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Ishani (Medic Version)

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Feb 16th, 2019
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  1. Ishani Dhatri (Medic Version) CR 5
  2. Male Aasimar Medic (Angel of Mercy) 6
  3. LG Medium Outsider (Human, Native)
  4. Init +5; Darkvision 60ft ; Perception +15
  5.  
  6. AC 18; Touch 11; Flat-Footed 17 (+7 Armor, +1 Dexterity) (+2 to AC vs. Evil)
  7. HP 42 (6d8+12)
  8. Fort +7; Ref +5; Will +9 (+2 to Saves vs. Evil)
  9. Defenses: Deathless Spirit, Resist 5 Acid/Cold
  10.  
  11. Speed: 30 feet
  12. Space: 5ft; Reach 5ft
  13. Melee: Crossbow Bash +6 (1d8+1, 19-20/x2)
  14. Ranged: Crossbow +6 (1d8+1, 19-20/x2)
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  17. Maneuvers Known/Readied/Stances 8/5/3 (IL 6th)
  18. >Disciplines: Golden Lion, Silver Crane, Solar Wind, Steel Serpent, Tempest Gale
  19.  
  20. >Strikes: Solar Reflection (Attack & deal +2d6 Fire damage; if successful use the same attack roll and +2d6 damage against a target within 20ft of original target), Dustcatching Breeze (Ranged Attack & deal +2d6 damage; if successful attempt a free Dirty Trick using Sleight of Hand instead of CMB), Exorcism Strike (Attack, deal +6d6 damage vs. Undead or Evil Outsider, DC 19 Fortitude or Dazed, can affect a Possessing target without harming possessed victim; if used vs. non-undead or non-Evil Outsider, only deal +2d6 damage), Silver Knight's Blade (Melee Attack, deal +4d6 damage and Ishani or ally within 30ft heals that same amount)
  21. >Boosts: Encouraging Roar (Allies within 30ft gain +2 Morale to attack/damage for 1 turn), Defending The Pride (Allies within 60ft gain +4 Morale to AC for 1 turn)
  22. >Counters: Warning Roar (Attack vs. Self or Ally within 60ft is compared vs. Ishani's Diplomacy instead of target's AC), Fading Dodge (roll Heal vs. enemy's attack instead of using AC; if successful, attempt a Dirty Trick for free)
  23. >Stances: Phantom Sun (make quasi-real ammunition for crossbow), Silver Waltz (+4 Initiative, +2 Reflex/AC), Silver Crane (all weapons are Holy, gain Protection From Evil that stacks with other instances of PFE)
  24.  
  25.  
  26. Spheres of Might (Talents: Tradition = 4)
  27. Equipment (Drawback) — Expert Reloading, Archery Bash
  28. Alchemy — Formulae (Panacea, Salve)
  29.  
  30.  
  31. Str 13, Dex 13, Con 14, Int 12, Wis 18, Cha 12
  32. Base Atk +4; CMB +4; CMD
  33. >Feats: Improved Initiative, Extra Medic's Expertise, Lightning Reflexes
  34. >Medic's Expertises (4): Invigorating Touch* (Target gains Fast Healing 4 for one minute instead of normal Triage healing), Recovering Touch* (Target is cured of 1: Fatigued, Sickened, Staggered, Shaken), Improved Recovering Touch (Recovering Touch cures 2 statuses instead of 1, and adds the following to the list: Blinded, Dazed, Deafened, Exhausted, Frightened, Nauseated, Paralyzed, Stunned), Treat Disease* (Target is affected by a Remove Disease spell equal to Ishani's Medic level)
  35. >Skills: Craft (Alchemy) +10, Diplomacy +13, Heal +13, Knowledge (Religion) +10, Perception +15, Sleight of Hand +10; +2 Diplomacy/Perception (Racial)
  36. >Favored Class Bonus: 6/6 Extra Medic's Expertise
  37. >Languages: Common, Vudrani
  38.  
  39. SPECIAL ABILITIES AND QUALITIES
  40. >Deathless Spirit (Ex): Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
  41. >Angelic Fortitude (Ex): Starting at 1st level, the angel of mercy is blessed with some of the inherent fortitude of the Angels from which he draws her power. He gains resistance to acid 5 and cold 5. At 8th level he also gains resistance to fire 5 and electricity 5.
  42. >Aura of Protection (Su): Starting at 6th level, any ally within 20 feet of the angel of mercy (including themselves) benefit from the effects of a Protection From Evil spell (treating the medic's class level as their caster level for this effect).
  43. >Maneuver Recovery (Ex): Ishani may spend a standard action in order to recover a single expended maneuver during combat. Alternatively, he may spend a full-round action to recover 4 maneuvers (his Wisdom modifier); if he does so, he and all allies within 30 feet of him gain 18 temporary hit points for 1 minute (3 x his class level) and a +4 bonus to Fortitude saves (his Wisdom modifier) for 1 round. The temporary hit points stack with any other source of THP, but not with any more gained from recovering maneuvers (if he would recover maneuvers as a full-round action while any allies still have the THP gained from him doing so the last time, they are 'topped off'). As a bonus, if Ishani has already used up all of his Triages for a combat (see below), a full-round recovery also regains 1 use of Triage.
  44. >Triage (Ex): Ishani can spend a swift action up to four times per encounter in order to heal himself or an ally. If he wishes to heal an ally, he may move up to his speed as a part of this swift action (as long as he ends his movement adjacent to the ally) and heal them 18 hit points (3 x his class level) and may apply the effects of up to 2 Medic's Expertise that is marked by an asterisk (see above). If he chooses to heal himself, this functions identically except that he cannot move from doing so.
  45. >Medic's Training (Ex): Once per round as a free action, Ishani can automatically sense the following for all allies he can see: their current and total HP, any conditions (such as fatigue, disease, poisons, and so forth) upon them, and how long any of those conditions last. He may also roll a Heal check to do so against his enemies as part of this same action; he rolls once, and compares the result to a DC 10 + the CR of any opponents he sees (a failed check means he gains no information on that enemy this turn, but can try again next turn).
  46. >Improved Treatment (Ex): Whenever Ishani uses the 'Treat Deadly Wounds' ability of the Heal skill, he may use it upon a number of individuals equal to his Wisdom modifier at the same time at no extra uses of a doctor's bag. In addition, whenver he uses 'Treat Deadly Wounds', the targets recover additional hit points and ability score damage as if they had rested for a full day with long-term care (that is to say, they heal 4 points of ability score damage and heal 4 * the target's level in HP).
  47. >Cura Te Ipsum (Ex): Whenever Ishani initiates a Strike maneuver (though not a Boost or Counter), he gains a +1 insight bonus to Reflex and Will saves until the beginning of his next turn.
  48. >Guardian of Life (Su): Once per day, Ishani may initiate a Counter maneuver as a free action (even outside of his turn) in order to protect an ally within 30 feet of him; when he does, the ally benefits from the Counter, but Ishani's stats and modifiers are what affect the result (such as using a skill in-place of their AC, or using a mental ability score to determine a bonus to a saving throw).
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  51. Combat Gear: +1 Light Crossbow (with 10 bolts), +1 Mithral Lamellar
  52. Other Gear: +1 Cloak of Resistance, Potion of Cure Light Wounds (x3), Silver Holy Symbol of Abadar
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