Keeper Myre

Surgeon VW Camper Van's page

45 posts. Alias of Johnny_Panic.


Full Name

Surgeon VW

Race

Human - Wasteland Resister.

Classes/Levels

Status:
Vitalist (soulthief) L1

Gender

Male

Size

5'0

Age

48

Special Abilities

As race+class

Deity

The Spirits

Location

Right here and now on CNBC.

Languages

English, Patwa, Spanish

Occupation

Shaman

Strength 11
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 18
Charisma 12

About Surgeon VW Camper Van

Surgeon VW Camper Van IMAGE HERE

Surgeon once had a clan, but one day the Mutis came and wiped them out, they eat most then ran off to the holes de sleep in, and left a one alive, Surgeon. as the skilled all around they would not touch the old Shaman. The sprites he says looked after him, Ford Mondao, Samsung and the Horrific WII.

hes Rasta-man looking with a Scraty dog, hes carrying a Doctors bag and a red Cross Waistcoat

Stats
Str 11 - 10 1p
Dex 14 - 10 5p
Con 12 - 10 2p
Int 14 - 10 5p
Wis 18 - 10 10p (+2 racial)
Cha 12 - 10 2p
25 Point spend.

Saves
Fort = +3 (2+1con)
REX = +2 (0+2Dex)
Will = +6 (2+4wis)

Inti+2
Speed 30'
HP [9]6+1+1
Caps 160
BAB+0
AB+0
Meilee+0
Range+2
+0 CMB
12/10FI CMD

AC [15/22DR] = 10+2Dex+3Defense Bonus 12Tch/13FF + DR7 ???

Armor
RASTA Explorer hood DR1 HP50 W2 6caps (+1 Perception)
Wastelander's gear DR6 W2lb HP100 (+2 Melee weapons, +2 Small guns) 50caps

Weapons
Sling: TH+0 DMG 1d4 19/20 x2 50' 0caps
Dagger: TH+0 DMG 1d6+0 19/20 x2 2caps
Staff TH+0 DMG 1d6+0 19/20 x2 0caps

Race - Wasteland Trekker:

Wasteland Trekker: There are no cars or planes anymore, or at least, there aren’t many in a good-enough condition to run. What’s a guy/gal to do but take the shoe-leather express? You’re a traveler, and your time out there in the wastes has made you good at picking your way across the broken land and being able to survive that extra mile.

--Desert Runner: +4 racial bonus on Constitution checks and Fortitude saves against fatigue, exhaustion, and ill effects from running, forced marches, starvation, thirst, and hot or cold environments

--Terrain Stride: move through natural difficult terrain in the Wastes at normal speed

Class Features vitalist (soulthief):

vitalist

Class Features

All of the following are class features of the Vitalist.

Weapon and Armor Proficiency: Vitalists are proficient with all simple weapons and light armor, but not with shields. Armor does not, however, interfere with the manifestation of powers.

The Difficulty Class for saving throws against Vitalists powers is 10 + the power’s level + the Vitalists Wisdom modifier.

Maximum Power Level Known: A Vitalists begins play with the ability to learn 1st-level powers. As he attains higher levels, a Vitalists may gain the ability to master more complex powers.

To learn or manifest a power, a Vitalists must have an Wisdom score of at least 10 + the power’s level.

Powers Known [2]
Maximum Power Level Known [1]
Power points per day [2+2wis=4]

Knacks (Ps)

Vitalists of all forms learn to manipulate the energy of body and mind in minor ways. A vitalist selects two general knacks, along with one knack from his corresponding method. Knacks may be used at will, as long as the vitalist maintains psionic focus. Unless otherwise specified, vitalist's knacks cannot target creatures that do not have a Constitution score. General knacks are listed below.

Induce Pain
The vitalist may make a ranged touch attack at an enemy within 30 ft. If the attack is successful, the target takes 1d3 points of damage.

Invigorate
The vitalist grants a target 1 temporary hit point with his touch. The temporary hit point lasts 1 minute.

Siphon:
A soulthief may direct a ray of psionic energy at a target as a ranged touch attack. If it hits, the target suffers 1d3 points of damage, and the soulthief, or one member of his collective (soulthief's choice), gains 1 temporary hit point for 1 minute.

power-list-vitalist

Powers from list
Natural Healing
Biofeedback 1pp 1min
collapse 1pp 1min

Feats +Traits:

Psicrystal Affinity [Psionic]
You have created a psicrystal.
Prerequisites: Manifester level 1st.
Benefit: This feat allows you to gain a psicrystal. Should your psicrystal be destroyed, you gain a new one after 24 hours. A new psicrystal must have the same personality as the original.

Traits

Mind Touch
You were exposed to a source of PSI energy as a child, perhaps by being born into the rad belt, or maybe because one of your parents was a PSI healers.
Benefit: As a standard action, you may automatically stabilize a dying creature merely by touching it.

Focused Mind (magic)
Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.

Skills:

Class Skills <

Class Skills
4 point spend

+4 Small Guns (+2dex +0Rank +2Item)<

+2 Acrobatics(+2dex, 0rank)
+0 Athletics (+0Str 0rank)<
+2 Appraise(+2int, 0rank)
+8 Autohypnosis* (+4Wis 1Rank)<
+* Craft(+2int, 0rank)<
+2 Disable Device (+2int, 0rank)
+2 Escape Artist(+2dex, 0rank)
+33 Heal (4wis 1rank +5Item +20Item)<
+2 Knowledge (Local) (+2int, 0rank)<
+2 Knowledge (history)(+2int, 0rank)<
+6 Knowledge (Psionics) (+2int, 1rank)<
-- Knowledge (Use Computer)(+2int, 0rank)
-- Linguistics(+2int 0rank)<
+5 Perception(+4wis, 0rank +1Item)<
+0 Ride (0Str 0ranks)<
+1 Perform (1Cha 0Rank)
+4 Sense Motive(+4wis, 0rank)<
-- Sleight of Hand(+1dex, 0rank)
+2 Stealth(+2dex, 0rank)
+8 Survival(+4Wis 1rank)<

Also
+8 Concentration checks
Concentration = 1d20 +1CL +2Int Mod +5other = 1d20 +8

Powers Points:

4 Power points PerDay Current Day Count=[--]

Points/Day +2 (from class) +2 Wis 18 = 4pp/day
Powers Known 2+1 / Maximum Power Level Known - 1ed /
Max PP spend per Power USE ** 1PP **.

CLass & Discipline Talent + powers:

Psicrystal:

WV's Psicrystal looks like an very old TV Valve, its sparks and from time to time moves on its pins. Its plugged in on top of VWs Areal Staff.

A psicrystal is a fragment of a psionic character’s personality, brought into physical form and a semblance of life (via the Psicrystal Affinity feat). A psicrystal appears as a crystalline construct about the size of a human hand

Personalitis 1
Single-minded = (+3 bonus on Concentration checks)

Abilities:
Str 1*, -5
Dex 15* +2
Con Ø, **
Int 8, -1
Wis 10, +0
Cha 10 +0

*With self-propulsion ability activated.

Size/Type: Diminutive Construct**
Alignment: As master
Hit Dice: As master’s HD (hp ½ master’s)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.*
Armor Class: 17* (+4 size, +2 Dex* +1 N-Amor), touch 16, flat-footed 14 (*change with powers)
Base Attack/Grapple: +0/-17
Attack: —
Full Attack: —
Space/Reach: 1 ft./0 ft.
Special Attacks: Shared Powers / Tuch Powers
Special Qualities:
Construct traits,
hardness 8
Psicrystal abilities
Alertness, improved evasion, personality, self-propulsion, share powers, sighted, telepathic link, Deliver touch powers.

Saving Throws: A psicrystal uses its owner’s base saving throw bonuses and ability modifiers on saves, though it doesn’t enjoy any other bonuses its owner might have (from magic items or feats, for example).

Skills: A psicrystal has the same skill ranks as its owner, except that it has a minimum of 4 ranks each in Perception and Stealth. (Even if its owner has no ranks in these skills, a psicrystal has 4 ranks in each.) A psicrystal uses its own ability modifiers on skill checks.

Class Skills <
6 point spend

+6 Acrobatics(+2dex, 1rank)<
-1 Athletics (-5str, 1rank) <
-1 Appraise(-1int, 0rank)
+6 Autohypnosis* (+1Wis 1Rank)<
+* Craft(-1int, 0rank)<
-- Disable Device (-1int, 0rank)
+2 Escape Artist(+2dex, 0rank)<
-0 Heal (0wis 0rank)
-1 Knowledge (ALL) (-1int, 0rank)<
+* Linguistics(-2int 0rank)
+7 Perception(0wis, 4rank)<
-5 Ride (-5Str 0ranks)
+0 Perform (0Cha 0Rank)
+4 Sense Motive(0wis, 1rank)<
-- Sleight of Hand(+2dex, 0rank)
+9 Stealth(2dex, 4rank)<
+1 Survival(1Wis 0rank)

A construct is an animated object or artificially created creature.

A construct has the following features.

d10 Hit Die.
Base attack bonus equal to total Hit Dice (fast progression).
No good saving throws.
Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. However, most constructs are mindless and gain no skill points or feats. Constructs do not have any class skills, regardless of their Intelligence scores.
Traits: A construct possesses the following traits (unless otherwise noted in a creature's entry).

No Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having

a score of 10 (no bonus or penalty).
Low-light vision.
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning. Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality. Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.A construct cannot be raised or resurrected.A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table. Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Proficient with no armour. Constructs do not breathe, eat, or sleep.

Equipment:

Starting Caps 160+100

Sling Belt 0cap
Sling stones 0cap
Dagger 2Caps
TV Staff 0caps

Belt pouch x 4 4cap
Craker Jack - Compass 10caps
Zippo Lighter + light oil 5caps
Hurbs + Papers 1cap
*Weed removes Shaken and fear, but cost temp -1d2 Dex
Pen and note paper 1cap.
Rasta Faith book 0cap
Sling Stones 0caps
Red Cross waste-coat 2caps

On back
Sleeping bag 5caps
Plastic ground sheet 0cap

back-pack 5caps ->
meat-Jerky 2caps
Tallow Candles x2 2caps
Cooking pans x2 1caps
Solor MP3 CD player (70LPs of Raggey) 17caps

-Carrying-
Doctors Bag -> 55caps
[+20 Heal]
Pre-War 1st aid Book (heal +5) 20caps
Scalpel DB
Scissors DB
Tweezers 3caps
Mirror glass 0cap.
Bandages 1cap.
RadAway 1 20 caps (-150 Radiation DMG until gone)
Water flask 3caps
String 0cap
Vodka Spirit 20caps
forceps DB
surgical tubing DB
home made Red cross Flag 1 cap

__Othere___

Scarg the Guard Dog 5caps

Left 27caps

Notes:

Jamaican Language

Here are some Jamaican Patois words and phrases:

fi yuh – for you

watnat – dresser (furniture)

gawling – bird

gleaner – newspaper

settee – couch

higgle – to sell

tan suh bak – laid back / relaxed

ketch e – catch it

Example: ketch e ball nuh – catch the ball, why don’t you. In this example there is no exact translation for “nuh” and it’s used to show insistence or being irritated. Speaking of which, “nuh” can also have different meanings. The word “nuh” can be used to negate a sentence. And some examples would be: “mi nuh kno” which means “I don’t know.”

Using “nuh” to show impatience or irritation. Examples include:

gwaan nuh! – go on! (nuh shows irritation or impatience depending on the context)

wait fi mi nuh! – wait for me! (again “nuh” can show impatience or irritation depending on the context)

Using “nuh” to negate a sentence. Examples include:

eem nuh si e – he does not see it

shi nuh guh deh – she does not go there

nuh duh dat! – don’t do that!

A man was in the car, a friend approached. The man said to the friend approaching:

fahwud nuh – come on (let’s go)

The friend say’s:

Ah weh wi ah guh guh? – Where are we going to go?
(guh guh is not a typing error. When it’s said like this it means “going to go”)

The man says:

mi nuh kno yaah – I don’t know (yaah has no real meaning, it’s sort of like saying the slang word ‘yo’

koof – to slap, to punch
example: dah mon deh mytah get koof – that man might get slapped.

ketch up – to argue, fuss, quarrel
example: deydah day dah yute an eem ketch up – yesterday (or some time in the past) that young man and he were in an argument (quarelling, fussing).

fren up – to befriend, to be nice towards