Malik "Malice" Darkblood

This is a draft of Malice as a unique outsider, as an ascended war monk favored by two deities, without using class levels. All of the psi-like abilities, psionic powers and spell-like abilities represent a use of Ki.

This is a "very loose and liberal" interpretation of a freeform online RP character that knowingly deviates from normal D&D 3.5 guidelines.

Note: Constant spell-like abilities may only affect the creature possessing them, and remain active indefinitely until dismissed or dispelled. If dismissed or dispelled, each one can be reactivated as a swift action.

Unique N Medium Outsider (Native)
Init +20; Senses blindsight 60 ft., tremorsense 60 ft.,
    darkvision 120 ft., superior low-light vision, Listen +40, Spot +40;
Languages Common, Undercommon, Orc, plus 1 more;

AC 37, touch 34, flat-footed 37 (+8 armor, +6 Dex, +3 natural, +10 Wis);
hp 635 (30d8+480);
Fort +32, Ref +25, Will +32; SR 45 (+5 from gear); DR 10/magic and adamantine;
Defensive Abilities AC Bonus, Evasion, Mettle, Uncanny Dodge, Fast Healing 3;
Immune disease, poison; Resist acid 10, cold 10, electricity 10, fire 10, sonic 10;

Speed 120 ft.
Typical Standard Melee unarmed strike +47 (6d6+22, see Soulbound Weapon)
    and "snap kick" +47 (6d6+12, see Soulbound Weapon);
Full Melee unarmed strike +49/+44/+39/+34 (6d6+22, see Soulbound Weapon)
    and 2 slams +40/+35/+30 (2d6+10);
Space 5 ft.; Reach 5 ft.;
Base Atk +30; Grp +48;
Special Attacks Sneak Attack +1d6, Skirmish +1d6;
Psi-like Abilities (ML 30th)
    Constant—dispelling buffer (for effects generated by Malice only);
    At will—call weaponry, graft weapon;
Psychic Warrior Powers Known (317 pp, ML 30th)
    1st—adrenaline boost, catfall, conceal thoughts, deflection field,
        detect psionics, hungry touch, defensive precognition,
        mighty spring, propelled hurling,
        slow breathing, thicken skin;
    2nd—animal affinity, body adjustment, body purification,
        body equilibrium, from the brink, moment of insight, power claws,
        psionic lion's charge, psionic scent, strength of my enemy,
       stygian erasure, sustenance, tongues, wall walker;
    3rd—air walk (as the spell), breathless (self only),
        hustle, mental barrier;
    4th—energy adaptation, psionic freedom of movement,
        inertial barrier, superior magic fang (as the spell),
        steadfast perception, stygian ward;
    5th—adapt body, psionic true seeing;
    6th—mend wounds, personal mind blank, psionic restoration;
Spell-like Abilities (CL 30th, all heightened to at least 5th level)
    At will—open greater chakra;
    1/minute—blood wind (self only), resurgence (self only), wraithstrike;
Maneuvers and Stances Known (IL 30th)
    Stances—aura of chaos (6th), aura of perfect order (6th),
        aura of triumph (6th), child of shadow (1st), immortal fortitude (8th),
        iron guard's glare (1st), leading the charge (1st), martial spirit (1st),
        punishing stance (1st), roots of the mountain (3rd),
        stance of alacrity (8th), thicket of blades (3rd);
    Strikes—adamantine hurricane (8th), ancient mountain hammer (7th),
        avalanche of blades (7th), bonecrusher (DC 28, 3rd), castigating strike (7th),
        colossus strike (DC 32, 7th), crushing vice (6th), crusader strike (1st),
        daunting strike (5th), dazing strike (DC 30, 5th),
        death from above (4th), desert tempest (6th), disarming strike (2nd),
        disrupting blow (DC 30, 5th), divine surge, greater (8th),
        earthstrike quake (DC 33, DC 35, 8th), emerald razor (2nd),
        fan the flames (3rd), finishing move (7th), foehammer (2nd),
        leading the attack (1st), lightning throw (8th), mountain tombstone strike (9th);
        pouncing charge (5th), rallying strike (6th), revitalizing strike (3rd),
        steel wind (1st), strike of righteous vitality (9th), vanguard strike (1st),
        war leader's charge (6th), white raven hammer (8th), white raven strike (4th);
    Counters—action before thought (2nd), diamond defense (8th),
        fire riposte (2nd), fool's strike (8th), iron heart focus (6th),
        lightning recovery (4th), mind over body (3rd),
        moment of perfect mind (1st), rapid counter (5th), zephyr dance (3rd);
    Boosts—covering strike (4th), inferno blade (7th),
        iron heart endurance (6th), moment of alacrity (6th),
        quicksilver motion (7th), sudden leap (1st), white raven tactics (3rd);
    Other—iron heart surge (3rd);

Str 30, Dex 22, Con 40, Int 16, Wis 30, Cha 15
Feats Consummate Learner, Open Mind (x5), Extend Power,
Bonus Feats Weapon Focus (soulbound weapon), Improved Unarmed Strike,
    Superior Unarmed Strike, Beast Strike, Multiattack,
    Improved Multiattack, Rapidstraike (slam), Improved Rapidstrike (slam),
    Improved Natural Weapon (slam), Hammer Fist, Subduing Strike,
    Versatile Unarmed Strike, Allied Defense, Combat Expertise,
    Improved Combat Expertise, Snap Kick, Power Attack, Power Throw,
    Improved Natural Weapon (unarmed), Clever Wrestling, Weapon Finesse,
    Imperious Command, Might Makes Right, Improved Feint, Intimidating Strike,
    Endurance, Steadfast Determination, Quick Recovery, Lightning Reflexes,
    Blind-Fight, Improved Sunder, Improved Trip, Improved Grapple
    Improved Bull Rush, Knockback
    Combat Reflexes, Stand Still, Defensive Sweep,
    Occult Opportunist, Canny Opportunist,
    Improved Combat Reflexes, Greater Combat reflexes
    Improved Toughness, Mind Over Body, Rapid Metabolism,
    Ancestral Knowledge, Breadth of Knowledge,
    Master of Knowledge, Knowledge Devotion
    Track, Run, Urban Tracking, Tactile Trapsmith, Darkstalker,
    Nobody's Fool, Alertness, Quick Reconnoiter, Improved Initiative,
    Brutal Throw, Point Blank Shot, Far Shot, Precise Shot, Zen Archery,
    Ghost Attack, Overchannel, Psionic Meditation,
    Stunning Fist, Rapid Stunning, Rattlesnake Strike, Paralyzing Fists,
    Pain Touch, Pharaoh's Fist;
Epic Feats Improved Manifestation (x2), Fast Healing
Skill Tricks Group Fake Out, Never Outnumbered
Skills Appraise +8, Bluff +27, Climb +20,
    Balance +24, Concentration +45, Craft (weaponsmithing) +3,
    Decipher Script +4, Disable Device +17, Disguise +2,
    Diplomacy +35, Escape Artist +30, Forgery +3,
    Handle Animal +2, Heal +20, Hide +35, Gather Information +18,
    Intimidate +40 (using Strength), Jump +23, Knowledge (any 11) +18 each,
    Listen +40, Move Silently +35, Psicraft +16,
    Ride +18, Search +16, Sense Motive +40, Spellcraft +16, Spot +40,
    Survival +18, Swim +20, Tumble +30, Use Magic Device +30;
Synergy +3 Balance, +8 Diplomacy, +4 Disguise (acting), +2 Gather Information,
    +4 Intimidate, +3 Jump, +2 Psicraft, +2 Spellcraft, +2 Survival;
    +3 Tumble, +2 Use Magic Device (scrolls)
Racial +2 Intimidate
SQ Mastery of Self, Ki Power, Orc Blood, Perceptive Strike, Powerful Build,
    Reign of Steel, Soulbound Weapon, Stance Mastery, Strong Slams

Malice's natural and weapon attacks overcome damage reduction as if made of magic and adamantine.
AC Bonus (Ex): Malice may add his Wisdom bonus to Armor Class, so long as he is unencumbered and is wearing light or no armor. This bonus to AC applies even against touch attacks or when he is flat-footed. However, he loses this bonus when he is immobilized or helpless.
Ki Power (Su): Malice can channel its ki to manifest special powers. He can use his ki powers a number of times per day equal to one-half his HD (minimum 1) plus his Wisdom bonus (if any). These Ki powers can be used only if Malice is wearing light or no armor and is unencumbered.
As long as a his ki pool isn’t empty (that is, as long as it has at least one daily use remaining), Malice gains a +2 bonus on his  Will saves. (not figured in stats above)
    Martial Renewal: Once per round as a standard action, Malice may expend one daily use of his Ki power to recover any single expended martial maneuver he knows.
Maneuvers and Stances Known (Ex): Malice starts each encounter with all the maneuvers he knows readied. For maneuvers that feature a saving throw based on strength, he may use his constitution or wisdom instead. He may recover the use of all expended maneuvers by resting for 2 minutes.
Mastery of Self (Ex): Malice gains his Wisdom bonus as a modiļ¬er on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump.
Orc Blood (Ex): For purposes of spells and effects that specify a race, Malice is considered an Orc.
Perceptive Strike (Ex): Malice is able to place his finesse attacks where they deal greater damage. He applies his Wisdom bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus he may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to his perceptive  strike. He cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Powerful Build (Ex): Malice functions in many ways, as a creature one size larger than he actually is. The damage dealt by his natural weapons and unarmed strikes all increase by one step, and he may wield weapons meant for creatures one size larger, at no penalty. He may also treat himself as one size larger with regard to opposed checks or abilities that function based on size, whenever it is advantageous to him.
Psychic Warrior Powers Known (Ex): Malice's psychic warrior powers and bonus power points, are based on his constitution or wisdom score, whichever is greater at any given time.
Reign of Steel (Ex): Enemies treat the area threatened by Malice as difficult terrain.
Augmentation: When you manifest your soulbound weapon, for each additional 4 power points you spend, you may add a weapon ability of +1 value to the weapon. For example, if you spend an additional 8 power points, you could add two +1 weapon abilities or a single +2 weapon ability.
Malice's Typical Soulbound Weapon
shadow striking, kinetic discharging, ghost touch, +7 bracers of striking*
*usually worn via graft weapon
Soulbound Weapon (Ex): Malice may use the call weaponry power to obtain a specific masterwork weapon that is bound to his very soul. This weapon's physical appearance has slowly changed over time, having grown in power along with him. When Malice manifests call weaponry to obtain his soulbound weapon; he retains it for the effect's duration. He also gains Weapon Focus (soulbound weapon) as a bonus feat. He may still use call weaponry normally if he so wishes.
    A soulbound weapon automatically comes an enhancement bonus of +1 per 4 effective psychic warrior class levels, and the act of calling it includes the featured augmentation.
Stance Mastery (Ex): Malice can have two stances active simultaneously. When he uses a swift action to initiate or change his stance, he can initiate or change one or both stances.
Strong Slams (Ex): Malice always adds his full strength bonus to damage when using his slam attacks.

+7 bracers of striking (see Soulbound Weapon)
    shadow striking = overcomes damage reduction of any alignment or material
    wounding = 1 point of con damage to a living creatures harmed per hit
    magebane = +2d6 damage to spellcasters and creatures with spell-like abilities
    smoking = spews smoke about body for 20% concealment
+5 reinforced githcraft nightscale robes (+3 armor, +10 max dex)
    called = appears on body as a standard action, from anywhere on same plane
    ghost ward = armor protects against touch attacks
drazzik's vest (+5 to existing SR)

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