Seoni

Ida's page

106 posts. Alias of Edgar Lamoureux.


Full Name

Ida

Race

Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30

Classes/Levels

Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

About Ida

Oracle and General Stat Block:
Ida
Female Siren Oracle 2
NG Medium Outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 19, touch 12, flat-footed 17 (+6 armor, +1 shield, +2 Dex)
hp 18 (2d8+2)
Fort +2, Ref +3, Will +9
Resist oracle's curses (tongues [Eridian])
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Offense
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Speed 30 ft.
Melee Light Shield Bash -1 (1d3+2/x2) and
. . Masterwork Morningstar +4 (1d8+2/x2)
Oracle Spells Known (CL 2):
1 (5/day) Color Spray (DC 15), Cure Light Wounds, Bless, Obscuring Mist
0 (at will) Purify Food and Drink (DC 14), Read Magic, Light, Detect Magic, Create Water
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Statistics
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Str 14, Dex 14, Con 12, Int 11, Wis 21, Cha 18
Base Atk +1; CMB +3; CMD 15
Languages Common, Eridian
SQ mysteries (heavens), oracle channel positive energy 1d6 (5/day) (dc 15), revelations (moonlight bridge [20'] [4/day] [dc 15], oracle channel positive energy)
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Moonlight Bridge (20') (4/day) (DC 15) (Su) Create a 20' bridge of moonlight from your position. It lasts 24h or until you cross it.
Oracle Channel Positive Energy 1d6 (5/day) (DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Tongues (Eridian) You can only understand and speak one language in combat.

Vitalist:

Vitalist Powers Known (ML 2) 13PP/Day:
1 Collapse (DC 16), Natural Healing, Vigor
0 Disruptive Touch (DC 15), Fatigue [Soulthief Knack](DC 15), Induce Pain

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Vitalist Abilities
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Collective 7 people not including self. 120ft range.
Vitalist Method Soulthief Method.
Collective Healing May redirect any healing from one member to another.
Medic Powers Some powers gain the Network descriptor when manifested by a vitalist.
Transfer Wounds 8/day (Su) Touch a target and heal it for 1d6 damage, taking an equal amount of nonlethal damage (Up to the amount the target is actually healed).
Soulthief's Touch The vitalist may 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 HP equal to the damage dealt. May not heal more than the touched creature had prior to using this ability.
Health Sense Vitalist may take a swift action to gauge the relative health level of collective members, determining the amount of damage, in HP, that an ally has taken. May make a heal check as a standard action to determine if any of the members of his collective are afflicted by disease or poison.
Spirit of Many The Vitalist gains special abilities when manifesting powers with the Network descriptor.

Racial Abilities:

Outsider type (Darkvision 60 Feet, Proficient with Simple and Martial weapons)
Stat Array: +2 Dex, +2 Wis, +2 Cha, -2 Con
Linguist: May select any languages as starting languages.
Lucky, Lesser: +1 Luck bonus to all saves
Flexible Bonus Feat: Self-explanatory. As per human.
Fast: +10ft Move Speed.
Fleet-Footed: Run as a bonus feat, +2 Bonus to initiative.
Skill Training: Perception and Sense Motive are always class skills.

Traits:
It's all in your head [Trait] Must have Power point reserve of at least 1 point. +2 bonus to Initiative.
Unnatural[Trait] There's very little natural about your genetics, either due to accident or due to tampering. +1 Fort/Reflex, -1 Will
Psigifted[Trait] +1 Manifester level for one power [Vigor]
Blessed Touch +1 HP Healed by Lay on Hands, Channel Energy, or casting Cure spells.

Feats:

Expanded Collective: Add 2 to the limit on number of people in the Vitalist's collective. (Brings the total up to 7, not including the Vitalist.)
Extra Revelation(Moonlight Bridge): Gain an extra Revelation known. Moonlight Bridge was chosen.

Skills, Expanded:

Acrobatics -1 (+2 Dex, -3 ACP) (Situational total: +3, when jumping with a running start)
Bluff +8 (+4 Cha, +3 Class Skill, +1 Rank)
Diplomacy +8 (+4 Cha, +3 Class Skill, +1 Rank)
Heal +9 (+5 Wis, +3 Class Skill, +1 Rank)
Intimidate +10 (+4 Cha, +3 Class Skill, +1 Rank, +2 Magic Item)
Perception +9 (+5 Wis, +3 Class Skill, +1 Rank)
Sense Motive +9 (+5 Wis, +3 Class Skill, +1 Rank)
Spellcraft +4 (3 Class Skill, +1 Rank)
UMD +5 (+4 Cha, +1 Rank)

Gear:

Masterwork Breastplate
Masterwork Light steel shield
Masterwork Morningstar
Intimidating (+2) Headband of alluring charisma +2
Backpack, masterwork
Bedroll
Cooking kit
Mirror
Sack (Soap Bars(3))
Stove can (2)
106GP
7SP
7CP
$1500
Handy Haversack (With 5 doses of Sovereign glue, 5 sunrods, 5 doses of universal solvent, two legnths of silvery rope 100 feet and 50 feet the shorter has knots, a silvery mesh net)

Expended Daily Resources:

2/8 Transfer Wounds
3/13 PP
1 1st level spell
1 Channel Positive Energy uses