Simulacrum of Vraxeris the Illusionist

Hall Stewart's page

407 posts. Alias of Lord Foul II.


Race

Neo-Elan

Classes/Levels

Soulknife (gifted blade) 4. AC 18 FF 18 Touch 11 (+4 when using shield) HP 62/62 fort +7 reflex +6 will +12

Gender

M

Size

M

Special Abilities

Mindblade

Alignment

NN-E (true neutral, lawful and evil tendencies)

Occupation

mercenary

Strength 19
Dexterity 10
Constitution 20
Intelligence 12
Wisdom 22
Charisma 7

About Hall Stewart

race traits:
type: native outsider, elan
Advanced biology(4 RP):
Prerequisites: Advanced or monstrous power level.
Modifiers: Pick either mental or physical ability scores. Members of this race gain a +2 bonus to all of those scores, a +4 bonus to one score of the other type, and a –2 penalty to one other ability score of the other type.

Genetic Luck, lesser (2 RP):
Prerequisites: None.
Benefit: Members of this race gain a +2 racial bonus on all saving throws.

Bioengineering: Fast (1 RP):
Prerequisites: Normal speed.
Benefit: Members of this race gain a +10 foot bonus to their base speed.
Special: This trait can be taken more than once, but each time it is, the cost increases by 1 RP. Its effects stack.

Accelerated Healing (6 RP):
Prerequisites: None.
Benefit: Members of this race regain 1 hit point each round. Except for where noted here, fast healing is just like natural healing.Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a member of this race dies, at which point the effects of fast healing immediately end.

Bio Luminescent Skin (2 RP)
Prerequisites: None.
Benefit: Members of this race are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). If a member of this race has an Intelligence of 10 or higher, it gains the following spell-like ability:
At Will—light

Bio Skin Damage Resistance (3 RP)
Prerequisites: None.
Benefit: Members of this race gain DR 5/Electricity.

Light based metabolism (-2RP):
Take 1D4 points of CON damage for every day (24H) without exposure to sunlight ('Light Dependency flaw' +2RP)

Unnaturally Dense (-2RP): prerequisite: aberration, dragon, construct or outsider with ties to the plane of earth Effect: members of this race do not have natural buoyancy. They again -4 to swim skill [race] and can never take ten on swim checks.


backstory:
Hall has never been someone with much money, usually he signs up with whatever group is looking for a bit of mussle, with decent pay, usually because they aren't expected to survive long enough to cash it in, but what he lacks in expirence he makes up for by being lucky and stronger than most men

The way that is is because Hall is a Neo-élan,
Hall's not a "true" elan, elan are a race of quasi-immortal beings who were once other races, (usually human, and the base stats assume human) they go through a ritual that (in their eyes) perfects them,
Hall is the result of someone getting their hands on that ritual and resherch on luck based genetics and attempting to combine the two and create a race of indestructible imortal, psychic super soldiers,
While hall was not as durable, nor quite as lucky as hoped Hall (and potientially other test subjects) were found to be an excellent proof of concept, we healed at an accelerated rate, and while not indestructible as hoped the/we had skin more durable than a normal human (or in my case originally half elf) were resistant to magic and were found to have above average physical condition, and in several test subjects the luck gean was expressed, and many showed signs of psionic potential and/or enhanced mental capacity
the next phase of trials would probably have tried to duplicate the results on more powerful races such as drow, ogers, half giants and the planetouched races unfortunately (or fortunately depending on your point of view) the people running the tests ran into some trouble and had to abandon this batch of prototypes and Hall was found by social services and went into a foster care service (Hall was around 6-12 at the end of it) this would be about 20 years ago
(Of course most of these details would not be known to my character)


Bonus to hit with mind blade: +12 6(wisdom)+1(enchantment)+1 (weapon focus)+4(BAB)
when not psionically focused this drops to +9
Bonus to damage +10 (6 from wisdom, 3 from 2 h 1 from enchantment)
When power attacking this changes to +10 to hit +16 damage.
when charging add 2 to the to hit and 3 to damage
AC 19 10+1(natural armor) +6(armor) +1(deflection)
when under the effects of force screan AC (including touch AC) increases by 4+1 for each point added to a maximum total of 3+lvl
Dr 5/electrocity
Fast healing 1
HP 62 ( (10 (base)+5 (con)x4 (level)+2 (favored class)
Saves
fort +7 +2(racial, lucky) +4 (con) +1 (base)
reflex +5 +2 (racial, lucky) +3 (base)
will +11 +2 (racial, lucky) +6 (wisdom)+3 (base)
Movement 50 (30+10 (racial)+10(boots))
CMB +10
CMD 22

skills:
5 per level +2 (favored class)(22 total)
perception 13: 4 (ranks) +6 (wisdom) +3 (class) + 2 (trait) for valuables within 10 ft
sense motive 10 4(ranks)+6(wisdom)
profession (gambler)12 1(ranks)+2(masterwork equipment)+3 (class)+6 (wisdom)
autohypnosis 10 1(ranks)+6(wisdom)+3(class)
stealth 5 2(ranks)+3(class)
know (local) 2 1(ranks)+1(int)
know (psionics) 5 1(ranks)+1(int)+3(class)
know (tech) 2 1(rank) 1(int)
math 2 1(rank) 1 (int)
survival 9 1(ranks)+2(masterwork)+6(wisdom)
heal 7 1(ranks)+6(wisdom)
spellcraft 8 4(ranks)+3(class)+1(int)
Acrobatics -4, +9 for jumps +5 (enchantment bonus from boots)-4 (ACP)+8(movement)

traits:

Agent of Chance
You can change the fortunes of others, typically for the best.

Benefit: Once a day, when an adjacent ally makes a skill check and doesn’t like the result, you can allow him a reroll as an immediate action. Your ally must take the result of the reroll, even if it is worse than the original roll.

Coincunning
Whether from working with dwarven merchants or being one yourself, you've developed a distinctly dwarven business sense.

Benefit: You receive a +2 trait bonus on Perception checks to notice coins, gems, jewelry, and valuable trade goods. You gain a chance to notice such goods whenever you pass within 10 feet of them, whether or not you are actively looking

Redheaded (Ustalav, Kingdoms of the Linnorm Kings)

In your land there is a saying that redheaded women are born with strange blood in their veins. Many are called witches and many do not survive. You not only survived, but learned the truth of your heritage. There is magic in your blood.

Benefit: You know one cantrip of your choice from the sorcerer-wizard spell list and can use it at will as a spell-like ability. This ability is cast at your character level. The spell-like ability's Save DC is Charisma-based. If you are an arcane spellcaster, you can instead choose one 1st-level spell and it is always cast as if one level higher


Equipment:
masterwork chain mail, masterwork tools for: profession (gambling) and survival
Sleeves of disguise thing
boots leaping and striding
Ring of deflection +1

feats:
power attack, weapon focus (mind blade), psionic talent blind fight

powers known and power points:
powers known and power points:
PP 15 (1 base 12 from bonus pp for 22 wisdom at lvl 4 2 from feat)

Max power point spend per power use 4
Max power know 1

Powers known:
detect psionics (trait given) cost 0-2, duration: concentration or when Augmented 12 rounds (3 rounds/lvl)

Force Screen
Discipline psychokinesis [force]
Level gifted blade 1, psion/wilder 1, psychic warrior 1

MANIFESTING
Display Auditory
Manifesting Time 1 standard action

EFFECT
Range Personal
Target You
Duration 1 min./level (D)
Power Points 1

DESCRIPTION
You create an invisible mobile disk of force that hovers in front of you. The force screen provides a +4 shield bonus to Armor Class (which applies against incorporeal touch attacks, since the force screen is a force effect). Since it hovers in front of you, the effect has no armor check penalty associated with it.

Augment For every 4 additional power points you spend, the shield bonus to Armor Class improves by 1.
Spells
Light at will. Bio Skin


blade skills:
Focused Offense

As long as the soulknife maintains psionic focus, she adds her Wisdom modifier to her attack and damage rolls instead of her Strength modifier.

other soulknife class skills:
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.

Blade Skills

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.

Focused Offense
As long as the soulknife maintains psionic focus, she adds her Wisdom modifier to her attack and damage rolls instead of her Strength modifier.

Enhanced Mind Blade

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.