Menelik Extra Sheet+Typical Tactical Opening

Menelik behaves very differently in combat and out.

He typically begins battles by attempting to recall the strengths and weaknesses of his enemies with an appropriate knowledge check (as a free action with Knowledge Devotion).  Then he enters a berserking rage augmented by his spell rage outburst and unyielding anger (all free actions).  These provide a number of benefits and drawbacks, essentially making him stronger and tougher, but more reckless (see buffs on the main character sheet).  

As a swift action, he can activate either his Law Devotion or Travel Devotion abilities, giving him a boost to attack, armor, or movement speed (in later rounds) as needed.

As a move action, he can move into position adjacent to an enemy (or order his mount to do so).  If he's already within reach of an enemy, he can attempt a leg sweep to trip them, giving him bonuses on future attacks.

As a standard action, he can go on the offense with a brutal strike, or hold back and set up a counter punch.  When his allies are wounded (or when he's fighting undead), he can choose instead to channel positive energy to heal all living creatures (or damage undead creatures) in the immediate area.  Alternatively, he can transfer his emotions to others by touch, using his Touch of Fear, Joy, or Rage on enemies or allies.

Notably, he cannot cast spells while raging, and he consumes two daily rounds of rage for each round he maintains his rage and outburst.  His unyielding anger ends after the first round of his outburst (unless he regains his psionic focus).

In non-combat encounters, Menelik relies more on his discipline and self-control.  Typically, this manifests as casting spells such as read thoughts and project thoughts.  Once per encounter (or once per minute), he can conceal a spell by making a sleight of hand check.  If successful, his enemies are unaware that he cast a spell, and his subtlety with mind magic ensures that his enemies remain unaware of his attempts even when he fails to access their memories.  By concentrating for longer, he can maximize his spell, making it harder to resist, but only while holding his wayfinder.  Once he's learned the surface thoughts of a creature, he can communicate telepathically to his allies with his project thoughts spell.

When attempting a skill check, attack, or saving throw (basically any roll of a d20), he can apply inspiration for an extra boost as a free action.  Depending on the type of check, he can spend either his investigator or factotum inspiration points.  Note that factotum inspiration provides a competence bonus that doesn't stack with his existing bonuses to knowledge checks made to identify the strengths and weaknesses of creatures.  So he should avoid applying his factotum inspiration on those checks, but he can still benefit on regular knowledge checks or any other checks where applicable.