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Fox the Healer (Kankoran Psi-Healer)

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
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: Pocket Mirror
• Attachment: Tinderbox
• Attachment: Wand of the Animal
• Attachment: Dagger
• Attachment: 300 gold (worn on a chain or rope, they are designed to be carried that way)
• Attachment:
• Attachment:
• Attachment:

Carried in Hand
Dwarven Long Sword

The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Small Pouch with 6 Surgical Knives
• Space: (2) Medium Sacks
• Space: (6) Small Sacks
• Space: (4) Vials (for herbs)
• Space: Several Rolls of Cloth Bandages
• Space: First Aid Kit
• Space: 6" Wooden Cross
• Space: Cooking Utensils
• Space: Food Rations (for 2 weeks)
• Space: 2nd space for food

Dimensional Bag
Uncommon Enchanted Satchel
• Effect: Dimensional Pocket (8.0 Years, 30 lbs. Max Weight)
• Weight: 2.0 lbs.
• Modifiers: Ley-Line Crafted
Source: BoM pg.247
• Water Skin
• Small Kettle (1Lbs)
• Small Frying Pan (1Lbs)
• Spare Clothing (2Lbs)

Gear Stats

• Damage: 1D6
• Modifiers:

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

Wand of the Animal
Millennium Tree Wand
  • S.D.C.: 200
  • Effects: Climb at 90%, constant
  • Spell Magic: A total of 5 spells can be cast per 24 hour period
  • Spell strength: 7th level
    • Eyes of the wolf
    • Swim as a fish (superior)
    • Superhuman strength
    • Metamorphosis: animal
  • Contains 30 P.P.E.
  • May be used as a weapon inflicting 1d4 S.D.C. damage (triple damage against vampires)
  • Unless destroyed, regenerates all lost S.D.C. and P.P.E. in 24 hours, if destroyed item disappears
Source: Rifts WB3, p.18

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

Re: Fox the Healer (Kankoran Psi-Healer) *

PostPosted: Sat Sep 01, 2018 12:22 pm
by Fox
Glancing at PFRPG book 6 Page 96 (Crystal Sword Abilities) the crystal sword Fox was given is more powerful than the ones in the book, the GM evidently decided to cross the ones in the book with something else (from the listed abilities, a Healing wand). The abilities 1, 2, 3, and 6 are normal. 4 is supposed to be a protection power while 7 is supposed to be any standard psionic power (including super psionics) of the GM's choice. Ability 5 can be any single wand ability, so it could be any one of the three healing powers listed.