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LRC:Wolfdale

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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 (Short Sword) +11 | 1d6+5 | 19-20x2 | Range: 30' | S
    • Mindblade (Short Sword with Mind Shield) +10 | 1d6+4 | 19-20x2 | Range: 30' | S
  • Mindblade (Longsword [move action]) +11 | 1d8+5 | 19-20x2 | Range: 30' | S
    • Mindblade (Longsword [move action] with Mind Shield) +10 | 1d8+4 | 19-20x2 | Range: 30' | S
  • Mindblade (Bastard Sword [move action, 2 handed]) +11 | 1d10+6 | 19-20x2 | Range: 30' | S
    +2 (+1 with shield); Psychic Strike +2d8 dmg; Dissipates after throwing, must "redraw"; 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.

Weapon
Special
Ability
Enhancement
Bonus Value
Description
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).
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.
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.
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.
Collision +2 Collision weapons psionically increase their own mass at the end point of each swing or shot. Such weapons deal an extra 5 points of damage on each successful strike, in addition to the weapon’s enhancement bonus.
Mindcrusher +2 Any psionic creature struck in combat by a mindcrusher weapon loses a number of power points equal to half the amount of hit point damage the weapon deals (only the base damage of the weapon contributes to the power point loss; additional damage from high Strength or other sources does not cause additional power point loss). A psionic creature that is out of power points (or has none) must succeed on a DC 17 Will save or take 1d2 points of Wisdom damage.
Psychokinetic burst +2 This weapon functions as a psychokinetic weapon that also releases a blast of destructive psionic energy upon scoring a successful critical hit. In addition to the extra damage of the psychokinetic ability (see above), a psychokinetic burst weapon deals an extra 1d6 points of damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add 2d6 points of extra damage instead, and if the multiplier is ×4, add 3d6 points of extra damage. This extra damage is ectoplasmic in nature and is not affected by damage reduction.
Suppression +2 An opponent or object struck by this kind of weapon is subject to a targeted dispel psionics power. The wielder makes a dispel check (1d20 + 5 + manifester level, maximum +15) against a DC of 11 + the manifester level of the power to be dispelled.
Wounding +2 A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon.

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

  • 1st: Iron Will
  • Human: Intimidating Strike
  • Soulknife 1: Weapon Focus (mind blade), Wild Talent
  • 3rd: Mind Shield
  • 6th: Lightning Reflexes

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.