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The Dragon's Demand II - Chapter 01: "Initiation"


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You are a Pathfinder.

The initiation is over. You have proven yourself, stood in line during the infamous ceremonies... and you now stand among your peers as a newly inducted Pathfinder member. From now on, you will enjoy both the benefits and the occasional responsibilities associated with this most noble Society. A bright future awaits you.

As you gather among a crowd of fellow initiates outside of the Grand Lodge of the Pathfinder's Society, a gentle rain falls without concealing the sunlight. You enjoy refreshments provided by smiling servants. Masters of the Society emerge and stand upon the balcony, shaking hands and chatting idly with promising new recruits. As you think upon and discuss your fate as newly minted first-rite members, a shadow blots out the sun. The sudden darkness draws the eyes of an entire City skyward, and what you see far above terrifies every single person in the City. 

The silhouette of a dragon, enormous curling muscles bound beneath thick hide and steel scales. It raises it's hands and the City of Absalom groans in primordial earthly protest as a wicked magick grips the land. The dragon concentrates, flicks his dagger sharp claws, each the size of a small tower, just so. The precise movement causes the ground deep beneath the Isle of Kratos to twist ever so slightly...

...and nearly every building in Absalom cracks all at once. Even as cathedrals and restaurants and apartment buildings shed their exteriors in a thunderous shattering and more than a few begin to collapse, the dragon lets out an absolutely feral, unhinged war-cry, a horrid sound caught somewhere between a lion's roar and a great lizard's shrieking call, but with the intensity to almost deafen any listener!

The dragon swoops out of the sky with impossible speed, sweeping in a great downward arc and crossing the breadth of all of Absalom in seconds. His draconic breath emerges as a fireball of liquid molten spit, which it hurls down upon one, two, three districts across Absalom. Ballista and arrows fail to reach the creature in it's speed and fury. Then it turns and suddenly, so suddenly, it is above you.

Time seems to stand still for a moment. You feel like those massive reptilian eyes could bore a hole clean through you.

The fireball shatters the ancient First Lodge of the Pathfinders into ash and memory, and ever so violently tosses you away into the black void of unconsciousness... 

Thankfully, it doesn't last. Your eyes flutter open, and the first thing you see is the dragon. Then, you notice the bodies, fellow Pathfinder initiates no longer among the living. A storm gathers above him with unnatural speed, and you feel specks of rain dotting your face where you lie, your body stiff and agonized. Lightning cracks above.

You try to move, but at first, your body fails you.

In the distance, you can hear people screaming.

The feral dragon perches upon the now smoldering walls of the Great City and begins to speak in a god-like voice that booms off the distant mountains and rattles your teeth in your skull...

 MTG_BecauseIHaveWilledIt.jpg.51efdf763875169488209213049647f7.jpg

 

"People of Absalom, heed my warning!

"The tragedy you face today is a consequence of your apathy and your sins, for the witless leaders you have mindlessly left, festering and corrupted, to run the high affairs of your lives. Hear my shrieking draconic roar, witness my absolute and ruthless protest! See me, and know that I am a God to you pathetic worms. I have come to cast judgement on this foul, rotten corpse of a City. Judgement upon you, for all of your many failures."

"For countless eons, my species and I have watched your ever-increasing affluence... with disgust! Everywhere you and your ilk spread, you bring disorder and disharmony with nature! No more! I have come to bring order to your worthless lives. I have come to tear away from your City the very source of temptation and greed, in order to put this power to it's rightful use."

"You have in your possession a stolen treasure, an instrument your puny and treacherous little peoples have never been worthy of! We have witnessed with despair and agony as you have abused this sacred gift for your own meager ends. Producing abominations that have endangered us all. We have watched with hatred and sickening envy as your bastardly kind have cloaked yourselves in false divinity! It comes to an end... now."

"You have but one option to spare yourselves. Bring down the ancient wards and binding enchantments."

"Disarm the clever traps. Peel away all illusion."

"Remove it from the Cathedral..."

"...and bring it to me."

"...Bring me the sacred Starstone, mantle of divinity, stolen power to which you have no claim. Bring this treasure to me, to where I have made my new home, in the mountains above noble Tar Kuata, across the scorching sands of the Parched Dunes, concealed beyond the haunted Footprints of Ravogug, in beloved lands you call Osirion. Do this, and you will be rewarded."

"Fail to obey this command... or at the first hint of any form of resistance or any attempt at vengeance, defiance... and I will annihilate your City and every living soul within it."

"In the meantime... I send you but a small portion of my Wrath, to show you but a taste of my vast power. Know that my armies grow by the day. Your lackluster heroics will only lead to doom for all who remain on this island."

"...You have ten days."

And just as suddenly as this mysterious tyrant appeared, he ascended above with a few flaps of his mighty wings and disappeared into the horizon, obscured by the smoking of the City...

~~~

 

The Grand First Lodge of the Pathfinder's Society smolders beside you as you struggle to regain your footing.

Within, you can hear shouting and screaming.

But then again, that's what you hear from the inside of most of the buildings around you.

And those down the street.

Absalom plunges into sudden chaos.

You are knocked from your feet and hurt in some manner by the explosive blast of the Lodge's detonation.

...What do you do? 

 

Beorn Thacker

You take 1d4+1 points of non-lethal damage and are knocked prone from the explosion of the Pathfinder Lodge. Roll this in your opening post.

Furthermore, your legs are trapped under a heavy wooden beam, preventing any movement. While you're certain your legs are not broken, it is very painful and just heavy enough that you find it seemingly impossible to move. You can attempt some sort of strength check, call for help, or use some sort of ability to try and free yourself (strength check, DC 18)

Greyal Devrin

You take 1d4+1 points of non-lethal damage and are knocked prone by the concussive blast of the dragon's fireball. Roll this in your opening post. Furthermore, by your dumb luck, a piece of burning wood from the once-proud walls of the Lodge lands squarely on your chest, dealing an additional 1 point of fire damage each round until it is removed (strength check, DC 12) and making it impossible to stand up until you do so.

Percival Aquila

You take 1d4+1 points of non-lethal damage as you are tossed from the balcony of the Lodge. Roll this in your opening post.

You come to your senses prone and face-down in the muck. The fall has also left you stunned for one round. The recent rain has turned the underside of the lawn into mush, of which you just ate a solid mouthful. (No save, tastes bad)

Rionna Yuna

You take 1d4+1 points of non-lethal damage and are knocked prone as the wall beside you explodes outwards, violently tossing you over the nearby fence. Roll this in your opening post. The impact of the fence on your rib-cage inflicts an additional 1 point of lethal damage. Furthermore, a piece of shrapnel from the wooden wall is now embedded firmly in your side, dealing an additional 1 point of lethal damage now and every turn that it isn't removed (Heal check DC 10, or healing magic).

 

 

Edited by Sovereign Sojourn (see edit history)
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  • The title was changed to The Dragon's Demand II - Chapter 01: "Initiation"
spacer.png Percival Aquila

Percival pushes his face out of the mud and starts spitting. His world is nothing but his hands and the mud in front of his face, the ringing sound in his ears, and holding on to the ground for dear life while the world spins. He vaguely remembers a huge dragon turning the world upside down. Wrecking Absalom - his shining city - like an angry child throwing his toys. Impossible.

But that will have to wait. First, Percical needs to get up. Aaaaaany moment now...

 

  Non-lethal Stunned

 

Name
Non-lethal
5
1d4+1 4
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Rionna Yuna

4xFgD5P.jpg.817e21ccb90fcb3cb47016e3817d3fb3.jpgRionna Yuna Incanter 3|Vitalist 3, HP: 30/30   Saves: Fort 5, Ref 5, Will 3 PP: 17, SP: 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 winced in pain as she catches hear breath and feels the large shrapnel of wood in her side. Fortunately as a practiced healer, she tends to it quickly. The wound on her side closes up and heals within a few moments. She quickly gets to her feet and begins to scan the vicinity searching for the more injured people. "Call out if you are trapped and severely wounded!"

 

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)

 

 

Edited by Steel Warrior (see edit history)
Name
Non-Lethal
5
1d4+1 4
Heal
22
1d20+5 17
Perception
23
1d20+5 18
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20 minutes ago, Steel Warrior said:

"Call out if you are trapped and severely wounded!"

Perception check: Success!

Almost immediately, someone cries out; one of the other Pathfinder initiates you had been standing beside prior to the attack screams for help...

...beneath the rubble of the collapsed eastern wall. You can even see her; an Elven Knight of some order, whose forest green robes, adorned with silver and golden filigree stuck in your memory, now just barely visible beneath crisscrossing wooden beams and fragmented stone-work. She's pinned against the ground but also against the base of the collapsed wall, her neck bent at an awkward and horrible-looking angle... and she clearly struggles to move at all. But when she speaks, you realize that by some stupid luck that her injuries are not so severe - her voice is strong and clear, but afraid and partially choked off by the support beam leaning hard against her face and the side of her neck.

"...H-here! Help! Please! I'm... I think I'm bleeding! Please, help me!!" she cries out, clearly terrified, in pain, and on the edge of full panic.

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Rionna Yuna

4xFgD5P.jpg.817e21ccb90fcb3cb47016e3817d3fb3.jpgRionna 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: Mender Method, Collective (Su)
, Collective Healing (Su) , Medic Powers , knacks, Transfer Wounds (Su) (1d6+3) 7/day, Mender Power: Natural healing (added to powers known), Mender Knack: Halt Death, Power Points: 17 2nd: Vitalist’s touch, health sense (identify), Mender's Touch , Spirit of Many 3rd: Steal health (7hp/touch), Telepathy (Su)
Incantur Class Abilities: 1st: Channel Energy 2d6, Casting, Spell Pool (7) 3rd: Destruction: Intense Magic (Su)

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: (Cure 3d8+12, Invigorate (6 temp hp/1hr), Restore 1), Deeper Healing (2), Restore Health (3), Destruction Sphere: Destructive Blast 2d6+1 or (1 sp 3d6+1) (4)
2nd: Life Sphere: Restore Senses (5)
3rd: Life Sphere: Restore Spirit (6), Affliction
(7)

 

 

Edited by Steel Warrior (see edit history)
Name
Cure
26
3d8+12 6,2,6
Destructive Blast
9; 9; 8
2d6+1;2d6+1;2d6+1 [3,5]; [3,5,5,3]; [3,5,5,3,6,1]
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Greyal Devrin

spacer.pngIt 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

 

Edited by Evendur (see edit history)
Name
Damage
5
1d4+1 4
Remove Spike
12
1d20+0 12
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Rionna Yuna

4xFgD5P.jpg.817e21ccb90fcb3cb47016e3817d3fb3.jpgRionna 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: Mender Method, Collective (Su)
, Collective Healing (Su) , Medic Powers , knacks, Transfer Wounds (Su) (1d6+3) 7/day, Mender Power: Natural healing (added to powers known), Mender Knack: Halt Death, Power Points: 17 2nd: Vitalist’s touch, health sense (identify), Mender's Touch , Spirit of Many 3rd: Steal health (7hp/touch), Telepathy (Su)
Incantur Class Abilities: 1st: Channel Energy 2d6, Casting, Spell Pool (7) 3rd: Destruction: Intense Magic (Su)

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: (Cure 3d8+12, Invigorate (6 temp hp/1hr), Restore 1), Deeper Healing (2), Restore Health (3), Destruction Sphere: Destructive Blast 2d6+1 or (1 sp 3d6+1) (4)
2nd: Life Sphere: Restore Senses (5)
3rd: Life Sphere: Restore Spirit (6), Affliction
(7)

 

 

Edited by Steel Warrior (see edit history)
Name
Strength DC12
18
1d20+2 16
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spacer.png 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

   

 

 

Edited by Casual Viking (see edit history)
Name
Str check
16
1d20+4 12
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dude.jpeg.a234e5a3a3a30a7b6a1501f268354218.jpeg

 

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

 

Edited by TheFred (see edit history)
Name
Nonlethal damage
5
1d4+1 4
Str check
21
1d20+4 17
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On 9/2/2023 at 4:29 PM, Steel Warrior said:

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.

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

rsz_green_white_knight.jpg.2a4a9269cf7a2cf910fbd8dd760c8159.jpg

 

"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

mid-244-sunrise-cavalier.jpg.33a80fa1bf59248e4885a152e10752e2.jpg

 

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Greyal Devrin

spacer.png"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

Name
Attack 1
20
1d20+8 12
Damage 1
14
3d6+1 4,3,6
Self Damage
5
1d6 5
Attack 2
11
1d20+9 2
Damage 2
13
3d6+2 6,3,2
Self Damage 2
1
1d6 1
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spacer.png 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.

 

 

   

 

 

 

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Rionna Yuna

4xFgD5P.jpg.817e21ccb90fcb3cb47016e3817d3fb3.jpgRionna 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: Mender Method, Collective (Su)
, Collective Healing (Su) , Medic Powers , knacks, Transfer Wounds (Su) (1d6+3) 7/day, Mender Power: Natural healing (added to powers known), Mender Knack: Halt Death, Power Points: 17 2nd: Vitalist’s touch, health sense (identify), Mender's Touch , Spirit of Many 3rd: Steal health (7hp/touch), Telepathy (Su)
Incantur Class Abilities: 1st: Channel Energy 2d6, Casting, Spell Pool (7) 3rd: Destruction: Intense Magic (Su)

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: (Cure 3d8+12, Invigorate (6 temp hp/1hr), Restore 1), Deeper Healing (2), Restore Health (3), Destruction Sphere: Destructive Blast 2d6+1 or (1 sp 3d6+1) (4)
2nd: Life Sphere: Restore Senses (5)
3rd: Life Sphere: Restore Spirit (6), Affliction
(7)

 

 

Name
Knowledge Local (untrained)
1
1d20 1
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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

 

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Rionna Yuna

4xFgD5P.jpg.817e21ccb90fcb3cb47016e3817d3fb3.jpgRionna 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: Mender Method, Collective (Su)
, Collective Healing (Su) , Medic Powers , knacks, Transfer Wounds (Su) (1d6+3) 7/day, Mender Power: Natural healing (added to powers known), Mender Knack: Halt Death, Power Points: 17 2nd: Vitalist’s touch, health sense (identify), Mender's Touch , Spirit of Many 3rd: Steal health (7hp/touch), Telepathy (Su)
Incantur Class Abilities: 1st: Channel Energy 2d6, Casting, Spell Pool (7) 3rd: Destruction: Intense Magic (Su)

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: (Cure 3d8+12, Invigorate (6 temp hp/1hr), Restore 1), Deeper Healing (2), Restore Health (3), Destruction Sphere: Destructive Blast 2d6+1 or (1 sp 3d6+1) (4)
2nd: Life Sphere: Restore Senses (5)
3rd: Life Sphere: Restore Spirit (6), Affliction
(7)

 

 

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