LRC:Wolfdale: Difference between revisions
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'''Quick links'''<br /> | '''Quick links'''<br /> | ||
[[Wolfdale/Logsheet|Logsheet]] <br/> | [[Wolfdale/Logsheet|Logsheet]] <br/> | ||
[[Wolfdale/Headbutt's Army|Headbutt's Army]] | [[Wolfdale/Headbutt's Army|Headbutt's Army]]<br/> | ||
''"Don't make me use Rule #3!"'' | |||
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'''Soulknife 5/Illumine Soul 4/Menacing Brute 1/Psychic Warrior 2''' <br> | '''Soulknife 5/Illumine Soul 4/Menacing Brute 1/Psychic Warrior 2''' <br> |
Revision as of 20:46, 7 August 2008
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Soulknife 5/Illumine Soul 4/Menacing Brute 1/Psychic Warrior 2
Race:Human (Psionic)
Alignment: NG | Size: M
Patron Deity: Tyr
Abilities
Str 17 +3 |
Dex 10 +0 |
Con 15 +2 (17 +3) |
Int 14 +2 |
Wis 11 +0 |
Cha 13 +1
Defense
AC: 27 (soul shield) / 25 (no shield) / Touch: 14, Flatfooted: 25 (+8 mithral chainmail [+4], +3 amulet of natural armor, +4 deflection; +0 dex)
HP: 111 / HD: 9d10+2d8+33
Initiative: +0 / Speed: 30'
Fort: 15 / Reflex: 9 / Will: 12
+2 resistance bonus on saves against poison, spells, or spell-like effects.
Attacks
Mindblades without Soul Shield
- Mindblade (Short Sword) +15/10 / 1d6+11 / 19x2 / s
- Mindblade (Longsword) +15/10 / 1d8+11 / 19x2 / s
- Mindblade (Bastard Sword) +15/10 / 1d10+12 / 19x2 / s
- Thrown Mindblade +12/7 / per sword type+6 / 19x2 / S / 30'
+3 enhancement and Collision (+5 damage) already added
Undead Bane (+2d6)
Psychic Strike +3d8; Once a day you can load it as a swift action
Move action to create the longsword and bastard sword
You can expend your psionic focus to gain +4d6 damage. You must declare before using.
Mindblades with Soul Shield
- Mindblade (Short Sword) +14/9 / 1d6+5 / 19x2 / s
- Mindblade (Longsword) +14/9 / 1d8+5 / 19x2 / s
- Thrown Mindblade +11/6 / per sword type+5 / 19x2 / S / 30'
+2 enhancement and Collision (+5 damage) already added
Undead Bane (+2d6)
Psychic Strike +3d8; Once a day you can load it as a swift action
Move action to create the longsword and bastard sword
You can expend your psionic focus to gain +4d6 damage. You must declare before using.
Other Weapons
- Heavy Mace (cold) +13/8 / 1d8 +5 +1 acid / 20x2 / b
+2; Lucky; Rune of Acid Assualt attached to it.
Space/Reach: 5 ft./5 ft. Base Attack: +8/+3 / Grapple: +11
Feats
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Skills
Languages: Common, two other languages not yet selected |
Special Abilities
Soulknife Abilities
Psychic Strike (Su)
As a move action, a soulknife of 3rd level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 3d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.)
Mind Blade Enhancement (Su)
At 6th level, a soulknife gains the ability to enhance his mind blade. He can add any one of the weapon special abilities on the Mind Blade Enhancements table that has a total enhancement bonus value of +2. A soulknife can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife.
Illumine Soul Abilities
Positive Energy Conduit
Your Psychic Strike ability has forged a link with the Positive Energy Plane and allows you to damage undead with your Psychic Strike ability.
Positive Energy Ray (Ps)
You can fire a ray of positive energy from your mind blade that deals damage (on a successful ranged touch attack [+6 to hit]) to any undead creature with 60'. This is a standard action and the ray does 2d6 per Illumine Soul level (currently 6d6 dmg). You can do this 3/day.
Death Ward (Ps)
When you expend your psionic focus you gain protection against the powers of undeath for 1 minute. Specifically, you are immune to all magical death effects, energy drain, and any negative energy effects.
Undead Bane (Ps)
Mind blade gains the undead bane special ability.
Positive Energy Healing (Su) 1/day
Your connection with the Positive Energy Plane provides you with a healing ability that you can use on yourself once per day. This healing kicks in automatically (without any action on your part) on the first occasion in a 24-hour span when your hit points drop to 0 or lower. When this occurs, a flood of positive energy discharges through the conduit you maintain with the Positive Energy Plane and instantly heals 5d8+5 points of damage. This healing is timely enough to keep you alive if the amount of damage you just took was otherwise enough to kill you, assuming that the healing you receive leaves your current hit points at –9 or higher.
Menacing Brute Abilities
Demoralizing Stare
+1 to Intimidate checks; +1 round of being shaken.
Psychic Warrior Spells
Power Points: 2
- Force Screen (2 minutes; +4 shield bonus to Armor Class, which also applies against incorporeal touch attacks, since the force screen is a force effect).
- Chameleon (20 minutes; +10 Hide [enhancement bonus], Your skin and equipment take on the color and texture of nearby objects, including floors and walls.)
Anhur's Gifts
Anhur's Shield: As an immediate action (can be done even when it isn't your turn), you may completely negate any electrical damage from a single source. This is usable only once.
Anhur's Horror of War: 1/day as a full round action you may cause an opponent damaged and cowed (by intimidate) to become panicked for 1d4 rounds.
Trained by the Dark Dogs
- Panther Stance: As a swift action, the character may activate Panther Stance, which grants the character Improved Unarmed Strike for a number of rounds equal to 3+dex modifier. Additionally the character may Deflect Arrows per the feat, but using this ability ends the Panther Stance. Panther Stance is usable once per day.
- Way of the Panther: You have access to the Ninja base class.
Psionic Focus
Merely holding a reservoir of psionic power points in mind gives psionic characters a special energy. Psionic characters can put that energy to work without actually paying a power point cost—they can become psionically focused as a special use of the Concentration skill.
If you have 1 or more power points available, you can meditate to attempt to become psionically focused. The DC to become psionically focused is 20. Meditating is a full-round action that provokes attacks of opportunity. When you are psionically focused, you can expend your focus on any single Concentration check you make thereafter. When you expend your focus in this manner, your Concentration check is treated as if you rolled a 15. It’s like taking 10, except that the number you add to your Concentration modifier is 15. You can also expend your focus to gain the benefit of a psionic feat—many psionic feats are activated in this way.
Once you are psionically focused, you remain focused until you expend your focus, become unconscious, or go to sleep (or enter a meditative trance, in the case of elans), or until your power point reserve drops to 0.