Aldern Foxglove

Henrik Ardelean's page

50 posts. Alias of Joseph Soltz.


Full Name

Henrik Ardelean

Race

Human

Classes/Levels

Soulknife (Moonlight Meditant) 3| HP 32/32 | AC: 17 T: 12 FF: 15 | Perception +7 | Init +4 | F +4 R +6 W +5| Speed 50 |

Gender

Male

Size

Medium

Age

23

About Henrik Ardelean

Henrik Ardelean:

Henrik Ardelean CR 3
TN Medium Humanoid (Human)
Soulknife (Moonlight Meditant) 3
Init +4; Senses Perception +7
===== Defense =====
AC 17, touch 12, flat-footed 15; (+5 armor, +2 Dex,)
hp 32 (3d10+6); fast healing 2
Fort +4, Ref +6, Will +5
DR 2/silver;
===== Offense =====
Spd 40 ft.
Melee 2 Claws +8 (1d4+5), PA Claws +7 (1d4+7)
Special Attacks list all special combat actions here, in alphabetical order. Do not list feats.
===== Statistics =====
Str 18, Dex 14, Con 14, Int 12, Wis 12, Cha 7
Base Atk +3; CMB +7
Feats Feral Vitality, Longstride Shift, Mental Leap, Power Attack, Speed of Thought, Toughness
Traits Chance Savior, Personalized Trick (Lifesurge
Skills Acrobatics +7 (+19 while jumping), Autohypnosis +7, Climb +9, Intimidate +4, Perception +7, Stealth +8, Survival +9
Languages Common, Sylvan
SQ add all special qualities here, listed alphabetically
Combat Gear+1 Chain Shirt, +1 Cloak of Resistance; Other Gear gear not used in combat (or just Gear if no division) 750gp
===== Special Abilities =====
Favored Class Bonus: +3/6 Blade Skill What it says on the tin.
Alternate Racial Trait: Practiced Hunter: +2 Stealth, Survival, and both are always class skills. Replaces Skilled.
[b]Transcendent Werewolf (Ex)
A Moonlight Meditant cannot become a werewolf or lycanthrope, and loses such templates if he possesses them when he takes his first moonlight meditant level. In addition, at 1st level, he gains the shapechanger subtype and a shifting feat he qualifies for as a bonus feat, which he can swap whenever he rests for at least 8 hours.
Moonsilver Blade (Su) The moonlight meditant gains the ability to wrap himself in a silvery projection of energy, taking a form similar to a werewolf. Shifting feats appear similarly when used, rather than truly transforming him. At first level, the moonlight meditant's mind blade takes the form of a primary bite or 2 primary claw attacks, chosen when he forms his mind blade. They deal damage as appropriate for the moonlight meditant's size, and may shift their location freely, though they still count as being on hands and head for the purposes of using other weapons. He may hold or otherwise use objects (like shield) in his hands while attacking, but may not use a hand to attack with both a weapon and a claw. Mind blades are treated as silver for the purposes of vulnerabilites and oercoming damage reduction, and do not benefit from amulets of mighty fists or similar effects. At sixth level, a moonlight meditant gains both the bite and claw attacks.
Savage Pursuit (Ex) During his turn, a moonlight meditant can move up to 5 feet as a free action without provoking attacks of opportunity before each attack he makes with his mind blade; after this movement he may make his attack against any target within reach from his new position. The moonlight meditant cannot make an attack in this fashion against opponents he cannot reach from his new position. At 4th level, he can move up to 10 feet, at 8th level he can move up to 15, and at 16 he may move up to 20ft. A moonlight meditant may use this ability in the same turn he takes a 5-foot step, and vice-versa.
Enhanced Mind Blade (Su) Starting at 3rd level, all of a moonlight meditant's natural attacks gain an enhancement bonus on attack and damage equal to his mind blade's maximum enhancement bonus. In addition, he treats his natural weapons as both magic and silver for vulnerabilities and overcoming damage reduction. In addition, the moonlight meditant's bite and claw mindblades gain their normal progression of abilities, and do not need a +1 minimum enhancement bonus before gaining weapon special abilities. When a moonlight meditant chooses how he enhances his mind blade, his bite and each of his claws can be given their own combination of weapon special abilities.
Allocated Enhancements: Frost (+1)
Moonsilver BodyAt 3rd level, a moonlight meditant gains damage reduction 1/silver. At 7th level and again at every four moonlight meditant levels thereafter, this damage reduction increases by 1. This ability replaces psychic strike.
Telekinetic Athleticism (Blade Skill)(Su) The soulknife gains the benefits of the Mental Leap and Speed of Thought psionic feats while she maintains her psionic focus, and may expend her psychic strike's charge to fuel the secondary abilities of these feats instead of using her psionic focus.
Longstride Shift (Ex) 1/2 level+ConMod/day, +5ft per shifting feat to movement speed.
Athletics Sphere (Ex) Coordinated Movement: Whenever you take the withdraw action, you regain your martial focus.
Training Packages:
Climb: You retain your Dexterity bonus to AC and may climb at half your base speed instead of one-quarter, and may move at your full speed instead of half speed when taking a -5 penalty.
Leap:You may reduce the effective height of any fall by 20ft on a successful DC 15 Acrobatics check rather than 10. In addition, the fall is reduced by an additional 10ft for every 10 points this check exceeds the target DC.
Run: You move five times your normal speed while running if wearing medium, light, or no armor and carrying no more than a medium load, or four times your speed if wearing heavy armor or carrying a heavy load. If you make a jump after a running start, you gain a +4 bonus on your check, and retain your dexterity bonus to AC while running.
Swift movement (Ex): When you have martial focus, while using movement modes associated with the training packages you possess, you gain a competence bonus to your speed of +10ft, +5ft per 4 points of base attack bonus you possess. When using the leap training package with this ability, apply the bonus to the maximum distance you may travel while jumping and to your base speed when determining the bonus to Acrobatics checks made to jump granted by your speed even if you are not trained in the run training package.
Wall Stunt (Ex): If you possess the Leap training package, when jumping or falling, you may make an acrobatics check to jump as a swift action, provided there is a solid surface other than a ceiling (wall, floor, etc.) adjacent to you at that point. You may treat spaces occupied by creatures of your size or larger as containing such an object but your movement provokes attacks of opportunity as normal. Any fall damage that would be incurred is calculated after removing the height of the swift action jump.
If you possess the run training package, as long as there is a wall adjacent to you, you may run along the wall for all or part of your movement, including vertically. A square of vertical movement costs two squares of movement. You may treat spaces occupied by creatures of your size or larger as containing a wall, but your movement provokes attacks of opportunity as normal. Doing so bypasses any obstacle on the ground. You must end your movement on the ground as normal; if there is no ground present, you fall.
If you also possess the climb training package, you may attempt to cling to the wall at the end of your movement. If you possess the leap training package, you may make Acrobatics checks to jump as part of this movement as normal. If you possess the Mobile Striker talent, you can kick off of a wall for the rest of your movement, gaining a +1 circumstance bonus to your damage roll if you make an attack while airborne; for every 5 base attack bonus you possess, this bonus increases by +1.

Backstory:
Born in Tamrivena, Henric grew up fairly comfortably, as far as Ustalav denizens go. Though his father wished him to follow in his footsteps as a merchant, Henric was neither charismatic enough or interested in business, and being an unruly teenager, often spent time where he was told to stay away from.

Such was the case when he and a few friends spied a curious professor, wandering down the road from Ravengro's direction (though they'd never been, nor did they specifically know of it). Seeming a bit eccentric, they followed him, off the road, and into the small (compared to the shudderwood) forest directly south of Tamrivena.

What he was looking for, they hadn't the time to find out, as with a crack of a branch nearby, they were set upon by a pair of abnormally large wolves, and though the boys were older, and bodily able, they were untrained,and with Lorrimor on the less physical end of expertise, there were few survivors. Namely, Henric and Lorrimor, though Henric had taken a nasty bite to the arm.

Lorrimor quickly identified the shapechanging corpses as not wolves, but lycanthropes. He had never before encountered quite such a young case of curse infliction, however, and wondered whether there was an alternative to euthanasia. Over the course of the next year or so, Lorrimor nearly adopted the rambunctious youth, developing methods of suppression with the poor boy, gradually finding that, while difficult, it was far from impossible to control if caught early enough.

During this time, he and Kendra often spent time together, and while he cared little for her studies, or her wizardry in general as she was learning, she definitely garnered his admiration, the girl's perseverance and candor winning him over. He kept his "crush" a secret, gradually talking to her less and less before he left their home in Ravengro, working to hone his skills in the wilds and taking down the beasts who had cursed him. He stayed mostly near his home in Tamrivena, taking short excursions to the southern tip of the Shudderwood, as well as the forest in which he'd originally been bitten.