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{{PC
__NOTOC__
|name=Wolfdale
{| style="float:right; margin:0 0em 0.5em 1em; padding-right: 1.5em; padding-top: 0.5em; clear:right; border: 1px solid #bdb76b; background-color: #fffacd; border-top: 3px solid #bdb76b; text-align:center;"  
|image=Image:Woldfale inprogress.jpg
|-
|title=Nicknamed "Headbutt" by the Meadmakers
|
|race=Human
[[Image:Wolfdale.jpg|400px]]<br />
|role=Frontline
'''Quick links'''<br />
|groups=[[:Category:Iron Men|Iron Men]]
[[Wolfdale/Logsheet|Logsheet]] <br/>
|player=[[User:Frank_Huffman|Frank]]
[[Wolfdale/Cohort and Followers|Headbutt's Army]]<br/>
|logsheet=[[Wolfdale:Logsheet|Logsheet]]
''"Don't make me use Rule #3—<br/>I'll kill you where you stand!"''
|personal=
|}
}}
'''Soulknife 5/Illumine Soul 4/Menacing Brute 1/Psychic Warrior 3/Fighter 1''' <br>
'''Soulknife 5/Illumine Soul 2/Menacing Brute 1'''<br>
Race:Human (Psionic)<br>
'''Race:''' Human<br>
Alignment: NG | Size: M <br>
NG | Size: M | Type:Human<br>
Patron Deity: Tyr<br>
'''Abilities'''  
'''Abilities'''  
Str 17 +3 |  
Str 17 +3 |  
Dex 10 +0 |  
Dex 10 +0 |  
Con 15(17) +2(+3) |  
Con 15 +2 (17 +3) |  
Int 14 +2 |  
Int 14 +2 |  
Wis 11 +0 |  
Wis 11 +0 |  
Cha 13 +1<br>
Cha 13 +1 <br>
==Defense==
 
'''AC 18''' (with +6 mithral chainmail [+2], +1 soul shield, +1 amulet of natural armor) | touch 10 | flat-footed 17<br>
== Defense ==
'''AC 19''' (with +6 mithral chainmail [+2], +2 heavy wooden shield, +1 amulet of natural armor) | touch 10 | flat-footed 17<br>
'''AC:''' 27 (soul shield) / 25 (no shield) / Touch: 14, Flatfooted: 25
'''HP''' 83 (HD:7d10+24)<br>
(+8 mithral chainmail [+4], +3 amulet of natural armor, +4 deflection; +0 dex)
'''Init''' +0<br>
 
'''Speed''' 30<br>
'''HP: 121''' / HD: 10d10+2d8+36
'''Fort''' 10, '''Ref''' 4, '''Will''' 10 (add'l +2 vs poison/spells)<br>
 
'''Initiative:''' +0 / '''Speed:''' 40'
 
'''Fort:''' 17 / '''Reflex:''' 10 / '''Will:''' 11<br />
+2 resistance bonus on saves against poison, spells, or spell-like effects.
<!-- ===============================
<!-- ===============================
     F = 1s+3i+2m+ +1v = 7
 
     R = 1s+0i+0m+2f+1v = 4
    Saving Throw calculations:
     W = 4s+3i+0m+2f+1v = 10
     F = 1sk + 2mb + 4is + 3con + 3pw + 2vest        +2f= 17
     R = 4sk + 0mb + 1is + 0dex + 1pw + 2vest + 2feat +0f= 10
     W = 4sk + 0mb + 4is + 0wis + 1pw + 2vest + 2feat = +0f 12
 
==================================== -->
==================================== -->


==Attacks==
==Attacks==
*'''Mindblade (with Mind Shield) +8''' | '''1d8+3''' | 19-20x2 | Range: 30' | S<br>
 
*'''Mindblade (Short Sword) +10''' | '''1d6+4''' | 19-20x2 | Range: 30' | S<br>
=== Mindblades without Soul Shield ===
*'''Mindblade (Longsword [full-rnd]) +10''' | '''1d8+4''' | 19-20x2 | Range: 30' | S<br>
* '''Mindblade (Short Sword) +17/12''' / 1d6+13 / 19x2 / s
*'''Mindblade (Bastard Sword [full-rnd, 2 handed]) +10''' | '''1d10+5''' | 19-20x2 | Range: 30' | S<br>Special: Considered magic for overcoming DR<br>Dissipates after throwing, must "redraw"<br>Psychic Strike, +2d8 dmg, see below for details<br>Valid target for Magic Weapon until it dissipates<br>is +1 enhanced<br>Can draw once a round as a free action
* '''Mindblade (Longsword) +17/12''' / 1d8+13 / 19x2 / s
* '''Mindblade (Bastard Sword) +17/12''' / 1d10+14 / 19x2 / s
* '''Thrown Mindblade +14/9''' / per sword type+10 / 19x2 / S / 30'<br />
+3 enhancement and Collision (+5 damage) already added<br />
Undead Bane (+2d6) <br />
Psychic Strike +3d8; Once a day you can load it as a swift action<br />
Move action to create the longsword and bastard sword <br />
You can expend your psionic focus to gain +4d6 damage. You must declare before using.<br/>
Smite evil, 3/day, +1 attack and +14 dmg against evil creatures. You must declare before using.
 
=== Mindblades with Soul Shield ===
* '''Mindblade (Short Sword) +16/11''' / 1d6+12 / 19x2 / s
* '''Mindblade (Longsword) +16/11'''' / 1d8+12 / 19x2 / s
* '''Mindblade (Bastard Sword) +16/11''' / 1d10+13 / 19x2 / s
* '''Thrown Mindblade +12/7''' / per sword type+10 / 19x2 / S / 30'<br />
+2 enhancement and Collision (+5 damage) already added<br />
Undead Bane (+2d6) <br />
Psychic Strike +3d8; Once a day you can load it as a swift action<br />
Move action to create the longsword and bastard sword <br />
You can expend your psionic focus to gain +4d6 damage. You must declare before using.<br/>
Smite evil, 3/day, +1 attack and +14 dmg against evil creatures. You must declare before using.
 
=== Other Weapons ===
* '''Heavy Mace (cold) +15/10''' / 1d8 +5 +1 acid / 20x2 / b<br />+2; Lucky; Rune of Acid Assualt attached to it.
 
'''Space/Reach:''' 5 ft./5 ft.
'''Base Attack:''' +10/+5 / '''Grapple:''' +13
<!-- ===============================
<!-- ===============================
    Mindblade = BAB+Str+WF+1
==================================== -->
*'''Heavy Mace +8''' | '''1d8+3''' | 20x2 | B
*'''Mace +9''' | '''1d8+4+1d6(cold)''' | 20x2 | B<br />''+1; cold (+1d6)''
*'''Scimitar +8''' | '''1d6+3''' | 18-20x2 | S<br>Special: ''Cold Iron and MW''<br>
'''Base Attack''' +5 | '''Grapple''' +8 (+5 BAB)<br>


== Special abilities ==
    BAB calculation:
'''Psychic Strike (Su)'''<br>
    +3sk + 2is + 1mb +3pw +1f = +10
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 '''2d8 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.)


'''Shape Mind Blade (Su)'''<br>
==================================== -->
At 5th level, a soulknife gains the ability to change the form of his mind blade. As a '''full-round action''', he can change his mind blade to replicate a '''longsword (damage 1d8''' for a Medium weapon wielded as a one-handed weapon) or a '''bastard sword (damage 1d10''' for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a soulknife shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1½ times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.
{|
| valign="top" width="65%" |


'''Positive Energy Conduit'''<br />Your Psychic Strike ability has forged a link with the Positive Energy Plane and allows you to damage undead with your Psychic Strike ability.
== Feats ==
* 1st: '''Lightning Reflexes'''  
* Hu: '''Intimidating Strike'''
* Soulknife 1: '''Weapon Focus (mindblade)'''
* Soulknife 1: '''Wild Talent'''
* 3rd: '''Back to Back''' <sup>PGtA</sup> When adjacent to a similarly trained ally you cannot be flanked.
* 6th: '''Tandem Fighting''' <sup>PGtA</sup> +1 to attack and damage against a foe that you and a simliarly trained ally threaten.
* 9th: '''Mind Strike, Swift'''
* PW1: '''Psionic Weapon'''
* PW2: '''Psionic Weapon, Greater''' <br /> To use this feat, you must expend your psionic focus (see below). Your attack with a melee weapon deals an extra 4d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.
* 12th: '''Leadership'''
* F1: '''Weapon Specialization (Soulknife)'''


| valign="top" |


== Skills==
* [[srd:skills/concentration.htm | Concentration]] +12 (9 ranks)
* [[srd:skills/hide.htm | Hide]] +9 (4 ranks, +5 cloak)
* [[srd:skills/intimidate.htm | Intimidate]] +14 (+19) (12 ranks, +5 with mask)
* [[srd:skills/Jump.htm | Jump]] +8 (5 ranks)
* [[srd:skills/knowledge.htm | Knowledge Arcana/Psionics]] +10 (8 ranks)
<!-- ===============================
   
    Wolfdale has 14 virtual ranks in Knowledge Local (LRC)


==================================== -->
* [[srd:skills/knowledge.htm | Knowledge Local LRC]] +16 (14 ranks)
* [[srd:skills/knowledge.htm | Knowledge Religion]] +6 (4 ranks)
* [[srd:skills/listen.htm | Listen]] +16 (16 ranks)
* [[srd:skills/moveSilently.htm | Move Silently]] +7 (7 ranks)
* [[srd:skills/profession.htm | Profession Hunter]] +3 (1 ranks)
* [[srd:skills/search.htm | Search]] +3 (1 rank)
* [[srd:skills/spot.htm | Spot]] +17 (17 ranks)
* [[srd:skills/tumble.htm | Tumble]] +8 (8 ranks)
'''Languages:''' Common, two other languages not yet selected <br>
|}


== Special Abilities ==
=== Soulknife Abilities ===
'''Psychic Strike (Su)'''<br>
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)'''<br />
'''Mind Blade Enhancement (Su)'''<br />
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 table below that has an enhancement bonus value of +1.
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 [[Wolfdale/Mind Blade Enhancements|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.
{|
 
!Weapon<br />Special<br />Ability !!Enhancement<br />Bonus Value !!Description
=== Illumine Soul Abilities ===
|- style="background:#e4e4b1"
'''Positive Energy Conduit'''<br />Your Psychic Strike ability has forged a link with the Positive Energy Plane and allows you to damage undead with your Psychic Strike ability.
| Defending || +1 || A defending weapon allows the wielder to transfer some or all of the sword’s enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the effect to AC lasts until his next turn.
|-
| Keen || +1 || This ability doubles the threat range of a weapon. Only piercing or slashing weapons can be keen. (If you roll this property randomly for an inappropriate weapon, reroll.) This benefit doesn’t stack with any other effect that expands the threat range of a weapon (such as the keen edge spell or the Improved Critical feat).
|- style="background:#e4e4b1"
| Lucky || +1 || A lucky weapon offers a second chance at success. Once per day, the wielder can reroll a failed attack roll (whether a single attack or one in a series of multiple attacks) as a free action. The rerolled attack uses the same bonuses or penalties as the missed roll.
|-
| Mighty cleaving || +1 || A mighty cleaving weapon allows a wielder with the Cleave feat to make one additional cleave attempt in a round.
|- style="background:#e4e4b1"
| Psychokinetic || +1 || Upon command, a psychokinetic weapon glows from the inside with lethal psionic energy. The energy does not harm the hands that hold the weapon. Such a weapon deals an extra 1d4 points of damage on a successful hit. This extra damage is ectoplasmic in nature and is not affected by damage reduction. Bows, crossbows, and slings bestow this ability upon their ammunition.
|-
| Sundering || +1 || This kind of weapon allows a wielder to attack opponents’ weapons as if he had the Improved Sunder feat.
|- style="background:#e4e4b1"
| Vicious || +1 || When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. Only melee weapons can be vicious.
|}


'''Positive Energy Ray (Ps)'''<br />
'''Positive Energy Ray (Ps)'''<br />
You can fire a ray of positive energy from your mind blade that deals damage (on a successful ranged touch attack [+4 to hit]) to any undead creature with 60'. This is a standard action and the ray does 2d6 per Illumine Soul level (currently 4d6 dmg). You can do this 2/day.
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)'''<br />
'''Death Ward (Ps)'''<br />
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.
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)'''<br />
Mind blade gains the undead bane special ability.
'''Positive Energy Healing (Su)''' 1/day<br/>
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'''<br />
'''Demoralizing Stare'''<br />
+1 to Intimidate checks; +1 round of being shaken.
+1 to Intimidate checks; +1 round of being shaken.
{|
| valign="top" width="49%" |


==Feats==
=== Psychic Warrior Spells ===
*1st: '''Iron Will'''
'''Power Points:''' 5
*Human: '''Intimidating Strike'''
 
*Soulknife 1: '''Weapon Focus (mind blade), Wild Talent'''
*'''Force Screen''' (3 minutes; +4 shield bonus to Armor Class, which also applies against incorporeal touch attacks, since the force screen is a force effect).
*3rd: '''Mind Shield'''
*'''Chameleon''' (30 minutes; +10 Hide [enhancement bonus], Your skin and equipment take on the color and texture of nearby objects, including floors and walls.)
*6th: '''Lightning Reflexes'''
*'''Vigor''' (3 minutes; +5 hit points per power point spent (up to 3 power points for +15 temp hp)
| valign="top" |
 
==Skills==
=== Anhur's Gifts ===
* [[srd:skills/concentration.htm | Concentration]] +9 (5 ranks)
 
* [[srd:skills/hide.htm | Hide]] +9 (4 ranks, +5 cloak)
'''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.
* [[srd:skills/intimidate.htm | Intimidate]] +13 (11 ranks)
 
* [[srd:skills/Jump.htm | Jump]] +6 (3 ranks)
'''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.
* [[srd:skills/knowledge.htm | Knowledge Arcana/Psionics]] +10 (8 ranks)
 
* [[srd:skills/knowledge.htm | Knowledge Local LRC]] +4 (2 ranks)
=== Celestial Gift from Azriel ===
* [[srd:skills/knowledge.htm | Knowledge Religion]] +6 (4 ranks)
 
* [[srd:skills/listen.htm | Listen]] +10 (10 ranks)
'''Smite Evil (Su)''': 3/day, Wolfdale may attempt to smite evil with one normal melee attack. He adds his Charisma bonus to her attack roll (+1) and deals 1 extra point of damage per level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
* [[srd:skills/moveSilently.htm | Move Silently]] +7 (7 ranks)
 
* [[srd:skills/profession.htm | Profession Hunter]] +3 (1 ranks)
=== Trained by the Dark Dogs ===
* [[srd:skills/spot.htm | Spot]] +10 (10 ranks)
 
* [[srd:skills/tumble.htm | Tumble]] +5 (5 ranks)
*'''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.
'''Languages:''' Common, two other languages not yet selected <br>
*'''Way of the Panther:''' You have access to the Ninja base class.
|}
 
==Notes==
=== Psionic Focus ===
'''Belt of Dwarvenkind:''' This belt gives the wearer a +4 competence bonus on Charisma checks and Charisma-based skill checks as they relate to dealing with dwarves, a +2 competence bonus on similar checks when dealing with gnomes and halflings, and a -2 competence penalty on similar checks when dealing with anyone else. The wearer can understand, speak, and read Dwarven. If the wearer is not a dwarf, he gains 60-foot darkvision, dwarven stonecunning, a +2 enhancement bonus to Constitution, and a +2 resistance bonus on saves against poison, spells, or spell-like effects.
 
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.


'''Psionic Focus''' <br />
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.
If you have 1 or more power points available, you can meditate to attempt to become psionically focused. The Concentration check 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.
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.  


Many psionic feats can be used only when you are psionically focused; others require you to expend your psionic focus to gain their benefit. Expending your psionic focus does not require an action; it is part of another action (such as using a feat). When you expend your psionic focus, it applies only to the action for which you expended it.


[[Category:PC]]
[[Category:LRC:PC]]
[[Category:Iron Men]]
[[Category:LRC:Iron Men]]
[[Category:Oath to Lone Rock City]][[Category:Lone Rock City]][[Category:The Last of the Rings]]
[[Category:LRC:Oath to Lone Rock City]]
__NOTOC__
[[Category:LRC]]
[[Category:Warriors of the Morning Breeze]]
[[Category:LRC:Warriors of the Morning Breeze]]
[[Category:Wizardoest:Character Build]]

Latest revision as of 00:47, 6 September 2019


Quick links
Logsheet
Headbutt's Army
"Don't make me use Rule #3—
I'll kill you where you stand!"

Soulknife 5/Illumine Soul 4/Menacing Brute 1/Psychic Warrior 3/Fighter 1
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: 121 / HD: 10d10+2d8+36

Initiative: +0 / Speed: 40'

Fort: 17 / Reflex: 10 / Will: 11
+2 resistance bonus on saves against poison, spells, or spell-like effects.

Attacks

Mindblades without Soul Shield

  • Mindblade (Short Sword) +17/12 / 1d6+13 / 19x2 / s
  • Mindblade (Longsword) +17/12 / 1d8+13 / 19x2 / s
  • Mindblade (Bastard Sword) +17/12 / 1d10+14 / 19x2 / s
  • Thrown Mindblade +14/9 / per sword type+10 / 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.
Smite evil, 3/day, +1 attack and +14 dmg against evil creatures. You must declare before using.

Mindblades with Soul Shield

  • Mindblade (Short Sword) +16/11 / 1d6+12 / 19x2 / s
  • Mindblade (Longsword) +16/11' / 1d8+12 / 19x2 / s
  • Mindblade (Bastard Sword) +16/11 / 1d10+13 / 19x2 / s
  • Thrown Mindblade +12/7 / per sword type+10 / 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.
Smite evil, 3/day, +1 attack and +14 dmg against evil creatures. You must declare before using.

Other Weapons

  • Heavy Mace (cold) +15/10 / 1d8 +5 +1 acid / 20x2 / b
    +2; Lucky; Rune of Acid Assualt attached to it.

Space/Reach: 5 ft./5 ft. Base Attack: +10/+5 / Grapple: +13

Feats

  • 1st: Lightning Reflexes
  • Hu: Intimidating Strike
  • Soulknife 1: Weapon Focus (mindblade)
  • Soulknife 1: Wild Talent
  • 3rd: Back to Back PGtA When adjacent to a similarly trained ally you cannot be flanked.
  • 6th: Tandem Fighting PGtA +1 to attack and damage against a foe that you and a simliarly trained ally threaten.
  • 9th: Mind Strike, Swift
  • PW1: Psionic Weapon
  • PW2: Psionic Weapon, Greater
    To use this feat, you must expend your psionic focus (see below). Your attack with a melee weapon deals an extra 4d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.
  • 12th: Leadership
  • F1: Weapon Specialization (Soulknife)

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: 5

  • Force Screen (3 minutes; +4 shield bonus to Armor Class, which also applies against incorporeal touch attacks, since the force screen is a force effect).
  • Chameleon (30 minutes; +10 Hide [enhancement bonus], Your skin and equipment take on the color and texture of nearby objects, including floors and walls.)
  • Vigor (3 minutes; +5 hit points per power point spent (up to 3 power points for +15 temp hp)

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.

Celestial Gift from Azriel

Smite Evil (Su): 3/day, Wolfdale may attempt to smite evil with one normal melee attack. He adds his Charisma bonus to her attack roll (+1) and deals 1 extra point of damage per level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

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.