Male half-elf psion (telepath) 4/ psychic warrior 2/ fighter 2: CR 8; Medium humanoid (elf, human); Hit Dice 2d10+2d8+4d4+18; 52 hp; Init -1; Spd 30 ft. (6 squares); AC 18 (-1 Dex, +6 Armor, +3 Shield), 9 touch, 18 flat-footed; BAB/Grapple +5/+7; Atk +8 melee (1d6+2/x4, masterwork heavy pick) or +7 melee (1d4+2/19-20x2, dagger) or +4 ranged (1d4+2/19-20x2, dagger); Full atk +8 melee (1d6+2/x4, heavy pick) or +7 melee (1d4+2/19-20x2, dagger) or +4 ranged (1d4+2/19-20x2, dagger); SA psionics; SQ +2 racial bonus on saves vs. enchantment spells and magical effects, immunity to sleep spells and magical effects, low-light vision; AL LE; SV Fort +8, Reflex +0, Will +6; Str 15, Dex 8, Con 12, Int 15, Wis 14, Cha 10.
Skills and Feats: Autohypnosis +3, Bluff +5, Climb +6, Concentration +11, Diplomacy +2, Gather Information +4, Handle Animal +4, Intimidate +6, Jump +6, Knowledge (psionics) +6, Listen +3, Search +3, Sense Motive +4, Speak Language +1, Spot +3; Combat Expertise, Improved Feint, Improved Trip, Narrow Mind, Psionic Body, Psionic Meditation, Psionic Weapon, Speed of Thought.
Languages: Common, Dwarf, Elf, Gnome, Halfling
Psychic Warrior Powers Known (Save DC 12 + power level): 1st—biofeedback, expansion
Psion Powers Known (Save DC 12 + power level): 1st—conceal thoughts, mind thrust, psionic charm, psionic daze, telempathic projection; 2nd—brain lock, inflict pain, psionic suggest, read thoughts
Power points/day: 24
Possessions: Boots of stomping, crawling tattoo of concussion (x2), dagger, heavy pick (masterwork), +1 heavy wooden shield of heartening, manacles (masterwork), +1 mithral breastplate, potion of cure light wounds, potion of cure moderate wounds, power stone of energy burst, sunrod (x2), tanglefoot bag, traveler’s outfit, 21gp. Total weight, 41 lbs. (light load)
Weight: 180 lbs.
Hair: Sandy blond
Skin: White, with a few small acne scars on his face
Guy Montague is an average-looking man. Few physical characteristics stand out, and people are generally hard-pressed to remember anything about him if later asked. Guy prefers it this way. There is more than one person out there who would happily see him dead, and he would prefer not to give these people any advantage. Guy doesn’t specifically keep a low profile, but he doesn’t go out of his way to get noticed either. He makes contacts, but no friends and he’d rather take up with prostitutes than grow intimate with a woman. Once he’s gone, it’s generally only those who have been affected by his profession who remember him.
Guy Montague grew up in one of the many orphanages supported by the Barony as a gesture to the people. The shady truth that most people understand on some level but can fool themselves into ignoring is that orphanages are generally not pleasant places to grow up. Guy’s childhood years were spent bullying the weaker children, lest he himself become a victim.
At the age of fifteen, Guy joined the military. It was a means of escaping the orphanage and seeing things and places he had only heard rumors about. Unfortunately, life as a foot soldier is an equal trade for that of an orphanage at best. The only place Guy saw for the first eighteen months was the dreary castle to which his army laid siege. Afterwards, he was involved in a series of bloody battles that accomplished little, save for reducing the population. Life was little more than an existence for Guy.
After two years in the military, Guy’s psionic abilities first manifested. He found that by focusing his mind, he was able to do things with his body that none of his cohort could do. This was the first real achievement of Guy’s life, and he intended to make the most of it. He put in for a resignation from military service, but his commander would not accept it. Guy killed the officer that night and deserted.
Since then, Guy has learned much about psionics and has developed and honed his abilities. He makes a good living as a bounty hunter, and occasionally as a leg-breaker or assassin. He is willing to take jobs that many others would turn down or find distasteful. Occasionally, he hires himself out as a temporary constable of small settlements and helps them deal with bandits or creatures that are preying on their citizens, but he rarely stays in any one place more than a couple of months.
Guy Montague is a capable warrior, and he knows it. What’s more, he uses his image as a warrior to lull potential opponents into a false sense of security. Many times in the past, opponents have been surprised to discover that this armored warrior is capable of things that might make a wizard envious.
Guy usually tries to avoid a fight altogether if possible. He will approach the target in a social setting or before the opponent recognizes him as a threat and will attempt to manifest psionic charm. If this fails, he will attempt to halt his opponent’s getaway using brain lock or by using his boots of stomping or if nothing else, a tanglefoot bag.
If he can beat an opponent using “straight-up” tactics, he will. During the average fight, he will often feint in combat and follow that up with a trip attack. Afterward, he will attempt to pin his opponent and slap a pair on manacles on them. If required, he will use expansion to increase his size and make grappling easier and more effective.
If he is facing an opponent that might pose a real threat to him in combat, Guy will use his other talents and resources. While his opponent is sizing him up, Guy will manifest a fully-augmented mindthrust against more physical opponents (likely to have a low Will save). If he is surrounded by more opponents than he can handle, Guy will use his power stone of energy burst.