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<blockquote data-quote="Voadam" data-source="post: 2243328" data-attributes="member: 2209"><p>Sir Vandon Hagel</p><p>Human Soulknife 9/Paladin 3 (last 3 levels are paladin)</p><p>Str 18 (22)</p><p>Dex 12</p><p>Con 16</p><p>Int 8</p><p>Wis 8</p><p>Cha 16(20)</p><p>F +14 R+13 W+11</p><p>125 hp</p><p>AC 27 (11 armor, 3 shield, 2 deflection, 1 dex) touch 13, flat footed 26</p><p>XP 72,000</p><p>BAB +9, attacks +19/+14 1d6+8 17-20x2 range increment 30’</p><p>Init +1</p><p>Move 30’</p><p>Feats: Close Quarters Combat, Ghost Attack, Greater Weapon Focus (mind blade) B, Greater Psionic Weapon, Improved Crit (mind blade), Improved Toughness, Psionic Weapon, Speed of Thought B, Weapon Focus (mind blade) B, Wild Talent B</p><p>Skills: Concentration +15, Diplomacy +11, Listen +11, Spot+11, Tumble +13(+10), </p><p></p><p>Lay on hands 15 hp</p><p>Smite evil 1/day +5 attack, +3 damage </p><p>Psychic strike +2d8 takes move equivalent to recharge</p><p>Greater psionic weapon +4d6 expends focus</p><p>Electricity resistance 10</p><p>Immune to fear, disease</p><p>Mind blade enhancement: Lucky (allows one attack/day to be rerolled)</p><p>25% chance negate crit</p><p>detect golems and evil</p><p>Ignore Golem DR</p><p></p><p>Mithril full plate+3 19,500</p><p>Cloak of charisma +4 16,000</p><p>Gauntlets of ogre power +4 16,000</p><p>Ring of minor electricity resistance 10 12,000</p><p>Boots of levitation 7,500</p><p>Heavy steel shield +1 of light fortification 4,170</p><p>Scarab golembane 2,500</p><p>Ring of protection +2 8,000</p><p>Handy haversack 2,000</p><p>Everburning torch 110</p><p>Silver holy symbol 25</p><p>Rope silk 50’ 10</p><p>185 gp</p><p></p><p>Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.</p><p>Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.</p><p>Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin 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.</p><p>At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.</p><p>Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.</p><p>Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.</p><p>Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.</p><p>Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.</p><p>This ability functions while the paladin is conscious, but not if she is unconscious or dead.</p><p>Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.</p><p></p><p>Mind Blade (Su): As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. 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/x2). 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. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.</p><p>The blade can be broken (it has hardness 10 and 10 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.</p><p>A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.</p><p>A soulknife’s mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).</p><p>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.</p><p>Weapon Focus (Mind Blade): A soulknife gains Weapon Focus (mind blade) as a bonus feat.</p><p>Wild Talent: A soulknife gains Wild Talent as a bonus feat. (This class feature provides the character with the psionic power he needs to materialize his mind blade, if he has no power points otherwise.)</p><p>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.</p><p>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 (such as Knife to the Soul; see below).</p><p>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 1d8 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.)</p><p>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.</p><p>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.</p><p>At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra damage from a soulknife’s psychic strike increases as shown on the Table above.</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a soulknife can add to his weapon improves to +2, +3, and +4, respectively. A soulknife can choose any combination of weapon special abilities that does not exceed the total allowed by the soulknife’s level.</p><p>The weapon ability or abilities remain the same every time the soulknife materializes his mind blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities.</p><p></p><p>Weapon Special Ability Enhancement Bonus Value</p><p>Defending +1</p><p>Keen +1</p><p>Lucky* +1</p><p>Mighty cleaving +1</p><p>Psychokinetic* +1</p><p>Sundering* +1</p><p>Vicious +1</p><p>Collision* +2</p><p>Mindcrusher* +2</p><p>Psychokinetic burst* +2</p><p>Suppression* +2</p><p>Wounding +2</p><p>Bodyfeeder* +3</p><p>Mindfeeder* +3</p><p>Soulbreaker* +3</p><p>*New special abilities</p><p></p><p>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.</p><p>Speed of Thought: A soulknife gains Speed of Thought as a bonus feat at 6th level.</p><p>Bladewind (Su): At 9th level, a soulknife gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent.</p><p>As a full attack, when wielding his mind blade, a soulknife can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the soulknife’s regular mind blade.</p><p>When using bladewind, a soulknife forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell).</p><p>The mind blade immediately reverts to its previous form after the bladewind attack.</p><p>Greater Weapon Focus (Mind Blade): A soulknife gains Greater Weapon Focus (mind blade) as a bonus feat at 9th level.</p></blockquote><p></p>
[QUOTE="Voadam, post: 2243328, member: 2209"] Sir Vandon Hagel Human Soulknife 9/Paladin 3 (last 3 levels are paladin) Str 18 (22) Dex 12 Con 16 Int 8 Wis 8 Cha 16(20) F +14 R+13 W+11 125 hp AC 27 (11 armor, 3 shield, 2 deflection, 1 dex) touch 13, flat footed 26 XP 72,000 BAB +9, attacks +19/+14 1d6+8 17-20x2 range increment 30’ Init +1 Move 30’ Feats: Close Quarters Combat, Ghost Attack, Greater Weapon Focus (mind blade) B, Greater Psionic Weapon, Improved Crit (mind blade), Improved Toughness, Psionic Weapon, Speed of Thought B, Weapon Focus (mind blade) B, Wild Talent B Skills: Concentration +15, Diplomacy +11, Listen +11, Spot+11, Tumble +13(+10), Lay on hands 15 hp Smite evil 1/day +5 attack, +3 damage Psychic strike +2d8 takes move equivalent to recharge Greater psionic weapon +4d6 expends focus Electricity resistance 10 Immune to fear, disease Mind blade enhancement: Lucky (allows one attack/day to be rerolled) 25% chance negate crit detect golems and evil Ignore Golem DR Mithril full plate+3 19,500 Cloak of charisma +4 16,000 Gauntlets of ogre power +4 16,000 Ring of minor electricity resistance 10 12,000 Boots of levitation 7,500 Heavy steel shield +1 of light fortification 4,170 Scarab golembane 2,500 Ring of protection +2 8,000 Handy haversack 2,000 Everburning torch 110 Silver holy symbol 25 Rope silk 50’ 10 185 gp Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level. Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin 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. At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level. Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action. Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature. Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead. Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases. Mind Blade (Su): As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. 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/x2). 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. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus. The blade can be broken (it has hardness 10 and 10 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. A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade. A soulknife’s mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level). 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. Weapon Focus (Mind Blade): A soulknife gains Weapon Focus (mind blade) as a bonus feat. Wild Talent: A soulknife gains Wild Talent as a bonus feat. (This class feature provides the character with the psionic power he needs to materialize his mind blade, if he has no power points otherwise.) 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 (such as Knife to the Soul; see below). 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 1d8 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.) 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. At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra damage from a soulknife’s psychic strike increases as shown on the Table above. 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. 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. 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. At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a soulknife can add to his weapon improves to +2, +3, and +4, respectively. A soulknife can choose any combination of weapon special abilities that does not exceed the total allowed by the soulknife’s level. The weapon ability or abilities remain the same every time the soulknife materializes his mind blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities. Weapon Special Ability Enhancement Bonus Value Defending +1 Keen +1 Lucky* +1 Mighty cleaving +1 Psychokinetic* +1 Sundering* +1 Vicious +1 Collision* +2 Mindcrusher* +2 Psychokinetic burst* +2 Suppression* +2 Wounding +2 Bodyfeeder* +3 Mindfeeder* +3 Soulbreaker* +3 *New special abilities 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. Speed of Thought: A soulknife gains Speed of Thought as a bonus feat at 6th level. Bladewind (Su): At 9th level, a soulknife gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent. As a full attack, when wielding his mind blade, a soulknife can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the soulknife’s regular mind blade. When using bladewind, a soulknife forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell). The mind blade immediately reverts to its previous form after the bladewind attack. Greater Weapon Focus (Mind Blade): A soulknife gains Greater Weapon Focus (mind blade) as a bonus feat at 9th level. [/QUOTE]
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