Difference between revisions of "LRC:Wolfdale"
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'''Demoralizing Stare'''<br /> | '''Demoralizing Stare'''<br /> | ||
+1 to Intimidate checks; +1 round of being shaken. | +1 to Intimidate checks; +1 round of being shaken. | ||
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==Feats== | ==Feats== | ||
*1st: '''Iron Will''' | *1st: '''Iron Will''' | ||
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*3rd: '''Mind Shield''' | *3rd: '''Mind Shield''' | ||
*6th: '''Lightning Reflexes''' | *6th: '''Lightning Reflexes''' | ||
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==Skills== | ==Skills== | ||
* [[srd:skills/concentration.htm | Concentration]] +9 (5 ranks) | * [[srd:skills/concentration.htm | Concentration]] +9 (5 ranks) | ||
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* [[srd:skills/tumble.htm | Tumble]] +5 (5 ranks) | * [[srd:skills/tumble.htm | Tumble]] +5 (5 ranks) | ||
'''Languages:''' Common, two other languages not yet selected <br> | '''Languages:''' Common, two other languages not yet selected <br> | ||
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==Notes== | ==Notes== | ||
'''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. | '''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. |
Revision as of 09:32, 27 March 2007
Image:Woldfale inprogress.jpg |
Soulknife 5/Illumine Soul 2/Menacing Brute 1
Race: Human
NG | Size: M | Type:Human
Abilities
Str 17 +3 |
Dex 10 +0 |
Con 15(17) +2(+3) |
Int 14 +2 |
Wis 11 +0 |
Cha 13 +1
Defense
AC 18 (with +6 mithral chainmail [+2], +1 soul shield, +1 amulet of natural armor) | touch 10 | flat-footed 17
AC 19 (with +6 mithral chainmail [+2], +2 heavy wooden shield, +1 amulet of natural armor) | touch 10 | flat-footed 17
HP 83 (HD:7d10+24)
Init +0
Speed 30
Fort 10, Ref 4, Will 10 (add'l +2 vs poison/spells)
Attacks
- Mindblade (with Mind Shield) +8 | 1d8+3 | 19-20x2 | Range: 30' | S
- Mindblade (Short Sword) +10 | 1d6+4 | 19-20x2 | Range: 30' | S
- Mindblade (Longsword [full-rnd]) +10 | 1d8+4 | 19-20x2 | Range: 30' | S
- Mindblade (Bastard Sword [full-rnd, 2 handed]) +10 | 1d10+5 | 19-20x2 | Range: 30' | S
Special: Considered magic for overcoming DR
Dissipates after throwing, must "redraw"
Psychic Strike, +2d8 dmg, see below for details
Valid target for Magic Weapon until it dissipates
is +1 enhanced
Can draw once a round as a free action - Heavy Mace +8 | 1d8+3 | 20x2 | B
- Mace +9 | 1d8+4+1d6(cold) | 20x2 | B
+1; cold (+1d6) - Scimitar +8 | 1d6+3 | 18-20x2 | S
Special: Cold Iron and MW
Base Attack +5 | Grapple +8 (+5 BAB)
Special 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 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)
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.
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.
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 table below that has an enhancement bonus value of +1. <Insert Table>
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 [+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.
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.
Demoralizing Stare
+1 to Intimidate checks; +1 round of being shaken.
Feats
|
Skills
Languages: Common, two other languages not yet selected |
Notes
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.
Psionic Focus
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.
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.