Cleric

Isabella Brighteyes's page

35 posts. Alias of Philo Pharynx.


Classes/Levels

HP 60/60; AC 19/19/15; Saves F10, R8, W10; Perception +10; Initiative +3

About Isabella Brighteyes

Isabella Brighteyes
Female haunted doll vitalist 3/soul weaver (dual channeler) 4/symbiat (gravecrawler) 1/gestalt 4
NE Small construct (augmented humanoid, halfling)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
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Defense
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AC 19, touch 19, flat-footed 15 (+3 Dex, +1 deflection, +1 enhancement, +1 size, +3 untyped bonus)
hp 60 (4d6+34)
Fort +10, Ref +8, Will +10 (-2 vs. Charm or Compulsion effects if there's a promise of wealth or power); +1 trait vs. divine spells, +2 racial bonus vs. curse effects and hexes (stacks with halfling luck)
Defensive Abilities hardness 5; Immune construct traits
Weaknesses consciousness linked, emotional casting, mental focus, puppet master
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Offense
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Speed 30 ft.
Melee +1 spring blade +7 (1d3-1) or
. . Steal Health +6 (6 + heal 6) or
. . Transfer wounds +6 (1d6+3, heal same, 6/day)
Ranged damaging drone +6 (1d8+1) or
. . Bleeding Wounds +6 (5 bleed + shroud) or
. . Exhausting Strike (fatigue + shroud, DC 17 neg)
Special Attacks channel positive/negative energy 12/day (DC 18, 2d6)
Vitalist Powers Known (power points 15, ML 3rd; concentration +8)
. . 2nd—cleanse body
. . 1st—collapse (DC 14), synesthete, vigor
. . 0 (at will)—hinder, missive, siphon
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Statistics
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Str 6, Dex 17, Con —, Int 16, Wis 16, Cha 20
Base Atk +2; CMB +4; CMD 16
Feats Agile Maneuvers, Cantrips, Combat Expertise, Cunning Caster, Deadly Aim, Deceitful, Expanded Collective, Power Attack, Selective Channeling, Stealth Synergy[UC]
Traits asmodeus is with you, bandit (river kingdoms), child of the streets, desecration, vexing defender
Skills Acrobatics +8 (+12 to move through larger enemy's space w/o AoO), Bluff +14 (+16 while benefitting from concealment or cover), Craft (Taxidermy) +12, Diplomacy +12, Disguise +17, Fly +13, Heal +7, Knowledge (religion) +10, Perception +10, Perform (sing) +12, Sense Motive +10, Sleight of Hand +11 (+13 while benefitting from concealment or cover), Stealth +13
Languages Common, Elven, Gnome, Goblin, Halfling
SQ active energy type, behind the veil, bleeding wounds (5 bleed dmg), blessed[HA], blessing, blight, casting, charm, collective, collective healing, creepy doll[HA], cure, easy focus, esoteric healing, exhausting strike, finesse weapon attack attribute, grand channel, health sense, hive workers, implant drone, invigorate, potent channeler, power-hungry, reanimate, recondite stimuli, restore, shroud (5 targets), soulthief's touch, spirit of many, steal health, suggestion (greater), suggestion (lesser), sustained reanimation, swarm powers (damaging drone, expanded swarm), telepathy, transfer wounds, vitalist method (soulthief method)
Other Gear spring blade[UI], bag of holding, minor, muleback cords[APG], sleeves of many garments[UE], ball (2 in.)[UE], bedroll, croquet set[UE], dominos[UE], everburning torch, mirror, taxidermy tools, 524 gp, 7 sp, 2 cp
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Special Abilities
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Active Energy Type (Fire) Lets you set your psionic active energy type.
Agile Maneuvers Use DEX instead of STR for CMB
Behind the Veil +2 to Bluff and Sleight of Hand when in conceal and cover.
Blessed +2 to save vs. curse effects and hexes.
Blessing +1 (DC 17) (Su) Grant a creature a blessing that gives +1 to all saves for 24 hours
Blight -2 (DC 17) (Su) Inflict a magical disease on a target
Cantrips You can create a variety of small magical effects
Casting (CL 4, MSB +5, MSD 16, Concentration +10, DC 17) You can cast sphere effects.
Collective (5 members, 130 Feet) (Su) You have a collective of up to 5 individuals within 130 feet
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 tr
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Consciousness Linked Your sphere effects end if you are unconscious or unable to take mental actions
Construct Traits (+10 HP) Constructs have many immunities.
Creepy Doll Can hide in plain sight as a doll, and no size pen to Intim vs. larger humanoids.
Cunning Caster Use bluff skill to hide sphere effects from observers
Damaging Drone (Su) You can plant a drone as an attack, and can damage the target when the drone implants
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Death: Bleeding Wounds (5 bleed dmg) Ghost strike causes target to take bleed damage
Death: Exhausting Strike (DC 17) Ghost strike causes target to be fatigued
Death: Expanded Necromancy Can animate variant skeletons or zombies
Death: Reanimate (Max HD: 8) Reanimate a corpse as a skeleton or zombie
Death: Shroud (5 targets) On successful ghost strike, mark the target. If it dies within 1 rd/CL, you may animate it as an immediate action
Death: Sustained Reanimation Concentrate on a reanimation to maintain it without spending a SP
Easy Focus Maintaining a sphere effect takes a move action instead of a standard action
Emotional Casting You are unable to use magic when suffering a non-harmless emotional effect
Expanded Collective You are able to include more creatures into your collective.
Expanded Swarm You may spend 1 SP to give drone-implanted allies a bonus to attack, damage, saves, skill checks, and ability checks
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Grand Channel (Su) to d8
Hardness 5 Subtract Hardness from damage done.
Haunt: Isolation 30' Radius. Cannot perceive, target, or interact with allies. Mind affecting. DC 17 negates for 24 hours.
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. I
Hive Workers (Su) Your undead are considered drone-implanted for free
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Implant Drone (7 drones) Implant creatures with insects from your hive, letting you track their status
Life: Cure 2d8+4 (DC 17) Heal a target
Life: Deeper Healing
Life: Esoteric Healing You may use Life abilities to heal non-living creatures
Life: Invigorate (Max 8 tmp HP) Grant up to 8 temporary HP to an injured target
Life: Restore Heal a target's ability damage and remove negative conditions
Life: Revilatize Fast healing 2 for 4 minutes
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mental Focus (DC 22) You can lose mental focus, making it more difficult to use magic
Mind: Charm You may place charms on creatures.
Mind: Recondite Stimuli (Undead) Your Mind effects can affect a chosen creature type that is normally immune
Mind: Suggestion (Greater, DC 17) As lesser Suggestion, but stronger
Mind: Suggestion (Lesser, DC 17) Plant a suggestion into the target's mind
Potent Channeler 2 extra uses of Channel Energy per day, +1 per two levels
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Power-Hungry -2 vs. Will saves if the effect's creator promises wealth or power
Puppet Master You may only reanimate undead with Sustained Animation
Selective Channeling Exclude targets from the area of your Channel Energy.
Soulthief Method A soulthief vitalist develops techniques that focus on harnessing the energy of enemies, siphoning it off and using it to heal himself and his allies.
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 th
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. Whe
Steal Health (Su) At 3rd level, a vitalist has learned to siphon the health of a creature and use it for his own needs or the needs of his collective. As a touch attack, the vitalist may deal a number of hit points in damage to the target equal to his vitalist level +
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Telepathy (Su) When a vitalist reaches 3rd level, all willing members of his collective (including the vitalist himself) can communicate with each other telepathically, even if they do not share a common language. Psionic creatures who are willing members in a vita
Transfer Wounds (1d6, 6/day) (Su) All vitalists learn how to transfer wounds with but a touch.
Versatile Soul Weaver Channel Positive Energy 2d6 (12/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

background:
Growing up in our isolated tower was pleasant. Papa had his studies of life and death. Mother was a servant, useful for things that required breathing. Like travelling to town for supplies. And obviously for Daddy's less cerebral interests. I was a project to keep Mother occupied. At least until I was old enough to show a talent for magic. At which point, he took pride in educating me about necromancy. He was surprised that I also had psychic talents as well, but willing to help me explore that. He was my world.
Still, he hated the limitations of being mortal and he was preparing to become a lich. Growing his knowledge and power and examining the rituals from different cultures to find if there were any advantageous variations. He had me go over each one for education and as a second pair of eyes. I was particularly enamored of one that would allow me to haunt a doll. You see, as I grew older I grew less enamored of my biology as well. But I needed more power before transitioning, and Papa wanted me to take some time in contemplation before such a drastic change.

Of course he told me of Talingarde and the church of Mitra. How narrow-minded they were, restricting whole areas of magic because of their bias against necromancy. But our isolation should have protected us. Sadly, nothing would stop a crusader. They came and slew the workers, slew Papa and Mama. Mama didn't even have any magical ability. They destroyed Papa's laboratory and burned his books.

But they saw children as innocent. I knew enough to play horrified and thank them for saving me. As a poor orphan, they took me away. They let me keep my bag, in which I had all my most precious belongings.

The orphanage was horrible. My small stature and the lurid details of my past made me a target. Even worse were the endless sermons. But Papa was of the opinion that most mages used a bastardized for of magic with their shouting and gestures. He had taught me to use magic by sheer force of will. And in the orphanage I learned to use magic surreptitiously. Early on there were failures, but they rarely believed the children.

I debated revealing the healing aspects of necromancy and pretending that they were gifts of Mitra. But I decided that would draw too much attention.