Merrik was not that special as a child. He could not beat the strong childs, and he didn't collect as much wisdom as others did. But he also didn't lack anything in particular, he had no discernable flaws. He wasn't stupid, he wasn't rude, he wasn't frail, he wasn't clumsy. This is all true for now as well. He is strong, but not the strongest. He is wise, but not the wisest.
That was probably why he was choosen to travel westwards, seeking Gnomes to aid his people in the coming war against the Giants.
HP 6/9 (8[Psychic Warrior] + 1[CON])
Fast Heal 1 while wearing the +2 studded leather
Fortitude +3 (+2 PsW1 +1 CON)
Reflex +1 (+0 PsW1 +1 DEX)
Will +2 (+0 PsW1 +2 WIS)
Immunities: any spell of the Death Subtype, energy drain, and negative energy effects
Speed 40ft (boots)
Base Attack +0 (+0 PsW1);
Melee unarmed +2 (1d4+2 non-lethal)
Melee masterwork large heavy flail +3 (2d8+3)
Grapple +6 (+0 BAB, +2 Str, +4 Size)
ABILITIES
Spoiler:
FEATS:
1: Combat Manifastation
Bonus: Mind over body
PsW1: Body fuel
CLASS FEATURES:
1: Bonus Feat
RACIAL FEATURES:
# Fire Acclimated: Half-giants have a +2 racial bonus on saving throws against all fire spells and effects. Half-giants are accustomed to enduring high temperatures.
# Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger.
Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him.
A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
# Naturally Psionic: Half-giants gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
# Psi-Like Ability: 1/day—stomp. Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based. Used!
Psionic Powers:
Spoiler:
Power Points per day: 3 = 0 (PsW1) + 1 (Bonus Wis) + 2 (Bonus Race)
Powers known: 1
Maximum Power level known: 1
Powers known:
Force screen
Power points used: 0
SKILLS
Spoiler:
Psychic Warrior: 2+INT
Total = Ability + Rank + Misc
*Autohypnosis +6 = +2 +4 +0
*Climb +1 = +1 +0 +0
*Concentration +5 (+9) = +1 +4 +0 (+4 to manifest a power or use a psi-like ability while on the defensive or while you are grappling or pinned)
*Jump +2 = +2 +0 +0
*Knowledge (Psionics) +3 = +0 +3 +0
Perform (drums) +2 = +0 +2 +0
*Profession (trader) +5 = +2 +3 +0
*Ride +1 = +1 +0 +0
*Search 0 = +0 +0 +0
Spot +2 = +2 +0 +0
Survival +7 = +2 +0 +5 (boots)
*Swim +2 = +2 +0 +0
EQUIPMENT:
Spoiler:
masterwork heavy flail
masterwork magic +2 studded leather of Fast Healing 1
Backpack
Travel rations for 2 weeks
Bedroll
Blanket, winter
Fishhook
Rope, hempen (50ft.)
Sewing needle
Waterskin
wooden amulet of an owl (masterwork, embedded with listening lorecall CAdv pg. 54)
masterwork medicine pack (worth 50gp)
5 blessed herbs that will each do "cure minor wounds" ie 1 pt heal each
small carved wooden Bear figurine, "Goliragh"
a deed to 5 acres of land somewhere in the Celt area
neclace of Soulfire (immune to any spell of the Death Subtype, energy drain, and negative energy effects including chill touch and inflict wounds.)
mastercraft boots; +10 movement speed; +5 survival skill and running skill rolls, and grants Barskskin (+4 to Natural armor) 1/day
Money:
5 gems á 10 gp = 50gp
1 ruby á 100 gp = 100gp
5 golden nuggets á 5gp = 25gp
Background provided by DM:
Spoiler:
Parents are married; Marsel (Dad)and Merle (mom); warrior(4) and druid (7) respectively; your the only child but their still young enough for more.
Social class; lowest of the low among non mountain people; moderate at home; most races consider your people noble savages at best as your tribes are nomadic and poor in thier eyes.
Your dad and you got along fine, middle of the road; but your mom and you have a real connection and deep love and admiration for each other.
Your Uncle Sapur (warrior 5) (dad side) really despises you; thinks your a shifty, head in the clouds dreamer and waste of tribe resources.
Your Aunt Maes ((barbarian 3) and Aunt Shesvie (barbarion 5) think you ok but nothing special.
You and your class mentor got along great; the old guy loves you (Verrick; Pychic Warrior 7) and was a courage and kindly mentor as well as courageous and strong.
The tribal council;(nine eldars of various classes(tribes best and brightest and most experienced); 4 women ((Aesel, Bera, Torna, Gleesa (currently head of council and 5 men Culak, Dornil, Hesum, Koval Split-Ear, and Loomiv atm) they think very highly of you and show you great favor.
Dad gives you five 10 gp gems and one ruby worth 100gp in most markets.
Mom gives you a bag of 5 golden nuggets; worth 5 gp each; exchange of of your items to masterwork and give it Listening Lorecall Cadv pg 54; she also gives you a small carved wooden bear figurine; has the name "Goliragh" on it; will call a bear to fight for you once.
Your uncle gives you a deed to 5 acres of land somewhere in the Celt area; hope you go there and not come back. The deed is good though; he got it in trade somewhere.
Your Aunts give you a medicine bag though it pretty obvious you mom had a hand in it; it itself is masterwork and a worth 50gp; Aunt Maes is a wonderful leathercrafter; it is full of basic first aid gear and stuff for basic rituals of your tribe; also; 5 blessed herbs that will each do "cure minor wounds" ie 1 pt heal each.
Your mentor gives you a neclace of Soulfire; making you immune to any spell of the Death Subtype, energy drain, and negative energy effects including chill touch and inflict wounds.
The council gives you (and the other runners) mastercraft boots; +10 movement speed; +5 survival skill and running skill rolls, and grants Barskskin (+4 to Natural armor) 1/day.