|Gold:||1984 (+ 9 Silver, 97 Copper)|
|Played by Ibis|
|Ability||Score||Mod||Temp Score||Temp Mod|
Temp Mod Used to track Magic Item bonuses etc
|Total||Base 10 + Dexterity + Armor = 13|
|Dex + Feat Bonus = +5|
|Skills||Ranks||Stat Bonus||Synergy||Magical Bonuses||Total|
|C||Decipher Script (Int)||+0||+1||+0||+0||+1|
|C||Disable Device (Int)||+0||+1||+0||+0||+1|
|C||Escape Artist (Dex)||+0||+1||+0||+0||+1|
|C||Gather Information (Cha)||+0||+4||+0||+0||+4|
|X||Handle Animal (Cha)||+5||+4||+0||+0||+9|
|C||Knowledge (Stuff) (Int)||+0||+1||+0||+0||+1|
|C||Move Silently (Dex)||+0||+1||+0||+0||+1|
|C||Open Lock (Dex)||+0||+1||+0||+0||+1|
|X||Sense Motive (Wis)||+6||+5||+0||+0||+11|
|C||Sleight of Hand (Dex)||+0||+1||+0||+0||+1|
|C||Speak Language (Common)||+1||+0||+0||+0||+1|
|C||Use Magic Device (Cha)||+0||+4||+0||+0||+4|
|C||Use Rope (Dex)||+0||+1||+0||+0||+1|
Where C is Cross Class and X is a Class Skill
Languages Known: Common, Trade Tongue
Skill Point Total: Total Here
1st 24, 2nd-3rd 6
Human: Improved Initiative
1st: Augment Healing
2nd (Bonus): Skill Focus (Heal)
3rd: Touch of Healing
Weapon and Armor Proficiency: Healers are proficient with all simple weapons and with light armor. Additionally, a healer who uses metal armor or any kind of shield is severely hampered. The armor of a healer is restricted by traditional oaths, not simply training. A healer knows how to wear light metal armor and could become proficient with medium or heavy armor, but wearing metal armor or bearing a shield would violate her oath and suppress her healer powers. Her ethos requires a certain vulnerability that allows her to more fully empathize with those in their care. A healer who uses prohibited armor is unable to cast healer spells or use any of her supernatural or spell-like class features while doing so and for 24 hours after the armor is taken off.
Spells: A healer casts divine spells (the same type of spells available to clerics), which are drawn from the healer spell list.
To prepare or cast a spell, a healer must have a Wisdom score of 10 + the spell’s level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a healer’s spell is 10 + the spell’s level + the healer’s Charisma modifier. Like other spellcasters, a healer can cast only a certain number of spells of each spell level per day. Healers do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them through their own strength of faith.
Healers meditate or pray for their spells. Each healer must choose a time at which he must spend 1 hour each day in quiet contemplation or prayer to regain his daily allotment of spells. A healer may cast any spell on the healer spell list, provided that he can cast spells of that level.
Like all other spellcasters in Therafim, the Healer casts spells spontaneously, though proper prayers are still required to recover spent spell slots.
Healing Hands (Ex): Whenever a healer casts a spell that cures hit point damage, she adds her Charisma modifier to the amount of damage healed. For instance, if a 5th-level healer with an 18 Charisma casts cure light wounds, she cures 1d8+5 points of damage normally, plus an additional 4 points of damage due to her Charisma bonus. This bonus applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.
Skill Focus (Heal): A healer’s focused training grants her this bonus feat at 2nd level. If she already has that feat, she may choose a different one.
Cleanse Paralysis (Su): A healer deals with certain kinds of maladies so often that eventually she can cure them without resorting to a spell. At 3rd level, a healer gains the ability to cleanse paralysis once per day, as if casting a remove paralysis spell.
Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional four skill points at first level, and an additional one at every level after.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
|Weapon||Attack Bonus||Damage||Crit||Damage Type|
|Dagger||+1||d4||19/20 x2||Slashing or Piercing|
|Armour / Shield||Armour/Shield Bonus||Max Dex||Armour Check||Arcane Spell Failure||Movement Speed||Weight|
|Head||Item name goes here|
|Face||Item name goes here|
|Neck||Item name goes here|
|Shoulders||Cloak of Resistance +1|
|Arms||Item name goes here|
|Hands||Item name goes here|
|Right Ring||Item name goes here|
|Left Ring||Item name goes here|
|Feet||Item name goes here|
List of Items Here:
Trail Rations, 4 days worth
Statistics of Items Here:
Spells per Day:
0: DC 15
1st: DC 16
2nd: DC 17
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Bless Water: Makes holy water.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Speak with Animals: You can communicate with animals.
Calm Emotions: Calms creatures, negating emotion effects.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Delay Poison: Stops poison from harming subject for 1 hour/level.
Gentle Repose: Preserves one corpse.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Disease: Cures all diseases affecting subject.
Lesser Restoration: Dispels magical ability penalty or repairs 1d4 ability damage.
Ibis was born to a young unmarried woman, the daughter of a baker who had one too many fun romps with the local handsome blacksmith. Faced with pressures from her parents, who did everything they could to hide the fact their daughter was pregnant to begin with, she was forced to give up her child. The distraught young mother, out of perceived options, thus left poor young Ibis in the woods in the dead of night.
And that could have been the end of poor Ibis, if not for a passing hunter, coming home after a good day's quarry, coming upon the screaming child. Seeing no way to locate the mother of the child at the hour, he took the baby home. The following day, the hunter gave Ibis over to a temple, knowing that it would be the best chance the child had to grow up. Plus it was only logical for a mother to look for her child at such a place, if she was looking for him anyway. Oh if only the hunter knew..
But Ibis grew up to be a rather kind, warm, if quiet young man. A pacifist by nature, he does not like any form of conflict. However he will go great lengths to make sure life is not wasted.