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Rayhan Xobhadi

Lazarus Warpghost 太极狼's page

13 posts. Pathfinder Society character for DM Heterocephalus.


Full Name

Lazarus Warpghost 太极狼

Race

Rhaelian

Gender

Male

Size

M

Age

60

Location

Midgard

Languages

Common

Occupation

Doctor/Farmer

Strength 20
Dexterity 16
Constitution 17
Intelligence 10
Wisdom 18
Charisma 10

About Lazarus Warpghost 太极狼

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Appearance
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Lazarus is a regal looking wise sage. He is bald but his pure white beard is neatly trimmed and shaped. He has a muscular build, with tightly coiled muscles that suit his form. He wears a snow white toga revealing his well chiseled body and a pair of loose white linen paints. The sash that runs across his broad chest is embroidered with the characters "太极狼", symbolizing his awakened name. A coiled Nine Section whip made of organic plant vines hangs at the side of his silk belt.
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Personality
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Lazarus is a grandfatherly figurehead that is compassionate towards people. A teacher of the philosophy of life, he is a well trained doctor and surgeon. He loves to be close to nature and he past his time practicing "太极" in the garden. He is also a farmer and vegetarian. His love for nature can be seen even in the choice of weapon as he fashioned a Nine Section whip made of plant vines. The weapon is kept alive when Lazarus wields it, transferring his "汽" into the whip and therefore sustaining it. He names the weapon "Gaia".
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Lazarus Warpghost 太极狼
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Male Rhaelian Monk/Vitalist 2
Init +3 ; Senses Perception +8
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DEFENCE
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AC 17, touch 17, flat-footed 14 (+3 dex, +4 monk bonus)
Wound Points 36 Vigor 18
Fort +6, Ref +6, Will +7
Defensive Abilities: Evasion
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OFFENCE
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Spd 30 ft/x4
Melee Mwk Nine-Section Whip +7/+7 1d8+5 19-20/x2
Melee Mwk Nine-Section Whip +7/+7 1d8+7 19-20/x2 2-Handed Flurry
Melee Unarmed Strike +5/+5 1d6+5 20/x2
Ranged Shuriken +3/+3 1d2+5 20/x2
Special Attacks Flurry of Blows, Unarmed Strike
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Special Attacks
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Flurry of Blows- When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon. At 8th level, the monk can make two additional attacks when he uses flurry of blows. At 15th level, the monk can make three additional attacks using flurry of blows. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows
Unarmed Strike- A monk's attacks may be with fist, elbows, knees, and feet.
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STATISTICS
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Str 20, Dex 16, Con 17, Int 10, Wis 18, Cha 10
Base Atk +1, Cmb +6Cmd +23
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Feats
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Armor Proficiency (HEAVY) (PFCR 118), Armor Proficiency (Heavy) (PFCR 118), Combat Expertise (PFCR 119), Combat Reflexes (PFCR 119-120), Deflect Arrows (PFCR 121), Exotic Weapon Proficiency (Nine-Section Whip) (PFCR 123), Improved Unarmed Strike (PFCR 128), Punishing Kick (PFAPG 167), Skill Focus (Heal) (PFCR 134), Weapon Focus (Nine-Section Whip) (PFCR 136-137), Whip Mastery
Rapid Metebolisim- You naturally heal a number of hit points per day equal to the standard healing rate + double your Constitution bonus. You heal even if you do not rest. This healing replaces your normal natural healing. If you are tended successfully by someone with the Heal skill, you instead regain double the normal amount of hit points + double your Constitution bonus.
Punishing Kick- You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals damage normally and you can choose to push your target 5 feet or attempt to knock them prone. If you decide to push the target, it is moved 5 feet directly away from you. This movement does not provoke attacks of opportunity, and the target must end this move in a safe space it can stand in. If you decide to attempt to knock the target prone, the target receives a Fortitude saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier to avoid the effect. You may attempt a punishing kick attack once per day for every four levels you have attained (but see Special), and no more than once per round.
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Monk Special Abilities (Hungry Ghost Monk)
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Favored Class (Monk)-(+2 Vigor)
Flurry of Blows- Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
AC Bonus- When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Punishing Kick (Ex)- At 1st level, a hungry ghost monk gains Punishing Kick as a bonus feat, even if he does not meet the prerequisites. At 10th level, and every five levels thereafter, the monk can push the target of his Punishing Kick an additional 5 feet (10 feet at 10th level, 15 feet at 15th level, and 20 feet at 20th level). At 15th level, he can instead choose to push the target 5 feet and knock the target prone with the same attack. The target still gets a saving throw to avoid being knocked prone.
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Vitalist Special Abilities (Soulthief)
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Powers Known- A vitalist's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Vitalist. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

A vitalist begins play knowing two vitalist powers of your choice. At every odd-numbered class level after 1st, he unlocks the ability to know more powers at any given time.

Choose the powers known from the vitalist power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a vitalist to learn powers from the lists of other disciplines or even other classes.) A vitalist can manifest any power that has a power point cost equal to or lower than his manifester level.

The number of times a vitalist can manifest powers in a day is limited only by his daily power points.

A vitalist never needs to prepare powers ahead of time; he draws them from his mind when needed. When a vitalist recovers his daily power points after resting, he may choose to rotate one or more powers he knows for new ones. These powers must always be chosen from the vitalist power list, and the maximum number of powers the vitalist may know at any one time in this fashion is listed on Table: The Vitalist. If a vitalist learns a power through other means, such as the Expanded Knowledge feat or psychic chirurgery, this power is known in addition to his normal powers. He may never exchange it for another power from the vitalist list when he chooses his powers known, and it doesn't count against his limit of powers known at any one time.

The Difficulty Class for saving throws against vitalist powers is 10 + the power's level + the vitalist's Wisdom modifier.

Maximum Power Level Known: A vitalist begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers.

To learn or manifest a power, a vitalist must have an Wisdom score of at least 10 + the power's level.

Knacks (Ps)- Vitalists of all forms learn to manipulate the energy of body and mind in minor ways. A vitalist selects two general knacks, along with one knack from his corresponding method. Knacks may be used at will, as long as the vitalist maintains psionic focus. Unless otherwise specified, vitalist's knacks cannot target creatures that do not have a Constitution score. General knacks are listed below.

Dazzle: The vitalist targets one creature with a ranged touch attack. If the attack is successful, the creature is dazzled until the beginning of the vitalist's next turn.

Disruptive Touch: The vitalist can disrupt the natural energy of the body as a melee touch attack, causing the creature touched to be staggered for 3 rounds. A successful Fortitude save (DC 10 + vitalist's Wisdom modifier) negates this effect.

Hinder: The vitalist may, as a ranged touch attack, cause a creature to take a -1 penalty on a single attack roll, saving throw, or skill check, at the vitalist's discretion. This penalty fades after 1 minute if the target does not make the appropriate type of roll.

Induce Pain: The vitalist may make a ranged touch attack at an enemy within 30 ft. If the attack is successful, the target takes 1d3 points of damage.

Invigorate: The vitalist grants a target 1 temporary hit point with his touch. The temporary hit point lasts 1 minute.

Sicken Body: The vitalist chooses one target within 30 ft. That target must make a successful Will save (DC 10 + vitalist's Wisdom modifier) or be sickened until the beginning of the vitalist's next turn.

Soulthief Power

A soulthief vitalist adds collapse to his list of powers known. This does not count against his number of powers known.

Soulthief Knacks

The soulthief vitalist can choose a talent that focuses on debilitating and manipulating the energy of enemies.

Fatigue: As a ranged touch attack, a soulthief may cause a target to be fatigued for a number of rounds equal to his class level. A successful Fortitude save (DC 10 + soulthief's wisdom modifier) negates this effect. This ability has no effect on a creature that is already fatigued.
Siphon: A soulthief may direct a ray of psionic energy at a target as a ranged touch attack. If it hits, the target suffers 1d3 points of damage, and the soulthief, or one member of his collective (soulthief's choice), gains 1 temporary hit point for 1 minute.

Soulthief's Touch- A soulthief vitalist of 2nd level who utilizes transfer wounds can choose to instead deal the amount of damage that transfer wounds would normally heal plus the soulthief's class level to the target, healing himself a number of hit points equal to the damage dealt. A soulthief 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 soulthief's collective. A soulthief 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.

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 up to his class level in willing targets into his collective. 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). A vitalist's collective can never have more members than his 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 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.

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.

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.
Spirit of Many (Su)

A vitalist of 2nd level gains special abilities when manifesting powers with the Network descriptor. He can manifest these powers on any member of his collective, even if they are out of the power's range or would normally be immune to the power. 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.

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Traits
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No Tratits. Exchanged for 1 bonus feat.
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Racial Traits
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+2 to any ability score.
• One bonus feat.
• +1 Skill point at each level.
• Focused study: Rhaelians are versatile and are diligent when it comes to being good at something (Skill focus to one skill at level 1, 8, and 16th lvl). (Skill Focus:Heal)
• Emissary: Rhaelians are natural diplomats and can connect with people easily. Roll 2d20 for Diplomacy and Bluff checks and take the better roll.
• Weapon Familiarity: Rhaelians are proficient with firearms and the Rhaelian Lysis (similar to the Kajiiatan court and thin blade).
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Skills
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Acrobatics +7, Climb +9, Escape Artist +7, Heal +8, Intimidate +4, Perception +8, Profession (farmer) +8, Sense Motive +8, Stealth +7, Autohypnosis +8
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Equipment
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Mwk Nine-Section Whip, Shuriken, Unarmed Strike
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Backstory
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Technology on Midgard blossomed and slowly phased out the need for religion as the Rhaelians seek knowledge over beliefs. Religion and philosophy slowly became irrelevant and medical advancement allowed some to pursue biological perfection. For thousands of years, the Rhaelians relied heavily on technology and like an empty shell they realized that technology do not hold all their answers to life.

Ironically just like how technology killed off religion and traditions. The Rhaelians, now have evolved into a very logical and scientific species, have wondrous technologies that reduce labor, and create room for more holistic pursuits with their lives. To fill the void in their souls that technology cannot answer.

It is this golden age that rejuvenate the Rhaelians to seek answers that science and technology cannot answer. During this period a young doctor by the name Lazarus Warpghost seeks answers as his wife is diagnosed with an incurable and extremely rare disease known as the "Dark Rot". All his medical training and most expensive technology that money can buy cannot find a cure for this disease. In one of his research for alternative medicines, he came across a ancient manuscript located in the World Library.

We posses the ability to tap a bottomless well of physical and psychic energy called "汽" or "CHI". With it, you can harness the magical power of the universe. Yet most of us unknowingly block the flow of this power, and live out our lives not reaching the potential that we could achieve if we only knew how.

Intrigued he tried to seek answers to this "汽" however his wife's condition deteriorated and passed away shortly after. Lazarus was struck with grief as he became disillusioned with technology and medicine, he seek solace in recluse within the Alpha Mountains.

Nothing was heard from Lazarus for the next 40 years until there was a rumor of a master that can heal the "Dark Rot" disease using this energy called "汽". Expeditions comprising of scientist, doctors and people seeking for hope were formed and sent to locate this master.

His abilities shocked and baffled the scientist and the medical world as he cured patients of advanced stage of "Dark Rot". He mentioned that the Rhaelian bodies have thousands of points called "门" or "Gates" which are the entry point for "汽" and by manipulating the flow of "汽", one can seek to remove impurities and regenerate the body.

Lazarus became a household name overnight as the media hail him as a divine healer sent from heaven. Looking at the joy upon the healed patient's faces, Lazarus was convinced that the world need to learn about "汽". He set up a monastery among the Alpha Mountain and school new generations of healers.

Lazarus is a master of the traditional philosophy, and systematically initiate the theory of Yin and Yang, the relation of man and nature, the relation with strong and weak.

Lazarus also studied the form of the wind and plants and developed a new method of martial arts known as "太极" or "Tai-Chi". It involves bending and pushing, using softness to counter hardness. His choice of weapon is the whip which possess no form but yet all forms as one desire. Lazarus taught..

"Learn from the nature as your teacher", the new born baby is weak and soft, but the growing force is strong"

Lazarus is also know as "太极狼" among the faithful. Among which Lazarus also created a form of healing known as the collective. By tapping into the "门" or "Gates" of the subject, Lazarus can share his "汽" as a coalition transferring their sickness and wounds unto himself and healing them without contact.

When he heard of the creation of the Avanestra is to explore the vast unknown, he know that he must respond to this call. His mission to search other civilizations and species and explore if "汽" exist in such forms.


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