Soulknife: A Power Points Striker with an Essentials Format

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The concept here is taking the power points mechanic and using it for an Essentials-style class, one that operates as far outside the typical Power Points system as many Essential classes do from the AEDU system.  Like many Essentials classes, the soulknife has one attack power, but it gains a wide variety of augments which he can combine for extreme adaptability.  This guy has a strong focus on versatility, which not only expresses itself in his unique take on augmentation, but in his ability to create a variety of weapons on the fly.

This class borrows heavily from the one discussed in this thread.  Some of the concepts are very similar, and the Wild Prodigy class feature I attribute entirely to Embertiger.

New Term- Sacrifice: Taking a moment to define a term used in a few places in this article.  When a character sacrifices something, it means he or she willingly loses something and does not receive the normal benefit for doing so.  This mostly refers to healing surges.    This term is used to shorten the otherwise ponderous "you spend X healing surges but to not regain any hitpoints."























SOULKNIFE
"Don't run away, cowards!  Her sword isn't even real!"
-Warchief Grimurk, last words



















CLASS TRAITS
Role: Striker. You form weapons of pure psychic energy to assault your foe's body and mind in one strike.
Power Source: Psionic. Your Soulknife constructs are created by sheer force of will and mental power.  Though all psionic warriors tend to be versatile, your ability to change fighting styles at a moment's notice allows you even more flexibility.
Key Abilities: Dexterity, Charisma
Armor Proficiencies: Cloth, Light Shields, Heavy Shields
Weapon Proficiencies: Simple melee, simple ranged, Military Light Blades, Military Heavy Blades
Implements: Ki Foci
Bonus Defense: +2 Fortitude
Hit Points at 1st Level: 12+ Constitution Score
Hit Points per Level Gained: 5
Healing Surges per Day: 6+ Charisma or Constitution Modifier
Trained Skills: From the class skills list below choose 4 trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Endurance (Con), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex)




SOULKNIFE HEROIC TIER












































































Total
Feats
XPLevelKnownClass Features and Powers





1




1




Soulknife Strike
Psiblade
Soulknife Psionic Augmentation
Wild Prodigy
Mind over Body
1,0002+1Utility power
2,250

3

-

+2 Power Points
Extra Augment
3,7504+1Ability score increase
5,5005-Soul Sunder
7,5006
+1Utility power
10,000

7

-

+2 Power Points
Extra Augment
13,0008+1Ability score increase
16,5009-Foresight
20,50010+1Utility power

 

Level 1: Soulknife Strike
As a soulknife, you attack the mind and body of your foes at once; your weapon is both a psychokinetic construct and a telepathic projection.  A highly armored opponent's mind may be weak, just as a willful opponent may be frail.
Benefit: You gain the Soulknife Strike attack power.
























Soulknife Strike
Soulknife Basic Attack
A lethal assault against the body and mind.
At-Will ♦ Psionic, Weapon, Augmentable, Psychic
Standard Action   Melee Weapon
Target: One Creature
Attack: Dexterity vs AC and Will (Make one attack roll and compare it to both defenses)
Requirement: You must be wielding your Psiblade
Hit vs AC: 1[W] + Dexterity modifier damage.
Level 21: 2[W] + Dexterity modifier damage.
Hit vs Will: 1d4 + Charisma modifier psychic damage.  If the attack also hits the target's AC, treat this as extra damage.
Level 11: 2d4 + Charisma modifier damage.
Level 21: 3d4 + Charisma modifier damage.
Special:  If the atack hits the target's AC, it deals extra damage depedning on how many power points were spent to augment it:
2-3 Power Points: 1[W] extra damage
4-5 Power Points: 2[W] extra damage
6 or more Power Points: 3[W] extra damage


Level 1: Psiblade
You carry no weapons; you can create whatever weapon you need with the power of your mind, conjuring weapons and shields of psychokinetic force and psychic power.  Though most soulknives favor light or heavy blades, there are few limits a to what an experienced psiblade can create.  This means a Soulknife is an incredibly versatile warrior, able to change fighting styles at a moment's notice.
Benefit: You gain the Psiblade utility power.





















Psiblade
Soulknife Utility
You conjure a weapon of solid and psionic force in your hands
At-Will ♦ Psionic
Minor Action  Personal
Effect: You create one or two objects, each in one of your free hands.  These objects may be any weapon or shield with which you are proficient.  Thrown weapons created in this way return to your hand after being thrown, and weapons with the load property require no ammunition.  These items last until you use this power again, or if they are not in your hands at the end of any creature's turn.


Level 1: Soulknife Psionic Augmentation
Like many other practitioners of the psionic arts, you can expend your mental energies in a wide variety of ways.  However, your focus on a single element, your psiblade, is unique.  While others have many different techniques which they can empower in a limited number of ways, you can augment your one attack with a dazzling array of effects.
Benefits:
♦ You have the Psionic Augmentation class feature (Player's Handbook 3).  However, you do not learn new at-will attack powers as you gain levels.  Instead, you learn new augmentations for your Soulknife Strike power. 
♦ When you use Soulknife Strike, you can choose to use as many different augments as you like, as long as you have the power points to do so, but you cannot use the same augment twice in a single attack. 
♦ These augmentations are additive: they do not replace any elements of Soulknife Strike unless stated otherwise.
♦ At level 1, choose two of the following augments.  You also gain 2 Power Points.















Farslayer Augment
Heroic Tier
Augment 1
Requirement: You must be wielding a ranged weapon to use this augment.
Effect: Change the range of the power to Ranged Weapon.
















Shieldbreaker Augment
Heroic Tier
Augment 1
Effect: If the attack hits, the target takes a -2 penalty to AC until the end of your next turn.  If the target is a Soldier, it takes a -3 penalty instead.
















Sacredflame Augment
Heroic Tier
Augment 1
Effect: Untyped damage dealt by this power is radiant damage.  If the power hits a target's Will, it takes a -2 penalty to attacks until the end of your next turn.
















Mindtaker Augment
Heroic Tier
Augment 1
Effect: This power ignores psychic resistance.  If the power hits, you gain temporary hitpoints equal to the psychic damage it dealt.
















Timeslip Augment
Heroic Tier
Augment 1
Requirement: You must be wielding two weapons to use this augment.
Effect: Make the attack roll twice, once for each weapon, and choose the one you prefer.  Unless both attacks would hit the target's AC, the attack deals half damage.
















Steadfast Augment
Heroic Tier
Augment 1
Requirement: You must be using a shield to use this augment.
Effect: The attack targets fortitude in addition to any other defenses, and it gains the following hit line:
Hit vs Fortitude: Charisma Modifier damage and the target is pushed 1 square.  You can shift 1 square into the square the target vacated.
















Imbalancing Augment
Heroic Tier
Augment 1
Requirement: You must be wielding a weapon in two hands to use this augment.
Effect: If the attacks hits the target's AC, it is knocked prone.
















Stormcaller Augment
Heroic Tier
Augment 1
Effect: Shift half your speed: you can make the attack at any point during this move.  Any untyped damage dealt by the attack is lightning damage.


Level 1: Wild Prodigy
Your intense focus on combat hasn't left without a few tricks up your sleeve.  Your training has reinforced your inborn psionic talents, bringing a number of useful abilities to the surface.
Benefit: You gain Wild Talent Master (Dark Sun Campaign Setting) as a bonus feat.

Level 1: Mind over Body
Your ability to heal lies not within your flesh, but within your mind and soul.  Your body and mind have a near-perfect union, and as your mind grows in power so to does your body grow in strength.
Benefit: You may use your Charisma instead of Constitution to determine the number of healing surges you possess.

Level 2: Utility Power
Work in Progress.
Benefit: You gain one of the following powers of your choice.
























Reactive Psishield
Soulknife Utility 2
Acting on instinct, you create a shield of force to protect you.
Encounter ♦ Psionic
Immediate Interrupt   Personal
Trigger: An enemy hits you with an attack
Effect: You use your Psiblade Power as a free action.  If you use it to create a shield, increase that shield's bonus to your defenses by 2 until the end of your next turn.

























Kinetic Control
Soulknife Utility 2
Nobody decides where you go but you.
Encounter ♦ Psionic
Immediate Interrupt   Personal
Trigger: You are pushed, pulled, or slid
Effect: You are not pushed pulled or slid.  Instead, you shift a number of squares equal to the distance you would have been forced to move.


Level 3: Extra Augment
As you gain experience in combat, you learn new ways to enhance your psychic attacks.
Benefit: Choose one additional Heroic-tier augment.

Level 3: Extra Power Points
Your mental powers grow, giving you more energy to expand your attacks.
Benefit: You gain two additional Power Points.

Level 4: Ability Score Increase
Your constant training hones your body and mind. 
Benefit: You increase two ability scores of your choice by 1.

Level 5: Soul Sunder
The psionic power you channel through your body is not without cost, and you walk a thin line between laying low those who oppose you and burning out your own body.  When needed, however, you can cross this line, sacrificing your inner vitality to increase the power of your attack.
Benefit: Once per day, when you use Soulknife Strike, you can sacrifice two healing surges to maximize all damage dice for that attack against a single target.  On a miss you deal half damage (but the dice are still maximized).

Level 6: Utility Power
Work in Progress.
Benefit: You gain one of the following powers of your choice.





















Weapon Savant
Soulknife Utility 6
Intuition is often enough, with enough focus, to create anything you desire.
Daily ♦ Psionic
Free Action  Personal
Effect: Choose a weapon.  You gain proficiency with that weapon until the end of your next turn.
Sustain Minor: The effect persists until the end of your next turn.






















Weightless Psiblade
Soulknife Utility 6
You are limited by your perceptions: a large blade is heavy simply because you believe it is.  By focusing your will on suspending your disbelief, you can wield a massive blade effortlessly.
Daily ♦ Psionic
Free Action  Personal
Effect: Until the end of your next turn, you can wield weapons as if you were one size larger.
Sustain Minor: The effect persists until the end of your next turn.


Level 7: Extra Augment
As you gain experience in combat, you learn new ways to enhance your psychic attacks.
Benefit: Choose one additional Heroic-tier augment.

Level 7: Extra Power Points
Your mental powers grow, giving you more energy to expand your attacks.
Benefit: You gain two additional Power Points.

Level 8: Ability Score Increase
You reap the reward of constant challenge by increasing your physical and mental well-being.
Benefit: You increase two ability scores of your choice by 1.

Level 9: Foresight
You move at the speed of thought, and think even faster.  This ability borders on precognition, a sense of what's to come, a trait that makes it hard to get the drop on you.
Benefit: When you roll for initiative, roll twice and pick the highest.  In addition, you cannot be surprised, and can use Psiblade as a free action when you roll initiative.

Level 10: Utility Power
Work in Progress.
Benefit: You gain one of the following powers of your choice.
























Nimble Maneuvers
Soulknife Utility 10
In a dangerous situation, you're at your best, able to move to a safe distance faster than many can blink.
Encounter ♦ Psionic
Minor   Personal
Effect: You shift one square, stand up from prone, or make an escape attempt.
Augment 1
You regain the use of this power

























Sudden Psiblade
Soulknife Utility 10
Many soulknives require a moment to concentrate in order to manifest their psiblades, but you know a discipline that trades speed for efficiency.
Encounter ♦ Psionic
Free   Personal
Effect: Use your Psiblade power
Augment 1
You regain the use of this power



Paragon Path: Psiforge
In your psiblade, you've created a weapon like no other, a lethal union of body and mind.  The weapons of other warriors may become like an extension of their bodies, but yours is truly a part of you, a fragment of your soul made manifest.
Prerequisite: Only a soulknife can take this paragon path.

SOULKNIFE PARAGON TIER












































































Total
Feats
XPLevelKnownClass Features and Powers
26,000




11




+1




Ability score increase
+2 Power Points [Psiforge]
Paragon Augment [Psiforge]
Psiforged Action [Psiforge]
Ironmind Master [Psiforge]
32,00012+1Improvised Augmentation[Psiforge]
39,000

13

-

+1 Power Point
Extra Paragon Augment
47,00014+1Ability score increase
57,00015-Adept Sunder
69,000
16

+1
Utility power
Psiblade Master [Psiforge]
83,00017-+2 Power Points
Extra Paragon Augment
99,00018+1Ability score increase
199,00019-Prescient Precision
143,00020+1Mind Body Mastery [Psiforge]

 

Level 11: Ability Score Increase
Your improved physical and mental prowess highlights your entrance into the paragon tier.
Benefit: Each of your ability scores increases by 1.

Level 11: Extra Power Points
Psiforge paragon path feature
Your mental powers grow, giving you more energy to expand your attacks.
Benefit: You gain two additional Power Points.

Level 11: Paragon Augment
Psiforge paragon path feature
As a paragon of psionic power, you begin to learn and develop new augmentations which push your abilities even further.
Benefit: Choose one augment from the list below.















Lucklender Augment
Paragon Tier
Augment 2
Effect: Treat the attack roll as if the number on the die is one higher.
















Counterstrike Augment
Paragon Tier
Augment 2
Requirement: You must be using a shield to use this augment.
Effect: When you are hit by an attack, you can use this attack against the attacking creature as an immediate interrupt.  If you do, your attack deals only half its normal damage.
















Feedback Augment
Paragon Tier
Augment 2
Effect: If this attack deals psychic damage to a target it hits, all enemies adjacent to the target take the same amount of psychic damage.
















Impaling Augment
Paragon Tier
Augment 2
Effect: Add half your charisma modifier to the range of this power.  Ignore cover granted to the target by other creatures.  Creatures granting the target cover from this attack take psychic damage equal to your charisma modifier as long as they are not also targets of the attack.
















Twinblade Augment
Paragon Tier
Augment 2
Requirement: You must be wielding two weapons to use this augment.
Effect: The attack can target one additional creature.  Use a different weapon for each target.



Level 11: Psiforged Action
Psiforge paragon path feature
As adrenaline rushes through your veins, you've learned to focus that rush of energy, digging deep into your mental reserves to push that final attack just a bit further.
Benefit: When you spend an Action Point to make an attack, you gain two power points which you must use to augment that attack or they are lost.  The number of power points gained increases to 3 at 21st level

Level 11: Ironmind Master
Psiforge paragon path feature
No blade holds a mystery for you.  Their weight in your hands, the cut of their edge... from point to pommel, you have extensive knowledge of even the most odd and exotic bladed weapons, and from this knowledge you can craft them from nothing but the force of your own will.
Benefit: You gain proficiency with superior heavy blades and superior light blades.

Level 12: Improvised Augmentation
Psiforge paragon path feature
Work in Progress
Benefit: You gain the Improvised Augmentation power.


















Improvised Augmentation
Psiforge Utility 12
Sometimes you over think things, focus too much on the familiar.  Sometimes you need to just follow your instincts, you know more than you know you know.
Daily ♦ Psionic
Free Action  Personal
Effect: Exchange one Soulknife Strike Augment you know for another of the same tier until the end of the encounter.


Level 13: Extra Paragon Augment
As you gain experience in combat, you learn new ways to enhance your psychic attacks.
Benefit: You can replace one augment you know with a Paragon-tier augment.

Level 13: Extra Power Points
Your mental powers grow, giving you more energy to expand your attacks.
Benefit: You gain one additional Power Point.

Level 14: Ability Score Increase
Each new challenge only makes you stronger in body and mind. 
Benefit: You increase two ability scores of your choice by 1.

Level 15: Adept Sunder
Your ability to harness your psionic power has grown, allowing you to use your most dangerous attack more often.
Benefit: You can use your Soul Sunder class feature one additional time per day.

Level 16: Utility Power
Work in Progress. 
Benefit: You gain one of the following powers of your choice.


















Resonant Step
Soulknife Utility 16
Reality is not exactly an illusion, but the way we perceive it is.  By altering the vibration of your body just out of sync with the material plane, you can pass through solid matter.
Encounter ♦ Psionic
Move   Personal
Effect: You shift half your speed.  You have phasing during this shift, and you are insubstantial until the end of your next turn.



















Warp Space
Soulknife Utility 16
Physical location is simply a state of mind, subject to the wills as whims of those with the power to bend the laws of reality.
Encounter ♦ Psionic
Move   Personal
Effect: You teleport yourself and one creature adjacent to you a number of squares equal to your charisma modifier.  The other creature must end this teleport adjacent to you.


Level 16: Psiblade Master
Psiforge paragon path feature
All your life you've sought to match the power of steel with that of your mind, but a revelation comes to you: your mind is stronger.
Benefit: You gain a +1 bonus to attack rolls made with a weapon created by your Psiblade power.  In addition, heavy shields created by your Psiblade power have a +3 shield bonus to AC and reflex.

Level 17: Extra Paragon Augment
As you gain experience in combat, you learn new ways to enhance your psychic attacks.
Benefit: You can replace one augment you know with a Paragon-tier augment.

Level 17: Extra Power Points
Your mental powers grow, giving you more energy to expand your attacks.
Benefit: You gain two additional Power Points.

Level 18: Ability Score Increase
You are a true paragon of physical and mental perfection.
Benefit: You increase two ability scores of your choice by 1.

Level 19: Prescient Precision
Time slows down, seconds skip back, as time itself loses meaning to you.  Your ability to sense an enemy's movements increases your ability to strike where and when they are most vulnerable.
Benefit: You score a critical strike on a roll of 19-20.

Level 20: Mind Body Mastery
Psiforge paragon path feature
As your mind and body approach perfect unity, healing becomes a simple matter of will, as does your ability to call on your physical reserves to empower your attacks.
Benefit: You gain two aditional healing surges, and you can use Soul Sunder class feature one additional time per day.
SOULKNIFE EPIC TIER












































































Total
Feats
XPLevelKnownClass Features and Powers
175,000


21


+1


Ability score increase
+2 Power Points
[Epic Destiny Feature]
210,00022+1Utility Power
255,000

23

-

+2 Power Points
Epic Augment
310,000
24
+1
Ability score increase
[Epic Destiny Feature]
375,00025-Masterful Sunder
450,000
26
+1
[Epic Destiny Feature]
550,00027-+2 Power Points
Extra Epic Augment
675,00028+1Ability score increase
825,00029-Borrowed Time
1,000,00030+1[Epic Destiny Feature]


Level 21: Ability Score Increase
You have become an epic hero, and your physical strength and mental acuity have expanded beyond normal mortal limits.
Benefit: Each of your ability scores increases by 1.

Level 21: Extra Power Points
Your mental powers grow, giving you more energy to expand your attacks.
Benefit: You gain two additional Power Points.

Level 22: Utility Power
Work in Progress
Benefit: You gain one of the following powers of your choice.


















Premonition
Soulknife Utility 22
Something goes horribly wrong... but it was all just a vision, a premonition of things to come.  The future fortold, you make your own fate.
Daily ♦ Psionic
No Action  Personal
Effect: You undo the events of the current turn. Everything is reset to how they were all the start of the turn: creatures return to their former positions, hitpoints lost are restored, powers and actions used are recovered, and so forth.  The turn continues again as normal, as if it the undone events had never occurred;  you remember what happened, but no other creature is aware that anything unusual has happened.



















Time Skip
Soulknife Utility 22
To you, time slows down, others seeming to slow to a crawl.  To the others, you become a blur.  Though you cannot effect those who still inhabit normal time, there are few other limits to what you can accomplish in this state.
Daily ♦ Psionic, Implement
Standard Action  Personal
Effect: Until the end of your turn, you enter a state of temporal acceleration.  during each round (about 6 seconds) that passes while you are in this state, you can accomplish 10 rounds (1 minute) worth of actions, including travel, rituals, martial practices, moving unattended objects, and more.  In this state, you cannot effect or be effected by creatures that are not in this state, or effect objects in their possession.  You cannot rest while you are in this state.
Sustain Free: To sustain this power you sacrifice one healing surge.  If you do, it lasts until the end of your next turn.


Level 23: Epic Augment
Your ability to imbue your attacks with psionic power are unrivaled.  Your lethal power begins to match those of demi-gods and demon-prices as your mind and body reach perfect unity.
Benefit: You can replace one augment you know with an Epic-tier augment.















Quickcut Augment
Epic Tier
Augment 3
Requirement: You must be wielding two weapons to use this augment.
Effect: If the attack hits the target's AC, you can make an unaugmented melee basic attack as a free action.
















Enveloping Augment
Epic Tier
Augment 3
Requirement: You must be using a shield to use this augment.
Effect:  The target of the attack is immobilized until the end of your next turn or until you use your Psiblade power, and your shield disappears.  If the attack hits the target's AC, the target takes extra force damage equal to your charisma modifier and is restrained instead of immobilized.
















Intangible Augment
Epic Tier
Augment 3
Effect: If this attack ignores the insubstantial property, and you become insubstantial until the end of your next turn.  The target takes damage equal to your charisma modifier.
















Arcstrike Augment
Epic Tier
Augment 3
Requirement: You must be wielding a weapon in two hands to use this augment.
Effect: Change the range of this power to close burst 1.  The power targets all enemies in burst.
















Shadowshroud Augment
Epic Tier
Augment 3
Effect: If the attack hits the target's will, the target takes extra necrotic damage equal to your charisma modifier, and you are invisible to the target until the end of your next turn.



Level 23: Extra Power Points
Your mental powers grow, giving you more energy to expand your attacks.
Benefit: You gain two additional Power Points.

Level 24: Ability Score Increase
Each new challenge only makes you stronger in body and mind. 
Benefit: You increase two ability scores of your choice by 1.

Level 25: Masterful Sunder
Your ability to harness your psionic power has grown, allowing you to use your most dangerous attack more often.
Benefit: You can use your Soul Sunder class feature one additional time per day.

Level 27: Extra Epic Augment
As you gain experience in combat, you learn new ways to enhance your psychic attacks.
Benefit: You can replace one augment you know with a Epic-tier augment.
Level 27: Extra Power Points
Your mental powers grow, giving you more energy to expand your attacks.
Benefit: You gain two additional Power Points.

Level 28: Ability Score Increase
You are a true paragon of physical and mental perfection.
Benefit: You increase two ability scores of your choice by 1.

Level 29: Borrowed Time
Your ability to bend space and time and peer into the near future reaches a pinnacle: you are no longer content to bend the laws of reality, you break them, rewrite them as it pleases you.  Others tell you time travel is impossible.  They're right.  You do it anyway.
Benefit: You gain the Borrowed Time utility power.


















Borrowed Time
Soulknife Utility
You reach forward into the near future and fold time back on itself.  At great cost, you allow your future self to step back into the present: for a few moments, there are two of you on the battlefield.
Daily ♦ Psionic
Minor Action  Close Burst 5
Effect: You summon your future self in an unoccupied square within range and sacrifice any number of healing surges: place this number of Displacement Counters on your future self.  Your future self is a Player Character that is identical to you in every way, except the only temporary effects you and your future self share are those that last until the end of the encounter or longer.
   After your original self's turn has ended, take another turn as your future self.  Your future self shares your powers, items, power points, hitpoints, and any other resources: your original and future selves cannot use a power the other has expended or an item the other has consumed, and any hitpoints you or your future self loses or recovers are simply added or removed from your combined pool of hitpoints.
  At the end of your future self's turn, remove a Displacement Counter from him.  If he has no Displacement Counters, you and your original items are removed from the game, and you continue playing as your future self.



Change Log
Changes 8/17/2011:
-Deathdealer Augment replaced with Mindtaker Augment.  Mindtaker Augment deals no additional damage, but allows the attack to ignore psychic resistance and grants more temporary hitpoints than Deathdealer
-Extra Psychic Damage removed from Final Strike Augment.  If bloodied, the target now grants combat advantage instead.
-Intangible Augment damage changed from 1[W] to charisma modifier.
-Impaling Augment now increases the range of the attack by your charisma modifier.  It is now a paragon tier augment.
-Stormcaller augment is now a heroic tier augment.  Shift distance changed to half your speed.
-Ongoing psychic damage removed from Lucklender Augment
-Quickcut Augment is now an epic tier augment.
-Twinblade Augment is now a paragon tier augment.
-Timeslip Augment is now a heroic tier augment.  It's extra damage has been removed.
-Paragon Path added
-Added the Mind over Body class feature.  Sunder costs 3 healing surges at all levels.
-Adept Sunder and Masterful Sunder now allow you to elect to use Sunder after the attack roll and damage roll, respectively.
-Utilities added
Changes 8/18/2011:
-Epic Tier section Repaired: forums ate it.
-Reworked the Sunder Class feature:
--Renamed it Soul Sunder to differentiate it from the old sundering mechanic.
--Added a 1/2/3 use per day limit on uses, reduced healing surge consumption to 2.
--Instead of turning a miss to a hit and a hit to double damage, a miss deals half damage, a hit automatically crits, and a natural crit maximizes any crit dice.
-Changed the flavor text in the class stat block
-Added an illustration.  Art by Alex Garner
Changes 8/19/2011:
-Moved the Epic Tier material to post #2.  Hopefully that will prevent the forums from eating it.
-Soul Sunder further modified: instead of automatically critting on a hit, the power instead maximizes all damage dice of the power.  The dice are maximized on a miss as well, though it only deals half damage.
-Added the Weightless Psiblade utility power.
-Added the Time Skip utility power.
-Altered Timeslip Augment: unless both the attack rolls would hit the target, the attack deals half damage.  The added accuracy of the power is to significant of a boost without a drawback, especially at high levels when a single power point is a trivial expenditure.
-Impaling Augment's range bonus decreased to half your charisma modifier.
-The Phaseblade path feature is replaced with Psiblade Master.  Phaseblade offered too much of an increase in accuraccy, and cheapened the "vs AC and Will" mechanic in my opinion.  Psiblade Master comes with a smaller accuracy bonus, but also a bonus to defenses with heavy shields.
Changes 8/20/2011:
-Defined a new game turn, Sacrifice.  Sacrifice is used in the Soul Sunder class feature, and the Borrowed Time and Time Skip utility powers.
-Borrowed Time simplified slightly: most signifigantly, the need to track both sets of hitpoints desperately is removed.  You and your future self still track conditions separately, but now share conditions that last until the end of the encounter or longer.  For example, if you were dazed and taking ongoing damage (save ends) you could cast Summon Future Self for one round simply to remove those conditions, but doing so would not cure you of any diseases.  If you had a stance or a barbarian rage power active (from a multiclass powerswap, perhaps), your future self would still be under the effect of those powers.
Changes 8/21/2011:
-Added "(One attack roll)" to the attack line of Soulknife strike for clarification.
Changes 8/22/2011:
-Swapped Premonition and Borrowed Time: Premonition is now a level 22 utility power, while Borrowed Time is granted as a level 29 class feature.  This more adequately represents the mechanical and narrative power-levels of these two abilities.
Changes 8/31/2011:
-Removed Deepstrike, Finalstrike, and Executioner's Augments: Soulknife Strike automatically adds 1/2/3[W] extra damage when you spend 2/4/6 power points to augment it.
-At levels 13, 17, 23, and 27 you replace an augment you know, instead of simply adding a new one.  This is to help prevent a player from feeling overwhelmed by so many options.
Well, thus far it looks well conceived and interesting enough to warrant play. But the Psiblade feature lacks the ability to gain an enchantment bonus as it is presented. It sort of makes the at will power nigh-useless unless you weild your Psiblade in your offhand and attack with a different weapon, which in turn makes using your Psiblade to construct a Two-Handed weapon impossible towards keeping up in later levels. The functionality of using your Psiblade as a Sheild seems interesting, if a bit clunky. Add in the implement keyword to the at will power and give the Psiblade the ability to use your Ki Focuses as the source of the enchantment bonus (ala the Hexblade's Pact Blade feature) and it should work a lot better.

I like the idea of a single at will power that has access to multiple augment abilities, but the ability to use any number of your augment abilities on the same attack roll is much to powerful. A nova turn might be bad enough, but to have multiple bonus effects going off of the same attack can wreck an enemy. I would think a single augment per tier on a single attack roll would be more balanced. You're breaking out massive hurt on your enemies every encounter by level 7 otherwise, since the power points scale normally for a Psionic Augmenter.

Kudos so far for this. I loved Soulknives, and it was sad to see them not make the cut in 4e. Hopefull Wizards will make us happy one day by bringing them back (and not screwing them up)...
Well, thus far it looks well conceived and interesting enough to warrant play. But the Psiblade feature lacks the ability to gain an enchantment bonus as it is presented. It sort of makes the at will power nigh-useless unless you weild your Psiblade in your offhand and attack with a different weapon, which in turn makes using your Psiblade to construct a Two-Handed weapon impossible towards keeping up in later levels. The functionality of using your Psiblade as a Sheild seems interesting, if a bit clunky. Add in the implement keyword to the at will power and give the Psiblade the ability to use your Ki Focuses as the source of the enchantment bonus (ala the Hexblade's Pact Blade feature) and it should work a lot better.



Ki Foci naturally have the ability to apply their properties to any weapon attack you make: it's one of the reasons Executioners can get away with having such a wide range of weapon requirements on their various at-wills: since they have a ki focus, they just use it's magical properties through all their different weapons.  Soulknives would work the same way.

I like the idea of a single at will power that has access to multiple augment abilities, but the ability to use any number of your augment abilities on the same attack roll is much to powerful. A nova turn might be bad enough, but to have multiple bonus effects going off of the same attack can wreck an enemy. I would think a single augment per tier on a single attack roll would be more balanced. You're breaking out massive hurt on your enemies every encounter by level 7 otherwise, since the power points scale normally for a Psionic Augmenter.



I'm still tweaking the numbers on the augments. 

As to the ability to nova by spending 15 power points in 1 attack, I looked to the Executioner for balance ideas here.  An executioner deals all of his encounter damage in a single attack, so that relieves some concern over whether the soulknife can do the same if he wants to.  As noted, I'm still looking at the numbers, and it looks like I went a bit too heavy on +Cha damage for some of the augments, but the concept of a 1-attack encounter nova has precedent.

Note that at level 7, you can't actually spend more than 3 Power Points in one attack, since you only have three augments and can't use the same one twice.

My goal is to allow the Soulknife to use all of his PPs in one attack if he wants to, with results similar to the executioner, perhaps a little higher to compensate for the reliability of Assassin's Strike (which is never wasted, while the Power Points could be) but right now it is a bit too high still.

EDIT: reduced the damage in a few of the augments.  I'm going to check the math on a 15 PP epic strike again, see how it compares to an Assassin's Strike.

EDIT2: As it stands, the Assassin build is doing 89 average damage per hit with his Assassin's Strike, while the Soulknife is doing 83 dph + a free unaugmented melee basic (another 68.5 dph) when he augments with Executioner's Augment, Quickcut Augment, Finalstrike Augment, Timeslip augment, Deepstrike Augment, and Steadfast Augment (leaving 3 PPs to spend next round, or to spend on utlity-augments).

Adjust for a 80% hit rate, you've got the assassin still landing the 89 average damage because he can never waste his on a miss.  With the Soulknife, it brings him down to 66.4 damage on his main attack and 43.84 damage on his second, for 110.24 average damage.

Acceptable?  Hard to say: both of them pale in comparison to a single use of Hurricane of Blades which is ~188 damage before hit% is applied, so like 131.6 with a 70% hit rate, and that's just one of a barbarian's 3-4 encounter powers, so...
Well, thus far it looks well conceived and interesting enough to warrant play. But the Psiblade feature lacks the ability to gain an enchantment bonus as it is presented. It sort of makes the at will power nigh-useless unless you weild your Psiblade in your offhand and attack with a different weapon, which in turn makes using your Psiblade to construct a Two-Handed weapon impossible towards keeping up in later levels. The functionality of using your Psiblade as a Sheild seems interesting, if a bit clunky. Add in the implement keyword to the at will power and give the Psiblade the ability to use your Ki Focuses as the source of the enchantment bonus (ala the Hexblade's Pact Blade feature) and it should work a lot better.



Ki Foci naturally have the ability to apply their properties to any weapon attack you make: it's one of the reasons Executioners can get away with having such a wide range of weapon requirements on their various at-wills: since they have a ki focus, they just use it's magical properties through all their different weapons.  Soulknives would work the same way.



You know for all the time I've been playing this game I never knew that was an inherent function of the implement itself... Learn something new everyday I guess...
My concern right now is on how much damage a soulknife can deal with Sunder, and whether or not a Soulknife might be better off going Dex/Con and making cha just a teritiary stat.  I built the class with Sunder as a stand-in for daily powers, more powerful than other dailies, but they cost a daily resource that's used for other things.  A sulknife that keeps Con as a tertiary score, with 20 Dex, 16 Cha, and 11 Con is likely to end up with only 7 healing surges at level 30, 3 uses of sunder with only one surge left over.  A more balanced stat allocation of 18/18/13 will likely result in only one more surge, so 4 uses of sunder with nothing left over.

A Soulknife that treats con as a secondary score, however, is likely to have a con mod of 8 or 9 by level 30, that's seven uses of Sunder.  4 additional uses of daily-level damage in exchange for all the various cha-mod riders and bonus damage seems like it might not be such a bad bargain.

Solutions:
1.  Decide it's okay.  So a Soulknife could go Dex/Con for a few more "dailies" which would do somewhat less damage anyway.  Cool, there's a whole 'nother build I didn't even have to worry about.
2.  Make Con the secondary stat, change cha riders to Con, increase the cost of Sunder from 4/3/2 healing surges to 3 at all levels, and find a new feature for levels 15 and 25.  I don't like this one: Cha makes the most sense for the secondary stat.
3.  Have the soulknife use Cha to determine their number of healing surges.  Call the feature Psychometabolism, and reduce the cost of Sunder to 3 at all levels.  This is a much better solution than 2 IMO.  I'd still need new features for levels 15 and 25.
4.  Alter sunder so that it doesn't use healing surges, perhaps limit it to a flat 1/2/3 times daily at levels 5, 15, and 25.
5.  Scrap sunder and come up with a new daily-esque mechanic
6.  Scrap sunder and don't try to compensate for dailys, he doesn't really need them.

Right now, I'm favorins solutions 1 and 3.  Thoughts?
So I went ahead and added Mind over Body, which gives them cha mod over con for healing surges, and changed the cost of Sunder to 3.

This works out nearly perfectly as far as surge use is concerned.  Mind over Body will give a typical Soulknife 3-9 healing surges over their usual striker maximum.  That means 1-3 uses of their "daily attack power."  Now, they have the option to use their normal healing surges in exchange for another 1 or two daily attacks, but doing to will cut into the amount of surges a melee striker is expected to have.  Alternatively, he could trade in his "daily attack powers" for extra healing.  This ties nicely into this classes' overall theme, extreme versatility.
Utilities added.  I'd like to add more, as you're left without a choice at some levels.

It should be complete and playable at this point.
Okay, moved epic tier into its own post.  further altered Soul Sunder to bring it more in line with daily attack powers.  Added two new utilities (there's two at every level now, yay!) and nerfed Timeslip Augment a bit: the accuracy boost it granted was too powerful, especially at higher levels when 1 power point is a trivial expense.
This will be a fun class to play.  Quite a lot of interesting choices for the player to make, but not overly complicated to build.  I like that some of the feats that would make it better are baked into the class (superior weapons, crit range, etc.)  Should be easy to get good defenses via feats.  May even be a little OP but I like it anyway.
You have "Psiforge paragon path feature" under the level 21, 22, and 23 headings.
Should be easy to get good defenses via feats.  May even be a little OP but I like it anyway.



The soulknife's unusual armor proficiencies is setup to make the choice between wielding a one handed weapon and a shield, two weapons, or a two-handed weapon, a more significant choice.  With the heavy shield, the class has similar defenses to  monk or avenger.  All three classes can benefit from Unarmored Agility, but the choice between using a shield or not remains a difference of +2 to your AC.

In other words, with the heavy shield, the class will have the defenses expected of a melee striker, on par with the cloth+feature classes mentioned above.  Without it, they'll fall behind, but will gain some exceptional damage in return.  My hope is, this difference will help to keep the player using the psiblade feature frequently to change attack modes depending on their confidence in their current tactical situation.
Hey!  Sorry it's taken me so long to post feedback.   You have a lot of great ideas here and this build of the Soulknife definitely feels unique and flavorful.  Having augments for melee basic attacks defenitely feels very appropriate for an essentials format psionic class.

Other things I really like:

- Reactive Psisheild is an awesome power that I want to steal.
- Spending healing surges for the daily is interesting and it has a powerful feel without being too complex.
- Weapon Savant is a neat utilty power

If you'd like some constructive criticism, here are my mostly unqualified opinions below:

- Someone playing this class is likely to use all the augments that they can in the first couple of rounds.  Therefore, they will have to make a lot of decisions on the first couple of attacks, with up to eight possible augments at the end of thier career, all of which could theoretically be applied to the same attack.  Conversely, once they run out of power points, their only option is to make thier one basic attack.  This seems like it could lead to confusion in the first couple rounds and boredom later.  I'd advise putting some limits on the augments and maybe adding some type of at-will feature to allow the character to have meaningful choices once they run out of power points.

-The class seems a little underpowered to me at first glance compared with the scout, the slayer, or the thief.  They don't really get anything to replace the lost 1st level daily power and they only have one at-will power, although it's a strong one.  Damage overall seems low since most of thier augments do not boost accuracy or damage and their "encounter powers" will still mostly just be 1[W]+1d4+mods.  I'm not as familiar with how essentials classes are balanced though so in actual play they may be fine.
In general, it seems like a lot of these augments don't really do more than at-will powers that other classes have, which is bad since they're supposed to be encounter power replacements.  Maybe when they're all stacked together they're more powerful but they don't read that way to me.  Maybe add +1[W] damage or similar to a lot of these effects?  That may break your daily power though.

-The loss of healing surges, while flavorful, creates a weird tension if the soulknife is low on surges.  If he only has a few surges left, does he risk using his daily power?

-I can see maximizing the damage rolls to be quite powerful if you've also stacked, say, Deepstrike Augment, Finalstrike Augment, Twinblade Augment or Arcstrike Augment and Executioner's Augment.  You'd end up with a power that did 8[W]+12+Dexterity modifier + Charisma modifier + mods, maximized, which seems like it could be pretty strong.  I guess it's balanced by not being able to do much else for the rest of the fight, but that doesn't seem like  it would be fun.  Also, it feels sad when score a critical hit with your daily power and it doesn't do much extra.

Notes on specific powers:


-Farslayer Augment is a prime example of it costing the Soulknife power points for something other classes get at-will

-Mindtaker augment interacts a bit strangely with soulknife strike, as you gain more THP if you miss the target's AC but hit thier will than if you hit both.  Not too big of a deal, but just strikes me as weird.

-Timeslip augment seems like it could probably drop the half damage part and be fine.  It's pretty much a +4 to hit but  it's still got the oppertunity cost of not being able to use your shield and having to use an off-hand weapon  As it stands it's pretty weak, since a lot of the time, damag-wise, it will end up being worse than if you didn't augment the power.  Halving damage as a cost on a striker is generally not a good plan, as damage is pretty much what thier powers do.

-Steadfast augment seems more like the power level you should be aiming for with these augments.  I like it.

-Sudden Psiblade is pretty weak for a level 10 utility and probably would be better at level 2 or 6.

-Lucklender Augment is usually just a +1 to hit which is generally not worth 2 power points.

-Counterstike augment has the half-damage on a striker power issue.  The power points are your encounter powers which are supposed to be able up your damage significantly.

-Borrowed Time is really, really, strong.  It's a cool idea but you can get ther equivelent of several extra turns out of this.  Limiting the surges spent to two would help curb this power to a reasonable level.  Maybe make up for it by just setting the counters to two and getting rid of the surge cost?

-Time Skip is also strong, though not at the level of Borrowed Time.  Compare power level to Time Stop (minor action -> 2 extra standards vs.  standard action -> 10 extra turns + sustain for more.

-Quickcut augment is good, the rest of the epic tier augments are okay.  At least these don't feel as much like at will powers as the heroic and paragon tier ones.

-Premonition is an awesome concept, but most of the time it will function like the Wizard's Displacement, which is a level 16 utility power, while this is a level 29 daily replacement.



That's my 2 cents.  Please take it with a grain of salt as I also think several of the other essentials classes are underpowered so maybe my power level idea is higher than that of the current WoTC philosophy.  I love your creative ideas and if I spent more time on the criticism, it is only because I feel like that's where I can give the most help to this design.  I'm sure others will see aspects that I missed and point out even better ways to implement the class.  I'll keep an eye on this and give continued feedback if you still want it.  Overall, a great job.  Good work!


- Someone playing this class is likely to use all the augments that they can in the first couple of rounds.  Therefore, they will have to make a lot of decisions on the first couple of attacks, with up to eight possible augments at the end of thier career, all of which could theoretically be applied to the same attack.  Conversely, once they run out of power points, their only option is to make thier one basic attack.  This seems like it could lead to confusion in the first couple rounds and boredom later.  I'd advise putting some limits on the augments and maybe adding some type of at-will feature to allow the character to have meaningful choices once they run out of power points.



They might, yes.  The situation would be little different than the Executioner, who only has one encounter attack power, his Assassin's Strike which (in theory) loads the damage of three encounter powers into one.  The difference is, the Executioner cannot choose to hold back some of that damage for later, while the soulknife can (that and Assassin's Strike is triggered after the hit: it can never be wasted, like power points can)  I don't think the "as many augments as you like" system unduly rewards frontloading them.  I think most Soulknives will finds a few augments they like to combine on which they will plan to spend the majority of their points.  This is something that really only playtesting will show, though: if the system does unduly reward frontloading the power points to the point where that is always the most viable options, I'll revisit putting a limit on their expendiature per attack, perhaps 2/4/6 per tier, mimicking normal power points usage better.

-The class seems a little underpowered to me at first glance compared with the scout, the slayer, or the thief.  They don't really get anything to replace the lost 1st level daily power and they only have one at-will power, although it's a strong one.  Damage overall seems low since most of thier augments do not boost accuracy or damage and their "encounter powers" will still mostly just be 1[W]+1d4+mods.  I'm not as familiar with how essentials classes are balanced though so in actual play they may be fine.



I think the numbers bear out fairly well, but I'm still running trials at different levels.  The fact that their striker damage feature (the "vs will" segment of their at-will power) will still be dealt and will count as a hit and a damage roll on a near miss is actually a big boost to at-will damage.

In general, it seems like a lot of these augments don't really do more than at-will powers that other classes have, which is bad since they're supposed to be encounter power replacements.  Maybe when they're all stacked together they're more powerful but they don't read that way to me.  Maybe add +1[W] damage or similar to a lot of these effects?  That may break your daily power though.



Each augment is supposed to be half of an encounter power, remember.  These are all the "low augments" power points classes can use, they are only as strong as an encounter power in combination.  A heroic tier encounter attack power that deals 3[W] damage is somewhat rare, so if I added an extra [W] of damage to each of these augments, that's in effect what I'd be doing.  More common is 2[W] plus some effect or another, which is exactly what Deepstrike Augment plus another heroic tier augment would grant.

Most of your comments re: individual augments have the same basic response.  Yes, individually, they're "meh" because they're supposed to be.  These are interesting and powerful in combination.  Two that you listed as being underwhelming, Lucklender and Timeslip, are two of the most powerful augments the class has access to when combined with each other, and with a few damage boosting augments. 

Benefits that effect the chance to hit and chance to crit I had to design very carefully, because those benefits scale with level while their power point costs remain static.

-The loss of healing surges, while flavorful, creates a weird tension if the soulknife is low on surges.  If he only has a few surges left, does he risk using his daily power?



They get extra healing surges above and beyond a normal melee striker, more than enough to makes up for 1/2/3 uses of Soul Sunder each day.  On a day in which the Soulknife is burning through more surges than expected, he's welcome to use those surges to heal instead of Soul Sunder: it's part of the versatility inherent to the class.

Also, it feels sad when score a critical hit with your daily power and it doesn't do much extra.



All damage die are maximized, including crit die and extra [W] die from the high-crit property.

-Mindtaker augment interacts a bit strangely with soulknife strike, as you gain more THP if you miss the target's AC but hit thier will than if you hit both.  Not too big of a deal, but just strikes me as weird.



Huh.  That's something I hadn't considered.  I don't mind it, especially, but that is kind of interesting, a sort of sweet-spot.  Good catch.

-Counterstike augment has the half-damage on a striker power issue.  The power points are your encounter powers which are supposed to be able up your damage significantly.



Counterstrike is not designed to deal damage: it's a defensive augment.  Since it's an interrupt, it can be combined with Steadfast Augment to negate the attack entirely, or other augments to reduce the chance that the triggering attack will hit you.  Most importantly, as the only way to turn Soulknife Strike into an (augmented) off-action attack, there has to be a damn-good reason not to spend all your power points on this attack; that's what the half-damage is for.  Most people will use this augment in combination with one other hoping to prevent the hit: that's the intent here.  Off-action attacks are extremely powerful.

-Borrowed Time is really, really, strong.  It's a cool idea but you can get ther equivelent of several extra turns out of this.  Limiting the surges spent to two would help curb this power to a reasonable level.  Maybe make up for it by just setting the counters to two and getting rid of the surge cost?



It's very powerful, and I go back and forth with myself on it.  There are some risks to using it: most importantly, you risk taking double damage from auras, blasts, and bursts, and of course you lose surges you might need later.  Since it shares your resources, and you can blow all of your PPs on in a single turn if you wanted to anyway, all this is really doing is giving you one extra at-will attack each round.  It's a bit worse, in practice, than the ranger's Surprising Arrow Stance or other similar powers.  But yes, those are attack powers, so I see your point.  An idea on this further below, if I've still got your input.

-Time Skip is also strong, though not at the level of Borrowed Time.  Compare power level to Time Stop (minor action -> 2 extra standards vs.  standard action -> 10 extra turns + sustain for more.



I don't know that I really see how this is abusable.  Other than as a (admittedly, very good) mobility power, the non-combat limitation of it would seem to make it hard to make this do anything besides perhaps trivializing a "capture the flag" sort of scenario where you have to grab some item from some pillar guarded by a big monster or something.

-Premonition is an awesome concept, but most of the time it will function like the Wizard's Displacement, which is a level 16 utility power, while this is a level 29 daily replacement.



To be fair, it's not exactly a daily replacement.  You still have your three/four uses of Soul Sunder.  This is going to very very situational, but the sort of thing you'll be glad to have if some monster happens to crit you three times in one turn (something that just happened to me this week, coincidentally.)

But I get your point.  How about this for an idea: swap Premonition and Borrowed Time.  Make Premonition an option for the level 22 utility power (write it as a power, obviously) while moving Borrowed time to level 29.

That's my 2 cents.  Please take it with a grain of salt as I also think several of the other essentials classes are underpowered so maybe my power level idea is higher than that of the current WoTC philosophy.  I love your creative ideas and if I spent more time on the criticism, it is only because I feel like that's where I can give the most help to this design.  I'm sure others will see aspects that I missed and point out even better ways to implement the class.  I'll keep an eye on this and give continued feedback if you still want it.  Overall, a great job.  Good work!



I appreciate the input!  I think my augments are generally where they need to be, but I think you may be on the mark re: some of the utility powers/premonition.  I'll see if I can't swap a few around a bit.

Okay, I swear I posted in this thread a minute ago (and quite a lot!  With paragraphs and everything!), but... apparently not.  Apparently I... just... decided to delete all that.  For fun.  For a laugh.

I think I can sum up what was lost by saying:

Looks neat.  Always good to see another Soulknife.  My brain won't process the detail bits at the moment, so I'll try to get back to you with actual feedback later.
Feedback Disclaimer
Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
Okay, some (coherent) feedback:


It's kInetic, not kEnetic.  Just a typo, easy to fix.


While e-classes can have "one attack, that gets modified"... they usually have some at-will power options - even if those are just modifications of the base power.

In this case, I think you could get the same effect by taking an approach I was experimenting with: have the powers provide a "free" benefit (probably would have to limit it to one-at-a-time), then an increased benefit with the expediature of power points.


Premonition strikes me as a pain-in-the-ass.  Neat concept, but potentially an absolute pain to implement as-written.  Only potentially, mind you.  Still, the rounds you're going to want to use it on are probably going to be the rounds that are the most complicated - so "reversing" them will be a pain in the ass.


Your page formatting is fantastic - I'm absolutely jealous of that (and may go back to some of my old documents, and reformat them to match yours).


Soulknife Strike is a neat way to go about it, but - unless I'm completely out of touch with current monster design - won't any attack that hits AC almost always hit Will anyways?  ie - Isn't Will equal-to-or-lower-than AC in nearly all cases?  Still, it's elegant, and gets the job done.


Farslayer Augment means you need to spend power points in order to make ranged attacks.  That seems... kind of harsh.  I could easily see this combining well with my "make them actually at-will (with pp-for-augment)" suggestion above - let you make a ranged attack at-will, with some kid of benefit once power points are spent.


Time Skip confuses the term "effect" with "affect" - just a typo thing.  You shouldn't be able to affect things, or be affected by them.  This also strike me as another "Neat concept, but it sounds like a pain in the ass to implement at the table."


ExecutIoner's Augment - just another typo.  You're missing an I there.


Here's an odd one: At Epic tier, you could use Executioner's Augment, Finalstrike Augment, and Deepstrike Augment all on the same attack, for 6 power points.  You should have... 18 power points?  So you can do this 3 times (so it's about encounter-power frequency).

This attack would, if it hit AC, deal: 2[W] + 1[W] + 2[W] + 2[W] + Dex, or 7[W] + Dex.  If the target is bloodied, or otherwise granting you CA, it deal 8[W] + Dex damage.  If it also hits Will (and, in most cases - particularly with CA - if it hits AC, it will hit Will), total damage is: 8[w] + Dex + 3d4 + Cha.

That... seems like a lot for an "encounter power".  Especially given that it could be used in conjunction with a two-handed weapon (a large two-handed weapon, even).  Though, granted, it's only one attack, so it wouldn't stack on the static multipliers like some attacks do.


In General: This is very good.  And I'm really pissed at myself for not sitting down and putting together my own e-version of the soulknife... y'know, before you.  But, between my game ADD, and my growing distaste for the "fiddly bits" of D&D (and most other RPGs), I kept getting stuck at "But... why should I bother listing all this crap out anymore?  I want to play a Soulknife.  I should just have to write "Uses a psychic blade" and "Teleports" and whatever else..." 
Feedback Disclaimer
Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
I am liking this... 
  Creative Character Build Collection and The Magic of King's and Heros  also Can Martial Characters Fly? 

Improvisation in 4e: Fave 4E Improvisations - also Wrecans Guides to improvisation beyond page 42
The Non-combatant Adventurer (aka Princess build Warlord or LazyLord)
Reality is unrealistic - and even monkeys protest unfairness
Reflavoring the Fighter : The Wizard : The Swordmage - Creative Character Collection: Bloodwright (Darksun Character) 

At full hit points and still wounded to incapacitation? you are playing 1e.
By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one
"Wizards and Warriors need abilities with explicit effects for opposite reasons. With the wizard its because you need to create artificial limits on them, they have no natural ones and for the Warrior you need to grant permission to do awesome."

 

  I think the numbers bear out fairly well, but I'm still running trials at different levels.  The fact that their striker damage feature (the "vs will" segment of their at-will power) will still be dealt and will count as a hit and a damage roll on a near miss is actually a big boost to at-will damage. 



It is a big boost to DPR and the main striker feature of the class.  However, bear in mind that most Essentails classes will be regularly targeting NADs with thier MBAs, through things like nimble blade or stances, which means that it's not really as big a boost in actual play as it may seem.

Each augment is supposed to be half of an encounter power, remember.  These are all the "low augments" power points classes can use, they are only as strong as an encounter power in combination.  A heroic tier encounter attack power that deals 3[W] damage is somewhat rare, so if I added an extra [W] of damage to each of these augments, that's in effect what I'd be doing.  More common is 2[W] plus some effect or another, which is exactly what Deepstrike Augment plus another heroic tier augment would grant.

Most of your comments re: individual augments have the same basic response.  Yes, individually, they're "meh" because they're supposed to be.  These are interesting and powerful in combination.  Two that you listed as being underwhelming, Lucklender and Timeslip, are two of the most powerful augments the class has access to when combined with each other, and with a few damage boosting augments. 

Benefits that effect the chance to hit and chance to crit I had to design very carefully, because those benefits scale with level while their power point costs remain static.



Yeah, the static power point cost was a big issue to me as well.  Timeslip augment is very good if you've got incredible bonuses to hit, but if you hit AC at a 50% rate, at 1st level with 18 in both your primary stats, with an enemy's will 3 points lower than AC, consider the following (digits rounded to nearest %):

DPR of normal soulknife strike: .15 (1d4+4) (probability of hitting will only) + .45 (1d8+1d4+8) (probability of hitting AC and Will) + .05(20) (probability of crit) = 1.58 + 6.75 + 1 = 9.33

DPR of Timeslip Augment: .07 (20) (crit full) + .04 (10) (crit half) + .5(.5)(1d8 +1d4+8) (hit AC once) +.2 (1d8+1d4+8) (hit AC twice) + .07(.5)(1d4+4)(hit will only) = 1.4 + .4 + 3.75 + 3 + .23 = 8.78 DPR

As you can see, using the Timeslip Augment as is actually decreases your DPR.  That's not even taking into consideration the inferior weapon options that come with dual weilding.  This is the issue I was talking about.

Lucklender Augment is an increase in DPR, but bear in mind that the only times it will make a difference is when you either roll one less than you need to hit or when you roll one less than you need to crit.  You're spending two power points which will make no difference 90% of the time.  You need to have really amazing crits to make that a good deal,  but for almost all characters it won't be worth it.


  They get extra healing surges above and beyond a normal melee striker, more than enough to makes up for 1/2/3 uses of Soul Sunder each day.  On a day in which the Soulknife is burning through more surges than expected, he's welcome to use those surges to heal instead of Soul Sunder: it's part of the versatility inherent to the class.



Fair enough.

All damage die are maximized, including crit die and extra [W] die from the high-crit property.



Oh I missed that!  Nevermind then, that's awesome!


  Counterstrike is not designed to deal damage: it's a defensive augment.  Since it's an interrupt, it can be combined with Steadfast Augment to negate the attack entirely, or other augments to reduce the chance that the triggering attack will hit you.  Most importantly, as the only way to turn Soulknife Strike into an (augmented) off-action attack, there has to be a damn-good reason not to spend all your power points on this attack; that's what the half-damage is for.  Most people will use this augment in combination with one other hoping to prevent the hit: that's the intent here.  Off-action attacks are extremely powerful.



You're right here.  It does have the restriction that you need to be attacked, which limits its DPR potential.  I'm just going by what other classes have access to at this level.  The brutal rogue can riposte at-will, the ranger gets simliar encounter powers from level 1, the avenger has a few starting at level 3, the battlemind has two similar augments at level 7, and the bladesinger can counterstrike at-will from 3rd level during bladesong.   I get that the static PPs make it hard to balance but it seems weak compared to what other classes have access to by that level.




But I get your point.  How about this for an idea: swap Premonition and Borrowed Time.  Make Premonition an option for the level 22 utility power (write it as a power, obviously) while moving Borrowed time to level 29.



Borrowed Time would still be very powerful but I like this change.


[Various Typos]


Thanks.
While e-classes can have "one attack, that gets modified"... they usually have some at-will power options - even if those are just modifications of the base power.

In this case, I think you could get the same effect by taking an approach I was experimenting with: have the powers provide a "free" benefit (probably would have to limit it to one-at-a-time), then an increased benefit with the expediature of power points.


IE, some "Augment 0" options?  It's a good idea.  I'll let that stew for a bit.
Premonition strikes me as a pain-in-the-ass.  Neat concept, but potentially an absolute pain to implement as-written.  Only potentially, mind you.  Still, the rounds you're going to want to use it on are probably going to be the rounds that are the most complicated - so "reversing" them will be a pain in the ass.


You can't undo an entire round: just a single turn.  That decreases the complexity significantly.
Your page formatting is fantastic - I'm absolutely jealous of that (and may go back to some of my old documents, and reformat them to match yours).


I'm sure I stole it from somebody. 
Soulknife Strike is a neat way to go about it, but - unless I'm completely out of touch with current monster design - won't any attack that hits AC almost always hit Will anyways?  ie - Isn't Will equal-to-or-lower-than AC in nearly all cases?  Still, it's elegant, and gets the job done.

Yes, in almost every case it will.  The way it's designed, it turns a near miss into a hit for less damage.
Farslayer Augment means you need to spend power points in order to make ranged attacks.  That seems... kind of harsh.  I could easily see this combining well with my "make them actually at-will (with pp-for-augment)" suggestion above - let you make a ranged attack at-will, with some kid of benefit once power points are spent.


Well, they can make a ranged basic attack, they just wouldn't get their "striker bonus damage feature" along with it, or be able to use their encounter powers.  But if I do decide to implement an "augment 0" system, Farslayer Augment would likely be one of the ones that gets downgraded.
Here's an odd one: At Epic tier, you could use Executioner's Augment, Finalstrike Augment, and Deepstrike Augment all on the same attack, for 6 power points.  You should have... 18 power points?  So you can do this 3 times (so it's about encounter-power frequency).

This attack would, if it hit AC, deal: 2[W] + 1[W] + 2[W] + 2[W] + Dex, or 7[W] + Dex.  If the target is bloodied, or otherwise granting you CA, it deal 8[W] + Dex damage.  If it also hits Will (and, in most cases - particularly with CA - if it hits AC, it will hit Will), total damage is: 8[w] + Dex + 3d4 + Cha.

That... seems like a lot for an "encounter power".  Especially given that it could be used in conjunction with a two-handed weapon (a large two-handed weapon, even).  Though, granted, it's only one attack, so it wouldn't stack on the static multipliers like some attacks do.


Well, a melee basic+Power Strike is a 5[W] attack at epic tier, plus the striker bonus damage in the case of the slayer and the scout.  The difference is, Power Strike can never be wasted: it's effectively a "reliable" power.  Is reliable worth 3[W]?  I think it probably balances out close enough most of the time.  Also, a soulknife sacrifices his shield for a round (or his move action) to attack with a two-hander: The slayer and scout have adequate striker AC without using a shield.

And, of course, a single 8[W] attack is laughable next to a Hurricane of Blades, or even a 2[W] (2 attacks) ranger encounter power.
In General: This is very good.  And I'm really pissed at myself for not sitting down and putting together my own e-version of the soulknife... y'know, before you.  But, between my game ADD, and my growing distaste for the "fiddly bits" of D&D (and most other RPGs), I kept getting stuck at "But... why should I bother listing all this crap out anymore?  I want to play a Soulknife.  I should just have to write "Uses a psychic blade" and "Teleports" and whatever else..." 


Thanks for the input.  I'll do some thinking on the Augment 0 concept, see if it's something that I can fit in without unduly complicating anything.
But I get your point.  How about this for an idea: swap Premonition and Borrowed Time.  Make Premonition an option for the level 22 utility power (write it as a power, obviously) while moving Borrowed time to level 29.



Borrowed Time would still be very powerful but I like this change.



Went ahead and made that change.  It fits better thematically as well: seeing a glimpse of the future is a less signifigant psychic ability than being able to travel through time, even for just a few seconds.
I lost a very, very, very long post last night.  I've (re)learned by lesson, and will put together material somewhere else, then copy-paste it into the forums.  *grumble grumble grumble*

But, I wanted to bump the thread, and say that I'm going to put together a draft of some alternatives/changes for you to look at.

The gist of my looooong lost post was this: The more I work with your class, the less happy I am with it - but only with the powers themselves.  The "augment" powers feel like... the one "weak point" for the class, for a variety of reasons, which I'll hopefully address later, once I retype things out.
Feedback Disclaimer
Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
Alright, here we go...
Some Ideas:


Soulknife Strike
If you're going to allow ranged options, it will just work better if you just let SS be "Melee or Ranged weapon" in the first place.  It hurts the class's identity a bit - but only a bit.  And it opens the doors a bit more for a "skirmisher" style Soulknife, without having to dedicate specific power choices toward that concept.

Heroic-Tier Powers
You could change your "augment" powers to (a) fit the standard power format/wording a bit more (really just an editing issue), and (b) be "true at-will" options.  Now, you could keep some form of augment tied to the powers, as well, but the more I play around with your class as-is, the less I like that the powers are weak because they can be stacked, and that the expectation is then that you should be stacking them to get back to the proper power level.  Anyways, take a look at these:

Deepstrike Augment
At-Will * Psionic
Free Action    Special
Trigger: You make an attack using the soulknife's strike power.
Effect: The triggering attack targets Reflex instead of AC.

Imbalancing Augment
At-Will * Psionic
Free Action    Special
Requirement: You must be wielding a two-handed or versatile weapon in two hands.
Trigger: You make an attack using the soulknife's strike power.
Effect: If the triggering attack hits the target's AC defense, the target is knocked prone.

Mindtaker Augment
At-Will * Healing, Psionic
Free Action    Special
Trigger: You make an attack using the soulknife's strike power.
Effect: If the triggering attack hits the target's Will defense, you gain temporary hit points equal to your Charisma modifier.
    Level 11: Temporary hit points equal to 2 + your Charisma modifier.
    Level 21: Temporary hit points equal to 5 + your Charisma modifier.

Sacredflame Augment
At-Will * Psionic, Radiant
Free Action    Special
Trigger: You make an attack using the soulknife's strike power.
Effect: Any untyped damage that would be dealt by the triggering attack is radiant damage instead.  If the attack hits the target's Will defense, the target takes a -2 penalty to attack rolls until the end of your next turn.

Shieldbreaker Augment
At-Will * Psionic
Free Action    Special
Trigger: You make an attack using the soulknife's strike power.
Effect: If the triggering attack hits, the target takes a -2 penalty to AC until the end of your next turn.

Steadfast Augment
At-Will * Psionic
Free Action    Special
Requirement: You must be using a shield.
Trigger: You make an attack using the soulknife's strike power.
Effect: The triggering attack targets Fortitude instead of AC.  If the attack hits the target's Fortitude defense, you can use a free action to push the target 1 square and then shift the same distance to a square adjacent to the enemy.

Stormcaller Augment
At-Will * Lightning, Psionic
Free Action    Special
Trigger: You make an attack using the soulknife's strike power.
Effect: Any untyped damage that would be dealt by the triggering attack is lightning damage instead.  You shift up to 2 squares before the attack, and up to 2 squares after the attack.

Timeslip Augment
At-Will * Psionic
Free Action    Special
Requirement: You must be wielding two melee weapons.
Trigger: You make an attack using the soulknife's strike power.
Effect: Make an additional attack roll for the triggering attack, using your off-hand weapon, and use either result.


Replacement "Encounter Power" Equivalent
This is an attempt to "essential-ize" the general psionic "power augment" effect, to give you a more universal "encounter power" feeling power, all with your interest in allowing an "encounter resource nova" like the Essassin is capable of.  Adimitedly, it's just the Essassin's Assassin's Strike with the serial numbers filed off, and a fresh coat of psionic paint... but I think it could work.

Psionic Surge
At-Will * Augmentable, Psionic
No Action    Special
Requirement: You must have at least 2 power points.
Trigger: You hit an enemy with a psionic attack with the augmentable keyword.
Effect: The target takes additional damage from the triggering attack, based upon the number of power points expended to augment this power.
    2 power points: 1d10 extra damage.
    4 power points: 2d10 extra damage.
    6 power points: 3d10 extra damage.
    8 power points: 4d10 extra damage.
    10 power points: 5d10 extra damage.
    12 power points: 6d10 extra damage.
    14 power points: 7d10 extra damage.
    16 power points: 8d10 extra damage.
    18 power points: 9d10 extra damage.

Now, I don't even know if 18 power points can happen, but I took the (clearly formulaic) chart up to the same amount of damage that assassin's strike + the paragon path feature is capable of.  Also note that this actually leaves room to put an Augment 1 line on any of your at-will powers still, though they should probably be something less than what we have here.


Anyways, idea dumping.
Feedback Disclaimer
Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
Ok My question is: Doesn't the 9th level feature Foresight negate the need for the 10th level utility option Sudden Psi-blade?
Ok My question is: Doesn't the 9th level feature Foresight negate the need for the 10th level utility option Sudden Psi-blade?



No, foresight simply allows a single free action use of Psiblade: for a soulknife that uses one psiblade manifestation though the entire fight, yes, that's enough.  The class is designed to allow for and reward the player for cleverly shifting between different armament configurations.  As a free action, this power could allow you to wield a glaive to attack at reach, then if the enemy shifts towards you, summon a shield for better defenses and access to the more defensive augments.  Similarly, you could be using a shield while you charge to help mitigate opportunity attacks, then switch to a Fullblade mid-move for the actual attack.
Alright, here we go...
Some Ideas:


Soulknife Strike
If you're going to allow ranged options, it will just work better if you just let SS be "Melee or Ranged weapon" in the first place.  It hurts the class's identity a bit - but only a bit.  And it opens the doors a bit more for a "skirmisher" style Soulknife, without having to dedicate specific power choices toward that concept.

Heroic-Tier Powers
You could change your "augment" powers to (a) fit the standard power format/wording a bit more (really just an editing issue), and (b) be "true at-will" options.  Now, you could keep some form of augment tied to the powers, as well, but the more I play around with your class as-is, the less I like that the powers are weak because they can be stacked, and that the expectation is then that you should be stacking them to get back to the proper power level.  Anyways, take a look at these:

Deepstrike Augment
At-Will * Psionic
Free Action    Special
Trigger: You make an attack using the soulknife's strike power.
Effect: The triggering attack targets Reflex instead of AC.

Imbalancing Augment
At-Will * Psionic
Free Action    Special
Requirement: You must be wielding a two-handed or versatile weapon in two hands.
Trigger: You make an attack using the soulknife's strike power.
Effect: If the triggering attack hits the target's AC defense, the target is knocked prone.

Mindtaker Augment
At-Will * Healing, Psionic
Free Action    Special
Trigger: You make an attack using the soulknife's strike power.
Effect: If the triggering attack hits the target's Will defense, you gain temporary hit points equal to your Charisma modifier.
    Level 11: Temporary hit points equal to 2 + your Charisma modifier.
    Level 21: Temporary hit points equal to 5 + your Charisma modifier.

Sacredflame Augment
At-Will * Psionic, Radiant
Free Action    Special
Trigger: You make an attack using the soulknife's strike power.
Effect: Any untyped damage that would be dealt by the triggering attack is radiant damage instead.  If the attack hits the target's Will defense, the target takes a -2 penalty to attack rolls until the end of your next turn.

Shieldbreaker Augment
At-Will * Psionic
Free Action    Special
Trigger: You make an attack using the soulknife's strike power.
Effect: If the triggering attack hits, the target takes a -2 penalty to AC until the end of your next turn.

Steadfast Augment
At-Will * Psionic
Free Action    Special
Requirement: You must be using a shield.
Trigger: You make an attack using the soulknife's strike power.
Effect: The triggering attack targets Fortitude instead of AC.  If the attack hits the target's Fortitude defense, you can use a free action to push the target 1 square and then shift the same distance to a square adjacent to the enemy.

Stormcaller Augment
At-Will * Lightning, Psionic
Free Action    Special
Trigger: You make an attack using the soulknife's strike power.
Effect: Any untyped damage that would be dealt by the triggering attack is lightning damage instead.  You shift up to 2 squares before the attack, and up to 2 squares after the attack.

Timeslip Augment
At-Will * Psionic
Free Action    Special
Requirement: You must be wielding two melee weapons.
Trigger: You make an attack using the soulknife's strike power.
Effect: Make an additional attack roll for the triggering attack, using your off-hand weapon, and use either result.


Replacement "Encounter Power" Equivalent
This is an attempt to "essential-ize" the general psionic "power augment" effect, to give you a more universal "encounter power" feeling power, all with your interest in allowing an "encounter resource nova" like the Essassin is capable of.  Adimitedly, it's just the Essassin's Assassin's Strike with the serial numbers filed off, and a fresh coat of psionic paint... but I think it could work.

Psionic Surge
At-Will * Augmentable, Psionic
No Action    Special
Requirement: You must have at least 2 power points.
Trigger: You hit an enemy with a psionic attack with the augmentable keyword.
Effect: The target takes additional damage from the triggering attack, based upon the number of power points expended to augment this power.
    2 power points: 1d10 extra damage.
    4 power points: 2d10 extra damage.
    6 power points: 3d10 extra damage.
    8 power points: 4d10 extra damage.
    10 power points: 5d10 extra damage.
    12 power points: 6d10 extra damage.
    14 power points: 7d10 extra damage.
    16 power points: 8d10 extra damage.
    18 power points: 9d10 extra damage.

Now, I don't even know if 18 power points can happen, but I took the (clearly formulaic) chart up to the same amount of damage that assassin's strike + the paragon path feature is capable of.  Also note that this actually leaves room to put an Augment 1 line on any of your at-will powers still, though they should probably be something less than what we have here.


Anyways, idea dumping.



Good ideas, but I would miss the tactical depth of the class.  If you can add elements V, W, X, Y, and Z in any combination of 0-5 of those elements, that's a much richer tactical choice than choosing just one of those elements and then deciding how much of element "U" you want to add.  I understand that isn't the sort of complexity many players are looking for, but that's a matter personal preference.

My interest in the Executioner-style nova is indirect: I have an interest in it because I like tactical depth, having many options adds tactical depth, and said nova is one possible product of the system I've used to create those options.

Now, Essentials design philosophy seems to shift things away from complex tactical decisions, to a simple (Stance X, Y or Z?)+(Encounter Power Y/N?) and your system is a step up from that, but not by much.  Again, I'm not trying to belittle the desire for less complex classes, but I don't think a class that's a bit more tactically rewarding is incompatible with the system.

It's not a bad system by any means, and it's probably more in step with the Essentials design philosophy than mine, but it's just not what I was going for.
This is an amazing class and i want it in my charecter builder desperately. It is very much a class that while easy to build and put together, it is all about the in play use of the class.

My largest major complaint is that soul sunder consuming your surges is not nessasary and hurts the class severely. To maximize your use even at epic means spending 6 power points(basically an epic encounter power), AND one of your daily ability slots.
Even if you do that with a full blade it's only 7*12+3*4+Dex Mod+Cha Mod+Modifiers(96+mods), which is not worth the price of an encounter, a daily, and two healing surges.

Also this classes default paragon path is very strong and something i'd seriously consider as a soul knife, i pretty much always ignore those for essentials classes.
This is an amazing class and i want it in my charecter builder desperately. It is very much a class that while easy to build and put together, it is all about the in play use of the class.

My largest major complaint is that soul sunder consuming your surges is not nessasary and hurts the class severely. To maximize your use even at epic means spending 6 power points(basically an epic encounter power), AND one of your daily ability slots.
Even if you do that with a full blade it's only 7*12+3*4+Dex Mod+Cha Mod+Modifiers(96+mods), which is not worth the price of an encounter, a daily, and two healing surges.

Also this classes default paragon path is very strong and something i'd seriously consider as a soul knife, i pretty much always ignore those for essentials classes.



Glad you like it!

On healing surge use: the class has more healing surges than is expected of a striker, due to Mind over Body, easily enough to pay for 1/2/3 uses of sunder per day with a few left over.  That's the reason Mind over Body is there: if I removed Sunder's surge use, I'd remove it too, which would being the Soulknife down to about the same place as before.

In essence, the healing surge use for Soul Sunder is a flavor decision, which is why it's offset elsewhere in the class; a soulknife that uses Sunder as much as he/she can per day will have a normal amount of healing surges for his combat role.

Good ideas, but I would miss the tactical depth of the class.  If you can add elements V, W, X, Y, and Z in any combination of 0-5 of those elements, that's a much richer tactical choice than choosing just one of those elements and then deciding how much of element "U" you want to add.  I understand that isn't the sort of complexity many players are looking for, but that's a matter of personal preference.


It is a matter of personal preference, yes.  With that in mind, do take a look at some of the rephrasing on the at-wills - I think you can use some of it to clean up your power language.

Would you mind if I continue "my way" with this, as a sort of "project fork"?  I know it's a matter of personal preference, but I don't think I could use (or encourage players to use) your current version at the table as-is.
A bit more on that...

I'm finding it hard to put my thoughts into words at the moment, but I'll try.

I don't mind the "tactical complexity", but I think how you have it set up, that complexity is... somewhat forced on the player.  Using one augment doesn't really seem viable at all - you NEED to stack them in order to be effective.  You're giving out... what?  10 powers?  I worry that the "indicision" that can make a turn drag at the table is only going to be exacerbated by this.  While it's certainly the strength of the system, it just strikes me as being... impractacle, in actual play.  After all, this isn't even "choose one of your attack options, from this list of 10 attack options" we're talking about, it's "choose some combination of 1-5 of your attack options, from this list of 10 attack options"... and that's just about every turn.  Plus the decision whether or not to "boost it" to a daily effect.  It's just a lot of decision points, each turn, for one player - which is the point, yes, but I just feel it's... a hurdle.

Though one thing is likely to offset that breadth of decisions: players are going to find that only a handful of combinations are actually viable (or at least, adequate), in play.


That said, my "approach" actually started out as merely adapting your powers to have an at-will component (and then an augmented effect at your listed values).  That... evolved as I went along, because, honestly, so many of your augments are... glorified at-will effects.  What many of them needed was more damage dice attached when augmented (with power points), but it got to the point where I realized that increased damage might as well be a stand-alone/universal option, given how it needed to be applied near universally.

As it stands, you may as well give a "damage augmenting" augment as a feature somewhere anyways - the player needs to take (and use) at least one of the damage-boosting augments with every attack, just to be on the right "page" damage-wise.



Bear in mind, as well, that that was kind of a... draft.  I'm still playing around with it.  Things like adding a simple augment to each power (more effect-driven, than damage-driven; and at the PH3 psionic power "encounter" costs; 2, 4, 6), and adding back in the paragon and epic-tier powers as new at-will options (again, with augments).  In addition, allowing a combination of power in a -more limited- sense (say, two at-wills together, at some point) is not, at all, off the table.


Feedback Disclaimer
Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
Random:  Level 29's line in the Epic table says you get Premonition.  I assume this is supposed to say Borrowed Time. Tongue out
It is a matter of personal preference, yes.  With that in mind, do take a look at some of the rephrasing on the at-wills - I think you can use some of it to clean up your power language.

Would you mind if I continue "my way" with this, as a sort of "project fork"?  I know it's a matter of personal preference, but I don't think I could use (or encourage players to use) your current version at the table as-is.



Sure, I don't mind at all.

I don't mind the "tactical complexity", but I think how you have it set up, that complexity is... somewhat forced on the player.  Using one augment doesn't really seem viable at all - you NEED to stack them in order to be effective.  You're giving out... what?  10 powers?  I worry that the "indicision" that can make a turn drag at the table is only going to be exacerbated by this.  While it's certainly the strength of the system, it just strikes me as being... impractacle, in actual play.  After all, this isn't even "choose one of your attack options, from this list of 10 attack options" we're talking about, it's "choose some combination of 1-5 of your attack options, from this list of 10 attack options"... and that's just about every turn.  Plus the decision whether or not to "boost it" to a daily effect.  It's just a lot of decision points, each turn, for one player - which is the point, yes, but I just feel it's... a hurdle.



Point taken, but as you say:

Though one thing is likely to offset that breadth of decisions: players are going to find that only a handful of combinations are actually viable (or at least, adequate), in play.



The options grow over time, and relatively slowly, so they have time to develop favorite combos.  But yes, there may be a problem here.

That said, my "approach" actually started out as merely adapting your powers to have an at-will component (and then an augmented effect at your listed values).  That... evolved as I went along, because, honestly, so many of your augments are... glorified at-will effects.  What many of them needed was more damage dice attached when augmented (with power points), but it got to the point where I realized that increased damage might as well be a stand-alone/universal option, given how it needed to be applied near universally.



IMO, most "augment 1" effects in PHB3 and Psionic Power are something like "glorified at-will attacks".  Existing in some weird limbo between at-will and encounter powers is kind of the idea there.  It's only problematic if you can't make an encounter power out of two of them, and I think you can.  I don't think the you can make an encounter power out of any two of them, and maybe that's a problem, but the power points system means a player never has to feel like they've chosen a bad encounter power they have to use.  A level 7 Soulknife can use Deepstrike + Timeslip 3 rounds in a row while keeping Farslayer and Stormcaller in their back pocket incase they need to drop to the backlines or pick up some mobility.

Kind of an aside, I figured out why I'm not fond of "Melee or Ranged Weapon" as the default range for the attack power: it means there's no good reason not to be a "Soulbow".  Why risk being in melee with a bastardsword and shield when you can do as much damage from 20 squares away at no cost?  It appears to setup the ranged Soulknife as the default, the best way to play in most situations.

Bear in mind, as well, that that was kind of a... draft.  I'm still playing around with it.  Things like adding a simple augment to each power (more effect-driven, than damage-driven; and at the PH3 psionic power "encounter" costs; 2, 4, 6), and adding back in the paragon and epic-tier powers as new at-will options (again, with augments).  In addition, allowing a combination of power in a -more limited- sense (say, two at-wills together, at some point) is not, at all, off the table.



You make some very good points overall: mostly by making me aware of how options-paralysis prone the class is right now, and I've got to think about how to deal with that.  I disagree that the augments are equivalent to at-will effects: your timeslip augment is the Avenger class' striker feature for free, the equivalent of something like +5 to hit and nearly double the chance to crit. I noted my issue with making melee or ranged free above.

I think we can find a middle ground here, but I need some time to grok the problem you've presented a bit more.

I mean, I really like the "build your own encounter power" system I have set up.  I like the interaction between Lucklender, Timeslip, and Twinblade augments, I like the interaction between Impaling and Arcstrike/Impaling and Farslayer Augments, or Arcstrike and Feedback/Twinblade and Feedback Augments, or Counterstrike and Steadfast/Counterstrike and Enveloping augments.

So how can I keep that element while reducing options overload?  Would it help if I limited it to 2/4/6 Power Points per attack per tier?  I honestly don't mind the loss of the "executioner" nova, and the system would keep power use in line with power point usage in other classes.  Should I have the player replace an augment at levels 13, 17, 21, 23 and 27, instead of just gaining a new one?  It would mean only 5 options to choose from at any one time.
Random:  Level 29's line in the Epic table says you get Premonition.  I assume this is supposed to say Borrowed Time.



Thanks, fixed.
Kind of an aside, I figured out why I'm not fond of "Melee or Ranged Weapon" as the default range for the attack power: it means there's no good reason not to be a "Soulbow".  Why risk being in melee with a bastardsword and shield when you can do as much damage from 20 squares away at no cost?  It appears to setup the ranged Soulknife as the default, the best way to play in most situations.


That is a very good point.  Well, other than lacking (effective) ranged weapon proficiencies.  Hm.  There has to be a way to allow more of a "skirmisher" concept without requiring a single specific power choice, while at the same time making melee the "default".

Maybe limit the augmenting powers themselves to (mostly) trigger off of "a melee attack using the soulknife's strike power"?  Eh, that's a bit... arbitrary, in most cases.

Maybe limit soulknife's strike to "Requirement: You must be wielding a melee or thrown Psiblade"?  That's not a huge limitation, but it does push the "soulbow" concept to the side in favor of the skirmishing melee/thrown soulknife a bit better.

Maybe a feature like the Knight/Slayer's Weapon Specialization at some higher level, with a few options like these (but with, y'know, much better names, and more work put into the mechanics):
Heavy Soulknife: When you use your soulknife's strike power with a two-handed or versatile weapon held in two hands and hit the target's Will defense, you can choose to re-roll any number of the psychic damage dice.  You must use the second result.
Shield Soulknife: When you are using a shield, you apply the shield's bonus to all defenses, instead of just AC and Reflex.
Skirmishing Soulknife: You can use soulknife's strike as a ranged power, and its range is Melee or Ranged weapon.
Two-Weapon Soulknife: You can wield a one-handed weapon in your off-hand as if it were an off-hand weapon.

I dunno.  I'm sure you could make something work.

IMO, most "augment 1" effects in PHB3 and Psionic Power are something like "glorified at-will attacks".  Existing in some weird limbo between at-will and encounter powers is kind of the idea there.  It's only problematic if you can't make an encounter power out of two of them, and I think you can.  I don't think the you can make an encounter power out of any two of them, and maybe that's a problem, but the power points system means a player never has to feel like they've chosen a bad encounter power they have to use.  A level 7 Soulknife can use Deepstrike + Timeslip 3 rounds in a row while keeping Farslayer and Stormcaller in their back pocket incase they need to drop to the backlines or pick up some mobility.


I think the "can't make an encounter power out of any two of them" is probably the issue.  A character kind of needs one of Deepstrike, Finalstrike, Executioner's, or QuickCut with every "augmented" attack.  It kind of nullifies part of the "choice" with each action.

Mixing a lot of the others still just gives you a "glorified at-will", unless one of those above augments is included.  I think it's just a case where 1 + 1 != 2, if that makes sense.  A lot of the powers, when combined, give diminishing returns.

But that's something that can be fixed, probably by boosting the potency of many of the Paragon and Epic augments.

You make some very good points overall: mostly by making me aware of how options-paralysis prone the class is right now, and I've got to think about how to deal with that.  I disagree that the augments are equivalent to at-will effects: your timeslip augment is the Avenger class' striker feature for free, the equivalent of something like +5 to hit and nearly double the chance to crit. I noted my issue with making melee or ranged free above.



Well, in defense of "my timeslip", an Avenger can (and will) use a two-handed weapon, whereas this is restricted to two weapons only.  It also gets normal at-will/encounter/daily powers to use with that feature, and another feature for "+ static damage".  Still, you could remove the ability to crit with it at all, or tack on some limitation like: "The attack can score a critical hit only if you choose to use the original attack roll."

I mean, I really like the "build your own encounter power" system I have set up.  I like the interaction between Lucklender, Timeslip, and Twinblade augments, I like the interaction between Impaling and Arcstrike/Impaling and Farslayer Augments, or Arcstrike and Feedback/Twinblade and Feedback Augments, or Counterstrike and Steadfast/Counterstrike and Enveloping augments.

So how can I keep that element while reducing options overload?  Would it help if I limited it to 2/4/6 Power Points per attack per tier?  I honestly don't mind the loss of the "executioner" nova, and the system would keep power use in line with power point usage in other classes.  Should I have the player replace an augment at levels 13, 17, 21, 23 and 27, instead of just gaining a new one?  It would mean only 5 options to choose from at any one time.



Limiting the power points on a single attack could help, but I think limiting the total number of powers available at any given time is probably the much better solution.  If you somehow integrated the +damage powers, without them "costing" powers, you might even end up with the same number of total "options", with fewer effective choices during play.

You could do something like:

Level 1 - 2 Heroic Augments
Level 3 - +1 Heroic Augment (total = 3)
Level 7 - Static Benefit Feature of some kind
Level 11 - Swap 1 Heroic Augment for a Paragon Augment (total = 3)
Level 13 - +1 Paragon Augment (total = 4)
Level 17 - Swap 1 Heroic Augment for a Paragon Augment (total = 4), and a Minor Static Benefit Feature of some kind
Level 21 - Swap 1 Heroic or Paragon Augment for an Epic Augment (total = 4)
Level 23 - +1 Epic Augment (total = 5)
Level 27 - Swap 1 Heroic or Paragon Augment for an Epic Augment (total = 5), and a Minor Static Benefit Feature of some kind.

Feedback Disclaimer
Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
The more I think about it, the more I agree with you about the ranged attack thing.  Really, I'd be fine leaving it as a melee-only (or almost only) class - you can always multiclass or hybrid for ranged options.

(Plus I'd rather leave as much room as possible for a ranged psionic striker to feel unique).
Feedback Disclaimer
Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
Consider these posts free bumps.  Also: I like to break my posts down a bit more, when the ideas in them are so unrelated.

Anyways, here goes:

More "Essential"-ized Version

Changes to Class Features
Level 1: Soulknife Psionic Augmentation.
    [Simply revised to reflect the difference in powers, and power gain/replacement]
Level 1: Soulknife Bladeforms.
Level 1: Psionic Surge.
Level 3: +2pp; Weapon Savant.
Level 7: +2pp; Extra Soulknife Bladeform.
--------------------------------------------------------------------------------
Level 11: No Feature / No Additional Power
Level 13: +1pp; Psychic Arsenal.
Level 17: +2pp; Extra Soulknife Bladeform.
--------------------------------------------------------------------------------
Level 21: No Feature / No Additional Power
Level 23: +2pp; Blended Bladeform.
Level 27: +2pp; Extra Soulknife Bladeform.

New (or Altered) Features

Level 1: Soulknife Psionic Augmentation
[Mostly the same, except for minor changes.  First, powers will be listed under a separate heading.  Second, only one power can be used per turn (given that they are free action attack powers, this limitation is not strictly necessary [free action attack limit - folks may not like it, but it is there]).  Oh, and power points follow the "standard" gain format (only 1 @ level 13... for some reason).

Level 1: Soulknife Bladeforms
Each soulknife learns a handful of bladeforms - special powers that alter the way that their soulknife's strike functions in battle.  Each bladeform provides some particular benefit when activated alongside an attack.  In addition, each can be augmented in some minor fashion, often increasing the effects of the bladeform, but sometimes providing entirely new benefits. 
     Most bladeforms can be used regardless of the particular shape your psiblade takes.  However, some require the use of particular styles of combat - a shield, a two-handed weapon, or two one-handed weapons.
     Benefit: You gain two of the following powers of your choice.

Powers Hidden for Space

Counterstrike Augment
At-Will * Augmentable, Psionic, Psychic
Free Action        Special
Trigger: You make an attack using the soulknife's strike power.
Effect: If the triggering attack hits the target's Will defense, the first time the target hits you with an attack before the end of your next turn, it takes 1d4 + Charisma modifier psychic damage.
    Level 11: 2d4 + Charisma modifier psychic damage.
    Level 21: 3d4 + Charisma modifier psychic damage.
Augment 1
    Effect: As above, plus the first time the target hits you with an attack before the end of your next turn, it grants combat advantage to you until the end of your next turn.

Deepstrike Augment [Combines "Deepstrike" and "Intangible"]
At-Will * Augmentable, Force, Psionic
Free Action        Special
Trigger: You make an attack using the soulknife's strike power.
Effect: Any untyped damage that would be dealt by the triggering attack is force damage instead.  The triggering attack targets Reflex instead of AC.
Augment 1
    Effect: As above, plus the attack deals full damage (instead of half damage) against insubstantial creatures.

Executioner's Augment [Combines "Finalstrike" and "Executioner's"]
At-Will * Augmentable, Psionic
Free Action        Special
Requirement: You must be wielding a two-handed or versatile weapon in two hands.
Trigger: You make an attack using the soulknife's strike power.
Effect: You gain a +2 power bonus to the damage roll of the triggering attack, or a +4 power bonus if the target of the attack is bloodied.
    Level 11: +3 power bonus, or +6 bonus if the target is bloodied.
    Level 21: +4 power bonus, or +8 bonus if the target is bloodied.
Augment 1 (Fear)
    Effect: As above, plus if you reduce the target to 0 hit points with the triggering attack, each enemy adjacent to either you or the target takes a -2 penalty on attack rolls against you until the end of your next turn.

Feedback Augment
At-Will * Augmentable, Psionic, Psychic
Free Action        Special
Trigger: You make an attack using the soulknife's strike power.
Effect: If the triggering attack hits the target's Will defense, one enemy adjacent to the target takes psychic damage equal to your Charisma modifier.
    Level 11: Psychic damage equal to 2 + your Charisma modifier.
    Level 21: Psychic damage equal to 5 + your Charisma modifier.
Augment 1
    Effect: As above, but all enemies adjacent to the target take the psychic damage.

Guarded Strike [New]
At-Will * Augmentable, Psionic
Free Action        Special
Requirement: You must be using a shield.
Trigger: You make an attack using the soulknife's strike power.
Effect: You gain a +1 power bonus to AC and Reflex defense until the end of your next turn.  If the triggering attack hits the target, the power bonus increases to +2.
Augment 1
    Effect: As above, plus if the attack hits the target, you can also shift 1 square as a free action.

[Note: I'm not really happy with this one, but I wanted another "requires shield" power, so that there would be two of each "fighting style" represented.]

Impaling Augment
At-Will * Augmentable, Psionic, Psychic
Free Action        Special
Trigger: You make an attack using the soulknife's strike power.
Effect: If the triggering attack is a melee attack, its reach increases by 1.  If the triggering attack hits, one creature granting cover to the target takes psychic damage equal to your Charisma modifier.
    Level 11: Psychic damage equal to 2 + your Charisma modifier.
    Level 21: Psychic damage equal to 5 + your Charisma modifier.
Augment 1
    Effect: As above, plus you ignore the -2 penalty for attacking an enemy that has cover granted by other enemies.

[Note: I'm actually wondering why this one deals psychic damage - I think I'd rather see it deal normal (untyped) damage to the creature granting cover.]

Lucklender Augment
At-Will * Psionic
Free Action    Special
Trigger: You make an attack using the soulknife's strike power.
Effect: You gain a +1 power bonus to the attack roll of the triggering attack.
Augment 1
    Effect: As above, plus if the attack misses, the next attack against the target before the end of your next turn gains a +1 power bonus to its attack roll.

Mindtaker Augment
At-Will * Augmentable, Healing, Psionic
Free Action        Special
Trigger: You make an attack using the soulknife's strike power.
Effect: If the triggering attack hits the target's Will defense, you gain temporary hit points equal to your Charisma modifier.
    Level 11: Temporary hit points equal to 2 + your Charisma modifier.
    Level 21: Temporary hit points equal to 5 + your Charisma modifier.
Augment 1
    Effect: As above, plus if the attack hits the target's Will defense, you gain a +2 power bonus to Will defense until the end of your next turn.

Sacredflame Augment
At-Will * Augmentable, Psionic, Radiant
Free Action        Special
Trigger: You make an attack using the soulknife's strike power.
Effect: Any untyped damage that would be dealt by the triggering attack is radiant damage instead.  If the attack hits the target's Will defense, the target takes a -2 penalty to attack rolls until the end of your next turn.
Augment 1
    Effect: As above, plus if the attack hit the target's Will defense, the target cannot make opportunity attacks against you until the end of your next turn.

Shadowshroud Augment
At-Will * Augmentable, Necrotic, Psionic
Free Action        Special
Trigger: You make an attack using the soulknife's strike power.
Effect: Any psychic damage that would be dealt by the triggering attack is necrotic damage instead.  If the attack hits the target's Will defense, you are invisible to the target until the start of your next turn.
Augment 1
    Effect: Any psychic damage that would be dealt by the triggering attack is necrotic damage instead.  If the attack hits the target's Will defense, all creatures have partial concealment against the target until the start of your next turn.

Shieldbreaker Augment
At-Will * Augmentable, Psionic
Free Action        Special
Requirement: You must be wielding a two-handed or versatile weapon in two hands.
Trigger: You make an attack using the soulknife's strike power.
Effect: If the triggering attack hits, the target takes a -2 penalty to AC until the end of your next turn.
Augment 1
    Effect: As above, plus if the attack hits, the target gains vulnerability to any damage you deal until the end of your next turn.  This vulnerability is equal to your Charisma modifier.

Staggering Augment [Combines "Imbalancing" and "Steadfast"]
At-Will * Augmentable, Psionic
Free Action        Special
Requirement: You must be using a shield.
Trigger: You make an attack using the soulknife's strike power.
Effect: The triggering attack targets Fortitude instead of AC.  If the attack hits the target's Fortitude defense, you can use a free action to push the target 1 square and then shift the same distance to a square adjacent to the enemy.
Augment 1
    Effect: As above, plus if the attack hits the target's Fortitude defense, the target is also knocked prone at the end of the push.

[Note: I just didn't like either of those power names.  Steadfast wasn't really evocative of what the power did, and imbalancing is an awkward word (that may or may not be a real word - firefox seems to think it isn't).]

Stormcaller Augment
At-Will * Augmentable, Lightning, Psionic
Free Action        Special
Trigger: You make an attack using the soulknife's strike power.
Effect: Any untyped damage that would be dealt by the triggering attack is lightning damage instead.  You shift up to 2 squares before the attack, and up to 2 squares after the attack.
Augment 1
    Effect: As above, but you can shift up to half your speed before the attack, and up to half your speed after the attack.

Timeslip Augment
At-Will * Augmentable, Psionic
Free Action        Special
Requirement: You must be wielding two melee weapons.
Trigger: You make an attack using the soulknife's strike power.
Effect: Make an additional attack roll for the triggering attack, using your off-hand weapon, and use either result.
Augment 1
    Effect: As above, plus if both attack rolls would hit the target, the attack deals 1[W] (off-hand weapon) extra damage.

Twinblade Augment [Combines "Twinblade" and "Quickcut"]
At-Will * Augmentable, Psionic
Free Action        Special
Requirement: You must be wielding two melee weapons.
Trigger: You make an attack using the soulknife's strike power.
Effect: After you resolve the triggering attack, repeat the attack against a different creature, using your off-hand weapon.
 Augment 1
    Effect: As above, but if the triggering attack hits the target, you may choose to repeat the attack against either the same creature or a different creature.


Level 1: Psionic Surge
Your mind is a reservoir of power, which you can tap at any moment to unleash a crushing amount of psionic force.  While you normally channel this energy in more controlled demonstrations of power, you are also able to focus it into your attack, augmenting it from a normal blow to a deadly one.
     Benefit: You gain the psionic surge power.

Psionic Surge
At-Will * Augmentable, Psionic
No Action        Special
Requirement: You must have at least 2 power points.
Trigger: You hit an enemy with a psionic attack with the augmentable keyword.
Effect: The target takes additional damage from the triggering attack, based upon the number of power points expended to augment this power.
    2 power points: 1d10 extra damage.
    4 power points: 2d10 extra damage.
    6 power points: 3d10 extra damage.
    8 power points: 4d10 extra damage.
    10 power points: 5d10 extra damage.
    12 power points: 6d10 extra damage.
    14 power points: 7d10 extra damage.
    16 power points: 8d10 extra damage.
    18 power points: 9d10 extra damage.

[Note that this power interacts... strangely with the Soul Sunder feature.  I'm not sure how I want to handle that interaction just yet - it may even work as-is, though it strikes me as noticeably more potent.  And I still don't think you can even get up to 18 power points, which makes the last line moot.]

Level 3: Weapon Savant
You have an innate and intuitive sense of different weapons - both their shapes, and how they are used.  You have put this talent to good use, learning new forms for your weapons to take.
    Benefit: You gain proficiency with one weapon of your choice.

[Note that this feature, along with the next, would effectively replace the Weapon Savant utility power currently listed.  An alternative is needed, but eludes me at the moment.]

Level 13: Psychic Arsenal
Your innate sense of weapons has only grown with time, as you have been exposed to many distinct forms in the hands of friend and foe alike, and you are able to shape any weapon you can dream of.
    Benefit: You gain proficiency with all weapons.

Level 23: Blended Bladeforms
Your physical and mental conditioning has grown to the point where you are able to blend multiple variations of your soulknife's strike into a single potent attack.
    Benefit: You can spend 2 power points to use two soulknife bladeform powers as a single free action.  Both are trigged by, and modify, the same attack using the soulknife's strike power.

[I'm not too sure that it -needs- the cost.  That's mostly a precaution, at the moment.]


Everything else stays the same (for the time being).


Edit (8-31):
A few additions

I'm thinking this might work as a replacement for the lost Weapon Savant utility power:

Amorphous Psiblade        Soulknife Utility 6
Daily * Psionic
Minor Action        Personal
Effect: Choose a weapon group, or a weapon property from the following list: brutal 1, defensive, heavy thrown, high crit, light thrown, or reach.  Your psiblade belongs to the chosen weapon group in addition to its normal weapon groups, or gains the chosen weapon property in addition to its normal weapon properties, until the end of your next turn.
Sustain Minor: The effect persists until the end of your next turn.

(Yes, it cribs heavily from content I've already used in prior soulknife homebrewing.)

And I'm thinking that the Blended Bladeforms feature can probably get by with its cost reduced to 1 power point.
Feedback Disclaimer
Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
Here's what I'm thinking at the moment.

Remove Deeptrike, Finalstrike, and Executioner's Augments and build those into the class in a more intuitive way.  Probably just make it automatically add 1/2/3[W] to the attack if you spend 2/4/6 power points on any of the other augments.

Instead of gaining a new augment at levels 13, 17, 21, 23, and 27, they need to replace an augment.  The augments gained at 11 (via the PP) and 21 would still be additional.  The result would be 4 augments at level 1, 5 at level 11, then 6 at level 21, and the extra [W] augments would just kick in for free when you spend enough PPs on augmentation.

A note: I like adding [W] better than adding static die.  A soulknife that drops his shield to use a bigger weapon should be rewarded fo doing so.
Here's what I'm thinking at the moment.

Remove Deeptrike, Finalstrike, and Executioner's Augments and build those into the class in a more intuitive way.  Probably just make it automatically add 1/2/3[W] to the attack if you spend 2/4/6 power points on any of the other augments.


This makes sense.  I don't really see any of the remaining augments causing problems with that (off the top of my head).

Instead of gaining a new augment at levels 13, 17, 21, 23, and 27, they need to replace an augment.  The augments gained at 11 (via the PP) and 21 would still be additional.  The result would be 4 augments at level 1, 5 at level 11, then 6 at level 21, and the extra [W] augments would just kick in for free when you spend enough PPs on augmentation.


Well, that front-loads it a bit, but (again, off the top of my head) seems like a good idea.  After all, if your goal is "lots of potential combinations", it's best to have that be a part of the class from day 1.

You should be seriously pushing down the option paralysis.  You've kind of removed the "obvious choices" aspect that offset that paralysis a bit (by making the damage boosts automatic), but really there will still be "standard arrays" of powers - they're just going to be more "interesting" options, and less a set of "necessary" +damage boosts.

A note: I like adding [W] better than adding static die.  A soulknife that drops his shield to use a bigger weapon should be rewarded fo doing so.


Going with [W]s works.  The reasons I went with a static die size for my damage-boosty-augment-thing were twofold:

First, because it's entirely possible for the soulknife to "hit" with an attack, but not deal any [W] of damage (if he hits only the target's Will defense).  I don't like adding [W]s to things that don't, y'know, already include them.

Second, because my changes are also being made with an eye toward finishing one of my sidelined psionic classes, with some "unified" mechanics.  Namely, I want an "Essentials-style" Telekinetic Savant.  Going with a static die type will let me use that same power for the other (not weapon based) class.
Feedback Disclaimer
Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
I went ahead and made those changes, and I messed with the formatting of Soulknife Strike and Soulknife Psionic Augmentation.  For the latter, I just added bullets to separate out the individual bits of it.

For soulknife strike, I decided the "Special: Counts as a melee basic" isn't actualy necessary, as long as it's labeled as "Soulknife Basic Attack" in the upper right.  I moved the note about the Will Hit countin as extra damage to the Will Hit line itself, and I dedicated the "Special" line to the new bonus damage text.
I'm much happier with this class now that it gets free damage augments. Espicially in regards to soul sunder(where you needed to burn 6 points to get maximum effect from it, you still do but now you get other stuff as well.)
Nitpick: "effect" and "affect" are different, you mixed them up a few times.
Have you considered soulknife specific feats? Normal essentials classes get access to their parent class's feats, while this one doesn't have a parent class.
I would really support some augment 0 options with the stipulation that they cannot be used in conjunction with any other augments (including other augment 0 options). Things like if you hit AC you get a +1 power bonus to AC until the end of your next turn, or if you hit AC shift 1 square. Things of that nature. One thing I have never enjoyed is not having interesting or flavorful options once I'm out of encounter powers or the equivelent. 'Spamming the auto attack' just doesn't make for fun combat to me. Giving a couple of options would help relieve quite a bit of that.
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