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LRC:Wolfdale

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Soulknife 5/Illumine Soul 3/Menacing Brute 1
Race:Human (Psionic)
Alignment: NG | Size: M
Patron Deity: Tyr
Abilities Str 17 +3 | Dex 12 +0 | Con 15 +2 (17 +3) | Int 14 +2 | Wis 11 +0 | Cha 13 +1

Defense

AC: 24 (soul shield) / 25 (heavy shield) / 23 (no shield) / Touch: 14, Flatfooted: 23 (+6 mithral chainmail [+2], +3 amulet of natural armor, +4 deflection)

HP: 93 / HD: 8d10+27

Initiative: +0 / Speed: 30'

Fort: 10 / Reflex: 8 / Will: 10
+2 resistance bonus on saves against poison, spells, or spell-like effects.

Attacks

Mindblades without Soul Shield

  • Mindblade (Short Sword) +13/8 / 1d6+6 / 17x2 / s
  • Mindblade (Longsword) +13/8 / 1d8+6 / 17x2 / s
  • Mindblade (Bastard Sword) +13/8 / 1d10+7.5 / 17x2 / s
  • Thrown Mindblade +10/8 / per sword type+3 / 17x2 / S / 30'

Undead Bane (+2d6); +3 enhancement; Lucky; Keen
Psychic Strike +2d8; Once a day you can load it as a swift action
Move action to create the longsword and bastard sword

Mindblades with Soul Shield

  • Mindblade (Short Sword) +12/7 / 1d6+5 / 17x2 / s
  • Mindblade (Longsword) +12/7 / 1d8+5 / 17x2 / s
  • Mindblade (Bastard Sword) +12/7 / 1d10+6.5 / 17x2 / s
  • Thrown Mindblade +9/7 / per sword type+2 / 17x2 / S / 30'

Undead Bane (+2d6); +2 enhancement; Lucky; Keen
Psychic Strike +2d8; Once a day you can load it as a swift action
Move action to create the longsword and bastard sword

Other Weapons

  • Heavy Mace (cold) +10/5 / 1d8+1d6(cold)+4 / 20x2 / b
    +1d6 cold
  • Scimitar +10/5 / 1d8+3 / 18x2 / s
    Cold iron; masterwork
  • Heavy Mace +9/4 / 1d8+3 / 20x2 / b
    Cold iron; masterwork

Space/Reach: 5 ft./5 ft. Base Attack: +6 / Grapple: +9


Feats

  • 1st: Iron Will
  • Hu: Intimidating Strike
  • Soulknife 1: Weapon Focus (mindblade)
  • Soulknife 1: Wild Talent

Gain 2 power points

  • 3rd: Mind Shield
  • 6th: Lightning Reflexes
  • 9th: Mind Strike, Swift

Once a day you may charge your soul knife with a Psychic Strike as a swift action.

Skills

Languages: Common, two other languages not yet selected


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 +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.

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.

Undead Bane (Ps)
Mind blade gains the undead bane special ability.

Demoralizing Stare
+1 to Intimidate checks; +1 round of being shaken.

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.