Amiri

Sandria Sylta-NPC's page

2 posts. Alias of jhpace1.


Full Name

Sandria Sylta

Race

Elan

Classes/Levels

Soul Knife 3, Aegis 3, Metaforge 4

Gender

Female

Alignment

CG

Strength 18
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 14
Charisma 10

About Sandria Sylta-NPC

Sandria Sylta:

Female Elan Soul Knife 3, Aegis 3, Metaforge 4
CG Medium Humanoid(Aberration)
Init +4; Senses Perception +15
--------------------
DEFENSE
--------------------
AC 19, touch 15, flat-footed 17 (Natural Armor +3, Deflection +3, +2 Dex, +1 Shield) DR 4/-(when in armor)
hp 120
Fort +8, Ref +7, Will +10
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +0 (1d3/20/x2)
Melee +1 Collision Medium Soulblade(Peircing) +13/+7 (1d8+10 19-20)
Melee +1 Colision light soulblade(slashing) +13/+7
--------------------
STATISTICS
--------------------
Str 18, Dex 14, Con 14, Int 14, Wis 14, Cha 10
Base Atk +10; CMB +5; CMD 17
Feats Two-Weapon Fighting, Pyschic Meditation, Speed of Thought, Double Slice, Improved-Two Weapon Fighting, Two-Weapon Defense, Power Attack
Traits: Reactionary, Perceptive Talent
Skills Acrobatics +15, Autohypnosis +15, Perception +15, Sense Motive +15, Knowledge(Psionics) +15, Fly +15
Languages Common
Equipment: Amulet of Natural Armor +3(18000g), Cloak of Resistence +4(16000g), Ring of Protection +3(18000g), two belt pouches, snowshoes, cleats, cold weather outfit, furs
Remaining gold:

Special Abilities:

--------------------
SPECIAL ABILITIES
--------------------

(old) Armor:(CP 10 total) Increase Armor(1) Evasion(1) Augment Weapon(2) Improved Damage Reduction(2) Reach(3)
(new) Armor:(Customization Points 10 total, effective 7th Level)
All armors: darkvision (1 point), energy resistance (1 point, cold 10), improved armor (1 point), augmented weapon (2 points), reach (3 points)
in reserve: flight (2 points)
(1) Astral Skin free customizations: speed (2), nimble, evasion
(2) Astral Armor free customizations: brawn, improved damage, flexible suit
(3) Juggernaut free customizations: fortification, hardy, stalwart
PP: 11

Aberrant Nature: Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans.
Naturally Psionic: Elans gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a psionic class, she instead gains the Psionic Talent feat.
Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Resilience (Su): When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends.
Repletion (Su): An elan can sustain his body without need of food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours.
Psionic Aptitude: When an elan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.

Bonus Feat: 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): 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: 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: 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.

Astral Repair (Ps): An aegis is capable of repairing mundane items, restoring 2 hit points of damage to the touched item as a standard action usable at will. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this ability to function. This ability has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

Form Astral Suit (Su): Every aegis learns to draw forth ectoplasm and form an astral suit around their form. The aegis can select from three different types when forming his astral suit – skin, armor, or juggernaut. An aegis is always considered to be proficient with his astral suit, even if he does not have the appropriate armor proficiency. The amount of time forming this astral suit takes depends on the type of suit being formed. Different astral suit forms grant different free customizations. These free customizations never count against the aegis’s total number of customization points spent on his astral suit, although customizations that have scaling costs, such as the Brawn customization, do count toward the customization point cost of subsequent selections. For example, the Astral Skin form grants the Nimble customization. Should the aegis want to select Nimble again, he would have to pay the increased cost (4) instead of the initial cost (2).
The aegis chooses the appearance of his astral suit, although its shape must reflect the selections the aegis has chosen: astral skin would cover the aegis like a psychoactive skin, astral juggernaut would appear to cover the aegis like plate armor, etc.
An astral suit can be dismissed as a free action.
An astral suit does not function in areas where psionics do not work, such as a null psionics field. Dismiss ectoplasm can be used against an astral suit; treat the manifester level as the aegis’s class level, although the aegis can simply form his astral suit again on his next turn.

Customization Points: An aegis gains a pool of points he can use to customize his astral suit, molding it to suit his needs. Modifying the customization points spent on an astral suit requires 8 hours of concentration. An aegis may choose to leave customization points free when he sets his customization choices, allowing him to customize his suit on the fly. If he does so, setting a customization in this fashion takes one minute of concentration and that customization cannot be changed until the aegis spends another 8 hours modifying the astral suit.
Each astral suit provides certain free customizations; these are provided on top of whatever customizations the aegis pays for with customization points, and are not subject to the usual level prerequisites or increased costs. If the aegis changes the type of his astral suit and the free customizations would take the suit over the maximum limit (such as switching from an Astral Armor with 3 Nimble customizations to Astral Skin, which grants an additional Nimble customization), the excess customizations go inert until the astral suit is changed to make the selections valid (by reconfiguring the customization points via 8 hours of concentration or Reconfigure ability or switching the astral suit type).

Craftsman: Beginning at 2nd level, an aegis gains a +1 bonus to any one Craft skill of his choice. At 6th level and every four levels thereafter, this bonus increases by 1.
Damage Reduction: Starting at 2nd level, when an aegis is wearing his astral suit, he gains damage reduction 2/-, regardless of what type of astral suit he is wearing. At 5th level and every three levels thereafter, this damage reduction improves by 1.

Invigorating Suit (Su): An aegis of at least 3rd level wearing his astral suit gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

Reconfigure: Starting at 3rd level, an aegis can reconfigure up to his Intelligence modifier in customization points on his astral suit once per day as a standard action. Every two levels thereafter, he can use this ability an additional time per day.

Astral Suit: At each level, treat the metaforge as if he had gained a level of aegis for the purposes of damage reduction and customization points. The metaforge does not gain any other benefits from an increased level (bonus customizations, daily uses of reconfigure, power points, etc.). This does, however, allow the metaforge to qualify for customizations dependant on his aegis level, such as the Reach customization.
Mind Blade: At each level, treat the metaforge as if he had gained a level of soulknife for the purposes of Enhanced Mind Blade. The metaforge does not gain any other benefits from an increased level (blade skills, etc.).
Crystallized Mind Blade (Su): A metaforge is able to combine the ectoplasm he uses to form his astral suit and the psionic energy he uses to shape his mind blade into a crystallized form of his mind blade. Creating a crystallized mind blade works the same as forming a mind blade, and the weapon functions in all ways mechanically as the metaforge’s mind blade, except as follows. The weapon’s hardness and hit points are increased by 1 for each level the metaforge has. In addition, the weapon can be charged with 1 power point, increasing its enhancement bonus by 1.
At 5th level, the weapon can instead be charged with 2 power points, increasing its enhancement bonus by 2.
At 9th level, the weapon can instead be charged with 3 power points, increasing its enhancement bonus by 3.

Transfer Enhancement (Su): Starting at 2nd level, a metaforge can spend one minute in concentration to reduce his mind blade’s enhancement bonus or weapon special abilities by 1 (or a +1 equivalent ability) and gain an armor special ability of equal value added to the astral suit. This transfer lasts until the metaforge spends another minute to either revert his mind blade to its full power or to alter the armor special ability granted to his astral suit.
A metaforge may only have one such transfer in effect at any given time and may not reduce his mind blade to a +0 enhancement bonus. Every two levels thereafter, the enhancement bonus that the metaforge can transfer is increased by 1, to a maximum of +5 at 10th level.

Dual Summon (Su): Upon achieving 3rd level, the metaforge has learned to bring about his weapon and armor at the same time. While maintaining his psionic focus, the metaforge can form both mind blade and astral suit at the same time. The action needed to do this is whichever action takes the longer between the two abilities.
For example, for a soulknife with the Quick Draw feat and using Astral Juggernaut form, using this ability requires a full-round action, as that is how long it takes to form an astral suit in Astral Juggernaut form. For Astral Skin form, it would instead take a swift action.
The metaforge may alternatively expend his psionic focus to summon both his mind blade and his astral suit. The action needed to do this is whichever action takes the shorter between the two abilities.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.