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About Tolus SoulrenderStats:
Male Elan Vitalist 1 Init +3 (+2 dex, +1 feat); Senses: Perception +9 STATS Str 8, Dex 14, Con 14, Int 14, Wis 20, Cha 10 Defence/ Offence:
AC 12, Touch 12, Flat-Footed 10 (+2 dex, ) HP 13/13 d6+2 Fort +4, Ref +2, Will +7 CMD 12 Offence
Ranged: +3 B.A.B. +1, CMB 0 Traits and Feats:
Traits Faithful Feedback Devil's Pact Feats
Powers:
Power Points: 10 (6 base + 2 wis + 2 feat) Concentration +9 1st lvl (1pp, DC 16):
Talents, DC 15:
Skills/ Languages :
(Skill bonus=rank+ability+class+misc) Heal : 9=1+5+3
Total = 5(+2/lvl, +2/lvl Int, +1 fav class x1) Languages
Consumables (potions, poisons, etc.):
Special qualities:
Racial +2 to one ability score: Elans gain a +2 bonus to one ability score chosen at creation to represent their varied nature. Aberrant Blood: Elans are of the humanoid (aberrant) subtype. Medium: Elan are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Elans have a base speed of 30 feet. Aberrant Nature: Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans. Naturally Psionic: Elans gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a psionic class, she instead gains the Psionic Talent feat. Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action
Class-based
Manifestation
Choose the powers known from the vitalist power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a vitalist to learn powers from the lists of other disciplines or even other classes.) A vitalist can manifest any power that has a power point cost equal to or lower than his manifester level. The number of times a vitalist can manifest powers in a day is limited only by his daily power points. A vitalist never needs to prepare powers ahead of time; he draws them from his mind when needed. When a vitalist recovers his daily power points after resting, he may choose to rotate one or more powers he knows for new ones. These powers must always be chosen from the vitalist power list, and the maximum number of powers the vitalist may know at any one time in this fashion is listed on Table: The Vitalist. If a vitalist learns a power through other means, such as the Expanded Knowledge feat or psychic chirurgery, this power is known in addition to his normal powers. He may never exchange it for another power from the vitalist list when he chooses his powers known, and it doesn't count against his limit of powers known at any one time. The Difficulty Class for saving throws against vitalist powers is 10 + the power's level + the vitalist's Wisdom modifier. Maximum Power Level Known: A vitalist begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers. To learn or manifest a power, a vitalist must have an Wisdom score of at least 10 + the power's level. Knacks (Ps)
Vitalist Method (Soukthief)
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 Power
Soulthief Knacks
Collective (Su)
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. Collective Healing (Su)
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 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 (Su)
Soulthief's Touch
This ability may only be used on creatures with a Constitution score and may not be used against creatures in the soulthief's collective. A soulthief may use this ability on creatures with a total number of hit dice less than half his vitalist level, but he gains no healing from it. Health Sense
Spirit of Many (Su)
Gear:
Carrying Capacity: current: Fluff:
Every once in a great while a man is chosen to change the world. That man is not me. No, I'm the man who stands behind that man and makes sure he does not fail due to anything outside his own mistakes. My name is Tolus Soulrender. I am a specialty service offered to the best and brightest of His up and comers like this experimental anti-paladin. I have been charged to stand by him, to evaluate him, and to eliminate him, should He be diseased. I think He will not require that, however. This one has spirit. My biggest goal? Desecrating the High Altar in the capital in the name of my lord Asmodeus. Haven't settled on the how just yet. My biggest fear is the displeasure of my god.
Psicrystal:
N Tiny Construct Alertness (Ex)
Improved Evasion (Ex)
Self-Propulsion (Su)
Share Powers (Su)
Sighted (Ex)
Telepathic Link (Su)
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