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Fox the Healer (Kankoran Psi-Healer, Sinestri)

PostPosted: Sun Feb 26, 2017 6:55 am
by Fox
Player Name: Alan
YIM Handle:

Character Name: Long Walk Home
Alias: Fox
Race: Kankoran
O.C.C.: Psi-Healer
Alignment: Principled (Good)
XP Level: 5
XP Points: 18,320
Next Level @ XP: 23100
Racial Hostilities: Trolls (and giants)...they are simply too BIG and frighten him
Sentiments/Western Empire: does not countenance their decadence and cruelty
Sentiments/Dominion of Man: wishes the human and canine peoples of this land would stop fighting
Disposition: Curious and friendly, but sometimes annoyingly inquisitive
Insanity: Phobia: Alu Demons

I.Q.: 10
M.E.: 10
M.A.: 11
P.S.: 9
P.P.: 13
P.E.: 17
P.B.: 13
Speed: 15

P.P.E.: 6
I.S.P.: 130
H.P.: 37
S.D.C.: 26
Age: 23
Sex: Male
Height: 5' 6"
Weight: 140 lbs.
Description: A small reddish-brown furred fox-like canine humanoid with soft green eyes (actually big for his species)

Racial Abilities
Nightvision 40'
Keen Color Vision
Superior Sense of Smell and Hearing
--Hearing is as keen as a dog's and has the same range of hearing
--Recognize and Track Familiar scent 32% (+4%) range 50', re-roll every 100' (+10% if mate or offspring)
--Track Blood Scent by smell alone 42% (+4%) Range 1,000'
Racial skill bonus of +5% to all Wilderness Skills
Racial Bonuses: Base SDC 20, +3 Initiative, +2 Pull Punch, +1 to save vs Horror Factor a levels 1, 2, 3, 5, 7, 9, 11, 13,and 15 (+4)
Regional bonus: Prowl Rolls are not Penalized if within the Northern Woodlands Region

Natural Abilities
Perception Bonus: +39% (+3%)
Charm/Impress: 15%
Invoke Trust/Intimidate: 15%
Max. Encumbrance: 42 lbs.
Max. Carrying Weight: 90 lbs.
Max. Lifting Weight: 180 lbs.
Max. Jumping Ability: 4.5' long 2.25' high
Horror Factor: 12
Natural AR: 6

Master Psionic
Deaden Pain (ISP: 4)
Exorcism (ISP: 10)
Healing Touch (ISP: 6)
Increased Healing (ISP: 10)
Psychic Diagnosis (ISP: 4)
Psychic Purification (ISP: 8)
Psychic Surgery (ISP: 14)
See Aura (ISP: 6)
Empathy (ISP: 4)
(2nd)Bio-Regeneration (ISP: 6)
(3rd)Float (ISP: 6)
(4th)Attack Disease (ISP: 12)
(5th)Lust for Life (ISP: 15)

(EP)Object Reading (ISP: 6)

O.C.C. Skills
Cook 60% (+5%)
Biology 65% (+5%)
Holistic Medicine 70%/60% (+5%)
Identify Plants and Fruits 60% (+5%)
Preserve Food 65% (+5%)
Language Wolfen (Native) 118% (+5%)
Language Gobbley (Native) 118% (+5%)
Language Human (Northern) 65% (+5%)
Language Human (Eastern) 65% (+5%)
Math (Basic) 75% (+5%)
WP: Sword
WP: Archery

O.C.C. Related Skills
Hand to Hand: Expert
Brewing 55%/60% (+5%)
Literacy (Wolfen): 60% (+5%)
Rope Works 50% (+5%)
Lore - Demon and Monster 55% (+5%)
(3rd)Climbing 50%/45% (+5%)

Secondary Skills
Horsemanship (General) 55%/40% (+5%)
Land Navigation 51% (+4%)
Wilderness Survival 55% (+5%)
Prowl 45% (+5%)
(4th) Literacy: Eastern 35% (+5%)
(4th) Dowsing 25% (+5%)

Combat Data
HTH Type: Expert
Number of Attacks: 5
Initiative Bonus: +3
Strike Bonus: +2 (+4 with bow or sword)
Parry Bonus: +3 (+4 with bow, +5 with sword)
Dodge Bonus: +3
HTH Damage Bonus:
Bonus to Roll w/Punch: +2
Bonus to Pull a Punch: +5
Bonus to Disarm: +2
Other: (HtH) Kick Attack 1d8, Karate Punch 1d6, (Racial) Kick attack 2d6, Claw Strike 2d4, 1d4 bite, Karate Kick does 2d4 damage, any two others?

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

WP: Archery +2 to Strike, +1 to parry with the bow itself, +1 to Disarm, +100 feet to effective range with bow, 5 shots a round
WP: Sword +2 to Strike, +2 to Parry

Saving Throw Bonuses
Coma/Death: +17%
Magic (varies): +1
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+): --
Psionics (10): --
Possession: +7
Horror Factor: +6
Save vs mind controlling drugs, potions, and magic charms: +4 (in addition to other save bonuses that may apply)

Re: Fox (WIP)

PostPosted: Sun Feb 26, 2017 7:55 am
by Fox
Worn on Person
Studded Leather Armor (full suit) 20Lbs
• A.R.: 13
• S.D.C.: 38
• Modifiers: -5% mobility penalty
• Features: None

Enchanted Sword
S.D.C.: 150
Damage: 2D6
Modifier: +2 to strike/parry
Turns Holder Invisible: Upon a mental command, the magic staff can turn whoever is holding its handle invisible. Either the wielder of the weapon is turned invisible, or as many as four others if he allows them to grasp the weapon. Can turn people invisible three times per day. Duration of invisibility is 10 minutes.
Shards of Ice: Three times a day, upon a mental command the magic staff can instantly create and shoot razor-like shards of ice from the end of the staff. They do not automatically strike the intended target (roll for each attack), but can be deadly accurate. The wielder can fire as many times as he has melee attacks (each shard blast counts as one melee attack). Range: 120', Duration: 4 melees, Damage: 3d6 Saving Throw: A dodge or parry is possible if the victim knows he is under attack and rolls a 17 or higher.

Dwarven Long Sword 3.5 Lbs
• Damage: 2D6
• Modifiers: +1 Strike +1 Parry

Dagger 1Lbs
• Damage: 1D6
• Modifiers:

Favorable Contact
Slandrel, Elena's Champion .. PF-WB6-p.80
Note: Fox is still subject to the cannon Crystal Fortress Mind Wipes / Mental Blocks / Encryption / etc , as described in PF-WB6-p.77.
Meaning .. Much about Slandrel and the valley (including location) , is erased/wiped/blocked .. what Fox retains is mostly blocked/encrypted/scrambled .. and would come out as gibberish .. It is gibberish verbal , gibberish written, even gibberish to mental probes by another psychics .. As per the book , these wipes/blocks/encryption/etc , are permanent.

Special Items:
A Wand of Animal Magic WB11 p66
  • Climb at 90%, constant
  • Cast Eyes of the Wolf, Swim as the Fish, Superhuman Strength, Metamorphosis Animal at 7th level 5 times per day.

A Leaf Blanket of Healing WB11 p66
  • Negates toxins
  • Heals Wounds 2d6 SDC and 2d6 HP per Hour
  • adds +30% to save vs coma
  • Camouflage as per spell
  • Restoration; destroys the blanket.

A Crystal Compass
    Unknown purpose..

Guild Rings of the Agentes in Rebus
Enchanted Ring
Magic Features
• Tongues: Gives the wearer the ability to understand and speak any language at 98%
• Truesight: The wearer of this ring sees through magical and psionic illusions, and drug induced hallucinations (half the usual penalties). In addition, the wearer is not hindered by magical or non-magical darkness, and can see the invisible. This ring does not allow the wearer to see through non-magical disguises, nor will the wearer be able to detect Changelings, other shapechangers (like werebeasts and dragons), or otherwise metamorphosed individuals or creatures.

Eighth of Twelve Rings for the Elder Dwarven Kings
Extremely Rare Legendary Enchanted Ring
M.D.C.: (if armor or weapon, this is the default amount for such items unless increased through enchantment)
Magic Features
• Greater Healing (BOM 106): Instant, three times daily.
• Mend the Broken (BOM 106): Instant, three times daily.
• Increase M.A. by 3
• Increase P.E. by 3

Crystal Nagamaki
Type: Crystal Sword/Staff
A.R.:18 S.D.C.: 700 (Restore 1 S.D.C. per 2 I.S.P.)
1. Energy Blade; Damage: 5d6 (2d6 as a blunt weapon) + 2 for every level of the bond; Duration: 4 minutes for 1 I.S.P Modifiers: +1 to strike, +2 to parry
2. Combat Awareness; Modifiers: +1 to initiative, +1 to dodge, cannot be surprised by sneak attack
3. Resistance to Energy; Duration: Constant Modifiers: Half damage from all energy attacks
4. Cure Disease; Any disease is immediately cured. No hit points lost through the course of the disease will be restored, but a quick recovery now begins-heals twice as fast as normal. I.S.P.: 20.
5. Heal Wounds; Restores 1d6 for each 5 I.S.P. spent
6. Crystal Skin; I.S.P. cost: 24 per 10 melees or 24 per skin.
7. Heal Burns; This magic will restore hit points lost by fire bums, energy burns or frostbite burns. I.S.P.: 5 per each 1D6 hit points restored.
8-12: Currently Inaccessible.
13. Personality Elements: Unprincipled Alignment; Fun-Loving; Curious; Talkative
14. Note: Can only be fully unlocked in the Crystal Valley

Dimensional Bag - Custom
•• Dimensional Pocket [8.0 Years, ~60lbs]
• Weight: 2.0 lbs.
• Modifiers: Ley-Line Crafted
•• Contains:

Guild Capes of the Agentes in Rebus
Enchanted Garment
S.D.C.: 60 (A.R. 10; clothing)
Magic Features
• Impervious to Fire: 60 minutes; twice daily.
• Impervious to Cold: 60 minutes; twice daily.
• Impervious to Horror Factor: 30 minutes; three times daily.
• Chameleon: 20 melees; twice daily

Worn on Person
Clothing 2Lbs
Dwarven Long Sword
Studded Leather Armor
Backpack 1Lbs
300 gold (0.1Lbs) in Wolfen Imperials (worn on a chain or rope, they are designed to be carried that way)

Utility Belt
Wand of Animal Magic

Spare Clothing (2Lbs)
(2) Medium Sacks
(6) Small Sacks
Water Skin
Small Kettle (1Lbs)
Small Frying Pan (1Lbs)
(4) Vials (for herbs)
Small Pouch with 6 Surgical Knives
Several Rolls of Cloth Bandages
First Aid Kit
Food Rations (for 2 weeks)
Cooking Utensils
6" Wooden Cross
Pocket Mirror
(2) Wooden Stakes (1Lb Each)
Small Mallet (2Lbs)
Leaf Blanket of Healing
Crystal Compass

Patron Item - 75 patron bonus
Janissary Brigandine Load Bearing Armor (Patron Item)
An item commissioned for the Western Empire’s elite Janissary units, a brigandine is a garment made of boiled leather lined with small oblong steel plates riveted to the fabric. This item incorporates a series of hook systems to allow more gear to be carried, more comfortably than a soldier's standard kit. The addition of two magic features imbued into the brigandine makes the armor more costly to service, but greatly improves the survivability and carrying capacity of these elite soldiers. This brigandine is the functional equivalent of a half-scale suit.
• A.R.: 11
• S.D.C.: 95
• 8 attachment points
• Weight: 10 lbs.
Prowl Penalty 10%
Magic Features:
• Magic S.D.C.: cannot be repaired except by magic and cannot be used on cloth fabrics.
• Lightweight: Half normal weight. Reduce all penalties because of armor encumbrance by half.
Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, food ration pack, minor items or individual tools.
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:

Patron Item: Ruby Tier Choice
Tesla Bow (Patron Item)
The Tesla Bow is a weapon whose origins and name are lost to the annals of history. The bow fires what are effectively miniature, focused, and directed bolts of lightning. It is theorized that the weapon somehow draws power from the dimensional fabric of reality itself, and so never requires recharging.
What mad genius could develop such a radical technology will likely remain a mystery unknown to the megaverse.

• Range: 1,500'
• Damage: 4D6 per bolt of lightning + Tesla Effect
• Rate of Fire: Per the skill of the archer
• Payload: Unlimited
• Modifiers: +2 to Strike
• Notes: Two-handed weapon. Requires no minimum strength to use. Weapon does M.D. in a mega-damage environment.
• Tesla Effect: Stunned (lose initiative and 1 APM) for 1 melee round per each hit and failed save vs. non-lethal toxins; effective even against environmental M.D.C. armor.
• Weight: 8 lbs.

Re: Fox the Healer (WIP)

PostPosted: Sun Mar 05, 2017 2:04 pm
by Fox
The northern part of the Wolfen Empire is a harsh and wild land. Inhabited primarily by numbers of Wolfen, but with occasional members of many different races. Here was born Urocyon, just another cub in a small Kanjoran tribe living near the western bay. It soon became apparent the cub had a gift, he could be a healer if properly trained.

The cub was sent off to training in a healing temple in the disputed northern third of the Eastern Territories near the border of the Old Kingdom, a place where healers of many races trained together and learned from each other. The place had little by way of defenses, as few people would attack healers. No People did, but rather a monster.

Many of those being healed rallied to attack the monster, but to no avail. Many of those there were killed and devoured, some hiding or scattering in so many directions that the monster could not chase them all.

The Kankoran Cub was one who hid and was overlooked. He was found by a Crystal Knight, who was friends with the Healers and stopped in to visit. He took the cub he called "Fox" back to the Valley with him, where he resumed his training, but added some of the training of a Crystal Knight to his Education.

Some years later Fox was a full fledged healer gainfully employed in the valley, but longing to see the outside world and explore to satisfy his curiosity. However, except certain trusted Knights, people do not leave the order of the Crystal King...lest they lead outsiders to the valley. Fox kept his development of the Float power and his learning to climb a secret. He scaled the valley wall and later crossed a river by using his Float power to keep from being tracked.

Re: Fox the Healer (Kankoran Psi-Healer)

PostPosted: Sun Mar 19, 2017 4:42 pm
by Fox
Wanted to add a more complete record of my psionic abilities and their limitations.

Deaden Pain - Range: Touch, Duration: 1 hour/L, Trance: 2 minutes, ISP: 4
Exorcism - Range: touch, area, or 8', Duration: Instant, Trance 30+6d6 minutes, ISP: 10 -
Chance of success - Exorcise 28% (+7%), Expel from dimension 21% (+7%)
Healing Touch - Range: Touch, Duration: Instant, Trance: 2 minutes, ISP: 6 - restores 2d4 HP or 2d6 SDC
Increased Healing - Range: Touch or 3 feet, Duration 2d4 days, Trance: 1d6 hours, ISP: 10 - doubles healing rate
Psychic Diagnosis - Range: Touch or 3 feet, Duration: Immediate, Trance: 2d4 melees, ISP 4 - grants knowledge
Psychic Purification - Range: touch, Duration: Immediate, Trance: 6d6 minutes, ISP 8 - removes poison
Psychic Surgery - Range: Touch, Duration: Varies, Trance: 2 minutes+Duration, ISP 14 - surgical repair
See Aura - Range: 60', Duration: 2 Melees, ISP: 6, Saving throw: None, but can be blocked/fooled
Empathy - Range: 100', Duration: 2 minutes per level, ISP: 4, Saving Throw: Standard
Object Reading -EP- Range Touch, Duration: Varies, usually 2d6 minutes, ISP: 6, Save: None -
Chance of Success: Impressions 56% (+2%), Images 48% (+2%), Present 38% (+2%)
Bio-Regeneration -2- Range: Self, Duration: 1 Melee (Lasting effects), Trance: 1 Minute, ISP: 6, Save: None - +2d6 HP or 3d6 SDC (the way this reads in the book, that should be per melee with 4 melees total in the trance, I edited it after some discussion with other in Palladium Forums)
Float -3- Range: Self, Duration: 2 hours, ISP: 6 - Counts as 2 actions, reduce damage from falls and float in air/water

Re: Fox the Healer (Kankoran Psi-Healer, Sinestri) (LEVEL UP

PostPosted: Sat Nov 04, 2017 8:20 am
by Fox
Updated my skills and added my new Psi ability. All I should still need to do is roll my HP.

(Oh wait, I get 2 new secondary skills this level...let me look what seems appropriate.)
Hit Points 1d6 = 5


Re: Fox the Healer (Kankoran Psi-Healer, Sinestri)

PostPosted: Sun Jun 10, 2018 5:57 pm
by Fox
Updated skills added new psi ability and ISP for level. Still need to add new equipment and...

Hit points: 1d6 = 1