Rogue

Lysander Sandwalker's page

366 posts. Alias of Dragonborn3.


About Lysander Sandwalker

Chain Sword

Spoiler:
Lysander Sandwalker
Human, Male

Inquisitor/Soulknife 17
Hit Dice: 17d10+85
Hit Points: 255

Languages: Sirokan, Draconic, Common
Alignment: Lawful Neutral

Fortitude: +15 =10(Base)+5(Con)
Reflex: +20 =10(Base)+10(Dex)
Will: +16 =10(Base)+6(Wis)

Base Attack Bonus: +17/+12/+7/+2
CMB: +22 CMD: 47

Armor Class: 41 =10(Base)+9(Armor)+2(Shield)+10(Dex)+5(Natural)+5(Deflection)
Touch: 25 Flat-Footed: 31
Speed: 30ft

Strength 20(14+6)
Dexterity 30(18+2+1+1+1+1+6)
Constitution 20(14+6)
Intelligence 10
Wisdom 22(16+6)
Charisma 10

“The Twin Souls of the Sirocco”
(2) +5 Ghost Touch Flaming Soul Whip Blade of Defense(1d6+10+2+1d6 fire+1d6 Bleed, 19-20/x3, S) +33/+28/+23/+18
Two-Weapon Fighting: +31/+31/+26/+26/+20/+20/+16

“Dragon's Fang”
+1 Longsword(1d8+6+2, 19-20/x2, 4lbs, S) +22/+17/+12/+7

Skills
Bluff: +19 =0(Cha)+16(Rank)+3(Class)
Climb: +9 =5(Str)+1(Rank)+3(Class)
Disguise: +5 =0(Cha)+2(Rank)+3(Class)
Heal: +26 =7(Wis)+16(Rank)+3(Class)
Knowledge(Arcana): +8 =0(Int)+6(Rank)+3(Class) +7 to Identify Monsters
Knowledge(Religion): +8 =0(Int)+6(Rank)+3(Class) +7 to Identify Monsters
Knowledge(Dungeoneering): +8 =0(Int)+6(Rank)+3(Class) +7 to Identify Monsters
Knowledge(Nature): +8 =0(Int)+6(Rank)+3(Class) +7 to Identify Monsters
Knowledge(Planes): +8 =0(Int)+6(Rank)+3(Class) +7 to Identify Monsters
Perception: +26 =7(Wis)+16(Rank)+3(Class)
Sense Motive: +26 =7(Wis)+16(Rank)+3(Class)
Stealth: +29 =10(Dex)+16(Rank)+3(Class)
Survival: +26 =7(Wis)+16(Rank)+3(Class)
Swim: +13 =5(Str)+5(Rank)+3(Class)
Spellcraft: +12 =0(Int)+9(Rank)+3(Class)

Feats
Lv1: Weapon Finesse
Human: Two-Weapon Fighting
SoulKnife: Weapon Focus(Mind Blade)
Lv3: Double Slice
Lv5: Cloak Dance
Lv7: Improved Two-Weapon Fighting
Lv9: Psionic Weapon
Lv11: Greater Two-Weapon Fighting
Lv13: Greater Psionic Weapon
Lv15: Dodge
Lv17: Mobility

When protecting his cousins(Matthias, Gwenne, and Tal) Lysander is considered to have the feats Combat Reflexes, Bodyguard, and In Harm's Way

Human Racial Traits:
?

[spoiler=Soulknife Class Features] Bonus Feat(see above), Form Mind Blade, Shape Mind Blade, Throw Mind Blade, Wild Talent, Blade Skill(Lv2: Mind Daggers), Enhanced Mind Blade(+8), Maximum Enhancement Bonus(+5), Psychic Strike(+4d8), Blade Skill(Lv4: Full Enhancement), Blade Skill(Lv6: Rending Blades), Blade Skill(Lv8: Mind Shield), Blade Skill(Lv10: Deadly Blow), Blade Skill(Lv12: Knife to the Soul), Blade Skill(Lv14: Multiple Throw), Blade Skill(Lv16: Reaching Blade)

Blade Skills:

Dual Imbue: When utilizing multiple mind blades, the soulknife may charge both blades with her psychic strike ability at the same time (including when expending her focus to charge her psychic strike). However, her psychic strike damage is reduced by 1d8 when using this option. Damage remains normal when each weapon is charged separately.

Full Enhancement: When forming her mind blade into multiple items, the soulknife suffers no reduction in enhancement bonus.

Rending Blades: Hooks extend from the soulknife’s mind blade, dealing an additional 1d6 bleed damage on a critical hit, and giving a competence bonus on Climb checks equal to the enhancement bonus of the mind blade.

Mind Shield: The soulknife gains a +2 shield bonus to armor class, as long as her mind blade is not in a two-handed form.

Knife to the Soul: The soulknife gains the knife to the soul ability. When a soulknife with knife to the soul executes a psychic strike, she can choose to substitute Intelligence, Wisdom, or Charisma damage (her choice) for extra dice of damage. For each die of extra damage she gives up, she deals 1 point of damage to the ability score she chooses. A soulknife can combine extra dice of damage and ability damage in any combination, so long as no more than half of the soulknife’s extra dice of damage are converted to ability damage. Knife to the soul may only be used once per round. Unlike the base psychic strike ability, knife to the soul is entirely reliant on the creature’s mind, and cannot be used on creatures immune to mind-affecting abilities. The soulknife decides which ability score her psychic strike damages and the division of ability damage and extra dice of damage when she imbues her mind blade with the psychic strike energy.

Multiple Throw: The soulknife can throw a number of mind blades per round equal to the number of melee attacks she could make.

Reaching Blade: The soulknife may expend her focus to increase her reach with her mind blade by 5 feet until the start of her next turn. Unlike normal reach weapons, a soulknife may also attack adjacent opponents with her mind blade.

Inquisitor Class Features:
Domain, Judgment 6/day, Monster Lore, Orisons, Stern Gaze, Cunning Initiative, Detect Alignment, Track, Solo Tactics, Teamwork Feat(Lv3, Precise Strike) Bane(16/16 Rounds a day), Discern Lies, Teamwork Feat(Lv6, Outflank), Second Judgment, Teamwork Feat(Lv9, Look Out), Stalwart, Greater Bane(4d6), Teamwork Feat(Lv12, Swap Places), Exploit Weakness, Teamwork Feat(Lv15, Paired Opportunists), Third Judgment

Domain:
Destruction(Rage Subdomain)
Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Rage (Su): At 8th level, you can enter a fearsome rage, like a barbarian, for a number of rounds per day equal to your cleric level. At 12th and 16th level, you can select one rage power. You cannot select any rage power that possesses a level requirement, but otherwise your barbarian level is equal to 1/2 your cleric level. These rounds of rage stack with any rounds of rage you might have from levels of barbarian.
Lv12 Rage Power: Superstition (Ex): The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies. +5 to saving throw.
Lv16 Rage Power:Witch Hunter (Ex): While raging, the barbarian gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by +1 for every four levels the barbarian has obtained. A barbarian must have the superstition rage power to select this rage power. +3 to Damage Rolls.

Judgment Bonuses:

Destruction: +6 to all damage rolls
Healing: Gain Fast Healing 6
Justice: +4 on attacks rolls, double on attack rolls to confirm critical hits
Piercing: +6 on concentration checks and caster level checks to overcome SR
Protection: +4 Sacred bonus to AC, doubled against attack rolls to confirm criticals on Lysander.
Purity: +4 Sacred bonus on saving throws, doubled vs curses, diseases, and poisons
Resiliency: Gain DR 4/Chaotic
Resistance: Gain resistance 12 against acid, cold, electricity, fire, or sonic.
Smiting: Weapons count as Magic, Lawful, and Adamantine for the purposes of overcoming DR.

Inquisitor Spells per Day:

Lv1: 7
Lv2: 7
Lv3: 6
Lv4: 5
Lv5: 5
Lv6: 3

Inquisitor Spells Known:

Lv0(Dc16): Create Water, Stabilize, Acid Splash, Detect Magic, Read Magic, Detect Poison

Lv1(Dc17): Burst Bonds, Cure Light Wounds, Divine Favor(+?), Expeditious Retreat, Wrath, Disguise Self

Lv2(Dc18): Cure Moderate Wounds, Detect Thoughts, Flames of the Faithful, Weapon of Awe, Delay Poison, Shield Other

Lv3(Dc19): Cure Serious Wounds, Dimensional Anchor, Nondetection, Righteous Vigor, Glyph of Warding, Countless Eyes

Lv4(Dc20): Cure Critical Wounds, Greater Invisibility, Freedom of Movement, Divine Power(+?), Death Ward

Lv5(Dc21): Flame Strike, Mass Ghostbane Dirge, Resounding Blow, Righteous Might

Lv6(Dc22): Forbiddance, Greater Glyph of Warding, Heal

Equipment:
Belt of Physical Perfection +6, Amulet of Natural Armor +5 Ring of Protection +5, Ring of Evasion, Boots of Skating and Temporal Acceleration, Skin of the Chameleon, Third Eye(Conceal), Headband of Inspired Wisdom +6, Cloak of Resistance +5, Bracers of Armor +9

[/spoiler]