HD 3d6+6, hp 20
BAB +1; CMB +3
saves Fort +3, Reflex +1, Will +5; move 30', AC 10 (14/15 with inertial armor; 18/19 w/IA + FS)
attack unarmed strike +3 (1d3+2 nonlethal, 20/x2, draws AOO from armed foe)
str 14 / +2 (2 pt, +2 race)
dex 10 / +0 (0 pt)
con 15 / +2 (3 pt, +2 race)
int 16 / +3 (10 pt)
wis 14 / +2 (5 pt)
cha 8 / -1 (0 pt, -2 race)
feats: Latent Power [B], overchannel [B], talented, expanded knowledge (entangling ectoplasm)
skills (15 pts) (ranks/total): psicraft 3/9, autohypnosis 3/8, bluff 3/2, survival 3/5, perception 0/2, knowledge (psionics) 3/9
concentration check (3 + ML + Con mod): +8
languages: Common, Dwarven, Elven, Giant
mul: +2 Constitution, +2 Strength, -2 Charisma: Combining the human height with the Dwarven musculature, muls end up stronger than either parent race, but their status as born-to-be slaves makes them insecure in their dealings with others.
Medium: Muls are Medium creatures and have no bonuses or penalties due to their size.
Darkvision: Muls can see in the dark up to 60 feet.
Dwarven Blood: Muls count as both dwarfs and humans for any effect related to race.
Extended Activity: Muls may engage in up to 12 hours of hard labor or forced marching without suffering from fatigue
Hardy: Muls need only half as much rest to fatigue and exhaustion.
Ignore Pain: Muls have nonlethal Damage Resistance 1/-. They are difficult to subdue, and do not notice minor bruises, scrapes, and other discomforts that pain creatures of other races.
Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.
The psion’s class skills (and the key ability for each skill) are Concentration* (Con), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Psicraft* (Int).
In addition, a psion gains access to additional class skills based on his discipline: Kineticist (Psychokinesis)
Autohypnosis* (Wis), Disable Device (Dex), and Intimidate (Cha).
powers (5+1 1st, 2 2nd): 2+11+4 = 17 pp / day, DC 13 + power level (+ special), man lev 3
1st: attraction(a), inertial armor(a), mind thrust(a), vigor(a), control object (kin), force screen (a, latent), entangling ectoplasm (a, 40', exp know)
2nd: energy missile (a, kin), cloud mind
typical combat power uses:
inertial armor: 3 hr, 1 or 3 pp, +4 armor AC (+5 if spend 3 pp)
force screen: 3 min, 1 pp, +4 shield AC
vigor: 3 min, 1-3 pp, +5 temp hp (+5 per pp, max 15, or 20 w/OC)
mind thrust: 40', 1-3 pp, 1d10/pp (3d10, or 4d10 w/OC), Will neg DC 14 (15 if 3-4 d10)
energy missile: 130', 3 pp, up to 5 targets within 15' circle, 3d6 (4d6 and +1 DC w/OC), DC 15 half (Reflex or Fort)
- cold: +1/die, Fort half
- elec: +2 to DC, +2 to overcome SR
- fire: +1/die
- sonic: -1/die, ignores object hardness