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'''Quick links'''<br />
'''Quick links'''<br />
- [[User:Askewnotion/PCs/Gestalt/Logsheet|Logsheet]] - [[User:Askewnotion/PCs/Gestalt/Spells|Spells]] -
- [[User:Askewnotion/PCs/GestaltJedi/Logsheet|Logsheet]] - [[User:Askewnotion/PCs/GestaltJedi/Powers|Powers]] -
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Revision as of 23:47, 12 January 2010

File:Jedi gestalt.jpg
Quick links
- Logsheet - Powers -

Malice
Soulknife/Wilder 8 (ECL 8ish)
Race: Xeph
Alignment: LE | Size: M
Patron Deity:
Abilities Str 14 +2 | Dex 16 +3 | Con 12 +1 | Int 10 +0 | Wis 12 +1 | Cha 14 +2

Defense

AC: 13 / Touch: 13, Flatfooted: 10
(+3 Dex)

HP: 70 (Bloodied 35) / HD: 10d10+8

Initiative: +3+1d2 / Speed: 40'

Fort: 2 / Reflex: 9 / Will: 7

+1 vs powers, spells, and spell-like effects

Attacks

  • Mindblade +11/+6 / 1d10+1d4+5 / 19-20x2 / s / +2 Psychokinetic Bastard Sword
  • Thrown Mindblade +12 / 1d10+1d4+4 / 19-20x2 / s / +2 Psychokinetic Bastard Sword
  • Touch +8 Ranged Touch +9

Space/Reach: 5 ft./5 ft. Base Attack: +6/+1

Feats

  • 1st Xeph Celerity (CP, 59)
    As a swift action, you can expend one or more of your daily uses of burst granted by your xeph heritage to gain one extra attack for 1 round, instead of gaining an increase to your speed. While enjoying your round of celerity, you make one extra attack each round, using your highest base attack bonus, when you take a full attack action.
  • SK1 WF: Mind Blade (PHB, 102)
    You gain a +1 bonus on all attack rolls you make using the selected weapon.
  • SK1 Wild Talent (EPH, 52)
    As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats. You do not, however, gain the ability to manifest powers simply by virtue of having this feat.
  • 3rd Xeph Burst, Extra (CP, 59)
    Gain an additional two daily uses of

your burst ability

  • SK6 Speed of Thought (EPH, 51)
    As long as you are psionically focused and not wearing heavy armor, you gain an insight bonus to your speed of 10 feet.
  • 6th Expanded Knowledge (Suggestion, psionic) (PHB, 100)
    Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest.

Skills

ACP = -0/-0

Strength 14 +2
  • Athletics (7 ranks)
Climb +9
Jump +13(+4 speed)
Swim +9
Intelligence 10 +0
  • Inspect (0 ranks)
Appraise +0
Search +0
  • Linguistics (0 ranks)
Decipher Script +0
Forgery +0
  • Mechanics (0 ranks)
Disable Device +0
Open Locks +3
  • Spellcraft (7 ranks)
Psicraft +7
Spellcraft +7
Other
Languages: Common, Xeph
Dexterity 16 +3
  • Acrobatics (8 ranks)
Balance +11
Tumble +11
  • Legerdemain (0 ranks)
Escape Artist +3
Sleight of Hand +3
  • Stealth (0 ranks)
Hide +3
Move Silently +3
Wisdom 12 +1
  • Heal +1 (0 ranks)
  • Notice (7 ranks)
Listen +8
Spot +8
Gather Information +2
Sense Motive +1
  • Survival (0 ranks)
Survival +1
Use Rope +3
Constitution 12 +1
  • Concentration (11 ranks)
Autohypnosis +12
Concentration +12
Charisma 14 +2
  • Animals (0 ranks)
Handle Animal +2
Ride +3
  • Deception (0 ranks)
Bluff +2
Disguise +2
  • Influence (0 ranks)
Diplomacy +2
Intimidate +2
Use Magic Device +2
Use Psionic Device +2


Special Abilities

Weapon and Armor Proficiencies

Proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields).

Xeph

  • Darkvision: 60'
  • +1 racial bonus on saving throws against powers, spells, and spell-like effects. Xephs have an innate resistance to psionics and magic.
  • Naturally Psionic: Xephs gain 1 bonus power point at 1st level.
  • Burst (Su): Five times per day, a xeph can put on a burst of speed to increase her speed by 10 feet, plus 10 feet per four character levels beyond 1st, to a maximum increase of 30 feet at 9th character level and higher. These bursts of speed are considered a competence bonus to the xeph’s base speed. A burst of speed lasts 3 rounds.

Soulknife

  • Mind Blade +2 (Su): The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19–20/×2). Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage (see Table 7–4 and Table 7–5 in the Player’s Handbook). The wielder of a mind blade gains the usual benefi ts to his attack roll and damage roll from a high Strength bonus.

The blade can be broken (it has hardness 12 and 12 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.

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.

  • Throw Mind Blade (Ex): A soul knife of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities.
  • Psychic Strike +2d8 (Su): As a move action, a soulknife of 3rd level or higher can imbue his mind blade with destructive psychic energy. 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.)

A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue his mind blade with psychic energy again by taking another move action.

Once a soulknife has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife next materializes it.

  • Free Draw (Su): At 5th level, a soulknife becomes able to materialize his mind blade as a free action instead of a move action. He can make only one attempt to materialize the mind blade per round, however (if, for example, he must make a Will save to materialize it within a null psionics field).
  • Shape Mind Blade (Su): At 5th level, a soulknife gains the ability to change the form of his mind blade. As a fullround 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 1-1/2 times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.

Alternatively, a soulknife can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the soulknife would otherwise create with a single mind blade. For example, a 12th-level soulknife normally creates a single +3 mind blade, but he could use this ability to instead materialize two +2 mind blades.

  • 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. 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.
    • Defending
    • Keen
    • Lucky
    • Mighty Cleaving
    • Psychokinetic
    • Sundering
    • Vicious

Wilder

  • Wild Surge +3 (Su): A wilder can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see Psychic Enervation, below).

A wilder can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains up to +3 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional power points that would normally be required to augment the power is effectively supplied by the wild surge.

Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge. This improvement in manifester level does not grant her any other benefits (psicrystal abilities do not advance, she does not gain higher-level class abilities, and so on).

  • Psychic Enervation (Ex): Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wilder may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge.

A wilder who is overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to her wilder level.

  • Elude Touch (Ex): Starting at 2nd level, a wilder’s intuition supersedes her intellect, alerting her to danger from touch attacks (including rays). She gains a bonus to Armor Class against all touch attacks equal to her Charisma bonus; however, her touch AC can never exceed her Armor Class against normal attacks.
  • Surging Euphoria (Ex): Starting at 4th level, when a wilder uses her wild surge ability, she gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of her wild surge. For example, if Leila uses wild surge to boost her manifester level by two, her morale bonus would last for 2 rounds. (Even if she had the wild surge +4 ability, the fact that she boosted her manifester level by only two restricts the duration to 2 rounds.)

If a wilder is overcome by psychic enervation following her wild surge, she does not gain the morale bonus for this use of her wild surge ability.

  • Volatile Mind (Ex): A wilder’s temperamental mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on a wilder of 5th level or higher, the manifester of the power must pay 1 power point more than he otherwise would have spent. The extra cost is not a natural part of that power’s cost. It does not augment the power; it is simply a wasted power point. The wilder’s volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy power’s cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points.

As a standard action, a wilder can choose to lower this effect for 1 round (in the event, for instance, that a friend attempts to manifest a beneficial telepathy power on her).