Here's my guy. He doesn't have a name yet, but here's his stats. Let me know if he's missing anything:
NAME:
RACE: Atlan
CLASS/LEVEL: Psionic Gunslinger/2
ALIGNMENT: Chaotic Good
---
SENSES: Normal
PERCEPTION +6; STELATH +2
LANGUAGES: Common, Aquan. Sylvan
INITIATIVE: +2
---
SPEED: 30ft
ATTACK: d20+ 2 (+3 with firearms)(+4 with Psionic attacks)
WEAPON: Army Revolver, Battle Suit Punch
DAMAGE: 2d8 +2 (+2 with firearms); 1d4+2 (2d4+2 if expending 1 ep).
---
ARMOR: Light Battle Armor; DR: 4 (5 against energy attacks)
WOUNDS: 9
VITALITY: 18
FORTITUDE 11, REFLEX 15, WILL 17
---
STR 9 (-1), CON 11 (+0), DEX 15 (+2), INT 13 (+1), WIS 18 (+4), CHA 14 (+2)
PRIME ATTRIBUTE: Wisdom/Dexterity
SKILLS +4 Acrobatics (Dex), +1 Appraise (Int), +1 Arcane (Int), +1 Athletics (Str) (+4 when under water), +2 Bluff (Cha), +1 Craft (Int), +2 Diplomacy (Cha), +2 Disguise (Cha), +1 Dungeoneering (Int), +0 Endurance (Con), +4 Handle Animals (Wis), +6 Heal (Wis), +1 History (Int), +6 Insight (Wis), -1 Intimidate (Str), +1 Literacy (Int), +4 Mechanics (Dex), +2 Music (Cha), +3 Nature (Int), +2 Nobility (Cha), +6 Perception (Wis), +2 Pilot (Dex), +4 Religion (Wis), +2 Stealth (Dex), +2 Streetwise (Cha), +4 Survival (Wis), +4 Trick (Dex), +1 Warcraft (Int)
---
AGE: 27, COMELINESS: 13
MULTICLASS OPTION: Elementalist, Psion, or Shifter
DEITY: Iris
THEME: Commando
---
EQUIPMENT: Light Battle Suit, Army Revolver, Basic Pack, 3 extra Tiny batteries (for the Battle suit)
ENCUMBRANCE SLOTS: 6; MAX: 9
COIN: 182
---
RACIAL ABILITIES:
Breathe Water: You can breathe in water as easily as in air for up to 4 hours + 1 hour per level per day. You can use the hours nonconsecutively.
Low-Light Vision: You see 2x as far as a human in moon- light, torchlight, and similar conditions of poor illumination as well as underwater. You can distinguish color and detail under these conditions.
Speak With Aquatic Animals: You can ask basic questions and receive answers from aquatic animals such as dolphins, kraken, and sharks. The animals are not necessarily cooperative or knowledgeable. A friendly animal will perform a single small favor such as tug on a rope or scout a nearby grotto on a successful DC 15 Handle Animal check.
Extended Mindlink: This improves Mindlink to work for 4 hours + 1 hour per level.
Latent Ability: You unlock unconscious lore and now know 1 basic ability for which you qualify from the elementalist, psion or shifter class. (Sense Link:You establish a perceptual bond with a touched or mindlinked ally for 5 minutes. Each round, you see and hear through the ally’s eyes and ears as if you were in his place. You are defenseless while using this ability. Once the bond forms, it persists out to any distance. You can end the bond as a swift action and can only maintain 1 bond at a time. Costs 1 vitality. )
CLASS ABILITIES:
Firearms Focus: Apply a +1 bonus on attacks and +2 damage when using firearms.
Gunslinger Skills: Apply a +2 bonus on Acrobatics, Heal, Mechanics, Perception, and Trick checks.
Personal Firearms: You gain 150 gp worth of firearms and ammunition. Also, select 1 gun as a personal weapon. Anyone but you must pass a DC 20 Mechanics check to fire it. If you lose it, you can spend 1 hour to personalize another gun. You are limited to 1 personal weapon at a time.
Rapid Fire: You may make 2 attacks with the same firearm in rapid succession as a standard action. Alternatively, you can fire 2 Light firearms, 1 in each hand, as a standard action. You may direct attacks to the same foe or different foes. Apply a -2 penalty on both attack rolls.
Mindlink: You form a telepathic
bond for 5 minutes with a sentient ally
within 30 ft. Once formed, the bond works like
normal speech, both ways, and over any distance. You can have 1 bond at a time.
Mind ThrustM: One sentient foe within 30 ft suffers 1d6 psy- chic damage per 2 levels (max 5d6), or 1⁄2 damage if Will resists. Costs 1 vitality.
Psychic Training: Boost Bluff, Endurance, and Insight checks by +2. Also, apply a +2 bonus on Will to resist magic abilities.
MINOR BOON:
Custom Battle Suit: You acquire a Light battle suit (page 178). It is perfectly custom-fitted to you and can be sold for parts for only 1,000 gp.
Electrotech: You study invisible mundane forces of nature (called immateria) such as electrics, kinetics, nucleonics, optics, and sonics. You can make checks using the Technics skill (page 177) and enjoy a +2 bonus on Mechanics and Technics checks.