Paracount Julistar

Dwight "HollowForge" Davenport's page

34 posts. Alias of Arcanic Drake.


Full Name

Dwight "Hollowforge" Davenport

Race

Human

Classes/Levels

Soulknife (Soulbolt) Lvl 1

Gender

Male

Size

Medium

Age

18

Alignment

True Neutral

Occupation

BlackSmith

Strength 14
Dexterity 20
Constitution 10
Intelligence 15
Wisdom 10
Charisma 8

About Dwight "HollowForge" Davenport

Physical Description:
Short tussled hair that can’t be tamed, neatly trimmed facial hair, short/skinny body with compact muscle, and has nice clothes with hints of wear and ash. Also has a tattoo on the back of his right hand of a sword with a crack spidering through it.

Height: 5’ 0”
Weight: 130 lb.
Hair: Light Brown
Eyes: Dark Blue


Personality:
Cocky but sober, has most of his mind set towards his goals and will do anything to complete them. Also helpful to those who he thinks need it, but won’t “work” for free when it comes down to it.

Class Features:
Weapon and Armor Proficiency: A soulknife is proficient with all simple weapons, with her own mind blade (regardless of form), with light and medium armor, and with shields (but not tower shields).

Bonus Feat (Replaced)

The soulknife may choose Power Attack, Two-Weapon Fighting, or Weapon Focus (mind blade) as a bonus feat at 1st level.

Form Mind Blade (Su) (Replaced)

As a move action, a soulknife can form a semi-solid weapon composed of psychic energy distilled from her own mind.
A soulknife must choose the form of her mind blade at 1st level. She can either form it into a light weapon, a one-handed weapon, or a two-handed weapon. Once chosen, her mind blade stays in this form every time the soulknife forms her mind blade. The light weapon deals 1d6 points of damage, the one-handed weapon deals 1d8 points of damage, and the two-handed weapon deals 2d6 points of damage. All damages are based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized weapons. In all forms, the mind blade has a critical range of 19-20/x2. A soulknife with powerful build or any similar ability forms an appropriately-sized mind blade dealing the size-appropriate amount of damage. If the soulknife's chosen form is a light weapon, she may choose to form two light weapons when forming her mind blade if she so chooses, but she suffers the standard penalties for two-weapon fighting.
Regardless of the weapon form a soulknife has chosen, her mind blade does not have a set damage type. When shaping her weapon and assigning abilities to it, the soulknife chooses whether it will deal bludgeoning, piercing, or slashing damage. The soulknife may change the damage type of an existing mind blade, or may summon a new mind blade with a different damage type, as a full-round action; otherwise, the mind blade retains the last damage type chosen every time it is summoned.
The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on her next move action. The moment she relinquishes her grip on her blade, it dissipates (unless she intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction and is considered a masterwork weapon.
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. She can also choose her mind blade for feats requiring a specific weapon choice, such as Weapon Focus and Improved Critical. Powers or spells that upgrade weapons can be used on a mind blade. The soulknife can use feats such as Weapon Finesse that work on light weapons with her mind blade, but such feats only work on mind blades in a light weapon form.
Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain her mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains her mind blade for a number of rounds equal to her class level before she needs to check again, although the mind blade is treated for all purposes as a non-magical, masterwork weapon while in a place where psionic effects do not normally function. On an unsuccessful attempt, the mind blade vanishes. As a move action on her turn, the soulknife can attempt a new Will save to rematerialize her mind blade while she remains within the psionics-negating effect. She gains a bonus on Will saves made to maintain or form her mind blade equal to the total enhancement bonus of her mind blade (see below).
The soulknife chooses the appearance of her mind blade, although its shape must reflect the selections the soulknife has chosen: a bludgeoning mind blade would be blunt, slashing would have an edge, etc.

Shape Mind Blade (Replaced)

The soulknife's mind blade retains the last chosen form every time it is formed until the soulknife reshapes it. If the soulknife chooses to reshape her blade, it requires a full-round action to do so. She may also re-assign the type of damage dealt as part of reshaping her mind blade if she so chooses. A soulknife can reassign the ability or abilities she has added to her mind blade; see below. To do so, she must first spend 8 hours in concentration. These cannot be the normal 8 hours used for rest, even if the soulknife does not require sleep. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife.

Throw Mind Blade (Replaced)

All soulknives have some knowledge of how to throw their mind blades, though the range increment varies by form and the largest of blade forms cannot be thrown. Light weapon mind blades have a range increment of 20 ft. One-handed weapon mind blades have a range increment of 15 ft. Two-handed weapon mind blades cannot be thrown without the Two-Handed Throw blade skill. Whether or not the attack hits, a thrown mind blade then dissipates.

Wild Talent

The soulknife gains Wild Talent as a bonus feat at 1st level. This provides her with the psionic power necessary to manifest her mind blade. A character who is already psionic instead gains the Psionic Talent feat.

Blade Skills (Altered)

Beginning at 2nd level and every even soulknife level thereafter, a soulknife may choose one of a number of abilities to add to her repertoire. Some blade skills have prerequisites that must be met before they can be chosen. All blade skills may only be chosen once and require the soulknife to be using her mind blade unless otherwise stated in the skill's description.

Enhanced Mind Blade (Replaced)

A soulknife's mind blade improves as the character gains higher levels. At 3rd level and every odd level thereafter, the mind blade gains a cumulative +1 enhancement bonus that she may spend on an actual enhancement bonus or on weapon special abilities. A soulknife's level determines her maximum enhancement bonus (see Table: The Soulknife). The soulknife may (and must, when her total enhancement is higher than her maximum bonus) apply any special ability from Table: Weapon Special Abilities instead of an enhancement bonus, as long as she meets the level requirements. A soulknife can choose any combination of weapon special abilities and/or enhancement bonus enhancement bonus before assigning any special abilities. If the soulknife shapes her mind blade into two items, the enhancement bonus of her mind blade (if any) is reduced by 1 (to a minimum of 0). If this would reduce the enhancement bonus on the mind blades to 0 and weapon special abilities are applied, the soulknife must reshape her mind blade to make the options valid. Both mind blades have the same selection of enhancement bonus that does not exceed the total allowed by the soulknife's level, but she must assign at least a +1 and weapon special abilities (if any). This penalty does not apply when using the Mind Shield blade skill.

Psychic Strike (Su)

As a move action, a soulknife of 3rd level or higher can imbue her mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage on any attack she wishes to activate it on (as long as the attack is made with her mind blade). A soulknife may hold the charge as long as she likes without discharging. It does not go off on any attack unless she chooses to use it, and the charge is not wasted if an attack misses. Mindless creatures are immune to this damage, although non-mindless creatures immune to mind-affecting effects are affected by this damage as normal. (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.) A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue her mind blade with psychic energy again by taking another move action. Additionally, she may recharge it as a swift action by expending her psionic focus.
Once a soulknife has prepared her blade for a psychic strike, it holds the extra energy until it is used (whether the attack is successful or not). Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown), it is still imbued with psychic energy when the soulknife next materializes it.
If the soulknife forms her mind blade into two weapons, she may imbue each mind blade with psychic strike as normal. If she reshapes her mind blade into a single weapon form, the additional psychic strike imbued into the additional weapon is lost. At every four levels thereafter (7th, 11th, etc), the extra damage from a soulknife's psychic strike increases by 1d8.

Quick Draw

A 5th level soulknife may manifest her mind blade as a free action, though she may still only attempt to do so once per round (unless throwing the weapon multiple times using the Multiple Throw blade skill).

Mind Blade Mastery

At 20th level, a soulknife reaches the pinnacle of her art and her connection to her blade is so strong it cannot be severed. She no longer requires a Will save to maintain her mind blade in a null psionics field, although it still loses any enhancement bonus and special abilities. In addition, she may change the configurations of her mind blade's special abilities at will as a full-round action, which also resets any penalties that may have accrued from the Fluid Form and Improved Fluid Form blade skills.


Archetype Class Features:
Bonus Feat

A soulbolt can choose either Point-Blank Shot or Weapon Focus (mind bolt) as a bonus feat at 1st level. This replaces the standard list of bonus feats available to a 1st level soulknife.

Form Mind Bolt (Su)

At 1st level, as a move action, a soulbolt can form a semi-solid ranged weapon composed of psychic energy distilled from her own mind. This mind bolt appears inside of or enveloping the soulbolt's hand.
A soulbolt must choose the form of her mind bolt at 1st level. She can either form it into a short range, medium range, or long range bolt which determines the weapon's range increment and base damage. Once chosen, her mind bolt stays in this form every time the soulknife forms her mind bolt. The long range bolt form is the smallest of forms and deals 1d6 points of damage and has a 100 ft. range increment. The medium range bolt form deals 1d8 points of damage, with a 60 ft. range increment, and the short range bolt form is the largest and heaviest form and deals 1d10 points of damage with a 20 ft. range increment. A soulbolt adds her Strength modifier to damage rolls when using the mind bolt in the short range form. All damages are based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized weapons. A soulbolt with powerful build or any similar ability forms an appropriately-sized mind bolt dealing the size-appropriate amount of damage. Regardless of form, the mind bolt has a 19-20 critical threat range, has a maximum range of 10 range increments, and is treated as a projectile.
The form of the soulbolt's mind bolt also determines how many hands must be used to form and manipulate the mind bolt. If the mind bolt is in long range form, both of the soulbolt's hands remain free to hold other items such as a shield or a weapon. If the mind bolt is in medium range form, the soulbolt must have at least one hand free to form and manipulate the mind bolt. If the mind bolt is in short range form, the soulbolt must have both hands free to wield and launch the mind bolt.
A soulbolt can wield a buckler without penalty regardless of the form of her mind bolt.
Regardless of the weapon form a soulbolt has chosen, her mind bolt does not have a set damage type. When shaping her weapon and assigning abilities to it, the soulbolt chooses whether it will deal bludgeoning, piercing, or slashing damage. The soulbolt may change the damage type of an existing mind bolt, or may summon a new mind bolt with a different damage type, as a full-round action; otherwise, the mind bolt retains the last damage type chosen every time it is summoned.
The bolt can be broken (it has hardness 10 and 10 hit points); however, a soulbolt can simply create another on her next move action. The moment she relinquishes her grip on her blade, it dissipates (unless she intends to throw it; see below). A mind bolt is considered a magic weapon for the purpose of overcoming damage reduction and is considered a masterwork weapon.
A soulbolt can use feats such as Rapid Shot or Precise Shot in conjunction with the mind bolt just as if it were a normal ranged weapon. She can also choose her mind bolt for feats requiring a specific weapon choice, such as Weapon Focus and Improved Critical. Powers or spells that upgrade weapons can be used on a mind bolt. The soulbolt can use feats such as Weapon Finesse that work on light weapons with her mind bolt, but such feats only work on mind bolts in a light weapon form, such as using the Mind Daggers blade skill.
Even in places where psionic effects do not normally function (such as within a null psionics field), a soulbolt can attempt to sustain her mind bolt by making a DC 20 Will save. On a successful save, the soulbolt maintains her mind bolt for a number of rounds equal to her class level before she needs to check again, although the mind bolt is treated for all purposes as a non-magical, masterwork ranged weapon while in a place where psionic effects do not normally function. On an unsuccessful attempt, the mind bolt vanishes. As a move action on her turn, the soulbolt can attempt a new Will save to rematerialize her mind bolt while she remains within the psionics-negating effect. She gains a bonus on Will saves made to maintain or form her mind bolt equal to the total enhancement bonus of her mind bolt (see below).
The soulbolt chooses the appearance of her mind bolt, although its shape must reflect the selections the soulbolt has chosen: a bludgeoning mind bolt would be blunt, slashing would have an edge, etc.
This ability replaces the Form Mind Blade class feature normally gained by soulknives.

Shape Mind Bolt

The soulbolt's mind bolt retains the last chosen form every time it is formed until the soulbolt reshapes it. If the soulbolt chooses to reshape her bolt, it requires a full-round action to do so. She may also reassign the type of damage dealt as part of reshaping her mind bolt if she so chooses. A soulbolt can reassign the ability or abilities she has added to her mind bolt; see below. To do so, she must first spend 8 hours in concentration. These cannot be the normal 8 hours used for rest, even if the soulbolt does not require sleep. After that period, the mind bolt materializes with the new ability or abilities selected by the soulbolt. This ability replaces the Shape Mind Blade class feature normally gained by soulknives.

Launch Mind Bolt

Soulbolts are greater masters at making ranged attacks with their weapon than their soulknife counterparts. Unlike a soulknife, a soulbolt does not need to reform her mind bolt after throwing it. This means that the soulbolt can make use of all iterative attacks available, or multiple attacks such as those gained from Rapid Shot, without the need for abilities such as the Multiple Throw blade skill.
This ability replaces the Throw Mind Blade class feature normally gained by soulknives.

Blade Skills

The following blade skills cannot be used with the Mind Bolt: Alter Mind Blade, Bladestorm, Bladewind, Dual Imbue, Extended Strike, Furious Charge (and Improved), Gruesome Riposte, Multiple Throw, Reaching Blade, Rending Blades, Trade Blows, Twin Strike, and Two-handed Throw. The soulbolt may additionally select blade skills from the list below.

Alter Mind Bolt: A soulbolt gains the ability to shape her mind
bolt into different weapon forms. She may change her blade's form to the long range weapon, medium range weapon, or short range weapon forms any time she forms her mind bolt.

Arresting Shot: As a standard action, the soulbolt can make a ranged reposition attempt against an enemy within one range increment. If the attempt is successful, the enemy is repositioned to directly adjacent to the soulbolt, occupying the space in the most direct path from the target to the soulbolt. The soulbolt must have the wrenching special ability applied to her mind bolt to use this blade skill. The soulbolt must be at least 12th level to select this blade skill.

Charged Shot: As a standard action, the soulbolt can make a single ranged attack with her mind bolt. If the attack is successful, the mind bolt bursts with psionic energy upon impact, dealing its base weapon damaging to all creatures within a 5-ft. radius of the creature struck. A successful Reflex save (DC 10 + 1/2 soulbolt level + Wisdom modifier) halves the damage taken.

Close-Range Expert: When making ranged attacks with her mind bolt, a soulknife does not provoke attacks of opportunity as long as she maintains psionic focus.

Close-Range Expert, Improved: The soulbolt threatens adjacent squares when wielding her mind bolt and does not need to maintain psionic focus to gain the benefit of the Close-Range Expert blade skill. The soulbolt must have the Close-Range Expert blade skill and must be at least 12th level to select this blade skill.

Double Shot: As a standard action, a soulbolt can expend her psychic strike to make two ranged attacks with her mind bolt. The attacks do not deal the additional damage from psychic strike.

Freezing Bolt: The soulbolt may, as a free action, have her mind bolt deal cold damage instead of its selected damage type. In this form, the mind bolt bypasses any damage reduction, although it is subject to resistance to cold damage, and is similarly augmented by cold vulnerability. If the mind bolt successfully deals cold damage, the target must make a Fortitude save (DC 10 + 1/2 soulbolt level + Wisdom modifier) or have its speed reduced by half for one round. Multiple attacks with a freezing bolt in the same round do not extend this duration.

Mind Daggers: If a soulbolt selects the Mind Daggers blade skill, she gains the option to form her mind bolt into dagger form, dealing 1d4 points of damage, with a critical threat range of 19-20, a critical multiplier of x2, and a range increment of 30 ft. When making ranged attacks with the mind bolt in dagger form, a soulbolt adds her Strength modifier to damage rolls. When forming her mind bolt into dagger form, the soulbolt may either make a single mind bolt or a pair of mind bolts, so long as both are in dagger form. The mind bolt suffers the standard penalty for forming two items. The soulbolt may additionally use the mind bolt in dagger form to make melee attacks, but this may render some of the mind bolt's weapon special abilities non-functioning if they do not apply to melee attacks (such as the Distance special ability; see Enhanced Mind Bolt below).

Rain of Arrows: As a standard action, the soulbolt may fire off her mind bolt and have deal damage to all creatures within a 10 ft. cube within one range increment. A successful Reflex save (DC 10 + 1/2 soulbolt level + Wis modifier) halves the damage. A soulbolt must have the charged shot blade skill and be at least 10th level in order to select this blade skill.

Thousand Blades: When making a full attack, the soulbolt may expend her psychic strike. She deals no psychic strike damage, but all of her attacks use her highest base attack bonus before factoring in other modifiers to attack rolls. A soulbolt must be at least 12th level in order to select this blade skill.

Enhanced Mind Bolt

A soulbolt's mind bolt improves as the character gains higher levels. At 3rd level and every odd level thereafter, the mind bolt gains a cumulative +1 enhancement bonus that she may spend on an actualenhancement bonus or on weapon special abilities. A soulbolt's maximum enhancement bonus follows the same progression as a soulknife. The soulbolt may (and must, when her total enhancement is higher than her maximum bonus) apply any special ability from the table below instead of an enhancement bonus, as long as she meets the level requirements. A soulbolt can choose any combination of weapon special abilities and/or enhancement bonus that does not exceed the total allowed by the soulbolt's level, but she must assign at least a +1 enhancement bonus before assigning any special abilities. If the soulbolt shapes her mind bolt into two items, such as using the Mind Daggers blade skill, the enhancement bonus of her mind bolt (if any) is reduced by 1 (to a minimum of 0). If this would reduce the enhancement bonus on the mind bolt to 0 and weapon special abilities are applied, the soulbolt must reshape her mind bolt to make the options valid. Both mind bolts have the same selection of enhancement bonus and weapon special abilities (if any).


Skills:
Acrobatics 9, Autohypnosis 4, Climb 6, Craft (Weapons) 7, Intimidate 3, Knowledge (Psionics) 6, Perception 4, Profession (Blacksmith) 4

Feats:
Wild Talent, Point-Blank Shot, Precise Shot, Rapid Shot

Traits:
Talented Black Smith (Craft (Weapons)), Reactionary

Crunch:
Dwight Davenport - Soulknife (Soulbolt) 1
True Neutral Medium Human
Init +7; Perception +4
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DEFENSE
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AC 17, touch 15, flatfooted 12
HP 10 (1d10 + 0 Con)
Fort +0, Ref +7, Will +2
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OFFENSE
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Speed 30 ft.
Melee
Unarmed Strike +3 (1d3 + 2 nonlethal)
Range
Small Mindbolt +7 (1d6) [100ft]
Medium Mindbolt +7 (1d8) [60ft]
Large Mindbolt +7 (1d10 + 2) [20ft]
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STATISTICS
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XP
Str 14, Dex 20 (18 + 2), Con 10, Int 15, Wis 10, Cha 8
Base Attack +1; CMB +3; CMD 17
Feats: Wild Talent, Point-Blank Shot, Precise Shot, Rapid Shot
Traits: Talented Black Smith (Craft (Weapons)), Reactionary
Favoured Class: Soulknife (+1 skill)
Skills:
Acrobatics 9 (1 Rank + 3 Class + 5 DEX)
Autohypnosis 4 (1 Rank + 3 Class + 0 WIS)
Climb 6 (1 Rank + 3 Class + 2 STR)
Craft (Weapons) 7 (1 Rank + 3 Class + 2 INT + 1 Trait)
Intimidate 3 (1 Rank + 3 Class – 1 CHA)
Knowledge (Psionics) 6 (1 Rank + 3 Class + 3 INT)
Perception 4 (1 Rank + 3 Class + 0 WIS)
Profession (Blacksmith) 4 (1 Rank + 3 Class + 0 WIS)
Languages: Common, Draconic, Aklo
Equipment: Leather Armor (15 lb.), Fighter’s Kit (29 lb.), Proof of Lineage
Current encumbrance: 44 lb. light load (<58, 59 – 116, 117 – 175 lb.)
Money: 191 gp
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SPECIAL ABILITIES
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-Class Abilities-
Form Mindbolt
Shape Mindbolt
Launch Mindbolt

Grey Piece:
Proof of Lineage
Background: All Family members of the house of the HollowForge that become blacksmiths goes through a rite of passage in which they make their first work. This work is always small as to be worn about the neck or otherwise be carried on their person. The reason for making such a trinket is to show how the family curse manifests itself in a particular Blacksmith and to act as a signet "ring," as all first works have the family seal stamped on them.

Description: Dwight's First Work, Proof of Lineage, is in the shape of a small, Smoky colored Sword pendant with a multitude of lightly colored cracks running through it. The pendant also has a looped chain attached to the hilt that allows it to be worn about the neck.

Slotted Item: Neck

Cantrip: Conjurer's Toolbelt

Special Quality: Cracks in the pendant glow with a soft light like dimming embers and produces small wisps of smoke.


Equipped Items:
Melee:
Range:
Armor: Leather Armor
Magic Items:Proof of lineage

Items and Treasure:
Items:
Treasure:

Wealth:
0 PP 191 GP 0 SP 0 CP

Background:
History
Many generations ago the progenitor of the House of the HollowForge made a deal with a long forgotten being of power. The price of this deal has been undefined to the rest of the family, but its effects remain to this day. All family members of the House of the HollowForge can, sometime during their lifetimes, make great, almost perfect works as blacksmiths... but due to the nature of the deal, all such works are flawed in some fashion. Each family member and descendant have, at least, a specific flaw that each and every single work that they create will express. However, this flaw never affects the integrity of the work, but only the works appearance.

Due to this their family motto is: "Perfection in Imperfection."

Dwight "HollowForge" Davenport
A young man born into the House of the HollowForge, Dwight Davenport wished to be a great Blacksmith like those before him, training under some of the best of his house. When the time came to make his First Work he was estatic... but something changed his perception of his profession. Upon completing the rite he was shocked to find that his family's curse visited upon him twofold: First, that spidering cracks appeared in the metal of his pendant, which to this date only the house's progenitor expressed and second, that a second flaw appeared in his work, that of a glossy smoke color tainting the metal, which none of his line has ever expressed. Crestfallen that all of his works would always have twice the flaws that his house were famous for, he grudgingly accepted his fate as an undefined omen for his family.

For a few years after, he made unique works for many people. Despite this, he couldn't shake the dread he was feeling about his situation and after a while, his family's situation. Why must all of their works be flawed? Is there anyway they can break their curse? He could picture the works he wanted to create in his head, but could never recreate them in real life. For a whole year, he became obsessed about how he could get rid of the curse. Wizards shook their heads at him, telling him that the flaws that his family worked into their metal wasn't the work of magic. Clerics could gain no insight from their deities as to the nature of his families affliction. Nothing would work, nothing would explain it and nothing would help him.

One night after many hours at the forge, creating flawed works where he wanted to create perfection, Dwight started to become increasingly frustrated. In a fit of rage, he snapped one of his blades in half, visualizing in perfect detail what he would rather create. A ghostly image of that particular weapon appeared, floating within his reach! The beauty of the work astounded him, even though it came directly from his mind. In joy, he almost grasped the blade, to feel its heft and balance that he new would be perfect. Immediately, he pulled back his hand, fearing that his touch would inflict his curse upon the weapon. Since that night, he's been practicing using what he calls mind forging, constantly perfecting the works of his mind, but never touching them. However, this also caused him to put more work into forging real weapons to practice what he was seeing in his mind's eye, even though his curse was always inflicted upon them.

In his last moments, he was in his forge secretly working on both arts of mind and metal and was sure that he was close to a breakthrough when he was taken. Shadow and pain consumed him... and then death took him... and then he woke...

Character Plan and In-game Character Reasoning:
Player's Plan:
Basically making a mid-range (or long-range if needed) character that fires off a lot of attacks and can help forge/fix weapons for others.

Characters Reasoning:
Dwight isn't a soulknife because of two reasons: he feels that touching his weapons would taint them somehow... which he defiantly doesn't want and that he is a smith, not a warrior (he knows enough about how to use weapons to make them and fit them to their owners... but doesn't feel he can wield them himself). He also makes a multitude of different "soulbolts" because he wanted to make many different perfect works in life... Though, he does have a favorite called Unrefined Vision (the large soul bolt he is mostly going to be using).