Male Half-Giant Psychic Warrior (Meditant) 5
N/G Medium Humanoid (Human/Giant)
Init +2;
Senses Perception +13
------------------------------
-=DEFENSE=-------------------------------
AC: 18,
Touch: 18,
Flat-Footed: 18 (+0 armor, +2 dex, +5 Wis +0 shield,+0 NA, + 1 Psychic Armor)
HP: 55 {+5d8,+10Con, +5 Bonus}
Fort: +6, {+4Base,+2Con}
Reflex: +3, {+1Base,+2Dex}
Will: +6,{+1Base,+5Wis}
CMD 27 {+3 Base +5 Str +2 Dex +1 size +6 misc}
------------------------------
-=OFFENSE=-------------------------------
Speed: 30 ft.
CMB: +9; {+3 Base +5 Str +1 size + misc}
Base Atk: +3;
Melee:+8{+3Base,+5Str}
Ranged:+5{+3Base,+2Dex}
--Unarmed Strike:+8 (2d6+5/x2)
--Trip:+11
--Sling:+5 (1d6+5/x2) 50ft
-------------------------------=STATISTICS=-------------------------------
Str: 20, Dex: 14, Con: 15, Int: 14, Wis: 20, Cha: 13
------------------=Traits=----------------------
Suspicious: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Threatening Defender: When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.
----------------=Race Traits=-------------------
+2 Wisdom, +2 Strength, –2 Dexterity: Half-giants are tough and intuitive, but not too nimble.
Giant Blood: Half-giants count as both human and humanoid (giant) for any effect related to race.
Medium: Half-giants are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-giants have a base speed of 30 feet.
Low-Light Vision: Half-giants can see twice as far as humans in conditions of dim light. See Vision and Light.
Fire Acclimated: Half-giants receive a +2 racial bonus on saving throws against all fire spells and effects.
Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger.
Naturally Psionic: Half-giants receive Wild Talent as a bonus feat at 1st level. If a half-giant takes levels in a psionic class, he instead gains the Psionic Talent feat.
Half-giant Psionics: Half-giants gain the following spell-like ability: 1/day—stomp.
Psionic Aptitude: When a half-giant takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Survivor: Half-giants gain a +4 racial bonus to Survival checks.
--------------=Feats=-----------------
Psionic Talent: When you take this feat for the first time, you gain 2 power points.
Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Power Attack: You can take a -1 Penalty on melee attack rolls to receive a +2 bonus on melee damage rolls.
Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class.
Improved Trip: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you
Vicious Stomp: Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Snake Style: You gain a +2 bonus on Sense Motive checks, and you can deal piercing damage with your unarmed strikes. While using the Snake Style feat, when an opponent targets you with a melee or ranged attack, you can spend an immediate action to make a Sense Motive check. You can use the result as your AC or touch AC against that attack. You must be aware of the attack and not flat-footed.
---------------=Skills=- (35 points; 20 class, 10 INT, 5 bonus)---------------
Acrobatics*(Dex)____+0{+0rank,+0Dex}
Appraise(Int)____+0{+0rank,+0Int}
Bluff(Cha)____+0{+0rank,+0Cha}
Climb*(Str)____+0{+0rank,+0Str}
Craft (Int)____+0{+0rank,+0Int}
Diplomacy(Cha)____+0{+0rank,+0Cha}
Disable Device____+0{+0rank,+0Dex}
Disguise (Cha)____+0{+0rank,+0Cha}
Escape Artist*(Dex)____+0{+0rank,+0Dex}
Fly*(Dex)____+0{+0rank,+0Dex}
Handle Animal (Wis)____+0{+0rank,+0Wis}
Heal(Wis)____+0{+0rank,+0Wis}
Intimidate(Cha)____+0{+0rank,+0Cha}
Knowledge (Arcana)(Int)____+0{+0rank,+0Int}
Knowledge (Dungeoneering)(Int)____+0{+0rank,+0Int}
Knowledge (Engineering)(Int)____+0{+0rank,+0Int}
Knowledge (Geography)(Int)____+0{+0rank,+0Int}
Knowledge (History)(Int)____+0{+0rank,+0Int}
Knowledge (Local)(Int)____+0{+0rank,+0Int}
Knowledge (Nature)(Int)____+0{+0rank,+0Int}
Knowledge (Nobility)(Int)____+0{+0rank,+0Int}
Knowledge (Planes) (Int)____+0{+0rank,+0Int}
Knowledge (Religion) (Int)____+0{+0rank,+0Int}
Linguistics(Int)____+0{+0rank,+0Int}
Perception(Wis)____+13{+5rank,+5Wis,+3class}
Perform(Cha)____+0{+0rank,+0Cha}
Profession(Wis)____+0{+0rank,+0Wis}
Ride*(Dex)____+0{+0rank,+0Dex}
Sense Motive(Wis)____+16{+5rank,+5Wis,+3class,+1trait,+2style}
Sleight of Hand*(Dex)____+0{+0rank,+0Dex}
Spellcraft(Int)____+0{+0rank,+0Int}
Stealth* (Dex)____+0{+0rank,+0Dex}
Survival(Wis)____+9{+0rank,+5Wis,+4 Bonus}
Swim*(Str)____+0{+0rank,+0Str}
Use Magic Device(Cha)____+0{+0rank,+0Cha}
ACP -0
*ACP applies to these skills
**In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-
Survivor - +4 Survival
-=Languages=- Common, Giant, Draconic