soulknife, quick draw is gained at 4th level instead, and the s-class soulknife doesn’t gain shield proficiency unless it’s part of their cabal.

Alignment: Any. Some cabals require that their soulknives adhere to or avoid a particular alignment, as detailed within their descriptions.

Hit Die: d10.

Starting Wealth: 5d6 × 10 gp (average 175 gp.)

Class Skills

The s-class soulknife’s class skills are Acrobatics (Dex), Autohypnosis (Wis), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (psionics) (Int), Perception (Wis), Profession (Wis), Stealth (Dex), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Table: S-Class Soulknife
Level Base Attack Bonus Fort Save Ref Save Will Save Special Max Enhancement Bonus
1st +1 +0 +2 +2 Cabal, form mind blade, shape mind blade, throw mind blade, wild talent
2nd +2 +0 +3 +3 Blade skill, bonus feat
3rd +3 +1 +3 +3 Enhanced mind blade +1, psychic strike +1d8 +1
4th +4 +1 +4 +4 Blade skill, quick draw +1
5th +5 +1 +4 +4 Cabal benefit, enhanced mind blade +2 +1
6th +6/+1 +2 +5 +5 Blade skill +2
7th +7/+2 +2 +5 +5 Enhanced mind blade +3, psychic strike +2d8 +2
8th +8/+3 +2 +6 +6 Blade skill +2
9th +9/+4 +3 +6 +6 Cabal benefit, enhanced mind blade +4 +3
10th +10/+5 +3 +7 +7 Blade skill +3
11th +11/+6/+1 +3 +7 +7 Enhanced mind blade +5, psychic strike +3d8 +3
12th +12/+7/+2 +4 +8 +8 Blade skill +4
13th +13/+8/+3 +4 +8 +8 Cabal benefit, enhanced mind blade +6 +4
14th +14/+9/+4 +4 +9 +9 Blade skill +4
15th +15/+10/+5 +5 +9 +9 Enhanced mind blade +7, psychic strike +4d8 +5
16th +16/+11/+6/+1 +5 +10 +10 Blade skill +5
17th +17/+12/+7/+2 +5 +10 +10 Cabal benefit, enhanced mind blade +8 +5
18th +18/+13/+8/+3 +6 +11 +11 Blade skill +5
19th +19/+14/+9/+4 +6 +11 +11 Enhanced mind blade +9, psychic strike +5d8 +5
20th +20/+15/+10/+5 +6 +12 +12 Blade skill, mind blade mastery +5

Class Features

All of the following are class features of the s-class soulknife.

Weapon and Armor Proficiency

An s-class soulknife is proficient with all simple weapons and mind blades. They are proficient with light and medium armor, medium armor, but not with shields.


At the beginning of their career, each s-class soulknife is recruited into one of several psionic cabals; powerful guilds that oversee the policing and protection of psionic individuals who may not yet realize their full potential, for good or ill.

At 1st level, choose a psionic cabal to which the soulknife belongs. A sample list of cabals can be found at the end of this section.

Form Mind Blade (Su)

As a move action, an s-class soulknife can form a semi-solid weapon composed of psychic energy distilled from her own mind. Unless specified here, a mind blade is treated in all ways as a masterwork, magic weapon once formed.

At 1st level, an s-class soulknife’s cabal determines which category of mind blade she has trained to form: Light, one-handed, or two-handed. Her mind blade takes that form every time the soulknife forms it.

  • Light weapon mind blades deal 1d6 points of damage.
  • One-handed mind blades deal 1d8 points of damage.
  • Two-handed mind blades deal 2d6 points of damage.

A mind blade can have any appearance, but its shape must reflect the general aspects chosen when the soulknife forms it, such as a blunt edge that deals bludgeoning damage.

Size: The listed mind blade damage assumes the soulknife is a Medium creature. Small mind blades deal damage one step down (1d6 becomes 1d4), and Large mind blades deal damage one step up (2d6 becomes 2d8).

Critical: A mind blade’s critical threat range is 19-20/x2.

Damage Type: Despite traditionally being called blades, an s-class soulknife actually chooses if her mind blade will deal bludgeoning, piercing, or slashing damage when she forms it. The soulknife can change the damage type of an existing mind blade—or summon a new mind blade with a different damage type—as a full-round action; otherwise, the mind blade retains the last damage type chosen every time it is summoned.

Dual Wielding: The soulknife can form two distinct light mind blades as part of the same move action, suffering the standard two-weapon fighting penalties for wielding both.

Damaging or Losing a Mind Blade: Mind blades can be broken (hardness 10, 10 hit points); but an s-class soulknife can simply create another on her next move action. The moment she relinquishes her grip on her blade, it dissipates (unless she intends to throw it; see below).

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

As a move action, the soulknife can attempt a new Will save to rematerialize her mind blade while she remains within a psionics-negating effect. She gains a bonus on Will saves made to maintain or form her mind blade equal to its total enhancement bonus gained using enhanced mind blade.

Shape Mind Blade (Ex)

An s-class soulknife can reshape her mind blade as a full-round action. When she does, the soulknife can choose a new form (light, one-handed, or two-handed) and a new damage type to which she has access. When she gains enhanced mind blade (typically at 3rd level), an s-class soulknife can also reassign the enhancement bonus and weapon special abilities she has added to her mind blade when she reshapes it. This task requires 8 hours of downtime that the soulknife spends concentrating on her mind blade’s new form and abilities, but also doesn’t need to be spent consecutively (in this way, it functions like crafting an item). Until the process is complete, the soulknife can still form her mind blade in its current form.

An s-class soulknife who reshapes her mind blade into a form that cannot benefit from a specific weapon special ability loses that ability until she either reassigns it or reshapes her mind blade back into a form that can benefit from it.

Throw Mind Blade (Ex)

All soulknives have some knowledge of how to throw their mind blades, though the range increment varies by form. Whether or not a thrown mind blade hits its target, it dissipates and must be reformed.

Wild Talent

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

Blade Skills

At 2nd level, and every even level thereafter, an s-class soulknife learns a new technique that she can add to her repertoire. These blade skills, as they are known, are the subtle differences that help most soulknives stand out from their peers, even within the same cabal.

Some blade skills have prerequisites that the soulknife must meet before they can be chosen. Unless stated otherwise, blade skills can only be gained once and function only while the soulknife wields her mind blade.

A sample list of blade skills can be found at the end of this section.

Bonus Feat

At 2nd level, an s-class soulknife gains Power Attack, Two-Weapon Fighting, or Weapon Focus (mind blade) as a bonus feat, even if she does not meet the prerequisites.

Enhanced Mind Blade (Su)

At 3rd level, and every odd level thereafter, an s-class soulknife’s mind blade gains a cumulative +1 enhancement bonus that she may spend on an actual enhancement bonus or on weapon special abilities. A soulknife’s level determines her maximum enhancement bonus (see Table: S-Class Soulknife). At each interval, the soulknife also reshapes her mind blade automatically in order to grant it any combination of enhancement bonuses (up to +5) and magic weapon special abilities for which the mind blade qualifies.

An s-class soulknife can give each of her mind blade’s forms a different combination of enhancement bonus and magic weapon special abilities, but each must be reshaped separately. For this purpose, the light mind blade has a separate form when used as a single weapon and when used for two-weapon fighting.

Requirements and Progression: Like any weapon, the mind blade must have at least a +1 enhancement bonus before gaining a magic weapon special ability. Table: S-Class Soulknife displays the total enhancement bonus her mind blade can have at any time.

If the soulknife forms two mind blades with enhancements, the enhancement bonus of each is reduced by 1, to a minimum of 0. This typically means the soulknife must wait until at least 5th level before granting both weapons a +1 enhancement bonus, but by 7th level, she can grant each a +2 enhancement bonus, or +1 and their own special ability.

Magic Weapon Special Abilities: All soulknives can shape their mind blades to have the agile (add Dexterity to damage with finesse weapons), ghost touch, or keen +1 magic weapon special abilities. In addition, an s-class soulknife is automatically familiar with magic weapons to which she has access for at least 24 hours (her own or an ally’s). Finally, she can research new special abilities in the same way a wizard researches new spells.

While it is not required, many s-class soulknives keep a small journal of the properties with which they are familiar for easy reference when reshaping their mind blade.

Mind Blade Range
Light 20 ft.
One-handed 15 ft.
Two-handed 10 ft.*

* Requires the Two-Handed Throw blade skill.

Psychic Strike (Su)

As a move action, an s-class soulknife of 3rd level or higher can imbue her mind blade with destructive psychic energy. The weapon retains this charge until she discharges it with a successful attack or dismisses the charge as a free action. The soulknife can also expend her psionic focus as a swift action to imbue her mind blade.

If the soulknife forms her mind blade into two weapons, she must imbue each separately. If she reshapes her mind blade into a single weapon while either or both are imbued, the reformed weapon gains only one charge of psychic strike.

An s-class soulknife who loses her mind blade while it is imbued with psychic strike does not also lose the charge; it returns when next she forms her mind blade.

Discharging: When she hits with an attack using her imbued mind blade, the soulknife can discharge her psychic strike as a free action, dealing 1d8 additional damage of the same type as her weapon. The additional damage increases by +1d8 at 7th level and every 4 levels thereafter.

Immunity to mind-affecting effects does not prevent psychic strike’s additional damage, but mindless creatures, such as golems and most vermin, are unaffected by psychic strike.

Quick Draw (Ex)

A 4th-level s-class soulknife may form her mind blade as a free action, though she may still only attempt to do so once per round (except when throwing the weapon multiple times using the Multiple Throw blade skill).

Mind Blade Mastery (Ex)

At 20th level, an s-class soulknife reaches the pinnacle of her art and her connection to her blade is so strong it cannot be severed. She no longer requires a Will save to maintain her mind blade in a null psionics field, although it still loses any enhancement bonus and special abilities. In addition, she may change her mind blade’s enhancement bonus and special abilities at will as a full-round action.

Soulknife Cabals

The following cabals are available to all s-class soulknives who meet their alignment restrictions, if any. An s-class soulknife who does not join a cabal is considered a traditionalist and gains those benefits instead.

The Blades Less Drawn

The Blades formed their cabal out of necessity after the others started gaining recognition and support from local governments. They have since become a safe space for the younger generation who have yet to fully understand their psionic gifts and prefer to resolve conflict without violence when able.

Alignment: Any Good.

Skills: You add Diplomacy (Cha), Heal (Wis) and Sense Motive (Wis) to your list of class skills.

  • 1st Level: When you become a member of the Blades Less Drawn, you gain Point-Blank Shot and Rapid Shot as bonus feats. If you can attack with more than one thrown, light weapon in a round, you can reform your light mind blade for each of those attacks. It still dissipates after being thrown for the last time.
  • 5th Level: Your psionic power pool increases by a number of points equal to half your soulknife level (rounded up). You also learn and can manifest the telekinetic force psionic power as a manifester of your soulknife level, but only to thrust objects. At 13th level, you can manifest that power without the restriction.
  • 9th Level: You gain Snap Shot and Improved Snap Shot as bonus feats, even if you don’t meet their prerequisites; and you can use those feats with your thrown mind blade, which reforms at the end of the attack of opportunity. When you imbue your enhanced mind blade with psychic strike, you can increase the additional damage by 1d8, but the weapon gains the merciful magic weapon special ability until you discharge it.
  • 13th Level: You gain the power reserve blade skill. If you already have that blade skill, your power pool increases in size by 3 points per soulknife level instead. In addition, you learn and can manifest both the vigor and empathic transfer psionic powers as a manifester of your soulknife level. You can apply the damage dealt by empathic transfer to your temporary hit points gained with vigor.
  • 17th Level: You learn the brilliant energy magic weapon special ability and can reshape either or both of your thrown mind blades to include it (It still costs 4 from your total enhancement bonus). When you throw a mind blade, you can reduce the damage it deals by one or more steps (in order 2d8, 2d6, 1d8, 1d6, 1d4, 1d3, 1d2, 1) as a free action and increase its range increment by 10 feet for every step you lower it. This does not change your additional damage from psychic strike.


Free-Thinkers use their cabal more as a loose association than any formal indoctrination. They take advantage of the acceptance of psionic cabals when it suits them, and skirt the consequences of their actions when it doesn’t. While not all Free-Thinkers are thieves and roustabouts, there are enough within their ranks to have tarnished the cabal’s reputation over time.

Alignment: Any nonlawful.

Skills: You add Bluff (Cha), Escape Artist (Dex), and Sleight of Hand (Dex) to your list of class skills.

  • 1st Level: At 1st level, you gain the dueling blade skill. You also gain the alter blade skill, but only to form your mind blade into a one-handed weapon and a light weapon instead of two light weapons. Finally, you gain panache as a swashbuckler of your soulknife level and one 1st-level swashbuckler deed of your choice. As a free action on your turn, you can either expend your psionic focus to regain 1 panache, or spend 2 panache to regain your psionic focus.
  • 3rd Level: You gain swashbuckler deeds as a swashbuckler of your soulknife level –2. Any time you gain a swashbuckler deed, you can replace it with one of the following blade skills instead. Alter blade, blade rush, blade rush frenzy, disrupting strike, exploding critical, full enhancement, gruesome riposte, improved enhancement, mind daggers, reaching blade, rending blades, twin strike, or wing clip.
  • 20th Level: In place of your blade skill, you can gain the cheat death, deadly stab, or stunning stab swashbuckler deed (your choice).

The Minded Eyes

When the first psionic cabals were founded, it provided an easier, more accepted way for those with psionic talent to find each other. It also meant that the power they shared was no longer spread across the world or difficult to consolidate, which led the wiser members within the psionic community to the conclusion that they all needed to be regulated and kept from gaining too much power. To do this without disrupting society any further, the Minded Eyes were formed.

Alignment: Any lawful.

Skills: You add Sense Motive (Wis), Spellcraft (Int), and Survival (Wis) to your list of class skills.

  • 1st Level: When you become a member of the Minded Eyes, you gain Shield Proficiency as a bonus feat and the mind shield blade skill. Your mind shield has the features and general shape of a heavy steel shield (but not its weight or actual material presence). You can use the shield and take feats to improve it as if it were one. Finally, if you do not have a hand free, you can still form a mind buckler as a swift or immediate action. The buckler functions as a mind shield, except that it only grants you a +1 shield bonus to AC.
  • 2nd Level: Add Dodge, Improved Shield Bash, and Shield Focus to the list of bonus feats you can choose.
  • 3rd Level: Your training as a Minded Eye allows you to reduce the rigors of armor you wear. You gain the fighter’s armor training I feature, and can apply your enhancement bonus to your mind shield instead of your mind blade.
  • 5th Level: You gain the full enhancement blade skill and can reshape both your mind blade and your mind shield as if you formed two mind blades with enhancements. You can learn magic shield special abilities, and you automatically learn the light fortification +1 special ability.
  • 9th Level: You gain proficiency with heavy armor and the armor training II feature. If you already have heavy armor proficiency, gain it later, or prefer to keep using medium armor, you gain your choice of the disrupting strike or mark of the challenger blade skills instead. You also learn the moderate fortification +3 special ability and can reshape your mind shield to add it. You can select advanced armor training options as a fighter of your soulknife level –2.
  • 13th Level: You gain the armor training III feature. As a move action, you can grant an ally within 30 feet of you your mind shield’s current bonus as a deflection bonus to their AC for one round. You do not gain your mind shield’s bonus or special abilities while using it in this way. In addition, when an ally within 30 feet of you would be hit by an attack, you can expend your psionic focus as an immediate action to grant that ally your mind shield’s bonus as a deflection bonus to their AC against that attack. Your mind shield dissipates as soon as the attack is resolved and must be reformed before you or your allies can gain its benefits again.
  • 17th Level: You gain the armor training IV feature, and you learn the heavy fortification +5 special ability. You can reshape your mind shield to add it.

The Strong Survive

Strongs are not inherently evil, but they often lack any immediate concern for the wellbeing of those around them. If a Strong has the chance to defeat an enemy in open combat, she will take it regardless of the consequences. By the same token, proving one’s superiority is most important to strongs, and they will rarely agree to subterfuge or cheating to succeed at any task, especially when fair combat could do the job just as easily.

Alignment: Any nongood.

  • 1st Level: When you become a member of the Strong Survive, you gain Intimidating Prowess and Power Attack as bonus feats. The critical threat range of your mind blade changes to 20/x3. When you form or shape your two-handed mind blade during combat, you can attempt an Intimidate check to demoralize an enemy that can see you as part of the same action.
  • 2nd Level: Add Cleave and Furious Focus to the list of bonus feats you can choose.
  • 5th Level: You gain the exploding critical and two-handed throw blade skills. When you critically hit a creature, or reduce a creature to 0 or fewer hit points, you can choose another enemy that can see you and attempt an Intimidate check to demoralize it as a free action. If there are no other enemies to intimidate, you regain your psionic focus instead.
  • 9th Level: You can select combat feats for which you meet the prerequisites as a fighter of your soulknife level –5. You also gain the deadly blow blade skill, which increases your mind blade’s critical multiplier to x4. If you charge a creature within 15 feet of you and there is nothing (not even an ally) obstructing your view of it, you can throw your mind blade as part of the charge attack and it reforms at the end of the charge, allowing you to attack the creature normally. Both attacks are made at your highest attack bonus with a –5 penalty, and you do not gain the +2 bonus from charging on either attack when you charge in this way. If anything ends this charge prematurely, your mind blade does not reform.
  • 13th Level: You gain Penetrating Strike as a bonus feat. You also learn the alter blade skill, or another blade skill of you choice if you already know alter blade. When you are grappled or restrained, you can expend your psionic focus to reshape your two-handed mind blade into a single light weapon and imbue it with psychic strike as a free action. Once you are no longer grappled or restrained, it automatically reshapes back into a two-handed mind blade.
  • 17th Level: As a free action, you can expend your psionic focus to reduce any penalties to your attacks by up to 5 for 1 round, but you cannot regain your psionic focus in any way until the start of your next turn. You also learn the vorpal +5 special ability. You can reshape your mind blade to add it.
  • 20th Level: In place of your blade skill, you can select Greater Penetrating Strike as a bonus feat.


Traditionalists are s-class soulknives who ascribe to the practices of their kind from before the first cabals were founded. Versatile masters with the mind blade, their expertise is almost on par with that of fighters.

Alignment: Any.

  • 1st Level: As a traditionalist, you gain proficiency with shields (but not tower shields). You also gain the alter blade skill.
  • 2nd Level: You gain the evasion blade skill. This becomes improved evasion at 10th level.
  • 5th Level: You gain weapon training, as the fighter feature, and it applies to your mind blade regardless of its form. You gain additional weapon training at 9th, 13th, and 17th level.
  • 9th Level: Instead of weapon training, you can select advanced weapon training options as a fighter of your soulknife level. Your mind blade must have an appropriate form to benefit from advanced weapon training.

Blade Skills

The blade skills presented here are intentionally summarized for use with the s-class soulknife. For more details, see the individual resources.

Alter Blade

Benefit(s): You can reshape your mind blade’s form any time you reform it, and you can form both a one-handed weapon and a light weapon as part of the same action when dual wielding.

Blade Rush

Prerequisite(s): 6th level.

Benefit(s): As a swift action, you can expend your psionic focus and move up to your speed without provoking attacks of opportunity.

Blade Rush Frenzy

Prerequisite(s): Blade rush, 8th level.

Benefit(s): You can activate blade rush as a full-round action instead. If you do, you can also make a single melee attack using your mind blade at your highest attack bonus with a –2 penalty against each creature you move adjacent to during that action.

Deadly Blow

Prerequisite(s): 10th level.

Benefit(s): Increase your mind blade’s critical multiplier by +1 (x2 becomes x3, and so on).

Disrupting Strike

Benefit(s): As a full-round action, you can make one melee attack against each adjacent enemy. On a hit, you deal no damage, but that enemy suffers a –5 penalty on all melee and ranged damage rolls until the start of your next turn.

Dueling Blade

Benefit(s): When fighting defensively or using Combat Expertise, you can expend your psionic focus to make an attack of opportunity against a creature that misses you with an attack. You suffer no penalties to that attack for fighting defensively.

Enhanced Range

Benefit(s): Double the range increment of your thrown mind blades.

Exploding Critical

Prerequisite(s): 12th level.

Benefit(s): When you confirm a critical hit, you can expend your psionic focus to deal additional damage equal to your psychic strike damage. This stacks with psychic strike.

Full Enhancement

Prerequisite(s): Enhanced mind blade.

Benefit(s): When you form two mind blades with enhancements, the bonus is not reduced.

Furious Charge

Benefit(s): Your mind blade attack at the end of a charge deals extra damage. Light and offhand weapons deal 1 extra damage, one-handed weapons deal 2, and two-handed weapons deal 3.

Gruesome Riposte

Prerequisite(s): 10th level.

Benefit(s): After an adjacent enemy hits you with a melee attack or natural weapon, you can expend your psionic focus as an immediate action and attack it back.

Improved Enhancement

Prerequisite(s): 12th level.

Benefit(s): Your enhanced mind blade enhancement bonus increases by 1.

Mark of the Challenger

Benefit(s): As a standard action, make an attack with your mind blade. If you hit, you deal damage normally and the target suffers a –2 penalty to attack creatures other than you until the end of its next turn.

Mind Daggers

Benefit(s): You can reshape your mind blade into one or two light weapons that deal 1d4 damage with a range of 30 feet. Reshaping them back to their original form is a free action.

Mind Shield

Benefit(s): While you have at least one hand free, you gain a +2 shield bonus to your AC.

Multiple Throw

Prerequisite(s): 14th level.

Benefit(s): You can throw any mind blade as an attack action on your turn and it reforms if you have any attack actions remaining.

Powerful Strikes

Benefit(s): Your psychic strike damage increases by 1d8.

Psicrystal Affinity

Benefit(s): You gain Psicrystal Affinity as a bonus feat, using your soulknife level as your manifester level.

Psychokinetic Blast

Prerequisite(s): 4th level.

Benefit(s): When you hit with an attack imbued with psychic strike, you can choose to discharge your psychic strike and deal that damage to the target and all creatures adjacent to the target other than you.

Reaching Blade

Prerequisite(s): 8th level.

Benefit(s): You can expend your psionic focus to increase your mind blade’s reach out to 10 feet until the start of your next turn.

Reaper’s Blade

Prerequisite(s): 10th level.

Benefit(s): When you reduce an enemy to 0 or fewer hit points with your melee mind blade attack, you can imbue your mind blade with your psychic strike. If your mind blade was already imbued, it deals 1-1/2x your psychic strike damage when next you discharge it. This doesn’t stack.

Rending Blades

Benefit(s): You can use your enhanced mind blade to gain a competence bonus on Climb checks equal to the enhancement bonus. When you critically hit a creature with your mind blade, you deal an additional 1d6 bleed damage.

Trade Blows

Prerequisite(s): 10th level.

Benefit(s): After a creature attacks you while you are using the total defense action, you can make a melee attack against it, each time using your mind blade at your highest attack bonus with a –4 penalty.

Twin Strike

Prerequisite(s): 8th level.

Benefit(s): While dual wielding, you can attack with both of your mind blades as a standard action or when making an attack of opportunity. All appropriate penalties for those attacks apply normally.

Two-Handed Throw

Benefit(s): You can throw your two-handed mind blade with a range of 10 feet.

Weapon Special

Benefit(s): When you form or reshape your mind blade, you can grant it the brace, disarm, or trip weapon property (your choice).

Special: You can select this blade skill up to 3 times, granting an additional weapon property each time.

Wing Clip

Benefit(s): As a standard action, make a single melee attack. On a hit, you deal no damage, and the target becomes unable to move for a number of rounds equal to your Strength modifier (minimum 1). A successful Fortitude saving throw (DC 10 + your base attack bonus) negates this effect.

Section 15: Copyright Notice

S-Class Character Compendium © 2022, Samurai Sheepdog, Author: Kevin Glusing

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