Alisa, Guardian of Light
Alisa was 21 years old and serving as a medic in the US army when the 23 Hours happened, and was one of the ones that disappeared and reappeared, with the ability to use Mana, particularly White, to cast a number of abilities. Once her tour was up she left the army and worked for several humanitarian organizations, traveling around to help others. Alisa is a white with tanned skin, 5 foot 11 inch tall, red headed woman, keeping her hair cut just above her shoulders, typically wearing combat fatigues with red cross on each arm. Her fatigues are lightly armoured so she has some protection while still maintaining mobility and not weighing her down. She carries a large satchel filled with medical equipment and supplies, and a cylinder shaped duffle bag which has all her other possessions. She carries a 9mm pistol for defense. She most prized possession is a Starfleet medical tricorder, although an older model, from between the TOS and TNG eras. When she users her magical abilities, they are accompanied by glowing brighter, or a flash of light.
Alisa is interested in learning healing magic so she can increase her healing abilities, which leads her to lend her abilities to different groups for the chance to learn.
Alisa, Guardian of Light
Type: Human, female
Size: Medium
CR: 6
Hit Points: 3d8+3 plus 3d6+3; hp 35
Mas: 12
Init: +2
Speed: 30 ft
Defense: 19, touch 16, flat-footed 17 (+2 Dex +4 Class +3 equipment)
BAB/Grp: +5 / +5
FS/Reach: 5 ft / 5 ft
Attacks: +5 melee unarmed strike (1d3 nonlethal), +7 ranged Glock 17 (2d6 ballistic, 30 ft, 17 box)
Special Attacks: Guardian of Light, Survival of Light, Blessing of Light, Bless the Rains
Special Qualities: 42 mana points
Allegiances: Good
Saves: Fort +5, Reflex +4, Will +5
Reputation: +4
Abilities: Str 10, Dex 14, Con 12, Int 14, Wis 15, Cha 8
Skills: Drive +8, Knowledge (earth and life sciences) +10, knowledge (popular culture) +8, Knowledge (streetwise) +8, Listen +3, Profession +11, read/write English, read/write Spanish, Sense Movie +5, Speak English, Speak Spanish, Speak Elvish, Spot +3, Treat Injury +11* (+16 using Tricorder)
Feats: Educated, mana manipulation (white mana), mana battery, simple weapons proficiency, surgery, personal fire arms proficiency
Possessions: Alisa's armoured fatigues, uniform, cell phone, professional walkie-talkie, advanced first aid kit, medical kit, Glock 17 9mm with 4 magazines, early-TNG era medical tricorder, personal possessions, decommissioned military humvee
Combat
Alisa prefers to avoid combat, but will use her mana to quickly heal the seriously wounded, or use her Guardian of light to put a protective shield around those caught in the open, or Blessing of Light to improve cover that people are hiding behind. She'll use her first aid and medical kits to treat minor injuries and save her mana for the more seriously injured or to protect civilians or the weakest members of her group.
Guardian of Light
With a flash of white light as a standard action, Alisa can create a shield using 12 mana, around herself or an ally within 50 feet, that can absorb 26 points of damage, with DR 5, fire, cold and electricity resistance 5 and lasts for 1 minute. Each additional mana point increases the hit points absorbed by 2, and each addition of 10 mana points increases time, and hit points by 26 hit points and 1 minute of duration.
Survival of Light
As a standard action, Alisa can use 8 mana to give herself DR 3 for 5 rounds plus +1 round per round of concentration, to a maximum of 10 rounds, or until concentration is broken. When used, Alisa's skin glows a soft yellow.
Blessing of Light
As a standard action, using 5 mana, touching an object being used as cover, a flash of light engulfs the area being used as cover, increasing the bonus the cover grants to Defense by +2 for 3 rounds.
Bless the Rains
If Alisa has access to at least 1 litre of water, as a full round action when using Guardian of Light and splashing the water in the air over the area to be shielded, with an additional 5 mana, the recipient heals 7 hit points.
Alisa's Armoured Fatigues
Alisa has a set of camouflage fatigues modelled after the set she had while in the US Army, made of advanced ballistic cloth and light reinforcement of the torso.
Type: Light
Equipment Bonus: +3
Nonprof. Bonus: +1
Max Dex: +5
Armour Penalty: -1
Speed (30 ft): 30 ft
Weight: 7.5 lbs
Purchase DC: 19
Restriction: Unique
Medical Tricorder, Early TNG era
This medical tricorder is Alisa's most treasured possession, from the 2250s and a little worn, not quite as advanced as those used from the TNG era medical staff. The medical tricorder is a specialized scanning device made by Starfleet designed to help doctors and others in the medical field diagnose patients quickly and efficiently. It functions as a standard tricorder, but has a removable hand scanner to allow the user to scan more focused areas.
Functions as a GPS, chemicomp, geocomp, both granting only +3 to checks, motion sensor (30 ft range), medicomp +5 to Treat Injury checks, medical database with basic information on over 50 different species, functions as MRI and CAT scanner with use of hand unit a range of only 5 inches (takes about 6 minutes to do full scan). Detect energy signatures and lifeforms (can identify the lifeform's species if has their data programmed) out to 1500 feet, emit distress beacon, wireless modem.
Weight: 5 lbs
PDC: 17 (14 for Starfleet Medical personnel).
White Mana
If a being uses White Mana to power an ability, spell, etc, if it heals, grants bonus to defense, resistances, increase fixed numbers by 25%, variable numbers increase by 1 die. Abilities with a duration longer than 1 round are increased by 50%, rounding down. Mana abilities that use White mana that fall into these categories have their mana cost reduced by 25% rounding down.
Feat: Mana Manipulation (General, Mana)
Prerequisites: Intelligence 4+
Benefits: The user can use raw magical energy, or mana, for use in some basic magical abilities, or can use it to power their class magical powers. Alternatively, they can use their class magical abilities and convert them to mana.
A person has mana point pool that is equal to their Intelligence, and requires a minimum of 4 Intelligence, and is able to manipulate mana in a few basic ways. A character with a class with spell slots can use their mana to power their magic, using mana to equal the spell slot level to power a spell. For example, a level 3 spell requires three mana points to power, while a single mana point is required to power a level 1 or level 0 spell. A user can recover mana at a rate of 1 per hour of rest +1 per Wisdom Modifier (negative modifier does not reduce recover, just doesn't increase, functions as +0). The user can also use mana to provide the spell slots for when using metamagic feats, such as empower spell, etc.
Alternatively they can use a spell slot to create mana, with the spell slot level equaling mana points, thus a level 3 spell slot converts into 3 mana points.
The user can use this mana in several basic ways, attack, heal, or defense, improve natural ability.
For attack, the user can use mana to fire an energy ball from their palm, using 1 mana point to deal 1d4 points of energy (counts as magical) damage plus Int modifier (a negative Intelligence modifier doesn't lower damage, doesn't add any though), with a range of 30 feet plus 10 feet / Int modifier, as a ranged touch attack.
For healing, the user can use mana to recover hit points in a creature touched or themselves, using 2 mana points per 1 hit point recovered. Thus if they used 10 mana points, they can heal 5 hit points.
For defense, they can create a bubble shield around him/herself for 5 mana points that can function for 1 minute, able to absorb 10 points of damage. Each additional point of mana used increases the amount of damage absorbed by 2, and each 5 points used (while increasing damage absorbed), increases duration for 1 minute.
For Improve natural ability, the user can spend 5 mana points to improve 1 ability score by +2 for 3 rounds (Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma), or improve one type of their movement by 20 feet for 3 rounds, or any one other racial extraordinary ability (such as darkvision, breathweapon, tremorsense, etc) by 25% for fixed numbers, or 1 extra die if variable number, or duration by 25%, rounding down, for 3 rounds
Mana Battery (General, Mana)
You are able to store increased amounts of mana.
Prerequisites: Mana Manipulation
Benefits: You are able to store and generate larger amounts of mana. You can access a mana point pool of Intelligence x3. If the user also has classes capable of casting spells, gains +2/spell caster level. Also any spell slots converted to mana generate double mana points, thus converting a level 3 spell to mana generates 6 points of mana. Alternatively, converting mana into spell slots uses 50% less mana rounding up, thus to create a level 3 spell slot uses 2 mana. Level 1 and level 0 spell slots still uses 1 mana point.