Building a better Soulknife Part 2FeatsUnless you multiclass or get bonus feats from a PrC your Soulknife will be limited to his level based feats and any gained by race. This means that you must be extraordinary careful when selecting feats. A Fighter or Wizard can usually overcome a bad feat choice without too much difficulty. A Soulknife does not have that luxury. It is best to plan ahead. Also don’t forget that one of the Soulknife’s advantage over a regular fighter type is that he can select Psionic feats. Look them over carefully.
Aligned Attack (XPH): I like this feat for the Soulknife. The extra damage and ability to overcome DR could be really useful. Whether this feat or Sense Weakness is better for overcoming DR will depend on your character and your GM. I feel like taking one or the other is something that should be strongly considered in most builds.
Armor Proficiency (medium) (PHB): A useful feat but IMO it would be better to take a level in a class that has this rather than spend a precious feat.
Blind Fight (PHB): A useful feat for mage slayer builds as it is a prerequisite for Pierce Magical Concealment.
Brutal Throw (CV): Str for throwing is just what the doctor ordered on some builds.
Cloak Dance (XPH): With a move or standard action the Soulknife can give himself concealment on the battlefield. This is a great feat that is well suited to classes with good hide skill ... like the Soulknife.
Close Quarters Fighting (CW): A good feat for mobile builds that want to avoid being grappled.
Cleave (PHB): A useful feat for the heavy melee builds. One of the few ways for the Soulknife to get extra attacks. Worth noting that one of the potential enhancements that a Mind Blade can have requires Cleave in order to work.
Combat Expertise (PHB): A moderately useful feat that is a prerequisite for several PrCs and other battlefield control feats.
Combat Reflexes (PHB): Needed by any build that relies on AoO but overall not as useful for most Soulknives as some other warrior types.
Danger Sense (CV): Pretty good for builds that depend on going first. Probably best for a mage slayer.
Dash (CW): An extra 5’ of movement is good for most harrier builds but it might be more worth your while to take a level of Barbarian if the Soulknife’s existing bonus feat of Speed of Thought isn’t enough extra for you.
Deep Impact (XPH): This is a fantastic feat for melee builds. It allows melee weapon attacks to go up against touch AC. It synergizes well with Power Attack. This feat is great for situations where you *must* land a blow.
Divine Might (CW): Very useful if you qualify for it via multiclassing and your character has a good Cha. Extra damage is always good.
Divine Vigor (CW): Very useful if you qualify for it via multiclassing and your character has a good Cha. The bonus movement and HP are nice.
Dodge (PHB): A weak feat that is a prerequisite for several far more useful feats like Mobility.
Dual Strike (CV): The Tempus PrC grants a far better version of this ability however this is still an interesting option for dual wielding Soulknives. While the feat doesn’t allow precision damage to stack it will work for Psychic Strike. Unfortunately we don’t have official word on whether or not when wielding dual Mind Blades if each one can hold a Psychic Strike. If your DM allows this then Dual Strike can vastly increase your one attack damage output. If your DM only allows one blade to hold a Psychic Strike then I would probably avoid this feat.
Exotic Weapon Proficiency (bastard sword) (PHB): A very good feat in that it opens up using the most powerful form of the Mind Blade one handed ... and qualifies one for the Exotic Weapon Master PrC.
Far Shot (PHB): A reasonable feat for throwing builds. Is required for some PrCs.
Fell Shot (XPH): Makes a ranged attack far more likely to hit. It is great for blows that positively *have* to land.
Fleet of Foot (CW): This feat is a good choice for high mobility harrier builds that can afford it and meet the requirement.
Ghost Attack (XPH): A fantastic feat for Soulknives when fighting incorporeal foes since their Mind Blade cannot have the Ghost Touch enhancement.
Hold the Line (CW): Good for tank builds that receive charges and already have the Combat Reflexes feat.
Jack of All Trades (CV): A nifty feat for campaigns where skills play a heavy role.
Improved Buckler Defense (CW): Gives a slight defensive edge to dual wielders.
Improved Bull Rush (PHB): Recommended for charging builds.
Improved Critical (mind blade) (PHB): A nice feat if one has a free slot however the Mind Blade can be Keen meaning that this feat is not always useful.
Improved Disarm (PHB): This can be very effective against weapon wielding foes. Unfortunately many monsters seem to use natural weapons.
Improved Initiative (PHB): A very good feat overall but especially so in mage slaying builds. This is a prerequisite for several PrCs.
Improved Smiting (CD): This is a good feat for builds that have Smiting via PrC or Paladin.
Improved Trip (PHB): For the extra rare battlefield control melee Soulknife this feat is all but required. For most other builds it is not nessisary.
Insightful (CA): Three good spell like abilities for a scouting based build.
Iron Will (PHB): Not really needed given the Soulknife class good Will saves but is a prerequisite for some PrCs.
Karmic Strike (CW): Not a bad feat choice if your build already has Dodge and Combat Expertise in it. Karmic Strike one way to really improve you number of attacks if you have Combat Reflexes.
Knockback (RoS): Good for large Soulknives. With Power Attack you get a chance to move your foes back.
Leadership (PHB): Depends largely on the game and DM but this feat can be a powerful one for any character.
Leap Attack (CV): Get this for charging builds!
Mage Slayer (CA): This feat has caused much moaning and agony among mage players. It doesn’t necessary synergize well with the Occult Slayer PrC ... or any others that grant abilities with ‘caster levels’ ... by itself this feat has no downsides for a pure Soulknife. It should be given the utmost consideration in any mage slaying build.
Martial Weapon Proficiency (PHB): Useful for some builds, especially those that dual wield the Mind Blade with a normal weapon. It is better to get this via Multiclassing or PrC than spending a feat though.
Mobility (PHB): Great for harrier builds and a prerequisite for Spring Attack.
Mounted Archery (PHB): Is a mandatory feat for mounted throwing builds.
Mounted Combat (PHB): A mandatory feat for mounted melee builds.
Oversize Two Weapon Fighting (CV): Probably only useful in builds that wield the Mind Blade in one hand and a ‘normal’ weapon in the other. This feat could potentially allow one to wield a bastard sword Mind Blade in one hand and another large weapon in the other with a lower penalty. If you tack the Tempus PrC on top of that then it gets crazy good.
Pierce Magical Concealment (CA): A fantastic feat for mage slaying builds.
Pierce Magical Protection (CA): An even better feat for mage slayers. It’s kind of cool to picture your energy blade smashing through your targets occult defenses like they were so much butter.
Point Blank Shot (PHB): This is a very reasonable feat that is common in throwing builds. It is useful in and of itself but more importantly a prerequisite for several other feats and PrCs.
Power Attack (PHB): An exceptional feat in melee based builds. First strike damage is important to the Soulknife and anything that improves that is good. Additionally the Deep Impact feat helps improve the Soulknife’s chance to hit at the same time this feat can improve damage.
Power Critical (mind blade) (CW): A great feat for making all your attacks potentially more dangerous.
Power Throw (CV): As Power Attack except this is for throwing builds.
Powerful Charge & Greater Powerful Charge (Ebr): These feats are a very good way to add extra charging damage. Works best for builds with large size or Expansion. If your DM lets Powerful Build qualify you for the larger damage these feats start looking pretty darn attractive.
Precise Swing: Similar to Pierce Magical Concealment. Not as good in some respects and better in others. A good substitute for mage slaying builds that have caster or manifester levels.
Psionic Charge (XPH): The Soulknife gets the prerequisite feat for this at level 6. Psionic Charge is a good feat for high mobility harrier builds but Fleet of Foot is probably better.
Psionic Meditation (XPH): Allows faster recovery of Psionic Focus. It is a good feat to invest in if you plan on using Psionic Weapon or Psionic Shot a lot.
Psionic Shot & Greater Psionic Shot (XPH): Fantastic feats for increasing damage in throwing builds. Good in some ranged Soulknife builds.
Psionic Weapon & Greater Psionic Weapon (XPH): Improves melee damage greatly and both feats are recommended for melee builds that rely on massive first strike damage.
Psycarnum Blade (MoI): This Incanum feat offers a VERY nice way to increase the damage done with Mind Blade attacks! Unlike like Psychic Strike the damage from this feat will affected creatures that are immune to mental effects so in that respect it is a more generally useful. Also you can use both this feat and Psychic Strike at the same time to generate really good damage on single strikes. However after your first massive attack you will be forced to decide between recharging the Psychic Strike or using Psionic Focus to activate this feat. The other downside is that it requires an investment in Incanum classes or feats to be really effective. This feat offers a nice alternative for bonus damage in builds with few levels of Soulknife class levels as the damage scales with character level not class level or it can be well used in spring attack / charging builds.
Quick Draw (PHB): Not needed in most Soulknife builds. Avoid it unless using a normal weapon with or more than your Mind Blade.
Quick Reconnoiter (CV): This is an interesting feat for builds that focus on spot and listen capability. Essentially you can scout and act in the same round.
Ranged Disarm (CW): Like Improved Disarm this is a good tactic against foes who actually wield weapons.
Rapid Shot (PHB): Not really useful to the Soulknife until he reaches 17th level and gains Multiple Throw. At that point it becomes very good and can enable the Soulknife to gain an extra thrown attack.
Ride-By Attack (PHB): It’s all about getting in, striking, and getting out. This is the Spring Attack of mounted builds. It is almost mandatory for them.
Sense Weakness (Drac): This is a great feat for overcoming DR. It makes an excellent high level feat for the Soulknife since his blade will often not be of the right type to naturally overcome DR of many high level opponents. I like having either this or Aligned Attack on most builds.
Sharp Shooting: An OK feat for throwing builds but probably not worth the feat for a Soulknife.
Shoot on the Run (PHB): Good for throwing builds but not quite as mandatory as Spring Attack. Any time your character can move, attack, and move again vastly increases his tactical options.
Sidestep Charge (XPH): For builds that are already going the Dodge-Mobility route this feat is a relatively pain free addition that makes it dangerous to charge your Soulknife. I don’t see it making it into many builds but it is a good feat.
Spirited Charge (PHB): Great for mounted builds. When combined with Psychic Strike the total damage of a charge can be awesome.
Spring Attack (PHB): Like Shoot on the Run and Ride-By, this is a great feat for the foot based melee builds since it allows attacks to occur in the middle of moving. Strongly recommended for harrying builds.
Stand Still (XPH): For melee tank builds this is a good battlefield control feat. It is a great way to keep foes from getting past you or away from you. A great feat for mage protectors, though unfortunately it works best with reach weapons. Most Soulknives will not have room for this feat.
Sunder & Improved Sunder (PHB): The Mind Blade can be Sundering so this feat is better avoided for most Soulknives.
Track (PHB): An important feat to take if you want to be the party scout but since Survival is not a class skill for the Soulknife it is probably best to only take it if you multiclass or have a PrC that supports it.
Trample (PHB): Great feat ... if your mounted Soulknife has any left by this point.
Two Weapon Defense (PHB & CW): This feat tree has some good benefits but as feat starved as the Soulknife is it is probably best to avoid it.
Two Weapon Fighting (PHB & CW): The base feat is good for builds that plan on dual wielding. After that is becomes chancier. If you can afford the feat go Improved TWF too (and qualify for Tempest).
Up the Walls (PHB): Who wouldn’t want to be able to run on walls? Seriously this is a good feat for high mobility builds.
Weapon Finesse (PHB): A feat that helps reduce MAD. It might be worthwhile in a heavily focused Dex build like a thrower or TWF type Soulblade.
Whirlwind Attack (PHB): The Bladewind class ability basically covers this for the Soulknife. You shouldn’t need to take it.
Zen Archery (CW): Lets your Soulknife use Wis for targeting thrown attacks. Might be useful in some odder builds but most will not need it.
Kalashtar FeatsShield of Thought (RoE): Allows the Soulknife to create a shield in addition to a mind blade. Mechanically it is somewhat similar to creating dual Mind Blades. This is a very interesting feat in sword & shield builds. I personally think that this is a feat that should not be race specific and could easily be converted into a general Psionic feat.
Spiritual Force (RoE): A weak “Practiced Spellcaster” like feat for the Soulknife. It will be situationally useful but I would avoid it in most builds. It also grants a secondary effect of faster blade manifesting ... that is inferior to the class ability gained at 5th level anyway ... but it might be OK for a build with only 1 to 4 levels of Soulknife.
Dancing with Shadows (RoE): This is a Tactical Feat that *sounds* really cool but mechanically I find it lacking. A roleplaying feat pick only.
Kalashtar Thoughtshifter (RoE): Another Tactical Feat but one that is Soulknife specific. The
Shifting Blade component is very interesting and potentially useful against some types of DR.
SkillsIf you are looking at PrCs remember that many of them require skills that are cross class for the Soulknife. Plan your build accordingly to make sure that you will qualify for the stuff you want when you want to take it.
Autohypnosis: This interesting psionic skill is worth taking ranks in because it is useable in a wide variety of situations. This skill reminds me of a Swiss Army Knife. It has lots of possible applications from resisting death to memorizing critical info.
Climb: Since the Soulknife can’t fly and not all of them have Up the Walls this can be a good skill to take. Don’t go crazy though there are better skills in the class list.
Concentration: Recommended for builds that will be developing casting or manifesting later on (like builds with Warmind, Pyrokineticist, etc.). It’s also useful for builds that plan on using Psychic Strike a lot. 7 ranks is needed to qualify for Psionic Meditation.
Craft: Probably not needed unless you are going for Exotic Weapon Master or want to add some flavor to your build.
Hide: Your Soulknife probably doesn’t have Sneak Attack, but it is still good to be able to be stealthy. Ambush is a great tactic even without levels in Rogue. As Psychic Strike somewhat mirrors Sneak Attack you can act a little like the Rogue ... seemingly appearing out of nowhere and doing a ton of damage on that first hit.
Jump: Aside from its general battlefield utility 8 ranks in this skill will be needed to qualify for Leap Attack if you are building a charger.
Knowledge (psionics): There is an old saying that Knowledge is Power. It’s only half true in this case though. Mostly this skill helps you qualify for PrCs and identify psionic monsters. Take a few ranks in most builds but don’t go crazy.
Listen: I’m a big fan of Listen and Spot. If you can’t find your foes you can’t do anything to hurt them. Also walking into an ambush is no fun. These are the skills you need to avoid that sort of mess or minimize the damage if it does happen. Take ranks in these skills!
Move Silently: The counterpart to Hide. Great for getting into position to attack.
Profession: Great for rounding out your character. Not so great for CO.
Spot: See Listen above.
Tumble: A must have skill for the mobile character. This skill lets you get places on the battlefield that otherwise you might not be able to and it helps in avoiding AoOs.
Mind Blade EnhancementsDon’t forget that a Soulknife can trade out enhancements based on what he will be facing. It takes time but when he knows to prepare for something then he can customize his Mind Blade to fit the situation. Nearly every enhancement has the potential to be useful at some time or another ... though some more or less so than others.
Defending (+1) Not one of my favorite enhancements. It does offer the Soulknife combat options especially at higher levels when the Mind Blade has a better enchantment bonus and no one will ever complain when that +1 to AC saved their tail in a fight. But even so in most cases I would probably choose something else.
Keen (+1) This enhancement is generally a pretty good one. It is especially noteworthy on builds that include a large race or one with powerful build. It adds fairly nicely to Bodyfeeder for high level play.
Lucky (+1) I *love* this enhancement. For the time when you positively absolutely have to hit and then roll poorly this enhancement rules. Its biggest limit is that it is a once per day deal.
Mighty Cleaving (+1) If your build has the Cleave feat and you know that you will be facing a hoard of low level foes or a swarm it would make tons of sense to use this. In builds without Cleave it is useless.
Psychokinetic (+1) Grants a bit of extra damage that automatically bypasses DR. Not bad at low levels and potentially very good on dual wield builds with a fair number of attacks.
Sundering (+1) Lucky for your Soulknife his weapon can’t be taken away by Sunder. However with this enhancement they can’t say the same. In some situations Sunder can be incredibly useful. Don’t forget that you can sunder when throwing your Mind Blade and not just in melee. Sundering bows can be especially effective. All that said I’m not a big fan of breaking potential treasure even if it is likely to go to other party members.
Vicious (+1) The real question with this enhancement is will the extra damage kill your foes before it kills you. In builds that can avoid getting hit a lot (high AC, evasion, etc.) I might consider it. I would feel even better if the character had some means of automatic healing like a Ring of Regeneration. In most situations though I would avoid Vicious.
Collision (+2) Does a bit more damage that Psychokinetic but doesn’t have the advantage of bypassing DR. The main utility here is that Collision works well with Power Attack. So against low AC targets it can be a real boon.
Mindcrusher (+2) Great against psionic foes especially ones with fewer PP like Psychic Warriors. If your Soulknife knows he will be going up against psionic foes then this enhancement would be a good pick.
Psychokinetic Burst (+2) As Psychokinetic above but also does a bit more extra damage on crits. My opinion is that this is most useful in builds that have somehow increased the crit multiplier of the Mind Blade (for instance a build with Master Thrower) since the extra damage depends heavily on the this.
Suppression (+2) A highly debated enhancement. No one argues that it isn’t a good thing to dispel your foes buffs and defensive spells on a hit ... however the argument is over manifester level. By RAW the Soulknife doesn’t have Manifester Levels so it would look like he rolling a straight d20 +5. Some have suggested that the Soulknife be treated as having ML equal to his class level. Others say treat him as having ML 10, the minimum needed to enchant a normal weapon with this property. Talk with your DM on this one. The ruling will strongly determine how useful this enhancement is.
Wounding (+2) Very strong enhancement especially in builds with lots of attacks. Throwing builds probably shouldn’t take this one until after 17th level but melee, especially TWF builds can absolutely destroy some foes with this. With some foes it’s a lot easier to take them down by Con damage than by HP.
Body Feeder (+3) I like the idea of gaining HP as my Soulknife’s foe looses them. The weakness is that it works on a crit and the temporary HP don’t stack. Combine with Keen to make this slightly better. Of all the +3 enhancements this is the one I would be most likely to use ... but in most situations I think that you could do better with a combination of lower level enhancements.
Mindfeeder (+3) Absolutely useless for the Soulknife pre-epic since they can’t use the extra PP gained. The exceptions might be a build with War Mind or other manifesting class or if you plan on fighting another Soulknife and even then it is still questionable. The latest errata seriously nerfed Mindfeeder making a once per day ability. Blegh.
Soulbreaker (+3) Negative levels on critical hits? I would pass in most situations.
Vow of PovertyThis BoED sacred feat is about as effective for a Soulknife as it is for a Monk. Basically the Vow gives bonuses similar to what it is expected items at that level might grant with the notable exception of flight. Unlike the Monk as VoP Soulknife has a nice ranged attack which helps mitigate the lack of flight just a bit. A major drawback though is that there are few additional sacred feats that really benefit the Soulknife thus wasting one of the other big draws for VoP. You may want to talk to your DM about house ruling a few new feats in, for instance a Purify Mind Blade feat that would work in a similar fashion to Purify SLA.
Overall Vow of Poverty makes a Soulknife noticeably stronger in the mid-levels but there is a point of diminishing returns. Eventually the specialized equipment one could have is generally better than the generic VoP bonuses.
One area where Vow of Poverty really does shine is in Soulknife ‘lite’ builds. One could easily take only a few levels of the Soulknife class and then rely on the Vow of Poverty bonuses for enchantment bonuses. This kind of VoP Soulknife will have a weaker Mind Blade but can compensate by more easily dipping into other classes. The other psychic classes, full BAB classes, and non-component ‘caster’ classes like the Warlock are generally best here.
VoP is a character defining choice. Make sure that you know what you are getting into when picking this.