Goblin

Nagbur Damnstink's page

695 posts. Alias of Don Jon Dux.


Full Name

Nagbur Damnstink

Race

Male Blue Vitalist 7 (HP 44/44 (0 NL) | AC:17 | T:13 | FF:16 | CMB:2 | CMD:14 | Fort:+7 | Ref:+3 | Will:+10 | Init:+1 | Perc: +11 | Speed 30

Classes/Levels

CM: 5/7 | TW: 8/8 | RoH: 1/1 | PP:10/72 | AE: Fire | Focused

Gender

M

Size

Small (4'0"/42lbs)

Age

15 (Adult)

Alignment

LN

Languages

Common, Giant, Goblin

Occupation

Agent of Entropy

Homepage URL

Chibiform Avatar

Strength 10
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 19
Charisma 8

About Nagbur Damnstink

About Vitalists

Vitalists blend the disciplines of telepathy, psychometabolism, and clairsentience to pool multiple creatures into a larger collective of beings, sharing the health of the many to keep each individual well. They are the masters of psionic healing, distributing regenerative energy with the precision of a surgeon.

Regardless of their chosen method, all vitalists can act as the party medic: healing wounds, curing ailments, and augmenting the physical form. The method by which they perform this role varies from vitalist to vitalist. 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. While most vitalists focus on healing wounds or siphoning off healing energy, sadists are able to empower their abilities when others feel pain, making them less predictable in how they will handle the wounds of their allies.

As light armor wearers with minimal combat skill, vitalists are typically not found on the front line of battle. Helping his allies - whether by healing them or making enemies weaker - is what a vitalist does best.

Nagbur Damnstink
Male Blue Vitalist 7 (Sadist)
LN Small Humanoid (Goblinoid)
Init +1

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Defense
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AC 17, touch 13, flat-footed 16 (+1 dexterity, +1 size)
HP (max) 44 (1d6+2)
Fort +7, Ref +3, Will +10

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Offense
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Speed 30 ft. (20 ft. w/pack)
Melee
   Club +4 (1d4) B
Club (Cold Wood) +4 (1d4) B
   Dagger +4 (1d3/19-20) P/S
   Dagger (+1 Thundering) +5 (1d3/19-20, +1d8/DC 14 Fort or Deafened) P/S
   Dagger (Silver) +4 (1d3/19-20) P/S
   Sickle +4 (1d4) S
   Spear (Masterwork Cold Iron) +5 (1d6/×3) P
Ranged
   Club +5 (1d4) 10' B
Club (Cold Wood) +5 (1d4) 10' B
   Dagger +5 (1d3/19-20) 10' P/S
   Dagger (+1 Thundering) +6 (1d3/19-20, +1d8/DC 14 Fort or Deafened) 10' P/S
   Dagger (Silver) +5 (1d3/19-20) 10' P/S
   Sling +5 (1d3) 50' B
   Spear (Masterwork Cold Iron) +6 (1d6/×3) 20' P

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Statistics
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Str 10, Dex 12, Con 14, Int 10, Wis 19/21, Cha 8
Base Atk +3; CMB 2; CMD 14
Feats Access Psionic Talent, Enlarged Collective, Expanded Collective, Psionic Talent, Unwilling Participant
Traits Clairsentient Talent, Psionic Item Familiarity
Encumbrance Light 15
Wealth 6265 GP, 14 SP, 7 CP
Psionic Power (max) 58
Active Energy Fire
Base DC 15 (10+WIS(5)+Power Level)
Unwilling Participant DC (Will Save) 18 (10+WIS(5)+Level/2)

Skills:
Bold skills are --1 vs. non-goblinoid humanoids, ++1 vs. goblinoids (Pariah)

Acrobatics +1
Appraise +0
Autohypnosis +9
Bluff +3
Climb +0
Diplomacy +3
Disguise -1
Escape Artist +1
Fly +3
Heal +8 (++2 using Healer's Kit, ++1 additional vs. wounds with Surgeon's Tools)
Intimidate +3
Linguistics +4
Knowledge (Local) +4
Knowledge (Psionics) +4
Perception +10
Ride +3
Sense Motive +8
Spellcraft +4
Stealth +11
Survival +8
Swim +0
Use Magic Device +4

Bonuses and Special Abilities:

Access Psionic Talent [L1 Feat] Gain five talents (knacks).
Armor Proficiency (Light) [Class Feat] Proficient with all light armor.
Clairsentient Talent [Psionic Trait] Constant occupied-square Detect Psionics "hunches" while focused.
Darkvision (60') [Racial Trait] See in the dark (black and white vision only).
Enlarged Collective [L7 Feat] Increase Collective range to 400'+Lvl*40'.
Expanded Collective [L5 Feat] Increase Collective size by two.
Keen Senses [Racial Trait] +2 racial bonus to Perception checks.
Naturally Psionic (Psionic Talent) [Racial Trait] Gain an additional 2 power points.
Pariah [Racial Trait] -1 penalty to Cha skills with nongoblinoid humanoids, +1 bonus with goblins.
Pickpocket's Outfit [Gear] +2 bonus when hiding small objects on self.
Psionic Aptitude [Racial Trait] +1PP option when leveling favored class.
Psionic Item Familiarity [Psionic Trait] UMD is a class skill, +1 trait bonus to UMD checks.
Repletion (Su) [Racial Trait] 1PP to eschew food and drink for 24 hours.
Simple Weapon Proficiency [Class Feat] Proficient with all simple weapons.
Stealthy [Racial Trait] +2 racial bonus to Stealth and Ride. Stealth becomes class skill.
Unwilling Participant [L3 Feat] On failed DC 10+Lvl/2+Wis Will Save, target joins Collective.
Weapon Familiarity [Racial Trait] All weapons with "goblin" in name are martial.

Powers:
Method: Sadist Soulthief

Collective
1: Fish Silverscale
2: Ama McSpooky
3: Almalik Fezana
4: Axe "Axe" Axe
5: Idris Elbow
6:
7:

Intrinsic Abilities
Collective (Su) [Vitalist] Maintain a collective of up to min(Wis, Lvl/2) individuals within Medium range (100'+10'/Lvl).
Collective Healing (Su) [Vitalist] Redistribute restored HP or ability damage anywhere within willing collective.
Empowered in Pain (Su) [Sadist] Empower CM healing manifestation (50% more effect) by expending Focus and drawing power from another CM's HP. DC 10+Lvl/2+Wis Will save.
Exquisite Agony (Su) [Sadist] CM death: #HD TPP for Wis rds).
Health Sense [Vitalist] SwA to determine HP loss of all CMs and automatically stabilize; SA DC 15 Heal Check for Disease or Poison.
Lingering Pain (Su) [Sadist] Dealing damage while focused, add Lvl/2 bleed damage on failed DC 10+Lvl/2+Wis Fort save.
Rune of Healing [Scenario]
1/Day SwA heal 2d8 damage.
Soulthief's Pulse (Su) [Soulthief] As FA, for one round CMs dealing damage take same in healing up to 2HP each.
Soulthief's Touch (Su) [Soulthief] Reverse Transfer Wounds at int((Lvl+2)/3)d6+Lvl HP. No CMs, needs CON. HD < Lvl/2 = no healing.
Spirit of Many (Su) [Vitalist] Network powers affect CM even if immune, bypass PR, affect additional CM per +1PP.
Steal Health (Su) [Vitalist] 30' RTA, Lvl+Wis HP drawn from target and sent to Collective.
Telepathy (Su) [Vitalist] Collective members can communicate mentally. SwA off/on.
Transfer Wounds (Su) [Vitalist] ((3+Wis)/day) Transfer int((Lvl+2)/3)d6 HP as NL.

Perpetual Powers
1 Collapse [Soulthief's Power] (Close, single living, Fort. save) Target knocked prone; augmentable.

Talents
Ps/1 Ectoplasmic Trinket (Touch, Lvl min.) Create to 1'^3 matter.
Ps/1 Energy Splash (Close, ray, inst.) RTA, energy of manifester's choice (C2, E1, F2, S1).
Ps/1 Halt Death [N] (CM, Will, Inst.) Stabilize collective member.
Ps/1 Siphon (30', single living, inst.) RTA for 1d3 damage and 1THP to CM for one min.
Ps/1 Trick Shot (Close, <= Tiny object not moving under own power, 1 rd.) Control motion; augmentable.

Readied Powers (4)
1 Biofeedback [N] (Self, Lvl min.) DR 2/-; +1 for each +3PP.
1 Natural Healing [N] (Self, inst.) Heal 3HP.
1 Vigor [N] (Self, Lvl min.) Receive 5 temporary hit points.
2 Animal Affinity [N] (Self, Lvl min.) +4 to any Ability.
3 Hostile Empathic Transfer (Touch) Transfer up to 50HP personal damage to target; Will save to half.

Gear:

Self
Belt Pouch 0.125
Dagger 0.5
Dagger (Silver) 0.5
Handy Haversack 5.0
Mithral Shirt 5.0
Pickpocket's Outfit N/A
Spear (Masterwork Cold Iron) 3.0
2 Wrist Sheath (spring-loaded)

Magic Item Slots
Feet: Boots of the Earth MA; while still, Fast Healing 1, +4 to CMD vs. bull rush, reposition, trip.
Headband: Headband of Inspired Wisdom +2 +2 to Wisdom.
Ring 1: Ring of Protection +1 +1 Deflection bonus to AC.

Pocketed
Cure Light Wounds Wand N/A
Cure Light Wounds Wand N/A
Cure Light Wounds Wand N/A
Sling N/A

Belt Pouch
Coinage 0.34

Handy Haversack
4 Acid Flask 4.0
3 Alchemist's Fire 3.0
3 Alchemist's Ice 3.0
3 Alchemist's Kindness 3.0
Bedroll 1.25
Blanket (Winter) 0.75
Block and Tackle 5.0
10 Candles
5 Chalk
Club 1.5
Earplugs
Flint and Steel N/A
Hammer 2.0
Healer's Kit 1.0
10 Holy Water 1.0
Hot Weather Outfit N/A
5 Marbles 20.0
10 Pickles, Goblin, Jar 10.0
10 Pitons 5.0
2x50' Rope 20.0
Sickle 1.0
20 Sling Bullets 5.0
Stone Figurine
2x50' String/Twine 1.5
Surgeon's Tools 1.25
3 Tanglefoot Bag 12.0
3 Thunderstones 3.0
10 Tindertwig N/A
4 Trail Rations 1.0
10 Vermin Repellent
20 Wandermeal 2.5
Waterskin 1.0
3 Wonderous Whippersnap N/A

Wrist Sheath (left)
Wand of Cure Light Wounds

Wrist Sheath (right)
Dagger

Consumables:
50/50 CLW Wand[
50/50 CLW Wand
13/50 CLW Wand
10/10 Healer's Kit

Notes on Ama's wacky healing:
Quote:
Magic healing gets +4 per die rolled. The result of natural healing is doubled. It's all about the healing effect itself. A spell that gives natural healing = natural healing. Not magic healing.