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Game System

Pathfinder 1e

Detailed Description

BRIEF GAME DESCRIPTION (THE PITCH)

Hey, remember The Dragon's Demand? That was an old adventure that took players from 1st to 7th level as they faced off against a young green dragon and his minions, who had come to the small village of Belheim to demand an enormous tribute that the tiny town could never afford to pay. The PCs, having already proven themselves, take up arms and agree to find a way to kill the dragon. Anyways, one day I found myself sitting here and I thought, "You know, I'm a bit of a drama queen, what if a much more dangerous dragon made a much bigger demand of a much bigger City?" And thus the quest to write, design, one day complete "The Dragon's Demand II" was born. An adventure designed for four 3rd level gestalt characters that will take them up to a hard level cap of 7th.

In this story, the players take on the role of young and relatively novice Pathfinders who are attending their initiation rites to become full members of the Pathfinder's Society when disaster strikes. An incredibly powerful dragon-mage appears over Great Absalom and proceeds to unleash horrific chaos and destruction. With a magically altered voice that booms across the City, he makes his Demand... to surrender a treasure that the City will never willingly part with, a great power which cannot be given to a tyrant. As newly inducted Pathfinders, you join the expedition to find and slay the dragon! As the adventure progresses, you will lay claim to powerful relics and ancient weapons as you seek to gain any and all advantages on your dragon-slaying quest, while the many minions of the Dragon Tyrant harass and pursue you across the Inner Sea.

The PCs, newly inducted full members of the Pathfinder's Society, face themselves with a tough choice and an impossible challenge. Should they attempt to defend the divine star-stone in it's cathedral fortress, or should it be handed over to prevent the destruction of Great Absalom? Others call for the dragon's death, for a preemptive strike. But who can kill a dragon, let alone one who is planning on toying with a divine power? Yet how can anyone with a decent heart just leave the great elder city of civilization to the whims of a tyrant? Will you stand up for the people as a noble hero? Or perhaps your hungry eyes gleam at the prospect of taking the dragon's head and laying claim to the treasure horde he likely protects?

This and much more is left for you, the players, to decide. Just one thing.

Clock's ticking.

 

CHARACTER CREATION AND GAME RULES

Number of PCs: Four. Five. No, four. Six? No, four! Dear Lord give me strength....

Hook and a Note on Backstory: You are Pathfinders who find yourself called upon to help protect and perhaps even avenge Great Absalom after a dragon attacks and threatens to destroy the City, lest we surrender the almighty Starstone to the dragon, from which the mortal species have produced no fewer than four newborn deities. There is no telling what this psychotic being might accomplish with the Starstone at hand, and so he must be stopped no matter the cost. Beyond this hook, there is no requirement for character hooks and a very open door in terms of what sorts of characters can appear in this game. Of course, you CAN include your own character hooks, elements of your backstory or personality that could easily generate a side quest or three down the road. I am open to that sort of thing. After all, the Pathfinders pride themselves in attracting an extremely diverse and wide-spread standing army of treasure-hungry adventurers, the likes of which just so happened to have saved the world on numerous occasions. Regardless of one's exact moral/ethical alignment, nearly anyone motivated by coin, knowledge, power or wander-lust can find a home within the Society.

Trading a small portion of one's autonomy for access to the Chronicles and the many experienced mentors within the Society? That's an easy bargain that many different types of folks could make.

But there is definitely no requirement that you are in fact some kind of hardcore disciple of the Pathfinders or some kind of expert in the history and heroes of the Society. Your relationship with the Society could be far more distant, or "merely professional". Hell, maybe the Pathfinders are nothing but a means to an end for you. Maybe that relationship changes over time. Maybe you come to add to that definition yourself, helping to shape what it means to be a Pathfinder. Or... pretty much whatever else you decide!

The only backstory requirement is that you explain the basic, 1st level adventure that led to you becoming a fully fledged lil' 3rd level gestalt character, include how that adventure/event impacted you emotionally and psychologically, and explain how it ultimately led you to be invited to join the Society in earnest! Where possible, you can also explain the impetus for acquiring some of the skills you possess, and your ambitions for your own future in that regard. This story and over-view of your characters past, present and hopeful future does not need to be a massive undertaking, as long as you are able to making a compelling pitch I do not need the fine granular details.

(in our version, Pathfinder status is bestowed in rites, ranks of initiation, the very first of which is actually an aspirant hoping to become a member, and not a proper rank itself. You have now just ascended from hopeful aspirant to ordained first-rite Pathfinder. This event is then, with the dark comedic timing of an evil god, capped off by a deadly dragon attack that annihilates the Pathfinder Lodge... with you standing just outside!)

Starting Level: 3rd, Gestalt

E7, Gestalt: This game will not progress beyond 7th level. Characters will transition to a model that rewards special powers, static bonuses and extra feats at key story moments instead. Players should choose two (and only two) classes as per gestalt rules. 

Starting Gold: 1,500 GP, but no more than 300 GP on any one item. You must spend at least half of your gold.

Ability Scores: 25 Point Buy

Races: Anything 16RP or less should be fine. Happy with a fairly exotic combination, whatever happens, not forcing anything so if we end up with nothing but humans and elves, so be it. But I am certainly willing to look at some other options including an entire party most exotic and strange. I am hoping that the generous feat structure and the gestalt rules will encourage people to explore race and class combinations that are at least somewhat more inventive and uncommon than your most traditional fantasy party. Nothing too cheese please! Also, only small or medium sized creatures. Also to help celebrate the release of Baldr's Gate 3, this Dragonborn is available.

Classes & Sources: Fairly open sources as found on D20PFSRD. You may access sources such as the original Core and Base classes, the Gunslinger ("commonplace guns" rule) Dreamscarred Psionics, Path of War, Spheres of Might/Power/Etc., and Occult Adventures. That should give us PLENTY of space to create a band of characters with zero overlap and characters with niche specialty. You should not use more than one class from each source - so only one Occult class, only one Path of War class, only one Base class, only one Spheres class, etc. Initiating Archetypes for base/core classes can count as either base/core or Path of War for this purpose.

I just want to see some fairly non-traditional characters and have players take time to explore mechanics as story telling tools. This should give us the right mixture of versatile characters with a broad range of abilities to form a party for this game. Any combination of sources is permissible and I encourage you to consider a few different builds before proceeding. Again, I cannot stress this enough, with your classes, it is unusual, intriguing, flavourful, thematic combinations will be consider over gish-y "I can do everything" characters. That doesn't mean you HAVE to select two arcane spellcasting classes or two martial classes, but it does mean we're trying to avoid the "I can do everything and I need no one else" cliche and instead to focus in on "this character has one or two strong central themes". At the same time, please don't read this rule in an overly oppressive voice. The rule of cool applies here.

Multi-classing: Turned OFF for character creation. After that, we can chat. But also, probably no. 

Feats: Gain four feats for becoming 1st level. You must meet all prerequisites. Gain two feats at every level after that. (two at 2nd, two at 3rd...) Please clearly denote which levels you are gaining these feats, keep everything orderly on your sheet, help me help you. We're going to use the original v1.0 Elephant In The Room feat tax rules found in the linked blog. Nice and simple.

Skills: Use the regular Pathfinder skill set with gestalt considerations. You gain the combined class skills of your two classes and the most skill points awarded by the best progression between your classes, with all normal rules otherwise applying. 

Some info about the DM & Story Expectations: Been sitting around tables and happily roleplaying online for many, many years now. An old D&D 3.X junkie. Here is what I am all about. I'm interested in telling collaborative stories with interesting and sometimes bombastic characters, where the ultimate hero of the story is the entire party and everyone in it. I like players who can share the spotlight and understand that the glory will in fact be spread around in time. I really, really like players who feel a positive feeling when someone else on their team gets a cool piece of loot, or their character is celebrated for some distinct reason.

I like dark and gritty fantasy where people get murdered and where magic is sometimes terrifying and haunting. I like "realistic fiction" where death and destruction are still abnormal and meaningful. I like strong singular themes that help define a character in a straight forward manner, similar to Marvel heroes or Magic the Gathering's Planeswalkers. Obvious strengths, obvious weaknesses. If you're a wizard, you're a certain kind of wizard and the specific kind of wizard you are, the spells you know, are a direct reflection of your past and your personality. The two inform one another!

I love a band of characters so diverse and unlike one another that they haphazardly blend and bend genres and themes, yet still find a way to work together, if not for the greater good then at LEAST for their shared and mutual self-interest. A properly motley crew, a five man band, we are almost aiming at Guardians of the Galaxy by way of Lord of the Rings. Ya feel me? Beyond this, I like characters who are honest about their personal motivations (at least on the character sheet) and who rarely claim to be the good guy, because white knights bore me and don't really exist. I mean, alright, clerics and paladins have rules they have to abide by... but... Feel free to live in the grey, IF YOU WANT, as long as you're the type who can figure out how to work with others so the story doesn't collapse like a dying star. 

The overall shape of the Party should still say, "potential heroes". But anti-hero is definitely on the table.

 

A Mythical Journey: PCs are required to choose a mythic path from either the traditional paths or the spheres paths. You will not start the game with any of these abilities and the system will be HEAVILY modified for our story-telling purposes, but this will give me more of an idea of what kind of character you would desire and where the path to power might take you, as well as serving my purpose of asking for iconic, single-theme characters instead of gish-y all stars who don't need friends. You are The Archmage, The Genius, The Trickster. If you really want to make my day, you can get a little creative and thematic with it. You can even consider an alternative name or theme for this mythical path that lies before you. You can even stylize it differently, maybe a short phrase instead of a single word? Instead of "The Hierophant" maybe it's "I Walk A Path of Divine Burdens" and it takes on an eternal suffering servant type of vibe. Whatever you want to do.

But hopefully you can see the sort of creative liberties I am welcoming you to take across your whole character, as long as you do not modify the actual mechanical rules without my permission. But do not bother picking up mythic abilities or building your "what if" scenario mechanically because, as I said, the system will be modified, simplified and re-made for our game and our story.

Instead, accept the following definition for now: "Mythic power is like shoddy plot armour mixed with temporary creative liberty over the story, bestowed by a wide range of different supernatural sources". I can't stress enough that you won't be gaining access to these powers any time soon, and they mostly serve as a story-telling device.

Think of this like the Avengers, they're not any good at anything the others can do, or rather, the skill-set overlap is minimal. But when a significant challenges presents itself, they can all ramp up the effort and achieve extraordinary feats that are still tightly themed for each character. Thor can summon lightning and command the weather and he can ramp up those powers in spectacular ways. But he still can't handle a pistol or conduct a political assassination the way Black Widow can. I like that. We can achieve that, you can have a Technician/Gunslinger man of science teaming up with a Wizard/Occultist who calls upon the spirits of the dead to enrich his power. Some might argue that one is slightly more powerful than the other, but the truth is that both of them face constraints, the action economy still binds them both, they have clear and obvious weaknesses as well as domains of specialty that the others lack. Perfect!

Some other notes... Don't be afraid of some competition, may the best application win! Make a character you could truly see yourself enjoying, your own budding Avenger yet to be tested. Alignment Restrictions are mostly turned off, except in the case of say, Paladins and their oaths or Clerics and their articles of faith. But again, I am mostly just trying to emphasize the creative liberty aspect here, I want people to view mechanics and class ability choices as analogous to part of the story we're telling, and therefore I want you to understand that you can play around with the typical expectations or traditional lore of basically any classes in almost any way you can imagine in order to create what you want, and almost any theme, style or genre of character will be considered, as long as I can reasonably believe that they existed somewhere on Golarion. Some of the best characters I've seen are the ones that mostly dispense with the typical lore surrounding their chosen class(es) and instead focus on telling your own story with those mechanics as an aid, often while paying homage to the great archetypes of stories already told - man of the future, world-class criminal investigator, master thief, a fey-touched child witch, the noble royal spy, edgy teenager possessed by demons, mutant freak with nightmare-based psychic powers.

Sentient cleaning bot. The Big Guy With The Big Hammer. Super-man. Ya dig?

 

MTG_BecauseIHaveWilledIt.jpg

  1. What's new in this game
  2.   "What?", Beorn frowns at the lady. Rionna, wasn't it? "No, ma'am, not me," he says, "Oi got a bit bumped there, but Oi've had worse wrestling the sheeps at 'ome." Not quite sure how to speak to a proper lady, he put on a big grin, and tries to be friendly. "It'll take more than a dragon stomping on me to keep me down, miss!"   Statblock [URL=/sheets/?id=2824941][B]Beorn Thacker[/SIZE][/B][/URL] [B]Senses:[/B] Perception +10, [B]Init:[/B] +0 [B]HP:[/B] 56+6 (2)/56, [B]DR:[/B] 3/- [B]AC:[/B] 17, [B]Touch:[/B] 12, [B]Flat-footed:[/B] 13, [B]CMD:[/b] 21 [B]Saves:[/B] Fort +5, Ref -1, Will +7 [B]Power Points:[/B] 18/18, [B]Psionic Focus:[/B] Yes [B]Condition:[/B] None   [URL=https://www.myth-weavers.com/sheets/?id=2824941][B]Beorn Thacker[/B][/URL] [B]Senses:[/B] Perception +10, [B]Init:[/B] +0 [B]HP:[/B] 56+6 (2)/56, [B]DR:[/B] 3/- [B]AC:[/B] 17, [B]Touch:[/B] 12, [B]Flat-footed:[/B] 13, [B]CMD:[/b] 21 [B]Saves:[/B] Fort +5, Ref -1, Will +7 [B]Power Points:[/B] 18/18, [B]Psionic Focus:[/B] Yes [B]Condition:[/B] Berserking Beorn Thacker Senses: Perception +10, Init: +0 HP: 56+6 (2)/56, DR: 3/- AC: 17, Touch: 12, Flat-footed: 13, CMD: 21 Saves: Fort +5, Ref -1, Will +7 Power Points: 18/18, Psionic Focus: Yes Condition: Berserking  
  3. No worries, I've been kinda flaky myself recently. Lack of momentum is a big killer in PbP, but I'm still here and willing to redouble efforts, anyway. 🙂
  4. Hey Sojourn, I want a full refund of everything I paid you AND the game to go on ;-)
  5. I'm still perfectly happy to play. I was just worried something had happened to you.
  6. Hey guys, I am super sorry. I was just out of town for the past week. Let me explain...   Okay so, my work occasionally requires me to leave town to meet with clients or to install equipment. Typically, this happens less than once every three months, most of my work is within driving distance. To make a long story short, I normally have a LOT of heads-up on when I am leaving town, but this time, due to another employee of the company pulling the infamous no-show for an important job, I got tagged and ended up leaving town the very next morning, no real warning at all. I regret that I simply didn't have the time while I was packing for this sudden trip to update you guys, something I thought about more than a few times while on the job... Anyways, my apologies, that's my bad. I sincerely regret the bait and switch there since we JUST started this session. Let me know where the interest level is at, I understand that an early interruption like this can really bum people out and I admit I now have to get reoriented and remember what I was planning here. xD But I am back in orbit for the foreseeable future. Again, truest apologies!  
  7. Rionna Yuna Rionna Yuna Incanter 3|Vitalist 3, HP: 30/30   Saves: Fort 5, Ref 5, Will 3 PP: 17, SP: 6/7 AC: 18, 14(Tch/Ff/CMD), 10(FCMD) Speed: 30, Perception: +5, Stealth +12 Initiative: +4 Fox Shape: AC 23, (18 Tch/17 Ff/14 CMD), 8 (FCMD) Stealth +20 Rionna tries her best to answer the question, "Yes. The dragon was mighty, larger than I have ever imagined, as if it could block out the sun if it chose to." "Are you ok? Do you need treatment?" she asks Beorn. Statblock [URL=/sheets/?id=2825778][B][SIZE=+1]Rionna Yuna[/SIZE][/B][/URL] Female Neutral Good Kitsune Incanter || Vitalist, [B]Level[/B] 3, [B]Init[/B] 4, [B]HP[/B] 30/30, [B]Speed[/B] 30 [B]AC[/B] 18, [B]Touch[/B] 14, [B]Flat-footed[/B] 14, [B]CMD[/b] 14, [B]Fort[/B] 5, [B]Ref[/B] 5, [B]Will[/B] 3, [B]CMB[/B] 0, [B]Base Attack Bonus[/B] 1 [B] Unarmored Training[/B] (+4 Armor, +4 Dex) [B]Abilities[/B] Str 8, Dex 18, Con 14, Int 10, Wis 10, Cha 18 [B]Condition[/B] . [B]Skills:[/B] Acrobatics 11, Bluff 4, Diplomacy 4, Escape Artist 4, Handle Animal 4, Heal 5, Perception 5, Spellcraft 4, Stealth 10 [B]Knowledge:[/B] Religion 4, Psionics 4 [B]Languages:[/B] Common, Sylvan [b]Spell-Like Abilities:[/b][B]2/Day Ea. DC17:[/B] Charm Person, Disguise Self, Misdirection [B]Traits:[/B] Born Healer (religion), Unorthodox Casting (magic) [B]Feats:[/B] [B]1st:[/B] Selective Channeling, Unarmored Training, Additional Traits, Extra Channel Fox Shape (1st), Magical Tail [B]2nd:[/B] Magical Tail(2nd), Toughness [B]3rd:[/B] Feral Vitality, Magical Tail (3rd) [B]Vitalist Class Abilities:[/B] 1st: [ooc="Vitalist method:"]All vitalists must choose a particular method that encompasses their focus in the skills they develop. As they gain in level, their method determines the abilities they gain.[/ooc] Mender Method, [ooc="Collective (Su)"]A vitalist learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a vitalist can join a number willing targets into his collective equal to his key ability modifier or half his vitalist level, whichever is higher. The vitalist must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within Medium range (100 ft. + 10 ft. per class level). The vitalist is always considered a member of his own collective, and does not count against this limit. The vitalist can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until that member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A vitalist is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see telepathy and health sense, below). A vitalist can manifest certain powers through his collective. If a vitalist power specifies one or more willing targets (or is harmless) and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power. All other non-range restrictions still apply. He may also manifest any power with the Network descriptor this way, regardless of their actual ranges or targets. If he is capable of manifesting powers or casting spells from a different class (as is the case for a multiclass vitalist), any compatible spell or power with a range greater than touch can also be used through the collective. If a member of the collective dies, the member is removed from the collective and the vitalist must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member and be sickened for an equal number of rounds. At 15th level, a vitalist’s collective range is limitless on the same plane as the vitalist. At 19th level, a vitalist’s collective reaches even across to other planes and dimensions. [/ooc], [ooc="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 transfer instantaneous healing (such as a body adjustment power), healing from ongoing healing effects, such as fast healing, and even hit points gained from rest (in which case, a member of the collective would rest for a period of time as normal, and the amount of hit points and ability damage healed would go to another). In any case, the original recipient of the healing effect chooses whether to allow the diverted healing, and does not gain the benefits of any healing he grants to another. The type of healing (positive energy, negative energy, construct repair, etc.) is unchanged from the original source for determining who or what can be healed. Example: Darius the soulknife is a willing member of Jorus the vitalist’s collective. He drinks a potion of cure light wounds that would normally heal him for 6 hit points, but Jorus decides to redirect 4 of those points to himself. Darius agrees and, as a result, Darius is healed for 2 hit points, and Jorus is healed for 4. If there were more members in Jorus’s collective, Jorus could spread the healing from that potion out even more as long as the sum of hit points healed was no greater than 6. A vitalist may even heal wounds through collective healing if at full health. This may only be used with healing effects such as potions, powers, or other such effects. [Healing] from long term care or natural healing cannot be transferred in this way.[/ooc], [ooc="Medic Powers"]The vitalist gains special uses of some of his powers that are unavailable to other characters. The following powers gain the Network descriptor when manifested by a vitalist: all powers of the [healing] subdiscipline, animal affinity, biofeedback, body of iron, endorphin surge, expansion, oak body, physical acceleration, sustenance, suspend life, timeless body, and vigor.[/ooc], knacks, [ooc="Transfer Wounds (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 of non-lethal damage (up to the amount the target is actually healed) At 4th level and every 3 levels thereafter, the damage healed to the target and non-lethal damage taken by the vitalist increases by 1d6. A vitalist may use this ability a number of times per day equal to 3 + his Wisdom modifier. A vitalist may not use this ability upon himself.[/ooc] (1d6+3) 7/day, Mender Power: Natural healing (added to powers known), Mender Knack: Halt Death, Power Points: 17[B]2nd:[/B] Vitalist’s touch, [ooc="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 standard action, with a DC of 15, to determine if any of the members of his collective are afflicted by a disease or poison. Starting at 7th level, the vitalist can make a Heal check over his collective to stabilize a dying target or treat a wound from a caltrop, spike growth, spike stones, or similar. This ability improves at 12th level, and the vitalist may make a Heal check over his collective to treat a poisoned creature. At 17th level, the vitalist is able to treat diseases in the same fashion, making a Heal check over his collective. When treating a target over a collective, the DC of the Heal check is the same as if the vitalist was treating the target normally.[/ooc] (identify), [ooc="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.[/ooc], [ooc="Spirit of Many"]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. Whenever a vitalist manifests a power with the Network descriptor targeting only members of his collective, the power loses the mind-affecting descriptor (if it had it) and bypasses any power resistance, although it still provokes an attack of opportunity to manifest as normal. Network powers manifest only on members of the collective never allow saving throws — their saving throw entry becomes “None,” although if the power specifies a subsequent saving throw, subjects attempt those saves normally. The vitalist also adds the following augment to all powers with the Network descriptor: Augment: For every additional power point you spend, you can choose an additional target, so long as the target is a member of your collective.[/ooc] [B]3rd:[/B] [ooc="Steal health"]At 3rd level, a vitalist has learned to siphon the health of a creature and use it for his own needs or the needs of his collective. As a touch attack, the vitalist may deal a number of hit points in damage to the target equal to his vitalist level + his Wisdom modifier and heal an equal amount of damage. The vitalist may share any healing from this effect over his collective, even if he himself would not be eligible for the healing. A vitalist may not heal more hit points than the touched creature had prior to using this ability. This ability may only be used on creatures with a Constitution score and may not be used against creatures in the vitalist’s collective. A vitalist may use this ability on creatures with a total number of hit dice less than half his vitalist level, but he gains no healing from it. For example, Jorus is a level 3 vitalist with a Wisdom of 16 and 15 hit points. Jorus has suffered 3 hit points of damage and uses Steal Health on a nearby 2 hit dice orc, dealing 6 hit points of damage (3 from his levels in vitalist, 3 from his Wisdom modifier). Although Jorus may only heal himself for 3 hit points, he may distribute the other 3 hit points over the collective to other members as needed. If Jorus was level 6, he would have dealt 9 points of damage, but would not have received any healing because the orc’s total number of hit dice was too low. At 7th level, a vitalist is able to use steal health as a ranged touch attack with a range of 30 feet.[/ooc] (7hp/touch), [ooc="Telepathy (Su)"]When a vitalist reaches 3rd level, all willing members of his collective (including the vitalist himself) can communicate with each other telepathically, even if they do not share a common language. Psionic creatures who are willing members in a vitalist’s collective (including the vitalist himself) may manifest unknown powers from powers known by another willing psionic creature in the collective as if they were making physical contact. A vitalist may temporarily deactivate, and reactivate, this ability as a swift action.[/ooc] [B]Incantur Class Abilities: 1st:[/B] Channel Energy 2d6, Casting, Spell Pool (7) [B]3rd:[/B] Destruction: [ooc="Intense Magic (Su)"]At 3rd level, whenever the incanter creates a destructive blast that deals hit point damage, he adds 1/2 his incanter level to the damage dealt (minimum +1). This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the destructive blast.[/ooc] [spoiler=Vitalist Powers][B]Power Points/Day:[/B] 17, [B]Powers Known:[/B] 3+1, [B]Power Level:[/B] 2nd [B]0-lvl:[/B] Detect Psionics, Halt Death, Sense Poison [B]1st:[/B] Biofeedback, Natural Healing [B]2nd:[/B] Body Equilibrium, Resist Toxin, Sustenance[/Spoiler] [spoiler=Incanter Sphere Casting][B]Talents:[/B] 7 [B]1st:[/B] Life Sphere: ([ooc="Cure"]As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. To living creatures, this is a harmless positive energy effect, but it is harmful to undead and other creatures normally damaged by positive energy (Will half).[/ooc] 3d8+12, [ooc="Invigorate"]As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour (Will negates (harmless)).[/ooc] (6 temp hp/1hr), [ooc="Restore"]As a standard action, you may touch a target and spend a spell point to restore their health (Will negates (harmless)). When using restore, you must choose to restore mind, body, or soul. If affecting multiple targets, this choice becomes the same for all targets. If restoring mind, this accomplishes all of the following: Removes the dazzled condition. Removes the shaken condition or lessens frightened to shaken, or panicked to frightened. Removes the staggered condition. If restoring body, this accomplishes all of the following: Removes the battered condition. (See Spheres of Might.) Removes the fatigued condition or lessens exhaustion to fatigued. Removes the sickened condition or lessens nauseated to sickened. If restoring soul, this: Heals 1d4 points of ability damage to one ability score of your choice. If the condition targeted is part of an on-going effect, restore instead suppresses the condition for a number of rounds equal to your caster level. This cannot be used to remove curses or instantaneous effects.[/ooc] 1), [ooc="Deeper Healing"]Your invigorate grants 2 temporary hit points per caster level instead of 1. Your cure heals an additional 1d8 hit points, +1d8 per 5 caster levels.[/ooc] (2), [ooc="Restore Health"]Your cure ability heals an additional 1 hit point per caster level. When restoring a target’s body, the exhausted and nauseated conditions are completely removed rather than lessened, and you may attempt a magic skill check against the DC of any poison or disease the target is suffering from. On a success, this removes that poison or disease from the target. This does not reverse damage the target may have suffered from the poison or disease (such as ability damage), but it does stop the poison or disease from causing any more.[/ooc] (3), Destruction Sphere: [ooc="Destructive Blast"]As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within close range. A destructive blast is subject to spell resistance, and while it bypasses DR/magic, it does not automatically bypass other forms of damage reduction if it deals physical damage (bludgeoning, slashing, or piercing). A ranged destructive blast counts as a ray attack. A basic destructive blast deals 1d6 bludgeoning damage for every odd caster level. You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum 2d6).[/ooc] 2d6+1 or (1 sp 3d6+1) (4) [B]2nd:[/B] Life Sphere: [ooc="Restore Senses"]Your cure ability heals an additional 1 hit point per caster level. When restoring a target’s mind, the target is also cured of the confused and dazed conditions, and the frightened and panicked conditions are completely removed rather than lessened; as well as all temporary or magical removal of their senses. This includes blindness, deafness, loss of tremorsense, blindsense, etc. If playing with sanity rules, this also cures 1d4 points of sanity damage.[/ooc] (5) [B]3rd:[/B] Life Sphere: [ooc="Restore Spirit"]Your cure ability heals an additional 1 hit point per caster level. When restoring a target’s soul, the target is cured of all ability damage, as well as all ability drain to one ability score of your choice. The target is also cured of 1 temporary negative level, +1 per 5 caster levels. This may also suppress a permanent negative level for 1 minute per caster level instead of curing a temporary negative level.[/ooc] (6), [ooc="Affliction"]When using cure you may invert the effect from positive energy to negative energy. This has no effect on undead and damages the living (Will half). This requires a melee or ranged touch attack against the target, and if used at range is considered a ray. This cannot be combined with Fount Of Life. When using restore, you may choose to inflict conditions rather than remove them. This also requires a melee or ranged touch attack. The creature must succeed at a Fortitude save or be exhausted for 2d6 rounds. If they succeed at their saving throw, they are instead fatigued for 2d6 rounds. Unlike regular fatigue and exhaustion, this condition ends as soon as the duration expires If you possess certain other talents, you can change the effect from exhaustion or fatigue to something else, and possibly change the saving throw, as outlined below: If you possess Restore Capacity, you may cause the target’s limbs to not function correctly, making them entangled and reducing all movement speeds by half for 1d6 rounds (Reflex negates). If you possess [B]Restore Health[/B], you may make the target nauseated for 1d6 rounds (or sickened for 1d6 rounds on a successful save). If you possess [B]Restore Senses[/B], you may make the target confused for 1d6 rounds (Will negates). If you possess [B]Restore Spirit[/B], you may make the target incapable of receiving any magical healing, fast healing, or regeneration for 2d6 rounds (Will negates). [/ooc] (7) [/spoiler] Rionna Yuna Female Neutral Good Kitsune Incanter || Vitalist, Level 3, Init 4, HP 30/30, Speed 30 AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 5, Ref 5, Will 3, CMB 0, Base Attack Bonus 1 Unarmored Training (+4 Armor, +4 Dex) Abilities Str 8, Dex 18, Con 14, Int 10, Wis 10, Cha 18 Condition . Skills: Acrobatics 11, Bluff 4, Diplomacy 4, Escape Artist 4, Handle Animal 4, Heal 5, Perception 5, Spellcraft 4, Stealth 10 Knowledge: Religion 4, Psionics 4 Languages: Common, Sylvan Spell-Like Abilities: 2/Day Ea. DC17: Charm Person, Disguise Self, Misdirection Traits: Born Healer (religion), Unorthodox Casting (magic) Feats: 1st: Selective Channeling, Unarmored Training, Additional Traits, Extra Channel Fox Shape (1st), Magical Tail 2nd: Magical Tail(2nd), Toughness 3rd: Feral Vitality, Magical Tail (3rd) Vitalist Class Abilities: 1st: Vitalist method:All vitalists must choose a particular method that encompasses their focus in the skills they develop. As they gain in level, their method determines the abilities they gain. Mender Method, Collective (Su)A vitalist learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a vitalist can join a number willing targets into his collective equal to his key ability modifier or half his vitalist level, whichever is higher. The vitalist must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within Medium range (100 ft. + 10 ft. per class level). The vitalist is always considered a member of his own collective, and does not count against this limit. The vitalist can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until that member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A vitalist is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see telepathy and health sense, below). A vitalist can manifest certain powers through his collective. If a vitalist power specifies one or more willing targets (or is harmless) and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power. All other non-range restrictions still apply. He may also manifest any power with the Network descriptor this way, regardless of their actual ranges or targets. If he is capable of manifesting powers or casting spells from a different class (as is the case for a multiclass vitalist), any compatible spell or power with a range greater than touch can also be used through the collective. If a member of the collective dies, the member is removed from the collective and the vitalist must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member and be sickened for an equal number of rounds. At 15th level, a vitalist’s collective range is limitless on the same plane as the vitalist. At 19th level, a vitalist’s collective reaches even across to other planes and dimensions. , 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 transfer instantaneous healing (such as a body adjustment power), healing from ongoing healing effects, such as fast healing, and even hit points gained from rest (in which case, a member of the collective would rest for a period of time as normal, and the amount of hit points and ability damage healed would go to another). In any case, the original recipient of the healing effect chooses whether to allow the diverted healing, and does not gain the benefits of any healing he grants to another. The type of healing (positive energy, negative energy, construct repair, etc.) is unchanged from the original source for determining who or what can be healed. Example: Darius the soulknife is a willing member of Jorus the vitalist’s collective. He drinks a potion of cure light wounds that would normally heal him for 6 hit points, but Jorus decides to redirect 4 of those points to himself. Darius agrees and, as a result, Darius is healed for 2 hit points, and Jorus is healed for 4. If there were more members in Jorus’s collective, Jorus could spread the healing from that potion out even more as long as the sum of hit points healed was no greater than 6. A vitalist may even heal wounds through collective healing if at full health. This may only be used with healing effects such as potions, powers, or other such effects. [Healing] from long term care or natural healing cannot be transferred in this way. , Medic PowersThe vitalist gains special uses of some of his powers that are unavailable to other characters. The following powers gain the Network descriptor when manifested by a vitalist: all powers of the [healing] subdiscipline, animal affinity, biofeedback, body of iron, endorphin surge, expansion, oak body, physical acceleration, sustenance, suspend life, timeless body, and vigor. , knacks, Transfer Wounds (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 of non-lethal damage (up to the amount the target is actually healed) At 4th level and every 3 levels thereafter, the damage healed to the target and non-lethal damage taken by the vitalist increases by 1d6. A vitalist may use this ability a number of times per day equal to 3 + his Wisdom modifier. A vitalist may not use this ability upon himself. (1d6+3) 7/day, Mender Power: Natural healing (added to powers known), Mender Knack: Halt Death, Power Points: 17 2nd: Vitalist’s touch, health senseBeginning 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 standard action, with a DC of 15, to determine if any of the members of his collective are afflicted by a disease or poison. Starting at 7th level, the vitalist can make a Heal check over his collective to stabilize a dying target or treat a wound from a caltrop, spike growth, spike stones, or similar. This ability improves at 12th level, and the vitalist may make a Heal check over his collective to treat a poisoned creature. At 17th level, the vitalist is able to treat diseases in the same fashion, making a Heal check over his collective. When treating a target over a collective, the DC of the Heal check is the same as if the vitalist was treating the target normally. (identify), Mender's TouchA 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. , Spirit of ManyA 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. Whenever a vitalist manifests a power with the Network descriptor targeting only members of his collective, the power loses the mind-affecting descriptor (if it had it) and bypasses any power resistance, although it still provokes an attack of opportunity to manifest as normal. Network powers manifest only on members of the collective never allow saving throws — their saving throw entry becomes “None,” although if the power specifies a subsequent saving throw, subjects attempt those saves normally. The vitalist also adds the following augment to all powers with the Network descriptor: Augment: For every additional power point you spend, you can choose an additional target, so long as the target is a member of your collective. 3rd: Steal healthAt 3rd level, a vitalist has learned to siphon the health of a creature and use it for his own needs or the needs of his collective. As a touch attack, the vitalist may deal a number of hit points in damage to the target equal to his vitalist level + his Wisdom modifier and heal an equal amount of damage. The vitalist may share any healing from this effect over his collective, even if he himself would not be eligible for the healing. A vitalist may not heal more hit points than the touched creature had prior to using this ability. This ability may only be used on creatures with a Constitution score and may not be used against creatures in the vitalist’s collective. A vitalist may use this ability on creatures with a total number of hit dice less than half his vitalist level, but he gains no healing from it. For example, Jorus is a level 3 vitalist with a Wisdom of 16 and 15 hit points. Jorus has suffered 3 hit points of damage and uses Steal Health on a nearby 2 hit dice orc, dealing 6 hit points of damage (3 from his levels in vitalist, 3 from his Wisdom modifier). Although Jorus may only heal himself for 3 hit points, he may distribute the other 3 hit points over the collective to other members as needed. If Jorus was level 6, he would have dealt 9 points of damage, but would not have received any healing because the orc’s total number of hit dice was too low. At 7th level, a vitalist is able to use steal health as a ranged touch attack with a range of 30 feet. (7hp/touch), Telepathy (Su)When a vitalist reaches 3rd level, all willing members of his collective (including the vitalist himself) can communicate with each other telepathically, even if they do not share a common language. Psionic creatures who are willing members in a vitalist’s collective (including the vitalist himself) may manifest unknown powers from powers known by another willing psionic creature in the collective as if they were making physical contact. A vitalist may temporarily deactivate, and reactivate, this ability as a swift action. Incantur Class Abilities: 1st: Channel Energy 2d6, Casting, Spell Pool (7) 3rd: Destruction: Intense Magic (Su)At 3rd level, whenever the incanter creates a destructive blast that deals hit point damage, he adds 1/2 his incanter level to the damage dealt (minimum +1). This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the destructive blast. Vitalist Powers Power Points/Day: 17, Powers Known: 3+1, Power Level: 2nd 0-lvl: Detect Psionics, Halt Death, Sense Poison 1st: Biofeedback, Natural Healing 2nd: Body Equilibrium, Resist Toxin, Sustenance   Incanter Sphere Casting Talents: 7 1st: Life Sphere: (CureAs a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. To living creatures, this is a harmless positive energy effect, but it is harmful to undead and other creatures normally damaged by positive energy (Will half). 3d8+12, InvigorateAs a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour (Will negates (harmless)). (6 temp hp/1hr), RestoreAs a standard action, you may touch a target and spend a spell point to restore their health (Will negates (harmless)). When using restore, you must choose to restore mind, body, or soul. If affecting multiple targets, this choice becomes the same for all targets. If restoring mind, this accomplishes all of the following: Removes the dazzled condition. Removes the shaken condition or lessens frightened to shaken, or panicked to frightened. Removes the staggered condition. If restoring body, this accomplishes all of the following: Removes the battered condition. (See Spheres of Might.) Removes the fatigued condition or lessens exhaustion to fatigued. Removes the sickened condition or lessens nauseated to sickened. If restoring soul, this: Heals 1d4 points of ability damage to one ability score of your choice. If the condition targeted is part of an on-going effect, restore instead suppresses the condition for a number of rounds equal to your caster level. This cannot be used to remove curses or instantaneous effects. 1), Deeper HealingYour invigorate grants 2 temporary hit points per caster level instead of 1. Your cure heals an additional 1d8 hit points, +1d8 per 5 caster levels. (2), Restore HealthYour cure ability heals an additional 1 hit point per caster level. When restoring a target’s body, the exhausted and nauseated conditions are completely removed rather than lessened, and you may attempt a magic skill check against the DC of any poison or disease the target is suffering from. On a success, this removes that poison or disease from the target. This does not reverse damage the target may have suffered from the poison or disease (such as ability damage), but it does stop the poison or disease from causing any more. (3), Destruction Sphere: Destructive BlastAs a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within close range. A destructive blast is subject to spell resistance, and while it bypasses DR/magic, it does not automatically bypass other forms of damage reduction if it deals physical damage (bludgeoning, slashing, or piercing). A ranged destructive blast counts as a ray attack. A basic destructive blast deals 1d6 bludgeoning damage for every odd caster level. You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum 2d6). 2d6+1 or (1 sp 3d6+1) (4) 2nd: Life Sphere: Restore SensesYour cure ability heals an additional 1 hit point per caster level. When restoring a target’s mind, the target is also cured of the confused and dazed conditions, and the frightened and panicked conditions are completely removed rather than lessened; as well as all temporary or magical removal of their senses. This includes blindness, deafness, loss of tremorsense, blindsense, etc. If playing with sanity rules, this also cures 1d4 points of sanity damage. (5) 3rd: Life Sphere: Restore SpiritYour cure ability heals an additional 1 hit point per caster level. When restoring a target’s soul, the target is cured of all ability damage, as well as all ability drain to one ability score of your choice. The target is also cured of 1 temporary negative level, +1 per 5 caster levels. This may also suppress a permanent negative level for 1 minute per caster level instead of curing a temporary negative level. (6), AfflictionWhen using cure you may invert the effect from positive energy to negative energy. This has no effect on undead and damages the living (Will half). This requires a melee or ranged touch attack against the target, and if used at range is considered a ray. This cannot be combined with Fount Of Life. When using restore, you may choose to inflict conditions rather than remove them. This also requires a melee or ranged touch attack. The creature must succeed at a Fortitude save or be exhausted for 2d6 rounds. If they succeed at their saving throw, they are instead fatigued for 2d6 rounds. Unlike regular fatigue and exhaustion, this condition ends as soon as the duration expires If you possess certain other talents, you can change the effect from exhaustion or fatigue to something else, and possibly change the saving throw, as outlined below: If you possess Restore Capacity, you may cause the target’s limbs to not function correctly, making them entangled and reducing all movement speeds by half for 1d6 rounds (Reflex negates). If you possess Restore Health , you may make the target nauseated for 1d6 rounds (or sickened for 1d6 rounds on a successful save). If you possess Restore Senses , you may make the target confused for 1d6 rounds (Will negates). If you possess Restore Spirit , you may make the target incapable of receiving any magical healing, fast healing, or regeneration for 2d6 rounds (Will negates). (7)    
  8. People still here? It's been a week since the last in game post. I think we're waiting on @Sovereign Sojourn?
  9.   Beorn looks around, blinking in confusion. "Whu--- what just happened?", he asks, of no-one in particular - and no-one seems to be paying much attention to him, either. "Was that... was that a dragon? Here, in the city?" Still trying to get his wits about him, the young farmer's gaze is drawn to the commotion nearby, where the other Pathfinder initiates appear to be trying to help people inside the building. Which is on fire. Uncertainly, but knowing that he must help, Beorn hurries over to join them, still looking around wide-eyed as he tries to take in all that is going on.   Statblock [URL=/sheets/?id=2824941][B]Beorn Thacker[/SIZE][/B][/URL] [B]Senses:[/B] Perception +10, [B]Init:[/B] +0 [B]HP:[/B] 56+6 (2)/56, [B]DR:[/B] 3/- [B]AC:[/B] 17, [B]Touch:[/B] 12, [B]Flat-footed:[/B] 13, [B]CMD:[/b] 21 [B]Saves:[/B] Fort +5, Ref -1, Will +7 [B]Power Points:[/B] 18/18, [B]Psionic Focus:[/B] Yes [B]Condition:[/B] None   [URL=https://www.myth-weavers.com/sheets/?id=2824941][B]Beorn Thacker[/B][/URL] [B]Senses:[/B] Perception +10, [B]Init:[/B] +0 [B]HP:[/B] 56+6 (2)/56, [B]DR:[/B] 3/- [B]AC:[/B] 17, [B]Touch:[/B] 12, [B]Flat-footed:[/B] 13, [B]CMD:[/b] 21 [B]Saves:[/B] Fort +5, Ref -1, Will +7 [B]Power Points:[/B] 18/18, [B]Psionic Focus:[/B] Yes [B]Condition:[/B] Berserking Beorn Thacker Senses: Perception +10, Init: +0 HP: 56+6 (2)/56, DR: 3/- AC: 17, Touch: 12, Flat-footed: 13, CMD: 21 Saves: Fort +5, Ref -1, Will +7 Power Points: 18/18, Psionic Focus: Yes Condition: Berserking  
  10. Rionna Yuna Rionna Yuna Incanter 3|Vitalist 3, HP: 30/30   Saves: Fort 5, Ref 5, Will 3 PP: 17, SP: 6/7 AC: 18, 14(Tch/Ff/CMD), 10(FCMD) Speed: 30, Perception: +5, Stealth +12 Initiative: +4 Fox Shape: AC 23, (18 Tch/17 Ff/14 CMD), 8 (FCMD) Stealth +20 Rionna made sure that her companions had been freed of their situation, she moved to follow out the door as well to see what else she could do to help the citizens who were also in danger. Statblock [URL=/sheets/?id=2825778][B][SIZE=+1]Rionna Yuna[/SIZE][/B][/URL] Female Neutral Good Kitsune Incanter || Vitalist, [B]Level[/B] 3, [B]Init[/B] 4, [B]HP[/B] 30/30, [B]Speed[/B] 30 [B]AC[/B] 18, [B]Touch[/B] 14, [B]Flat-footed[/B] 14, [B]CMD[/b] 14, [B]Fort[/B] 5, [B]Ref[/B] 5, [B]Will[/B] 3, [B]CMB[/B] 0, [B]Base Attack Bonus[/B] 1 [B] Unarmored Training[/B] (+4 Armor, +4 Dex) [B]Abilities[/B] Str 8, Dex 18, Con 14, Int 10, Wis 10, Cha 18 [B]Condition[/B] . [B]Skills:[/B] Acrobatics 11, Bluff 4, Diplomacy 4, Escape Artist 4, Handle Animal 4, Heal 5, Perception 5, Spellcraft 4, Stealth 10 [B]Knowledge:[/B] Religion 4, Psionics 4 [B]Languages:[/B] Common, Sylvan [b]Spell-Like Abilities:[/b][B]2/Day Ea. DC17:[/B] Charm Person, Disguise Self, Misdirection [B]Traits:[/B] Born Healer (religion), Unorthodox Casting (magic) [B]Feats:[/B] [B]1st:[/B] Selective Channeling, Unarmored Training, Additional Traits, Extra Channel Fox Shape (1st), Magical Tail [B]2nd:[/B] Magical Tail(2nd), Toughness [B]3rd:[/B] Feral Vitality, Magical Tail (3rd) [B]Vitalist Class Abilities:[/B] 1st: [ooc="Vitalist method:"]All vitalists must choose a particular method that encompasses their focus in the skills they develop. As they gain in level, their method determines the abilities they gain.[/ooc] Mender Method, [ooc="Collective (Su)"]A vitalist learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a vitalist can join a number willing targets into his collective equal to his key ability modifier or half his vitalist level, whichever is higher. The vitalist must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within Medium range (100 ft. + 10 ft. per class level). The vitalist is always considered a member of his own collective, and does not count against this limit. The vitalist can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until that member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A vitalist is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see telepathy and health sense, below). A vitalist can manifest certain powers through his collective. If a vitalist power specifies one or more willing targets (or is harmless) and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power. All other non-range restrictions still apply. He may also manifest any power with the Network descriptor this way, regardless of their actual ranges or targets. If he is capable of manifesting powers or casting spells from a different class (as is the case for a multiclass vitalist), any compatible spell or power with a range greater than touch can also be used through the collective. If a member of the collective dies, the member is removed from the collective and the vitalist must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member and be sickened for an equal number of rounds. At 15th level, a vitalist’s collective range is limitless on the same plane as the vitalist. At 19th level, a vitalist’s collective reaches even across to other planes and dimensions. [/ooc], [ooc="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 transfer instantaneous healing (such as a body adjustment power), healing from ongoing healing effects, such as fast healing, and even hit points gained from rest (in which case, a member of the collective would rest for a period of time as normal, and the amount of hit points and ability damage healed would go to another). In any case, the original recipient of the healing effect chooses whether to allow the diverted healing, and does not gain the benefits of any healing he grants to another. The type of healing (positive energy, negative energy, construct repair, etc.) is unchanged from the original source for determining who or what can be healed. Example: Darius the soulknife is a willing member of Jorus the vitalist’s collective. He drinks a potion of cure light wounds that would normally heal him for 6 hit points, but Jorus decides to redirect 4 of those points to himself. Darius agrees and, as a result, Darius is healed for 2 hit points, and Jorus is healed for 4. If there were more members in Jorus’s collective, Jorus could spread the healing from that potion out even more as long as the sum of hit points healed was no greater than 6. A vitalist may even heal wounds through collective healing if at full health. This may only be used with healing effects such as potions, powers, or other such effects. [Healing] from long term care or natural healing cannot be transferred in this way.[/ooc], [ooc="Medic Powers"]The vitalist gains special uses of some of his powers that are unavailable to other characters. The following powers gain the Network descriptor when manifested by a vitalist: all powers of the [healing] subdiscipline, animal affinity, biofeedback, body of iron, endorphin surge, expansion, oak body, physical acceleration, sustenance, suspend life, timeless body, and vigor.[/ooc], knacks, [ooc="Transfer Wounds (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 of non-lethal damage (up to the amount the target is actually healed) At 4th level and every 3 levels thereafter, the damage healed to the target and non-lethal damage taken by the vitalist increases by 1d6. A vitalist may use this ability a number of times per day equal to 3 + his Wisdom modifier. A vitalist may not use this ability upon himself.[/ooc] (1d6+3) 7/day, Mender Power: Natural healing (added to powers known), Mender Knack: Halt Death, Power Points: 17[B]2nd:[/B] Vitalist’s touch, [ooc="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 standard action, with a DC of 15, to determine if any of the members of his collective are afflicted by a disease or poison. Starting at 7th level, the vitalist can make a Heal check over his collective to stabilize a dying target or treat a wound from a caltrop, spike growth, spike stones, or similar. This ability improves at 12th level, and the vitalist may make a Heal check over his collective to treat a poisoned creature. At 17th level, the vitalist is able to treat diseases in the same fashion, making a Heal check over his collective. When treating a target over a collective, the DC of the Heal check is the same as if the vitalist was treating the target normally.[/ooc] (identify), [ooc="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.[/ooc], [ooc="Spirit of Many"]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. Whenever a vitalist manifests a power with the Network descriptor targeting only members of his collective, the power loses the mind-affecting descriptor (if it had it) and bypasses any power resistance, although it still provokes an attack of opportunity to manifest as normal. Network powers manifest only on members of the collective never allow saving throws — their saving throw entry becomes “None,” although if the power specifies a subsequent saving throw, subjects attempt those saves normally. The vitalist also adds the following augment to all powers with the Network descriptor: Augment: For every additional power point you spend, you can choose an additional target, so long as the target is a member of your collective.[/ooc] [B]3rd:[/B] [ooc="Steal health"]At 3rd level, a vitalist has learned to siphon the health of a creature and use it for his own needs or the needs of his collective. As a touch attack, the vitalist may deal a number of hit points in damage to the target equal to his vitalist level + his Wisdom modifier and heal an equal amount of damage. The vitalist may share any healing from this effect over his collective, even if he himself would not be eligible for the healing. A vitalist may not heal more hit points than the touched creature had prior to using this ability. This ability may only be used on creatures with a Constitution score and may not be used against creatures in the vitalist’s collective. A vitalist may use this ability on creatures with a total number of hit dice less than half his vitalist level, but he gains no healing from it. For example, Jorus is a level 3 vitalist with a Wisdom of 16 and 15 hit points. Jorus has suffered 3 hit points of damage and uses Steal Health on a nearby 2 hit dice orc, dealing 6 hit points of damage (3 from his levels in vitalist, 3 from his Wisdom modifier). Although Jorus may only heal himself for 3 hit points, he may distribute the other 3 hit points over the collective to other members as needed. If Jorus was level 6, he would have dealt 9 points of damage, but would not have received any healing because the orc’s total number of hit dice was too low. At 7th level, a vitalist is able to use steal health as a ranged touch attack with a range of 30 feet.[/ooc] (7hp/touch), [ooc="Telepathy (Su)"]When a vitalist reaches 3rd level, all willing members of his collective (including the vitalist himself) can communicate with each other telepathically, even if they do not share a common language. Psionic creatures who are willing members in a vitalist’s collective (including the vitalist himself) may manifest unknown powers from powers known by another willing psionic creature in the collective as if they were making physical contact. A vitalist may temporarily deactivate, and reactivate, this ability as a swift action.[/ooc] [B]Incantur Class Abilities: 1st:[/B] Channel Energy 2d6, Casting, Spell Pool (7) [B]3rd:[/B] Destruction: [ooc="Intense Magic (Su)"]At 3rd level, whenever the incanter creates a destructive blast that deals hit point damage, he adds 1/2 his incanter level to the damage dealt (minimum +1). This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the destructive blast.[/ooc] [spoiler=Vitalist Powers][B]Power Points/Day:[/B] 17, [B]Powers Known:[/B] 3+1, [B]Power Level:[/B] 2nd [B]0-lvl:[/B] Detect Psionics, Halt Death, Sense Poison [B]1st:[/B] Biofeedback, Natural Healing [B]2nd:[/B] Body Equilibrium, Resist Toxin, Sustenance[/Spoiler] [spoiler=Incanter Sphere Casting][B]Talents:[/B] 7 [B]1st:[/B] Life Sphere: ([ooc="Cure"]As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. To living creatures, this is a harmless positive energy effect, but it is harmful to undead and other creatures normally damaged by positive energy (Will half).[/ooc] 3d8+12, [ooc="Invigorate"]As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour (Will negates (harmless)).[/ooc] (6 temp hp/1hr), [ooc="Restore"]As a standard action, you may touch a target and spend a spell point to restore their health (Will negates (harmless)). When using restore, you must choose to restore mind, body, or soul. If affecting multiple targets, this choice becomes the same for all targets. If restoring mind, this accomplishes all of the following: Removes the dazzled condition. Removes the shaken condition or lessens frightened to shaken, or panicked to frightened. Removes the staggered condition. If restoring body, this accomplishes all of the following: Removes the battered condition. (See Spheres of Might.) Removes the fatigued condition or lessens exhaustion to fatigued. Removes the sickened condition or lessens nauseated to sickened. If restoring soul, this: Heals 1d4 points of ability damage to one ability score of your choice. If the condition targeted is part of an on-going effect, restore instead suppresses the condition for a number of rounds equal to your caster level. This cannot be used to remove curses or instantaneous effects.[/ooc] 1), [ooc="Deeper Healing"]Your invigorate grants 2 temporary hit points per caster level instead of 1. Your cure heals an additional 1d8 hit points, +1d8 per 5 caster levels.[/ooc] (2), [ooc="Restore Health"]Your cure ability heals an additional 1 hit point per caster level. When restoring a target’s body, the exhausted and nauseated conditions are completely removed rather than lessened, and you may attempt a magic skill check against the DC of any poison or disease the target is suffering from. On a success, this removes that poison or disease from the target. This does not reverse damage the target may have suffered from the poison or disease (such as ability damage), but it does stop the poison or disease from causing any more.[/ooc] (3), Destruction Sphere: [ooc="Destructive Blast"]As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within close range. A destructive blast is subject to spell resistance, and while it bypasses DR/magic, it does not automatically bypass other forms of damage reduction if it deals physical damage (bludgeoning, slashing, or piercing). A ranged destructive blast counts as a ray attack. A basic destructive blast deals 1d6 bludgeoning damage for every odd caster level. You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum 2d6).[/ooc] 2d6+1 or (1 sp 3d6+1) (4) [B]2nd:[/B] Life Sphere: [ooc="Restore Senses"]Your cure ability heals an additional 1 hit point per caster level. When restoring a target’s mind, the target is also cured of the confused and dazed conditions, and the frightened and panicked conditions are completely removed rather than lessened; as well as all temporary or magical removal of their senses. This includes blindness, deafness, loss of tremorsense, blindsense, etc. If playing with sanity rules, this also cures 1d4 points of sanity damage.[/ooc] (5) [B]3rd:[/B] Life Sphere: [ooc="Restore Spirit"]Your cure ability heals an additional 1 hit point per caster level. When restoring a target’s soul, the target is cured of all ability damage, as well as all ability drain to one ability score of your choice. The target is also cured of 1 temporary negative level, +1 per 5 caster levels. This may also suppress a permanent negative level for 1 minute per caster level instead of curing a temporary negative level.[/ooc] (6), [ooc="Affliction"]When using cure you may invert the effect from positive energy to negative energy. This has no effect on undead and damages the living (Will half). This requires a melee or ranged touch attack against the target, and if used at range is considered a ray. This cannot be combined with Fount Of Life. When using restore, you may choose to inflict conditions rather than remove them. This also requires a melee or ranged touch attack. The creature must succeed at a Fortitude save or be exhausted for 2d6 rounds. If they succeed at their saving throw, they are instead fatigued for 2d6 rounds. Unlike regular fatigue and exhaustion, this condition ends as soon as the duration expires If you possess certain other talents, you can change the effect from exhaustion or fatigue to something else, and possibly change the saving throw, as outlined below: If you possess Restore Capacity, you may cause the target’s limbs to not function correctly, making them entangled and reducing all movement speeds by half for 1d6 rounds (Reflex negates). If you possess [B]Restore Health[/B], you may make the target nauseated for 1d6 rounds (or sickened for 1d6 rounds on a successful save). If you possess [B]Restore Senses[/B], you may make the target confused for 1d6 rounds (Will negates). If you possess [B]Restore Spirit[/B], you may make the target incapable of receiving any magical healing, fast healing, or regeneration for 2d6 rounds (Will negates). [/ooc] (7) [/spoiler] Rionna Yuna Female Neutral Good Kitsune Incanter || Vitalist, Level 3, Init 4, HP 30/30, Speed 30 AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 5, Ref 5, Will 3, CMB 0, Base Attack Bonus 1 Unarmored Training (+4 Armor, +4 Dex) Abilities Str 8, Dex 18, Con 14, Int 10, Wis 10, Cha 18 Condition . Skills: Acrobatics 11, Bluff 4, Diplomacy 4, Escape Artist 4, Handle Animal 4, Heal 5, Perception 5, Spellcraft 4, Stealth 10 Knowledge: Religion 4, Psionics 4 Languages: Common, Sylvan Spell-Like Abilities: 2/Day Ea. DC17: Charm Person, Disguise Self, Misdirection Traits: Born Healer (religion), Unorthodox Casting (magic) Feats: 1st: Selective Channeling, Unarmored Training, Additional Traits, Extra Channel Fox Shape (1st), Magical Tail 2nd: Magical Tail(2nd), Toughness 3rd: Feral Vitality, Magical Tail (3rd) Vitalist Class Abilities: 1st: Vitalist method:All vitalists must choose a particular method that encompasses their focus in the skills they develop. As they gain in level, their method determines the abilities they gain. Mender Method, Collective (Su)A vitalist learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a vitalist can join a number willing targets into his collective equal to his key ability modifier or half his vitalist level, whichever is higher. The vitalist must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within Medium range (100 ft. + 10 ft. per class level). The vitalist is always considered a member of his own collective, and does not count against this limit. The vitalist can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until that member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A vitalist is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see telepathy and health sense, below). A vitalist can manifest certain powers through his collective. If a vitalist power specifies one or more willing targets (or is harmless) and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power. All other non-range restrictions still apply. He may also manifest any power with the Network descriptor this way, regardless of their actual ranges or targets. If he is capable of manifesting powers or casting spells from a different class (as is the case for a multiclass vitalist), any compatible spell or power with a range greater than touch can also be used through the collective. If a member of the collective dies, the member is removed from the collective and the vitalist must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member and be sickened for an equal number of rounds. At 15th level, a vitalist’s collective range is limitless on the same plane as the vitalist. At 19th level, a vitalist’s collective reaches even across to other planes and dimensions. , 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 transfer instantaneous healing (such as a body adjustment power), healing from ongoing healing effects, such as fast healing, and even hit points gained from rest (in which case, a member of the collective would rest for a period of time as normal, and the amount of hit points and ability damage healed would go to another). In any case, the original recipient of the healing effect chooses whether to allow the diverted healing, and does not gain the benefits of any healing he grants to another. The type of healing (positive energy, negative energy, construct repair, etc.) is unchanged from the original source for determining who or what can be healed. Example: Darius the soulknife is a willing member of Jorus the vitalist’s collective. He drinks a potion of cure light wounds that would normally heal him for 6 hit points, but Jorus decides to redirect 4 of those points to himself. Darius agrees and, as a result, Darius is healed for 2 hit points, and Jorus is healed for 4. If there were more members in Jorus’s collective, Jorus could spread the healing from that potion out even more as long as the sum of hit points healed was no greater than 6. A vitalist may even heal wounds through collective healing if at full health. This may only be used with healing effects such as potions, powers, or other such effects. [Healing] from long term care or natural healing cannot be transferred in this way. , Medic PowersThe vitalist gains special uses of some of his powers that are unavailable to other characters. The following powers gain the Network descriptor when manifested by a vitalist: all powers of the [healing] subdiscipline, animal affinity, biofeedback, body of iron, endorphin surge, expansion, oak body, physical acceleration, sustenance, suspend life, timeless body, and vigor. , knacks, Transfer Wounds (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 of non-lethal damage (up to the amount the target is actually healed) At 4th level and every 3 levels thereafter, the damage healed to the target and non-lethal damage taken by the vitalist increases by 1d6. A vitalist may use this ability a number of times per day equal to 3 + his Wisdom modifier. A vitalist may not use this ability upon himself. (1d6+3) 7/day, Mender Power: Natural healing (added to powers known), Mender Knack: Halt Death, Power Points: 17 2nd: Vitalist’s touch, health senseBeginning 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 standard action, with a DC of 15, to determine if any of the members of his collective are afflicted by a disease or poison. Starting at 7th level, the vitalist can make a Heal check over his collective to stabilize a dying target or treat a wound from a caltrop, spike growth, spike stones, or similar. This ability improves at 12th level, and the vitalist may make a Heal check over his collective to treat a poisoned creature. At 17th level, the vitalist is able to treat diseases in the same fashion, making a Heal check over his collective. When treating a target over a collective, the DC of the Heal check is the same as if the vitalist was treating the target normally. (identify), Mender's TouchA 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. , Spirit of ManyA 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. Whenever a vitalist manifests a power with the Network descriptor targeting only members of his collective, the power loses the mind-affecting descriptor (if it had it) and bypasses any power resistance, although it still provokes an attack of opportunity to manifest as normal. Network powers manifest only on members of the collective never allow saving throws — their saving throw entry becomes “None,” although if the power specifies a subsequent saving throw, subjects attempt those saves normally. The vitalist also adds the following augment to all powers with the Network descriptor: Augment: For every additional power point you spend, you can choose an additional target, so long as the target is a member of your collective. 3rd: Steal healthAt 3rd level, a vitalist has learned to siphon the health of a creature and use it for his own needs or the needs of his collective. As a touch attack, the vitalist may deal a number of hit points in damage to the target equal to his vitalist level + his Wisdom modifier and heal an equal amount of damage. The vitalist may share any healing from this effect over his collective, even if he himself would not be eligible for the healing. A vitalist may not heal more hit points than the touched creature had prior to using this ability. This ability may only be used on creatures with a Constitution score and may not be used against creatures in the vitalist’s collective. A vitalist may use this ability on creatures with a total number of hit dice less than half his vitalist level, but he gains no healing from it. For example, Jorus is a level 3 vitalist with a Wisdom of 16 and 15 hit points. Jorus has suffered 3 hit points of damage and uses Steal Health on a nearby 2 hit dice orc, dealing 6 hit points of damage (3 from his levels in vitalist, 3 from his Wisdom modifier). Although Jorus may only heal himself for 3 hit points, he may distribute the other 3 hit points over the collective to other members as needed. If Jorus was level 6, he would have dealt 9 points of damage, but would not have received any healing because the orc’s total number of hit dice was too low. At 7th level, a vitalist is able to use steal health as a ranged touch attack with a range of 30 feet. (7hp/touch), Telepathy (Su)When a vitalist reaches 3rd level, all willing members of his collective (including the vitalist himself) can communicate with each other telepathically, even if they do not share a common language. Psionic creatures who are willing members in a vitalist’s collective (including the vitalist himself) may manifest unknown powers from powers known by another willing psionic creature in the collective as if they were making physical contact. A vitalist may temporarily deactivate, and reactivate, this ability as a swift action. Incantur Class Abilities: 1st: Channel Energy 2d6, Casting, Spell Pool (7) 3rd: Destruction: Intense Magic (Su)At 3rd level, whenever the incanter creates a destructive blast that deals hit point damage, he adds 1/2 his incanter level to the damage dealt (minimum +1). This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the destructive blast. Vitalist Powers Power Points/Day: 17, Powers Known: 3+1, Power Level: 2nd 0-lvl: Detect Psionics, Halt Death, Sense Poison 1st: Biofeedback, Natural Healing 2nd: Body Equilibrium, Resist Toxin, Sustenance   Incanter Sphere Casting Talents: 7 1st: Life Sphere: (CureAs a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. To living creatures, this is a harmless positive energy effect, but it is harmful to undead and other creatures normally damaged by positive energy (Will half). 3d8+12, InvigorateAs a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour (Will negates (harmless)). (6 temp hp/1hr), RestoreAs a standard action, you may touch a target and spend a spell point to restore their health (Will negates (harmless)). When using restore, you must choose to restore mind, body, or soul. If affecting multiple targets, this choice becomes the same for all targets. If restoring mind, this accomplishes all of the following: Removes the dazzled condition. Removes the shaken condition or lessens frightened to shaken, or panicked to frightened. Removes the staggered condition. If restoring body, this accomplishes all of the following: Removes the battered condition. (See Spheres of Might.) Removes the fatigued condition or lessens exhaustion to fatigued. Removes the sickened condition or lessens nauseated to sickened. If restoring soul, this: Heals 1d4 points of ability damage to one ability score of your choice. If the condition targeted is part of an on-going effect, restore instead suppresses the condition for a number of rounds equal to your caster level. This cannot be used to remove curses or instantaneous effects. 1), Deeper HealingYour invigorate grants 2 temporary hit points per caster level instead of 1. Your cure heals an additional 1d8 hit points, +1d8 per 5 caster levels. (2), Restore HealthYour cure ability heals an additional 1 hit point per caster level. When restoring a target’s body, the exhausted and nauseated conditions are completely removed rather than lessened, and you may attempt a magic skill check against the DC of any poison or disease the target is suffering from. On a success, this removes that poison or disease from the target. This does not reverse damage the target may have suffered from the poison or disease (such as ability damage), but it does stop the poison or disease from causing any more. (3), Destruction Sphere: Destructive BlastAs a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within close range. A destructive blast is subject to spell resistance, and while it bypasses DR/magic, it does not automatically bypass other forms of damage reduction if it deals physical damage (bludgeoning, slashing, or piercing). A ranged destructive blast counts as a ray attack. A basic destructive blast deals 1d6 bludgeoning damage for every odd caster level. You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum 2d6). 2d6+1 or (1 sp 3d6+1) (4) 2nd: Life Sphere: Restore SensesYour cure ability heals an additional 1 hit point per caster level. When restoring a target’s mind, the target is also cured of the confused and dazed conditions, and the frightened and panicked conditions are completely removed rather than lessened; as well as all temporary or magical removal of their senses. This includes blindness, deafness, loss of tremorsense, blindsense, etc. If playing with sanity rules, this also cures 1d4 points of sanity damage. (5) 3rd: Life Sphere: Restore SpiritYour cure ability heals an additional 1 hit point per caster level. When restoring a target’s soul, the target is cured of all ability damage, as well as all ability drain to one ability score of your choice. The target is also cured of 1 temporary negative level, +1 per 5 caster levels. This may also suppress a permanent negative level for 1 minute per caster level instead of curing a temporary negative level. (6), AfflictionWhen using cure you may invert the effect from positive energy to negative energy. This has no effect on undead and damages the living (Will half). This requires a melee or ranged touch attack against the target, and if used at range is considered a ray. This cannot be combined with Fount Of Life. When using restore, you may choose to inflict conditions rather than remove them. This also requires a melee or ranged touch attack. The creature must succeed at a Fortitude save or be exhausted for 2d6 rounds. If they succeed at their saving throw, they are instead fatigued for 2d6 rounds. Unlike regular fatigue and exhaustion, this condition ends as soon as the duration expires If you possess certain other talents, you can change the effect from exhaustion or fatigue to something else, and possibly change the saving throw, as outlined below: If you possess Restore Capacity, you may cause the target’s limbs to not function correctly, making them entangled and reducing all movement speeds by half for 1d6 rounds (Reflex negates). If you possess Restore Health , you may make the target nauseated for 1d6 rounds (or sickened for 1d6 rounds on a successful save). If you possess Restore Senses , you may make the target confused for 1d6 rounds (Will negates). If you possess Restore Spirit , you may make the target incapable of receiving any magical healing, fast healing, or regeneration for 2d6 rounds (Will negates). (7)    
  11. Percival Aquila * Perception +3 * AC 17, FF 17, Touch 10, CMD 17; +3 vs evil * HP 31/36 (non-lethal) "Ah, yes, the fellow firearms enthusiast. Although, he seems to be doing it wrong. My gun doesn't hurt me when I fire it". While the others batter the door, Percival circles around, trying to find a window or missing brick or other way to see into the interior.              
  12. Greyal Devrin "Many thanks, I'd not like to have had that inside me any longer than needed. Thank you, Rionna." Greyal said gratefully as the smoldering spear was removed from his torso. The five of them barely got their bearings when they realized there were people trapped inside the crumbling, on fire lodge. "Well, destruction is something of my specialty. Lets go Rendiel." The elf said to the demon as he planted his feat and stretched out his arms. He yelped in pain as the guns appeared in his hands, and the chains slithered up his sleeves to bite into this skin. He pointed both of the elegant and unnerving guns at the door, and fired. OOC Swift action to spend 1sp to summon Pain and Agony. Two-Weapon Fighting Full Attack against the door. Attack 1 Damage 1 Self Damage Attack 2 Damage 2 Self Damage 2
  13. The wooden beam shatters at the subtle empowered touch of the foxes nose, instantly relieving the pressure on the woman's neck. She's able to push the rest of the wreckage off of herself and runs to assist the others. Rising to your collective feet, the five of you gather in the now ruined courtyard out front of what used to be the Grand Lodge of the Pathfinders. The bolt of molten terror had done a real number on the Lodge, collapsing the roof and multiple walls across the entire complex. Flames and smoke rise up high above the City. The woman who had emerged from the rubble stowed a sword on her hip, re-attached a steel shield to her forearm with a hard snap of it's leather bindings. She looked around at the wreckage as if she wasn't quite sure any of it was real. Green Cloaked Knight   "That was... th-thank you. Little... fox? I... Gods this is horrible..." But her quandary at being saved by a small mammal in the midst of sudden apocalypse was interrupted by another scream and a series of muffled shouts... ...from within the Pathfinder Lodge! "...We have to help them!" The green-cloak woman shouted. She didn't wait - she charged towards the front door and began to slam her shield against the twisted wood, once a passage way but now an obstacle between her and the victims she meant to save.     Even as she worked, another knight clad in shining armour rides past the complex, driving their steed so fast that they looked a blur. In their hand, a horn blasts a specific series of long and short callsKnowledge (Local) or similar roll to determine if you recognize the specific pattern of horn blasts.. After a moment, one, two, three, four more knights blast past the Lodge as well, following hard after the horn-bearer. Soon, the hooves clattering vanishes into the miasma of agonized sounds now emanating from Absalom. Beyond, you can hear what sounds like a thousand people shouting a thousand different terrified and wishful hopes to the Gods. You're keenly aware that the City just past your eye-sight must be gripped by total chaos. Horn-bearer Knight  
  14.   If there was one thing Beorn hadn't expected, it was a dragon. The explosion knocks the wind out of him, leaving him dazed and confused - and, worse, trapped under a heavy timber! Luckily, nothing seems to be broken... and he's had worse bruises. The beam trapping is legs is big, and heavy, but nothing compared with lugging farming equipment or sick cows around at home! With a heavy, Beorn thrusts the timer to one side as if it were little more than a matchstick, and clambers unsteadily to his feet.   OoC Can confirm, farming is worse than fighting monsters. Beorn is basically always Berserking, because why not? Unfortunately nonlethal damage isn't soaked up by his temp hp, but the DR 3/- that he gets from his Reckless Defence should apply. Thus, he only takes a mere 2 points! Statblock [URL=/sheets/?id=2824941][B]Beorn Thacker[/SIZE][/B][/URL] [B]Senses:[/B] Perception +10, [B]Init:[/B] +0 [B]HP:[/B] 56+6 (2)/56, [B]DR:[/B] 3/- [B]AC:[/B] 17, [B]Touch:[/B] 12, [B]Flat-footed:[/B] 13, [B]CMD:[/b] 21 [B]Saves:[/B] Fort +5, Ref -1, Will +7 [B]Power Points:[/B] 18/18, [B]Psionic Focus:[/B] Yes [B]Condition:[/B] None   [URL=/sheets/?id=2824941][B]Beorn Thacker[/B][/URL] [B]Senses:[/B] Perception +10, [B]Init:[/B] +0 [B]HP:[/B] 56+6 (2)/56, [B]DR:[/B] 3/- [B]AC:[/B] 17, [B]Touch:[/B] 12, [B]Flat-footed:[/B] 13, [B]CMD:[/b] 21 [B]Saves:[/B] Fort +5, Ref -1, Will +7 [B]Power Points:[/B] 18/18, [B]Psionic Focus:[/B] Yes [B]Condition:[/B] None Beorn Thacker Senses: Perception +10, Init: +0 HP: 56+6 (2)/56, DR: 3/- AC: 17, Touch: 12, Flat-footed: 13, CMD: 21 Saves: Fort +5, Ref -1, Will +7 Power Points: 18/18, Psionic Focus: Yes Condition: None  
  15. Percival Aquila * Perception +3 * AC 17, FF 17, Touch 10, CMD 17; +3 vs evil * HP 31/36 (non-lethal) Percival grunts as he gets to his feet. He immediately looks to the sky, turning a full circle to see if the dragon is still around. Satisfied that there seems to be no immediate threat, he turns to the buried pathfinder, offering to help move the debris if necessary. Str check        
  16. Rionna Yuna Rionna Yuna Incanter 3|Vitalist 3, HP: 30/30   Saves: Fort 5, Ref 5, Will 3 PP: 17, SP: 6/7 AC: 18, 14(Tch/Ff/CMD), 10(FCMD) Speed: 30, Perception: +5, Stealth +12 Initiative: +4 Fox Shape: AC 23, (18 Tch/17 Ff/14 CMD), 8 (FCMD) Stealth +20 Another call for help caught Rionna's attention! Ah yes, she remembered hearing his voice, she had spoke with him briefly before. Still in her fox form, she goes to investigate where the elf had called out from. The tiny fox danced about until she saw the burning beam of wood slowly cooking the poor elf away. Quickly returning to her humanoid form, "Let's work together to get this off of you Mr. Devrin" she says with a soft and gentle voice. With her best attempt, tries to lift the wood to one side, freeing her fellow Pathfinder. Her fingers burned, but she did so willingly. OOC: I rolled Nat 16 for 15, Don't have a STR bonus lol. Statblock [URL=/sheets/?id=2825778][B][SIZE=+1]Rionna Yuna[/SIZE][/B][/URL] Female Neutral Good Kitsune Incanter || Vitalist, [B]Level[/B] 3, [B]Init[/B] 4, [B]HP[/B] 30/30, [B]Speed[/B] 30 [B]AC[/B] 18, [B]Touch[/B] 14, [B]Flat-footed[/B] 14, [B]CMD[/b] 14, [B]Fort[/B] 5, [B]Ref[/B] 5, [B]Will[/B] 3, [B]CMB[/B] 0, [B]Base Attack Bonus[/B] 1 [B] Unarmored Training[/B] (+4 Armor, +4 Dex) [B]Abilities[/B] Str 8, Dex 18, Con 14, Int 10, Wis 10, Cha 18 [B]Condition[/B] . [B]Skills:[/B] Acrobatics 11, Bluff 4, Diplomacy 4, Escape Artist 4, Handle Animal 4, Heal 5, Perception 5, Spellcraft 4, Stealth 10 [B]Knowledge:[/B] Religion 4, Psionics 4 [B]Languages:[/B] Common, Sylvan [b]Spell-Like Abilities:[/b][B]2/Day Ea. DC17:[/B] Charm Person, Disguise Self, Misdirection [B]Traits:[/B] Born Healer (religion), Unorthodox Casting (magic) [B]Feats:[/B] [B]1st:[/B] Selective Channeling, Unarmored Training, Additional Traits, Extra Channel Fox Shape (1st), Magical Tail [B]2nd:[/B] Magical Tail(2nd), Toughness [B]3rd:[/B] Feral Vitality, Magical Tail (3rd) [B]Vitalist Class Abilities:[/B] 1st: [ooc="Vitalist method:"]All vitalists must choose a particular method that encompasses their focus in the skills they develop. As they gain in level, their method determines the abilities they gain.[/ooc] Mender Method, [ooc="Collective (Su)"]A vitalist learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a vitalist can join a number willing targets into his collective equal to his key ability modifier or half his vitalist level, whichever is higher. The vitalist must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within Medium range (100 ft. + 10 ft. per class level). The vitalist is always considered a member of his own collective, and does not count against this limit. The vitalist can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until that member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A vitalist is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see telepathy and health sense, below). A vitalist can manifest certain powers through his collective. If a vitalist power specifies one or more willing targets (or is harmless) and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power. All other non-range restrictions still apply. He may also manifest any power with the Network descriptor this way, regardless of their actual ranges or targets. If he is capable of manifesting powers or casting spells from a different class (as is the case for a multiclass vitalist), any compatible spell or power with a range greater than touch can also be used through the collective. If a member of the collective dies, the member is removed from the collective and the vitalist must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member and be sickened for an equal number of rounds. At 15th level, a vitalist’s collective range is limitless on the same plane as the vitalist. At 19th level, a vitalist’s collective reaches even across to other planes and dimensions. [/ooc], [ooc="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 transfer instantaneous healing (such as a body adjustment power), healing from ongoing healing effects, such as fast healing, and even hit points gained from rest (in which case, a member of the collective would rest for a period of time as normal, and the amount of hit points and ability damage healed would go to another). In any case, the original recipient of the healing effect chooses whether to allow the diverted healing, and does not gain the benefits of any healing he grants to another. The type of healing (positive energy, negative energy, construct repair, etc.) is unchanged from the original source for determining who or what can be healed. Example: Darius the soulknife is a willing member of Jorus the vitalist’s collective. He drinks a potion of cure light wounds that would normally heal him for 6 hit points, but Jorus decides to redirect 4 of those points to himself. Darius agrees and, as a result, Darius is healed for 2 hit points, and Jorus is healed for 4. If there were more members in Jorus’s collective, Jorus could spread the healing from that potion out even more as long as the sum of hit points healed was no greater than 6. A vitalist may even heal wounds through collective healing if at full health. This may only be used with healing effects such as potions, powers, or other such effects. [Healing] from long term care or natural healing cannot be transferred in this way.[/ooc], [ooc="Medic Powers"]The vitalist gains special uses of some of his powers that are unavailable to other characters. The following powers gain the Network descriptor when manifested by a vitalist: all powers of the [healing] subdiscipline, animal affinity, biofeedback, body of iron, endorphin surge, expansion, oak body, physical acceleration, sustenance, suspend life, timeless body, and vigor.[/ooc], knacks, [ooc="Transfer Wounds (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 of non-lethal damage (up to the amount the target is actually healed) At 4th level and every 3 levels thereafter, the damage healed to the target and non-lethal damage taken by the vitalist increases by 1d6. A vitalist may use this ability a number of times per day equal to 3 + his Wisdom modifier. A vitalist may not use this ability upon himself.[/ooc] (1d6+3) 7/day, Mender Power: Natural healing (added to powers known), Mender Knack: Halt Death, Power Points: 17[B]2nd:[/B] Vitalist’s touch, [ooc="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 standard action, with a DC of 15, to determine if any of the members of his collective are afflicted by a disease or poison. Starting at 7th level, the vitalist can make a Heal check over his collective to stabilize a dying target or treat a wound from a caltrop, spike growth, spike stones, or similar. This ability improves at 12th level, and the vitalist may make a Heal check over his collective to treat a poisoned creature. At 17th level, the vitalist is able to treat diseases in the same fashion, making a Heal check over his collective. When treating a target over a collective, the DC of the Heal check is the same as if the vitalist was treating the target normally.[/ooc] (identify), [ooc="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.[/ooc], [ooc="Spirit of Many"]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. Whenever a vitalist manifests a power with the Network descriptor targeting only members of his collective, the power loses the mind-affecting descriptor (if it had it) and bypasses any power resistance, although it still provokes an attack of opportunity to manifest as normal. Network powers manifest only on members of the collective never allow saving throws — their saving throw entry becomes “None,” although if the power specifies a subsequent saving throw, subjects attempt those saves normally. The vitalist also adds the following augment to all powers with the Network descriptor: Augment: For every additional power point you spend, you can choose an additional target, so long as the target is a member of your collective.[/ooc] [B]3rd:[/B] [ooc="Steal health"]At 3rd level, a vitalist has learned to siphon the health of a creature and use it for his own needs or the needs of his collective. As a touch attack, the vitalist may deal a number of hit points in damage to the target equal to his vitalist level + his Wisdom modifier and heal an equal amount of damage. The vitalist may share any healing from this effect over his collective, even if he himself would not be eligible for the healing. A vitalist may not heal more hit points than the touched creature had prior to using this ability. This ability may only be used on creatures with a Constitution score and may not be used against creatures in the vitalist’s collective. A vitalist may use this ability on creatures with a total number of hit dice less than half his vitalist level, but he gains no healing from it. For example, Jorus is a level 3 vitalist with a Wisdom of 16 and 15 hit points. Jorus has suffered 3 hit points of damage and uses Steal Health on a nearby 2 hit dice orc, dealing 6 hit points of damage (3 from his levels in vitalist, 3 from his Wisdom modifier). Although Jorus may only heal himself for 3 hit points, he may distribute the other 3 hit points over the collective to other members as needed. If Jorus was level 6, he would have dealt 9 points of damage, but would not have received any healing because the orc’s total number of hit dice was too low. At 7th level, a vitalist is able to use steal health as a ranged touch attack with a range of 30 feet.[/ooc] (7hp/touch), [ooc="Telepathy (Su)"]When a vitalist reaches 3rd level, all willing members of his collective (including the vitalist himself) can communicate with each other telepathically, even if they do not share a common language. Psionic creatures who are willing members in a vitalist’s collective (including the vitalist himself) may manifest unknown powers from powers known by another willing psionic creature in the collective as if they were making physical contact. A vitalist may temporarily deactivate, and reactivate, this ability as a swift action.[/ooc] [B]Incantur Class Abilities: 1st:[/B] Channel Energy 2d6, Casting, Spell Pool (7) [B]3rd:[/B] Destruction: [ooc="Intense Magic (Su)"]At 3rd level, whenever the incanter creates a destructive blast that deals hit point damage, he adds 1/2 his incanter level to the damage dealt (minimum +1). This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the destructive blast.[/ooc] [spoiler=Vitalist Powers][B]Power Points/Day:[/B] 17, [B]Powers Known:[/B] 3+1, [B]Power Level:[/B] 2nd [B]0-lvl:[/B] Detect Psionics, Halt Death, Sense Poison [B]1st:[/B] Biofeedback, Natural Healing [B]2nd:[/B] Body Equilibrium, Resist Toxin, Sustenance[/Spoiler] [spoiler=Incanter Sphere Casting][B]Talents:[/B] 7 [B]1st:[/B] Life Sphere: ([ooc="Cure"]As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. To living creatures, this is a harmless positive energy effect, but it is harmful to undead and other creatures normally damaged by positive energy (Will half).[/ooc] 3d8+12, [ooc="Invigorate"]As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour (Will negates (harmless)).[/ooc] (6 temp hp/1hr), [ooc="Restore"]As a standard action, you may touch a target and spend a spell point to restore their health (Will negates (harmless)). When using restore, you must choose to restore mind, body, or soul. If affecting multiple targets, this choice becomes the same for all targets. If restoring mind, this accomplishes all of the following: Removes the dazzled condition. Removes the shaken condition or lessens frightened to shaken, or panicked to frightened. Removes the staggered condition. If restoring body, this accomplishes all of the following: Removes the battered condition. (See Spheres of Might.) Removes the fatigued condition or lessens exhaustion to fatigued. Removes the sickened condition or lessens nauseated to sickened. If restoring soul, this: Heals 1d4 points of ability damage to one ability score of your choice. If the condition targeted is part of an on-going effect, restore instead suppresses the condition for a number of rounds equal to your caster level. This cannot be used to remove curses or instantaneous effects.[/ooc] 1), [ooc="Deeper Healing"]Your invigorate grants 2 temporary hit points per caster level instead of 1. Your cure heals an additional 1d8 hit points, +1d8 per 5 caster levels.[/ooc] (2), [ooc="Restore Health"]Your cure ability heals an additional 1 hit point per caster level. When restoring a target’s body, the exhausted and nauseated conditions are completely removed rather than lessened, and you may attempt a magic skill check against the DC of any poison or disease the target is suffering from. On a success, this removes that poison or disease from the target. This does not reverse damage the target may have suffered from the poison or disease (such as ability damage), but it does stop the poison or disease from causing any more.[/ooc] (3), Destruction Sphere: [ooc="Destructive Blast"]As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within close range. A destructive blast is subject to spell resistance, and while it bypasses DR/magic, it does not automatically bypass other forms of damage reduction if it deals physical damage (bludgeoning, slashing, or piercing). A ranged destructive blast counts as a ray attack. A basic destructive blast deals 1d6 bludgeoning damage for every odd caster level. You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum 2d6).[/ooc] 2d6+1 or (1 sp 3d6+1) (4) [B]2nd:[/B] Life Sphere: [ooc="Restore Senses"]Your cure ability heals an additional 1 hit point per caster level. When restoring a target’s mind, the target is also cured of the confused and dazed conditions, and the frightened and panicked conditions are completely removed rather than lessened; as well as all temporary or magical removal of their senses. This includes blindness, deafness, loss of tremorsense, blindsense, etc. If playing with sanity rules, this also cures 1d4 points of sanity damage.[/ooc] (5) [B]3rd:[/B] Life Sphere: [ooc="Restore Spirit"]Your cure ability heals an additional 1 hit point per caster level. When restoring a target’s soul, the target is cured of all ability damage, as well as all ability drain to one ability score of your choice. The target is also cured of 1 temporary negative level, +1 per 5 caster levels. This may also suppress a permanent negative level for 1 minute per caster level instead of curing a temporary negative level.[/ooc] (6), [ooc="Affliction"]When using cure you may invert the effect from positive energy to negative energy. This has no effect on undead and damages the living (Will half). This requires a melee or ranged touch attack against the target, and if used at range is considered a ray. This cannot be combined with Fount Of Life. When using restore, you may choose to inflict conditions rather than remove them. This also requires a melee or ranged touch attack. The creature must succeed at a Fortitude save or be exhausted for 2d6 rounds. If they succeed at their saving throw, they are instead fatigued for 2d6 rounds. Unlike regular fatigue and exhaustion, this condition ends as soon as the duration expires If you possess certain other talents, you can change the effect from exhaustion or fatigue to something else, and possibly change the saving throw, as outlined below: If you possess Restore Capacity, you may cause the target’s limbs to not function correctly, making them entangled and reducing all movement speeds by half for 1d6 rounds (Reflex negates). If you possess [B]Restore Health[/B], you may make the target nauseated for 1d6 rounds (or sickened for 1d6 rounds on a successful save). If you possess [B]Restore Senses[/B], you may make the target confused for 1d6 rounds (Will negates). If you possess [B]Restore Spirit[/B], you may make the target incapable of receiving any magical healing, fast healing, or regeneration for 2d6 rounds (Will negates). [/ooc] (7) [/spoiler] Rionna Yuna Female Neutral Good Kitsune Incanter || Vitalist, Level 3, Init 4, HP 30/30, Speed 30 AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 5, Ref 5, Will 3, CMB 0, Base Attack Bonus 1 Unarmored Training (+4 Armor, +4 Dex) Abilities Str 8, Dex 18, Con 14, Int 10, Wis 10, Cha 18 Condition . Skills: Acrobatics 11, Bluff 4, Diplomacy 4, Escape Artist 4, Handle Animal 4, Heal 5, Perception 5, Spellcraft 4, Stealth 10 Knowledge: Religion 4, Psionics 4 Languages: Common, Sylvan Spell-Like Abilities: 2/Day Ea. DC17: Charm Person, Disguise Self, Misdirection Traits: Born Healer (religion), Unorthodox Casting (magic) Feats: 1st: Selective Channeling, Unarmored Training, Additional Traits, Extra Channel Fox Shape (1st), Magical Tail 2nd: Magical Tail(2nd), Toughness 3rd: Feral Vitality, Magical Tail (3rd) Vitalist Class Abilities: 1st: Vitalist method:All vitalists must choose a particular method that encompasses their focus in the skills they develop. As they gain in level, their method determines the abilities they gain. Mender Method, Collective (Su)A vitalist learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a vitalist can join a number willing targets into his collective equal to his key ability modifier or half his vitalist level, whichever is higher. The vitalist must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within Medium range (100 ft. + 10 ft. per class level). The vitalist is always considered a member of his own collective, and does not count against this limit. The vitalist can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until that member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A vitalist is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see telepathy and health sense, below). A vitalist can manifest certain powers through his collective. If a vitalist power specifies one or more willing targets (or is harmless) and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power. All other non-range restrictions still apply. He may also manifest any power with the Network descriptor this way, regardless of their actual ranges or targets. If he is capable of manifesting powers or casting spells from a different class (as is the case for a multiclass vitalist), any compatible spell or power with a range greater than touch can also be used through the collective. If a member of the collective dies, the member is removed from the collective and the vitalist must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member and be sickened for an equal number of rounds. At 15th level, a vitalist’s collective range is limitless on the same plane as the vitalist. At 19th level, a vitalist’s collective reaches even across to other planes and dimensions. , 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 transfer instantaneous healing (such as a body adjustment power), healing from ongoing healing effects, such as fast healing, and even hit points gained from rest (in which case, a member of the collective would rest for a period of time as normal, and the amount of hit points and ability damage healed would go to another). In any case, the original recipient of the healing effect chooses whether to allow the diverted healing, and does not gain the benefits of any healing he grants to another. The type of healing (positive energy, negative energy, construct repair, etc.) is unchanged from the original source for determining who or what can be healed. Example: Darius the soulknife is a willing member of Jorus the vitalist’s collective. He drinks a potion of cure light wounds that would normally heal him for 6 hit points, but Jorus decides to redirect 4 of those points to himself. Darius agrees and, as a result, Darius is healed for 2 hit points, and Jorus is healed for 4. If there were more members in Jorus’s collective, Jorus could spread the healing from that potion out even more as long as the sum of hit points healed was no greater than 6. A vitalist may even heal wounds through collective healing if at full health. This may only be used with healing effects such as potions, powers, or other such effects. [Healing] from long term care or natural healing cannot be transferred in this way. , Medic PowersThe vitalist gains special uses of some of his powers that are unavailable to other characters. The following powers gain the Network descriptor when manifested by a vitalist: all powers of the [healing] subdiscipline, animal affinity, biofeedback, body of iron, endorphin surge, expansion, oak body, physical acceleration, sustenance, suspend life, timeless body, and vigor. , knacks, Transfer Wounds (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 of non-lethal damage (up to the amount the target is actually healed) At 4th level and every 3 levels thereafter, the damage healed to the target and non-lethal damage taken by the vitalist increases by 1d6. A vitalist may use this ability a number of times per day equal to 3 + his Wisdom modifier. A vitalist may not use this ability upon himself. (1d6+3) 7/day, Mender Power: Natural healing (added to powers known), Mender Knack: Halt Death, Power Points: 17 2nd: Vitalist’s touch, health senseBeginning 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 standard action, with a DC of 15, to determine if any of the members of his collective are afflicted by a disease or poison. Starting at 7th level, the vitalist can make a Heal check over his collective to stabilize a dying target or treat a wound from a caltrop, spike growth, spike stones, or similar. This ability improves at 12th level, and the vitalist may make a Heal check over his collective to treat a poisoned creature. At 17th level, the vitalist is able to treat diseases in the same fashion, making a Heal check over his collective. When treating a target over a collective, the DC of the Heal check is the same as if the vitalist was treating the target normally. (identify), Mender's TouchA 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. , Spirit of ManyA 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. Whenever a vitalist manifests a power with the Network descriptor targeting only members of his collective, the power loses the mind-affecting descriptor (if it had it) and bypasses any power resistance, although it still provokes an attack of opportunity to manifest as normal. Network powers manifest only on members of the collective never allow saving throws — their saving throw entry becomes “None,” although if the power specifies a subsequent saving throw, subjects attempt those saves normally. The vitalist also adds the following augment to all powers with the Network descriptor: Augment: For every additional power point you spend, you can choose an additional target, so long as the target is a member of your collective. 3rd: Steal healthAt 3rd level, a vitalist has learned to siphon the health of a creature and use it for his own needs or the needs of his collective. As a touch attack, the vitalist may deal a number of hit points in damage to the target equal to his vitalist level + his Wisdom modifier and heal an equal amount of damage. The vitalist may share any healing from this effect over his collective, even if he himself would not be eligible for the healing. A vitalist may not heal more hit points than the touched creature had prior to using this ability. This ability may only be used on creatures with a Constitution score and may not be used against creatures in the vitalist’s collective. A vitalist may use this ability on creatures with a total number of hit dice less than half his vitalist level, but he gains no healing from it. For example, Jorus is a level 3 vitalist with a Wisdom of 16 and 15 hit points. Jorus has suffered 3 hit points of damage and uses Steal Health on a nearby 2 hit dice orc, dealing 6 hit points of damage (3 from his levels in vitalist, 3 from his Wisdom modifier). Although Jorus may only heal himself for 3 hit points, he may distribute the other 3 hit points over the collective to other members as needed. If Jorus was level 6, he would have dealt 9 points of damage, but would not have received any healing because the orc’s total number of hit dice was too low. At 7th level, a vitalist is able to use steal health as a ranged touch attack with a range of 30 feet. (7hp/touch), Telepathy (Su)When a vitalist reaches 3rd level, all willing members of his collective (including the vitalist himself) can communicate with each other telepathically, even if they do not share a common language. Psionic creatures who are willing members in a vitalist’s collective (including the vitalist himself) may manifest unknown powers from powers known by another willing psionic creature in the collective as if they were making physical contact. A vitalist may temporarily deactivate, and reactivate, this ability as a swift action. Incantur Class Abilities: 1st: Channel Energy 2d6, Casting, Spell Pool (7) 3rd: Destruction: Intense Magic (Su)At 3rd level, whenever the incanter creates a destructive blast that deals hit point damage, he adds 1/2 his incanter level to the damage dealt (minimum +1). This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the destructive blast. Vitalist Powers Power Points/Day: 17, Powers Known: 3+1, Power Level: 2nd 0-lvl: Detect Psionics, Halt Death, Sense Poison 1st: Biofeedback, Natural Healing 2nd: Body Equilibrium, Resist Toxin, Sustenance   Incanter Sphere Casting Talents: 7 1st: Life Sphere: (CureAs a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. To living creatures, this is a harmless positive energy effect, but it is harmful to undead and other creatures normally damaged by positive energy (Will half). 3d8+12, InvigorateAs a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour (Will negates (harmless)). (6 temp hp/1hr), RestoreAs a standard action, you may touch a target and spend a spell point to restore their health (Will negates (harmless)). When using restore, you must choose to restore mind, body, or soul. If affecting multiple targets, this choice becomes the same for all targets. If restoring mind, this accomplishes all of the following: Removes the dazzled condition. Removes the shaken condition or lessens frightened to shaken, or panicked to frightened. Removes the staggered condition. If restoring body, this accomplishes all of the following: Removes the battered condition. (See Spheres of Might.) Removes the fatigued condition or lessens exhaustion to fatigued. Removes the sickened condition or lessens nauseated to sickened. If restoring soul, this: Heals 1d4 points of ability damage to one ability score of your choice. If the condition targeted is part of an on-going effect, restore instead suppresses the condition for a number of rounds equal to your caster level. This cannot be used to remove curses or instantaneous effects. 1), Deeper HealingYour invigorate grants 2 temporary hit points per caster level instead of 1. Your cure heals an additional 1d8 hit points, +1d8 per 5 caster levels. (2), Restore HealthYour cure ability heals an additional 1 hit point per caster level. When restoring a target’s body, the exhausted and nauseated conditions are completely removed rather than lessened, and you may attempt a magic skill check against the DC of any poison or disease the target is suffering from. On a success, this removes that poison or disease from the target. This does not reverse damage the target may have suffered from the poison or disease (such as ability damage), but it does stop the poison or disease from causing any more. (3), Destruction Sphere: Destructive BlastAs a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within close range. A destructive blast is subject to spell resistance, and while it bypasses DR/magic, it does not automatically bypass other forms of damage reduction if it deals physical damage (bludgeoning, slashing, or piercing). A ranged destructive blast counts as a ray attack. A basic destructive blast deals 1d6 bludgeoning damage for every odd caster level. You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum 2d6). 2d6+1 or (1 sp 3d6+1) (4) 2nd: Life Sphere: Restore SensesYour cure ability heals an additional 1 hit point per caster level. When restoring a target’s mind, the target is also cured of the confused and dazed conditions, and the frightened and panicked conditions are completely removed rather than lessened; as well as all temporary or magical removal of their senses. This includes blindness, deafness, loss of tremorsense, blindsense, etc. If playing with sanity rules, this also cures 1d4 points of sanity damage. (5) 3rd: Life Sphere: Restore SpiritYour cure ability heals an additional 1 hit point per caster level. When restoring a target’s soul, the target is cured of all ability damage, as well as all ability drain to one ability score of your choice. The target is also cured of 1 temporary negative level, +1 per 5 caster levels. This may also suppress a permanent negative level for 1 minute per caster level instead of curing a temporary negative level. (6), AfflictionWhen using cure you may invert the effect from positive energy to negative energy. This has no effect on undead and damages the living (Will half). This requires a melee or ranged touch attack against the target, and if used at range is considered a ray. This cannot be combined with Fount Of Life. When using restore, you may choose to inflict conditions rather than remove them. This also requires a melee or ranged touch attack. The creature must succeed at a Fortitude save or be exhausted for 2d6 rounds. If they succeed at their saving throw, they are instead fatigued for 2d6 rounds. Unlike regular fatigue and exhaustion, this condition ends as soon as the duration expires If you possess certain other talents, you can change the effect from exhaustion or fatigue to something else, and possibly change the saving throw, as outlined below: If you possess Restore Capacity, you may cause the target’s limbs to not function correctly, making them entangled and reducing all movement speeds by half for 1d6 rounds (Reflex negates). If you possess Restore Health , you may make the target nauseated for 1d6 rounds (or sickened for 1d6 rounds on a successful save). If you possess Restore Senses , you may make the target confused for 1d6 rounds (Will negates). If you possess Restore Spirit , you may make the target incapable of receiving any magical healing, fast healing, or regeneration for 2d6 rounds (Will negates). (7)    
  17. You're good. @TheFred get in here we are throwing a dungeons and dragon party. Dragon's already here. Dungeon incoming!!!! :)
  18. Ah, well, I'm sorry to hear about whatever accident caused Bicol Nolas to no longer be a keeper of his...magical orbs. xD (If I am being too silly, please someone tell me and I will tone it down a little.))
  19.   ...my regrets deepen. Let's just be clear, this is neither Nicol Bolas... nor a keeper of dragonballs. xD Hahaha.
  20.   Greyal Devrin It was certainly an interesting set of peers to be initiated with, though Thellan had said that the elf would meet all kinds if he managed to pass the entrance exams and get himself admitted into the Pathfinder Society. The cursed elf was already thinking of who he could try and ask to break Rendiel's grip on him. "You know I can hear what you're thinking in your head right? I do agree that Thellan was a bit of a selfish lover. Paladins are always up their own butts, no room for anyone else." Greyal grimaced at the crude nature of the devil's chatter, and tried to get back to his own thinking, before the world exploded around him. A dragon the size of well, a dragon appeared, and began issuing demands. It was clear this was no ordinary firebreathing lizard. Greyal had never heard of one that had massive horns like that before, and it seemed to have a gigantic ioun stone or something floating between them. The lodge that he and the others had worked so hard to join was demolished in an orb of fire that knocked most everyone to the floor. Greyal groaned in pain from the bump. As he was trying to get up, a piece of timber fell from the roof, and impaled him in the chest like it thought he was a vampire. "I'm alive, but currently a stuck. Going to try and free myself." He announced to the voice that had initially tried for a status call. "No, no, leave it in! It hurts so good!" Rendiel protested as the burning flame seared the elf's insides. His normal hand jockeyed for position with his possessed hand, as they both had different ideas about the best course of action here. Damage Remove Spike  
  21. Rionna Yuna Rionna Yuna Incanter 3|Vitalist 3, HP: 30/30   Saves: Fort 5, Ref 5, Will 3 PP: 17, SP: 6/7 AC: 18, 14(Tch/Ff/CMD), 10(FCMD) Speed: 30, Perception: +5, Stealth +12 Initiative: +4 Fox Shape: AC 23, (18 Tch/17 Ff/14 CMD), 8 (FCMD) Stealth +20 Quick to action, Rionna's body begins to shift and shrink down to a tiny muti-tailed fox. Now much lighter, she makes her way through the wreckage and with her nose she manage to squeeze through an opening and licks the woman's fingertips. Once healing is administered, she finds the crisscrossed support beams and with her nose once again, unleashes a destructive blast that begins to shatter the beams sending pieces of wood dispersing everywhere until they break in two. OOC: Multi-round, just making the most of it. 1 SP for cure, 0 SP for standard destructive blast. Statblock [URL=/sheets/?id=2825778][B][SIZE=+1]Rionna Yuna[/SIZE][/B][/URL] Female Neutral Good Kitsune Incanter || Vitalist, [B]Level[/B] 3, [B]Init[/B] 4, [B]HP[/B] 30/30, [B]Speed[/B] 30 [B]AC[/B] 18, [B]Touch[/B] 14, [B]Flat-footed[/B] 14, [B]CMD[/b] 14, [B]Fort[/B] 5, [B]Ref[/B] 5, [B]Will[/B] 3, [B]CMB[/B] 0, [B]Base Attack Bonus[/B] 1 [B] Unarmored Training[/B] (+4 Armor, +4 Dex) [B]Abilities[/B] Str 8, Dex 18, Con 14, Int 10, Wis 10, Cha 18 [B]Condition[/B] . [B]Skills:[/B] Acrobatics 11, Bluff 4, Diplomacy 4, Escape Artist 4, Handle Animal 4, Heal 5, Perception 5, Spellcraft 4, Stealth 10 [B]Knowledge:[/B] Religion 4, Psionics 4 [B]Languages:[/B] Common, Sylvan [b]Spell-Like Abilities:[/b][B]2/Day Ea. DC17:[/B] Charm Person, Disguise Self, Misdirection [B]Traits:[/B] Born Healer (religion), Unorthodox Casting (magic) [B]Feats:[/B] [B]1st:[/B] Selective Channeling, Unarmored Training, Additional Traits, Extra Channel Fox Shape (1st), Magical Tail [B]2nd:[/B] Magical Tail(2nd), Toughness [B]3rd:[/B] Feral Vitality, Magical Tail (3rd) [B]Vitalist Class Abilities:[/B] 1st: [ooc="Vitalist method:"]All vitalists must choose a particular method that encompasses their focus in the skills they develop. As they gain in level, their method determines the abilities they gain.[/ooc] Mender Method, [ooc="Collective (Su)"]A vitalist learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a vitalist can join a number willing targets into his collective equal to his key ability modifier or half his vitalist level, whichever is higher. The vitalist must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within Medium range (100 ft. + 10 ft. per class level). The vitalist is always considered a member of his own collective, and does not count against this limit. The vitalist can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until that member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A vitalist is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see telepathy and health sense, below). A vitalist can manifest certain powers through his collective. If a vitalist power specifies one or more willing targets (or is harmless) and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power. All other non-range restrictions still apply. He may also manifest any power with the Network descriptor this way, regardless of their actual ranges or targets. If he is capable of manifesting powers or casting spells from a different class (as is the case for a multiclass vitalist), any compatible spell or power with a range greater than touch can also be used through the collective. If a member of the collective dies, the member is removed from the collective and the vitalist must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member and be sickened for an equal number of rounds. At 15th level, a vitalist’s collective range is limitless on the same plane as the vitalist. At 19th level, a vitalist’s collective reaches even across to other planes and dimensions. [/ooc], [ooc="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 transfer instantaneous healing (such as a body adjustment power), healing from ongoing healing effects, such as fast healing, and even hit points gained from rest (in which case, a member of the collective would rest for a period of time as normal, and the amount of hit points and ability damage healed would go to another). In any case, the original recipient of the healing effect chooses whether to allow the diverted healing, and does not gain the benefits of any healing he grants to another. The type of healing (positive energy, negative energy, construct repair, etc.) is unchanged from the original source for determining who or what can be healed. Example: Darius the soulknife is a willing member of Jorus the vitalist’s collective. He drinks a potion of cure light wounds that would normally heal him for 6 hit points, but Jorus decides to redirect 4 of those points to himself. Darius agrees and, as a result, Darius is healed for 2 hit points, and Jorus is healed for 4. If there were more members in Jorus’s collective, Jorus could spread the healing from that potion out even more as long as the sum of hit points healed was no greater than 6. A vitalist may even heal wounds through collective healing if at full health. This may only be used with healing effects such as potions, powers, or other such effects. [Healing] from long term care or natural healing cannot be transferred in this way.[/ooc], [ooc="Medic Powers"]The vitalist gains special uses of some of his powers that are unavailable to other characters. The following powers gain the Network descriptor when manifested by a vitalist: all powers of the [healing] subdiscipline, animal affinity, biofeedback, body of iron, endorphin surge, expansion, oak body, physical acceleration, sustenance, suspend life, timeless body, and vigor.[/ooc], knacks, [ooc="Transfer Wounds (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 of non-lethal damage (up to the amount the target is actually healed) At 4th level and every 3 levels thereafter, the damage healed to the target and non-lethal damage taken by the vitalist increases by 1d6. A vitalist may use this ability a number of times per day equal to 3 + his Wisdom modifier. A vitalist may not use this ability upon himself.[/ooc] (1d6+3) 7/day, Mender Power: Natural healing (added to powers known), Mender Knack: Halt Death, Power Points: 17[B]2nd:[/B] Vitalist’s touch, [ooc="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 standard action, with a DC of 15, to determine if any of the members of his collective are afflicted by a disease or poison. Starting at 7th level, the vitalist can make a Heal check over his collective to stabilize a dying target or treat a wound from a caltrop, spike growth, spike stones, or similar. This ability improves at 12th level, and the vitalist may make a Heal check over his collective to treat a poisoned creature. At 17th level, the vitalist is able to treat diseases in the same fashion, making a Heal check over his collective. When treating a target over a collective, the DC of the Heal check is the same as if the vitalist was treating the target normally.[/ooc] (identify), [ooc="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.[/ooc], [ooc="Spirit of Many"]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. Whenever a vitalist manifests a power with the Network descriptor targeting only members of his collective, the power loses the mind-affecting descriptor (if it had it) and bypasses any power resistance, although it still provokes an attack of opportunity to manifest as normal. Network powers manifest only on members of the collective never allow saving throws — their saving throw entry becomes “None,” although if the power specifies a subsequent saving throw, subjects attempt those saves normally. The vitalist also adds the following augment to all powers with the Network descriptor: Augment: For every additional power point you spend, you can choose an additional target, so long as the target is a member of your collective.[/ooc] [B]3rd:[/B] [ooc="Steal health"]At 3rd level, a vitalist has learned to siphon the health of a creature and use it for his own needs or the needs of his collective. As a touch attack, the vitalist may deal a number of hit points in damage to the target equal to his vitalist level + his Wisdom modifier and heal an equal amount of damage. The vitalist may share any healing from this effect over his collective, even if he himself would not be eligible for the healing. A vitalist may not heal more hit points than the touched creature had prior to using this ability. This ability may only be used on creatures with a Constitution score and may not be used against creatures in the vitalist’s collective. A vitalist may use this ability on creatures with a total number of hit dice less than half his vitalist level, but he gains no healing from it. For example, Jorus is a level 3 vitalist with a Wisdom of 16 and 15 hit points. Jorus has suffered 3 hit points of damage and uses Steal Health on a nearby 2 hit dice orc, dealing 6 hit points of damage (3 from his levels in vitalist, 3 from his Wisdom modifier). Although Jorus may only heal himself for 3 hit points, he may distribute the other 3 hit points over the collective to other members as needed. If Jorus was level 6, he would have dealt 9 points of damage, but would not have received any healing because the orc’s total number of hit dice was too low. At 7th level, a vitalist is able to use steal health as a ranged touch attack with a range of 30 feet.[/ooc] (7hp/touch), [ooc="Telepathy (Su)"]When a vitalist reaches 3rd level, all willing members of his collective (including the vitalist himself) can communicate with each other telepathically, even if they do not share a common language. Psionic creatures who are willing members in a vitalist’s collective (including the vitalist himself) may manifest unknown powers from powers known by another willing psionic creature in the collective as if they were making physical contact. A vitalist may temporarily deactivate, and reactivate, this ability as a swift action.[/ooc] [B]Incantur Class Abilities: 1st:[/B] Channel Energy 2d6, Casting, Spell Pool (7) [B]3rd:[/B] Destruction: [ooc="Intense Magic (Su)"]At 3rd level, whenever the incanter creates a destructive blast that deals hit point damage, he adds 1/2 his incanter level to the damage dealt (minimum +1). This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the destructive blast.[/ooc] [spoiler=Vitalist Powers][B]Power Points/Day:[/B] 17, [B]Powers Known:[/B] 3+1, [B]Power Level:[/B] 2nd [B]0-lvl:[/B] Detect Psionics, Halt Death, Sense Poison [B]1st:[/B] Biofeedback, Natural Healing [B]2nd:[/B] Body Equilibrium, Resist Toxin, Sustenance[/Spoiler] [spoiler=Incanter Sphere Casting][B]Talents:[/B] 7 [B]1st:[/B] Life Sphere: ([ooc="Cure"]As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. To living creatures, this is a harmless positive energy effect, but it is harmful to undead and other creatures normally damaged by positive energy (Will half).[/ooc] 3d8+12, [ooc="Invigorate"]As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour (Will negates (harmless)).[/ooc] (6 temp hp/1hr), [ooc="Restore"]As a standard action, you may touch a target and spend a spell point to restore their health (Will negates (harmless)). When using restore, you must choose to restore mind, body, or soul. If affecting multiple targets, this choice becomes the same for all targets. If restoring mind, this accomplishes all of the following: Removes the dazzled condition. Removes the shaken condition or lessens frightened to shaken, or panicked to frightened. Removes the staggered condition. If restoring body, this accomplishes all of the following: Removes the battered condition. (See Spheres of Might.) Removes the fatigued condition or lessens exhaustion to fatigued. Removes the sickened condition or lessens nauseated to sickened. If restoring soul, this: Heals 1d4 points of ability damage to one ability score of your choice. If the condition targeted is part of an on-going effect, restore instead suppresses the condition for a number of rounds equal to your caster level. This cannot be used to remove curses or instantaneous effects.[/ooc] 1), [ooc="Deeper Healing"]Your invigorate grants 2 temporary hit points per caster level instead of 1. Your cure heals an additional 1d8 hit points, +1d8 per 5 caster levels.[/ooc] (2), [ooc="Restore Health"]Your cure ability heals an additional 1 hit point per caster level. When restoring a target’s body, the exhausted and nauseated conditions are completely removed rather than lessened, and you may attempt a magic skill check against the DC of any poison or disease the target is suffering from. On a success, this removes that poison or disease from the target. This does not reverse damage the target may have suffered from the poison or disease (such as ability damage), but it does stop the poison or disease from causing any more.[/ooc] (3), Destruction Sphere: [ooc="Destructive Blast"]As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within close range. A destructive blast is subject to spell resistance, and while it bypasses DR/magic, it does not automatically bypass other forms of damage reduction if it deals physical damage (bludgeoning, slashing, or piercing). A ranged destructive blast counts as a ray attack. A basic destructive blast deals 1d6 bludgeoning damage for every odd caster level. You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum 2d6).[/ooc] 2d6+1 or (1 sp 3d6+1) (4) [B]2nd:[/B] Life Sphere: [ooc="Restore Senses"]Your cure ability heals an additional 1 hit point per caster level. When restoring a target’s mind, the target is also cured of the confused and dazed conditions, and the frightened and panicked conditions are completely removed rather than lessened; as well as all temporary or magical removal of their senses. This includes blindness, deafness, loss of tremorsense, blindsense, etc. If playing with sanity rules, this also cures 1d4 points of sanity damage.[/ooc] (5) [B]3rd:[/B] Life Sphere: [ooc="Restore Spirit"]Your cure ability heals an additional 1 hit point per caster level. When restoring a target’s soul, the target is cured of all ability damage, as well as all ability drain to one ability score of your choice. The target is also cured of 1 temporary negative level, +1 per 5 caster levels. This may also suppress a permanent negative level for 1 minute per caster level instead of curing a temporary negative level.[/ooc] (6), [ooc="Affliction"]When using cure you may invert the effect from positive energy to negative energy. This has no effect on undead and damages the living (Will half). This requires a melee or ranged touch attack against the target, and if used at range is considered a ray. This cannot be combined with Fount Of Life. When using restore, you may choose to inflict conditions rather than remove them. This also requires a melee or ranged touch attack. The creature must succeed at a Fortitude save or be exhausted for 2d6 rounds. If they succeed at their saving throw, they are instead fatigued for 2d6 rounds. Unlike regular fatigue and exhaustion, this condition ends as soon as the duration expires If you possess certain other talents, you can change the effect from exhaustion or fatigue to something else, and possibly change the saving throw, as outlined below: If you possess Restore Capacity, you may cause the target’s limbs to not function correctly, making them entangled and reducing all movement speeds by half for 1d6 rounds (Reflex negates). If you possess [B]Restore Health[/B], you may make the target nauseated for 1d6 rounds (or sickened for 1d6 rounds on a successful save). If you possess [B]Restore Senses[/B], you may make the target confused for 1d6 rounds (Will negates). If you possess [B]Restore Spirit[/B], you may make the target incapable of receiving any magical healing, fast healing, or regeneration for 2d6 rounds (Will negates). [/ooc] (7) [/spoiler] Rionna Yuna Female Neutral Good Kitsune Incanter || Vitalist, Level 3, Init 4, HP 30/30, Speed 30 AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 5, Ref 5, Will 3, CMB 0, Base Attack Bonus 1 Unarmored Training (+4 Armor, +4 Dex) Abilities Str 8, Dex 18, Con 14, Int 10, Wis 10, Cha 18 Condition . Skills: Acrobatics 11, Bluff 4, Diplomacy 4, Escape Artist 4, Handle Animal 4, Heal 5, Perception 5, Spellcraft 4, Stealth 10 Knowledge: Religion 4, Psionics 4 Languages: Common, Sylvan Spell-Like Abilities: 2/Day Ea. DC17: Charm Person, Disguise Self, Misdirection Traits: Born Healer (religion), Unorthodox Casting (magic) Feats: 1st: Selective Channeling, Unarmored Training, Additional Traits, Extra Channel Fox Shape (1st), Magical Tail 2nd: Magical Tail(2nd), Toughness 3rd: Feral Vitality, Magical Tail (3rd) Vitalist Class Abilities: 1st: Vitalist method:All vitalists must choose a particular method that encompasses their focus in the skills they develop. As they gain in level, their method determines the abilities they gain. Mender Method, Collective (Su)A vitalist learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a vitalist can join a number willing targets into his collective equal to his key ability modifier or half his vitalist level, whichever is higher. The vitalist must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within Medium range (100 ft. + 10 ft. per class level). The vitalist is always considered a member of his own collective, and does not count against this limit. The vitalist can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until that member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A vitalist is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see telepathy and health sense, below). A vitalist can manifest certain powers through his collective. If a vitalist power specifies one or more willing targets (or is harmless) and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power. All other non-range restrictions still apply. He may also manifest any power with the Network descriptor this way, regardless of their actual ranges or targets. If he is capable of manifesting powers or casting spells from a different class (as is the case for a multiclass vitalist), any compatible spell or power with a range greater than touch can also be used through the collective. If a member of the collective dies, the member is removed from the collective and the vitalist must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member and be sickened for an equal number of rounds. At 15th level, a vitalist’s collective range is limitless on the same plane as the vitalist. At 19th level, a vitalist’s collective reaches even across to other planes and dimensions. , 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 transfer instantaneous healing (such as a body adjustment power), healing from ongoing healing effects, such as fast healing, and even hit points gained from rest (in which case, a member of the collective would rest for a period of time as normal, and the amount of hit points and ability damage healed would go to another). In any case, the original recipient of the healing effect chooses whether to allow the diverted healing, and does not gain the benefits of any healing he grants to another. The type of healing (positive energy, negative energy, construct repair, etc.) is unchanged from the original source for determining who or what can be healed. Example: Darius the soulknife is a willing member of Jorus the vitalist’s collective. He drinks a potion of cure light wounds that would normally heal him for 6 hit points, but Jorus decides to redirect 4 of those points to himself. Darius agrees and, as a result, Darius is healed for 2 hit points, and Jorus is healed for 4. If there were more members in Jorus’s collective, Jorus could spread the healing from that potion out even more as long as the sum of hit points healed was no greater than 6. A vitalist may even heal wounds through collective healing if at full health. This may only be used with healing effects such as potions, powers, or other such effects. [Healing] from long term care or natural healing cannot be transferred in this way. , Medic PowersThe vitalist gains special uses of some of his powers that are unavailable to other characters. The following powers gain the Network descriptor when manifested by a vitalist: all powers of the [healing] subdiscipline, animal affinity, biofeedback, body of iron, endorphin surge, expansion, oak body, physical acceleration, sustenance, suspend life, timeless body, and vigor. , knacks, Transfer Wounds (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 of non-lethal damage (up to the amount the target is actually healed) At 4th level and every 3 levels thereafter, the damage healed to the target and non-lethal damage taken by the vitalist increases by 1d6. A vitalist may use this ability a number of times per day equal to 3 + his Wisdom modifier. A vitalist may not use this ability upon himself. (1d6+3) 7/day, Mender Power: Natural healing (added to powers known), Mender Knack: Halt Death, Power Points: 17 2nd: Vitalist’s touch, health senseBeginning 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 standard action, with a DC of 15, to determine if any of the members of his collective are afflicted by a disease or poison. Starting at 7th level, the vitalist can make a Heal check over his collective to stabilize a dying target or treat a wound from a caltrop, spike growth, spike stones, or similar. This ability improves at 12th level, and the vitalist may make a Heal check over his collective to treat a poisoned creature. At 17th level, the vitalist is able to treat diseases in the same fashion, making a Heal check over his collective. When treating a target over a collective, the DC of the Heal check is the same as if the vitalist was treating the target normally. (identify), Mender's TouchA 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. , Spirit of ManyA 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. Whenever a vitalist manifests a power with the Network descriptor targeting only members of his collective, the power loses the mind-affecting descriptor (if it had it) and bypasses any power resistance, although it still provokes an attack of opportunity to manifest as normal. Network powers manifest only on members of the collective never allow saving throws — their saving throw entry becomes “None,” although if the power specifies a subsequent saving throw, subjects attempt those saves normally. The vitalist also adds the following augment to all powers with the Network descriptor: Augment: For every additional power point you spend, you can choose an additional target, so long as the target is a member of your collective. 3rd: Steal healthAt 3rd level, a vitalist has learned to siphon the health of a creature and use it for his own needs or the needs of his collective. As a touch attack, the vitalist may deal a number of hit points in damage to the target equal to his vitalist level + his Wisdom modifier and heal an equal amount of damage. The vitalist may share any healing from this effect over his collective, even if he himself would not be eligible for the healing. A vitalist may not heal more hit points than the touched creature had prior to using this ability. This ability may only be used on creatures with a Constitution score and may not be used against creatures in the vitalist’s collective. A vitalist may use this ability on creatures with a total number of hit dice less than half his vitalist level, but he gains no healing from it. For example, Jorus is a level 3 vitalist with a Wisdom of 16 and 15 hit points. Jorus has suffered 3 hit points of damage and uses Steal Health on a nearby 2 hit dice orc, dealing 6 hit points of damage (3 from his levels in vitalist, 3 from his Wisdom modifier). Although Jorus may only heal himself for 3 hit points, he may distribute the other 3 hit points over the collective to other members as needed. If Jorus was level 6, he would have dealt 9 points of damage, but would not have received any healing because the orc’s total number of hit dice was too low. At 7th level, a vitalist is able to use steal health as a ranged touch attack with a range of 30 feet. (7hp/touch), Telepathy (Su)When a vitalist reaches 3rd level, all willing members of his collective (including the vitalist himself) can communicate with each other telepathically, even if they do not share a common language. Psionic creatures who are willing members in a vitalist’s collective (including the vitalist himself) may manifest unknown powers from powers known by another willing psionic creature in the collective as if they were making physical contact. A vitalist may temporarily deactivate, and reactivate, this ability as a swift action. Incantur Class Abilities: 1st: Channel Energy 2d6, Casting, Spell Pool (7) 3rd: Destruction: Intense Magic (Su)At 3rd level, whenever the incanter creates a destructive blast that deals hit point damage, he adds 1/2 his incanter level to the damage dealt (minimum +1). This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the destructive blast. Vitalist Powers Power Points/Day: 17, Powers Known: 3+1, Power Level: 2nd 0-lvl: Detect Psionics, Halt Death, Sense Poison 1st: Biofeedback, Natural Healing 2nd: Body Equilibrium, Resist Toxin, Sustenance   Incanter Sphere Casting Talents: 7 1st: Life Sphere: (CureAs a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. To living creatures, this is a harmless positive energy effect, but it is harmful to undead and other creatures normally damaged by positive energy (Will half). 3d8+12, InvigorateAs a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour (Will negates (harmless)). (6 temp hp/1hr), RestoreAs a standard action, you may touch a target and spend a spell point to restore their health (Will negates (harmless)). When using restore, you must choose to restore mind, body, or soul. If affecting multiple targets, this choice becomes the same for all targets. If restoring mind, this accomplishes all of the following: Removes the dazzled condition. Removes the shaken condition or lessens frightened to shaken, or panicked to frightened. Removes the staggered condition. If restoring body, this accomplishes all of the following: Removes the battered condition. (See Spheres of Might.) Removes the fatigued condition or lessens exhaustion to fatigued. Removes the sickened condition or lessens nauseated to sickened. If restoring soul, this: Heals 1d4 points of ability damage to one ability score of your choice. If the condition targeted is part of an on-going effect, restore instead suppresses the condition for a number of rounds equal to your caster level. This cannot be used to remove curses or instantaneous effects. 1), Deeper HealingYour invigorate grants 2 temporary hit points per caster level instead of 1. Your cure heals an additional 1d8 hit points, +1d8 per 5 caster levels. (2), Restore HealthYour cure ability heals an additional 1 hit point per caster level. When restoring a target’s body, the exhausted and nauseated conditions are completely removed rather than lessened, and you may attempt a magic skill check against the DC of any poison or disease the target is suffering from. On a success, this removes that poison or disease from the target. This does not reverse damage the target may have suffered from the poison or disease (such as ability damage), but it does stop the poison or disease from causing any more. (3), Destruction Sphere: Destructive BlastAs a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within close range. A destructive blast is subject to spell resistance, and while it bypasses DR/magic, it does not automatically bypass other forms of damage reduction if it deals physical damage (bludgeoning, slashing, or piercing). A ranged destructive blast counts as a ray attack. A basic destructive blast deals 1d6 bludgeoning damage for every odd caster level. You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum 2d6). 2d6+1 or (1 sp 3d6+1) (4) 2nd: Life Sphere: Restore SensesYour cure ability heals an additional 1 hit point per caster level. When restoring a target’s mind, the target is also cured of the confused and dazed conditions, and the frightened and panicked conditions are completely removed rather than lessened; as well as all temporary or magical removal of their senses. This includes blindness, deafness, loss of tremorsense, blindsense, etc. If playing with sanity rules, this also cures 1d4 points of sanity damage. (5) 3rd: Life Sphere: Restore SpiritYour cure ability heals an additional 1 hit point per caster level. When restoring a target’s soul, the target is cured of all ability damage, as well as all ability drain to one ability score of your choice. The target is also cured of 1 temporary negative level, +1 per 5 caster levels. This may also suppress a permanent negative level for 1 minute per caster level instead of curing a temporary negative level. (6), AfflictionWhen using cure you may invert the effect from positive energy to negative energy. This has no effect on undead and damages the living (Will half). This requires a melee or ranged touch attack against the target, and if used at range is considered a ray. This cannot be combined with Fount Of Life. When using restore, you may choose to inflict conditions rather than remove them. This also requires a melee or ranged touch attack. The creature must succeed at a Fortitude save or be exhausted for 2d6 rounds. If they succeed at their saving throw, they are instead fatigued for 2d6 rounds. Unlike regular fatigue and exhaustion, this condition ends as soon as the duration expires If you possess certain other talents, you can change the effect from exhaustion or fatigue to something else, and possibly change the saving throw, as outlined below: If you possess Restore Capacity, you may cause the target’s limbs to not function correctly, making them entangled and reducing all movement speeds by half for 1d6 rounds (Reflex negates). If you possess Restore Health , you may make the target nauseated for 1d6 rounds (or sickened for 1d6 rounds on a successful save). If you possess Restore Senses , you may make the target confused for 1d6 rounds (Will negates). If you possess Restore Spirit , you may make the target incapable of receiving any magical healing, fast healing, or regeneration for 2d6 rounds (Will negates). (7)    
  22. But TheFred, thats the first Dragonball! Six more and we can get a wish!
  23. So funny enough, I chose this dragon more because of the way he looks than anything else. Also I guess because sub-consciously I associated Bolas with "above average intelligence dragon", which... I've said too much.
  24. You just need to airbrush out his funky horns orb thing. 🙂
  25.  
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