But if you're playing d20, and want a soulknife that doesn't suck, this is, in my humble opinion, a pretty good alternative.
Hit Die: d10.
The soulknife’s class skills (and the key ability for each skill) are Climb (Str), Concentration* (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (psionics)* (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), and Tumble (Dex).
*New skill or expanded use of existing skill.
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
|1||+1||+0||+2||+2||Mindblade, Mindblade finesse, AC Bonus|
|2||+2||+0||+3||+3||Weapon focus (mindblade), Mage Hand|
|3||+3||+1||+3||+3||Suggestion, Mindblade enchancement +1|
|4||+4||+1||+4||+4||Uncanny dodge, Endurance|
|5||+5||+1||+4||+4||Weapon specialization (mindblade)|
|6||+6/+1||+2||+5||+5||Soulknife reflexes, Mindblade enhancement +2|
|7||+7/+2||+2||+5||+5||Throw mindblade, Great Leap|
|8||+8/+3||+2||+6||+6||Greater weapon focus (mindblade)|
|9||+9/+4||+3||+6||+6||Telekinesis, Mindblade enhancement +3|
|12||+12/+7/+2||+4||+8||+8||Improved uncanny dodge, mindblade enhancement +4|
|13||+13/+8/+3||+4||+8||+8||Greater weapon specialization (mindblade), Wholeness of body|
|14||+14/+9/+4||+4||+9||+9||Improved throw mindblade|
|15||+15/+10/+5||+5||+9||+9||Mind clarity, Mindblade enhancement +5|
|18||+18/+13/+8/+3||+6||+11||+11||Mindblade mastery, Mindblade enhancement +6|
|19||+19/+14/+9/+4||+6||+11||+11||Freedom of Movement|
Mindblade (Su): As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a one-handed weapon of the soulknife's choice. It may represent a simple, martial or even exotic melee weapon, but has no other special properties. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.
The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.
A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. Powers or spells that upgrade weapons can be used on a mind blade.
A soulknife’s mind blade improves as the character gains higher levels. At 3th level and every three levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls. Instead of this bonus, the soulknife can embue his mindblade with any number of other special abilities worth the same amount as this bonus, as per magical abilities listed in the magic items section of the SRD. This is not "locked in" once chosen; the soulknife can distribute these bonuses at will each and every time that he manifests the mindblade.
Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.
Mindblade finesse: At 1st level, the soulknife gains the effects of weapon finesse, when applied to his mindblade, and may use his Dexterity modifier instead of Strength modifier as the bonus to his melee attacks.
AC Bonus: A soulknife is highly trained in mental and psionic combat arts granting him a sixth sense that lets him avoid even unanticipated attacks. When unarmored and unencumbered,a soulknife adds his Wisdom bonus (if any) to his Armor Class. This ability does not stack with the monk or ninja AC bonus ability (a soulknife with levels of monk or ninja do not add the bonus twice). In addition, a soulknife gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five soulknife levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when a soulknife is flat-footed. The character loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Weapon focus (mindblade): At 2nd level, the soulknife gains the benefit of the Weapon focus feat applied to his mindblade.
Mage Hand (Sp): The soulknife gains the ability to use the spell Mage Hand once per soulknife level + Wisdom modifier per day.
Suggestion (Sp): Once per day, per point of wisdom bonus, the soulknife can cast the Suggestion spell.
Uncanny dodge: At 4th level, a soulknife gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Endurance: At 4th level, the soulknife gains the Endurance feat.
Weapon specialization (mindblade: At 5th level, the soulknife gains the benefit of the Weapon specialization feat applied to his mindblade.
Soulknife reflexes (Ex): The soulknife gains the effect of the Lightning Reflexes feat, even if he does not normally qualify.
Throw mindblade (Su): At 7th level, a soulknife as a full-round action may throw his mindblade 10 ft + 10 ft per 2 Wis bonus modifiers. The mindblade is treated as having the "Returning" special ability.
Great leap (Ex): At 7th level and higher, a soulknife always makes Jump checks as if he were running and had the Run feat, enabling him to make long jumps without a running start and granting a +4 bonus on the jump (see the skill description, page 77 of the Player’s Handbook). This ability can be used only if he is wearing no armor and is carrying no more than a light load.
Greater weapon focus (mindblade): At 8th level, the soulknife gains the benefit of the Greater weapon focus feat applied to his mindblade.
Telekinesis (Sp): At 9th level, a soulknife gains the use of the spell telekinesis as a spell-like ability once every soulknife level per day.
Evasion (Ex): A soulknife of 10th level or higher can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if a soulknife is wearing no armor.
Deflection (Ex): A 10th level Soulknife gains Deflection. Through the use of his mindblade, a soulknife may deflect one projectile per round that would have hit him otherwise, but only if he was not flat-footed.
Psionic morale (Su): At 11th level, a soulknife gains the ability to meditate during a battle. This meditation sends out waves of positive energy to allies, and negative energy to enemies. Allies get a +2 morale bonus to attacks, damage, armor class, and saves. Enemies with a hit dice lower than the soulknife's must run away. Enemies with equal or greater hit dice than the soulknife's get a -2 to attacks, damage, armor class, and saves. The save DC (Will based) is 10+1/2 the soulknife's level + his Wisdom modifier.
Improved uncanny dodge (Ex): At 12th level, a soulknife gains the use of the Improved Uncanny Dodge ability, as the barbarian.
Greater weapon specialization (mindblade): At 13th level, the soulknife gains the benefit of the Greater weapon specialization feat applied to his mindblade.
Wholeness of Body (Su): At 13th level, a soulknife can heal his own wounds. He can heal a number of hit points of damage equal to twice his current soulknife level each day, and he can spread this healing out among several uses.
Improved throw mindblade (Su): At 14th level, a soulknife can now throw his mindblade as a standard action instead of a full-round action.
Mind clarity (Su): At 15th level, a soulknife mind is so psionically honed that he becomes immune to mind affecting spells.
Psionic resistance (Su): At 16th level, a soulknife gains spell resistance equal to 10 + 1/2 soulknife level + wisdom modifier.
Improved telekineses (Su): At 17th level, the soulknife may now manipulate double the amount of weight that can normally be manipulated.
Mindblade mastery (Ex): At 18th level soulknife gains an additional +2 attack and +2 damage with his mindblade.
Freedom of Movement (Ex): When soulknives reach level 19, they attain the ability to have the spell Freedom of Movement perpetually on.
Psionic oneness (Su): Upon reaching 20th level, a soulknife has grown so attuned to his psionic powers that they can fashion it into a probe into the minds of others. The soulknife gains the ability to use Detect Thoughts and Clairaudience/Clairvoyance at will.