Satin | |
Aliases: | Satin |
Age: | 15 |
Hair: | Blond |
Eyes: | Reddish |
Height: | 5'3 |
Weight: | 90 |
Race: | Small Catfolk Beastfolk |
Class: | Soulknife 9 |
Alignment: | Neutral Good |
Level: | 8 |
Experience: | 37,928 |
Hit Points: | 108/108 |
Gold: | 1,301 |
Current Status: | Active |
Played by Hopey |
- Description
- Abilities & Skills
- Feats & Class Abilities
- Equipment
- Mind Blade
- Background
- Quests
- Questionnaire
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 20 | +5 | +0 | +0 |
Dexterity | 18 | +4 | 20 | +5 |
Constitution | 12 | +1 | +0 | +0 |
Intelligence | 14 | +2 | +0 | +0 |
Wisdom | 12 | +1 | +0 | +0 |
Charisma | 12 | +1 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | |
Total | Base 10 + Dexterity 5 + Size 1 + Armour 6 + Ring 1 + Amulet 1 = 24 |
Flat-Footed | Base 10 + Armour 6 + Race 1 + Ring 1 + Amulet 1= 18 |
Touch | Base 10 + Dex 5 + Race 1 + Ring 1 = 17 |
Saving Throws | Base | Bonus | Total |
Fortitude | +3 | +1 | +4 |
Reflex | +6 | +4 | +10 |
Will | +6 | +1 | +8 |
BAB | Mod | Total Range/Melee |
+6/+1 | +Dex 5/+Str 5 | +11/+6 |
Initiative |
Dex = +5 |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
X | Appraise (Int) | +0 | +3 | +0 | +0 | +3 |
C | Autohypnosis (Wis) | +7 | +1 | +0 | +0 | +8 |
X | Balance (Dex) | +0 | +5 | +0 | +0 | +19 |
X | Bluff (Cha) | +0 | +1 | +0 | +0 | +2 |
C | Climb (Str) | +0 | +5 | +0 | +0 | +5 |
C | Concentration (Con) | +11 | +1 | +0 | +0 | +12 |
C | Craft (Int) | +0 | +3 | +0 | +0 | +3 |
X | Decipher Script (Int) | +0 | +3 | +0 | +0 | +3 |
X | Diplomacy (Cha) | +0 | +1 | +0 | +0 | +1 |
X | Disable Device (Int) | +0 | +3 | +0 | +0 | +3 |
X | Disguise (Cha) | +0 | +1 | +0 | +0 | +1 |
X | Escape Artist (Dex) | +0 | +5 | +0 | +0 | +5 |
X | Forgery (Int) | +0 | +3 | +0 | +0 | +3 |
X | Gather Information (Cha) | +0 | +1 | +0 | +0 | +1 |
X | Handle Animal (Cha) | +0 | +1 | +0 | +0 | +1 |
X | Heal (Wis) | +0 | +1 | +0 | +0 | +1 |
C | Hide (Dex) | +8 | +5 | +0 | +0 | +18 |
X | Intimidate (Cha) | +0 | +1 | +0 | +0 | +1 |
C | Jump (Str) | +4 | +5 | +0 | +0 | +9 |
C | Knowledge (Psionics, Dungeoneering, Local) (Int) | +12 | +3 | +0 | +0 | +15 |
C | Listen (Wis) | +9 | +1 | +0 | +0 | +12* |
C | Move Silently (Dex) | +4 | +5 | +0 | +0 | +11* |
X | Open Lock (Dex) | +0 | +5 | +0 | +0 | +5 |
X | Perform (Cha) | +0 | +1 | +0 | +0 | +1 |
C | Profession (Wis) | +0 | +1 | +0 | +0 | +1 |
X | Ride (Dex) | +0 | +5 | +0 | +0 | +5 |
X | Search (Int) | +0 | +3 | +0 | +0 | +3 |
X | Sense Motive (Wis) | +0 | +1 | +0 | +0 | +1 |
X | Sleight of Hand (Dex) | +0 | +5 | +0 | +0 | +5 |
X | Speak Language (n/a) | +0 | +0 | +0 | +0 | +0 |
X | Spellcraft (Int) | +0 | +3 | +0 | +0 | +3 |
C | Spot (Wis) | +12 | +1 | +0 | +0 | +13 |
X | Survival (Wis) | +0 | +1 | +0 | +0 | +1 |
X | Swim (Str) | +0 | +5 | +0 | +0 | +5 |
C | Tumble (Dex) | +5 | +5 | +0 | +0 | +14** |
X | Use Magic Device (Cha) | +0 | +1 | +0 | +0 | +1 |
X | Use Rope (Dex) | +0 | +5 | +0 | +0 | +5 |
-* +2 from Race
-** +4 from Race
Where X is Cross Class and C is a Class Skill
Languages Known: Common, Carnivon
Bonus Languages: Literate, Undercommon, Runnertongue
Skill Tricks:
Skill Tricks go here
Feats:
From Class:
Wild Talent - Your mind wakes to a previously unrealized talent for psionics.
Weapon Focus - (Mind Blade) Choose one type of weapon, such as greataxe. You are especially good at using this weapon. You can choose "unarmed strike" or "grapple" for your weapon for purposes of this feat. If you are a spellcaster, you can choose "ray," in which case you are especially good with rays, such as the one produced by the ray of frost spell.
Speed of Thought - The energy of your mind energizes the alacrity of your body.
Greater Weapon Focus - Choose one type of weapon, such as greataxe, for which you have already selected Weapon Focus. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You are especially good at using this weapon.
From Progression:
Adamantine Mind Blade - Your mind blade is as strong and sharp as adamantine.
Psionic Weapon - You can charge your melee weapon with additional damage potential.
Greater Psionic Weapon - You can charge your melee weapon with additional damage potential.
Mind Cleave - When you lay low a foe, you drain off a portion of its excess mental energy into the conduit of your mind blade.
Feat bought with REP:
Toughness - You are significantly tougher than normal.
Class Abilities:
Weapons and Armor Proficiency: Soulknives are proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields).
Racial Abilities:
Racial Traits:
+2 Dexterity, +2 Charisma, -2 Constitution
-Medium-size.
-30' Movement.
-Padfoot: +2 racial bonus on Listen and Move Silently checks.
-Unerring Balance: +4 bonus to Balance checks, +4 to Tumble checks.
-Light Build: Thanks to their slighter builds and more agile bodies, beastfolk with light build receive a +1 size modifier to AC, as well as a +4 to Hide checks. In addition, those with light build can use weapons and armor designed for creatures one size smaller without penalty, and can fit through tight spaces as though they were one size category smaller. Despite these advantages, those with light build count as their normal racial size for determining space and reach. This ability stacks with powers, abilities, and spells that affect size category.
-Low-light Vision.
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Mind Blade | +15/+10 | 1d6+7 | 19/20 x2 | Piercing |
MW Dagger | +12/+7 | 1d4+5 | 19/20 x2 | Piercing or Slashing |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
Chain Shirt (Unused) | +4 | +4 | -2 | 20% | 30ft | 25lb |
MW Plated Leather | +4 | +0 | 10% | 30ft | 25lb |
Slot | Item | Description |
Head | Item name goes here | Brief item description |
Face | Item name goes here | Brief item description |
Neck | Amulet of Natural Armour | Hard to hit kitty is hard to hit |
Shoulders | Item name goes here | Brief item description |
Torso | Item name goes here | Brief item description |
Arms | Bracers of Ogre Strength | Bigger strength! |
Hands | Glove of Storing | They store stuff? |
Right Ring | Ring of Protection | Ring that protects |
Left Ring | Item name goes here | Brief item description |
Waist | Healing Belt | Belt that heals! |
Feet | Boots of Dexterity | Dexterous kitty is dexterous |
Pack | Item name goes here | Brief item description |
List of Items Here:
Chain Mail 100gp
Backpack 2gp
Hemp Rope (50ft) 1gp
2 Sunrods 4gp
Clothing 44gp
2 MW Daggers 302gp (each, total 608)
Blur Potion
Small Masterwork Plated Leather(2150gp)
Gauntlets of Ogre Strength +2 (4000gp)
Bloodstone(80gp)
3 cure light wounds potions(150gp)
4 Cure Moderate wound potions (300 ea) 1200 total
4 Cure Serious wound potions (750 each) 3000 total
1 healing belt 750 total
Glove of Storing
Sapphire
Mithral chainshirt and MW Dastana, +1 chainshirt for a total of +6 armour to AC 2275gp
Ring of Protection +1 2000gp
Amulet of Natural Armour +1 2000gp
Boots of Dexterity +2 4000gp
Power Points: 2
Mind blade (Su): As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/x2). Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.
The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.
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. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.
A soulknife’s mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).
Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.
Throw Mind Blade (Ex): A soul knife of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet.
Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below).
Psychic Strike (Su): Psychic Strike (Su): As a move action, a soulknife of 3rd level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (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, provided they are living, nonmindless creatures not immune to mind-affecting effects.)
A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue his mind blade with psychic energy again by taking another move action.
Once a soulknife has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife next materializes it.
At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra damage from a soulknife’s psychic strike increases as shown on the Table above.
Free Draw (Su): At 5th level, a soulknife becomes able to materialize his mind blade as a free action instead of a move action. He can make only one attempt to materialize the mind blade per round, however.
Shape Mind Blade (Su): At 5th level, a soulknife gains the ability to change the form of his mind blade. As a fullround action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a soulknife shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1-1/2 times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.
Alternatively, a soulknife can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the soulknife would otherwise create with a single mind blade.
Mind Blade Enhancement (Su): At 6th level, a soulknife gains the ability to enhance his mind blade. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1.
At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a soulknife can add to his weapon improves to +2, +3, and +4, respectively. A soulknife can choose any combination of weapon special abilities that does not exceed the total allowed by the soulknife’s level.
The weapon ability or abilities remain the same every time the soulknife materializes his mind blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities.
Enchantment | Value |
---|---|
Defending | +1 |
Keen | +1 |
Lucky* | +1 |
Mighty cleaving | +1 |
Psychokinetic* | +1 |
Sundering* | +1 |
Vicious | +1 |
Bladewind (Su): At 9th level, a soulknife gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent.
As a full attack, when wielding his mind blade, a soulknife can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the soulknife’s regular mind blade.
When using bladewind, a soulknife forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell).
The mind blade immediately reverts to its previous form after the bladewind attack.
Greater Weapon Focus (Mind Blade): A soulknife gains Greater Weapon Focus (mind blade) as a bonus feat at 9th level.
Character History:
Satin is the youngest of two girls. Her parents are Grimm and Saya. She grew up in Avalon, just above a bakery. Though her childhood was short, she didn't miss out on anything. Grimm taught her the importance of a calm mind, and Saya taught her the importance of balance. They made sure her, and her sisters, were well educated.
Quest Name | Gold | Gold Added? |
Sunken Citadel | 1,000 | Yes |
A: Appearance
1) Describe yourself as someone meeting you for the first time would see you. (Race?, Gender?, Age?, Size? Coloration? Attractiveness?, Dress? Do you try to emphasize or hide any of these features?)
Satin was born with spots but changed them to stripes to match her sister. She has red eyes, after her father. She was born female but an unmarked potion turned her into a herm and a mishap on a following adventure sealed it that way.
2) What other details would someone notice on a closer look? (Distinguishing marks, birthmarks, scars, etc?)
They MIGHT notice her twig and berries, depending on what she's earing.
3) Do you have a distinctive way of speaking or any other mannerisms or memorable behavior?
Nope, no one would believe that she has boy and girl bits if they didn't see it though!
B: Birth and Family
1) Where and when were you born? (Also good to include: Do you know your exact birthdate? Did anything unusual (storms, accidents, deaths, etc?) happen about the same time, with which some people might still associate your birthdate?)
She was born a few months after the demon seige.
2) Who are your parents? (Names, Occupations, Social class, Were they married?, Are they still alive? are all good things to include)
Grimm and Saya. Satin took after her mom though her dad helped her be more than a house cat.
3) Do you have any siblings? (If so, it would be good to describe them as you did your parents above.)
Yes, Lace is her oldest sister and Silk is her twin, older by like 5 minutes or something.
4) Do you know any members of your extended family? (grandparents, aunts, uncles, cousins? Also would be good to describe them as above)
Not really. She has met her in-laws though. She likes them!
5) How did you get along with your family?
She gets along great with them. Her twin lives with her and her mate. Her older sister lives at home still.
C: Education and Work
1) Did you serve an apprenticeship in order to learn your current profession/class? For how long?
Well, not really. Fred taught her about psionics.
2) If you were not an apprentice, how did you learn your trade/skills/ect? Formal schooling? Informal Teachers? Self-Taught?
N/A
3) Who was your master or teacher? (Race? Gender? Appearance? Personality?) Is he/she still alive? How were you treated? Are/Were you on good terms with your master?
Fred, the Illithid.
4) Did your teacher have any other apprentices or students? Who were they? Did you get along?
Nope, he had never had one before Satin!
5) Due to the rarity of literacy in this setting, how important are books, writings, letters, ect. to your character? Regardless as to whether or not he/she can read?
Satin was taught how to read early. Books are what's taught her about what she is. They're very important. She doesn't write many letters, though.
6) Do you have a job other than "adventurer"? Who do you work for? How much of your time does this require?
She's a mommy to two cute little babies and a father-to-be!
D: Friends
1) Who were your friends as a child? As an adolescent? As an adult?
Most of the people in Arcadia, Fred, Silk, and Lace.
2) How many of these people are still alive? How many are you still friends with?
Yeah, they're all alive.
3) Who is/was your best friend? What is the most memorable thing that the two of you ever did together?
Silk, her twin sister! They're opposite but they make a complete pair.
4) What do you look for in a friend?
Loyalty and friendliness.
5) Have you ever been in love? Was it reciprocated? Do you have (or have you had) a boy-/girlfriend, a lover, or a spouse? More than one? Are you looking for one? What do you look for in a romantic partner?
She's in love with Roka. She has her heart and Satin would do anything in the world for that fox. She's the mother and father of her children.
E: Attitudes and Beliefs
1) What are your beliefs about religion and the afterlife? Do you follow any particular god or gods? What appeals to you most about this religion? Least?
She believes that the good people will go to the good place and the bad people will go to the bad place. She doesn't follow a god, and nothing really appeals to her about religion.
2) Where do spirits of nature, the elements and the dead fit into these beliefs?
Her mother's a druid. She lives in the woods. She pays homage to the spirits of nature and the elements when she can.
3) What gods, religions, or priesthoods will you have nothing to do with?
She won't have anything to do with the darker gods.
4) What is your moral code? Under what conditions will you kill? Steal? Lie? Do you have a personal code of behavior about violence? Magic? Sex? Dealing with Evil Beings?
She lives a good and just life that makes sure her family is safe.
5) How committed are you to seeing through something (a task, quest, bargain, etc) that you have started?
She doesn't like to leave unfinished business.
6) How important are the following to you?: Power, Wealth, Fame, Honor, Family, Friends, Love, Knowledge, Religion, Your job? To what lengths would you go to acquire or preserve these things?
Family, Friends, love, knowledge, Wealth, Fame, Power, Religion.. in that order. Her job supports her family so it's important.
7) How often do you remember your dreams? How much attention do you pay to them? Do they inspire you? Guide you? Inspire You? Warn you? Frighten You?
Often, they don't guide her but they relax her.
8) What is your attitude towards magic? People who use it? Fearsome monsters? The unknown in general?
Magic is fine. It's intriguing though Satin's never really grasped it. Using spells? Nah, she just creates a blade WITH HER MIND!
F: Edges and Flaws
1) What are you especially good at? What sets you apart from the rest of the world? A skill? An unusual knack? A certain flair of style or wit?
She's good at being a soulknife and a mommy.
2) What flaws do you have? Bad habits? Obsessions? Terrible (or embarrassing) secrets?
She's too open, and she's a bit girly, actually. She's also a hermaphrodite.
3) Do you have any enemies? How much trouble do those conflicts cause you?
Probably Illithids somewhere.
G: Likes and Dislikes
1) What do you love? (People? Places? Creatures? Kinds of Food? Activities? Subjects?)
She loves her family, her son and daughter, her mate, sisters, and parents.
2) What do you hate? How do you typically react to these hated things?
She hates other Illithid.
3) What do you fear? What is your worst nightmare?
She fears losing her family.
H: Miscellaneous
1) Describe your first encounter with a nonhuman monster. (Not counting player races, animals, etc that you grew up with, but feel free to mention them too)
It was an Illithid. She was afraid but soon found that he wasn't like his kind. He was different and he was honest about his nature. She liked that about him. His name is Fred.
2) If you are a spellcaster, describe your first experience with using magic. What were the circumstances? Were you expecting it?
N/A
3) If you have an animal companion or familiar, describe how you acquired it. Describe this ally's personality, and its attitude towards you. (Loyal unto death, mischievous, lazy, etc)
N/A
4) If you have any unusual possessions, describe how you acquired them. Is their value practical, monetary, sentimental or some combination of these?
She has an Illithid tutor that taught her about psions and her psionic nature.
5) Please describe your characters general background, this may be any length you wish, but at least one paragraph. You may use any or all of the information above, or new information not covered. (Encouraged)
Satin is the youngest of two girls. Her parents are Grimm and Saya. She grew up in Avalon, just above a bakery. Though her childhood was short, she didn't miss out on anything. Grimm taught her the importance of a calm mind, and Saya taught her the importance of balance. They made sure her, and her sisters, were well educated.