Memhrek, the UnbreakablePictures of Memhrek Illumian Ardent 3/Erudite 1/Crusader 2/(psionic) Jade Phoenix Mage 1[spoiler]
medium humanoidHit Dice: 4d6+1d4+2d10+14+10(campaign bonus) (57 hit points)
Initiative: +8 (2dex, 2psicrystal, 2 trait, 2 mantle)
Speed: 30 (20 w/medium encumbrance)
Armor Class: 17 (10+6armor+3dex-1trait-1flaw) (15 w/Exp)
Touch: 11 (10 w/Exp)
Flat-footed: 14 (13 w/Exp),
FFTouch: 8 (7 w/Exp)
Base Attack/Grapple: 5/8 (+13 grapple w/Expansion)
Attack: Peacemaker (deep crystal dwarven warpike) +9 (2d6+5) or Armor Spikes +8 (1d6+1) or Light X-bow +8 (1d8)(with Expansion: Peacemaker +9 (3d6+7) or Armor Spikes +8 (1d8+2) or Light X-bow +6 (2d6))
Full Attack: same
Space/Reach: 5/5 (10/10 with Expansion)
Special Qualities:Saves (base): Fort +8(6), Ref +4(2), Will +11(7) [+2 vs. Death, Fear, and Shadow. Immune to glyph, rune, sigil and symbol spells with CL less than or equal to his character level. -4 to save against those with a higher CL.]
Abilities: Str 16 (18 w/Exp), Dex 16 (14 w/Exp), Con 14, Int 12, Wis 18, Cha 8
Skills: Concentration +11 (9), Martial Lore +3 (2), Know: Rel +7 (2), Know: History +7 (2), Know: Psionics +7 (2), Know: Local +6 (1), Know: Dungeoneering +6 (1), Know: any other +5 (0), Autohypnosis +5 (1), Tumble (traded for ride via ACF) +9 (9) (+8 w/Expansion, +6 with medium encumbrance), Spot +6 (8 w/psicrystal), Listen +4 (6 w/psicrystal), Sense Motive +7 (3)
Skill tricks: Collector of Stories
Feats: Practiced Manifester: Ardent (1), Psicrystal Affinity (Eru1), Psicrystal Containment (Eru1), Combat Reflexes (flaw),
Stand Still (3), Extra Granted Maneuver (6)
Flaw: Vulnerable (-1 AC)
Trait: Aggressive (+2 init, -1 AC)
Alignment: Lawful Neutral
Action Points: 5+1/2CL (8)
Key Equipment (19,042/19,000 gp spent):
Peacemaker (+1 Deep Crystal
Dwarven Warpike (1000 gp, 15 lbs), summonable/dismissable as a free action), Chain Shirt (100 gp, 25 lbs), Steadfast Boots of Dexterity +1 (2500 gp), Chahar-Aina with Armor Spikes (150 gp, 10 lbs), Dastana of Ogre Power (4,100 gp), Healing Belt (750 gp)(worn by psicrystal), light crossbow and 20 bolts (37 gp, 6 lbs), Crown of the White Ravens (novice) and Wisdom +2 (3000 gp + 4,000 gp), Lesser Metapsionic Rod of Extend (3,000 gp), Encyclopedia Eberonica (MW tools +2 circ. bonus for all Knowledge skills, 500 gp, weight?), Monocle of far-seeing (MW Spot tool, 50 gp)
Mundane Gear (~55 gp, 44 lbs, all in backpack)
[spoiler]Travelers's outfit (1 gp, 5 lb)
Backpack (2 gp, 2 lbs)
Winter Blanket (5 sp, 3 lbs)
Chalk (1 cp)
Flint and Steel (1 gp)
Grappling Hook (1 gp, 4 lbs)
Ink (1 oz. vial)(8 gp)
Quill (1 sp)
Small Steel Mirror (10 gp, 1/2 lb)
Parchment, sheet x10 (2 gp)
Belt Pouch (1 gp, 1/2 lb)
Trail Rations (per day) x10 (5 gp, 5 lb)
Silk Rope (100 ft.) (20 gp, 10 lbs)
Signal Whistle (8 sp)
Soap (1 sp)
Waterskin x2 (2 gp, 8 lbs)
Whetstone (2 cp, 1 lb)
Torch x3 (3 cp, 3 lbs)
Oil flask x2 (2 sp, 2 lbs)[/spoiler]
Encumbrance: 102 lbs of gear (44 in backpack, 58 worn/held). Light: 76 lb. or less, Med: 77-153 lb., Heavy: 154-230 lb.
When under the effects of Expansion, he is only lightly encumbered.
Mantles: Guardian (primary), Time, Physical Power. (Expansion traded for Adrenaline Surge in Physical Power, and Share Pain added to Guardian)
Ardent Powers (ML7, DC14+level): Vigor (PP), Expansion (PP), Damp Power (G), Share Pain (G)
Power Points: 28 (11ard+14wis+2erud+1int)
Erudite Powers (ML2, DC11+level): Can pick one 1st level Psion/Wilder power known per day "on the fly".
Mantle Abilities:Guardian: Expend focus as immediate action to intercept a blow targeting an adjacent ally. You take damage instead of the ally.
Time: +2 to initiative. Once per day can expend focus as an immediate action to delay the damage from an attack for 1 round. You cannot gain immunity in the mean time (but it doesn't say anything about gaining temporary hit points).
Physical Power: Expend focus to add +2 to Str, Con, or Dex for 1 round.
Maneuvers (IL6, 6+1 known, 5 readied, 3 granted):
Leading the Attack (WR1, if strike hits allies gain +4 morale to attack target till next turn)
Stone Vise (SD2, strike, +1d6 dmg, Fort (DC 12+Str) or movement is 0 for 1 round)
Stone Bones (SD1, strike, gain DR 5/adamantine if successful)
Revitalizing Strike (DS3, 1 prereq, if strike successful, heal 3d6+IL to one ally w/in 10 ft)
Foe Hammer (DS2, strike, +2d6 dmg, ignores DR)
Burning Blade (DW1, boost, swift action, adds 1d6+IL fire damage to attacks for 1 round)
White Raven Tactics (item granted)(WR3, boost, 1 swift action, 10 ft range, ally's initiative moved up to yours -1, can take a second turn)
Houserule on retraining manuevers. Retrained Crusader's Strike to Revitalizing Strike @7th.
Stances:Leading the Charge (WR1, no prereqs, swift, stance, allies that charge gain +IL to damage)
Thicket of Blades (DS3, all movement provokes, including 5' steps)
Other Abilities:Psionic Wrath: As a swift action, you can spend a power point to gain a +4 bonus on a single attack or martial strike. You also do an extra 1d10 points of damage. You can augment this by spending more power points. For every two power points beyond the first you do another 1d10 points of damage. Both bonuses can be applied only on an attack made before the beginning of your next turn.
Rite of Wakening: +2 knowledge skills (can use untrained), +2 saves vs. Death and Fear effects.
Steely Resolve: Delayed damage pool of 5. Take this damage at end of next turn.
Furious Counterstrike: +1 att/dmg if delayed damage pool has any points in it.
Racial abilitiesSigils:Krau (magic): This is the official sigil that boosts caster levels by +1, up to a maximum of your character level.
Vash (game): (Custom sigil) This sigil boosts your initiator level for martial adept classes by +1, up to a maximum of your character level.
VashKrau:Psicrystal: Mithril band of hardness and repair: Gives psicrystal 15 hardness, and "Fast Repair 2" (same as Fast Healing). Once per day as a swift action, Memrhek can increase this to Fast Repair 5 for a number of rounds equal to his character level. Also, once per day per three character levels, Memhrek can transfer this fast healing to an ally for 10 +1/lvl rounds.
The psicrystal also wears a
healing belt, which it can use to heal Memrhek or his party mates.
Link to familiar/psicrystal houserule. [/spoiler]
Progression [spoiler]Starting Ability Scores
Str 14 (6)
Dex 15 (8)
Con 14 (6)
Int 12 (4)
Wis 15 (8) +1 at 4th level
Cha 8
Progression:
1 Ardent 1 Practiced Manifester, [Expansion, Vigor]
2 Erudite 1 Psicrystal Affinity and Containment
3 Ardent 2 Stand Still, [Share Pain]
4 Ardent 3 [Damp Power]
5 Crusader 1
6 Crusader 2 Extra Granted Maneuver
7 JPM [/spoiler][/spoiler]
Physical Description[spoiler]Standing at 6'4" and 280 lbs, Memhrek is quite a large man. He has reddish brown hair and blue eyes, and his brutish facial features and muscled hairy body make him look like a beast, and this is not an impression that he tries to play down much to strangers. Among friends, he can be surprisingly civilized however. He speaks several languages and enjoys discussing politics and culture.
In combat he wields a ruby-tipped warpike, and loves to throw himself right into the thick of things. Although his combat style might appear reckless, he keeps his head about him and he is actually quite methodical. He knows his strengths and weaknesses, and is careful not to lose sight of them in his battle lust.[/spoiler]
Languages Spoken: [spoiler]Illumian, Common, Sarlonan, Dwarven[/spoiler]
Tactics[spoiler]With his delayed damage pool (5 points) and psionic abilities (Share Pain on psicrystal, and Vigor shared with psicrystal), Memhrek can make himself extremely hard to kill using conventional weapons with little prep time.
He can also occasionally intercept a blow meant for an adjacent ally (Guardian domain), and he is good at "locking down" an area, making it difficult for enemies to pass through it (Reach + Thicket of Blades + Stand Still + Trip + Combat Reflexes). His psionic abilities also allow him to divert half the damage an ally (or allies) takes into himself (Share Pain).
These abilities combine to make him one of the toughest and most reliable warriors you could hope for. He excels most at playing the "bodyguard" role for less durable allies.[/spoiler]
Background[spoiler]Memhrek comes from a culture that values meditative study and the power of knowledge. Though he has internalized these values himself to a certain extent, he is actually more gregarious and rough than the typical illumian. He has a hearty laugh, and values physical brawn over mental prowess. He does understand the value of the intellect, but he himself just isn't all that intellectual. He falls readily into the "bodyguard" role when paired with someone who seems more of a leader than himself, especially if that person is a wizard or other "frail type".
He will not hold back his opinions on matters if they differ from the "leader's", though, and is fully capable of making split decisions in the heat of battle himself. He tries to let his rough, good-humored nature be an inspiration to others in times of hardship.
He appreciates the simple strength of elementals,and draws some of his power from the element of earth. He lived with a clan of communist warrior dwarves for a time in an underground fortress, and studied the Stone Dragon discipline from their masters. He picked up many of his beliefs from them. He speaks Illumian, Common, Sarlonan, and Dwarven.
As a Sarlonan refugee, Memhrek understands the value of solidarity, and knows what it is like to be hunted and persecuted, though he does not frequently speak about these things around people he does not know well. His accent may give away some of his history to those who recognize it, though.
Slogans/sayings:"better to die on your feet than live on your knees"
"each according his abilities, to each according to their need"
"Destroy Power! Not People!"
"Smash The State Before the state smashes YOU!"
"You have nothing to lose but your chains!" [/spoiler]