This one has magical abilities, but thanks to the Medicinal drawback of the Life sphere, only in the form of potions. Later, he will acquire powers over animals and metal.
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Rico Vulfsson
Skadein, the Generous
Male dwarf ranger
(Folk Healer) 1
NG Medium humanoid
(dwarf)
Init +3; Senses Perception +5/+7
Defense
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex). +4 dodge against monsters
of the giant subtype.
hp 14 (1d10+4)
Fort +5, Ref +5, Will +5. +2 racial bonus vs. poison, spells, and
spell-like abilities.
Defensive
Abilities defensive training
Offense
Speed 20 ft.
Melee throwing axe +4 (1d6+3)
Ranged throwing axe +4 (1d6+3)
Special Attacks favored enemy (monstrous humanoids +2)
Magic
Caster Level 1; MSB +1; MSD 12; Concentration +6
Tradition Apothecaries (Material Casting, Skillful Casting [Craft: Alchemy]; +1
spell point, +1 for every 3 levels in a spellcasting class); CAM Wis
Spell Points 7
Life Sphere - DC 15; Duration None; Range Touch; Talents Diagnose,
Restore Health, Water of Life; Drawbacks Medicinal
- Cure (2d8+1)
- Diagnose
- Invigorate
- Restore
- Restore Health
- Water of Life
Statistics
Str 16, Dex 17, Con 16, Int 13, Wis 20, Cha 12
Base Atk +1, CMB +4, CMD 17 (21 vs. bull rush or trip while standing
on the ground)
Traits Artisan, Caretaker
Feats Eschew Materials, Studied Healing*
Skills Craft (alchemy) +7, Craft (smith) +7, Heal +10, Knowledge (nature) +5,
Profession (herbalist) +9/+13, Profession (smith) +11/+15, Survival +9
Languages Common, Dwarven, Undercommon
SQ craftsman, folk remedy, industrious urbanite, surface survivalist, skilled
healer, stonecunning, weapon familiarity
Gear healer’s kit, lamellar armor (horn), ranger’s kit, throwing axe, 8 gp.
Special Abilities
Favored Enemy (Ex)
At 1st level, a ranger selects a creature type from
the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge,
Perception, Sense Motive, and Survival checks against creatures of his selected
type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against
them. A ranger may make Knowledge skill checks untrained when attempting to
identify these creatures.
At 5th level and
every five levels thereafter (10th, 15th, and 20th level), the ranger may
select an additional favored enemy. In addition, at each such interval, the
bonus against any one favored enemy (including the one just selected, if so
desired) increases by +2.
If the ranger
chooses humanoids or outsiders as a favored enemy, he must also choose an
associated subtype, as indicated on the table below. (Note that there are other
types of humanoid to choose from—those called out specifically on the table
below are merely the most common.) If a specific creature falls into more than
one category of favored enemy, the ranger’s bonuses do not stack; he simply
uses whichever bonus is higher.
Folk Remedy By drawing on her training in medicine, the folk healer can prepare special
herbal remedies to aid in the healing process. The folk healer can brew potions
that use the Life sphere, even if she does not have the Brew Potion feat.
Furthermore, when she creates them, she may increase the DC of her crafting
check by +5 to include a Life talent she does not possess. She may also use her
Heal skill to make the crafting check.
At 8th level, the
folk healer becomes especially skilled at making her remedies, and can prepare
them at amazing speed. When she creates a Life potion, she may reduce the
crafting time to a single standard action, and may brew the potion even in
distracting and dangerous conditions (such as combat). Such potions tend to
deteriorate quickly, however, and lose their potency after 1 hour.
This replaces
tracker and swift tracker.
Life Sphere You wield the powers of life.
Medicinal Your Life sphere abilities cannot be used directly on a creature. Instead,
you have the ability to imbue a liquid with your Life sphere abilities. You
must select the Water of Life talent with the bonus talent granted by this
drawback, and you can only use your Life sphere abilities to imbue fluids, and
not directly on creatures. You cannot gain the Ranged Healing talent. You can
not take this drawback if you have the Glorious or Sympathetic drawback.
Life: Cure As a standard action, you may spend a spell point to touch a target and
heal it an amount of damage equal to 1d8 + your caster level. This is a
positive energy effect, and as such may be used to harm undead (Will half).
Life: Invigorate As a standard action, you may invigorate a touched creature, granting them
temporary hit points equal to your caster level (minimum: 1). Unlike normal
temporary hit points, this ability can only be used on an injured target and
cannot raise a target’s current hit points plus their temporary hit points to
be higher than their total hit points. This benefit lasts for 1 hour. Temporary
hit points, even from different sources, do not stack; only the highest bonus
applies.
Life: Restore As a standard action, you may touch a target and spend a spell point to
restore their physical and mental health.
This accomplishes
all of the following:
- Heals 1d4 points of ability damage to one ability score of your choice.
- Removes the fatigued condition or lessens exhaustion to fatigued.
- Removes the sickened condition or lessens nauseated to sickened.
- Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
- Removes the staggered condition.
- Removes the dazzled condition.
- Removes the battered condition. (When using Spheres of Might.)
If the condition
targeted is part of an on-going effect, this suppresses the effect for a number
of round equal to your caster level. This cannot be used to remove curses or
instantaneous effects.
Life: Diagnose As a swift action, you can learn any conditions that are affecting a living
creature (unconscious, dying, nauseated, panicked, stunned, poisoned, diseased,
confused, etc) within range of your Life sphere abilities.
By increasing the
casting time of this ability to a standard action or by spending a spell point,
you can learn the details of any condition they are under, such as whether they
have been affected by a spell or the nature of any disease or poison they are
afflicted with. You may use this on a deceased creature to determine how they
died, so long as the target has been dead for no more than one day per caster
level.
You may also use
this ability on any ally that is currently under the effect of one of your Life
sphere abilities regardless of range or line of effect (such as allies who
currently possess temporary hit points from your invigorate ability), as long
as they are on the same plane of existence. You always know the direction and
distance to your ally.
Life: Restore
Health Your cure ability heals an additional 1d8 hit points.
When restoring a target, you may make a magic skill check against the DC of any
poison or disease the target is suffering from. On a success, this removes that
poison or disease from the target. This does not reverse damage the target may
have suffered from the poison or disease (such as ability damage), but it does
stop the poison or disease from causing any more.
Material Casting Your magic requires the expenditure of specific materials: precious metals,
rare components, etc. The exact nature of this material should be worked out
with the GM, but as a rule of thumb, this should cost a silver piece worth of
materials per caster level per ability used.
Skilled Healer
(Ex) The folk healer gains the Studied Healing feat as a
bonus feat. At 3rd level, the folk healer gains a +2 insight bonus to her Heal
checks. This bonus increases by +1 for every odd level after the 3rd, and she does
not suffer a penalty to her Heal skill for not having a healer’s kit. She can
also provide long term care to herself.
In addition, she gains the skill unlocks for the Heal skill as appropriate
for her number of ranks in that skill.
This replaces favored terrain.
Skillful Casting You must create your magic through singing, drawing, or some other
activity. Your magic is tied to a particular Perform, Profession, or Craft
skill (although with GM permission another skill may be substituted). You must
succeed at a skill check to use any sphere ability. The DC of this skill check
is 15 + the ability’s caster level. For every 2 points by which this skill
check falls short of this DC, the ability manifests at -1 caster level. If this
reduces the ability to a caster level below 0, the manifested ability fails and
any spell points used are lost.
A caster with Skillful Casting must be able to perform their skill to use
their magic, which is similar to but not the same as possessing other
drawbacks. For example, a caster who must draw to create magic must have at
least one hand free, although unless he also possesses Somatic Casting he may
do so while wearing heavy armor without a chance of arcane spell failure.
Likewise, a caster who uses music to create magic must be able to speak, but
unless he also possesses Verbal Casting he can do so quietly and not break
stealth.
Build
Rico is built with a 4d6 roll, discard lower system and 175 gp starting
wealth. Favored Class Bonus is +1 hit point. If using a lower point buy, you
can lower Intelligence and Charisma. If using a higher point buy (or rolling
really well), your most important attribute is Wisdom. Wisdom is your casting
statistic and affects the save DCs of all your magic and martial talents and
your spell pool, increases your Will saving throws, and bolsters your survival,
profession, and healing skills. Strength, Dexterity, and Constitution are
important too, to have a better attack and damage roll and more hit points.
Playing Rico
Rico is gentle, wise, and peaceful. Dedicated to his arts, he keeps to himself in the forest’s heart, cures ill animals, creates tools for the villagers and helps wounded travelers. As a surface dwarf, he lacks the rudeness and greed of his subterranean kin, and often offers his advice and work for free.
Rico is gentle, wise, and peaceful. Dedicated to his arts, he keeps to himself in the forest’s heart, cures ill animals, creates tools for the villagers and helps wounded travelers. As a surface dwarf, he lacks the rudeness and greed of his subterranean kin, and often offers his advice and work for free.
Future Abilities
Magic Talents Altered Edge, Animal Friend, Arsenal, Expanded Ore, Greater Healing,
Greater Invigorate, Greater Restore, Metallord, Nature sphere (Limited Nature
drawback; Metal package), Rejuvenation.
Feats Close–Quarters Thrower*, Distance Thrower*, Precise Shot*, Endurance, First
Response, Herbal Components, Master Alchemist, Nature Soul, Pinpoint
Targeting*, Quick Draw, Toxic Recovery, Two–Weapon Fighting*, Weapon Focus
(light hammer), Weapon Focus (throwing axe)
Skills Craft, Heal, Profession, and Survival are the most useful skills for you.
Put some ranks in Appraise, Diplomacy, Perception, and Sense Motive too.
Choose the
Throwing combat style and select allies as your Nature Bond. Aberrations,
humanoids, evil outsiders, and undead are good favored enemies.
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