"Da ba dee, da ba dye."
User: Bob
Campaign: Reign of Winter
Race: Blue
Gender: Male
Role: Defender
Class/Level: Aegis 3; Soulknife (Deadly Fist, Gifted Blade) 3; Vitalist 2/8
Wish List-Marlais
Planned Progression-Marlais

Most people would just assume Marlais is an ordinary goblin. He stands 39 inches tall, with leathery skin in a greenish-blue color that tends to look more or less blue depending on the lighting. He has yellow eyes, larger and more expressive than the beady eyes usually seen on goblins, and a thick shock of well-kept but unruly bluish-black hair. His hair is what would probably surprise most people who know a little about goblins, since most of them are bald; his eyes are what would seem odd to people who know a little more, and are aware that there are occasional goblins with a full head of hair. However, a knowledgeable scholar would see those features, his blue skin, and his slightly less scrawny build - none necessarily conclusive by themselves - and recognize him as a blue even before seeing him use his psionic abilities.

Especially if they ever saw him near the rest of his tribe, which is admittedly unlikely; most of them are a shade of grey-green that almost seems to disappear against an ice-covered rock.

Like a goblin, Marlais has a large mouth with an almost impractical-seeming array of sharp teeth. He has developed a habit of covering them more with his lips than most goblins would (and more than some goblins are capable of); he has two lower teeth that jut up almost like small tusks which he can't really keep hidden, but has found that most members of the "civilized" races treat him more courteously if the rest of his teeth go relatively unnoticed, much as they seem to react better to the name "Marlais" that he selected for himself than they do to "Pogmurch."

At the moment, he is dressed for cold weather in mostly medium greys. His backpack is well made and moderately well stocked, and a hooked lance carried across his back is his most obvious weapon.
Pogmurch was born in a tribe of not-quite-typical goblins. There was a lot of suspicion about his parentage once it became evident that he was a blue, but not many in the tribe managed to retain much focus on that once they concluded his mother wasn't one and failed to figure out which of his possible fathers (two of whom had already left before he was born) might have been one. This was partly because the atypical thing about the tribe is that they were more lazy and less violent than most, which also meant Pogmurch wasn't steeped in viciousness quite so much in his early years as he might have been otherwise.

That is about all he knows about that particular situation. He wore out his welcome at about the same time he reached adulthood, being much more focused and preferring much more organized a life than his neighbors, and he got kicked out. That could have been a death sentence, but fortunately for him, his first encounter out in the Grand Wide World was a group of adventurers who were accompanied at the time by a wandering Oread monk named Ye Fei. Pogmurch wasn't all that familiar with adventurers, and there were only a few of them. He didn't recognize them as a threat; he just thought their stack of firewood needed straightening. Ye Fei was the first to notice him, and the one who faced down the others and convinced them he wasn't some kind of decoy for a larger group of goblins. He proved to be smarter and less scatterbrained than they expected, although quite ignorant of most of the world at the time. While the bulk of the group was still wary of him at best, one of them was the source of Pogmurch's future idea to change his name to Marlais, and he ended up tagging along with them all as far as the next village, and following Ye Fei in her travels for a time afterward...partly due to an unspoken acknowledgement between them that doing so likely more than doubled his chances of survival, especially early on when he really didn't know what to expect out in the world.
Marlais the Marlevous
Male blue aegis 3/vitalist 2/soulknife (deadly fist, gifted blade) 3 (Ultimate Psionics 28, 57, 69, 280, 282)
LG Small humanoid (goblinoid)
Init +9; Senses darkvision 60 ft.; Perception +18
AC 27, touch 21, flat-footed 20 (+5 armor, +1 deflection, +7 Dex, +2 insight, +1 natural, +1 size)
hp 76 (8 HD; 2d6+6d10+16)
Fort +10 (+4 to avoid nonlethal damage from hot or cold environments, +4 to resist damage from suffocation), Ref +13, Will +14; +0 bonus vs. mind-affecting effects., +0 bonus vs. mind-affecting effects.
Defensive Abilities evasion, form astral suit; DR 2/—; Resist cold 2
Speed 40 ft., fly 30 ft. (perfect)
Melee +1 collision unarmed strike +16/+11 (1d4+6+5) or
. . +1 collision unarmed strike flurry of blows +14/+14/+9 (1d4+6+5) or
. . cold iron hooked lance +13/+8 (1d6+7/×4) or
. . cold iron kunai +15/+10 (1d3+5) or
. . silver light hammer +15/+10 (1d3+5) or
. . unarmed strike +15/+10 (1d2+5) or
. . unarmed strike flurry of blows +13/+13/+8 (1d2+5)
Ranged ranged attack +15/+10 (1d8)
Space 5 ft.; Reach 5 ft. (10 ft. with cold iron hooked lance)
Special Attacks 1 enduring crane strike, 1 silver crane waltz
Psi-Like Abilities (CL 8th; concentration +9)
. . At will—astral repair (2 hp)
. . 1—inertial armor (+4 Armor to AC)
Aegis Powers Known (power points 29, ML 3rd; concentration +4)
. . 0 (at will)—
Soulknife (Deadly Fist, Gifted Blade) Powers Known (power points 29, ML 1st; concentration +2)
. . 1st—offensive precognition
. . 0 (at will)—
Vitalist Powers Known (power points 29, ML 4th; concentration +5)
. . 1st—collapse (DC 16), natural healing, synesthete
. . 0 (at will)—detect psionics, disruptive touch (DC 15), halt death
Str 10, Dex 24, Con 14, Int 14, Wis 20, Cha 12
Base Atk +7; CMB +6; CMD 26
Feats Fighter's Blade (for Deadly Fist), Improved Unarmed Strike, Mindblade Proficiency, Piranha Strike, Psionic Talent, Psionic Talent, Student Of The Astral Suit, Unlocked Talent, Weapon Finesse
Traits northern ancestry, psionic knack
Skills Acrobatics +13 (+17 to jump), Autohypnosis +14, Bluff +5 (+5 to feint.), Climb +4, Craft (alchemy) +7, Craft (armor) +4, Craft (crystal carving) +9, Diplomacy +5, Fly +15, Handle Animal +2, Heal +9, Intimidate +5, Knowledge (engineering) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (martial) +6, Knowledge (nature) +3, Knowledge (psionics) +8, Linguistics +9, Lore (Starstone) +7, Perception +18, Perform (dance) +5, Sense Motive +9, Spellcraft +7, Stealth +20, Survival +12 (+14 to avoid becoming lost when using a Mapmaker's Kit as you travel), Swim +4 (+8 to resist nonlethal damage from exhaustion), Use Magic Device +5; Racial Modifiers +2 Perception
Languages Common, Draconic, Gnome, Goblin, Hallit, Iobarian, Rougarou, Sylvan
SQ active energy type, astral skin, blade skills (flurry of fists, focused offense), collective, collective healing, empowered strikes, enhanced strikes, health sense, invigorating suit, manifesting, mender's touch, psionic prodigy, psychokinetic discharge, reconfigure (1/day), self reliant, shape mind blade, spirit of many, transfer wounds, vitalist method (mender method), weapon familiarity
Combat Gear alchemist's fire (2), alkali flask[APG] (2), smokestick (3), tanglefoot bag (2), thunderstone (3); Other Gear cold iron hooked lance[UC], cold iron kunai, silver light hammer, - custom magic item -, amulet of natural armor +1, first aid gloves, headband of inspired wisdom +2, ring of protection +1, ring of sustenance, bandolier[UE], bedroll, candlefish (2), climber's kit, flight grapnel, mapmaker's kit[APG], masterwork backpack[APG], sack, sack, shadel's bag of holding, silk rope (50 ft.), snowshoes[APG], sunrod, umbrella[UE], waist pouch[UW], wandermeal[UE] (4), winter blanket, 10,286 gp, 6 sp, 10 cp
Tracked Resources
1 Enduring Crane Strike (Readied, 1/Encounter) (Su) - 0/1
Alchemist's fire - 0/2
Alkali flask - 0/2
Breath of Life (2) - 0/2
Candlefish - 0/2
Cold iron kunai - 0/1
Cure Critical Wounds (2) - 0/2
Cure Light Wounds (10) - 0/10
Cure Light Wounds, Mass (2) - 0/2
Cure Moderate Wounds (5) - 0/5
Cure Serious Wounds (3) - 0/3
First aid gloves (10 charges) - 0/10
Reconfigure (2 customization points, 1/day) - 0/1
Silver light hammer - 0/1
Smokestick - 0/3
Sunrod - 0/1
Tanglefoot bag - 0/2
Thunderstone - 0/3
Transfer Wounds (1d6, 8/day) (Su) - 0/8
Wandermeal - 0/4
Special Abilities
Active Energy Type (Fire) Lets you set your psionic active energy type.
Equipment Slots In Use Ring, Hands, Headband, Neck,
1 Enduring Crane Strike (Readied, 1/Encounter) (Su) Successful melee attack heals the initiator or ally within 30-ft 1d6 points of damage.
1 Silver Crane Waltz (Su) Gain a +2 bonus to initiative checks and +2 to Reflex saves and to AC, increasing every eight levels.
Astral Skin AC +0; Free customizations: speed (2), nimble.
Collective (5 members, 120 Feet) (Su) You have a collective of up to 5 individuals within 120 feet
Collective Healing (Su) Whenever a willing member of the vitalist's collective could regain lost hit points or ability damage, the vitalist may choose to redirect any or all of that healing to one or more other willing members of the collective as a free action. This can tr
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Empowered Strikes (Bludgeoning) (Su) Psionic energy enhances your unarmed strikes.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Enhanced Strikes +3 You can enhance your Empowered Strikes with a total enhancement bonus of +3.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fighter's Blade (for deadly fist) Your training with a mind blade is not hindered by dabbling in other studies.
Flurry of Fists Gain an additional attack with unarmed strikes but suffer a -2H.
Fly (30 feet, Perfect) You can fly!
Focused Offense As long as the soulknife maintains psionic focus, he adds his Wisdom modifier to his attack and damage rolls instead of his Strength modifier.
Form Astral Suit (Su) Form an astral suit around your body.
Health Sense Beginning at 2nd level, a vitalist may take a swift action to gauge the relative health level of collective members, determining the amount of damage, in hit points, that an ally has taken. In addition, the vitalist may make a Heal check as a standar
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Initiator's Soul Small amount of Initiating ability.
Invigorating Suit (Su) Gain a bonus to Consitution checks and Fortitude saves.
Manifesting You have a reduced ML equal to ML-2.
Mender Method A mender vitalist is the most common found, as he focuses on healing wounds more efficiently, even bringing back life to the dead. The mender vitalist learns how to boost the body's natural healing ability to unimaginable regenerative levels.

Mender's Touch A mender vitalist of 2nd level who utilizes transfer wounds heals the target an additional number of hit points equal to his class level. This additional healing is not transferred to the mender like the normal amount healed.
Nimble (+6 Dex) +6 enhancement bonus to Dexterity while wearing astral suit.
Piranha Strike -2/+4 You can subtract from your attack roll to add to your damage with light weapons.
Psionic Prodigy It is not uncommon for blues to natively have the ability to manifest powers. Blues with this trait gain the Unlocked Talent* feat as a bonus feat. This trait replaces the Repletion and Stealthy traits.
Psionic Talent Gain 2 or 1 extra power points.
Psionic Talent Gain 2 or 1 extra power points.
Psychokinetic Discharge (Su) As a ranged attack, the deadly fist can make an unarmed attack at an opponent.
Ranged Attack Gain a ranged attack.
Reconfigure (2 customization points, 1/day) Reconfigure up to your Int mod in customization points.
Self Reliant Blues outcast from their kin learn to survive on their own, but often lack in social graces. A blue with this trait gains a +3 racial bonus to Survival checks, but suffers a -1 penalty to all Diplomacy checks. This trait replaces the Pariah trait.
Shape Mind Blade Change the form of your mind blade, or reassign its abilities
Speed (10 feet) Increase land speed by +10 ft while wearing astral suit.
Spirit of Many (Su) A vitalist of 2nd level gains special abilities when manifesting powers with the Network descriptor. He can manifest these powers on any member of his collective, even if they are out of the power's range or would normally be immune to the power. Whe
Student of the Astral Suit Your studies in other areas has not hindered your skill with astral suits.
Transfer Wounds (1d6, 8/day) (Su) All vitalists learn how to transfer wounds with but a touch. As a standard action that does not provoke attacks of opportunity, a vitalist may touch a target and heal it for 1d6 points of damage.

The vitalist suffers the same number of points
Unlocked Talent Manifest chosen power as if level 1 manifester.
Weapon Familiarity You treat all weapons with the word "goblin" in its name as a martial weapon.

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