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Shorafa Pamodae

Vaashti C'tan's page

238 posts. Alias of bigrin42.


Classes/Levels

Merciful Healer 1

stats:
AC 18 T 12 FF 16 | F +3 R +2 W +6 | Init +2 | Perc +3
status:
HP: 10/10 | spells remaining: 1st (3/3) | channel 1d6 (1/3)

About Vaashti C'tan

CG Tiefling Merciful Healer 1
XP:
HP:
Conditions:

Init: +2
Senses: Darkvision 60'; Perception +3

Defense:

AC: 18/12/16(+4 armor, +2 shield, +2 dex)
CMD: 12 (+0 BAB, +0 str, +2 dex)
Fort +3, Ref +2, Will +6
Defensive abilities:cold resistance 5, electricity resistance 5, and fire resistance 5.

Offense:

Speed: 20'
Melee: morningstar +0(1d8+0, x2)
Ranged: mwk light crossbow +3(1d8, 19-20/x2)
Special Attacks:

Statistics:

Str: 10, Dex: 15, Con: 12, Int: 12, Wis: 17, Cha: 10
Base Atk +0; CMB +0
Feats: combat casting, selective channeling
Trained Skills (3): heal +7, sense motive +7, spellcraft +5

Equipment:

chain shirt (-2 ACP)
morningstar
mwk light crossbow
20 bolts

Backpack
Bedroll
Waterskin
5 days rations
Flint & steel

clw potion

Cash: 191.07g

Influence: 4

Healing Domain:

Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.

Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spells:

Level 0 (3 available):
prepared: guidance, detect magic, create water

Level 1 (2+1 available):
prepared: clw, bless, murderous command
used:

Feats:

Combat Casting: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Selective Channeling: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.

Traits:

Devoted Healer: Whenever you take 20 on a Heal check to treat deadly wounds, you restore an additional 1d4 hit points to those you aid.

Prostitute: You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you. .

Special Abilities:

Channel Energy (Su): As the cleric ability, save that a merciful healer must channel positive energy, and when she does, she cannot choose to target undead. This ability is otherwise identical to the cleric ability of the same name.

Combat Medic (Ex): A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.

Mythic Path - Hierophant:

Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below o hit points, you still lose hit points for taking actions , as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su) 5/day: Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier. This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su) +1d6: You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.

Tier 1

Mythic Feat -

Divine Surge - Inspired Spell (Su): You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery sp ell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don't need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.

Path Ability - Faith's Reach (Su): Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range
of 30 feet. If the spell normally requires a melee touch attack, it instead requires a ranged touch attack.

Racial Traits:

Type: Tieflings are outsiders with the native subtype.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Natural Magic: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.

Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Vestigial Wings: Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled.

Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

background:

A "just" society. A "free" society. Don't talk to me about these things. Not unless you've lived your whole life around whores. Sure, call them the "hospitality industry" or "ladies of the silken night" or even "escorts" if you will. We're whores, and that's all we ever will be. And if you've got the tiefling heritage, and your horns are visible, or maybe a tail, then you've got nothing to look forward to. Oh, there's some that do elsewise, maybe get themselves a shop or wagon, become merchants. But they get crap rates on loans, their customers cheat them, and eventually they get run out of town as "demons". Is it any wonder a lot of my family take to evil ways? And for every one that makes it out, there's dozens - hundreds - that don't.

I grew up in a whorehouse, lived with whores all my life, and I'd be there still, whoring my life away, if The Everbloom hadn't taken pity on me and lifted me out by her good right hand. Justice comes in all forms, and sometimes what is just for one isn't fair for another. That's where mercy comes in. She showed me mercy all right. She helped the healing power within me blossom and grow. I've been healing my sisters and brothers for a couple of years before I left the Powdered Rose. You think arena gladiators have it rough? Whores get beat up, get the pox, get...used every night. Who heals them? You think they can just pop down to the apothecary for a pick me up? No. We take care of our own...and I was my sisters' keeper.

Still, when Milani visited me in the vision one night, I couldn't believe she had just asked me to leave my family. Who would tend to their needs? Who would care for them? What would they think when I left? It's not like Madam Pilfrani would stop me. There's clerics galore in the whorehouse ranks, but most turn to Calistria for vengeance. Milani is different, and Madam Pilfrani was the first to suggest I leave. She even cut back on my evening hours - I still worked hard hours during the day with healing - and pooled a sum of money and some secondhand goods for me to take as I went. My sisters even took up a collection and got me down to the skin artist. He inked me up a rose blooming bright red from blood on the streets - Milani's own symbol right there on my arm and shoulder!

I'm not sure what the Everbloom has in mind for me, but I'm not given to questioning her. Right now, she said "Go!" and I'm going. Maybe the future will reveal itself soon.

I'm not sure what awaits me at Falcon's Hollow - other than my distant cousin, of course. Mother told me about Laurel, another with healing capabilities, though apparently hers fell more in line with herbs and alchemy. I don't even know if Lauerl knows she has a tiefling cousin, or what her reaction will be when I show up on her doorstep. She's from father's side of the family, of course, human to the bone. I sure hope Milani knows what she's doing...


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