Zadim

Rajni Vedbhushan's page

2 posts. Alias of Tenro.


Race

Human (Vudrani)

Classes/Levels

Soulknife (Nimble Blade) 1 // Cryptic (Brutal Disruptor) 1

Gender

M

Size

M

Age

29

Special Abilities

  • PP 4/4
  • Altered Defense 6/6

  • Alignment

    LN

  • Active Creature Type: Humanoid
  • Active Energy Type: Cold

  • Deity

    Irorian Pantheon

    Languages

    Common, Dwarven, Elven

    Strength 10
    Dexterity 18
    Constitution 14
    Intelligence 15
    Wisdom 13
    Charisma 10

    About Rajni Vedbhushan

    HP: 14 =10+CON+2 Feat
    AC: 19 =10 + 4 DEX + 4 ARMOR + 1 DODGE
    Resist:
    Init: +4
    Speed: 30

    F: 2 = 0 base + 2 CON
    R: 6 = 2 base + 4 DEX
    W: 3 = 2 base + 1 WIS
    +2 vs [Mind-Affecting]

    COMBAT
    Melee
    Mwk Mindblade, +6 melee, 2d6 dmg, 19-20/x2, P

    Ranged
    Disrupt Pattern, +5 ranged touch, 1d6+2 dmg, crit 20/x2, 30ft

    calculated:

    not calculated (conditional):

    BAB: +1
    CMB: +1
    CMD: 14

    Racial Traits:

    • Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
    • Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
    • Base Speed: Humans have a base speed of 30 feet.
    • Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
    • Bonus Feat: Humans select one extra feat at 1st level.
    • Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

    • Favored Class: +1/6th of a Cryptic Insight

    Class Abilities:

    • Combined Weapon and Armor Proficiencies:
      Weapon: Simple plus rapier and shortbow, and mindblade (regardless of form)
      Armor: Light. Armor does not interfere with the cryptic's class features.

      Soulknife

    • 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.
      - - Current Mind Blade Form(s): Two Handed, Masterwork, Piercing (full-round to change), Cannot be Thrown

    • 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.

    • Weapon Finesse: A nimble blade gains the Weapon Finesse feat as a bonus feat at 1st level.
      This replaces the bonus feat normally gained at 1st level.

    • Mind Blade Finesse: A 1st level nimble blade gains the Mind Blade Finesse blade skill. This replaces proficiency with shields and medium armor.
      - - Mind Blade Finesse: The benefits of the Weapon Finesse feat apply to the mind blade even when it is in forms that cannot normally be the subject of Weapon Finesse (including two-handed forms).

      Cryptic

    • Powers Known: A cryptic begins play knowing one cryptic power of your choice. Each time she achieves a new level, she unlocks the knowledge of a new power.
      Choose the powers known from the cryptic power list. (Exception: The feat Expanded Knowledge does allow a cryptic to learn powers from the lists of other classes.) A cryptic can manifest any power that has a power point cost equal to or lower than her manifester level.
      The total number of powers a cryptic can manifest in a day is limited only by her daily power points.
      A cryptic simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night's sleep each day to regain all her spent power points.
      The Difficulty Class for saving throws against cryptic powers is 10 + the power's level + the cryptic's Intelligence modifier.

    • Maximum Power Level Known: A cryptic begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers.
      To learn or manifest a power, a cryptic must have an Intelligence score of at least 10 + the power's level.

    • Pattern Designs (Su): Unlike normal manifesters, a cryptic manipulates the world around her by creating tattoos and patterns that alters reality in different ways. Cryptic powers show up on the cryptic's body in the form of tattoos. The cryptic's known powers can be identified via Spellcraft checks with a DC equal to 10 + double the power's level. These tattoos do not count against the number of psionic tattoos that the cryptic can safely wear.
      When a cryptic manifests one of her powers, it creates a visual pattern of energy during the action taken to manifest the pattern. While the cryptic's powers have the normal displays for psionic powers – auditory, mental, and the like – this visual pattern unique to the cryptic cannot be suppressed as normal displays can be suppressed.

    • Altered Defense (Su): A cryptic learns early on to modify the patterns around her to grant her protection as a swift action. The cryptic chooses from the options below and may only have one such effect active at any given time. The cryptic can use this ability for a number of rounds per day equal to 4 + her Intelligence modifier. The cryptic can maintain this ability as long as she wants as long as she has rounds available, or dismiss it at any time as a free action.
      - - Absorb: The cryptic gains DR 1/-.
      - - Deflect: The cryptic gains a +1 dodge bonus to his AC.
      - - Retaliate: The cryptic gains a +1 bonus on his attack rolls against any opponent that successfully hit him since his last turn.
      Every four cryptic levels thereafter, this bonus increases by 1 (to 2 at 5th level, 3 at 9th level, 4 at 13th level, and 5 at 17th level).

    • Disrupt Pattern (Su): All cryptics are able to disrupt the patterns they can perceive, although the potency of this disruption is based on the cryptic's focus. When a cryptic gains psionic focus, she selects one creature type as her active type (she does not need to select a subtype). As a standard action, the cryptic can make a ranged touch attack with a range of 30 feet, firing a ray of black energy at the target. If the attack is successful, the cryptic deals 1d6 points of damage + additional damage equal to the cryptic's Intelligence modifier. This attack deals half damage if the target's type is not of the cryptic's active type. Like some other rays, if the attack roll of this ability would indicate a critical hit, the damage is doubled. This ability can only be used once per round, even if an item or other effect would duplicate it.

    • Lesser Insights: Cryptics learn minor powers they can use at will to aid them in a variety of ways. The cryptic gains 2 talents from the cryptic talent list.

    • Scribe Tattoo: At 1st level, cryptics receive Scribe Tattoo as a bonus feat. A cryptic can scribe tattoos of any power she knows (up to 3rd level). The power must be one that can be made into a tattoo. The cryptic does not need to meet the prerequisites for this feat.

    • Intimidating Pattern: A brutal disruptor adds 1/2 her level (minimum 1) on Intimidate checks made to demoralize a target.
      This ability replaces trapfinding.

    • Unnerving Disruption: Any time the brutal disruptor deals damage with her disrupt pattern ability, she can expend her psionic focus to make a free Intimidate check against the affected opponent.
      This ability replaces trapmaker.

    Powers:

    Cryptic PP: 4 = 1 Class + 1 INT + 2 Feat
    Cryptic Powers Known: 2 Talents, + 1

    Talents:
    Detect Psionics
    My Light

    1st:
    Defensive Precognition ^

    Feats and Traits:

    Feats
  • Weapon Finesse (class bonus)
  • Wild Talent (class bonus)
  • Scribe Tattoo (class bonus)
  • Psionic Body [Psionic]
  • Dodge

    Traits

  • Armor Master
  • Latent Psion

  • Skills:

    Skill Points at Each Level: 4 + Int modifier (2) +1 Human

    Adventuring Skills:
    Acrobatics +8=1+3 +4 DEX
    Autohypnosis +5=1+3 +1 WIS
    Climb +0= +0 STR
    Disguise +0= +0 CHA
    Intimidate +5=1+3 +0 CHA (+1/2 CL)
    Escape Artist +4= +4 DEX
    Know: Arcana: +2= +2 INT
    Know: Dungeon: +2= +2 INT
    Know: Local: +2= +2 INT
    Know: Nature: +2= +2 INT
    Know: Planes: +2= +2 INT
    Know: Religion: +6=1+3 +2 INT
    Know: Psionics +6=1+3 +2 INT
    Perception +5=1+3 +1 WIS
    Sense Motive +1= +1 WIS
    Spellcraft +2= +2 INT
    Stealth +8=1+3 +4 DEX
    Swim +0= +0 STR
    Use Magic Device +0= +0 CHA

    Background Skills: (+2 Background) (+1 craft +1 profession)
    Appraise +2= +2 INT
    Artistry: Tattoo +8=1+3 +2 INT +2 Cs
    Craft +2= +2 INT
    Know: Engineer: +2= +2 INT
    Know: Geography: +2= +2 INT
    Know: History: +2= +2 INT
    Know: Nobility: +2= +2 INT
    Linguistics +6=1+3 +2 INT
    Lore: Star Navigation +6=1+3 +2 INT
    Perform +0= +0 CHA
    Profession +1= +1 WIS
    Sleight of Hand +8=1+3 +4 DEX

    Equipment:

    100gp Chain Shirt, +4 AC, +4 Max Dex, -2(-1) ACP, 25lbs
    50gp Mwk Tattoo Kit (+2 Artistry: Tattoo)

    Player Notes:

    Ten Minute Background

    Feats Wanted:

    Combat Manifestation - pretty important
    Extra Blade Skill - req BAB +2
    Extra Insight
    ***Improved Disruption - +1 dmg per die on disrupt
    ***Psionic Meditation - req Wis 13, autohypnosis 4, move action to focus
    *****Deep Focus - req Psionic Body, autohypnosis 4, have a second focus
    ***One Pattern - req arcane+dungeon+nature+planes+psionic+religion 5, disrupt does full damage against non-active type, extra damage to active type
    ***Psionic Stamina - Req Psionic Body, Soulknife lv3, *while focused* gain +1 to FORT for each [psionic] feat, up to 1/3 of soulknife level

    Blind-fight - fits theme, pretty good
    Dodge?
    Mobility?
    Spring Attack?
    Combat Expertise - req INT 13, need some AC
    Psionic Body - 2hp per psionic feat, cant hurt!
    Speed of Thought - req WIS 13, add 10ft speed while focused
    Up the Walls - req WIS 13, can use walls to move

    Persistent Focus? - req WIS 13, Psionic Meditation, always count as focused for one ability
    Ghost Attack - req BAB +3, deal 75% to incorporeal instead of 50%

    Cloak Dance - req dance 2 stealth 7, kinda cool maybe