Mammy Graul

Goerra's page

3 posts. Alias of Mr. Nomington.


Full Name

Goerra

Race

Half-Giant

Classes/Levels

Vitalist:Mender (HP 17/17) | AC:14 | T:10 | FF:14 | CMD 14 | Fort +5 | Ref +0 | Will +7 | Init +2 | Perc: +8 | Speed 30ft)

Gender

Female

Size

Medium

Age

40

Alignment

Chaotic Good

Languages

Common

Strength 14
Dexterity 11
Constitution 14
Intelligence 10
Wisdom 18
Charisma 14

About Goerra

Half-Giant, Vitalist: Mender lv2
CG Medium
Init +0
Senses: Low-Light Vision, Perception +4
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Defense
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AC 14, touch 10, flat-footed 14 (+0 Dex, +4 Armor)
HP 17 (2d6+4+3)
Fort +5, Ref +0, Will +7;
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Offense
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Speed: 30ft
Melee: Large Masterwork Longspear (2d6+3/x3)
Melee: Large Masterwork Cestus +4 (1d6+2/19-20x2)
Melee: Large Dagger +3 (1d6+2/19-20x2)
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Statistics
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Str 14, Dex 11, Con 14, Int 10, Wis 18, Cha 14
Base Atk: +1; CMB +3; CMD 14

Feats:
Toughness, Psionic Talent

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Traits:

Reactionary

You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Benefit: You gain a +2 trait bonus on initiative checks.

Armor Master You have grown accustomed to wearing armor.

Benefit: When you wear armor of any sort, reduce the armor check penalty by 1, to a minimum penalty of 0.


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Skills:

Acrobatics +0
Appraise +0
Autohypnosis +4
Bluff +2

Climb +2
Craft +0
Diplomacy +2

Disable Device +0
Disguise +2
Escape Artist +0
Fly +0
Handle Animal +2
Heal +8
Intimidate +2

Knowledge (Arcana) +0
Knowledge (Dungeoneering) +0
Knowledge (Engineering) +0
Knowledge (Geography) +0
Knowledge (History) +0
Knowledge (Local) +0

Knowledge (Nature) +0
Knowledge (Nobility) +0
Knowledge (Planes) +0
Knowledge (Psionics) +0
Knowledge (Religion) +0
Linguistics +0
Perception +8
Perform +2
Profession +4

Ride +0
Sense Motive +8
Sleight of Hand +0
Spellcraft +0
Stealth +0
Survival +12
Swim +2
Use Magic Device +2


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Languages: Common

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Other Gear:

Masterwork Chainshirt
Ioun Torch
Kit, Fighter's
Outfit, Cold-Weather
34gp

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Special Abilities:

Collective

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

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.

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

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.

Vitalist's Touch

Once a vitalist reaches 2nd level, he learns to apply the skills of his method to his transfer wounds ability, as detailed in the vitalist's method of choice.

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

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.

Mender Method

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.

Mender Power

A mender vitalist adds natural healing to his list of powers known. This does not count against his number of powers known.

Mender Knacks

The mender gains the talent below as his method knack.

Halt Death: The mender can target one member of his collective that is dying (at -1 hp or less). That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.

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.


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Racial Abilities:

Fire Acclimated: Half-giants receive a +2 racial bonus on saving throws against all fire spells and effects.

Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Naturally Psionic: Half-giants receive Wild Talent as a bonus feat at 1st level. If a half-giant takes levels in a psionic class, he instead gains the Psionic Talent feat.

Half-giant Psionics: Half-giants gain the following spell-like ability: 1/day—stomp. The manifester level for this effect is equal to 1/2 the half-giant's level (minimum 1st). The DC for this power is equal to 10 + the power's level + the half-giant's Charisma modifier.

Psionic Aptitude: When a half-giant takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.

Survivor: Half-giants gain a +4 racial bonus to Survival checks.


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Powers & Power Points:

Power Points: 10

Powers:

Manifester Level 1

Natrual Healing
Biofeedback
Vigor