Sajan

Fharalkakhad's page

66 posts. Alias of Eric Swanson.


About Fharalkakhad

LG Kalashtar Male Soulknife 1
Favored Class: Soulknife (+1HP)
Campaign: Eberron
Languages: Common, Quori, Draconic, Rierdran

STR 14 (+2)
DEX 16 (+3)
CON 13 (+1)
INT 14 (+2)
WIS 12 (+1)
CHA 13 (+1)

Description:

5'6", 168 lbs, Short black hair, closely shaven, Bronze skin, black eyes. several tattoos, on his arms and over his back. Fharalkakhad carries himself with a quiet grace and dignity, instilled in him by his teachers, bolstered by his training. He speaks little, preferring to let his actions speak for themselves. He is curious about the outside world, and tries to not let his curiosity get the better of him. He maintains complete control of his emotions at all times, knowing he is hunted by the Quori, and they can strike at any time. Also he still carries the scars of abandonment and is afraid to form attachments to others as a result.

Defense
AC 18 (+4 Armor, +3 Dex, +1 Dodge), CMD 16
HP 12 (1d10+2 CON), currently 12
Fort: +3 (+2 base, +1 CON)
Refl: +5 (+2 base, +3 DEX)
Will: +2 (+0 base, +1 WIS, +1 Trait)

Offense
Initiative +3, Move 30'
BAB +1, CMB +3
- Attacks:
Mindblade (One lt. weapon) +3 to hit (1d6+2, 19-20/x2, B or S or P, 20') or
Mindblade (Two weapons) +1/+1 to hit (1d6+2 and 1d6+1, 19-20/x2, B or S or P) or
Dagger +3 to hit (1d4+2 dam, 19-20/x2, 10', S/P) or
Lt. Crossbow +4 to hit (1d8 dam, 19-20/x2, 80', P)
Power points 4, 4 currently (1 char level, +1 racial, +2 Psionic Talent)

Skills:
+7 Acrobatics 1+3(dex)+3(class)
+3 Bluff 0+1(cha)+2(racial)
+7 Climb 1+2(str)+3(class)
+3 Diplomacy 0+1(cha)+2(racial)
+1 Disguise 0+1(cha) (+3 as human)
+7 Escape Artist 1+3(dex)+3(class)
+5 Heal 1+1(wis)+3(class)
+7 Intimidate 1+1(cha)+3(class)+2(racial)
+5 Perception 1+1(wis)+3(class)
+7 Stealth 1+3(dex)+3(class)
+6 Swim 1+2(str)+3(class)

Feats:

Racial Abilities:

Kalashtar:

- +2 racial bonus on saving throws against all mind-affecting spells and abilities, and possession.
- +2 racial bonus on Bluff, Diplomacy, and Intimidate checks.
- +2 racial bonus on Disguise checks made to impersonate a human.
- Kalashtar sleep, but do not dream. They are immune to 'Dream' and 'Nightmare' spelss, as well as any other effect that relies on the target's ability to dream.
- Naturally Psionic: Gain one extra power point per character level, regardless of whether they choose a psionic class.
- Psi-Like ability: Mindlink (Su): You forge a telepathic bond with another creature within 30', which must have an INT of 3 or higher. The bond can be established only with a willing subject, who thereafter receives no saving throw and gains no benefit from SR. You can communicate telepathically through the bond even if you do not share a common language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another), but only lasts for one round per character level. This is a mind-affecting ability.

Class Abilities:

Soulknife:

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

- Form Mindblade (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.

Psionic Talent [Psionic]: Benefit: When you take this feat for the first time, you gain 2 power points.

Align Mind Blade (Su): A khalashtar soulknife can spend 1 power point as a free action to imbue his mind blade with a good alignment for the purpose of overcoming DR. This effect lasts for 1 round. When the kalashtar soulknife gains the ability to enhance his mindblade with weapon special abilities with a +2 bonus, he adds the Holy Special Ability to the list of those he can apply.

Equipment:

Chain Shirt (100gp)
Dagger (2gp)
Lt. Crossbow w/10 bolts (36gp)
Backpack (2gp)
Bedroll (1sp)
Waterskin (1gp)
Pouch (1gp)
57gp, 9sp
-------
200gp total

Background:
Fharalkakhad grew up as the youngest child in one of the outlying villages in Adar. He grew up knowing little of the tyranny of the Inspired quori, and had a relativelt happy childhood. Until one day, when he waas about 7 years old out with his older siblings , he returned to his farmhouse, to find his parents had vanished without a trace. He was devastated, for he had always been close to both his parents.

Not long after he was turned over to a state run boarding house, where he received the standard education for all the kalashtar. He was extremely unhappy, since he was separated from his siblings.

He learned later the Inspired had discovered his latent psychic abilities, and were trying to figure out where he had inherited them, since neither of his parents displayed them. He was liberated by a strange old man, who had been watching over him. a telepath. He expalined to Fharalkakhad the following;

When the Inspired enslaved the Khalashtar, the people tried every way to break the bonds of slavery that the Dreamers held over them. But with out the key to unlocking the psychic powers in their mind, it seemed hopeless. Whenever they came close to unlocking the powers , the Inspired discovered it and purged the knowledge and those who discovered it. They prayed long months to figure out a way to work around this. Then, a breakthrough, they figured out how to use the latent psychic energies, guided by a being called il-Yannah, to create blades of force from their own minds.

Fharalkakhad was offered the choice to be selected for the training to become, and he was entrusted with il-Yannah, in order to lead his people to freedom. He was counseled to guard his knowledge carefully, and to gain experience, to someday return to his homeland.