Looks like I'm going with the Soul-Knife....
Ashrem Bayle
Human
1st level Ranger / 5th level Psion (Savant) / 1st Level Slayer / 2nd Level Soulknife
Alignment: Lawful Neutral
Experience: 39,620
ABILITIES
Str: 14 (+2)
Dex: 20 (+5) (+2 Bracers)
Con: 20 (+5) (+2 from Character Levels)
Int: 12 (+1)
Wis: 14 (+2)
Cha: 8 (-1)
SAVING THROWS
Fortitude: +8
Reflex: +9
Will: +8
COMBAT
Hit Points: 84
Initiative: +5
Movement: 60’
Base Attack Bonus: +5
Armor Class: +24/25* (Base 10, Dexterity +5, Armor +6, Buckler +3, *+1 Dodge Feat)
Attacks:
Soul-Blade +1 - +11 Att, 1d6+3 Dmg
Dual Wielded Soul-Blades +1 - +9/+8 Att, 1d6+3/1d6+2
Thrown Soul-Blade +1 - +11 Att, 1d6+3 Dmg
SPECIAL ABILITIES:
Bonus Feat (Human)
Bonus Skills (Human)
Psionics
Psicrystal
Psychic Combat
Ranger Bonus Feats
Track Bonus Feat
Favored Enemy: Illithids (+2 to Attack, Bluff, Listen, Sense Motive, Spot, & Wilderness Lore)
Illithid Sense 60’
Mind Blade
Sneak Attack, +1d6
Imbed Power
Throw Mindblade
FEATS:
Empowered Psicrystal (Free, Mind’s Eye)
Track
Two-Weapon fighting
Ambidexterity
Dodge
Mobility
Resculpt Mind
Spring Attack
Weapon Finesse: Soul-Knife
Expert Tactician
Scribe Tattoo
Craft Dorje
SKILLS:
Autohypnosis (+8, 6 ranks); Climb (+3, 1 rank); Concentration (+9, 4 ranks); Craft - Gem Cutting (+3, 1 rank); Disable Device (+8, 3 ranks); Hide (+25, 5 ranks, +15 Bonus); Knowledge - Nature (+2, 1 rank); Knowledge - Illithid Lore (+4, 3 ranks); Knowledge - Psionics (+5, 4 ranks); Listen (+4, 2 ranks); Move Silently (+20, 5 ranks, +10 bonus); Open Locks (+8, 3 ranks); Pick Pockets (+7, 2 ranks); Psicraft (+6, 4 ranks); Search (+6, 4 ranks); Sense Motive (+8, 6 ranks); Spot (+7, 5 ranks); Stabilize Self (+6, 1 rank); Tumbling (+12, 6 ranks); Use Rope (+6, 1 ranks); Wilderness Lore (+6, 4 ranks)
EQUIPMENT:
Crystal Mask of Psionic Might (Same as Torc)
Skin of the Chameleon
Boots of Leaping and Springing
Mithral Chain Shirt, Silent Moves +2
Bracers of Dexterity +2
Buckler +2
Dorje: Lesser Body Adjustment (50)
Dorje: Schism (50)
Dorje: Hustle (50)
Tattoo: Spider Climb x 4
Tattoo: Clairaudience / Clairvoyance x 4
Tattoo: Schism x 2
Treasure:
250 gp
PSIONICS:
Power Points: 41
Psychic Combat Modes: Psychic Crush, Mind Blast
Psychic Defense Modes: Empty Mind, Intellect Fortress, Tower of Iron Will
Secondary Disciplines: Telepathy & Clairsentience
Displays:
Psychokinetic Powers: A low humming sound.
Clairsentient Powers: Eyes glow green
Telepathic Powers: Everyone senses that they are being watched
Psychoportation Powers: Sound of glass breaking
Psychometabolism Powers: A wet cracking sound as the body disfigures or heals.
Metecreation Powers: Ectoplasm soaks or blankets the created object or effected area for a brief second.
Talents: Free Uses: 14
Missive
Burst
Far hand
Elf Sight
Inkling
Detect Psionics/Magic
Daze
1st Level Powers: Cost: 1 pp
Matter Agitation
Sense Link
Charm Person
Spider Climb
Control Object
2nd Level Powers: Cost: 2 pp
Control Body
Suggestion
Clairaudience / Clairvoyance
3rd Level Powers: Cost: 4 pp
Greater Concussion
Crisis of Breath
BACKGROUND
Appearance:
Age: 29
Height: 5’-10”
Weight: 175 lbs.
Hair: long and black in dreadlocks
Eyes: ice blue
Well muscled and graceful, Ashrem seemingly has no body fat. His time spent in slavery and practicing exotic conditioning exercises has developed his body to a level of health and fortitude that few ever achieve. His body, especially his back, is covered in numerous scars from his time as a slave. Also, there is a slave mark tattooed into the back of his neck and several psionic tattoos usually cover his arms, neck, and back. He wears his hair long to cover the illithid’s slave mark. On his face he wears a smoke grey crystal mask in which an emerald is set in the forehead. Ashrem’s weapon of choice is a psychic blade created entirely by his own mental energies. The blade manifests itself as a semi transparent wakazashi forged of boiling green ectoplasm. However, when thrown, the blade morphs into a spinning disk-like bladed object.
Ashrem prefers dark clothing. He wears a suit of tight fitting black leather clothes over which he wears a black mithral chain shirt adorned with numerous crystalline runes. Worn over his armor is a long black cloak with a deep hood. His long black hair hangs to about the middle of his back, and is usually kept in seemingly hundreds of small thin braids.
Ashrem is actually a physically attractive person, however his lack of a normal childhood and his dependency on psionics make him seem distant and brooding. He never bothered to learn diplomacy when he could simply will the other person to agree with him.
History:
Born in the Duchy of Urnst, Ashrem Bayle’s first memory was of blood and carnage. At the age of but four summers, he became one of a dozen survivors of a drow raid on his hometown of Kalari Springs. Along with the other captives, Ashrem was taken into the underdark and sold into the service of a brood of mind flayers.
Serving under the lash of a harsh taskmaster, Ashrem spent his youth mining the cold stone of the underdark. However, at the age of twelve, he was taken by one of the more prominent illithids for study. Ashrem has little memory of this time for he often faded in and out of consciousness. His memories and perceptions distorted by rigorous psychic experimentation, Ashrem was finally returned to the mines.
Little did he know that he was being watched. The Illithid leader had managed to awaken the boy’s latent psychic potential. He had been returned to the other slaves in order for the illithids to watch his abilities naturally manifest. Unfortunately for the mind flayers, Ashrem was quicker to manifest his abilities than they imagined. Using his psychic abilities, Ashrem melted through his shackles and freed his fellow slaves. In the revolt, only he and a half dozen others managed to escape to the surface.
After his escape, Ash returned to the remains of what was once his home. There he found a dilapidated farmhouse and his family's remains. He buried his family and from his father's corpse he took a signet ring depicting a wolf with three eyes. The importance of the third eye was not lost on Ash who now believes his family had a strong psionic heritage. He wishes he knew how to contact anyone else in his family, but he has only a few very vague memories of his childhood before slavery.
Leaving his home behind, Ash traveled about and soon found himself in the Yeomanry region. There he lived on the streets and made his way as a petty thief. He learned to use his powers to bend the will of men so that they would be more than generous with their offers of charity. While most thieves were slick tongued and smooth, Ashrem refused to spend time developing those abilities. His psychic abilities made such tactics unnecessary in his eyes.
He lived this way for a two years before his abilities were discovered. A man by the name of Sorren recognized the youth’s abilities and gave him an ultimatum. He would not turn Ash over to the authorities, if he agreed to become Sorren’s pupil. Ashrem agreed and began a formal study of the “Unseen Way” under the strict tutelage of his new master. In his studies, Ash developed the ability to engage others in mental combat and learned a much about psionic theory and principles.
He had learned a great deal, but while very different than the mines of the underdark, he still resented being in a submissive position. After spending a year with his teacher, Ashrem has decided to move on. He does not know where he plans to go, but he craves adventure and the freedom of the road. He searches for knowledge and treasures so that one day he may create his own estate and forever be free.
During his travels, he makes it a point to hunt down and eliminate psionic threats. Specifically, Ashrem will go out of his way to hunt down and kill any mind flayer’s he comes across. He has a deep hatred for their kind, and would be more than happy to rid the world of their entire race.
PSI-CRYSTAL:
Tarsis
Hit Dice: 1 special (20hp)
Initiative +6
Speed: Varies
AC: 13 (-5 Dex, +8 Size); Hardness 15
Attacks: --
Damage: --
Face/Reach: Special
Special Attacks: Special
Special Qualities: Regenerate 2d4hp per day, Personality (Resolve, +2 Will)
Saves: Special
Abilities: Str: 1, Dex 0, Con -, Int 9, Wis 14, Cha 8
Skills: Special
Feats: --
Special Abilities: Sighted, Empathic Link, Self-Propulsion, Speak with Other Creatures, Lesser Channel Power, Hardened Crystal, Power Storing (Greater Concussion),