Dwarf Spell

LifeGiver's page

24 posts. Alias of YoricksRequiem.


Full Name

LifeGiver

Classes/Levels

Inactive

Size

M

Age

153 (Middle Aged)

Alignment

N

Languages

Common, Undercommon, Dwarven

Occupation

Exile

Strength 9
Dexterity 12
Constitution 16
Intelligence 13
Wisdom 18
Charisma 11

About LifeGiver

LifeGiver
Duergar Vitalist 1

Stats:
Attributes
STR 9 (-1)
DEX 12 (+1)
CON 16 (+3)
INT 13 (+1)
WIS 18 (+4)
CHA 11 (+0)

Stats
Alignment: N
Languages Known: Common, Undercommon, Dwarven
Senses: Darkvision 60ft.
Size: M / Speed: 20
Gender: M
Age: 153 (Middle Aged - Penalty to Physical Stats, Bonus to Mental Stats)

Initiative: +3 (+1 Dex +2 Trait)
Perception: +8

Offense
BAB +0

Defense
HP: 14 (1d6 + 3 Con + 4 Feats +1 Favoured Class)
AC: 14 (10 Base + 3 Armour + 1 Dex)
Touch: 11
Flat-Footed: 13

CMB: -1 (+0 BAB -1 Str)
CMD: 10 (10 Base -1 Str +1 Dex)

Saves
Fort +5 (+2 Base +3 Con)
Refl +2 (+0 Base +1 Trait +1 Dex)
Will +6 (+2 Base +4 Wis)

Skills:
Skills (2 + 1 Int)
Heal +9 (+1 Rank +3 Class Skill +1 Trait +4 Wis)
Knowledge Anatomy +5 (+1 Rank +3 Class Skill +1 Int)
Perception +8 (+1 Rank +3 Class Skill +4 Wis)

Traits and Feats:
Traits
- Overprotective (Drawback): If one of your allies should fall unconscious from hit point damage, you take a -2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

- Reactionary +2 Initiative
- Caretaker +1 Heal
- Grounded (Dwarf) +1 Reflex, +2 Acrobatics to Balance

Feats
- Psionic Body (Psionic). Your mind reinforces your body. When you take this feat, gain +2 Hit Points for each Psionic feat you have (including this one). Whenever you take a new Psionic feat, gain +2 more Hit Points.

- Psionic Talent (Bonus Feat - Duergar): +2 Power Points

Psionics:
Psionics
Power Points Per Day: 5 (2 Base + 1 Wisdom + 2 Feat)
DC for Powers: 10 + Power Level + Vitalist Wisdom Modifier

Powers Known (2):
- Biofeedback
- Vigor
- Natural Healing (Bonus for Mender)

Knacks (Cantrips):
- Halt Death (Bonus for Mender): The mender can automatically stabilize a member of his collective.
- Detect Psionics
- Sense Poison

Special Abilities:
Special Abilities
- Weapons and Armour Proficiency: Proficient with all simple weapons and light armour, but not shields. Armour does not interfere with the manifestation of powers.

- Vitalist Method (Mender). A mender vitalist is the most common found, as he focuses on healing wounds more efficiently, even bringing back life to the dead. The mender vitalist learns how to boost the body's natural healing ability to unimaginable regenerative levels.

- Transfer Wounds. As a standard action that does not provoke attacks of opportunity, the Vitalist may touch a target and heal it for 1d6 points of damage. The Vitalist then suffers the same number of points of non-lethal damage. The Vitalist may use this a number of times per day equal to 3 + his Wisdom modifier. He may not use it on himself, for obvious reasons.

- Medic Powers. The following powers gain the Network descriptor, allowing the Vitalist to use them through his collective: Animal affinity, biofeedback, body of iron, endorphin surge, expansion, oak body, physical acceleration, sustenance, suspend life, timeless body, and vigor.

Collective
A vitalist learns to use his psionic power to connect willing minds through an internal network. As a standard action, a vitalist can join a number of willing targets into his collective equal to his wisdom modifier or half his vitalist level, whichever is higher. He must have line of sight to each target, they must each have a Wisdom score of at least 1, and they must all 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 remove a member as a free action, and any member can voluntarily leave as a free action. Anyone who moves out of range or has their Wisdom drop to zero is automatically removed. Entering a null psionics field interrupts the connection temporarily until the member leaves the field. A member who leaves immediately loses all benefits they may have gained. A vitalist is aware of the status of his collective and can, roughly, sense the presence of each member.

If a Vitalist power has a range greater than persona, is harmless, or specifies one or more willing targets, the Vitalist can manifest it on a member of his collective regardless of the range of the actual power. All other restrictions still apply. Any power with the Network descriptor can also be manifested this way, regarldess of the actual range or targets.

If he is capable of manifesting powers or casting spells from a different class, any compatible spell or power with a ranger greater than touch can also be used through the collective. If a member of the collective dies, they are automatically removed, 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.

Collective Healing
Whenever a willing member of the Vitalist’s collective could regain lost ht points or ability damage, the Vitalist can 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, healing from ongoing effects, and even hit points gained from rest.

In any case, the original recipient 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, negative, construct repair, etc) is unchanged from the original source.

Racial Adjustments:
Racial Adjustments (Duergar)
+2 Con, +2 Wis, -2 Cha
Medium Humanoid (Dwarf)
Darkvision (60 Ft) Light Sensitivity (Dazzled in bright light)
Languages: Common, Dwarven, Undercommon. High intelligence can yield additional languages from the following: Aklo, Draconic, Giant, Goblin, Orc, Terran

Special Abilities
- Slow and Steady: Speed 20 Ft, but is never modified by armour or encumbrance.
- Hardy: +2 Saving Throws against poison, spells, and spell-like abilities
- Stability: +4 CMD when resisting a bull rush or trip attempt while standing on the ground.
- Naturally Psionic: Duergar gain the Psionic Talent feat as a Bonus Feat at 1st level.
- Psionic Aptitude: When the Duergar takes a level in a Favoured Class, he can choose to gain an additional power point instead of a hit point or skill point.

- Duergar Psionics: Can use the following psi-like abilities 1 / Day: Expansion, Cloud Mind. These affect only the duergar and his gear. The manifester level is equal to the Duergard’s level (Min 3). The DC for Cloud Mind is 10 + The Power’s Level + the Duergar’s Charisma Mod.

Backstory:
Backstory
For hundreds of years, this sect of Dwarves dug. Entire generations were born, lived, and died without knowing anything else. What they were searching for, few could say. Maybe they themselves didn’t even remember anymore. But digging was what they did.

Deep beneath the world, deeper than any mortal soul had any right bening, they found a creature, a slumbering god. Even while it slept, its power was such that it shattered the minds of the entire clan. It changed them, awakening something inside them long since forgotten. These Dwarves became known as the Duergar. While they did not understand what was happening, there was one thing that was clear: They must do everything they can to keep the god sleeping.

During a patrol, the Duergar who would later be known as “LifeGiver”, came upon a young Drow who had been pinned under some rocks during a cavein. He knew that by the laws of his people he should kill it, but as the creature begged, he found himself unable to. Instead he healed the young Drow, letting it escape.

When he returned to his people, he lead a Drow raiding party right to them. The youngling had been a scout, and he’d fallen right into their trap. While the Duergar were able to fend off the Drow, his life wouldn’t be the same. He’d put his people at risk, and . He was branded with the insult “LifeGiver” and exiled from the Duergar Clan.

Knowing full well that the normal Dwarves would never accept him either, LifeGiver set his sights on a world beyond, which he had never seen, and had heard very little of: The surface. The Duergar believe that their "mind powers" had been given to them in order to better keep the god sleeping. Yet on the surface, such powers were more commonplace. LifeGiver heard of this, heard some of what had happened to them, learned they were called "Psionics", and that there was a city specifically for others like him called Phaselis. It was that city that he set his sights on, hoping for a better understanding of this power, where it truly came from, what could be done with it, and maybe some kind of purpose. If the sleeping god had only awakened something in them that lay dormant, rather than giving them something new entirely, perhaps there was a larger purpose. Perhaps he could find others like him.

While LifeGiver may intend to gain power/understanding to make a difference back home, I don't expect that to be the way that things go. It's something of a pipe dream in the interim. Duergar are very easy to control, constantly looking for some kind of leader, which is why it was so easy for this group to just dig forever without really questioning it. Given that to go back would almost certainly mean execution, I anticipate that LifeGiver will find some other purpose.

Actor Reference
Michael J Anderson

http://mpelletier.net/temp/Anderson1.jpg
http://mpelletier.net/temp/Anderson2.jpg
http://mpelletier.net/temp/Anderson3.jpg