
Hall Stewart |

The way he talks is me trying to talk with an above 20 wisdom, positive int modifier and a barely below 10 cha
This is the lowest cha I have ever had in a character that was not a monster

GM Capt Wombat |

Ok we now have 2 groups
Talk Group
The lady
Jack
Scarlet.
and
Cab group around back to the right of the talkhall
the rest of your merry band.
So I have posted what is at your locations.
no meter gaming please etc.
Cab group.
Now I will wait on Cab group to let each member make a post on the chat they have in the cab about what to do next, Please no running off doing stuff until everyone has posted
Talk group
waiting on scarlet reaction and then move on from that.

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You should really wait until the DM makes a ruling before adding in your own. Since there is no write up for these sleeves, its hard to say that they make up a disguise. If there is a write up that states this bonus, or if the DM agrees, then please post it and I can change my skill bonus on my character sheet. Also, I'm sorry to be nit picky, but how did you get 12? Did I miss a feat or something?

GM Capt Wombat |

Ok sorry for being late
I'm doing 3ed level reviews of all PCs
you should all be getting PMs from me over the next few days
I want to get this done before the next big event in game to pick up on
PC sheet mistakes and other such.
Ok ruling of the Sleeves of Many Garments
here is cannon.
Item
Sleeves of Many Garments
Aura faint illusion; CL 1st
Slot wrists; Price 200 gp; Weight 1 lb.
DESCRIPTION
These translucent cloth tubes easily fit over their wearer’s arms.
The wearer of these sleeves can, when she slips them on, choose to transform her current garments into any other non-magical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, disguise self; Cost 100 gp.
That's all they do, they make a set of non-magical set of clothing. Now being in the right clothing set you up to make a disguise roll nothing more, means you can make a disguise roll faster by NOT having to put the right clothing on. All they do is save time in game between disguise rolls. the time saved is that of putting on the right cloths.
simple.
No +N to disguise skill sorry.

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Fine. That's your ruleing, I've had DMs say otherwise but it's ambiguous enough to rule either way
In this case as masterwork does not equal magic I'm transforming them into a masterwork disguise tool so +2 insteed of +5 or 10
I accept your ruleing as DM

GM Capt Wombat |

Not even that, Hall, No +2 they just make non magic clothing,
You can't make a into,
Kit, Disguise
Price 50 gp; Weight 8 lbs.
This kit contains tools like makeup and fake facial hair, and provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after 10 uses.
As they don't make the parts listed for use.
Not even an Adventures every tool can do that.
Its +0 to Disguise rolls as I made clear, all they do is give your the clothing with out having to change into the clothing.
handy when you don't want to carry around a wardrobe of clothing, like cold weather and survival gear. They only make Non Magic clothing ok.
:)

GM Capt Wombat |

Thanks Zaeltor
Ok things are moving nicely, and just to let you know I have No idea how this will play out, I know what's going on back stage and who the bad guys are, but how this gos no idea
Love it, this is what GMing is all about,
Im Excited :)
hall may be a bit slow posting, he's updating his PC sheet before heading in, a few mistakes on it need sorting 1st
Now you should all be about ready, so let's get started hehe

GM Capt Wombat |

Gigar
Nope no need, he's now well and truly distracted as you may be if you want to go see what's under the tarp hehe
Two key game posts up one per group
Hall you still have a lot to fix
Race points count 17 put in that -2 for light dependency
You still have SR14 you don't get now as it was removed for your race point over spend.
Skill point spend, I want to see ranks per skill and stat bonus
+ where other comes from
TH need to see the To hit with about PSI focus, that's your base to hit no with
Where dos the +3 shield bonus to you AC come from??? That trait is gone
Where dos the +1 to hit enchantment come from
You have your speed still as 50'? Base is 30' -10 for heavy armor +10 race fast + 10 boots= 40' please put in the +10 for item so I can see it's not 50
You removed to +3 power points for a favored class you did not have good
You removed the +2 stat bonus you should not add and added -2 for advanced you missed out good
Please rout on your sheet the spell you choose for Redheaded so it's fixed
Please put down the blade skill you picked
Ill review again then that's all done Hall

GM Capt Wombat |

As for the enchantment bonus, it's a class feature at lvl 3
*Then state that under a heading for what a soul blade gets
I have nothing that expends psionic focus so I don't need the str
*Do as I ask please,
The boots boost my speed by 10
* I made clear, put down where is from I can see you edited move just add ALL factors that make the number leave nothing out.
Hall after finding a large number of mistakes on your PC sheet, every time I have backed tracked a number on your sheet I have found a mistake that's turns out to be of befit to your pc. I have yet to find one that's been to the detriment of your pc,now you can see how this looks.
I am asking that you put down all factors that make up the numbers.
Heal +N will not do, I need to see ranks spent, is it a class skill or not and stat bonus.
If you have stats I want to see starting rolls + race spend + other
In other words a well laid out PC sheet where I can see at a glance how got to the numbers, abilities powers and the rest,.
Please could you do that with out delay Hall

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I shall try
One time to my detriment that was pointed out by gigar was my +to damage used to be off as originally I forgot to factor in that it was a 2h.... Though that's the only one I can remember that was to my detriment so yeah I see how it looks bad
I'll fox it as soon as pissible

GM Capt Wombat |

seen it
Dont have any thing that would remove my - Psionic Focus
De Foul really, under as you well know.
Psionic Focus
Many feats detailed below, as well as many psionic class abilities, work either by maintaining or expending psionic focus.
Gain Psionic Focus: Merely having the ability to hold a reservoir of psionic power points in mind gives psionic characters a special energy. Psionic characters can put that energy to work without actually paying a power point cost—they can become psionically focused.
If you have a power point pool or the ability to manifest psi-like abilities, you can meditate to become psionically focused. Meditating is a full-round action that provokes attacks of opportunity.
When you are psionically focused, you can expend your focus on any single concentration check you make thereafter. When you expend your focus in this manner, your concentration check is treated as if you rolled a 15. It’s like taking 10, except that the number you add to your concentration modifier is 15. You can also expend your focus to gain the benefit of a psionic feat—many psionic feats are activated in this way.
Once you are psionically focused, you remain focused until you expend your focus, become unconscious, or go to sleep (or enter a meditative trance, in cases such as elans or elves).
You may still gain psionic focus even if you have depleted all of your power points.
Expending your psionic focus to power a feat, class feature, or any other ability only powers a single effect. You cannot gain the benefit of multiple abilities that require expending focus by expending your psionic focus once; each effect requires its own instance of expending psionic focus.

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Focused Defense
When fighting defensively or using Combat Expertise or the total defense action, the soulknife adds herWisdom modifier as adodge bonus to her AC so long as she maintains psionic focus. The soulknife must be at least 4th level in order to select this blade skill.
Focused Offense
As long as the soulknife maintains psionic focus, she adds her Wisdom modifier to her attack and damage rolls instead of herStrength modifier.
Full Enhancement
When forming her mind blade into multiple items, the soulknife suffers no reduction in enhancement bonus.
It is there. I saw it a while ago when I was building my soulknife.

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seen it
Dont have any thing that would remove my - Psionic Focus
De Foul really, under as you well know.
Psionic Focus
Many feats detailed below, as well as many psionic class abilities, work either by maintaining or expending psionic focus.
Gain Psionic Focus: Merely having the ability to hold a reservoir of psionic power points in mind gives psionic characters a special energy. Psionic characters can put that energy to work without actually paying a power point cost—they can become psionically focused.
If you have a power point pool or the ability to manifest psi-like abilities, you can meditate to become psionically focused. Meditating is a full-round action that provokes attacks of opportunity.
When you are psionically focused, you can expend your focus on any single concentration check you make thereafter. When you expend your focus in this manner, your concentration check is treated as if you rolled a 15. It’s like taking 10, except that the number you add to your concentration modifier is 15. You can also expend your focus to gain the benefit of a psionic feat—many psionic feats are activated in this way.
Once you are psionically focused, you remain focused until you expend your focus, become unconscious, or go to sleep (or enter a meditative trance, in cases such as elans or elves).
You may still gain psionic focus even if you have depleted all of your power points.
Expending your psionic focus to power a feat, class feature, or any other ability only powers a single effect. You cannot gain the benefit of multiple abilities that require expending focus by expending your psionic focus once; each effect requires its own instance of expending psionic focus.
huh did not know about the concentration check thing, or that it went away when we slept, I suppose it is possible we be woken up in the middle of the night to fight somebody

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Niether did I, but since I don't have anything yet to expend it on, I haven't focused. I let me just say from now on, I focus first thing in the morning. Or in this case, now waiting for the party ro join up with us.

GM Capt Wombat |

Sorry need to fix this so can't be your GM right now
SO Hall explain this please as I know you know how to do skills as per your PC AltonVenRysn
have Stats listed etc.
your skills HAll, You have down this under skills
[And Know now I know your a skilled player who knows how to make a PC]
Perception +14, +16 for coins and other valueables
Sense motive +12
Profession (gambler) +12
Survival +9
Spell/psicraft +9 +12 for luck stuff
Knowledge(local) +5
Autohypnosis+10
Knowledge (psionics) +5
Disguise +4
Heal +10
Stealth +4
Bluff +3
All other Cha skills -3
Acrobatics+5 (from boots)
So lets look at the numbers and see if when we put in the rules what do we get,
Start with Class skills soul Knife
skills:
Skill Ranks Per Level: 4 + Int modifier. To spend [5x3] 15
Class Skills: Acrobatics (Dex), Autohypnosis* (Wis), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (psionics)* (Int), Perception (Wis), Profession (Wis), Stealth (Dex), and Swim (Str).
< = Class skill
Then add in stats and use ranks to get to the same numbers you had Hall
Acrobatics +5 0r (0dex) +5 (from boots)<
Perception +12 3r (+6Wis), +2 for coins and other valuables within 10’ <
Sense motive +9 3r (+6Wis),
Profession (gambler) +12 3r (+6Wis)<
Survival +9 3r (+6Wis)
Spell craft +4 3r (1Int) ???**+12 for luck stuff **from where?????
Knowledge(local) +4 3r (1int)
Knowledge (psionics)* +5 1r(1int)<
Autohypnosis +10 1r (+6Wis),
Disguise +1 3r [-2Cha]
Heal +9 3r (+6Wis)<
Stealth +4 1r (0Dex)<
Bluff +1 3r (-2Cha)
All other Cha skills -3 ???
Total skill spend to get even close to your numbers 29 Skill points, explain please Hall, you well know how skills work

GM Capt Wombat |

HALL your race
Please cut and past this into your PC sheet
it will replace your race build,
type: Humanoid aberration (Advanced) RP send 14
Bio Advanced (4 RP):
Prerequisites: Advanced or monstrous power level.
Modifiers: Pick either mental or physical ability scores. Members of this race gain a +2 bonus to all of those scores, a +4 bonus to one score of the other type, and a –2 penalty to one other ability score of the other type.
Genetic Luck, lesser (2 RP):
Prerequisites: None.
Benefit: Members of this race gain a +2 racial bonus on all saving throws.
Bio Fast (1 RP):
Prerequisites: Normal speed.
Benefit: Members of this race gain a +10 foot bonus to their base speed.
Special: This trait can be taken more than once, but each time it is, the cost increases by 1 RP. Its effects stack.
Bio Fast Healing (6 RP):
Prerequisites: None.
Benefit: Members of this race regain 1 hit point each round. Except for where noted here, fast healing is just like natural healing.Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a member of this race dies, at which point the effects of fast healing immediately end.
Bio Luminescent Skin (2 RP)
Prerequisites: None.
Benefit: Members of this race are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). If aember of this race has an Intelligence of 10 or higher, it gains the following spell-like ability:
At Will—light
Bio Skin Damage Resistance (3 RP)
Prerequisites: None.
Benefit: Members of this race gain DR 5/Electricity.
Bio Unnaturally Dense (-2RP):
prerequisite: aberration, dragon, construct or outsider with ties to the plane of earth Effect: members of this race do not have natural buoyancy. They again -4 to swim skill [race] and can never take ten on swim checks.
Bio Solar Powered (-2RP):
Take 1D4 points of CON damage for every day (24H) without exposure to sunlight ('Light Dependency flaw' +2RP)

GM Capt Wombat |

Please replace and add where shown in your sheet HAll
powers known and power points:
PP 11 (9 from bonus pp for 22 wisdom at lvl 3 2 from feat) +2 from way finder not currently possessed
Max power point spend per power use 3
Max power know 1
Powers known:
detect psionics (trait given) cost 0-2, duration: concentration or when Augmented 3 rounds
prevenom weapon: cost 1
Prevenom Weapon
Discipline psychometabolism (creation)
Level gifted blade 1, marksman 1, psychic warrior 1, sighted seeker 1
EFFECT
Range Touch
Target Weapon touched
Power Points 1
DESCRIPTION
As prevenom, except your weapon gains the poison coating as long as it remains in your grip.
Prevenom
Discipline psychometabolism (creation)
Level psychic warrior 1
MANIFESTING
Display Material
Manifesting Time 1 standard action
EFFECT
Range Personal
Target You
Duration 1 min./level or until discharged
Saving Throw None and Fortitude negates; see text; Power Resistance No
Power Points 1
DESCRIPTION
If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you can use this power to produce a mild venom that coats one of your claws. On your next successful melee attack, the venom deals 1 point of Constitution damage per round for 2 rounds. A target struck by the poison can make a Fortitude save each round to negate the damage and end the affliction.
Augment For every 3 additional power points you spend, the poison’s duration increases by 1 round.
Spells
Light at will. Bio Skin
Weapon and Armor Proficiency: A soulknife is proficient with all simple weapons, with her own mind blade (regardless of form), with light and medium armor, and with shields (but not tower shields).
Bonus Feat
The soulknife may choose Power Attack, Two-Weapon Fighting, or Weapon Focus (mind blade) as a bonus feat at 1st level.
Form Mind Blade (Su)
As a move action, a soulknife can form a semi-solid weapon composed of psychic energy distilled from her own mind.
A soulknife must choose the form of her mind blade at 1st level. She can either form it into a light weapon, a one-handed weapon, or a two-handed weapon. Once chosen, her mind blade stays in this form every time the soulknife forms her mind blade. The light weapon deals 1d6 points of damage, the one-handed weapon deals 1d8 points of damage, and the two-handed weapon deals 2d6 points of damage. All damages are based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized weapons. In all forms, the mind blade has a critical range of 19-20/x2. A soulknife with powerful build or any similar ability forms an appropriately-sized mind blade dealing the size-appropriate amount of damage. If the soulknife's chosen form is a light weapon, she may choose to form two light weapons when forming her mind blade if she so chooses, but she suffers the standard penalties for two-weapon fighting.
Regardless of the weapon form a soulknife has chosen, her mind blade does not have a set damage type. When shaping her weapon and assigning abilities to it, the soulknife chooses whether it will deal bludgeoning, piercing, or slashing damage. The soulknife may change the damage type of an existing mind blade, or may summon a new mind blade with a different damage type, as a full-round action; otherwise, the mind blade retains the last damage type chosen every time it is summoned.
The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on her next move action. The moment she relinquishes her grip on her blade, it dissipates (unless she intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction and is considered a masterwork weapon.
A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. She can also choose her mind blade for feats requiring a specific weapon choice, such as Weapon Focus and Improved Critical. Powers or spells that upgrade weapons can be used on a mind blade. The soulknife can use feats such as Weapon Finesse that work on light weapons with her mind blade, but such feats only work on mind blades in a light weapon form.
Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain her mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains her mind blade for a number of rounds equal to her class level before she needs to check again, although the mind blade is treated for all purposes as a non-magical, masterwork weapon while in a place where psionic effects do not normally function. On an unsuccessful attempt, the mind blade vanishes. As a move action on her turn, the soulknife can attempt a new Will save to rematerialize her mind blade while she remains within the psionics-negating effect. She gains a bonus on Will saves made to maintain or form her mind blade equal to the total enhancement bonus of her mind blade (see below).
The soulknife chooses the appearance of her mind blade, although its shape must reflect the selections the soulknife has chosen: a bludgeoning mind blade would be blunt, slashing would have an edge, etc.
Shape Mind Blade
The soulknife's mind blade retains the last chosen form every time it is formed until the soulknife reshapes it. If the soulknife chooses to reshape her blade, it requires a full-round action to do so. She may also re-assign the type of damage dealt as part of reshaping her mind blade if she so chooses. A soulknife can reassign the ability or abilities she has added to her mind blade; see below. To do so, she must first spend 8 hours in concentration. These cannot be the normal 8 hours used for rest, even if the soulknife does not require sleep. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife.
Throw Mind Blade
All soulknives have some knowledge of how to throw their mind blades, though the range increment varies by form and the largest of blade forms cannot be thrown. Light weapon mind blades have a range increment of 20 ft. One-handed weapon mind blades have a range increment of 15 ft. Two-handed weapon mind blades cannot be thrown without the Two-Handed Throw blade skill. Whether or not the attack hits, a thrown mind blade then dissipates.
Wild Talent
The soulknife gains Wild Talent as a bonus feat at 1st level. This provides her with the psionic power necessary to manifest her mind blade. A character who is already psionic instead gains the Psionic Talent feat.
Blade Skills
Beginning at 2nd level and every even soulknife level thereafter, a soulknife may choose one of a number of abilities to add to her repertoire. Some blade skills have prerequisites that must be met before they can be chosen. All blade skills may only be chosen once and require the soulknife to be using her mind blade unless otherwise stated in the skill's description.
Focused Offense
As long as the soulknife maintains psionic focus, she adds her Wisdom modifier to her attack and damage rolls instead of her Strength modifier.
Enhanced Mind Blade
A soulknife's mind blade improves as the character gains higher levels. At 3rd level and every odd level thereafter, the mind blade gains a cumulative +1 enhancement bonus that she may spend on an actual enhancement bonus or on weapon special abilities. A soulknife's level determines her maximum enhancement bonus (see Table: The Soulknife). The soulknife may (and must, when her total enhancement is higher than her maximum bonus) apply any special ability from Table: Weapon Special Abilities instead of an enhancement bonus, as long as she meets the level requirements. A soulknife can choose any combination of weapon special abilities and/or enhancement bonus enhancement bonus before assigning any special abilities. If the soulknife shapes her mind blade into two items, the enhancement bonus of her mind blade (if any) is reduced by 1 (to a minimum of 0). If this would reduce the enhancement bonus on the mind blades to 0 and weapon special abilities are applied, the soulknife must reshape her mind blade to make the options valid. Both mind blades have the same selection of enhancement bonus that does not exceed the total allowed by the soulknife's level, but she must assign at least a +1 and weapon special abilities (if any). This penalty does not apply when using the Mind Shield blade skill.
Psychic Strike (Su) 1d8
As a move action, a soulknife of 3rd level or higher can imbue her mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage on any attack she wishes to activate it on (as long as the attack is made with her mind blade). A soulknife may hold the charge as long as she likes without discharging. It does not go off on any attack unless she chooses to use it, and the charge is not wasted if an attack misses. Mindless creatures are immune to this damage, although non-mindless creatures immune to mind-affecting effects are affected by this damage as normal. (Unlike the rogue's sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away.) A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue her mind blade with psychic energy again by taking another move action. Additionally, she may recharge it as a swift action by expending her psionic focus.
Once a soulknife has prepared her blade for a psychic strike, it holds the extra energy until it is used (whether the attack is successful or not). Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown), it is still imbued with psychic energy when the soulknife next materializes it.
If the soulknife forms her mind blade into two weapons, she may imbue each mind blade with psychic strike as normal. If she reshapes her mind blade into a single weapon form, the additional psychic strike imbued into the additional weapon is lost. At every four levels thereafter (7th, 11th, etc), the extra damage from a soulknife's psychic strike increases by 1d8.

Hall Stewart |

DR/Electricity?
why electricity? why not silver as was originally?
im sorry about the shield bonus, it should be +2, I thought my enchantment bonus applied to it, I was wrong, I have to spend a blade skill to get that, well I know what I'm getting next level.

GM Capt Wombat |

Halls your race now as I stated No ifs no buts
And RP14 no more no less
Take shield off until you add in where its from Hall
Remove the over spend points from skills and post in as
I posed showing how you get to the skills and class skills
Post into you PC the soul knife info I posted.
Im getting sick of repeating myself here.
I don't want to see anything on your PC sheet as a number
Unless I know where it's from and how you got it.
I have been more than tolerant of your antics,
3 hours of my time building your PC as I sort to fix the mistakes.
Now fix the rest of your broken PC,
Until you do Hall your PC is on hold in the game.

GM Capt Wombat |

Where do you have shielded/gifted blade written on your PC sheet Hall?
Under class you have only soul knife 3 nothing more
And it's not listed on your sheet any place.
This is my point, again
I don't want to see any think on your PC sheet unless I know where it's from how you got it and what it dos,
You have stuff on your sheet that seems to come from no wear.
Fix it

Hall Stewart |

sorry
I said to you in discussion and in recruitment several times
and its where the casting comes from
I'm putting it there now
sorry this is taking so long
I don't mean to cause so much stress to you

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I'm starting to get frustrated with myself, I thought I had my first well made fighter type, and then under scrutiny it is found out it preforms well because I screwed up making it, I really am sorry,
my only excuse being mild dyslexia and having never played a soulknife

GM Capt Wombat |

You only get the +2 AC if you have a free hand to form the mind shield
That means your mind blade becomes one handed, and so has to be listed
And you lose your second level blade skill
Form Mind Shield (Su)
At 1st level, a shielded blade gains the Mind Shield blade skill, gaining a +2 shield bonus to AC as long as she has a hand free. Unlike any other soulknife who takes the Mind Shield blade skill, a shielded blade can use the mind shield as if it was in all ways (except visually) a masterwork heavy steel shield, including making shield bashes, although she does not suffer the Armor Check penalty or Arcane Spell Failure for using a heavy steel shield. The shielded blade's mind shield is affected like a mind blade in all other ways (breaking, null psionics fields, etc). A shielded blade still applies the shield's shield bonus to her AC when performing a shield bash.
The shielded blade's mind shield is enhanced as the soulknife gains levels at the same, but the mind blade suffers a -1 penalty to its enhancement bonus (if any) if the shielded blade has both formed at the same time. The shielded blade may only apply the enhancement bonus for a mind shield to the Armor Class bonus of the shield, and not as a bonus to attack and damage rolls.
A shielded blade may (and eventually must) choose special abilities for the mind shield, just as she does for the mind blade. She chooses special abilities for the mind shield from the table below.
A shielded blade is always considered proficient with her mind shield.
This ability replaces the bonus feat gained at 1st level.
Improved Shield
A shielded blade of 2nd level gains her choice of either the Improved Mind Shield or Tower Mind Shield blade skill. This ability replaces the blade skill gained at 2nd level.

GM Capt Wombat |

What's the +2 perception tool hall? Spy glass?
Is your PC walking around with a spy glass to one eye,
going to be hard 2H fighting and dong any thing will holding that.
to get that +2
Also spyglass is a 1000gp rr when did you pay for that.
Also you in H-Armor, carrying a load of stuff yes your PC is strong but
30lb + 3 times kit 20Lb each your hitting 90lb just there.
Also the +2 for gems and Coins has a range of 10' pop next to the skill as I did thanks.
Also cut and past in your new race traits
SR is gone

GM Capt Wombat |

From? link please
unless you have
MW Smoked Goggles:
These spectacles have lenses made of smoked glass that help protect against creatures with gaze attacks. You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You have a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance).
so just the -2 then