Monkey

"Initiative_monkey"'s page

80 posts. Alias of Johnny_Panic.


About "Initiative_monkey"

Combat:

Hit Die: d6+1 = H27 (7+5+5+5+5)
BAB +3
Millie +3
Range +4

AC 16/16*/20** 10 +2 +3 +1 (Tch 12/16*/20** 14/14*/18**FF)
(*/** can change with powers)
CMB +3
CMD 16/11FI
Init +4
*Power +4AC 1pp 5hours
** Power +4AC 1pp 5Mins

Perf Combat +3
Speed 30'/40'*/60'**(*/**feat)
Mid size

Fort Save +2/+6*
Refl Save +3/+7*
Will Save +5/+9*
*Elan Power = 1pp (At will)

+5 Concentration checks

Mind Thrust at will 1d6D (free Power wile SF)
Crossbow, heavy to hit = +5 D(1D10+2 P)R120' R19/20 (Given)
Dagger +3 D(1d6+1) 19/20
Quarterstaff +3 1d6+1/1d6+1 x2 reach 5' 4 lbs, double. (used as Stave)
Sling +5 1d6+2 25/50/75' x2

special Abilities[:

+5 Concentration
Powers (That cost PP to use)
Autohypnosis skill
Senses: darkvision (60 feet.)
Racial power 1pp = heal 2hp
Resistance 1pp = +4
Mind link at will. (free)
Dos not Sleep (4 Hours Mediate)

Skills:

Class Skills <
24 point spend

+2 Acrobatics(+2dex, 0rank)
+4 Appraise(+4int, 0rank)
+9 Autohypnosis* (+1Wis 5Rank)<
+4 Bluff(+1cha, 1rank -1Race)<
+1 Climb(+1str, 0rank)
+* Craft(+4int, 0rank)<
+4 Diplomacy(+1cha, 1rank -1Race)<
-- Disable Device (+4int, 0rank)
+1 Disguise(+1cha, 0rank)
+2 Escape Artist(+2dex, 0rank)
+1 Heal (1wis 0rank)
+0 Intimidate(1cha, 0rank -1Race)
+8 Knowledge (Arcana)(+4int, 1rank)<
+8 Knowledge (Dungeoneering) (+4int, 1rank)<
+8 Knowledge (Engineering) (+4int, 1rank)<
+8 Knowledge (Geography) (+4int, 1rank)<
+8 Knowledge (History) (+4int, 1rank)<
+4 Knowledge (Local) (+4int, 0rank)<
+8 Knowledge (Nature) (+4int, 1rank)<
+4 Knowledge (Nobility) (+4int, 0rank)<
+8 Knowledge (Planes) (+4int, 1rank)<
+11 Knowladge (Psionics) (+4int, 4rank)<
+8 Knowledge (Religion) (+4int, 1rank)<
+5 Linguistics(+4int 1rank)
+1 Perception(+1wis, 0rank)
+5 Profession(Detective)(+1wis, 1rank)<
+1 Ride (+1Str 0ranks)
+1 Perform (1Cha 0Rank)
+6 Sense Motive(+1wis, 2rank)<
+2 Sleight of Hand(+2dex, 0rank)
+8 Spellcraft(+4int, 1rank)<
+2 Stealth(2dex, 0rank)
+1 Survival(1Wis 0rank)
+1 Swim (+1 Str 0ranl)
+* Use Magic Device(+1cha, 0rank)
+5 Concentration checks

Also
Concentration checks (1d20 +5(feats) + 5(int mod) + 4(ML) )
When you make a concentration check, you roll d20 and add your manifester level and the ability score modifier used to determine bonus power points for that class.

Weapon and Armor Proficiency: Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.

Feats:

1st Light Armour Proficiency

1st Expanded Knowledge [Psionic] You learn another power.

3ed Psicrystal Affinity

5th Speed of Thought

5th Psicrystal Containment

Psionic Talent - Psionic (race feat)
You gain additional power points to supplement those you already had.
Prerequisite: Having a power point reserve.
Benefit: When you take this feat for the first time, you gain 2 power points.

Mental Intrusion (Ex) (Level feat)

The Difficulty Class for saving throws against psion powers is 10 + the power’s level + the psion’s Intelligence modifier.

At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power’s save DC. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.

Traits:

Focused Mind (magic)
Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.

Benefit: You gain a +2 trait bonus on concentration checks.

Reactionary
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on Initiative checks.

Flaws:

Mute - Saxton has never had the ability to talk with sound, he can make sounds of course but all meaning communication is by means of his Telepathy.

Dislike of Devine magic, Saxton has a deep mistrust of divine magic

Race Features Elan:

Racial Traits

Elans do not sleep as mortals do, instead entering a deep meditative trance for 4 hours a day. Resting in this fashion grants the elan the same benefits that other races gain from 8 hours of sleep. The elan spends the time in this trance renewing her body by suffusing it with psionic energy, repairing wounds, and keeping the tissues and organs healthy.

+2 to one ability score: Elans gain a +2 bonus to one ability score chosen at creation to represent their varied nature.

Aberrant Blood: Elans are of the humanoid (aberrant) subtype.
Medium: Elan are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Elans have a base speed of 30 feet.

Aberrant Nature: Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans.

Naturally Psionic: Elans gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a psionic class, she instead gains the Psionic Talent feat.

Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.

Resilience (Su): When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends.

Repletion (Su): An elan can sustain his body without need of food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours.

Psionic Aptitude: When an elan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.

Languages: Elans begin play speaking Common. Elans with high Intelligence scores can choose any languages they
want (except secret languages, such as Druidic).

Special Class Features Telepath:

Bonus feat (in Feats)
detect psionics (free Power)
discipline
discipline talents (free Power x 2)

Discipline Talents (Ps)

Each discipline gains access to two psi-like abilities that can be used as long as the psion maintains psionic focus. Discipline talents are treated as 0-level powers for all purposes (such as save DC). The manifesting time for a discipline talent is the same as if it was manifested normally, or a standard action if the discipline talent does not mimic a psionic power. These powers do not count as powers known for the psion; to manifest them normally, he must select them as his powers known normally.

Discipline (Telepathy)
Two Powers (Talents) - mind link and Mind Thrust.

As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. The damage of mind thrust is reduced to 1d6. You may only use conceal thoughts on yourself if used as one of your discipline talents.

Mental Intrusion.
See Feats

detect psionics Free Power
See Powers

Powers Points:

39 Power points PerDay (battle off Ships 22 spent 17 left)

Points/Day +25 (from class) +5 (1PP per Level feat) +8 (for Int18) +2 (form feat)
= 40PP per-day
Powers Known 11+1 Feat / Maximum Power Level Known - 3ed / Max 5PP per Power USE.

Race Powers:

Resistance (Su)
Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.

Resilience (Su)
When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends.

Repletion (Su)
An elan can sustain his body without need of food or water.
If he spends 1 power point, an elan does not need to eat or drink for 24 hours.

CLass & Discipline Talent powers (Ps):

detect psionics
EFFECT
Range 60 ft.
Area Cone-shaped emanation centered on you
Duration Concentration, up to 1 min./level (D)
Saving Throw None; Power Resistance No
Power Points 1
All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be

augmented.

Mind Thrust
Discipline Telepathy [Mind-Affecting]
Level Psion/Wilder 1

MANIFESTING
Display Auditory
Manifesting Time 1 standard action

EFFECT
Range Close (25 ft. + 5 ft./2 levels)
Target One creature
Duration Instantaneous
Saving Throw Will negates; Power Resistance Yes
Power Points 1 -
or free if 1D6 damage and Focused
MAX 4PP 4D10

DESCRIPTION
You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of damage to it.

Augment For every additional power point you spend, this power’s damage increases by 1d10 points. For each extra 2d10 points of damage, this power’s save DC increases by 1.

Mindlink (Pu)
Mindlink
Discipline Telepathy [Mind-Affecting]
Level Telepath 1

MANIFESTING
Display Mental
Manifesting Time 1 standard action

EFFECT
Range Close (25 ft. + 5 ft./2 levels); see text
Targets You and one other willing creature within range that has an Intelligence score of 3 or higher
Duration 10 min./level
Saving Throw None; see text; Power Resistance Yes (harmless)
Power Points 1

DESCRIPTION
You forge a telepathic bond with your target. You can communicate telepathically through the bond even if you do not share a common language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

Augment You can augment this power in one or both of the following ways.

1. If you spend 4 additional power points, you can attempt to create a telepathic bond with a creature that is

not willing (Will save negates).

2. For every additional power point you spend, this power can affect an additional target. Any additional target

cannot be more than 15 feet from another target of the power.

Mindlink, Thieving (Pu)

Discipline Telepathy [Mind-Affecting]
Level Telepath 4
Duration 10 min./level (D)
Saving Throw Will negates; Power Resistance Yes
Power Points 7

DESCRIPTION
As mindlink, except that if the target is a psionic character or creature that knows powers, you can temporarily borrow a power of your choice (you are aware of what powers the subject knows, up to the highest level of power you can manifest).

Borrowing the subject’s power is a separate standard action that provokes an attack of opportunity. If the attack to borrow a power succeeds, the mental communication provided by this power ends immediately. The borrowed power fades from the subject’s awareness and appears within your own. You can now spend power points to manifest the borrowed power just as if it were one of your powers known. You maintain knowledge of the borrowed power until the duration of your thieving mindlink expires, at which time you lose knowledge of the power and the power reappears in the mind of the subject, no matter how far from you the subject is. Even if the subject is slain, you lose knowledge of the borrowed power when this power’s duration expires.

Augment For every 2 additional power points you spend, this power’s save DC increases by 1.

Level 1 Powers:

Energy Ray
Max spend 5pp 5d6DMG range 35'

Inertial Armor
Max spend 1pp 5 hours mins

Force Screen
Max spend 5pp +6AC 5 mins

vigor
Max spend 5pp 25hp, 5 mins

Metamorphosis, Minor feat power
Max spend 5pp x 3 from lists, 5 mins

Level 2 Powers:

Body Equilibrium
Max spend 3pp, 5 mins

Read Thoughts
Max spend 3pp, up-to 5 mins

Defy Gravity
Max spend 3pp, 50 mins

Level 3 Powers:

Energy Burst
Max Spend 5pp 5d6DMG 30'

Telekinetic Force
Max Spend 5pp 5 rounds.

Energy Retort
Max Spend 5pp 5 Mins 4d6 Cold/fire/Elc/Sonic.

Saxtons Psicrystal:

Psicrystal

Around his neck and under his clothing Saxton has his Psicrystal on a Mithral chain. It is in the shape of a Blue disk on which a complex pattern in inscribed. This is because he can link to it and it can talk common for him, Saxton used the Psicrystal to Talphicly talk to others 30' when he needs it to.

The Psicrystal acts as a kind of kind of voice box.

A Psicrystal is a fragment of a psionic character’s personality, brought into physical form and a semblance of life (via the Psicrystal Affinity feat). A psicrystal appears as a crystalline construct about the size of a

human hand

Its Personalitis is Single-minded = (+3 bonus on Concentration checks)

Abilities:
Str 1*, -5
Dex 15* +2
Con Ø, **
Int 8, -1
Wis 10, +0
Cha 10 +0

*With self-propulsion ability activated.

Size/Type: Diminutive Construct**
Alignment: As master
Hit Dice: As master’s HD (hp ½ master’s)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.*
Armor Class: 18* (+4 size, +2 Dex* +2 N-Amor), touch 16, flat-footed 15 (*change with powers)
Base Attack/Grapple: +0/-17
Attack: —
Full Attack: —
Space/Reach: 1 ft./0 ft.
Special Attacks: Shared Powers / Touch Powers
Special Qualities:
Construct traits,
hardness 8
psicrystal abilities
Telepathic speech, Alertness, Improved evasion, Personality, Self-propulsion, Share powers, Sighted, Telepathic link, Speech,
Deliver touch powers.

Saving Throws: A psicrystal uses its owner’s base saving throw bonuses and ability modifiers on saves, though it doesn’t enjoy any other bonuses its owner might have (from magic items or feats, for example).

Skills: A psicrystal has the same skill ranks as its owner, except that it has a minimum of 4 ranks each in Perception and Stealth. (Even if its owner has no ranks in these skills, a psicrystal has 4 ranks in each.) A psicrystal uses its own ability modifiers on skill checks.

Class Skills <
24 point spend

+8 Acrobatics(+2dex, 2rank)<
-1 Appraise(-1int, 0rank)
+9 Autohypnosis* (+1Wis 5Rank)<
0 Bluff(0cha, 0rank)<
+2 Climb(-5str, 4rank)<
+* Craft(-1int, 0rank)<
+0 Diplomacy(0cha, 0rank)<
-- Disable Device (-1int, 0rank)
+0 Disguise(0cha, 0rank)
+9 Escape Artist(+2dex, 5rank)<
+1 Heal (0wis 1rank)
+0 Intimidate(0cha, 0rank
+3 Knowledge (Arcana)(-1int, 1rank)<
+3 Knowledge (Dungeoneering) (-1int, 1rank)<
+3 Knowledge (Engineering) (-1int, 1rank)<
-1 Knowledge (Geography) (-1int, 0rank)<
-1 Knowledge (History) (-1int, 0rank)<
-1 Knowledge (Local) (-1int, 0rank)<
-1 Knowledge (Nature) (-1int, 0rank)<
-1 Knowledge (Nobility) (-1int, 0rank)<
+3 Knowledge (Planes) (-1int, 1rank)<
+3 Knowladge (Psionics) (-1int, 1rank)<
-1 Knowledge (Religion) (-1int, 0rank)<
+* Linguistics(-2int 0rank)
+8 Perception(0wis, 5rank)
+4 Profession(Detective)(0wis, 1rank)<
-5 Ride (-5Str 0ranks)
+0 Perform (0Cha 0Rank)
+5 Sense Motive(0wis, 2rank)<
+2 Sleight of Hand(+2dex, 0rank)
+7 Spellcraft(-1int, 5rank)<
+9 Stealth(2dex, 5rank)
+1 Survival(1Wis 0rank)
-5 Swim (-5Str 0Rank)
+* Use Magic Device(+1cha, 0rank)

**

A construct is an animated object or artificially created creature.

A construct has the following features.

d10 Hit Die, 5HD
Base attack bonus equal to total Hit Dice (fast progression).
No good saving throws.
Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. However, most constructs are mindless and gain no skill points or feats. Constructs do not have any class skills, regardless of their Intelligence scores.
Traits: A construct possesses the following traits (unless otherwise noted in a creature's entry).

No Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having

a score of 10 (no bonus or penalty).
Low-light vision.
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning. Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality. Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.A construct cannot be raised or resurrected.A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table. Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Proficient with no armor.

Constructs do not breathe, eat, or sleep.

Autohypnosis Skill:

Autohypnosis Skill (Wis; Trained Only)

You have trained your mind to gain mastery over your body and the mind’s own deepest capabilities.

Check: The DC and the effect of a successful check depend on the task you attempt.

Action: Typically none. Making an Autohypnosis check usually doesn’t require an action; it is either a free action (when attempted reactively) or part of another action (when attempted actively).

Try Again: Yes, for memorize and willpower uses, though a success doesn’t cancel the effects of a previous failure. No for the other uses.

Ignore Caltrop Wound

If you are wounded by stepping on a caltrop, your speed is reduced to one-half normal. A successful Autohypnosis check removes this movement penalty. The wound doesn’t go away—it is just ignored through self-persuasion.

Memorize

You can attempt to memorize a long string of numbers, a long passage of verse, or some other particularly difficult piece of information (but you can’t memorize magical writing or similarly exotic scripts). Each successful check allows you to memorize a single page of text (up to 800 words), numbers, diagrams, or sigils (even if you don’t recognize their meaning). If a document is longer than one page, you can make additional checks for each additional page. You always retain this information; however, you can recall it only with another successful Autohypnosis check.

Resist Dying

You can attempt to subconsciously prevent yourself from dying. If you have negative hit points and are losing hit points (at 1 per round, 1 per hour), you can substitute a DC 15 Autohypnosis check for your d% roll to see if you become stable. If the check is successful, you stop losing hit points (you do not gain any hit points, however, as a result of the check). You can substitute this check for the Constitution check in later rounds if you are initially unsuccessful.

Resist Fear

In response to any fear effect, you make a saving throw normally. If you fail the saving throw, you can make an Autohypnosis check on your next round even while overcome by fear. If your Autohypnosis check meets or beats the DC for the fear effect, you may make an additional Will save with a +4 competence bonus to shrug off the fear. On a failed check, the fear affects you normally, and you gain no further attempts to shrug off that particular fear effect.

Tolerate Poison

You can attempt to resist the effect of any standard poison. Every time you make a saving throw against the poison, you make an Autohypnosis check. If your Autohypnosis check exceeds the DC of the poison, you receive a +4 competence bonus on your saving throw against the poison. This skill has no effect on the initial saving throw against poison.

Willpower

If reduced to 0 hit points (disabled), you can make an Autohypnosis check. If successful, you can take a standard action while at 0 hit points without taking 1 point of damage (or any other action the DM deems strenuous, including some free actions such as casting a quickened spell). You must make a check for each strenuous action you want to take. A failed Autohypnosis check in this circumstance carries no direct penalty—you can choose not to take the strenuous action and thus avoid the hit point loss. If you do so anyway, you drop to –1 hit points, as normal when disabled.

Equipment:

Psicrystal Neck Slot (see Saxton Psicrystal)
+ Mithralc Chian 20gp Neck Slot
Psionic - Mithral Shirt 1100gp Body Slot 10 lbs
Dagger (On Belt)

Psionic (Handy) Haversack 2kgp 2 lbs (Like a satchel)
*[in side]*
Pathfinder Chronicles +2 to knowledge check (planes)
1 potion of lesser restoration
power stone's 4x2 "Natural Healing 1pp 3hp" 200gp[note=Replaces CLW potions]
Sling + 100 Lead Bullets 5gp
Crossbow, heavy + 40 Bolts (Given)
Cold weather clothing 10gp
Fine Clothing 10gp
A Uniform 5gp
Hot weather clothing 10gp
Silk Rope (none magic) 50' --gp
sun/rain hat 2gp
Cloaks x2 4gp
Good boots x2 4gp
Small tent 10gp
Bed roll 2gp
Lamp 1gp
some books (About the planes) 4gp
Oil flasks x 4 20gp
Signal Whistle 1sp
Grooming set. 2gp
Healing Kit x1 50gp
Compass 50gp
Notebook and pen (sliver Point) 1gp
Anti-toxin 50gp
holy water=2
alchemist fire=2
Acid Flash=2
Alchemical grease=2

DM's Questionnaire:

FEARS
1. Saxton has a fear of letting out the secrets of how he was made.

LOVES DEARLY
1. Nothing for in this Metaphysical state of Corporeal being he knows as life, Saxton sees all things as only fleeting.

EMBARRASMENTS
1. The fact that he once made a silly bet with Fate.
2. That he once cared more for money than any thing even others lives.

PROUD OF
1. Saxton is proud of nothing for he says often to himself, Pride is Vanity and vanity is the most deadly of Illusions.

WILLING TO ANYTHING TO KEEP IT A SECRET
How he became an Elan, He will die then say any thing about the process, not that he knows that much.

Description:

Saxton Quinn Elan psion (Telepath) Level 5

"Has been around", as they say, in fact on so many places he has lost count, once long ago he placed a bet with fate, who at the time was a rather attractive and nice young lady, more of that latter. Saxton was born mute but a gift to read minds, in his youth he used this gift to become fabulously wealthy and bored stiff. By the age of 21 he had everything he could ever want, done very thing he could think of doing (not a lot really) and seen all he could pay to see. He was finding life some what dull, so one night at a dinner party he exclaimed to a fine lady he meet, that if fate could show him life had more thrills left, he would give all his wealth away, but if she lost, then to his bed she must go. Thinking this a fine joke he clinked his class with hers and the next moment, found himself in dark chamber, a group of shadowy forms around him and a strange looking crystal box on which fate was sitting in her party dress. She smiling at him and gave a little waved then said to hes shocked face. "O Saxton you really know how to ask a girl out. I do so hope you like your new fate, because from this day on you will find life far more interesting, and do not worry about your wealth ill keep a good eye on it and and if you find me again, I will come to your bed. Until then, enjoy the ride" She let him read her mind, or part of it, she showed him a vast map of his fate, the change that was to come in this room. From that day on Saxtons faced two contents in his life fear and danger, being always thrown from place to place wile trying to make a coin or two. He found his skills of the mind meant he could adapt quickly and he had a talent for subterfuge and detection, as an Elan time becomes an odd thing and some times he gets lost in the here and now, he has forgotten more than most know in a life time and hes always looking to meet Fate once more, so she can undo what she did to him.

The start

A few moments ago he was running down a subject, a Mage killer, Saxton cornered the criminal in a side street, the pay was good and they did not mind if the man was dead or alive, always a bonus. He had just stunned the fool when he shattered one of the mages magic items on the the steet floor, Saxton thought,

not good , days I have been tracking him, to much magic on one spot, O dear!,

The blast rippped the killer apart, then the arcan backlash blasted Saxton into a warp space and out.

A mans face, Saxtons laying on the ground, he moves and stands up and looks around, "well will you look at that" Saxton would have to start over again and this time some thing is very wrong.
They look like undead, o no

Age - he has no idea but he knows he looks around 30 but he lost count long of his ago.

Alignment: TN – Saxton really dos not understand why anyone would be bothered to stand for anything even themselves

Physical Description
If you came across Saxton you may think, what a none descript, nothing of a man, with dark hair and olive tanned skin, at 5'10" he's slim from with its plain clothing, holding no insignia or holy signs. he seem totally forgettable if it was not for his eyes, They seem Bluer than they should be a deep Electric blue and the fact he seems exceptionally quiet, in fact through out all your time with him he never so much as uttered a single word. If you look closer you may see that hes some how brimming with energy. His eyes blue eyes seem to shine, his skin seems to sparkle some times, and his hair seems to be made of strands of color in the wind, He resemble's a human in size and weight but some thing more much more.

In action
Saxton seems a poor fellow form his simple clothing and never seems to join in meals with others. When he looks at you, you can not help but notice his eyes, for a moment he seems to be seeing more than just your appearance. But then again it could just have been the light. The other odd thing may be you he never seems to sleep just sit and look at some thing for hours. The again when he talks (by means other than a voice) he was well spoken and polite once you find out hes a mute that can send words to your mind.