+2 Fire Lash, +12 ranged touch, 1d8+2 fire (+2d8 PS fire), Crit x2, 15ft
Racial Traits:
+2 Charisma, +2 Dexterity, –2 Strength: Dromites are self-willed go-getters and naturally agile, but are weaker due to their small size.
Insectoid Blood: Dromites are of the humanoid (insectoid) subtype.
Small: Dromites are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Dromites have a base speed of 20 feet.
Chitin: Dromites receive a +1 natural armor bonus and one of the following kinds of energy resistance of their choice at creation: cold 5, electricity 5, fire 5, or sonic 5. This choice is permanent and stacks with any future energy resistance gained through other effects.
Naturally Psionic: Dromites gain the Wild Talent feat as a bonus feat at 1st level. If a dromite takes levels in a psionic class, he instead gains the Psionic Talent feat.
Dromite Psionics: Dromites gain the following psi-like ability: 1/day—energy ray. A dromite always deals the kind of energy damage that its chitin has resistance to (for example, a dromite who has resistance to cold 5 deals cold damage with its energy ray). The manifester level for this effect is equal to 1/2 the dromite’s level (minimum 1st).
Scent (Ex): This special quality allows a dromite to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Dromites with the scent ability can identify familiar odors just as humans do familiar sights. Dromites can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a dromite detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The dromite can take a move action to note the direction of the scent. When the dromite is within 5 feet of the source, it pinpoints the source’s location.
A dromite with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Dromites tracking by scent ignore the effects of surface conditions and poor visibility.
Compound Eyes: Dromites receive a +2 racial bonus on Perception checks.
Psionic Aptitude: When a dromite takes a level in a favored class, it can choose to gain an additional power point instead of a hit point or skill point.
Languages: Dromites begin play speaking Common. Dromites with high Intelligence scores can choose from the following: Dwarven, Gnome, Goblin, and Terran.
Class Abilities:
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.
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.
- Alter Blade: The soulknife gains the ability to shape her mind blade into different weapon forms. She may change her blade's form to the light weapon, one-handed weapon, or two-handed weapon forms any time she forms her mind blade. Additionally, the soulknife may choose to form her mind blade into a one-handed weapon and a light weapon instead of two light weapons.
- Mind Daggers: The soulknife may form one or a pair of mind daggers in place of her normal forms. Mind daggers have a range increment of 30 ft when thrown, deal 1d4 points of damage (type assigned in the same manner as other forms) and have a critical range of 19-20/x2. She may switch between mind daggers and her chosen blade form at will as a free action, including in the middle of full attacks, and it can be done more than once per round (this is an exception to the full-round action normally required to shape a mind blade). She cannot switch between the daggers and the two-handed mind blade form unless only forming a single dagger. Mind daggers have the same enhancement configuration as the soulknife's current mind blade configuration.
- Mind Shield: The soulknife gains a +2 shield bonus to armor class, as long as she has a hand free.
- Powerful Strikes: The soulknife's psychic strike deals an additional 1d8 damage.
Enhanced Mind Blade +2: 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): 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.
Quick Draw: A 5th level soulknife may manifest her mind blade as a free action, though she may still only attempt to do so once per round (unless throwing the weapon multiple times using the Multiple Throw blade skill).
================PYROKINETICIST================
Fire Lash (Ps): A pyrokineticist gains the ability to fashion a 15-foot-long whip of fire from unstable ectoplasm as a move-equivalent action. She takes no damage from a fire lash she creates, and if she releases her hold, it immediately dissipates. The lash deals 1d8 points of fire damage to a target within 15 feet on a successful ranged touch attack. A pyrokineticist can take Weapon Focus and Weapon Specialization (if she otherwise meets the prerequisites) in conjunction with the fire lash, as well as any feats that apply to the use of a standard whip. The whip remains in existence as long as the pyrokineticist holds it and is treated for mechanical purposes as a whip.
If the character has the ability to fashion a mind blade and has the Altered Blade blade skill, her fire lash may be treated as her mind blade for mechanical purposes such as enhanced mind blade and other class abilities. All damage dealt by the mind blade in this form, including psychic strike damage and bonus damage from weapon abilities, is fire damage, and the pyrokineticist may not use the fire lash to perform disarm or trip attempts unless she has selected the appropriate Weapon Special blade skill.
Manipulate Blaze (Su): Pyrokineticists learn not only how to fashion a whip of fire, but also how to manipulate existing fires. As a standard action, the pyrokineticist may manipulate one source of fire within close range (25 ft. + 5 ft. / 2 levels of pyrokineticist). The fire source is immediately extinguished upon being utilized. A fire so large that it exceeds a 20-foot cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature used as a source takes 1 point of damage per class level. The fire may be used for one of the following purposes:
Fireworks: The fire is turned into a blinding display of fireworks; a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates, DC 10 + ½ class level + Charisma modifier). These creatures must have line of sight to the fire to be affected. Power resistance can prevent blindness.
Healing Heat: The pyrokineticist can convert the heat of the fire plus her own psionic power into a source of healing energy. For every power point the pyrokineticist spends, she heals 2 hp. Every 3 levels thereafter, the pyrokineticist heals one additional hit point per power point spent, to a maximum of 5 hp per 1 pp at 10th level.
Smoke Cloud: A stream of smoke billows out from the fire, forming a choking cloud that spreads 20 feet in all directions and lasts for 1 round per class level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take –4 penalties to Strength and Dexterity (Fortitude negates, DC 10 + ½ class level + Charisma modifier). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Power resistance does not apply.
A pyrokineticist may use this ability a total of three times per day for any combination of the uses.
Making Good on Promises: You gain a +2 trait bonus on saves against fear effects.
Poverty-Stricken: You gain a +1 bonus to Survival checks, and Survival is always a class skill for you.
Skills:
Acrobatics +13*=+6 +4 DEX +3 * (+4 to move through threatened squares or enemy space)(always min dmg from fall)
Autohypnosis +11=+6 +2 WIS +3
Climb +4=+1 +0 STR +3 *
Craft Alchemy +6=+1 +2 INT +3
Intimidate +2= +2 INT
Know: Psionics +8=+3 +2 INT +3
Perception +13=+6 +2 WIS +3 +2R
Profession +2= +2 WIS
Spellcraft +2= +2 INT
Stealth +17=+6 +4 DEX +3 *+4S
Survival +11=+5 +2 WIS +3 +1T
Swim +0= +0 STR *
* ACP
Equipment:
126gp
a nice little strongbox
Masterwork Backpack Boots of the Cat Belt of Tumbling
Hat of Disguise
Mithral Chain Shirt (+4 AC, +6 MD, -0 ACP)
+1 on the armor
Cloak of Resistance +1
Ring of Arcane Signets
Chaalor's Antennae Ring (helps locate Chaalor's eggling)
Alchemist's Fire x4
Potion: Cure Moderate Wounds x5
Potion: Cure Light Wounds x1
shortbow
10 arrows
short sword
morning star
Silversheen for Blades x3
alchemical grease x1
dust of tracelessness
Story and Appearance:
Leik is a insectoid being who is approximately 3ft tall and 30 or so pounds. Its shell is mottled dark brown/black, and it reflects light with a reddish sheen.
Leik grew up poor in a small underground colony on the west side of Ustulav where they had to defend themselves from the orcs destroying the lands overhead. Leik now makes his living as a mercenary in the greated Lepedstadt area, and brings home spare earnings for the colony.
Leik isn't especially moral or lawful, but it doesn't like to see people growing up as destitute as it did, with an entire colony sharing scraps in order to survive.