Dungeons & Dragons 3.5 Edition
Forgotten Realms - Age of Worms
Stormwind Abthek Pool Character
4 Games Played, Created 01/20/2007
Male Illumian Character Level 19
NG Medium Humanoid (Human) Classes Soulknife 19
Hit Dice 19d10+38 Ability Total Mod Magic
  STR 17 15 base +0 race +0 age +0 inherent +2 level +3 +0
228 171 114 57 DEX 14 14 base +0 race +0 age +0 inherent +0 level +2 +0
Speed 30 ft.30 ft. base +0 ft. fast movement -0 ft. armor (6 squares)
Senses Listen +6; Search +0; Spot +6; low-light vision
CON 14 12 base +0 race +0 age +0 inherent +2 level +2 +0
INT 11 11 base +0 race +0 age +0 inherent +0 level +0 +0
WIS 13 13 base +0 race +0 age +0 inherent +0 level +1 +0
CHA 10 10 base +0 race +0 age +0 inherent +0 level +0 +0
LUCK 8 8 base +0 race +0 age +0 inherent +0 level -1 +0
Saves Total Ability Magic Special
Fortitude +8+6 base +0 misc +2 +0 +2 racial bonus vs. [Shadow] spells
Reflex +13+11 base +0 misc +2 +0 +2 racial bonus vs. [Shadow] spells
Will +12+11 base +0 misc +1 +0 +2 racial bonus vs. [Shadow] spells
Craft Points 19,00019,000 Earned -0 Used +0 Item Creation Feats Initiative +6+2 Dex +4 Improved Initiative
BAB +14/+9/+4 Grapple +17BAB +3 Str +0 Size
melee touch +17 Bull Rush +4
ranged touch +16 Reach 5 ft.
AC Touch Flat-Footed Size Dex Natural Armor Helm Shield Deflection Dodge Morale Circumstance Other
18 13 15 +0 +2 +0 +4 +0 +1 +0 +1 +0 +0 +0
Weapon Atk Full Atk Dmg Crit Type
mind blade melee +23BAB +3 Str +4 enhancement bonus +1 Greater Weapon Focus +1 Weapon Focus +23/+18/+13 1d6+12weapon base +3 Str +4 enhancement bonus +5 collision weapon ability
plus 1 Con
17-20/x2 P
ranged (30 ft.; 5 inc.) +22BAB +2 Dex +4 enhancement bonus +1 Greater Weapon Focus +1 Weapon Focus +22/+17/+12 1d6+12weapon base +3 Str +4 enhancement bonus +5 collision weapon ability
plus 1 Con
17-20/x2 P
shaped mind blade—longsword melee +23BAB +3 Str +4 enhancement bonus +1 Greater Weapon Focus +1 Weapon Focus +23/+18/+13 1d8+12weapon base +3 Str +4 enhancement bonus +5 collision weapon ability
plus 1 Con
17-20/x2 P
ranged (30 ft.; 5 inc.) +22BAB +2 Dex +4 enhancement bonus +1 Greater Weapon Focus +1 Weapon Focus +22/+17/+12 1d8+12weapon base +3 Str +4 enhancement bonus +5 collision weapon ability
plus 1 Con
17-20/x2 P
shaped mind blade—bastard sword 1 melee (2-handed) +23BAB +3 Str +4 enhancement bonus +1 Greater Weapon Focus +1 Weapon Focus +23/+18/+13 1d10+13weapon base +4 1.5 x Str +4 enhancement bonus +5 collision weapon ability
plus 1 Con
17-20/x2 P
ranged (30 ft.; 5 inc.) +22BAB +2 Dex +4 enhancement bonus +1 Greater Weapon Focus +1 Weapon Focus +22/+17/+12 1d10+12weapon base +3 Str +4 enhancement bonus +5 collision weapon ability
plus 1 Con
17-20/x2 P
unarmed strike melee +17BAB +3 Str +17/+12/+7 1d3+3 nonlethalweapon base +3 Str 20/x2 B

1 If using two-handed with buckler, suffer -1 penalty to attack rolls and loose shield bonus to Armor Class.
Combat Options
  • Bladewind (Su) 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.
  • Combat Reflexes You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
  • Fate Points (                         ) As an immediate action, reroll the result of a d20 roll; however, you must take the new roll, even if it is lower than the first.
  • Knife to the Soul (Su) When a soulknife executes a psychic strike, he can choose to substitute Intelligence, Wisdom, or Charisma damage (his choice) for extra dice of damage. For each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses. A soulknife can combine extra dice of damage and ability damage in any combination.
    The soulknife decides which ability score his psychic strike damages and the division of ability damage and extra dice of damage when he imbues his mind blade with the psychic strike energy.
  • Mind Blade (Su) As a free action, once per round, materialize a semisolid psychic blade of energy identical to a +4 collision wounding short sword with hardness 10, 10 hit points.
  • Multiple Throw Mind Blade (Ex) A soulknife 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. Can be used with Psychic Strike.
  • Point Blank Shot +1 attack and damage with ranged weapons when within 30 ft. of target.
  • Power Attack On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
    If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
  • Power Word (Su) When the illumian deals damage to a target with a sneak attack or a critical hit, he gains a +2 dodge bonus to his AC against that target until the beginning of his next turn.
  • Pressing Attack This feat allows you to follow an opponent who tries to step back from an area you threaten. The opponent must be in an area you threaten at the beginning of his action. If the opponent takes a 5-foot step to an area you do not threaten, you may immediately take a 5-foot step of your own to any unoccupied space where you again threaten the opponent. If no such space is available, you cannot use this feat. You may only use this feat once per round.
  • Psionic Focus Abilities      — Psionically focused (refocus with a full-round DC 20 Concentration check).
    • Focused Shield (Ex) As long as you are psionically focused, gain a +1 bonus to Armor Class when using a shield.
    • Psionic Dodge (Ex) As long as you are psionically focused, gain a +1 dodge bonus to Armor Class.
    • Speed of Thought (Ex) As long as you are psionically focused and not wearing heavy armor, you gain an insight bonus to your speed of 10 feet.
    • Up the Walls (Ex) While you are psionically focused, you can take part of one of your move actions to traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your move on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall.
  • Psychic Strike (Su) As a move action, charge mind blade to deal +5d8 psychic damage to next non-mindless living target struck (creatures immune to mind-affecting effects are immune). The charge lasts for one successful hit but may be recharged with another move action. Once charged, energy remains until used, even if mind blade is dropped or thrown.
         — Psychic Strike charged (recharge with move action).
  • +1 racial attack bonus with daggers
  • Second Wind (Ex) (     ) 1/encounter—As a move action that does not provoke an attack of opportunity, choose one of the following effects: cure self of 28equal to character level x 1.5 hit points, gain a +5+1 plus +1/four character levels bonus to a single attack roll, gain a +5+1 plus +1/four character levels bonus to a single weapon damage roll, gain a +5+1 plus +1/four character levels bonus to a single skill check, gain a +1 bonus to a single spell DC, regain 9character level/2 mana points, or reduce the mana cost of a single spell by 2 (minimum cost of 1). Bonuses must apply to a standard action taken, and completed, in the same round Second Wind is activated. Second Wind may only be utilized during combat.
  • Shape Mind Blade (Su) As a full-round action, reshape mind blade into a longsword or bastard sword or two identical short swords (each with 1 enhancement bonus lower than normal). Without Exotic Weapon Proficiency feat, the bastard sword form must be wielded two-handed.
Spell/Effect            
Duration            
Caster/Level            
 Skills Appraise +0 (+0 Int, 0 ranks), Balance +3 (+2 Dex, 0 ranks, +2 power sigils, +2 synergy Tumble, -3 armor), Bluff +0 (+0 Cha, 0 ranks), Climb +14 (+3 Str, 12 ranks, +2 power sigils, -3 armor), Concentration +21 (+2 Con, 19 ranks), Diplomacy +0 (+0 Cha, 0 ranks), Disguise +0 (+0 Cha, 0 ranks), Escape Artist +1 (+2 Dex, 0 ranks, +2 power sigils, -3 armor), Forgery +0 (+0 Int, 0 ranks), Gather Information +0 (+0 Cha, 0 ranks), Heal +1 (+1 Wis, 0 ranks), Intimidate +0 (+0 Cha, 0 ranks), Jump +15 (+3 Str, 11 ranks, +2 power sigils, +2 synergy Tumble, -3 armor), Listen +6 (+1 Wis, 5 ranks), Profession (sailor) +5 (+1 Wis, 4 ranks), Ride +4 (+2 Dex, 0 ranks, +2 power sigils), Search +0 (+0 Int, 0 ranks), Sense Motive +1 (+1 Wis, 0 ranks), Sneak +18 (+2 Dex, 17 ranks, +2 power sigils, -3 armor), Spot +6 (+1 Wis, 5 ranks), Survival +1 (+1 Wis, 0 ranks), Swim +1 (+3 Str, 2 ranks, +2 power sigils, -6 armor), Tumble +20 (+2 Dex, 17 ranks, +2 power sigils, +2 synergy Jump, -3 armor), Use Rope +4 (+2 Dex, 0 ranks, +2 power sigils)

 Armor Check Penalty -3-2 armor -0 helm -1 shield; Swim Check Penalty -6; Permanent Class Skills Speak Language, Swim

 Feats Armor Proficiency (light), Combat Reflexes, Dodge, Focused Shield, Greater Weapon Focus (mind blade), Improved Critical (mind blade), Improved Initiative, Point Blank Shot, Power Attack, Pressing Attack, Psionic Dodge, Shield Proficiency (all; except tower shields), Simple Weapon Proficiency (all), Speed of Thought, Up the Walls, Weapon Focus (mind blade), Wild Talent
Special Qualities
  • Final Utterance (Ex) When an illumian dies, his body releases the stored Illumian language within it. For 1 round per Hit Die of the illumian, anyone within earshot hears ululating illumian syllables-usually gibberish, but occasionally a prophetic phrase or a final curse on the illumians enemies.
  • Gain Psionic Focus Merely holding a reservoir of psionic power points in mind gives psionic characters a special energy. Psionic characters can put that energy to work without actually paying a power point cost-they can become psionically focused as a special use of the Concentration skill.
    If you have 1 or more power points available, you can meditate to attempt to become psionically focused. The DC to become psionically focused is 20. Meditating is a full-round action that provokes attacks of opportunity. When you are psionically focused, you can expend your focus on any single Concentration check you make thereafter. When you expend your focus in this manner, your Concentration check is treated as if you rolled a 15. It's like taking 10, except that the number you add to your Concentration modifier is 15. You can also expend your focus to gain the benefit of a psionic feat-many psionic feats are activated in this way.
    Once you are psionically focused, you remain focused until you expend your focus, become unconscious, or go to sleep (or enter a meditative trance, in the case of elans), or until your power point reserve drops to 0.
  • Glyphic Resonance (Ex) Illumians are the physical embodiment of a magical language, so they interact strangely with symbol-based spells. This group includes all spells whose names contain the word glyph, rune, sigil, or symbol (such spells in the Player's Handbook include explosive runes, glyph of warding, greater glyph of warding, sepia snake sigil, and the various symbol spells). When an illumian encounters such magic, one of two things happens: Either the illumian's resonance overpowers the spell, or the foreign magic corrupts the mystical language that defines the illumian. Illumians have a -4 racial penalty on saving throws against these effects if their level is less than the caster level of the spell. If an illumian's level equals or exceeds the spell's caster level, she is immune to the effect.
  • Luminous Sigils (Su) The sigils that orbit an illumian's head glow softly, providing illumination equal to that of a candle.
  • Power Sigils (Su) "Aeshuur"—Gain +2 racial bonus on all Strength checks, Dexterity check, Dexterity-based skill checks and Strength-based skill checks.
  • Retain Mind Blade (Su) 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.
Miscellaneous Information
 HistoryAbthek, illumian of the Stormwind cabal, is a man in tremendous physical condition. His light frame ripples with toned muscle, and his movements are fluid and graceful. Like all of his race, mystical glowing sigils (Abthek's are blue) swirl about his head in a slow lazy orbit unless he wills them temporarily away. Stormwind Abthek seeks enlightenment and discipline in himself, although he does not particularly regard the laws of nations. Abthek can be found every morning going through a series of martial katas to center himself and focus his thoughts. Even doubters admit after his routines, Abthek moves with an almost superhuman fluidity able to dance among combatants and easily avoid the strikes of foes.

In addition to his illumian heritage and mental conditioning, Abthek is a master of the mind blade, and physical manifestation of his will. With but a thought, Abthek can conjure forth an glowing blue blade of energy and even reshape it into larger weapons or a pair of blades, one for each hand. He wields these weapons like a dervish, even displaying the concentration necessary to throw the blades into a foe before they dissipate into ether for leaving his grasp. His speed, grace and mentalism makes Abthek a valuable fighter who is a tremendous asset to rogue allies (and others who flank).

Abthek was born in Waterdeep to merchant parents who took up residence there for a few seasons. Once he was old enough, Abthek took to sea with his father and learned the basics of a sailor's life. Although many superstitious sailors hated having illumians around due to their "witchery", he was often regarded as a welcome boon due to his natural ability to shed light below decks at night. Stormwind Abthek honed his fighting style on the rolling decks of ships, fighting off pirates, sahaugin and other dangers of the deep. The merchant marine life soon grew boring to Stormwind, and he set his eyes inland. He disembarked at Waterdeep's port months ago and hired himself out as a caravan guard. His ability has seen him through, although he is still adjusting to life on land. Stormwind finds himself between jobs at the moment and is eager to further improve his talents and find adventure.; AdventuresAoW-007: The Spire of Long Shadows (by Jesse Decker), AoW-008: The Tyrant of Mintarn (by Richard Pett); Lives Remaining 81 Deaths; 05/20/2008 - death from wormdrake breath weapon; Last Played May 20, 2008

 Languages Chondathan, Common, Illumian
 Patron Deity Deneir; Homeland Waterdeep; Heritage Illumian; Background Seaman
 Height 5 ft. 10 in.; Weight 192 lb.; Age 23; Hair None; Eyes Blue

Character Level Record
Soulknife Soulknife Soulknife Soulknife Soulknife Soulknife Soulknife Soulknife Soulknife Soulknife
Soulknife Soulknife Soulknife Soulknife Soulknife Soulknife Soulknife Soulknife Soulknife  

 Defeated Enemy Record
Equipment & Possessions
 Magical Items None

 Potions None

 Nonmagical Items backpack (2 gp), bedroll (1 sp), belt pouch (1 gp), buckler (15 gp), 2 candles (1 cp each), chain shirt (100 gp), crowbar (2 gp), empty flask (3 cp), explorer's outfit (10 gp), 5 flasks of oil (1 sp each), flint and steel (1 gp), hammer (5 sp), hooded lantern (7 gp), peasant's outfit (1 sp), potion belt (1 gp), 2 sacks (1 sp each), small steel mirror (10 gp), tent (10 gp), 3 torches (1 cp each), trail rations (6 days) (5 sp/day), waterskin (1 gp), whetstone (2 cp), winter blanket (5 sp)

 pp 0, gp 0, sp 0, cp 0
 Other Wealth None