Wannlun

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Gecko
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Wannlun

Post by Gecko » Sat Jul 06, 2019 10:15 pm

A long while back I had set myself a challenge to randomly select some multiclass characters weighted towards those classes and races not normally used in Mystara, then see if I could mystaranize a rational character concept out of the resulting mash-up. I've now come back to finalizing some of them.

For this one I had rolled a Gnome Soulknife/Natural Philosopher, Soulknife in the refluffed version of a Psionics which I use is called a Godblade, but that's not appropriate for Mystara so I kept the name. Natural Philosopher is from Northern Crown. For Gnome Racial traits I use the Earth gnome from the old Mystara 3e project and site. Compared to the others, I had nailed down less of this character's background - or if I had I have since forgotten it. To cover that, I have that he is very quiet as to his background though I think I had decided that he's from a gnome community in the black mountains but let's people think he's from somewhere else in the known world. He's come to Glantri to study at the great school but finds he can't get in due to a combination of glantrian prejudice both from racism and his non-arcane style of spellcasting.

I had originally invisioned him using the mind blade like a welding torch, but upon re-reading the ability I see it is very specifically shaped like a short sword so that blows the image I had in my head.

note: Like some of the others, I was waiting to finalise the members alignments once I had all the characters stated to avoid any alignment conflicts.

Wannlun ECL-2
Male Earth Gnome Soulknife-1/Natural Philosopher-1
Al Small Humanoid (Psionic)
Init: +1; Senses: Listen+0, Spot+0; Low-Light Vision
Aura: Alignment (Faint)
Languages: Fluent in Gnomish; Casual in Thyatian (Glantrian dialect); Rudimentary in Bromdinag, Dwarvish, & Elvish (Erewan)
AC: 17 Touch:12 Flat-footed: 15
Hp: 17 (1d10+1d4+4 HD)
Resist: SR 1, +1 save vs. earth based attacks (inc. acid & petrification)
Fort: +2, Ref: +3, Will: +3
Speed: 20'
Melee: Mind Blade +3 melee (1d4+1)
Ranged: Mwk Small Heavy Crossbow +3 ranged (1d8)
Base Atk: +1; Grapple: -4
Attack Options: Phenomena (3/2), Point Blank Shot, Splintering Bolts
Phenomena: DC13+lvl
1st Level: Detect Undead, Entropic Shield, Erase, Hide from Undead, Hold Portal, Mage Armor, Obscure Object, Shocking Grasp
0th Level: Detect Magic, Know Direction, Open/Close
Abilities: Str 12, Dex 12, Con 14, Int 16, Wis 8, Cha 10
SQ: Stonecunning
Feats: Armor Proficiency (Light), Shield Proficiency, Point Blank Shot, Weapon Focus (Mind Blade), Weapon Proficiency (Simple Weapons & Mind Blade), Wild Talent
Skills: Autohypnosis+3, Balance+0, Climb+1, Concentration+6, Craft (Alchemy)+9, Craft (Metalworking)+10, Escape Artist+0, Hide+5, Jump-5, Knowledge (Alchemy)+7, Knowledge (Architecture & Engineering)+7, Knowledge (Psionics)+7, Knowledge (Religion)+5, Listen+0, Move Silently+1, Spot+0, Swim-1, Tumble+2

Possessions: 505sp equivalent in coinage, Masterwork Small Chain Shirt, Masterwork Small Buckler, Masterwork Small Heavy Crossbow, 10 Small Bolts, 2 Small Splintering Bolts, Copernican clock, Galvanic Belt, Small Backpack, Small Belt Pouch, 2 Sunrods, Small Waterskin, Scholar's Outfit
Donkey, Gear/Carrying: Pack Saddle, 10 days feed, Small Bedroll, Flint & Steel, 50' Hempen Rope, 10 days of small trail rations, 20' carrying a Heavy Load
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Degrees: Wannlun has one degree each in Antimagic & Magnatism. Natural philosophers can only create phenomena belonging to sciences in which they hold a degree. There are no limits to the number of degres natural philosophers may hold in one science. For each degree in excess of one held in a particular science, all level-dependent effects of phenomena belonging to that science, such as range, duration, and damage, are increased by one level, as if the natural philosopher were one class level higher.
Invention (Ex): Earth gnomes love to tinker and create all kinds of wonderful inventions involving strange mechanism and frequently explosive chemical reactions: +1 racial bonus on Craft checks that are related to machinery and works of Engineering; +2 racial bonus on Alchemy checks.
Mind Blade (Su): As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. Wannlun's blade is identical in all ways (except visually) to a small short sword and deals 1d4 points of damage (crit 19-20/x2). The wielder of a mind blade gains the usual benefits to his attack roll and damage from a high Strength bonus. This 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. A mind blade is considered a magic weapon for the purpose of overcoming damage reduction. A soulknife can use feats 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 choic. Powers or spells that upgrade weapons can be used on a mind blade. Even in places where psionic effects do not normall function (such as within a Maya Impervious), 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.
Phenomena (Ex): Natural philosopher scan create pseudo-scientific phenomena using their understanding of the laws of nature. A phenomenon is an extraordinary ability that is equivalent to a standard d20 System arcane or divine spell, but is not magical in nature and interacts with psionics differently. Natural Philosophers use their Intelligence to determine save DCs and bonus phenomena. To create a phenomenon, natural philosophers must have a degree in the science to which the phenomenon belongs and an apparatus appropriate to the science. They must have an Intelligence score equal to or higher than 10 + the level of the phenomenon. Natural philosophers do not require any material components listed under the standard d20 System description of the equivalent spell, unless the components have a listed cost in gp. In this case, they need to spend the equivalent cost in materials from a lab supplies kit they carry with them. Phenomena whose standard d20 System spell equivlant includes verbal components produce sound when created. The sound emanates from the scientific apparatus used, and is equivalent in volume to conversational speech. All phenomena are considered to have a somatic component, because the natural philosopher must manipulate the apparatus to produce them. The somatic component of a phenomenon takes the form of gestures made by the natural the natural philosopher to activate the apparatus, and are apparent to anyone in view of the natural philosopher. Natural philosophers need to calibrate their apparatus ahead of time in order to create phenomena. This requires one hour of uninterrupted work in a quiet environment. Time spent resting has no effect on whether natural philosophers can calibrate their apparatus to create phenomena, but an apparatus requires at least 24 hours between calibrations in order to be recharged. An apparatus may be calibrated to create any phenomenon the natural philosopher knows but the phenomena must be chosen ahead of time, during calibration. An apparatus is a hand-held device capable of manipulating the forces associated with the science, but only in the hands of the natural philosopher who has constructed in and calibrated it beforehand. It weighs approximately one poind, and has 5 hit points and Hardness 10. It has a Break DC of 25. It is not a magic item, but rather a speclia kind of focus, with no inherent powers of its own. A natural philosopher can construct a new apparatus for a cost of 150gp and one week of work.
Speak with Burrowing Creatures (Sp): Once per day, an earth gnome can use speak with animals as a spell-like ability to speak with a burrowing mammal (a badger, fox, rabbit etc.). This ability is innate to earth gnomes. It has a duration of 1 minute (the earth gnome is considered a 1st-level caster when he uses this ability, regardless of his actual level).
Soulknife Bonus feats: Weapon Focus (Mind Blade) & Wild Talent.
Spell Resistance (Ex): Natural philosophers' power of reason gives them protection from the effects of magic; all natural philosopehrs have a Spell Resistance equal to their class level, to a maximum of SR 20.
Stonecunning (Ex): Earth gnomes have a sixth sense about stonework, an innate ability that they, like their Dwarf cousins, get plenty of opportunity to practice and hone in their underground homes. They get a +2 racial bonus on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. An earth gnome who merely comes within 10 feet of unusual stonework can make a check as if he were actively searching, and an earth gnome can use the Search skill to find stonework traps as a rogue can. An earth gnome can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Stone and Metal Craft (Ex): Earth gnomes share the Dwarves' particular affinity to stone and metalwork: +2 racial bonus on Craft checks that are related to stone or metal (the one on Metalworking is already included above); +2 racial bonus on Appraise checks that are related to stone or metal items
Traditional Enemies (Ex): +1 racial bonus to attack rolls against kobolds and goblinoids (goblins, hobgoblins, and bugbears); +4 dodge bonus against giants: earth gnomes battle these creatures frequently and practice special techniques for fighting or avoiding them.
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Description: 3’5”, 45 lbs, 57 years old. Wannlun had traveled to Glantri City because he had heard that it was a major center of scholarship and he was interested in learning about constructs, automotons, clockworks, effigys, and perhaps even golems. He was quite disapointed to find he was rejected from studying there due to the human and elven wizards racism (as he views it) - he finds it particularily ironic that they have rejected him given that they rely on primitive arcana, superstition, and magic rather than reason and scientific phenomena. Dejected, he was about to return home but decided to stick around for a at least a little bit upon making a friend, Ionafán, a human who was also rejected by the Great School because his talents were, shall-we-say, "non-conformative".


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Note: Other party members are (or are going to be):

Michel Druschel, Shifter Fey-disciple
Peter Loofbourow, Draconic Human Guide
Prakash, aka "Pop", Lupin Mystic & ascetic
Wannlun, Gnome of mysterious background (see above)
Ionafán Zaborsky, Human student of necromancy

(I will add links when/if they get posted to the boards)

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Gecko
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Re: Wannlun advancement notes

Post by Gecko » Sun Jul 07, 2019 8:59 pm

I had drafted some prestige class notes for future level advancement, but I'm now almost done with an ECL-20 advancement and I ended up changing a few things from my initial thoughts. What I originally wrote was:
I initially thought that Effigy Master (from Complete Arcane) would be perfect for the character concept, but Natural Philosophers don't have the simulacrum spell on their list so I would need a level dip into either Sor or Wiz (perhaps Gnomish Illusionist or some variant with a good 1st level ability). Would still need Craft Wonderous Item and varous skills but of the skills only the 5 ranks in Knowledge-Arcana seem a burden.

Illumine Soul (complete Psionic) would be easy to qualify for and he could be influenced into pursuing it by his friendship with Ionafán and/or he could get Soulbow as early as 4th level (though if I go for Fencing Master I would probably swap out the Point Blank Shot I selected at 1st level for one of the Fencing Master's requirements).

Eberron's Alchemical Savant could be in-character, though I would need to decide how to mystaranize the requirements. High Handcrafter (Dungeon Magazine #104) could maybe be in-character if I focus more on earth elementalism, but do I really want to burn 2 feats on Skill focus in Craft skills? Maester (complete Adventurer) would also seem to be in-character as a late level addition

I'm wondering if between 1 to 3 levels of Falstaff (Northern Crown) could help flesh out the character concept.
I had written the above advancement notes before working on an advancement (currently I've got an ECL-19 version, just deciding what to take for 20th level.). Effigy Master doesn't really gain him anything until 3rd level that he doesn't get from just Craft Wonderous Item but at the cost of a XP penalty from a level dip into Gnome Illusionist Wizard, so I dropped it. Currently at ECL 19 he's Soulknife-5/Natural Philosopher-5/Illumine Soul-2/Falstaff-3/Maester-3 and I'm debating if the 20th level should be a 3rd of Illumine Soul or a 1st level of Soulbow to get some longer ranged attacks than just 'throw mind blade'.

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Gecko
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Re: ECL20 Wannlun

Post by Gecko » Sun Jul 14, 2019 1:33 am

Here's a possible 20 level advancment for Wannlun. I ended up not doing any Soulbow (which kinda makes me regret taking point blank shot back at 1st level, but It works with his crossbwo at the lower, current, levels) and going for 3 each of Falstaff and Maester before coming back for a few levels of what for a while had been just a lone level dip of Illumine Soul, eventually taking a 3rd level as the 20th level class.

Note that this is without level appropriate equipment

Wannlun ECL-20
Male Earth Gnome Soulknife-6/Natural Philosopher-5/Illumine Soul-3/Falstaff-3/Maester-3
Al Small Humanoid (Psionic)
Init: +1; Senses: Listen+2, Spot+2; Low-Light Vision
Aura: Alignment (Moderate)
Languages: Fluent in Gnomish; Casual in Thyatian (Glantrian dialect); Rudimentary in Bromdinag, Dwarvish, & Elvish (Erewan dialect)
AC: 13 Touch:12 Flat-footed: 12, DR 1/-
Hp: 128 (9d10+3d6+8d4+43 HD)
Resist: SR 5, +1 save vs. earth based attacks (inc. acid & petrification)
Fort: +13, Ref: +10, Will: +13
Speed: 15', +10' when psionically focused and not wearing heavy armor.
Melee: +2 Undead Bane Mind Blade Shortsword +16/+11/+6 melee (1d4+3); +2 Undead Bane Mind Blade Longsword +16/+11/+6 (1d6+3); Two-handed +2 Undead Bane Mind Blade Longsword +16/+11/+6 (1d8+3); 2 +1 Undead Bane Mind Blade Shortswords +11/+7/+7/+2 (1d4+3)
Ranged: Thrown +2 Undead Bane Mind Blade Shortsword +16/+11/+6 ranged (1d4+3); Thrown +2 Undead Bane Mind Blade Longsword +16/+11/+6 (1d6+3)
note: Undead Bane is +2 to attack vs. Undead and deals an extra +2d6+2 damage to Undead
Base Atk: +12/+7/+2; Grapple: +9
Attack Options: Bull Rush @ +2, Inspiring Binge, Phenomena (6/6/4/3/2), Point Blank Shot, Positive Energy Ray (4d6, 2/day), Psionic Shot (+2d6), Psychic Strike (+2d8), Throw Mind Blade, Turn Undead (6/day @ +2)
Phenomena: DC15+lvl, +2 on Magnatism Phenomena (marked with *)
4th Level: Detect Scrying, Discern Lies, Halt Undead, Lesser Globe of Invulnerability, Modify Memory, Repel Vermin, Resilient Sphere*, Scrying, sending, Spell Immunity, Tongues
3rd Level: Arcane Sight, Blindness/Deafness, Confusion, Crushing Despair, Deep Slumber, Dispel Magic, Fear, Fly, Invisibility Purge, Lightning Bolt, Locate Object, Nondetection, Suggestion, Zone of Truth
2nd Level: Calm Emotions, Detect Thoughts, Find Traps, Hold Person*, Levitate*, Misdirection, Owl's Wisdom, Scare, See Invisibility, Spider Climb*, Touch of Idiocy
1st Level: Cause Fear, Command, Comprehend Languages, Detect Undead, Entropic Shield*, Erase, Hide from Undead, Hold Portal*, Hypnotism, Lesser confusion, Mage Armor*, Obscure Object, Remove Fear, Shocking Grasp*, Sleep, Unseen Servant
0th Level: Daze, Detect Magic, Know Direction*, Lullaby, Mage Hand, Open/Close*
Abilities: Str 12, Dex 12, Con 14, Int 21, Wis 8, Cha 10
SQ: Blunder, Circle of Mayhem (5'), Corpulence, Death Ward, Fortune's Fool, Free Draw, Identification, Improved Mind Blade, Mind Blade Enhancement, Positive Energy Conduit, Quick Crafting, Shape Mind Blade, Stonecunning, Undead Mind Bane
Feats: Armor Proficiency (Light), Brew Potion, Craft Construct, Craft Invention, Craft Magic Arms & Armor, Craft Wonderous Item, Legendary Artisan, Psionic Shot, Science Specialization (Magnatism), Shield Proficiency, Speed of Thought, Point Blank Shot, Weapon Focus (Mind Blade), Weapon Proficiency (Simple Weapons & Mind Blade), Wild Talent
Skills: Appraise+7, Autohypnosis+8, Balance+2, Bluff+8, Climb+2, Concentration+15, Craft (Alchemy)+15, Craft (Blacksmithing)+6, Craft (Metalworking)+22, Diplomacy+3, Disable Device+10, Disguise+1 (+2 to stay in character when being observed), Escape Artist+8, Forgery+9, Gather Information+1, Hide+6, Intimidate+4, Jump+3, Knowledge (Alchemy)+9, Knowledge (Arcana)+10, Knowledge (Architecture & Engineering)+12, Knowledge (Planes)+10, Knowledge (Psionics)+16, Knowledge (Religion)+10, Listen+2, Move Silently+3, Perform (Dancing)+4, Search+5 (+2 when searching for secret doors or compartments), Sense Motive+0, Sleight of Hand+5, Spellcraft+14 (+2 to decipher a Scroll), Spot+2, Survival-1 (+2 on other planes), Swim-1, Tumble+10, Use Magic Device+8, Use Psionic Device+1, Use Rope+1 (+2 to use Rope to bind someone)

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Blunder (Ex): Falstaffs receive a +2 bonus to bull rush and grapple checks, due to their increased girth and density
Circle of Mayhem (Su): Falstaffs create a circle of mayhem centered around themselves, with a radius of 5 ft. All attack rolls, saves, and skill checks made by any creatures within the circle suffer a -1 penalty. Only falstaffs are immune from this effect. This ability functions continuously, even against the will of the falstaff.
Corpulence (Ex): A Falstaff's appetite for food, drink, and indolence begins to make a mark on his appearance and mobility. His base speed decreases by 5 ft. His weight increases by 30%, giving him a natural armor bonus of +1 to AC and a +1 bonus to Intimidate skill checks. He also receives a one-time gain of 3 hit points.
Death Ward (Ps): When Wannlun expends his psionic focus he gains protection against the powers of undeath for 1 minute. This makes him immune to all magical and psionic death effects, energy drain, and any negative energy effects. This ability does not remove negative levels that he has already gained, nor does it affect the saving throw that must be made 24 hours after gaining a negative level.
Degrees: Wannlun has one degree each in Antimagic, Magnatism, & Mentalism. Natural Philosophers can only create phenomena belonging to sciences in which they hold a degree. There are no limits to the number of degres natural philosophers may hold in one science. For each degree in excess of one held in a particular science, all level-dependent effects of phenomena belonging to that science, such as range, duration, and damage, are increased by one level, as if the natural philosopher were one class level higher.
Fortune's Fool (Su): Due to the disrupting effects of their chaotic personality, a Falstaff gains Damage Reduction 1/-
Free Draw (Su): Wannlun can 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.
Identification (Sp): A maester can determine the magical properties of a magic item by handling it for 1 minute and making a successful Spellcraft check (DC 10 + the item's caster level). The maester can't take 10 on this check, nor can he retry the check (and this he can't take 20). This ability otherwise functions as the identify spell.
Improved Mind Blade (Ex): An Illumine soul's class levels add to their Soulknife levels to determine their mind blade's enhancement bonus on attack rolls and damage rolls and the mind blade enhancement class feature, In addition, an Illumine soul can add ghost touch to the list of weapon special abilities they can choose from.
Inspiring Binge (Ex): Fallstaffs gain a +2 attack bonus during any round in which they eat or drink as a move-equivalent action. To engage in a fortifying binge, Wannlun must have one hand free to hold a drinking vessel or morsel of food with a minimum weight of three pounds.
Invention (Ex): Earth gnomes love to tinker and create all kinds of wonderful inventions involving strange mechanism and frequently explosive chemical reactions: +1 racial bonus on Craft checks that are related to machinery and works of Engineering; +2 racial bonus on Alchemy checks.
Legendary Artisan (Ex): Wannlun has mastered the method of creating magic items. When determining the XP cost for creating any magic item, he reduces the base cost by 25%.
Maester bonus feat (Ex): Craft Magic Arms & Armor.
Mind Blade (Su): As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. Wannlun's blade is identical in all ways (except visually) to a small short sword and deals 1d4 points of damage (crit 19-20/x2). The wielder of a mind blade gains the usual benefits to his attack roll and damage from a high Strength bonus. This 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. A mind blade is considered a magic weapon for the purpose of overcoming damage reduction. A soulknife can use feats 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. Powers or spells that upgrade weapons can be used on a mind blade. Even in places where psionic effects do not normall function (such as within a Maya Impervious), 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.
Mind Blade Enhancement (Su): Wannlun has the ability to enhance his mind blade. He can add any one of the weapon special abilities listed below. The weapon ability remain the same every time he materializez his mind blade until he reassign's the ability. The ability applies to any form the mind blade takes (ie Shape Mind Blade). wannlun can reassign the ability by spending 8 hours in concentration. wannlun can choose from the following Special Abilities: Defending, Ghost Touch, Keen, Lucky, Mighty cleaving, Psychokinetic, Sundering, Vicious
Natural Philosopher Bonus Feat: Science Specialization (Magnatism).
Phenomena (Ex): Natural Philosophers can create pseudo-scientific phenomena using their understanding of the laws of nature. A phenomenon is an extraordinary ability that is equivalent to a standard d20 System arcane or divine spell, but is not magical in nature and interacts with psionics differently. Natural Philosophers use their Intelligence to determine save DCs and bonus phenomena. To create a phenomenon, natural philosophers must have a degree in the science to which the phenomenon belongs and an apparatus appropriate to the science. They must have an Intelligence score equal to or higher than 10 + the level of the phenomenon. Natural philosophers do not require any material components listed under the standard d20 System description of the equivalent spell, unless the components have a listed cost in gp. In this case, they need to spend the equivalent cost in materials from a lab supplies kit they carry with them. Phenomena whose standard d20 System spell equivlant includes verbal components produce sound when created. The sound emanates from the scientific apparatus used, and is equivalent in volume to conversational speech. All phenomena are considered to have a somatic component, because the natural philosopher must manipulate the apparatus to produce them. The somatic component of a phenomenon takes the form of gestures made by the natural the natural philosopher to activate the apparatus, and are apparent to anyone in view of the natural philosopher. Natural philosophers need to calibrate their apparatus ahead of time in order to create phenomena. This requires one hour of uninterrupted work in a quiet environment. Time spent resting has no effect on whether natural philosophers can calibrate their apparatus to create phenomena, but an apparatus requires at least 24 hours between calibrations in order to be recharged. An apparatus may be calibrated to create any phenomenon the natural philosopher knows but the phenomena must be chosen ahead of time, during calibration. An apparatus is a hand-held device capable of manipulating the forces associated with the science, but only in the hands of the natural philosopher who has constructed in and calibrated it beforehand. It weighs approximately one poind, and has 5 hit points and Hardness 10. It has a Break DC of 25. It is not a magic item, but rather a speclia kind of focus, with no inherent powers of its own. A natural philosopher can construct a new apparatus for a cost of 150gp and one week of work.
Positive Energy Conduit (Su): An Illumine Soul forges a permanent link with the Positive Energy Plane that charges their psychic strike with positive energy. This link allows the Illumine Soul to deal damage to undead (both intelligent and mindless) using their psychic strike.
Positive Energy Ray (Ps): As a standard action, 2/day, Wannlun can project a ray of positive energy from his mind blade that deals 4d6 damage (on a successful ranged touch attack) to any undead creature within 60' that it strikes.
Psychic Strike (Su): As a move action, Wannlun can imbue his mind blade with destructive psychic energy. This effect deals an extra 2d8 points of damage to the next living, nonmindless target he successfully hits with the mind blade. 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 Wannlun can imbue his mind blade with psychic energy again by taking another move action. Once Wannlun has imbued his blade for a psychic strike, it holds the extra energy until it is used. Even if it dissipates, it is still imbued with psychic energy when Wannlun next materializes it.
Quick Crafting (Ex): A maester can craft magic items in half the normal time required (one day per 2,000gp in the item's base price; minimum one day).
Shape Mind Blade (Su): Wannlun can, as a full-round action change his mind blade to replicate a small +1 longsword (1d6+2) or a small +1 Bastard Sword (1d8+2- must be wielded 2-handed). Alternatively Wannlun can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand, However, both mind blades have an enhancement bonus 1 lower than the soulknife would otherwise create with a single blade
Speak with Burrowing Creatures (Sp): Once per day, an earth gnome can use speak with animals as a spell-like ability to speak with a burrowing mammal (a badger, fox, rabbit etc.). This ability is innate to earth gnomes. It has a duration of 1 minute (the earth gnome is considered a 1st-level caster when he uses this ability, regardless of his actual level).
Science Specialization (Ex): +2 to the DC for Magnatism phenomena
Soulknife Bonus feats: Speed of Thought, Weapon Focus (Mind Blade), & Wild Talent.
Spell Resistance (Ex): Natural philosophers' power of reason gives them protection from the effects of magic; all natural philosopehrs have a Spell Resistance equal to their class level, to a maximum of SR 20.
Stonecunning (Ex): Earth gnomes have a sixth sense about stonework, an innate ability that they, like their Dwarf cousins, get plenty of opportunity to practice and hone in their underground homes. They get a +2 racial bonus on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. An earth gnome who merely comes within 10 feet of unusual stonework can make a check as if he were actively searching, and an earth gnome can use the Search skill to find stonework traps as a rogue can. An earth gnome can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Stone and Metal Craft (Ex): Earth gnomes share the Dwarves' particular affinity to stone and metalwork: +2 racial bonus on Craft checks that are related to stone or metal (the one on Metalworking is already included above); +2 racial bonus on Appraise checks that are related to stone or metal items
Throw Mind Blade (Ex): Wannlun can threw 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 thrown mind blade can be used in conjunction with a psychic strike and other special abilities.
Traditional Enemies (Ex): +1 racial bonus to attack rolls against kobolds and goblinoids (goblins, hobgoblins, and bugbears); +4 dodge bonus against giants: earth gnomes battle these creatures frequently and practice special techniques for fighting or avoiding them.
Turn Undead (Su): As masters of the laws of nature, Natural Philosophers can turn undead creatures, which are the embodiment of un-nature. Natural philosophers can turn undead as if they were clerics of two levels lower than their class level. They use their Intelligence modifier for turning checks rather than their Charisma modifier however.
Undead Mind Bane (Su): An Illumine Soul's mind blade is permanently enhanced with the undead bane weapon special ability. This weapon enhancement reamains constant, despite any other changes or modifications to the mind blade (for instance, using the mind blade enhancement ability)

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