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 About Padrym the CrazedPadrym the Crazed
 Feats:  point blank shot, precise shot, rapid shot, wild talent  Traits:  Glory of Old: In your veins flows the blood of dwarven heroes. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
 Resilient: Growing up in a violent neighborhood often forced you to subsist on food and water from doubtful sources. You’ve built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves. Skills:  Untrained skills are omitted from this list.
 4 skill points per level
 Gear:   Combat Gear studded leather, buckler, warhammer, oil (5); Other Gear  backpack, masterwork, bedroll, blanket, winter, chalk (4), crowbar, flint and steel, grappling hook, hooded lantern, ink, black, inkpen, miner's pick, mirror, paper (10), silk rope (50 ft.), torch (5), waterskin (2), 37 gp, 7 sp, 8 cp Special Abilities:  Darkvision (60 feet) You can see in the dark (black and white vision only). Defensive Training Gain a +4 dodge bonus to AC vs monsters of the Giant subtype. Greed +2 to Appraise check to determine the price of non-magical goods that contain precious metals or gemstones. Hardy +2 racial bonus to save versus poison, spells, and spell-like effects. Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs. Stability +4 against bull rushes and trips while standing on the ground. Stonecunning +2 bonus on Perception checks to potentially notice unusual
 Form Mind Bolt (Su) At 1st level, as a move action, a soulbolt can form a semi-solid ranged weapon composed of psychic energy distilled from her own mind. This mind bolt appears inside of or enveloping the soulbolt's hand. A soulbolt must choose the form of her mind bolt at 1st level. She can either form it into a short range, medium range, or long range bolt which determines the weapon's range increment and base damage. Once chosen, her mind bolt stays in this form every time the soulknife forms her mind bolt. The long range bolt form is the smallest of forms and deals 1d6 points of damage and has a 100 ft. range increment. The medium range bolt form deals 1d8 points of damage, with a 60 ft. range increment, and the short range bolt form is the largest and heaviest form and deals 1d10 points of damage with a 20 ft. range increment. A soulbolt adds her Strength modifier to damage rolls when using the mind bolt in the short range form. All damages are based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized weapons. A soulbolt with powerful build or any similar ability forms an appropriately-sized mind bolt dealing the size-appropriate amount of damage. Regardless of form, the mind bolt has a 19-20 critical threat range, has a maximum range of 10 range increments, and is treated as a projectile. The form of the soulbolt's mind bolt also determines how many hands must be used to form and manipulate the mind bolt. If the mind bolt is in long range form, both of the soulbolt's hands remain free to hold other items such as a shield or a weapon. If the mind bolt is in medium range form, the soulbolt must have at least one hand free to form and manipulate the mind bolt. If the mind bolt is in short range form, the soulbolt must have both hands free to wield and launch the mind bolt. A soulbolt can wield a buckler without penalty regardless of the form of her mind bolt. Regardless of the weapon form a soulbolt has chosen, her mind bolt does not have a set damage type. When shaping her weapon and assigning abilities to it, the soulbolt chooses whether it will deal bludgeoning, piercing, or slashing damage. The soulbolt may change the damage type of an existing mind bolt, or may summon a new mind bolt with a different damage type, as a full-round action; otherwise, the mind bolt retains the last damage type chosen every time it is summoned. The bolt can be broken (it has hardness 10 and 10 hit points); however, a soulbolt 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 bolt is considered a magic weapon for the purpose of overcoming damage reduction and is considered a masterwork weapon. A soulbolt can use feats such as Rapid Shot or Precise Shot in conjunction with the mind bolt just as if it were a normal ranged weapon. She can also choose her mind bolt 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 bolt. The soulbolt can use feats such as Weapon Finesse that work on light weapons with her mind bolt, but such feats only work on mind bolts in a light weapon form, such as using the Mind Daggers blade skill. Even in places where psionic effects do not normally function (such as within a null psionics field), a soulbolt can attempt to sustain her mind bolt by making a DC 20 Will save. On a successful save, the soulbolt maintains her mind bolt for a number of rounds equal to her class level before she needs to check again, although the mind bolt is treated for all purposes as a non-magical, masterwork ranged weapon while in a place where psionic effects do not normally function. On an unsuccessful attempt, the mind bolt vanishes. As a move action on her turn, the soulbolt can attempt a new Will save to rematerialize her mind bolt while she remains within the psionics-negating effect. She gains a bonus on Will saves made to maintain or form her mind bolt equal to the total enhancement bonus of her mind bolt (see below). The soulbolt chooses the appearance of her mind bolt, although its shape must reflect the selections the soulbolt has chosen: a bludgeoning mind bolt would be blunt, slashing would have an edge, etc. This ability replaces the Form Mind Blade class feature normally gained by soulknives. Shape Mind Bolt The soulbolt's mind bolt retains the last chosen form every time it is formed until the soulbolt reshapes it. If the soulbolt chooses to reshape her bolt, it requires a full-round action to do so. She may also reassign the type of damage dealt as part of reshaping her mind bolt if she so chooses. A soulbolt can reassign the ability or abilities she has added to her mind bolt; 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 soulbolt does not require sleep. After that period, the mind bolt materializes with the new ability or abilities selected by the soulbolt. This ability replaces the Shape Mind Blade class feature normally gained by soulknives. Launch Mind Bolt Soulbolts are greater masters at making ranged attacks with their weapon than their soulknife counterparts. Unlike a soulknife, a soulbolt does not need to reform her mind bolt after throwing it. This means that the soulbolt can make use of all iterative attacks available, or multiple attacks such as those gained from Rapid Shot, without the need for abilities such as the Multiple Throw blade skill. This ability replaces the Throw Mind Blade class feature normally gained by soulknives. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. Appearance:  Grimy, greasy, and covered in soot, when Padrym enters the room, he usually elicits stares from all manner of folk.  His brown hair hangs in greasy braids and rivulets of sweat streak through the thick layer of dirt on his face and arms.  He’s got one gold tooth, but you wouldn’t notice since his other teeth are just as yellow.  His cloudy mining goggles are ever present, shoved up onto his matted hair, forgotten while off the clock. Background:  Padrym Trollsword was born and raised in Janderhoff.  He spent his days mining the Mindspin Mountains with his two brothers Potrik and Pendig, and his nights assisting the patrols that secured the upper tunnels leading into Nar-Voth, the uppermost region of the Darklands.  Unfortunately, while he was on one such patrol mission, he caught wind that there had been a collapse in the tunnels and that many of his friends, including his two brothers, had died in the tragedy.  
 Padrym did not take the loss of his brothers well. He lost all connection with his former self; where there was once pride, happiness, and joy, now only an empty void. His parents, co-workers, friends, and neighbors tried to console him, to bring him comfort in any way they could, but their efforts proved futile. They all said the same thing: Padrym just wasn’t the same dwarf they once knew. Lost in a sea of nothingness, Padrym voluntarily exiled himself from the dwarven citadel, taking to the road. Somewhere in the back of his mind he recalled that a noble family in Janderhoff oversaw the mining efforts in Riddleport upon which the Gas Forges thrived, so he decided to head west to the City of Cyphers. He eked out a meager life in Riddleport, finding small comfort in the toxic shafts below the city. After a few months on a day like any other, deep below the surface, the numbness faded and the reality of the situation hit him full force, all at once. His brothers were dead. He would never see his homeland again. It felt as if all the bedrock above his head had caved in on his chest. He couldn’t breathe. He sank to his knees as the sound of a thousand angry hornets reverberated in his skull. He grabbed his head, realizing he was screaming into his breathing device, but unable to hear it. The buzzing ceased unexpectedly and he noticed through his clenched eyelids that the darkness had begun to lighten. He opened his eyes and was amazed to see that his hands were glowing. He held them away from his body just as a blue-white beam of energy shot out from his hands, blasting a sizable chunk from the wall of the shaft. Dumbfounded by the experience, he was convinced that the carbauxine had bestowed upon him some sort of supernatural power, when in fact it just happened to be when his psionic powers had manifested. Padrym began making such claims to the other miners, but when asked to provide proof of his power, Padrym didn’t dare use his newfound abilities around the volatile gas, terrified of the potential consequences. So the other dwarves claimed the gas had driven him mad earning him the moniker of Padrym the Crazed. When not toiling away in the mines, more often than not he can be found at the Golden Goblin, hustling the new influx of scholars and travelers researching the blot into taking bets that he can’t shoot beams of light from his hands. His winnings usually don’t last past his extensive bar tab and paying for the damages that showing off his bizarre talent cause. One such display left a small hole in the wall of the gambling hall, and he was banned from the hall until he could pay for the repairs. Once Padryn caught wind of the ‘Cheat the Devil and Take His Gold’ gambling tournament, he begged Saul to allow him to enter, promising to use the winnings to square away his debt. Saul reluctantly agreed. Additional fluff:  When shaping his mind bolt, Padrym forms a warhammer for doing blunt damage, a pickaxe for piercing damage, and a battleaxe for slashing damage. | 
 
	
 
     
     
    