Hyderge

This is a draft of Hyderge built by gestalting only non-caster classes without adjusting the effective level, as an attempt to balance him against an equivalent caster. Soulknife used here has been given a high base attack bonus, as well as Pathfinder's "Blade Skills" feature. Half-elf race features slightly modified.

HYDERGE CR 9 (non-caster gestalt build, currently undergeared for CR)
9 Pathfinder Soulknife "Gifted Fist" // 2 Urban Arcane Hunter, 2 Feat Rogue,
1 Lion Totem Barbarian, 2 Witch Slayer, 2 Unarmed Swordsage;
CG Medium Humanoid (half-elf)
Init +5; Senses low-light vision, Listen +14, Spot +17;
Languages Common, Elven, Undercommon, Draconic, Sylvan, plus 1 more;

DEFENSE
AC 24, touch 19, flat-footed 20 (+5 armor, +4 Dex, +5 Int);
hp 82 (10+7d10+1d12+27);
Fort +8, Ref +10, Will +11;
+2 racial save bonus vs. disease,
+1 racial save bonus vs. paralysis & mind-afftecting spells and effects
Defensive Abilities AC Bonus, Evasion, Mettle; Immune sleep;

OFFENSE
Speed 30 ft.
Typical Standard Melee enhanced strike +16 (1d10+12);
Full Melee Main Hand enhanced strikes +14/+9 (1d10+12);
Full Melee Off Hands two +1 sai +13/+8 (1d6+11, see gear);
Space 5 ft.; Reach 5 ft.;
Base Atk +9; Grp +10;
Special Attacks Pounce, Smite Spirit Sharer, Psychokinetic Discharge;
Gifted Fist Powers Known (pp 33, ML 9th)
    1st—force screen, thicken skin;
    2nd—body adjustment, wall walker;
Stances and Maneuvers Known (ML 5th, 4 readied)
    Stances—child of shadow, pearl of black doubt;
    Strikes—burning blade, emerald razor, shadow juant,
        wolf fang strike, shadow blade technique, (plus two more);
Typical Enhanced Strike Abilities
    +2 magebane, collision (already included in stat block)

STATISTICS
Str 13, Dex 18, Con 16, Int 20, Wis 13, Cha 15
Feats Keen Intellect, Kung-Fu Genius,
    Improved Multiweapon Fighting, Improved Combat Expertise
Bonus Feats Urban Tracking, Multi-Weapon Fighting, Combat Expertise
    Improved Unarmed Strike, Wild Talent, Superior Unarmed Strike
Skills Appraise +4, Balance +12, Bluff +7, Climb +3,
    Concentration +12, Disable Device +10, Disguise +2,
    Diplomacy +6, Escape Artist +10, Forgery +4,
    Handle Animal +2, Heal +5, Hide +12, Gather Information +6,
    Intimidate +5, Jump +4, Knowledge (religion) +8,
    Knowledge (arcana, local, nature) +5 each,
    Listen +14, Move Silently +12, Psicraft +6, Ride +4,
    Search +10, Sense Motive +17, Spellcraft +6, Spot +18,
    Survival +5 (+7 following tracks), Swim +3, Tumble +18,
    Use Magic Device +14;
Synergy +2 Balance, +4 Diplomacy, +2 Disguise (acting),
    +2 Intimidate, +2 Jump,
Racial +1 Concentration, +1 Listen, +1 Search,
    +1 Spot, +1 to each skill check with synergy
SQ Blade Skills (Enhanced Range, Focused Defense, Focused Offense*, Reign of Intellect*),
    Discipline Focus, Favored Enemy [arcanists], Empowered Strikes, Enhanced Strikes,
    Quick to Act, Rage 1/day, Trapfinding, Wild Empathy   (*included in stat block)

SPECIAL ABILITIES
AC Bonus (Ex): Hyderge may add his Intelligence 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 she is immobilized or helpless.
Blade Skills (Ex): 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.
A complete list of Blade skills can be found here, Blade Skills
Enhanced Strikes (Su): At 6th level, a soulknife gains the ability to enhance his unarmed strikes. 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. For example, an 18th-level soulknife could add two +2 weapon special abilities, or one +1 weapon ability and one +3 weapon ability.
The weapon ability or abilities remain the same every time the soulknife empowers his unarmed strikes (unless he decides to reassign its abilities; see below).
A soulknife can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife. For example, a 10th-level soulknife might have initially chosen to imbue his weapon with psychokinetic burst, a +2 weapon special ability. Every time he materializes the weapon, it is a +2 psychokinetic burst mind blade. However, on learning that he may face a mind flayer the next day, he could take 8 hours to change his mind blade’s special ability from psychokinetic burst to mindcrusher.
Empowered Strikes (Su): At 1st level, the deadly fist can, as a move action, wreath his body in psionic energy distilled from his own mind. This energy lasts until the deadly fist chooses to dismiss it as a free action. When empowered strikes is active, the deadly fists's unarmed strikes deal 1d6 points of damage if Medium-sized (or your normal unarmed strike damage, if higher) and are considered to be magic weapons for the purposes of overcoming damage reduction. Adjust unarmed damage if the deadly fist is a size other than Medium.
    This effect is similar to a mind blade, except the deadly fist cannot change the form of empowered strikes, although he can change the damage type of his attacks between bludgeoning, piercing, and slashing, just like a normal soulknife. This effect cannot be broken like a mind blade, and it is still considered to be unarmed attacks instead of a weapon.
    In all other ways, empowered strikes functions as a mind blade.
    This replaces the Form Mind Blade class feature, but counts as Form Mind Blade for prerequisites or requirements.
Enhanced Strikes (Su): The deadly fist's empowered strikes are improved like a standard soulknife's mind blade, except the enhancement bonus or weapon special abilities apply to the deadly fist's unarmed attacks, rather than to a weapon. This replaces the Enhanced Mind Blade class feature, but counts as Enhanced Mind Blade for prerequisites or requirements.
Unarmed Assault (Ex): At 1st level, the deadly fist gains the Improved Unarmed Strike feat as a bonus feat. In addition, the deadly fist gains the Flurry of Fists blade skill. This ability replaces the bonus feat gained at 1st level.
Psychokinetic Discharge (Su): A deadly fist of 1st level learns how to take the energy he has charged into his unarmed strikes and release it as a blast of energy at an opponent. As a ranged attack, the deadly fist can make an unarmed attack at an opponent. The attack deals damage as normal for the deadly fist's unarmed attacks. The range increment of the attack is 10', but is considered to be a projectile instead of a thrown weapon, so the attack has a maximum range of 10 increments instead of 5. Whether or not the attack hits, the deadly fist's unarmed attacks are no longer empowered and he must take the normal time to empower them. This ability replaces the Throw Mind Blade class feature.
Quick Empower: At 5th level, the deadly fist can activate his Empowered Strikes ability as a free action instead of as a move action. He may only do so once per round.
   This replaces the Quick Draw class feature normally gained by a 5th level soulknife. 
Maneuvers Readied: You can ready four of your six maneuvers known at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You ready your maneuvers by meditating and exercising for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).
You can recover an expended maneuver by using a full-round action to quickly meditate. Doing this does not provoke attacks of opportunity. If you complete your meditation, you can choose one expended maneuver to refresh. It is now available for use in a subsequent round.
Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At 2nd, 5th, 9th, 14th, and 20th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
Discipline Focus (Ex): As a swordsage, you can focus your training to take advantage of each discipline's fighting style. Each time you gain the discipline focus ability, select one of the six swordsage disciplines to which that focus applies. You can select a different discipline each time you gain discipline focus, but you must know at least one martial maneuver from the selected discipline. Even if you select a different discipline at higher levels, your discipline choice for earlier abilities does not change.
This focus manifests in the following ways.
Weapon Focus: At 1st level, you gain the benefit of the Weapon Focus feat for weapons associated with the chosen discipline. See the discipline descriptions in Chapter 4.
Insightful Strikes: At 4th level, you can add your Wisdom modifier as a bonus on damage rolls whenever you execute a strike from the chosen discipline. At 12th level, you can choose a second discipline to which this ability applies.
Defensive Stance: At 8th level, you gain a +2 bonus on saving throws whenever you adopt a stance from the chosen discipline. At 16th level, you can choose a second discipline to which this ability applies.
You gain a +2 bonus on Martial Lore checks made regarding a maneuver in a discipline in which you have discipline focus.
Quick to Act (Ex): You gain a +1 bonus on initiative checks. This bonus increases by 1 at 5th, 10th, 15th, and 20th level.

Gear
two +1 adamantine sai
   magebane & collision (already included in stat block)
mithral breastplate



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