Hellknight Signifier

Soladil Branex's page

4 posts. Alias of Dotraj.


Full Name

Solandil Branex

Race

Human

Classes/Levels

Aegis/Soulknife 2

Gender

Male

Size

Medium

Alignment

Chaotic Good

Deity

Sarenrae

Languages

Keleshite, Osiriani, Taldane

Strength 18
Dexterity 11
Constitution 16
Intelligence 14
Wisdom 7
Charisma 8

About Soladil Branex

Statistics:
Male Keleshite Aegis/Soulknife 2
CG Medium Humanoid (Human)
Init +2; Senses darkvision 60 ft.; Perception +3
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DEFENSE
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AC 18, touch 10, flat-footed 18 (+8 armor)
hp 28
Fort +7, Ref +5, Will +4; +1 vs spells, spell-like, supernatural abilities of evil arcane casters, +2 vs divination, +2 vs hexes, spells, spell-like abilities, and supernatural abilities of fey, hags, and witches
Defensive Abilities stalwart, evasion, 25% chance to ignore crits; DR 2/-
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OFFENSE
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Speed 30 ft. (20 w/ armor)
Melee Mindhammer +8 (2d6+7/19-20), or Mindhammer +7 (2d6+10/19-20)
Ranged Mindhammer +3 (1d8+7/10 ft.)
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STATISTICS
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Str 20, Dex 11 Con 18, Int 14, Wis 7, Cha 8
Base Atk +2; CMB +6; CMD 16
Traits Carefully Hidden, Reactionary, Warded against Witchery
Feats Combat Expertise (f), Improved Iron Will (1b), Iron Will (1), Lightning Reflexes (h), Power Attack (f), Prodigy (Craft [alchemy], Craft [clockwork])(2), Psionic Talent (b), Weapon Focus (mind blade)(SK)
Skills 2 Autohypnosis +3, 2 Climb* +3, 2 Craft (clockwork) +9, 2 Craft (alchemy) +8, 2 Perception +3, 2 Spellcraft +6 (+7 to identify spells cast by evil arcane casters), 2 Swim* +3, 2 Use Magic Device +4 (8 points; 2 background, 4 class, 2 INT)
ACP -6
*ACP applies to these skills
FCB customization points (2/4)
Skill Bonuses +1 Spellcraft to identify spells cast by evil arcane casters
Languages Keleshite, Osiriani, Taldane

Special Abilities:

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SPECIAL ABILITIES
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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.

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.
—Two-Handed Throw The soulknife gains the ability to throw her mind blade if it is in two-handed form, with a range increment of 10 ft.

Bonus Feat The soulknife may choose Power Attack, Two-Weapon Fighting, or Weapon Focus (mind blade) as a bonus feat at 1st level.

Form Astral Suit (Su) (4 points) 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.
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.
—Modifications Stalwart (b), Fortification (b), Hardy (b), Brawn (2), Evasion (1), Darkvision (1)),

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.
—Current Form Two-handed blunt weapon, appearing as a large, flat-headed hammer

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 have a range increment of 10 ft., per 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.


Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-103 lb. Medium 117-233 lb. Heavy 234-350 lb.
Current Load Carried 83 lb.
Gearmwk. backpack, belt pouch, blanket, flint & steel, iron pot, rope, soap, torches (10), trail rations (5 days), waterskin, hex nails (2), salt (5 lbs.), crowbar, alchemist's kit, masterwork clockwork tools, astral half-plate,
Money 309 GP 0 SP 0 CP

Background:

Soladil was one of two Keleshite children anywhere near his age in his hometown in Taldor, the other now being his wife, Izora. Their families, again, the only two of Keleshite descent in the village, had been friends for a long time, having moved to the village, for reasons Soladil still doesn't know, together a generation ago.

Soladil and Izora really only ever had each other, they couldn't make friends with the other village kids. The only reason their families weren't driven from the village outright was their parents' skill at their various professions. Soladil's mother was a clocksmith, and his father an herbalist, while the Branexes were both skilled healers (nonmagical). Neither got along too well with their parents either, blaming them for their situation.

Thus, it should come as little surprise that when a strange, injured owl, with black-dappled white plumage, fell out of a tree with two broken wings, neither told anyone about it. They were ten at the time, and at first their reasons were the simple ones of a child, rebellion and the thrill of sharing a secret. But it quickly became apparent that this was no ordinary owl, as it began to teach Izora. She learned quickly, and the familiar was an able guide and tutor, having survived the murder of its previous master, a witch of fair power (5-6),though it refused to share details. Soladil played willing test subject to the mind magic she was learning (mind patron), and gradually it worked its way into him. leaving him slightly more resistant to ill-intented magic.

A few years after they first found the familiar, a half-hearted attempt was made to retrieve or kill it, Soladil doesn't know which, although Skree, as the familiar often lamented her name was, could think of no reason she would be wanted alive. Izora and Soladil considered it half-hearted by the ease with which Izora dispatched the handful of winter witches sent after Skree, but Skree knows that these were no mere apprentices.

Years passed, the pair married, and the villagers gradually became suspicious of the minor magic Izora showed them when curing their ailments, but they kept Skree hidden, and the townsfolk were unwilling to risk losing a magical healer for the time being.

And then, when both were 27, restless and discussing going out to see the world, Izora simply disappeared. Without a word of farewell, or a note of explanation, Soladil packed, bought supplies, and set off with Skree on his shoulder, following theirs bonds with his wife to Heldren, just as the villagers being to notice strange happenings.


Appearance and Personality:

Soladil is of average height, but obviously a very strong man, with thick muscles and a sturdy build. He wears his beard long in blatant disregard for his station, but does not style it in any way. When manifested, Soladil's astral suit is a formidable mass of what appears to be dark steel, covering his entire body, with only narrow slits for him to see out of, as well as adding a good foot to his five feet and six inches of height. Soladil is a suspicious man, and slow to trust, but he is very accepting of others. He has a few seemingly odd rituals he performs, keeping all of his possessions covered in salt, and keeping much iron on his person. These seem like superstitions to most, but Soladil has found them useful.

Soladil is very blunt, not one to skirt around matters, he prefers a head on approach, but is smart enough to know that it isn't always the best idea.


Questionnaire:

Some of these could be seen from the backstory, but I wanted to put them all here anyways.
-What was your childhood like?
—It would have been hard, if he hadn't had Izora. As it was, they could easily ignore and avoid many cruelties, simply because they had someone else to play with. Soladil remembers his childhood fondly, as one big adventure.
-What is your relationship to the gods and religion?
—Soladil pays his respects to the Dawnflower, but he is not particularly devout. He is grateful to her for the good things in life, but does not blame her for the bad, seeing them as challenges put before him so that he may improve and help others as he does.
-Do you have an easy way with strangers?
—No, Izora was the talker, Soladil is not very good with people, and is slow to trust anyone
-Do you play well with others?
—Once you get over the initial mistrust, Soladil is very accepting of others, having lived his whole life at the side of a witch, he has little concept of what others may consider strange, different, or otherwise worthy of being shunned
-What draws you to the life of an adventurer?
—Soladil loves adventures, but he loves his wife more, so he was content to stay home until she disappeared.
-Do you identify with a particular animal or element?
—Soladil has always liked canines: dogs, wolves, foxes, he likes them all
-What do you find creepy?
—Soladil hates bugs. Everything about them seems unnatural to him.
-What specific goals do you have, if any?
—Rescue his wife, go home. Soladil sees no reason to complicate things.
-What secrets do you have?
—Soladil seeks to hide the nature of Skree, and his wife's as a witch, more out of habit than any reason to.
-What does someone else know about you that you do not?
—Izora and Skree both know that his psionic abilities stem from his constant exposure to Izora's magic, but Skree insisted she not tell him.
-Do the ends justify the means?
—Absolutely, especially if the ends are getting his wife back.

Things For The GM to Work With:

-Skree: Soladil can't communicate with her, but the idea is that she is from Irrisen, so she could be useful for giving us a nudge in the right direction
-Izora: Soladil's primary motivation. Despite having made her an integral part of my backstory, I don't feel comfortable roleplaying their relationship. I was thinking that after the campaign ended, Soladil and Skree would simply leave, following her call to another place.
Those are just ideas I had, I'm sure I forgot about something, basically, my backstory isn't off limits to work with because I didn't mention something, and these suggestions aren't set in stone. You are the GM after all.