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Cool here we go. This is will be a fun campaign I think. Since it is just you and me, and since you seem interested in the Sector Omega type of character I will focus a bit more on investigation and small to medium combat encounters.
I don't really know the world very well at all, so I tried to latch onto something interesting. Since it doesn't seem like a LN psionic character would just be allowed to walk around freely...better put him onto the path of becoming the man instead.
I can't think of any other questions really, but that's probably because I don't know what else I should be asking :).

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I'm here!
Here is the crunch...
I will intro you in the game tab. You will be the Dominion's representative chosen to investigate the strange happenings on your border with the Phoenix guard. You were sent to Koryth to aid the Imperial Agent, you were told to meet them at a Cathedral of the Sanguine Church.
Also, you may have missed it, but since there is only 2 of you I am allowing you to both have a cohort as if you had the leadership feat. You can add your mythic tier to the level for determining the level of your cohort. You can finish that crunch later though.

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Guzur Moog - Sasori Monk 1/ Psychic Warrior 2
Guzur Moog CR 2
XP 600
Male Sasori Monk 1 Psychic Warrior 2
LE Medium
Init +3; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 18, touch 16, flat-footed 15 (+1 armor, +3 Dex, +1 natural)
hp 36 (3d8+4)
Fort +6, Ref +5, Will +5
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Offense
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Speed 30 ft.
Melee Unarmed strike +3 (1d6+2/x2)
Special Attacks flurry of blows -1/-1
Psychic Warrior Spells Known (CL 2):
1 (2/day) Hammer, Inertial Armor
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Statistics
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Str 14, Dex 16, Con 13, Int 12, Wis 16, Cha 8
Base Atk +1; CMB +3 (+5 Grappling); CMD 19 (21 vs. Grapple)
Feats Combat Manifestation, Improved Grapple, Improved Unarmed Strike, Psionic Body, Speed of Thought, Stunning Fist (1/day) (DC 14), Up The Walls
Skills Acrobatics +9, Appraise +1 (+3 on items valued by weight when using scales), Autohypnosis +7, Climb +6, Disguise -1 (+4 to simulate illness), Escape Artist +7, Knowledge (psionics) +5, Knowledge (religion) +5, Perception +9, Sense Motive +7, Stealth +9, Swim +6
Languages Common, Cynean, Sasori
SQ ac bonus +3, path power: , psionically focused, stunning fist (stun), unarmed strike (1d6), warrior's path (assassin's path)
Combat Gear Stunstone, Healer's kit; Other Gear Bracers of armor +1, Backpack, masterwork (empty), Disguise kit (10 uses), Leeching kit, Manacles, masterwork, Merchant's scale, Pathfinder's kit, Shaving kit, Signal whistle, Symptom kit (10 uses), 1053 GP, 7 SP
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Special Abilities
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AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Combat Manifestation +4 to Concentration checks to manifest power while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Leeching kit +2 Heal to treat poison.
Merchant's scale +2 Appraise for things valued by weight, including anything made of precious metals.
Path Power (Ex) Gain a bonus to a skill related to your path.
Psionic Body Your mind reinforces your body.
Psionically Focused You are psionically focused.
Speed of Thought The energy of your mind energizes the alacrity of your body.
Stunning Fist (1/day) (DC 14) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Symptom kit (10 uses) +5 Disguise to simulate illness.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Up The Walls You can run on walls for brief distances.