Xeph Soulknife

Jamaardi's page

192 posts. Alias of c c.


Full Name

Jamaardi the Unbraided

Race

Xeph (most will presume elf) Psychic Warrior of Survivor Path (Traceur) 3/Soulknife (Armored Blade, Cutthoat) 2/Aegis (Ectopic Artisan) 1

Classes/Levels

¦ AC:19 Touch:12 Flat:17 ¦ HP:78 of 82, 0 temp. ¦ Init:+4 ¦ PP:4/18 ¦ Focused:x2 (DR 2/-, +1 Bluff/Stealth, +10'/-10'=0 limit mv.), 0/4 custom points: Imp. Dmg., Fortifictn., Med. MindArmor, Astral-Skin, K:Dungeon

About Jamaardi

===Jamaardi's Statistics===:

Jamaardi the Unbraided (aka "Green-Star" when in cover)

Male Xeph Multiclassed Psychic Warrior of the Survivor Path (Traceur) 3rd / Aegis (Ectopic Artisan) 1st / Soulknife (Armored Blade, Cutthroat) 2nd

Neutral Medium Humanoid (Xeph)

Init +3 {+4 in Astral Skin}; Senses Darkvision 60' {Low-Light with Elfsight}, Perception +7 {+9 with Elfsight}

=DEFENSE=

Light Mindarmor (+4 Armor, +3-4 Dex, +1 Magic, -1 ACP, 25 lbs.) AC: 18 {19 in Astral Skin}, Touch: 13 {14 in Astral Skin}, FlatFooted: 15 {15 in Astral Skin}; {MW Chain shirt or +1 equivalent, Move action to summon}, without Spaulders (+4 Armor, +3-4 Dex, -1 ACP, 25 lbs.): {AC is at -1 to total}

Medium Mindarmor (+6 Armor, +2 Dex, +1 Magic, -4 ACP, -10' movement, 40 lbs.) AC: 19 {19 in Astral Skin}, Touch: 12 {12 in Astral Skin}, FlatFooted: 17 {17 in Astral Skin}; {MW Chainmail or +1 equivalent, Move action to summon}, without Spaulders (+6 Armor, +2 Dex, -4 ACP, -10' movement, 40 lbs.): {AC is at -1 to total}

Heavy Mindarmor (+7 armor, +0 dex, +1 Magic, -6 ACP, -10' movement, 45 lbs.) AC: 18 {18 in Astral Skin}, Touch: 10 {10 in Astral Skin}, FlatFooted: 18 {18 in Astral Skin}; {MW Splintmail or +1 equivalent, Move action to summon}, without Spaulders (+7 armor, +0 dex, -6 ACP, -10' movement, 45 lbs.): {AC is at -1 to total}

Default AC: 13 {14 in Astral Skin}, Touch: 13 {14 in Astral Skin}, FlatFooted: 10 {10 in Astral Skin}; Astral Skin or Unarmored (+3-4 Dex, 2 or 0 lbs.), {Swift action to summon, +2 Dex (Nimble) and Speed/*2 (+10' to Movement)}

Astral Armor (+6 Armor, +2 Dex, +1 Magic, -4 ACP, -10' movement, 40 lbs.) AC: 19, Touch: 12, FlatFooted: 17; {MW Chainmail or +1 equivalent, Move action to summon, +2 Str (Brawn) and Improved Damage (Melee only, +1 Damage/Light weapons, +2 Damage/1-Handed, & +3 Damage/2-Handed)}, without Spaulders (+6 Armor, +2 Dex, -4 ACP, -10' movement, 40 lbs.): {AC is at -1 to total}

Astral Juggernaut (+8 Armor, +0 Dex, +1 Magic, -6 ACP, -10' movement, 50 lbs.) AC: 19, Touch: 10, FlatFooted: 19; {MW Half-Plate or +1 equivalent, Full round action to summon, +2 Con (Hardy) and Fortification (25%)}, without Spaulders (+8 Armor, +0 Dex, -6 ACP, -10' movement, 50 lbs.): {AC is at -1 to total}

MW Lt. Darkwood Quickdraw Shield, AC: +1 Shield bonus, {+1 Shield, -0 ACP, 3 lbs.} (AC 14 to AC 20 total, depending on armor type)

HP: 82 (88 if in Astral Juggernaut form) {+3d8 Psychic Warrior, +3d10 Soulknife/Aegis, +2Con*6, +6 bonus, +10 Psionic Body}
Fortitude: +7 (+5 Base, +2-3 Con) {+8 in Astral Juggernaut form}
Reflex: +7 (+4 Base, +3-4 Dex) {+8 in Astral Skin form}
Will: +8 (+6 Base, +2 Wis)
CMD 19 (15 Base, +1 or 2 Str, +3 or 4 Dex, +0 size) {20 in Astral Armor and Astral Skin form, 19 in Astral Juggernaut form}
PP: 18 {+5 Base (+4 Psychic Warrior, +1 Aegis), +3 Psionic Talent, +5 Wis Bonus, +5 Int Bonus}

=OFFENSE=

Speed: 30 ft. base {+10' Astral Skin, +10' no armor/light load (Traceur), +20' Burst ability (Race), -10' in heavier armor or weight}
CMB: +6 {+5 Base, +1 or 2 Str, +0 size} (+7 in Astral Armor form)
Base Atk Bonus: +5; {+2 Psychic Warrior, +1 Aegis, +2 Soulknife}

Melee: Light Mindblade (finesse), +9 {+5 Base, +3-4 dex, +1 MW bonus, Move action to summon} (+10 with Astral Skin) to hit, Dmg: 1d6+1 (1d6+3 with Astral Armor), B/P/S, 19-20/x2 crit, 20' thrown, 0 lb.

Melee: One-handed Mindblade (finesse), +9 {+5 Base, +3-4 dex, +1 MW bonus, Move action to summon} (+10 with Astral Skin) to hit, Dmg: 1d8+1 (1d8+4 or +5 with Astral Armor), B/P/S, 19-20/x2 crit, 15' thrown, 0 lb.

Melee: Two-handed Mindblade {default form} (finesse), +9 {+5 Base, +3-4 dex, +1 MW bonus, Move action to summon} (+10 with Astral Skin) to hit, Dmg: 2d6+1 (2d6+6 with Astral Armor), B/P/S, 19-20/x2 crit, cannot be thrown, 0 lb.

Melee: Nexavaran Steel Saw-backed Machete (finesse), +8 {+5 Base, +3-4 dex} (+9 with Astral Skin) to hit, Dmg: 1d6+1 (1d6+3 with Astral Armor), S, 19-20/x2 crit, 2 lb., {similar to Cold-Iron, +1 Survival, working saw on back of the blade}

Melee: Cold-Iron Kunai (finesse), +8 {+5 Base, +3-4 dex} (+9 with Astral Skin) to hit, Dmg: 1d4+1 (1d4+3 with Astral Armor), P/B, 20/x2 crit, 10' thrown, 1 lb., {may be used as either a piton or crowbar}

Melee: Deep Crystal Xephyr Knife (finesse), exotic prof. (-4 to hit at 1st attack/-2 to hit, all other attacks due to trait), +5-7 [from +9] {+5 Base, +3-4 dex, +1 MW bonus} (+6-8 [from +10] with Astral Skin) to hit, Dmg: 1d6+1 (1d6+3 with Astral Armor), P/S, 18-20/x2 crit, 10' thrown, 1 lb., may spend 2 PP for +2d6 dmg

Melee: Deep Crystal Elven Branched Spear (finesse) {via Glove of Calling, Swift action to summon}, exotic prof. (-4 to hit at 1st attack/-2 to hit, all other attacks due to trait), +5-7 [from +9] {+5 Base, +3-4 dex, +1 MW bonus} (+6-8 [from +10] with Astral Skin) to hit, Dmg: 1d8+1 (1d8+6 with Astral Armor), P, 20/x3 crit, 10 lbs., Brace and Reach, +2 bonus hit with attacks of opportunity, may spend 2 PP for +2d6 dmg

Melee: Alchemical-Silver Jutte (finesse), +8 {+5 Base, +3-4 dex} (+9 with Astral Skin) to hit, Dmg: 1d6+1 (1d6+3 with Astral Armor), B, 20/x2 crit, 1lb., Disarm

Melee: Flame Fountain Firework, +6 (+7 with Astral Armor) to hit, Dmg: 1d8, Fire only {no Str bonus, 1 min. duration}, 20/x2 crit, 0 lb.

Melee: Light Shield Bash (finesse), +8 (+9 with Astral Skin) to hit, Dmg: 1d3+1 (1d3+3 with Astral Armor), B, 20/x2 crit, 3 lb.

Ranged: Composite Longbow +1 (+1 or +2 Str depending on Astral Suit type) {via Call weaponry}, +9 {+5 Base, +3-4 Dex, +1 Enhancement} (+10 with Astral Skin) to hit, Dmg: 1d8+2 (1d8+3 with Astral Armor), P, 20/x3 crit, 110' Range, 3 lb.

Ranged: Poisoned Sand Tube (non-poisoned only) {15' cone, DC 12 Fortitude save or be Dazzled and take no actions for 1 round, Full Action to refill}, 1 lb.

Ranged: Gnome Flask Thrower +1 {via Call weaponry}, exotic prof. (-4 to hit at 1st attack/-2 to hit, all other attacks due to trait), +5-7 [from +9] {+5 Base, +3-4 dex, +1 MW bonus} (+6-8 [from +10] with Astral Skin) to hit, Dmg: as Splash Weapon used, 20' thrown, 4 lb.

=STATISTICS (21 Point-Buy at 1:1, Level 4: +1 to Str)=

Str: 13 (+1) / {15 (+2) Brawn from Astral Armor}
Dex: 16 (+3) / {18 (+4) Nimble from Astral Skin}
Con: 14 (+2) / {16 (+3) Hardy from Astral Juggernaut}
Int: 14 (+2)
Wis: 14 (+2)
Cha: 13 (+1)

=Traits=

Affable (Social): Diplomacy and Knowledge (Local) are class skills, +2 Diplomacy to gather information at half the normal time
Psionic Knack {Psychic Warrior} (Psionic): Manifester level at +2 but never over total current character level
Quick Learner (Equipment): At -2 to hit with all untrained/non-proficient weapons after 1st attack with the usual -4, has to be "refreshed" with each use

=Drawbacks=

Sheltered {-2 Shaken at 41 (or 44) hp}

=Xeph Race Traits=

Xeph: -2 Str, +2 Dex, +2 Cha
Darkvision: 60'
Innate Resistance: +1 Save vs Powers, Spells, and Spell-like Effects
Burst (Su): +20' Movement as Swift action; 3x's/day, 3 rounds duration
Naturally Psionic: Psionic Talent feat
Psionic Aptitude: Favored Class (Psychic Warrior) options of either PP, HP, or Skill point {Skill points for all 3 levels}

=Feats=

Urban Tracking
Extra Blade Skill: Mindblade Finesse (Psionic), Psychic Toolkit (Psionic) (2nd level Soulknife bonus feat)
Deep Focus (Psionic)
Psionic Body (Psionic) {Extra feat}
Craft Crystalline Focus {Extra Crafting feat}
Psionic Talent x2 (Psionic) {Race ability and level 1 Soulknife}
Weapon Finesse (Combat) {Psychic Warrior level 1 Bonus feat}

=Skills= 49 skill points total (28 class {4*3/6*2/4}, 2*6 INT, +6 bonus, +3 favored class)

**Acrobatics*(Dex)____+7 {+1 rank, +3 or 4 Dex, +3 class} (+8 with Astral Skin)
**Autohypnosis*(wis)____+10 {+5 rank, +2 Wis, +3 class}
Appraise(Int)____+2 {+2 Int} untrained
**Bluff(Cha)____+7 {+3 rank, +1 Cha, +3 class} (+1 or 2 PsiFocus) (from Cutthroat Archetype)
**Climb*(Str)____+6 {+2 rank, +1 or 2 Str, +3 class} (+7 with Astral Armor)
**Craft (Weapons)(Int)____+6 {+1 rank, +2 Int, +3 class}
**Craft (Armors)(Int)____+6 {+1 rank, +2 Int, +3 class}
**Diplomacy(Cha)____+7 {+3 rank, +1 Cha, +3 class} (+9 to Gather Informtion in half the normal time, from Affable trait)
**Disable Device(Dex)____+8 {+2 rank, +3 or 4 Dex, +3 class} (+9 with Astral Skin, from Ectopic Artisan)
Disguise(Cha)____+4 {+3 rank, +1 Cha}
Escape Artist*(Dex)____+4 {+1 rank, +3 or 4 Dex} (+5 with Astral Skin)
Fly*(Dex)____+3 {+3 or 4 Dex} 3 untrained (+4 with Astral Skin)
Handle Animal(Wis)____+3 {+1 rank, +2 Wis}
Heal(Wis)____+2 {+2 Wis} untrained
**Intimidate(Cha)____+5 {+1 rank, +1 Cha, +3 class}
Knowledge (Engineering)(Int)____+4 {+2 rank, +2 Int}
Knowledge (Nature)(Int)____+4 {+2 rank, +2 Int}
**Knowledge (Local)(Int)____+7 {+2 rank, +2 Int, +3 class} (from Affable trait)
**Knowledge (Psionics) (Int)____+6 {+1 rank, +2 Int, +3 class}
Knowledge (Religion)(Int)____ +4 {+2 rank, +2 Int}
Linguistics(Int)____+4 {+2 rank, +2 Int}
**Perception(Wis)____+7 {+2 rank, +2 Wis, +3 class} (+9 with Elfsight)
Perform(Cha)____+1 {+1 Cha} untrained
**Ride*(Dex)____+7 {+1 rank, +3 or 4 Dex, +3 class} (+8 with Astral Skin)
Sense Motive(Wis)____+4 {+2 rank, +2 Wis}
Sleight of Hand*(Dex)____+4 {+1 rank, +3 or 4 Dex, +3 class} (+5 with Astral Skin)
**Spellcraft(Int)____+6 {+1 rank, +2 Int, +3 class}
**Stealth*(Dex)____+8 {+2 rank, +3 or 4 Dex, +3 class} (+9 with Astral Skin) (+1 or 2 PsiFocus)
**Survival(Wis)____+6 {+1 rank, +2 Wis, +3 class} (from Warrior's Path)
**Swim*(Str)____+6 {+2 rank, +1 or 2 Str, +3 class} (+7 with Astral Armor)
**Use Magic Device(Cha)____+6 {+2 rank, +1 Cha, +3 class}

Knowledge (Arcana)(Int)____ untrained, cannot use; DC10 or less
Knowledge (Dungeoneering)(Int)____ untrained, cannot use; DC10 or less
Knowledge (History)(Int)____ untrained, cannot use; DC10 or less
Knowledge (Geography)(Int)____ untrained, cannot use; DC10 or less
Knowledge (Nobility)(Int)____ untrained, cannot use; DC10 or less
Knowledge (Planes)(Int)____ untrained, cannot use; DC10 or less
**Profession(Wis)____ untrained, cannot use

ACP {depending on which Mindarmor, Encumbrance factors, and/or Astral Suit is active}

-1 ACP with Light Mindarmor
-3 ACP with Medium Load
-4 ACP with Medium Mindarmor or Astral Armor
-6 ACP with Heavy Mindarmor, Astral Juggernaut, or Heavy Load

* ACP applies to these skills
** In Class Skill Bonus +3

=NonStandard Skill Bonuses= Elfsight or Equipment

+2 Perception with Elfsight
+1 Diplomacy with Shard
+3 Bluff with Shard
+2 Disguise with Shard
+1 Craft: Weapon with Shard
-4 Perception with Snow or Smoked Goggles worn {all foes get 20% Concealment}
+10 Disable Device (Opening locks) with Skeleton Key {Key only}
-5 Hearing Perception to Earplugs worn
+5 Heal with Bloodblock

=Languages= Common, Xeph, Draconic (Int), Elf (Int), Lashunta, and Triaxian

===Special Abilities===:

=SPECIAL/CLASS ABILITIES=

Weapon Prof.: Simple, Martial, Mindblade
Armor Prof.: Light, Astral Suit, Shields (except for Tower Shields)

3rd Level Psychic Warrior: Psionic Proficiency: (considered to be at +6 BAB for fulfilling all feat requirements), Warrior's Path {Survivor}: (Bonus Powers and Class Skill), Expanded Path: {Trance, while Psionically Focused} (DR 2/-, Unaffected by any Temperatures of -50 to 140 degrees Farenheit), {Maneuver, Expend Psionic Focus} (Gain Mettle for 1 Turn, similar to Evasion but on Fortitude and Will Saves only), Quickened Strides (Su): (+10' extra movement speed while unarmored and carrying only a light load), Charge through (Ex): (May charge through Difficult Terrain and Allied Occupied Squares)

2nd Level Soulknife: Form Mind Armaments (Form Mindblades equivalent) {Full round reshaping, 8 hours configuration, Free action dismiss, MW, as DR Magic, DC20 Will per round to reform in Psionic-Free areas}, Shape Mind Armaments (Shape Mindblades equivalent), Throw Mindblades, Psionic Talent feat, 6 +Int skill points, +1 to bluff/stealth while psionically focused or +2 to bluff/stealth when expending psionic focus, Blade-skills (Mindblade Finesse, Psychic Toolkit)

1st Level Aegis: Total Customization Points: 3 {4 with Crystal Spaulders +1}, Form Astral Suit {Astral Skin, Astral Armor, Astral Juggernaut; Free action dismiss}, Astral Manipulation (Su) {Repair/Damage 2 Object HP per round, Ignoring any object hardness, Cannot repair already Broken objects}, Astral Suit Customizations {costs between 1-3 points, 1 minute concentrated setup if points not allocated or else 8 hours configuration}: Energy Resist 5 (1), Extra Arms: Lesser (1), Flexible Suit (1), Hardened Strike (1), Harness Shard (1), Power Stone Repository (1), Psionic Attacks (1), Pull (1), Push (1), Ranged Attack (1), Spiked Carapace (1), Swim (1), Underwater Breathing (1) / Adhesive Feet (2), Climb (2), Crystallize Weapon (2), Power Resist 13 (2), Powerful Build (2), Unlock Psionics (2) / Diehard (3)

===Powers===:

Power Points Total: 18 {9 Psychic Warrior, 6 Aegis, 3 Psionic Talent Feat (x2); includes Soulknife bonus}
Manifester Level: 5 {3 class, 2 trait} (can be at +1 ML with either Warrior's Path Powers)
Concentration: +7 {5 ML + 2 Wis}

=Psychic Warrior List=; DC 12 or 13 {12 Base + Power Level}

=0th=: May use either at-will while Psionically Focused or could be activated normally for augmenting only

Conceal Thought
Distract

=1st=

Catfall {Survivor Path}: May expend Psionic Focus to activate without adding any extra PP additions to power or can activate normally at up to ML: 6
Vigor {Survivor Path}: May expend Psionic Focus to activate without adding any extra PP additions to power or can activate normally at up to ML: 6
Elfsight
Call Weaponry
Chameleon

Guidance of the Ancestors (via Mind Stone)
Force-Screen (via Dorje)
Body Adjustment (via Psionic Tattoo)
Natural Healing (via Psionic Tattoo)

===Current Gear/Possessions===:

=GEAR/POSSESSIONS=

Psionic Gear: Crystal Spaulders +1 {5,600 gp, 2 lb., Armor}, Psionic Tattoo (Body Adjustment) {300 gp}, Psionic Tattoo (Natural Healing) {50 gp}, Shard (+3 Bluff) {90 gp}, Shard (+2 Disguise) {40 gp}, Shard (+1 Craft: Weapon) {10 gp}, Shard (+1 Diplomacy) {10 gp}, Glove of Calling (Deep Crystal MW Elven Branched Spear) {4,000 gp, 1 lb., Hand}, Survivor's Sleeping Bag {1,400 gp, 3 lb.}, Warrior's Scabbard (Nexavaran Steel Machete) {1,000 gp, 1 lb.}, Mind Stone (1st: Guidance of the Ancestors) {2,000 gp}, Gladiator's Gauze {35 gp, .5 lb.}, Dorje (1st: Force Screen, 50 Charges) {750 gp, .25 lbs.}, Charm of Preservation {250 gp}

Magical Gear (Non-Functional): Pouch of Pixie Dust {15 gp, 1 lb.}, Ioun Stone (Dull-gray) {25 gp}, Anchoring Feather Token {50 gp}, Hex Nail {20 gp}

Weaponry: Deep Crystal MW Xephyr Knife {1,315 gp, 1 lb.}, Alchemical-Silvered Jutte {28 gp, 1 lb.}, Poisoned Sand Tube (non-poisoned, sand/pixie dust only) {1 gp, 1 lb.}, Nexavaran Steel Machete with Sawback {20 gp, 2 lb.}, Cold-Iron Kunai {4 gp, 2 lb.}, Flame Fountain Firework {100 gp}

Armor: MW Darkwood Quick-Draw Light Shield {263 gp, 3 lb.}, Neck-Guard (+1 AC vs. any bites to the neck, stackable with Light/Medium Armor only) {10 gp, .25 lb.}

Adventuring Gear: False Bottom Scabbard (Deep Crystal Xephyr Knife) {45 gp, 1 lb.}, Waster (Xephyr Knife) {1 gp, 2 lb.}, Spring-Loaded Wrist Sheath (Dorje) {5 gp, 1 lb.}, Weapon Cord (attached to Deep Crystal Xephyr Knife) {1 sp}, Bandoleer {5 sp}, MW Backpack (+1 to Carrying Capacity Strength) {50 gp, 4 lb.}, Thieves Ring {300 gp}, Glasscutter {5 p}, Skeleton Key {85 gp}, 1 2 Waterskins {2 gp, 8 (4 if empty) lb., 1 on Gecko/1 held}, Adamantine Wiresaw {150 gp}, Flint & Steel {1 gp}, 1 Chalk {1 cp}, 50' Twine {5 cp, .5 lb.}, 3 Glue-papers {3 sp}, 1 Charcoal {5 sp}, 5 Candles {5 cp}, Sealing Wax {1 gp, 1 lb.}, Iron Spike {5 cp, 1 lb.}, Whetstone {2 cp, 1 lb.}, Powder {1 cp, .5 lb.}, Soap {1 cp, .5 lb.}, Candlestick {1 cp, .5 lb.}, Waterproof Bag {5 sp, .5 lb., on Gecko}, Magnet {5 sp, .5 lb.}, Mess Kit {2 sp, 1 lb.}, Iron Vial (Slime) {1 sp, 1 lb.}, Hammer {5 sp, 2 lbs.}, 1 piton {1 sp, .5 lb.}, 7 Days of Trail Rations {3.5 gp, 7 lbs. on Gecko}, Sparking Sheath (Cold-Iron Kunai) {100 gp, 2 lbs.}

Alchemical Gear: 1 Armor Ointment {30 gp, 1 lb.}, Light Fire Ink vial {40 gp}, Twitch Tonic {45 gp}, Alchemist Kindness {1 gp}, Smelling Salt {25 gp}, Vermin Repellent {5 gp}, Troll Styptic {100 gp}, 1 Air Crystals {50 gp}, Antitoxin {50 gp}, Antiplague {50 gp}, Flash Powder {50 gp}, Vitus Flask {80 gp}, 10 Salt Tablets {10 gp}, 1 Smokestick {20 gp}, Bloodblock {25 gp}, Defoiliant {30 gp}, Glow Ink {5 gp}, 1 Smoke Pellet {25 gp}, Chill Cream {15 gp, 1 lb.}, 1 Purification Pellet {10 gp}, Sun Cream {10 gp, .5 lb.}, 1 Alchemist Frost {50 gp, 1 lb.}, 1 Alkali Flask {15 gp, 1 lb.}, 1 Cytillesh/Fungal Stun Vial {75 gp, .5 lbs.}, 10 Sparking Sheath Charges {20 cp}, 1 Darkflare {1 gp}

Black Market/Contraband Gear: All-Night {75 gp}, 2 Bachelor's Snuff {2 gp}, Clear Ear {15 gp}, 1 Garlic {1 sp}, 1 Wolfsbane {5 sp}, 1 Night-Tea {1 sp}

Misc. Gear: Hot-Weather Outfit {8 gp, 4 lb.}, Snow Goggles (stats as Smoked Goggles, stowed away in backpack) {12 gp}, Smoked Goggles (worn on head but not in actual use) {10 gp}, 1 Wandermeal {1 cp, .5 lb.}, Earplugs {3 cp}, 1 Parchment {2 sp}, Ink vial {8 gp}, Rice Paper {5 cp}, 2 Inkpens {2 sp}, 0 2 Papers {4 sp each}, Tabard {5 gp, 1 lb. on Gecko}, 7 fuel pellets {21 sp, on Gecko}, Burner {3 gp, 1 lb. on Gecko}, E.G. Gravity Slime (Larva, 15 HP, DC 13) {500 gp, 1 lb.}, Dice {1 sp}, Cheese {1 sp, .5 lb.}, (-1 gp, by sending Messenger), (-1 gp, given to Younglings outside Eto)

Mount: Giant Riding Gecko (Non-Combat Trained) {300 gp}, Exotic Riding Saddle {30 gp, 25 lbs.}, Bit & Bridle {2 gp, 2 lbs.}, Saddlebag {4 gp, 8 lbs.}, Harness (Training, Giant Riding Gecko) {2 gp, 2 lb.}, Large Carnivore Feed (8 Days) {80 cp, 80 lbs.}, 4 Waterskins {4 gp, 16 lbs.}, Dandy Brush {2 sp, 2 lbs.}, also carrying a Waterproof Bag (1 Waterskin, Trail Rations, Tabard, Fuel Pellets, Burner) in the Saddlebag.

Alien Psi-Tech: Vacc-Suit, Psi-Gun

=Carrying Capacity= 13 Str, {14 Str with MW Backpack}, (16 Str with Astral Armor and MW Backpack)
Light: 0-50 lbs., {0-58 lbs.}, (0-76 lbs.)
Medium: 51-100 lbs., {59-116 lbs.}, (77-153 lbs.)
Heavy: 101-150 lbs., {117-175 lbs.}, (154-230 lbs.)

=Current Load Carried= 51.5 lb.
=Current Load ACP= 0 Encumbrance factors

=Medium Load ACP= +3 max. Dex bonus allowed, -3 ACP, -10' Mvt., x4 Run, ACP and Mvt. doesn't stack with armor
=Heavy Load ACP= +1 max. Dex bonus allowed, -6 ACP, -10' Mvt., x3 Run, ACP and Mvt. doesn't stack with armor

=Money= 3,003 GP, 0 SP, 0 CP {Out of 16,000 gp + 2,000 gp + 5000gp}

===Appearance===:

Just your standard, healthy and fit Xeph male. Slightly Elfin in appearance.

Eyes: Yellow and Pupiless
Hair: Darker Brown, Straight and at Shoulder Length, Unbraided
Skin: Brownish Parchment
Height: 5'10"
Weight: 160 lbs.
Age: 30 Years

Astral Suit as a thin solid opaque latex-like purple spandex with crystal spaulders exposed that can cover (think of a cross between the cartoon version of a normal Foot Ninja and Zen the Intergalactic Ninja when totally covered) and uncover from the body (not unlike that of a Spiderman symbiote).

Mind Armor looks like semi-solid translucent copper colored pangolian-like scales shaped into the form of the armor being emulated; if channeled thru the spaulders, then the scales have an iridesent bluish crystal facet embedded into the center of every scale.

Mindblade looks like a glowing green semi-solid translucent cross between a khopesh and the letter "J", which thickens or thins or even sharpens to a point, depending on the damage type chosen.

===Jamaardi's Background===:

Hailing from the planet Castrovel (where his race took refuge long ago), Jamaardi serves the interest of his Elven and Lashunta Overseers. In the past, Jamaardi was active on the planet Triaxus before arriving on Golarion. Currently, the Xeph is assisting the Temple of the Mind (under the blessings of his overseers) to discover what became of Magic and why it had dissappeared.