Shimsil's page

137 posts. Alias of Tenro.


Race

Diamond (CR +2)

Classes/Levels

Soulbolt 7 (HP: 151/81; AC 16*; Fort 7 - Ref 10 - Will 10; Perception +15)

Special Abilities

Speech, Telepathy, Darkvision 120, Blindsense 120, SLA: At-will: Mage Hand, Magic Aura

Alignment

NE

Deity

Ego 34

Location

arcane argent -7hp

Intelligence 18
Wisdom 20
Charisma 20

About Shimsil

HP: 81 +70 temp each day
AC: 16 =10 + 1 Size + 5 Natural + wielder's DEX, Dodge and Deflection
Resist: Construct Traits, Hardness 20
Immune: Construct Traits
Init: +5 (CHA)
Speed: 0
BAB: +5
F: 7 = 2 base + 5 CHA
R: 10 = 5 base + 5 CHA
W: 10 = 5 base + 5 CHA

COMBAT BAB +7/+2 (+1 Size)
Current Mods: +2, Ghost Touch

Small Form, 100ft Range
+13/+8 ranged, 1d6+2+5, crit 19-20/x2, B/P/S

Medium Form, 60ft Range
13/+8 ranged, 1d8+2+5, crit 19-20/x2, B/P/S

Large Form, 20ft Range
13/+8 ranged, 1d10+2+5, crit 19-20/x2, B/P/S

Conditional:
Point-blank Shot +1/+1 w/i 30ft
Psychic Strike +2d8
Can make two attacks as a standard action by expending focus (can't use Psychic Strike with this)
While Focused, range doubled

Racial Traits:

    Construct Traits
    Low-light vision.
    Darkvision 60 feet.
    Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
    Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
    Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
    Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
    Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
    Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
    A construct cannot be raised or resurrected.
    A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
    Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
    Proficient with no armor.
    Constructs do not breathe, eat, or sleep.

    Diamond (CR +2) (treated as adamantine)
    Base Form: +1 Keen Scimitar of Speed
    Item can change shape into one other form of the same size:
    Alternate Form: +1 Keen Kukri of Speed

    Ego:
    Base GP Value: 50315
    Base Ego before intelligent enhancements: +6
    Ego from Special Abilities: +6
    Ego from Ability Scores: +14
    Ego from Skill Points: +8


Class Abilities:

    Soulbolt
  • Bonus Feat: A soulbolt can choose either Point-Blank Shot or Weapon Focus (mind bolt) as a bonus feat at 1st level. This replaces the standard list of bonus feats available to a 1st level soulknife.

  • Form Mind Bolt (Su): At 1st level, as a move action, a soulbolt can form a semi-solid ranged weapon composed of psychic energy distilled from her own mind. This mind bolt appears inside of or enveloping the soulbolt's hand.
    A soulbolt must choose the form of her mind bolt at 1st level. She can either form it into a short range, medium range, or long range bolt which determines the weapon's range increment and base damage. Once chosen, her mind bolt stays in this form every time the soulknife forms her mind bolt. The long range bolt form is the smallest of forms and deals 1d6 points of damage and has a 100 ft. range increment. The medium range bolt form deals 1d8 points of damage, with a 60 ft. range increment, and the short range bolt form is the largest and heaviest form and deals 1d10 points of damage with a 20 ft. range increment. A soulbolt adds her Strength modifier to damage rolls when using the mind bolt in the short range form. All damages are based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized weapons. A soulbolt with powerful build or any similar ability forms an appropriately-sized mind bolt dealing the size-appropriate amount of damage. Regardless of form, the mind bolt has a 19-20 critical threat range, has a maximum range of 10 range increments, and is treated as a projectile.
    The form of the soulbolt's mind bolt also determines how many hands must be used to form and manipulate the mind bolt. If the mind bolt is in long range form, both of the soulbolt's hands remain free to hold other items such as a shield or a weapon. If the mind bolt is in medium range form, the soulbolt must have at least one hand free to form and manipulate the mind bolt. If the mind bolt is in short range form, the soulbolt must have both hands free to wield and launch the mind bolt.
    A soulbolt can wield a buckler without penalty regardless of the form of her mind bolt.
    Regardless of the weapon form a soulbolt has chosen, her mind bolt does not have a set damage type. When shaping her weapon and assigning abilities to it, the soulbolt chooses whether it will deal bludgeoning, piercing, or slashing damage. The soulbolt may change the damage type of an existing mind bolt, or may summon a new mind bolt with a different damage type, as a full-round action; otherwise, the mind bolt retains the last damage type chosen every time it is summoned.
    The bolt can be broken (it has hardness 10 and 10 hit points); however, a soulbolt 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 bolt is considered a magic weapon for the purpose of overcoming damage reduction and is considered a masterwork weapon.
    A soulbolt can use feats such as Rapid Shot or Precise Shot in conjunction with the mind bolt just as if it were a normal ranged weapon. She can also choose her mind bolt 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 bolt. The soulbolt can use feats such as Weapon Finesse that work on light weapons with her mind bolt, but such feats only work on mind bolts in a light weapon form, such as using the Mind Daggers blade skill.
    Even in places where psionic effects do not normally function (such as within a null psionics field), a soulbolt can attempt to sustain her mind bolt by making a DC 20 Will save. On a successful save, the soulbolt maintains her mind bolt for a number of rounds equal to her class level before she needs to check again, although the mind bolt is treated for all purposes as a non-magical, masterwork ranged weapon while in a place where psionic effects do not normally function. On an unsuccessful attempt, the mind bolt vanishes. As a move action on her turn, the soulbolt can attempt a new Will save to rematerialize her mind bolt while she remains within the psionics-negating effect. She gains a bonus on Will saves made to maintain or form her mind bolt equal to the total enhancement bonus of her mind bolt (see below).
    The soulbolt chooses the appearance of her mind bolt, although its shape must reflect the selections the soulbolt has chosen: a bludgeoning mind bolt would be blunt, slashing would have an edge, etc.
    This ability replaces the Form Mind Blade class feature normally gained by soulknives.

  • Shape Mind Bolt: The soulbolt's mind bolt retains the last chosen form every time it is formed until the soulbolt reshapes it. If the soulbolt chooses to reshape her bolt, it requires a full-round action to do so. She may also reassign the type of damage dealt as part of reshaping her mind bolt if she so chooses. A soulbolt can reassign the ability or abilities she has added to her mind bolt; 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 soulbolt does not require sleep. After that period, the mind bolt materializes with the new ability or abilities selected by the soulbolt. This ability replaces the Shape Mind Blade class feature normally gained by soulknives.

  • Launch Mind Bolt: Soulbolts are greater masters at making ranged attacks with their weapon than their soulknife counterparts. Unlike a soulknife, a soulbolt does not need to reform her mind bolt after throwing it. This means that the soulbolt can make use of all iterative attacks available, or multiple attacks such as those gained from Rapid Shot, without the need for abilities such as the Multiple Throw blade skill.
    This ability replaces the Throw Mind Blade class feature normally gained by soulknives.

  • Enhanced Mind Bolt: A soulbolt's mind bolt improves as the character gains higher levels. At 3rd level and every odd level thereafter, the mind bolt gains a cumulative +1 enhancement bonus that she may spend on an actual enhancement bonus or on weapon special abilities. A soulbolt's maximum enhancement bonus follows the same progression as a soulknife. The soulbolt may (and must, when her total enhancement is higher than her maximum bonus) apply any special ability from the table below instead of an enhancement bonus, as long as she meets the level requirements. A soulbolt can choose any combination of weapon special abilities and/or enhancement bonus that does not exceed the total allowed by the soulbolt's level, but she must assign at least a +1 enhancement bonus before assigning any special abilities. If the soulbolt shapes her mind bolt into two items, such as using the Mind Daggers blade skill, the enhancement bonus of her mind bolt (if any) is reduced by 1 (to a minimum of 0). If this would reduce the enhancement bonus on the mind bolt to 0 and weapon special abilities are applied, the soulbolt must reshape her mind bolt to make the options valid. Both mind bolts have the same selection of enhancement bonus and weapon special abilities (if any).

  • 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 (Modified those available in the Soulbolt page)
    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.
    Alter Mind Bolt: A soulbolt gains the ability to shape her mind bolt into different weapon forms. She may change her blade's form to the long range weapon, medium range weapon, or short range weapon forms any time she forms her mind bolt.
    Close-Range Expert: When making ranged attacks with her mind bolt, a soulknife does not provoke attacks of opportunity as long as she maintains psionic focus.
    Double Shot: As a standard action, a soulbolt can expend her psychic strike to make two ranged attacks with her mind bolt. The attacks do not deal the additional damage from psychic strike.

  • Psychic Strike (Su): As a move action, a soulknife of 3rd level or higher can imbue her mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage on any attack she wishes to activate it on (as long as the attack is made with her mind blade). A soulknife may hold the charge as long as she likes without discharging. It does not go off on any attack unless she chooses to use it, and the charge is not wasted if an attack misses. Mindless creatures are immune to this damage, although non-mindless creatures immune to mind-affecting effects are affected by this damage as normal. (Unlike the rogue's sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away.) A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue her mind blade with psychic energy again by taking another move action. Additionally, she may recharge it as a swift action by expending her psionic focus.
    Once a soulknife has prepared her blade for a psychic strike, it holds the extra energy until it is used (whether the attack is successful or not). Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown), it is still imbued with psychic energy when the soulknife next materializes it.
    If the soulknife forms her mind blade into two weapons, she may imbue each mind blade with psychic strike as normal. If she reshapes her mind blade into a single weapon form, the additional psychic strike imbued into the additional weapon is lost. At every four levels thereafter (7th, 11th, etc), the extra damage from a soulknife's psychic strike increases by 1d8.

  • Quick Draw: A 5th level soulknife may manifest her mind blade as a free action, though she may still only attempt to do so once per round (unless throwing the weapon multiple times using the Multiple Throw blade skill).


Favored Class: +7 Skill Points
Lv 4: +1 INT

Feats and Traits:

Feats
  • Wild Talent (bonus)
  • Point-Blank Shot (bonus)
  • Precise Shot
  • Empowered Shot[Psionic]
  • Psionic Meditation [Psionic]
  • Quick Draw (bonus)
  • Extra Blade Skill

    Traits

  • Dangerously Curious: +1 UMD, becomes class skill
  • Child of the Streets: +1 SoH, becomes class skill
  • Skills:
    4 + 4 INT/level (+ Favored Class)
    Acrobatics +0= +0 DEX
    Autohypnosis +15=7+3 +5 WIS
    Climb +0= +0 STR
    Craft Weapon +14=7+3 +4 INT
    Intimidate +5= +5 CHA
    Know: Psionics +14=7+3 +4 INT
    Perception +15=7+3 +5 WIS
    Profession +5= +5 WIS
    Spellcraft +14=7+3 +4 INT
    Sleight of Hand +11=7+3 +0 DEX +1T
    Stealth +14=7+3 +0 DEX +4S
    Survival +15=7+3 +5 WIS
    Swim +0= +0 STR
    Use Magic Device +16=7+3 +5 CHA +1T

    Equipment:

    Intelligent Item modifications cost 1x
    Regular Weapon modifications cost 1.5x
    Melding other magic items costs 2.25x

    Intelligent Item Abilities:
    500gp speech
    1000gp telepathy
    1000gp senses 120ft
    500gp darkvision
    5000gp blindsense
    1000gp mage hand at will SLA
    2000gp magic aura on itself at will
    6000gp Increase 16 CHA to 20
    6000gp Increase 16 WIS to 20
    1800gp Increase 14 INT to 17
    5gp Secret compartment in handle

    195gp worth of precious gems

    Story and Appearance:

    Shimsil now appears most often as a glittering magical scimitar made entirely of diamond.

    Shimsil, as a youth, had gained a reputation as a thief. It was well-deserved, as he often stole things and fenced them. As mundane things became less interesting, he took to the high-stakes magical item trade. He stole, smuggled, and fenced magic items for several years before he met his match. He got cocky, and tried to steal from the great and cruel sorceror Felen Maryon. Felen decided that the impetuous thief liked magic items so much, that a fitting punishment would be to MAKE him INTO a magical item. Felen summoned a powerful demon and armed him with a soul-trapping sword. The demon pursued Shimsil out of the sorceror's tower and halfway down the mountain upon which it was situated before slaying him with the sword, fulfilling the enchantment and trapping Shimsil within.

    Over a great deal of time, and through great expenditure of effort, Shimsil has begun to gain a modicum of control over his new form. He snuck out of the sorceror's vault by concealing himself in a truck of gold pieces scheduled for shipment to pay for an unknown artifact. He then took control of the merchant who was the recipient, and from there drove the man to poverty having his sword body enchanted. After passing through a few more hands, picking up enchantments here and there, he was summoned by the Crimson Stranger.

    Player Notes:

    Psionic Shot feats later?
    then pick up thousand blades skill at lv12