TEXT: ◆ Soulknives II ◆
  By Chris Benett
  
  1
  Author: Chris Bennett
  Interior Design: Erik Nowak
  Interior Layout: Jeremy Smith
  Interior Artwork: Troy Graham, Jesus Garcia Lopez
  Publisher: Jeremy Smith
  Psionics Augmented requires the use of Psionics Unleashed: Core Psionics System, © 2010 Dreamscarred 
  Press.  See http://dreamscarredpress.com for more information on Psionics Unleashed.
  Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by 
  the third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and 
  Peter Adkison. 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open 
  Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, 
  proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade 
  dress. (Elements that have previously been designated as Open Game Content or are in the public domain 
  are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this 
  game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No 
  portion of this work other than the material designated as Open Game Content may be reproduced in any 
  form without written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo 
  Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying 
  Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and 
  the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are 
  used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/
  compatibility for more information on the compatibility license.
  Psionics Augmented: Soulknives is published by Dreamscarred Press under the Open Game License version 
  1.0a Copyright 2000 Wizards of the Coast, Inc. 
  © 2016 Dreamscarred Press
  Psionics Augmented
  Soulknives II
  
  2
  Psionics Augmented
  Foreword
  First, I want to thank you for checking out this 
  chapter of the Psionics Augmented lineup, that of 
  course being for the soulknife class! As the developer 
  of the Path of War line, when Psionics Augmented 
  was being discussed I immediately jumped on this 
  class, one of my all time favorites of the psionic 
  classes. What can I say? I love combat! From its first 
  appearance in early editions of our preceding game 
  system, the soulknife has always had a special place 
  in my heart for the image it embodied - the epitome 
  of mind over matter. There is something really cool 
  about being able to create a blade of psychic energy 
  right out of nowhere! Since its origins, the soulknife 
  class has gotten better and better, and with its latest 
  incarnation in the pages of Ultimate Psionics, the 
  soulknife has finally come home and I’m honored to 
  be able to take part in molding the class. Check out 
  what’s next for the soulknife! I think in the end you’ll 
  agree with me that the mind is the sharpest weapon 
  that you - or your character! - will ever wield.
  Chris “ErrantX” Bennett
  Developer
  Dreamscarred Press
  Introduction
  Welcome to part two of Psionics Augmented: 
  Soulknives! While part one covered new archetypes 
  and blade skills, within the pages of this book, you 
  will find new feats, traits, prestige class options, 
  psionic powers, and psionic items.
  Feats and Traits - This chapter brings soulknife 
  and mind blade using feats, multiclass feats for 
  soulknives who dabble in the arts of other psionic 
  classes, and traits for psionic characters.
  Prestige Classes Augmented - This chapter 
  provides soulknife specific alterations to existing 
  prestige classes to better use them with the unique 
  talents of the soulknife, as well as new prestige 
  classes for highly specialized soulknives. Ultimate 
  Psionics, Path of War, and Path of War: Expanded 
  may be necessary to use some of these prestige 
  classes properly.
  Psionic Powers and Items - Soulknife-specific 
  psionic items as well as psionic powers that are 
  unique to the gifted blade soulknives.
  With Psionics Augmented: Soulknives you will find a 
  whole wealth of new options to make your soulknife 
  and the idealized-blade of mental power that they 
  wield into the weapon you’ve always wanted to wield 
  in your Pathfinder RPG games!
  Soulknives, High Psionics Campaigns, and You: Depending on the type of campaign world you play in, 
  if the GM would call it a ‘high psionics campaign’, it would be within reason to allow soulknives to add the 
  manifesting and power progression of the Gifted Blade archetype to all soulknives by default, for a more 
  ‘psionic’ soulknife. This gives the soulknife more of a competitive edge in a world where manifesting and/or 
  magic is highly dominant without compromising the combat abilities of the class. The Gifted Blade archetype 
  in return adds some additional flexibility as well as in and out of combat versatility to the soulknife that lets 
  it stand as both a combative and psionic equal to classes like the psychic warrior or marksman. In games 
  with higher levels of expertise, powerful classes and abilities, or just generally better toys available to people, 
  it would be considered prudent to add the Gifted Blade archetype’s powers to the soulknife to keep them 
  competitive.
  
  3
  Psionics Augmented
  Feats and Traits
  The heart of any character comes down to a 
  variety of things - choices within the class’ list of 
  abilities, and the feats they may select upon their 
  way that determine how they are able to interact 
  with the world and how their powers work. Within 
  this chapter, we’ll explore new traits and feats for 
  soulknives that will help them in both the field of 
  combat as well as ways that improve their quality of 
  play.
  FEATS
  The following are feats that may be selected by 
  psionic characters, many specifically designed for 
  soulknives. For the purposes of feats that call for 
  generating a mind blade, the call weaponry psionic 
  power counts for this prerequisite.
  FEAT DESCRIPTIONS
  Blade of Terror (General)
  You have learned to blend the fearsome arts of the 
  dread with your mind blade.
  Prerequisites: Ability to generate a mind blade, 
  knowledge of one blade skill and one terror
  Benefit: You may use your mind blade to deliver 
  your terrors as if you had used your devastating 
  touch, and you may add half your soulknife level 
  (rounded down) to your dread level to determine 
  saving throws for your terrors. Additionally, anytime 
  you successfully use a fear effect (either 
  through a terror or a manifested power) 
  you may regain your psychic strike as a 
  free action once per round.
  Brutal Surge (Psionic)
  You are able to manifest powers 
  using your anger to a greater 
  degree.
  Prerequisites: Ability to manifest a rage 
  blade, ability to manifest 1st level powers 
  from the gifted blade list.
  Benefit: You may treat the enhancement 
  bonus increase from your rage blade as the 
  wild surge class feature (see wilder base class 
  for details) on powers that you manifest. You 
  spend one round of your rage blade usage and initiate 
  a wild surge and risk psychic enervation as per the 
  wilder class (using the brutality blade’s enervation 
  penalty). 
  Critical Imbuement (Psionic)
  You are able to recharge your psychic strike through 
  truly potent attacks invigorating your confidence.
  Prerequisites: Psychic Strike +1d8
  Benefit: One per round when you make a successful 
  critical hit you may recharge your psychci strike as a 
  free action (even if it is not your turn).
  Dancing Shadow Retribution (Psionic, Style)
  You have mastered the cloak dancer’s evasive 
  combat style, blending in lightning fast strikes to your 
  defensive dance.
  Prerequisites: Ability to generate a mind blade, 
  psychic strike +1d8, Cloak Dance, Dancing Shadow 
  Waltz, Psionic Meditation, Acrobatics 9 ranks, Stealth 
  9 ranks
  Benefit: When performing a cloak dance as a full 
  round action, you gain total concealment and you 
  may recharge your psychic strike while moving up to 
  your base speed. When foes make attacks against you, 
  these attacks provoke attacks of opportunity from 
  you while you’re under concealment from your cloak 
  dance.
  
  4
  Psionics Augmented
  Dancing Shadow Style (Psionic, Style)
  You’ve learned to turn your evasive combat style 
  into a potent meditative technique.
  Prerequisites: Ability to generate a mind blade, 
  psychic strike +1d8, Cloak Dance, Acrobatics 2 ranks, 
  Stealth 7 ranks
  Benefit: When performing a cloak dance (see the 
  Cloak Dance feat), you may charge your psychic strike.
  Dancing Shadow Waltz (Psionic, Style)
  Your evasive combat style allows you to move 
  through danger without worry.
  Prerequisites: Ability to generate a mind blade, 
  psychic strike +1d8, Cloak Dance, Dancing Shadow 
  Style, Psionic Meditation, Acrobatics 5 ranks, Stealth 
  7 ranks
  Benefit: When performing a cloak dance as a full 
  round action you may move up to your base speed 
  while gaining concealment.
  Deadly Imbuement (Psionic)
  You are able to siphon off residual psychic 
  impressions to recharge your psychic strike from 
  fallen foes.
  Prerequisites: Psychic Strike +1d8
  Benefit: Whenever you reduce a foe to 0 hit points 
  or less, you may recharge your psychic strike as a free 
  action once per round. Foes slain in such a manner 
  must possess an Intelligence score of 3 or more for 
  you to be able to recharge your psychic strike.
  Feat
  Type
  Prerequisites
  Benefit
  Blade of Terror
  General
  Ability to generate a mind blade, 
  knowledge of one blade skill and one 
  terror
  Combine elements of the dread and soulknife 
  classes.
  Brutal Surge
  Psionic
  Ability to manifest a rage blade, ability 
  to manifest powers.
  Use rage blade rounds to initiate a wild surge 
  for manifesting powers
  Critical 
  Imbuement
  Psionic
  Psychic Strike +1d8
  Make a successful critical hit and recharge 
  your psychic strike.
  Dancing 
  Shadow Style
  Psionic, Style
  Ability to generate a mind blade, 
  psychic strike +1d8, Cloak Dance, 
  Acrobatics 2 ranks, Stealth 7 ranks
  When performing a cloak dance, you may 
  charge your psychic strike.
  -Dancing 
  Shadow Waltz
  Psionic, Style
  Ability to generate a mind blade, 
  psychic strike +1d8, Cloak Dance, 
  Dancing Shadow Style, Psionic 
  Meditation, Acrobatics 5 ranks, Stealth 
  7 ranks
  When performing a cloak dance, the character 
  gains total concealment as a move action 
  and may charge his psychic strike and when 
  taking a full round action he may move up to 
  his base speed.
  --Dancing 
  Shadow 
  Retribution
  Psionic, Style
  Ability to generate a mind blade, 
  psychic strike +1d8, Cloak Dance, 
  Dancing Shadow Waltz, Psionic 
  Meditation, Acrobatics 9 ranks, Stealth 
  9 ranks
  When performing a cloak dance, gain total 
  concealment and recharge psychic strike and 
  attacks against the character provoke attacks 
  of opportunity when concealment protects 
  him.
  Deadly 
  Imbuement
  Psionic
  Psychic Strike +1d8
  Reduce a foe to 0 hp to recharge your psychic 
  strike
  Imbuement of 
  the Phantom 
  Weapon
  Psionic
  Ability to generate a mind blade, 
  psychic strike +1d8
  Gain the ability to imbue a weapon with a 
  psychic strike.
  Improved 
  Psychic Strike
  Psionic
  Base attack bonus +6, Psychic Strike 
  +2d8
  Expend psionic focus with psychic strike to 
  apply psychic strike damage to all mind blade 
  attacks for one round
  Metapsionic 
  Knife
  Psionic
  Ability to generate a mind blade, 
  ability to manifest 1st level psionic 
  powers, Psionic Meditation
  Use mind blade to deliver touch powers.
  Mind Sniper
  General
  Ability to generate a mind blade, 
  knowledge of one blade skill, style 
  technique
  Combine elements of the marksman and 
  soulknife classes.
  Pattern Blade
  General
  Ability to generate a mind blade, 
  knowledge of one blade skill and one 
  insight
  Combine elements of the cryptic and soulknife 
  classes.
  Swift 
  Imbuement
  Psionic
  Ability to generate a mind blade, 
  psychic strike +1d8
  Charge a mind blade with psychic strike 
  damage as a swift action.
  
  5
  Psionics Augmented
  Imbuement of the Phantom Weapon 
  (Psionic)
  You have learned how to suspend a destructive 
  psychic field on weapons other than your mind blade.
  Prerequisites: Ability to generate a mind blade, 
  psychic strike +1d8
  Benefit: You may charge your psychic strike on 
  a weapon other than your mind blade as if it were 
  your mind blade and release it on a foe in the same 
  manner. You may only maintain a number of charged 
  weapons equal to the number of psychic strike dice 
  you possess. If the charged weapon ever leaves your 
  possession (either by being thrown or by being taken 
  or lost), then the weapon loses its charge the following 
  round. The weapon loses its held charge when you 
  sleep or if you’re knocked unconscious or killed.
  Improved Psychic Strike (Psionic)
  You have mastered a way to prolong the charge on 
  your psychic strikes to devastate a foe for multiple 
  attacks.
  Prerequisites: Base attack bonus +6, Psychic Strike 
  +2d8
  Benefit: You may expend your psionic focus when 
  you use your psychic strike to apply your psychic 
  strike damage to all mind blade attacks you make 
  until the start of your next turn.
  Metapsionic Knife (Psionic)
  You have learned to blend your ability to manifest 
  powers with your mind blade, using it as a conduit 
  for some of your powers.
  Prerequisites: Ability to generate a mind blade, 
  ability to manifest 1st level psionic powers, Psionic 
  Meditation
  Benefit: You may use your mind blade to deliver 
  touch or ranged touch powers. As a standard action, 
  you may manifest a power with the range of touch 
  or close and make a single attack, expending your 
  psionic focus. If this attack is successful, then the 
  attack deals damage from the mind blade and the 
  effects of the power manifested with this ability. 
  Mind Sniper (General)
  You have mastered ways to use your psychically-
  generated weapons in a deadly and precise manner.
  Prerequisites: Ability to generate a mind blade 
  or mind bolt, knowledge of one blade skill, style 
  technique class feature
  Benefit: Your mind blade or mind bolt always 
  counts as a favored weapon for your favored weapon 
  class feature, and your levels in soulknife count as 
  marksman levels when determining your favored 
  weapon bonuses. 
  Pattern Blade (General)
  You have learn to use your patterned logic and 
  apply it to your techniques with your mind blade.
  Prerequisites: Ability to generate a mind blade, 
  throw mind blade or launch soul bolt, knowledge of 
  one blade skill and one cryptic insight
  Benefit: As a standard action, you may throw your 
  mind blade or launch a soul bolt at your full base 
  attack bonus. If the attack is successful you may 
  add your disrupt pattern class feature to the attack’s 
  damage, along with insights that may modify this 
  effect as well as with abilities like Psionic Shot or 
  Psychic Strike.
  Swift Imbuement (Psionic)
  You have learned how to efficiently charge your 
  mind blade’s psychic strike to make it more available 
  in combat.
  Prerequisites: Ability to generate a mind blade, 
  psychic strike +1d8
  Benefit: You may charge your psychic strike as a 
  swift action.
  Normal: You charge your psychic strike as a move 
  action.
  TRAITS
  Contest of Blades (Combat)
  When clinching blades with an enemy, your 
  countenance is unnerving to some.
  Benefits: You gain a +1 Trait Bonus on Initiative. 
  Once per day, in the surprise round of combat you 
  may perform an intimidate check to demoralize vs a 
  flat-footed opponent as a free action.
  Mind Blade Dancer (Psionic)
  Your graceful combat style enlivens your mind 
  blade to illumination.
  Benefits: Perform (Dance) becomes a class skill if 
  it is not already. You gain the crystal light talent and 
  can manifest this power with a manifester level of 1. 
  If you have manifester levels from a psionic class, you 
  may instead use the manifester level from that class. 
  Your mind blade or equivalent ability (i.e. mind bolt, 
  etc) is considered a crystal object for the purpose of 
  this talent.
  Mischievous Blade (Combat)
  Your mind blade shares your devious streak.
  Benefits: You gain a +2 trait bonus to combat 
  maneuver checks while performing a dirty trick with 
  your mind blade or equivalent melee-ranged ability 
  (i.e. mindclaws, etc).
  
  6
  Psionics Augmented
  Natural Blade (Psionic)
  You’ve learned to continue some of your soulknife 
  training even when exploring different trades.
  Benefits: You add +2 trait bonus to your soulknife 
  level to determine the strength of your mind blade 
  enhancement and access to blade skills as if your 
  soulknife level were two higher (this does not 
  improve blade skill effectiveness, only your ability to 
  meet prerequisites). Your effective mind blade level 
  cannot exceed your character level. The character 
  must have the enhanced mind blade class feature 
  (or its equivalent) to actually receive the magical 
  enhancement bonus to the mind blade.
  Personalized Trick (Psionic)
  You’ve got an innate knack for mimicking a weapon 
  enhancement not normally found in mind blades.
  Benefits: Choose a magical weapon (or armor/
  shield) property that is not listed as available with 
  the mind blade enhancement class feature. You 
  may select that property when choosing abilities for 
  Enhanced Mind Blade (or its equivalent). Weapon 
  properties such as bane that have a variable property 
  to them must specify that variable when selecting 
  this trait; this choice is permanent. 
  Trickshot Soul (Combat)
  You are particularly gifted with using your mind 
  blade at range.
  Benefits: +1 trait bonus to ranged attack rolls using 
  throw mind blade or equivalent ability (i.e. mind bolt, 
  etc). You gain the trick shot talent and can manifest 
  this power with a manifester level of 1. If you have 
  manifester levels from a psionic class, you may 
  instead use the manifester level from that class. 
  Prestige Classes 
  Augmented
  The nature of prestige classes and how they interact 
  with the soulknife is limited in many respects. Most 
  soulknives do not have any manifesting ability and 
  there are definitely prestige classes that could benefit 
  soulknives more specifically than they currently 
  do. To that end, in this chapter we’ll explore some 
  previously published prestige classes from Ultimate 
  Psionics and new soulknife specific options for them, 
  as well as several new prestige classes unique to the 
  soulknife class.
  Existing Prestige Classes
  Presented below are new options for existing 
  psionic prestige classes and how they can interact 
  with different soulknives depending on character 
  choices and archetypes selected.
  The Adaptive Warrior
  The adaptive warrior is a great class that showcases 
  how psionic potential can be used in combat 
  situations to allow for a soulknife to truly excel by 
  reading an enemy and changing tactics to suit them. 
  Depending on how the single class soulknife meets 
  the prerequisites for this class, use the following 
  modifications.
  Manifesting: In place of manifesting, the adaptive 
  warrior soulknife may choose one of the following 
  paths based on how they qualified for the class.
  Non-Manifesting Soulknife: Advance the mind 
  blade by one level at each level of the prestige 
  class for the purposes of determining the mind 
  blade enhancement class feature, and levels in this 
  prestige class count as soulknife levels to determine 
  the effects and prerequisites for blade skills. If this 
  option is chosen, then the adaptive warrior class will 
  not advance manifesting for any other class for this 
  character - the class is locked into supporting his 
  mind blade. This option allows for the soulknife to 
  take advantage of a host of new class features that 
  aid him in ways comparable to blade skills, but also 
  doesn’t reduce him in power so drastically as a result.
  Gifted Blade: Advance the soulknife’s mind blade 
  by one level for the purposes of the mind blade 
  enhancement class feature as well as their gifted 
  blade manifesting on the eight levels that increase 
  manifesting. This does not increase his abilities with 
  blade skills. This keeps the character roughly on 
  pace with his abilities as normal without drastically 
  
  7
  Psionics Augmented
  reducing his power set. If this option is chosen, 
  then the adaptive warrior class will not advance 
  manifesting for any other class for this character - 
  the class is locked into supporting his mind blade and 
  gifted blade powers.
  War Soul Soulknife: Advance the soulknife’s mind 
  blade by one level for the purposes of the mind blade 
  enhancement class feature as well as their martial 
  initiating on the eight levels that increase manifesting. 
  This does not increase his abilities with blade skills. 
  This option shores up the martial options of the class 
  with maneuvers and stances to best fit the nature of 
  this class as a more combat focused option. If this 
  option is chosen, then the adaptive warrior class will 
  not advance manifesting at all for this character - the 
  class is locked into supporting his mind blade and his 
  martial maneuver progression.
  THE ELOCATOR
  The elocator is the type of class that soulknives 
  would love to have, if they could meet the manifesting 
  requirements of this class. The emphasis on 
  manifesting is minor, and soulknives appreciate the 
  emphasis on speed, mobility, and complete control 
  over their position. To make this more compatible 
  with soulknives, we propose these optional, alternate 
  rules:
  Prerequisites: Remove the manifesting 1st level 
  powers requirement. Add in the ability to generate 
  a mind blade, mind blade enhancement +1, and the 
  Ghost Step blade skill.
  Manifesting: Each level of manifesting increases 
  the soulknife’s effective level with his mind blade 
  enhancement class feature.
  Transporter: Change this ability to grant the blade 
  skill Cleave Space instead as a free blade skill. If there 
  character already possesses this, then the soulknife 
  may choose another blade skill of their choice that 
  they meet the prerequisites for
  The Mystic Archer
  The mystic archer is a terrific class that does not 
  naturally lend itself to soulknives beyond those of 
  the soulbolt archetype, being largely the province 
  of the marksman. This being said, the Mystic Archer 
  also enables a popular trope with the blind warrior 
  concept, so if we twist it a little bit we can more 
  enable the blind swordsman angle instead and the 
  soulknife (and others, for that matter) may find a 
  home here. The mystic archer / mystic swordsman 
  has the following rules:
  Prerequisites: Change the prerequisite feats to 
  Blind-Fight, Intuitive Fighting, and Psionic Weapon. 
  Otherwise, the base attack bonus requirement of +6 
  and 6 ranks of Perception are still required. If the 
  character possesses the Focused Offense blade skill, 
  he can forgo the Intuitive Fighting feat.
  Ranged Sneak Attack: This feature becomes an 
  increase for psychic strike on these levels. If the 
  psychic strike class feature was not possessed, then 
  they gain that class feature for use with their mind 
  blade (or with powers like call weaponry).
  THE PYROKINETICIST
  The pyrokineticist is a great match for the soulknife, 
  as it combines furious melee abilities and ranged 
  support, supernatural abilities that are similar but 
  different to powers, and adds a level of interesting 
  character to it because it doesn’t require a lot of 
  psychic muscle to get into. The fire lash ability 
  High Psionics Campaign Options: Blade Skills, Gifted Blades, and Prestige Classes: Some soulknife 
  class features and blade skills depend wholly on their class level influencing their competitive edge, and 
  with prestige classes you may significantly weaken otherwise necessary abilities to your success with the 
  class. To that end, classes that advance a soulknife’s mind blade also count as soulknife levels to determine 
  the effectiveness of blade skills and other soulknife class level specific effects. This options assumes that all 
  of your soulknives are gifted blade soulknives who have retained their psychic strike class feature.
  Using this option, gifted blades that enter into prestige classes that advance manifesting for their 
  gifted blade powers also advance their mind blade enhancement bonus as well, as the two abilities are 
  intimately tied together with this option. The inverse is true on classes that specifically advance mind 
  blade enhancement bonuses, the character’s gifted blade manifesting is advanced (and only gifted blade 
  manifesting - if the character possesses other manifesting classes, these are not advanced by this optional 
  rule). If the class specifically advances manifesting and specifically advances the mind blade, then the gifted 
  blade’s manifesting and mind blade are advanced independently so as to not receive double the normal 
  advancement rate (or if they possessed manifesting from another class, they could choose to advance that 
  manifesting class’s powers instead; example being a soulknife/psychic warrior who advances their mind 
  blade and psychic warrior manifesting, but does not advance their gifted blade manifesting).
  
  8
  Psionics Augmented
  supports the mind blade as a concept, but does little 
  more than allow its basic use and upgrades the whip. 
  With the following options, we’ll incorporate more of 
  the soulknife into the class with a few small changes:
  Hand Afire: The soulknife pyrokineticist does not 
  receive this class feature.
  Mind Blade Advancement: Starting at 1st level, 
  the pyrokineticist class counts as soulknife levels to 
  determine their mind blade enhancement bonus.
  Fire Lash: The character is automatically consid-
  ered to act as if he had the Altered Blade skill with use 
  with his fire lash.
  THE WAR MIND
  The War Mind is a perfect, natural fit for the 
  soulknife, with the downside of it not helping out 
  the character’s mind blade advancement at all. For 
  the soulknife who wants to learn the arts of the War 
  Mind and is willing to sacrifice its power progression, 
  then this is an option available to you:
  Manifesting: The war mind gains no manifesting 
  ability from this class.
  Warrior’s Journey: The soulknife who becomes a 
  war mind has a few options on how to rework this 
  class feature.
  Non-Manifesting Soulknife: Advance the mind 
  blade by one level at each level of the prestige class 
  for the purposes of determining the mind blade 
  enhancement class feature, and levels in this prestige 
  class count as soulknife levels to determine the 
  effects and prerequisites for blade skills. If this option 
  is chosen, then the war mind class will not advance 
  manifesting for any other class for this character - the 
  class is locked into supporting his mind blade. 
  Gifted Blade: Advance the soulknife’s mind blade 
  at 2nd level through 9th level at each level for the 
  purposes of the mind blade enhancement class 
  feature as well as their gifted blade manifesting. This 
  keeps the character roughly on pace with his abilities 
  as normal without drastically reducing his power 
  set. If this option is chosen, then the war mind class 
  will not advance manifesting for any other class for 
  this character - the class is locked into supporting his 
  mind blade and gifted blade powers.
  War Soul Soulknife: Allow the war mind’s levels 
  to stack with the war soul soulknife for advancing 
  the mind blade’s enhancement bonus and the war 
  soul’s initiator level, maneuvers known, maneuvers 
  readied and stances at all levels except 1st and 10th. 
  This option shores up the martial options of the class 
  with maneuvers and stances to best fit the nature of 
  this class as a more combat focused option. If this 
  option is chosen, then the war mind class will not 
  advance manifesting at all for this character - the 
  class is locked into supporting his mind blade and his 
  martial maneuver progression.
  Well of Power: The war mind no longer gains this 
  class feature; instead, the character may select a new 
  blade skill at this level. 
  NEW PRESTIGE CLASS
  Presented below is a new prestige class for the 
  soulknife, the ashen blade. 
  The Ashen Blade
  Warriors of a psionic order of murderers and 
  cutthroats, the Order of Ashes is known and feared 
  for its art of the silent, sudden kill. They’ve learned 
  to strike once and strike fast and hard for the utmost 
  in lethality. To this end, they have learned how to 
  harness their psychic strike and hone it to a razor’s 
  edge for use with their mind blades, augmenting its 
  killing power through their deep meditations and 
  awakening of great psychic potential. While greatly 
  feared where they’re active, legend says you can 
  find these killers by the stain of ashes on their palms 
  - this is a false rumor started by the ashen blades 
  themselves as a way to throw their foolish pursuers 
  off their trail.
  Hit Die: d8
   
  REQUIREMENTS
  Skills: Knowledge (Psionics) 2 ranks, Sleight of 
  Hand 2 ranks, Stealth 5 ranks.
  Feats: Combat Expertise, Improved Feint.
  Blade Skills: Must possess the Mind Daggers blade 
  skill.
  Special: Must possess the psychic strike class 
  feature or the covert training class feature. 
  CLASS SKILLS
  The ashen blade’s class skills (and the key ability 
  modifiers) are Acrobatics (Cha), Bluff (Cha), Climb 
  (Str), Craft (Int), Disable Device (Dex), Intimidate 
  (Cha), Knowledge (local) (Int), Spellcraft (Int), Stealth 
  (Dex), Survival (Wis), and Swim (Str).
  Skill Points per Level: 4 + Int modifier.
   
  CLASS FEATURES
  Weapon and Armor Proficiency: Ashen blades 
  gain no additional weapon or armor proficiencies.
  Manifesting: An ashen blade gains manifesting 
  ability if he did not already have it. His power points 
  per day, powers known, and maximum power level 
  
  9
  Psionics Augmented
  known are given on Table: The Ashen Blade. He 
  chooses his powers from the Gifted Blade power list. 
  To learn or manifest a power, he must have a Wisdom 
  score of at least 10 + the power’s level, the save DCs 
  for his powers are Wisdom-based, and he uses his 
  Wisdom score to determine bonus power points. 
  His manifester level for these powers is equal to his 
  class level plus his soulknife level (not to exceed his 
  character level).
  Alternatively, if the ashen blade was capable of 
  manifesting psionic powers as a gifted blade soulknife 
  before becoming a ashen blade, he may choose to 
  forgo this training, instead opting to progress his 
  existing manifesting class at each level of this prestige 
  class. At each level, he gains power points, access to 
  new powers, and an improved manifester level as if 
  he had gained a level as a gifted blade.
  Once the ashen blade has chosen his manifesting 
  path, it can never be changed – not even with effects 
  such as psychic reformation.
  Augmented Strike (Su): At 1st level, the ashen 
  blade is capable of augmenting his attacks with 
  psychic power to make them far more deadly. His 
  level determines what abilities are available to him, 
  and he must spend a number of power points as 
  a swift action to generate these augmentation 
  effects (if applicable, not all abilities are 
  subject to augmentation) which last 
  for one round or until used on his next 
  attack. If the attack misses, the charge 
  is maintained until his next successful 
  attack (melee or ranged) or until his 
  next turn when they expire. He may 
  not perform another augmentation 
  until the previously manifested augmentation 
  has been used or dismissed. A ashen blade 
  may not spend more power points on 
  augmenting his attacks than his class level. 
  A ashen blade may utilize his augmented 
  strike ability a number of times per day 
  equal to 5 + Wisdom modifier (minimum 
  of 1) per day. At first level he may apply a 
  single augment, at 4th level he may apply 
  a second augment, and at 7th level he 
  may apply a third augment.
  Table: Augments by Type
  Level
  Ability
  Basic
  Increased Psychic Strike
  Basic
  Focus-Destroying Blow
  Basic
  Stunning Strike
  Basic
  Bypass concealment
  Adept
  Mental Assault
  Adept
  Ghost Breaker
  Adept
  Psychic Vampire
  Master
  Life Quencher
  Master
  Synaptic Disruptor
  
  10
  Psionics Augmented
  Augment Descriptions
  Increased Psychic Strike: The attack inflicts an 
  additional 1d8 points of psychic strike damage. For 
  every 2 power points spent, this damage increases by 
  1d8 points. The attack must be one to which sneak 
  attack damage applies.
  Focus-Destroying Blow: A creature hit by the 
  ashen blade’s attack must make a Will saving throw 
  (DC 12 + Wisdom modifier) or lose its psionic focus 
  in addition to taking the damage from the attack. For 
  every 2 power points spent, the DC increases by 1.
  Stunning Strike: A creature hit by the ashen 
  blade’s attack must make a Fortitude saving throw 
  (DC 10 + Wisdom modifier) or be stunned for 1 round 
  in addition to taking the damage from the attack. For 
  every 2 power points spent, the DC increases by 1.
  Bypass Concealment: The ashen blade’s next attack 
  ignores the miss chance provided by concealment 
  or total concealment. The ashen blade must still 
  attack the correct square when attacking an invisible 
  creature.
  Mental Assault: The ashen blade’s next attack 
  deals 2 points of either Intelligence or Wisdom 
  damage in addition to its normal damage. The ashen 
  blade chooses which type of ability damage to deal 
  when activating the power. For every 2 power points 
  spent, the ability damage increases by 1.
  Ghost Breaker: The ashen blade’s next attack can 
  strike incorporeal creatures, as if her weapon had the 
  ghost touch special ability. This augmentation persists 
  until the ashen blade’s next turn.
  Psychic Vampire: The ashen blade’s next attack 
  drains a number of power points from the target equal 
  to half the damage dealt. Drained power points are 
  available for the ashen blade to use in the following 
  round, but expire at the end of his next turn.
  Life Quencher: A creature struck by the ashen 
  blade’s next attack gains 1d4 negative levels for 1 
  round; a successful Fortitude save (DC 17 + Wisdom 
  modifier) reduces this to 1 negative level bestowed. 
  For every 4 power points spent, the duration of the 
  negative levels is increased by 1 round.
  Synaptic Disruptor: A creature struck by the ashen 
  blade’s next attack cannot cast spells, manifest powers, 
  or use spell-like or psi-like abilities for 1 round unless 
  it succeeds on a Will save (DC 17 + Wisdom modifier). 
  For every 2 power points spent, the DC increases by 1. 
  Assassin’s Blade: At 1st level, the mind blade of the 
  ashen blade becomes dull and partially translucent, 
  as if made of smoke and ashes, to better disguise 
  the weapon and it’s sudden and speedy attacks. The 
  ashen blade’s mind blade continues to grow in power 
  as he walks the path of psionic assassination - each 
  level of this prestige class counts as a level of the 
  soulknife base class when calculating the mind blade 
  enhancement class feature and for determining 
  the effects and prerequisites of blade skills. When 
  making a feint attempt to attack a foe with his mind 
  blade, the ashen blade adds a +4 bonus to the attempt. 
  Additionally, the ashen blade may select a single 
  weapon type as if he had gained the Emulate Melee 
  Weapon blade skill as a form for his mind blade. 
  This must be a light or one-handed melee weapon as 
  anything larger may be too easily noticed. He may 
  select another weapon shape at 4th level, another at 
  7th level, and a final one at 10th level. 
  If the ashen blade is capable of manifesting a 
  panoply of blades, in lieu of the previous abilities, the 
  ashen blade receives the following abilities from this 
  class feature. He receives the Distill Panoply armory 
  Table: The Ashen Blade
  Level
  Base 
  Attack 
  Bonus
  Fort
  Ref
  Will
  Special
  Power 
  Points
  Powers 
  Known
  Max 
  Power 
  Level 
  Known
  1st
  +0
  +0
  +1
  +0
  Augmented strike (basic), assassin’s blade, 
  fast knives (swift action feint)
  1
  1
  1st
  2nd
  +1
  +1
  +1
  +1
  Psychic strike +1d8, cunning
  3
  2
  1st
  3rd
  +2
  +1
  +2
  +1
  Blade skill
  6
  3
  1st
  4th
  +3
  +1
  +2
  +1
  Augmented strike (adept)
  10
  4
  2nd
  5th
  +3
  +2
  +3
  +2
  Psychic strike +2d8
  15
  4
  2nd
  6th
  +4
  +2
  +3
  +2
  Fast knives (free action feint)
  23
  5
  3rd
  7th
  +5
  +2
  +4
  +2
  Augmented strike (master)
  31
  5
  3rd
  8th
  +6
  +3
  +4
  +3
  Psychic strike +3d8
  43
  6
  4th
  9th
  +6
  +3
  +5
  +3
  Blade skill
  55
  6
  4th
  10th
  +7
  +3
  +5
  +3
  Master of Ashes
  71
  7
  4th
  
  11
  Psionics Augmented
  tactic at 1st level and may use this blade skill even 
  if his panoply is not manifested to create a singular 
  dagger (see fast knives below). When using a weapon 
  he is wielding through the use of the Distill Panoply 
  armory tactic and making a feint attempt, he receives 
  a +4 bonus to the attempt.
  Fast Knives (Su): At 1st level, the ashen blade is 
  always capable of bringing a mind dagger to his hand 
  at the speed of instinct and can release them just as 
  fast. The ashen blade may manifest a single mind 
  dagger to attack and then immediately release it after 
  damage has been rolled as part of a standard attack 
  action (the ashen blade may make a free Sleight of 
  Hand or Stealth check as part of this attack to hide the 
  manifestation of the mind blade and its dismissal). 
  At 1st level, this allows the ashen blade to make a 
  feint attempt against his target when using a mind 
  dagger as a swift action. At 6th level, the ashen blade 
  is so skilled that he can make the attempt as a free 
  action once per round as part of that attack. If this 
  feint attempt is successful, the ashen blade inflicts an 
  additional 1d6 points of damage as if he possessed the 
  sneak attack class feature. If the character possessed 
  sneak attack dice from a previous class, these are 
  added to this attack.
  Psychic Strike (Su): Starting at 2nd level, the ashen 
  blade may charge his mind blade with destructive 
  psychic energies as a move action. This effect inflicts 
  an additional 1d8 points of damage and is released 
  into an opponent as a free action as part of an attack. 
  This bonus increases to 2d8 points of damage at 5th 
  level, and to 3d8 points of damage at 8th level. If 
  the ashen blade possessed the psychic strike ability 
  from a previous class, these class features stack to 
  determine the total number of psychic strike damage 
  dice. This functions otherwise exactly as the soulknife 
  class feature of the same name (see the soulknife 
  class, Ultimate Psionics pg 64, for further details on 
  this ability).
  Cunning (Ex): At 2nd level, the ashen blade gains 
  a +1 bonus on Bluff and Stealth skill checks made 
  while maintaining psionic focus. The ashen blade 
  may expend his psionic focus to double this bonus 
  for a single Bluff or Stealth check. If the character 
  possessed the cunning class feature from the cutthroat 
  soulknife archetype, his levels in cutthroat stack with 
  his ashen blade levels to determine its effectiveness; 
  if not then this bonuses increases by +1 at 5th level 
  and again at 9th level. 
  Blade Skill: At 3rd level, the ashen blade may select 
  a new blade skill. He may select an additional new 
  blade skill at 9th level.
  Master of Ashes: At 10th level, the ashen blade’s 
  skill at killing has reached mastery, and his mind 
  blade is the perfect tool for his art. He no longer 
  has a limit to how many times per day he can use 
  his augmented strike ability and any time he kills a 
  creature with at least 1 Hit Die and an Intelligence 
  of 3 or higher, he may recharge his psychic strike or 
  regain his psionic focus (the ashen blade may choose 
  which).
  Option: War Souls and Psionics Augmented: 
  Soulknife Prestige Classes: This is an optional 
  rule that you may use for your campaign if martial 
  initiators are prevalent or if you have a player that 
  is interested in continuing martial maneuvers from 
  Path of War. If you have war soul soulknives that 
  are looking at prestige classes from this book that 
  either do not want to advance manifesting from 
  either the gifted blade archetype (if these powers 
  are granted freely from the high psionics options 
  outlined earlier in this book) or from other classes, 
  you may instead gain maneuvers (known, readied, 
  and stances) as if you had gained a level in war soul 
  soulknife at any level that would otherwise advance 
  your manifester level as a gifted blade.
  
  12
  Psionics Augmented
  Psionic Powers 
  and Items
  In this chapter, Psionics Augmented: Soulknife will 
  explore some new psionic powers that are available 
  to the gifted blade and other manifesters, as well as 
  new psionic items that will broaden the abilities of 
  the soulknife and what they can contribute to their 
  adventuring parties.
  NEW POWERS
  1st-Level Gifted Blade Powers 
  Bestow Blade: Temporarily grant a lesser version of 
  your mind blade to an ally
  Charge Psychic Strike: Charge (or recharge) a psychic 
  strike on your mind blade.
  2nd-Level Gifted Blade Powers 
  Mindscramble: Strike a foe with your mindblade and 
  unleash psychic torment to stun foes.
  3rd-Level Gifted Blade Powers 
  Form Astral Armor: Create a temporary suit of astral 
  armor that protects you in battle.
  4th-Level Gifted Blade Powers 
  Tactile Telekinesis: Grant incredible bonuses to 
  Strength based on manifester level.
  POWER DESCRIPTIONS
  Bestow Blade
  Discipline metacreativity; Level gifted blade 1
  Display Material, Visual
  Manifesting Time 1 standard action
  Range 0 ft.
  Duration 1 min./level; see text (D)
  Saving Throw None; Power Resistance No
  Power Points 1
  You manifest a short duration copy of your mind 
  blade and you may either use it yourself or grant 
  it to an adjacent ally. This mind blade uses the 
  same configuration for your mind blade with the 
  enhancement bonus reduced by 1 (if the enhancement 
  bonus would be 0, consider the weapon a masterwork 
  weapon).
  Augmentation: If you spend an additional 2 power 
  points points, you may alter the range of this power to 
  close range (25 feet + 5 feet per two manifester levels).
  If you spend an additional 3 power points, you 
  may manifest an additional weapon at the same 
  enhancement bonus.
  Charge Psychic Strike
  Discipline psychokinesis; Level gifted blade 1
  Display Audible, Visual
  Manifesting Time 1 move action
  Range Personal
  Duration Instant
  Saving Throw None; Power Resistance No
  Power Points 1
  You may quickly channel energy from your power 
  pool into your mind blade to create a psychokinetic 
  charge which is released as a free action as part of an 
  attack. This charge inflicts an additional 1d8 points of 
  damage.This functions exactly like the psychic strike 
  class feature and may be used to power blade skills 
  or feats that require the expenditure of the gifted 
  blade’s psychic strike.
  Augmentation: For every 4 power points spent, 
  this psychokinetic charge inflicts an additional 1d8 
  points of damage. If you spend 8 or more power 
  points on manifesting this power, you may manifest 
  it as a swift action.
  Form Astral Armor
  Discipline metacreativity; Level gifted blade 3, psychic 
  warrior 3
  Display Material, Visual
  Manifesting Time 1 full-round action
  Range Personal
  Effect Astral Suit; see text
  Duration 1 min./level; see text (D)
  Saving Throw None; Power Resistance No
  Power Points 5
  You form a suit of astral armor, similar to an aegis, 
  of the astral skin, astral armor or astral juggernaut 
  type over your body. The astral suit has the free 
  customizations of associated suit at the appropriate 
  manifester levels (see aegis base class for details) 
  plus an additional 5 customization points. Use your 
  manifester level to determine your aegis level when 
  gaining free customizations from this power. If you 
  already possess the ability to manifest an astral 
  suit you may add these customization points to 
  your astral suit when you manifest this power. If 
  you possess the mind armaments class feature (see 
  armored blade soulknife archetype), you may use 
  these customization points (and any purchased 
  through augmenting this power) to add astral suit 
  customizations to your mind armor.
  
  13
  Psionics Augmented
  Augmentation: For every 2 additional power 
  points you spend, you gain 1 customization point.
  Mindscramble
  Discipline telepathy; Level gifted blade 2
  Display Auditory, Olfactory
  Manifesting Time 1 standard action
  Range Melee or ranged attack (see text)
  Target Your mind blade (or equivalent)
  Duration One round, see text.
  Saving Throw Will (see text); Power Resistance Yes
  Power Points 3
  When manifesting this power, you create a subtle 
  psionic field around your mind blade (or any of 
  its variant types) and strike out at an enemy as a 
  standard action. Your successful attack causes this 
  field to discharge and inflict an additional 2d6 points 
  of nonlethal damage. Additionally, this power stuns 
  foes on a failed Will save for 1d4 rounds.
  Augmentation: For every additional 2 power points 
  spent, increase the damage by 1d6 and increase the 
  stun duration by 1 round. For every 4 additional 
  power points spent on this power, increase the Will 
  save DC by 1.
  Tactile Telekinesis
  Discipline psychokinesis; Level gifted blade 4, psychic 
  warrior 4
  Display Auditory, Material
  Manifesting Time 1 standard action
  Range Personal
  Duration 1 min./level; see text (D)
  Saving Throw None; Power Resistance No
  Power Points 7
  While you manifest this power, you gain a +8 
  circumstance bonus to your Strength score to 
  determine what your lifting and dragging capacity 
  is or when you are making Strength checks to break 
  objects, and you gain the rock throwing special ability 
  while this is in effect. Additionally, you may add a +2 
  circumstance bonus to your attack and damage rolls.
  Augmentation: For every additional 2 power points 
  spent, the Strength bonus to determine your lifting 
  and dragging capacity increases by an additional 
  +1. For every additional 4 power points spent, the 
  circumstance bonus to your attack and damage rolls 
  increase by an additional +1.
  PSIONIC ITEMS
  Presented below are a variety of new psionic items 
  for soulknives. 
  Crystalline Focus Items
  Crystal Ioun
  Aura faint psychokinesis; ML 3rd (+1), 6th (+2), 9th 
  (+3)
  Slot weapon; Price 11,200 gp (+1), 44,800 gp (+2), 
  100,800 gp (+3); Weight 2 lbs
  Description
  A crystal ioun looks like a common ioun stone 
  made of deep crystal. A soulknife with the psychic 
  armory archetype, or anyone else with the ability to 
  manifest a panoply of blades, channels their panoply 
  of blades through the crystal ioun when summoning 
  it. This does not otherwise alter the action needed to 
  summon a panoply of blades, the summoner must 
  simply have the crystal ioun orbit their person and 
  choose to manifest the panoply of blades through the 
  crystal ioun.
  Crystal iouns have 45 hit points and a hardness of 
  15. When a panoply of blades is manifested in this 
  fashion, the enhancement bonus and the maximum 
  enhancement bonus of the panoply of blades is increased 
  by the enhancement bonus of the crystal ioun, although 
  any enhancement bonus above +5 is lost.
  Crystal iouns may only be made with a +1, +2, or +3 
  enhancement bonus.
  Construction
  Requirements Craft Crystalline Focus, ability to 
  manifest panoply of blades; Cost 5,600 gp (+1), 
  22,400 gp (+2), 50,400 gp (+3)
  Crystalline Setting
  Aura faint psychokinesis; ML 3rd (+1), 6th (+2), 9th 
  (+3)
  Slot weapon; Price 11,200 gp (+1), 44,800 gp (+2), 
  100,800 gp (+3); Weight 2 lbs
  Description
  A crystalline setting looks like a deep crystal 
  setting that a psicrystal could be slotted into to make 
  it look almost like a piece of jewelry. Whenever an 
  augmented blade channels their power through this 
  item to augment a weapon or item of their choosing, 
  it increases the potency of their augmentation (see 
  crystalline ioun). 
  Crystalline settings may only be made with a +1, +2, 
  or +3 enhancement bonus.
  
  14
  Psionics Augmented
  Construction
  Requirements Craft Crystalline Focus, ability to 
  psicrystal augment; Cost 5,600 gp (+1), 22,400 gp 
  (+2), 50,400 gp (+3)
  Universal Items
  Blade Bangles
  Aura Moderate psychokinesis; ML 8th
  Slot Wrist; Price 16,500 gp; Weight 1 lbs.
  Description
  These psychic bangles are often made of wire frames 
  set with crystals or engraved pieces of metals that are 
  set with crystal pieces between inscribed forms of 
  warriors demonstrating a combat art. While wearing 
  one of these blade bangles on his wrist, a soulknife 
  gains the benefits of a blade skill that is encoded into 
  the crystals of this item. The bangle does not provide 
  prerequisite blade skills (if applicable) and so the 
  soulknife himself must possess these prerequisites 
  before being able to utilize the item properly, or have 
  another blade bangle that possesses a prerequisite 
  blade skill.
  Construction
  Requirements Craft Wondrous Item, ability to 
  manifest a mind blade, and possession of the 
  blade skill to be used in the bangle; Cost 8,250 gp
  Greaves of Mehsim
  Aura Moderate psychometabolism; ML 11th
  Slot Feet; Price 34020 gp; Weight 6 lbs.
  Description
  These greaves benefits only a wearer who has levels 
  in soulknife and has the psychic strike class feature. 
  If such a character wears these boots, he may expend 
  his psychic strike as a swift action to gain the benefits 
  of physical acceleration for a number of rounds equal 
  to the wearer’s number of psychic strike damage dice.
  Construction
  Requirements Craft Wondrous Item, physical 
  acceleration; Cost 17,010 gp
  Skin of the Blade
  Aura Faint psychometabolism; ML 8th
  Slot —; Price 25500 gp; Weight 2 lbs.
  Description
  This psychoactive skin benefits only a wearer who 
  has levels in soulknife. If such a character wears this 
  skin, he gains the Psychokinetic Armor blade skill 
  and he may apply armor enhancement bonuses to 
  the skin of the blade as if he had the Enhanced Mind 
  Armaments class feature from the Armored Blade 
  soulknife archetype.
  Construction
  Requirements Craft Wondrous Item, inertial armor; 
  Cost 12,750 gp
   
  
  15
  Psionics Augmented
  Augmented Enhancement List
  Soulknives are an adaptive lot, and below is a list 
  of mind blade enhancements that use an updated 
  whitelist of magical and psionic enhancements 
  that can be chosen with the soulknife’s mind blade 
  enhancement class feature.
  Table: Weapon Special Abilities
  Weapon Special 
  Ability
  Enhancement 
  Bonus Value
  Required 
  Level
  Agile1
  +1
  5
  Allying
  +1
  5
  Benevolent
  +1
  5
  Conductive
  +1
  5
  Corrosive
  +1
  5
  Countering
  +1
  5
  Courageous
  +1
  5
  Cruel
  +1
  5
  Cunning
  +1
  5
  Defending
  +1
  5
  Distance1
  +1
  5
  Dueling
  +1
  5
  Flaming
  +1
  5
  Frost
  +1
  5
  Furious
  +1
  5
  Ghost touch
  +1
  5
  Guardian
  +1
  5
  Huntsman
  +1
  5
  Keen2
  +1
  5
  Lucky1
  +1
  5
  Menacing
  +1
  5
  Merciful
  +1
  5
  Mighty cleaving
  +1
  5
  Planar
  +1
  5
  Psychokinetic1
  +1
  5
  Seaborne
  +1
  5
  Seeking3
  +1
  5
  Shock
  +1
  5
  Sundering1
  +1
  5
  Thundering
  +1
  5
  Vicious
  +1
  5
  Advancing
  +2
  7
  Anarchic
  +2
  7
  Axiomatic
  +2
  7
  Collision1
  +2
  7
  Corrosive burst
  +2
  7
  Cyclonic3
  +2
  7
  Defiant
  +2
  7
  Flaming burst
  +2
  7
  Glorious
  +2
  7
  Holy
  +2
  7
  Icy burst
  +2
  7
  Invigorating
  +2
  7
  Linked striking1
  +2
  7
  Mindcrusher1
  +2
  7
  Phase Locking
  +2
  7
  Psychokinetic burst1
  +2
  7
  Shocking burst
  +2
  7
  Suppression1
  +2
  7
  Unholy
  +2
  7
  Wounding
  +2
  7
  Wrenching1,3
  +2
  7
  Bodyfeeder1
  +3
  9
  Dislocator1
  +3
  9
  Mindfeeder1
  +3
  9
  Nullifying
  +3
  9
  Repositioning
  +3
  9
  Speed
  +3
  9
  Soulbreaker1
  +3
  9
  Brilliant energy
  +4
  12
  Great dislocator1
  +4
  12
  Greater energy1,3
  +4
  12
  Coup de grace1
  +5
  15
  Vorpal
  +5
  15
  1 New option detailed here.
  2 A keen mind blade gains its benefits no matter the 
  assigned damage type.
  3 Ranged mind blades only.
  Table: Mind Armament Abilities
  Armor Special 
  Ability
  Enhancement 
  Bonus Value
  Required 
  Level
  Benevolent
  +1
  5
  Deathless
  +1
  5
  Fortification, Light
  +1
  5
  Mirrored
  +1
  5
  Staunching
  +1
  5
  Rallying
  +2
  7
  Spell Resistance (13)
  +2
  7
  Delving
  +3
  9
  Energy Resistance
  +3
  9
  Ghost Touch
  +3
  9
  Invulnerability
  +3
  9
  Fortification, 
  Moderate
  +3
  9
  Spell Resistance (15)
  +3
  9
  
  16
  Psionics Augmented
  Energy Resistance, 
  Improved
  +4
  12
  Spell Resistance (17)
  +4
  12
  Fortification, Heavy
  +5
  15
  Spell Resistance (19)
  +5
  15
  Energy Resistance, 
  Greater
  +5
  15
  Table: Shield Special Abilities
  Shield Special 
  Ability
  Enhancement 
  Bonus Value
  Required 
  Level
  Arrow Catching
  +1
  5
  Bashing
  +1
  5
  Blinding
  +1
  5
  Clangorous
  +1
  5
  Fortification, Light
  +1
  5
  Mirrored
  +1
  5
  Ramming
  +1
  5
  Arrow Deflection
  +2
  7
  Rallying
  +2
  7
  Spell Resistance (13)
  +2
  7
  Energy Resistance
  +3
  9
  Ghost Touch
  +3
  9
  Fortification, 
  Moderate
  +3
  9
  Spell Resistance (15)
  +3
  9
  Energy Resistance, 
  Improved
  +4
  12
  Spell Resistance (17)
  +4
  12
  Fortification, Heavy
  +5
  15
  Spell Resistance (19)
  +5
  15
  Energy Resistance, 
  Greater
  +5
  15
   
  Limited Use Enhancements and the Soulknife: 
  Whenever a soulknife uses his Enhanced Mind 
  Blade class feature (or equivalent ability) to enchant 
  his mind blade (or equivalent ability) with an 
  enhancement with a limited number of uses, such as 
  is the case with the lucky enchantment, any uses the 
  soulknife uses counts towards the daily limit and is 
  not refreshed whenever the soulknife reform’s the 
  mind blade (or equivalent ability). The same should 
  apply to other enchantments acquired such as from 
  the Personalized Trick trait, that may have limited 
  uses such as per encounter, etc. A soulknife with the 
  Fluid Form bladeskill may still expend its psychic 
  strike as a swift action to refresh these limited use 
  enhancements on the mind blade (or equivalent 
  ability) within the limits of the bladeskill.
   
  
  17
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  Psionics Unleashed, © 2010, Dreamscarred Press.
  Psionics Augmented: Soulknives, © 2016, Dreamscarred Press
  
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