Morthak the Mad
Male dwarf psychic warrior 4 (Ultimate Psionics 53)
CN Medium humanoid (dwarf)
Init +1;
Senses darkvision 60 ft.; Perception +8
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Defense
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AC 21, touch 11, flat-footed 20 (+8 armor, +1 Dex, +2 shield)
hp 40 (4d8+16)
Fort +8,
Ref +3,
Will +5; +2 vs. poison, psionics, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee exsiccating warhammer +7 (1d8+4/×3 plus 1d6 fire)
Special Attacks
Psychic Warrior Powers Known (power points 14, ML 4th; concentration +6)
. . 2nd—
repositioning strike
. . 1st—
catfall (path),
inevitable strike,
stomp (DC 14),
thicken skin,
vigor (path)
. . Talents—
lesser fortify,
sense poison
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Statistics
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Str 16,
Dex 12,
Con 16,
Int 12,
Wis 16,
Cha 8
Base Atk +3;
CMB +6 (+8 bull rush);
CMD 17 (23 vs. bull rush, 21 vs. trip)
Feats Body Fuel, Improved Bull Rush, Power Attack, Psionic Talent, Psionic Weapon
Traits dirty fighter, mental discipline
Skills Acrobatics -1 (-5 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Autohypnosis +11, Climb +1, Heal +5, Perception +8 (+10 to notice unusual stonework), Ride -1, Spellcraft +6, Survival +12;
Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Terran
SQ maneuver (survivor path), path power, path skill, trance (survivor path), warrior's path, warrior's path (survivor's path)
Other Gear scorpion carapace armor, heavy wooden shield,
exsiccating warhammer, goggles (worth 1 gp), sack, trail rations (5), waterskin (2), 38 gp, 5 sp
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Special Abilities
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Body Fuel You can expand your power point total at the expense of your health.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Dirty Fighter +1 damage when flanking.
Focus +1 morale bonus on all checks directly related to their focus. This includes a skill bonus, an attack bonus, a damage bonus, or a saving throw bonus, or even a bonus to manifestation or spell save DCs. Dwarves also gain a +4 racial bonus on Will saves against charm or compulsion effects that would change, delay or distract from their focus.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Maneuver (Survivor Path) Beginning at 3rd level, you can expend your psionic focus as an immediate action to be treated as having the Stalwart ability until the beginning of your next turn. At 7th level and every four psychic warrior levels beyond, you gain a +1 competence bonus to Will saves when using this maneuver.
Mental Discipline +1 to Autohypnosis checks, Autohypnosis as class skill
Path Power (Catfall [Path]) (Ex) Gain a bonus power related to your path.
Path Skill (Survival) +2 bonus to one skill associated with the path you are on.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Psionic Talent Gain 2 or 1 extra power points.
Psionic Weapon +1/+2d6 While focused melee attacks do +1 dmg adn expend focus to deal +2d6 dmg.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Trance (Survivor Path) +2 When psi-focused you gain DR and hot or cold environment endurance.
Warrior's Path (Ex) Gain benefits based on a specific warrior path.
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