Plots & PlacesPost your PCs and NPCs for others to reference and enjoy. This is also an alternate location for long-term campaign and plot development. These can be system neutral or relate to any game or system.
Name: Shavallah Touranisha
Class: Totemist
Race: Duskling
Type: Fey
Subtype: Incarnum, Extraplanar
Size: Medium
Gender: Female
Alignment: Neutral (Undecided)
Deity: None
Str: 16 +3 (10p.) Level: 3 XP: 3,000
Dex: 16 +3 (10p.) BAB: +2 HP: 36 (3d8+12)
Con: 18 +4 (10p.) Grapple: +5 Dmg Red: N/A
Int: 10 +0 (04p.) Speed: 30' Spell Res: N/A
Wis: 10 +0 (02p.) Init: +3 Spell Save: N/A
Cha: 08 -1 (00p.) ACP: -2 Spell Fail: N/A
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +4 +0 +3 +0 +0 +X 17
Touch: 13 Flatfooted: 14
Base Mod Misc TotalFort: 3 +4 +7
Ref: 3 +3 +6
Will: 1 +0 +1
Weapon Attack Damage Critical
Masterwork Spear +6 1d8+4 20-20x3
Manticore spines +5 1d6+1 20-20x2
XXXX +X XdXX+X XX-XXxX
XXXX +X XdXX+X XX-XXxX
Languages: Common, Sylvan
Abilities:Duskling
+2 Constitution, -2 Intelligence: The duskling race's innate connection to
incarnum grants them extraordinary health. Dusklings disdain strict
education and learning, though no one is certain whether this is a cause or
result of their slightly diminished reasoning capacity.
Duskling base speed is 30 feet. However, a duskling can invest essentia to
improve this speed. For every point of essentia invested in this racial trait,
the duskling's speed improves by 5 feet. (See Essentia, page 50, for
information about investing essentia.) This enhancement bonus applies
only when the duskling is wearing light or no armor and carrying no more
than a light load.
Fey (Extraplanar): As fey, dusklings are immune to effects that specifically
target humanoids, such as the charm person spell. As natives of an Outer
Plane, dusklings have the extraplanar subtype while they are on the
Material Plane (or any other plane besides the dusklings' home plane). This
makes them vulnerable to certain effects that might force them back to
their home plane. See the Duskling Planar Heritage sidebar for more details.
Fey (Incarnum): Dusklings are fey with the incarnum subtype (see page 169).
Low-Light Vision: Dusklings can see twice as far as humans in starlight,
moonlight, torchlight, and similar conditions of poor illumination. They
retain the ability to distinguish color and detail under these conditions.
Essentia Pool: A duskling's essentia pool is permanently increased by 1. If
she doesn't have an essentia pool, this trait grants her one with a single
point of essentia.
Automatic Languages: Common and Sylvan. Bonus Languages: Elf, Gnoll, Gnome, Goblin, and Halfling.
Favored Class: Totemist.
Totemist
Wild Empathy (Ex): As the druid class ability; see page 35 of the Player's
Handbook. You gain a +4 bonus on wild empathy checks made to influence
the reactions of magical beasts of the same kind as the beast associated
with the soulmeld bound to your totem chakra. Thus, if you have a basilisk
mask bound to your totem chakra, you gain the bonus on checks made to
influence basilisks.
Meldshaping: A totemist's primary ability is shaping incarnum soulmelds,
which are drawn from the Totemist soulmeld list (page 58). You know and
can shape any soulmeld from this list. Unlike the aligned forces of an
incarnate's melds, your soulmelds channel the bestial spirits of nature.
The Difficulty Class for a saving throw against a Totemist soulmeld is 10 +
number of points of essentia invested in the soulmeld + your Constitution
modifier. Your meldshaper level is equal to your totemist level.
A totemist can shape only a certain number of soulmelds per day.
Totem Chakra Bind
Totem's Protection: +4 bonus on saving throws against supernatural abilities of Magical Beasts.
Illiteracy
Feats:
Point Blank Shot(level 1)
Precise Shot (Level 3)
Meldshaping:
Can shape 3 melds
Essentia: 3
Commonly Shaped Soulmelds:
Manticore Belt(Totem)
Totem Avatar(Unbound)
Rageclaws(Unbound)
Skill Points: 24 Max Ranks: 6/3
Skills Ranks Mod Misc Total
Spot 6 +0 +6
Listen 6 +0 +6
Knowledge: Nature 5 +0 +2
Ride 2 +3 +5
Survival 5 +2 +7
Equipment: Cost Weight
Masterwork spear 302gp 06lb
Chain Shirt 100gp 25lb
Club --gp 03lb
CLW Potion (X3) 150gp 00lb
Remove Fear Potion(x3) 150gp 00lb
Shillelagh oil(x3) 150gp 00lb
Magic Fang Potion(x3) 150gp 00lb
Total Weight:68lb Money: 1,698gp XXsp XXcp
Light Medium Heavy Lift PushMax Weight: 76 77-153 154-230 460 1,150
Age: 24
Height: 5'04"
Weight: 120lb
Eyes: Violet
Hair: Black
Skin: Lightly tanned
Appearance: Shavallah Touranisha was a wild-looking Duskling. Her natural beauty was somewhat tarnished by her unkempt habits, her hair thrown back carelessly. Violet eyes studied the environment assessing it for proper hiding locations for hunting, or escape routes. Her dress was rather plain, if perhaps considered inappropriate for proper cultures, too simple and revealing just a bit too much, though nothing truly was exposed. A light chain shirt garbed her form atop this, protecting her torso.
Reference image
Background:
Shavallah could not remember much of anything from her home plane. They had traveled on years ago, the girl adapting to the wilds of wherever they roamed. However, once on the material plane, she had become lost and missed when the family moved on, being stuck. Rather than bemoan her loss, she focused on survival, pushing her emotions beneath as she hunted and worked for survival, channeling her frustration along with the spirits of the greats beasts to assist her. As time wore on, she occasionally sold the pelts of her prey to collectors for supplies. After a time, she had accumulated enough money that she felt perhaps she should investigate a new 'hunting' ground... the city.
Accessible at almost any time: http://www.d20srd.org/index.htm
Complete Arcane
Complete Scoundrel
Complete Mage
Complete Divine
Libre Mortis
Heroes of Horror
Drow of the Underdark
Monster Manual 3.5E
Monster Manual 2
DMG/PHB
Psionics Handbook
Expanded Psionics Handbook
Spell Compendium
Tome of Magic
These I can access rarely:
Complete Adventurer
Complete Warrior
Complete Psionic
Races of Stone
Draconomicon
Complete Champion
A few assorted Monstrous Manuals... I can't recall which ones.
I MAY be able to access the Forgotten Realms and Eberron Campaign settings.
Platinus is a hulking dragon that walks like a humanoid. His platinum hide is accentuated by the scaly pattern that belies the oath he made as a child. He has a very pronounced snout jutting from the middle of his face just below his deeply hooded mercurial eyes. He would stand over seven and a half feet tall if he didn't walk with a deep hunched gait to keep his heavy tail off the ground. The tail sways slowly as he walks helping him keep balance. He carries an eight by one foot great sword in a harness across his back.
Total Hit Points: 24 (18 + 3/lvl Con bonus of 6)
Speed: 20 feet
Armor Class: 18 = 10 + 8 [MW full plate]
Touch AC: 10
Flat-footed: 18
Disciplines: Devoted Spirit, Stone Bones, White Raven Granted Manuevers: 5(2)
Stance: Martial Spirit
1 level: (5) Crusader Strike, Vanguard Strike, Stone Bones, Charging Minotaur, Leading the Attack
2 level:
3 level:
4 level:
5 level:
6 level:
7 level:
8 level:
9 level:
Totals:
BAB +2 (+1: ranger/+1: crusader), Fort +4 (2: ranger/2: crusader),
Ref +2 (+2: ranger), Will +0 (+0
Goliath
• +2 Strength, -2 Dexterity, +2 Constitution.
• Medium: As a Medium creature, a hadozee has no special
bonuses or penalties due to her size.
• Gloiath base land speed is 30 feet.
• Powerful Build - The physical stature of a goliath lets him function in many ways as if he were one size category larger. Whenever a goliath is subject to a size modifier or special size modifi er for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the goliath is treated as one size larger if doing so is advantageous to him. A goliath is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A goliath can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefi ts of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
• Automatic Languages: Common, Gol Kaa. Bonus
Languages: Dwarven, Giant, Gnoll, Terran.
• Favored Class: Barbarian.
Dragonborn
• -2 Dexterity, +2 Constitution.
• Type: Humanoid (dragonblooded).
• +2 dodge bonus to AC vs dragon type monsters.
• Immune to Frightful Presence of dragons.
• Draconic Heart: 1d8 Breath weapon 10ft line usable every 1d4 rounds.
• Favored Classes Fighter and Paladin.
Equipment
MW Full Plate = 1,650 gold/50 lbs, AC +8
- Restful Crystal 500 gold/- Sleeping in armor doesn't cause fatigue.
MW Large Great sword = 400 gold/16 lbs (3d6+10/ 19-20 X2 slashing)
Large Tail Blade = 34 gold/12 lbs (2d6+3/ 19-20 x2/ slashing)
Backpack = 2 gold/2 lbs
Flint and Steel = 1 gold
Whetstone = 2 copper/1 lb.
Waterskin = 1 gold/4 lbs .
Leather Belt = 2 silver
2 Belt Pouches = 2 gold/1 lb.
_____
Total:2523 gold, 2 silver 2 copper/49 lb. lbs.
GP on person: 9 gold, 7 silver 8 copper
Background
Platinus was born in the high Goliath Reaches on the southern slopes of the northern mountains of Gorin, where the cliffs met the northern sea. When the rumblings of his dreams spilled out into the night, along with the roars of the platinum dragon shook the night the call was clear. His whole village participated in gathering the materials for the youngster’s egg of ritual transformation, as Bahamut’s call was a great honor among the tribe. He grew large and strong over the years following his calling, his hide growing thick as he continued his tribes path of trackers and wilderness guides. The accepting denizens of paid him little mind when an armor plated, but wingless dragon came walking into its cities to barter or look for work. The exposure to the culture of other nations, actually lead Platinus to another way to serve his liege. A chance encounter with an order of crusaders showed him the advantages of heavy armor and the ability to shrug off virtually any type of light damage over a short period of time.
__________________ Its so hard to have a good time, even smiling makes my face ache. - Dr. Frank N. Fuhrter, Rocky Horror Picture Show
____________________
MyGames
Living Eberron Rohna lvl 4 OOC RGIC
Scotley's ToH - Ballista lvl 9 IC
HellrazorIII's Death of the Dragons - Grabhar Goldenwing lvl 5 (Gestalt) RGIC
Dr. Simons B5 Outrageous Fortunne - Croft Callo lvl 2 ICOOC
Dragonwriter's Music Inspired Insanity - Platinus lvl 3 OOCRGIC
Appearance: At first glance he looks like any other dwarf. However on closer examination there are a few things out of place. The first and most glaring is that ,instead of the thick beard that is so symbolic of his race, his mouth is wrapped in a neatly trimmed moustache and goatee. And, equally odd, for a dwarf, that mouth is usually smiling or laughing. His cheeks and nose have a ruddy complection (brought about by his love for drink and lots of it).
His armour and shield appear typical for a dwarf even if the body seems rather portly. But his choice of weapon may seem a bit peculiar. A club of polished darkwood with three metal bands at the business end rests on his shoulder or near at hand. Where the beard should rest on his chest sits the holy symbol of Olidammara.
Background: Brother James has always been odd. His jovial nature and love of pranks were a constant irritation to those around him. So much so that his given name among his people is Gnome-blood. While this would lead one to believe he was cast out by his clan, the opposite is true. He loved nothing better than tormenting the dour, stoic dwarves. Eventually his behavior came to the attention of the clan's leadership. All attempts at discipline failed. In fact, they simply provoked even more disruptive behavior. He was banished, and according to dwarven custom he was unnamed.
He set out from his home and, in truth, he was not too sad to go. It wasn't long before he found himself in a tavern, mug in hand. A particularly jolly fellow was keeping the ale flowing. It seemed his particular mission to keep the drink flowing and do away with everyone's cares. For once in his life James drank only moderately. He was fascinated by this man, and followed him when he departed in the early morning as all of the other revellers lay slumbering. James came upon the man counting coin by a fire. The man was not in the least defensive as he explained he'd lifted the coin from the very folk he was buying drinks. For that was the gift of Olidammara and the man was his priest. That night he hadn't made a single copper. In fact he was short several gold pieces. But that wasn't Olidammara's message. And that morning the god of wine and rogues had found a new disciple. One with no skill for picking pockets or locks. But a love of good drink, song and revelry. The priest named him James Boffet on a whim. And since then Brother James (as he calls himself) has spread a message of drink, revelry, and chance anywhere folk are willing to listen.
(If the tangled web character sheet isn't cool I can type out the info. Just let me know.)
Last edited by Geraldo; 10th October 2009 at 10:18 AM..
Apperance: Tom Robinson is would be considered an attractive man by most peoples standards but there are some mildly strange things about his apperance and how just being around him makes one's hair stand on end. Tom's eye's are pools of white due to him having no iris or pupil in his eyes and another strange feature is his lack of finger and toe nails. Tom's hair and beard are a pure white, a side effect from his death, and is always well kept. He is fairly short and thin which adds to his strang look. Tom usually wears a long coat but never a hat, he dosen't like to hide his face in shadow.
Backstory:
Spoiler:
One day Tom Robinson woke up in Karvath on a slab in a crypt and could not remember how or why he was down there. Tom got up from the slab ,clumsily due to the confusion, and just looked around to try to figure his problem out. He saw that there were some fresh flowers that were placed beside him meaning that he people came by recently. Tom then grabbed the weapons he was layed down with instinctively and walked around till he found an exit. Tom walked out of the crypt and into the tail ends of his own funeral.
Needless to say the crowd panicked when they saw the form of the person they just saw dead on a slab walking towards them. Tom was then attacked and brought to the head cleric of the church. He was kept there for questioning for two weeks because the clerics could not identify wether he was supposed to be undead or a fiend finally they decided to let him go but he would never be able to to come back to the town. Tom agreed to this and was given some time to go to his house to get what he needed. Tom was able to locate his house in the town that he was sure he never saw before in his life.
As Tom walked through his house he began to remember what had happened to him. He remebered that he was a part of a sleeper cell of spies that worked for Karvath who were spying on Sebran empire to make sure there were no suspicious activity.They were meant to act like normal people and spread out through out the classes and job types, if they were to be found out they were to disband and make it seem as if it were a cult of a dark god. It was going very well when one of the members of the group betrayed Tom so he could get better information. When they captured Tom he managed to talk them down from the death sentence to imprisonment by saying that he wasn't part of any government and were only planing to disrupt trade carravans. At this point Tom was 28.
Tom spent five years in that prison waiting for his country to come and get him, they never did. One day a new guarfd came in and looked straight at Tom with eyes that held something far beyond human behind them. The guard told him that he could help him, this caught Tom's attention immediately. The guard said he could give him anything he wanted but ther was a trade for this, for the trade to go Tom would have to put up his soul for whatever it is he wanted. Tom hesitated for a moment but then agreed. A sick grin curled across the guards face.
Tom thought for a while and all he could remeber were his wife, Natalie, and his young daughter, Marcy. He hasn't seen his wife for 13 years and he has never seen his daughter but he was still providing for them by sending out money he would earn at his job(to those who questioned it he said it was for a brothers buisness). He asked the guard if he could make it so his wife and daughter would always have enough to eat and drink. The guard smiled and nodded saying "that it could be arranged". One month later he got a letter stating his wife and daughter were dead which confused him because they were always in good health, then it hit him and he knew that it was the guard who did it. Tom died 2 weeks later because he was so full of grief he refused toi eat.
Once all this came back to Tom he went mad and destroyed the house that he called home. As he walked out there was this smile on his face, the sort of smile that only means that someones going to do something crazy. he began walking and as he walked he felt a power in his veins thsat coursed through him, it only made him smile more. He didn't now why but he felt impelled to go to Gorin and so he walked.
__________________ "To live is to dream; to die is to awaken"
- La Bamba
Believe in the ideal, not the idol.
Words- so innocent and powerless are they, as standing in a dictionary; how for evil and good they become to one who knows how to combine them. --Nathanial Hawthorne
"Those who flow through life, as life flows, feel no wear... feel no tear... need no mending... no repair." -Laotzu
Size: Medium
Age: 26
Height: 5' 10"
Weight: 235 lb
Eyes: grey
Hair: covered in reddish-brown fur with a black muzzle area
Appearance
Spoiler:
Hadozee are ape-like creatures of human size. As such, Twi'Tar resembles a baboon of moderately tall, stocky human size. He possesses red-brown fur over most of his body, with the exception of his muzzle area and his hands and feet (which all possess an opposable thumb). Hadozee also possess a set of long, fang-like canines, visible when they open their mouths and "flaps" under their limbs resembling that of a flying squirrel.
Total Hit Points: 24 (3D6 + 2/lvl Con bonus of 6)
Speed: 30 feet / glide 40ft (average) for a distance of 20 ft./5 ft. above the ground
Armor Class: 17 = 10 + 4 [studded leather +1] + 3 [dexterity]
Touch AC: 13
Flat-footed: 14
Special:
Spoiler:
Rogue
1st Sneak attack +1d6, trapfinding
2nd Evasion
3rd Sneak attack +2d6, trap sense +1
4th Uncanny dodge
5th Sneak attack +3d6
6th Trap sense +2
7th Sneak attack +4d6
8th Improved uncanny dodge
9th Sneak attack +5d6, trap sense +3
10th Special ability
11th Sneak attack +6d6
12th Trap sense +4
13th Sneak attack +7d6, special ability
14th Sneak attack +8d6, trap sense +5
16th Special ability
17th Sneak attack +9d6
18th Trap sense +6
19th Sneak attack +10d6, special ability
Totals:
BAB +1 (+0: rogue/+1: beguiler), Fort +0 (0: Rogue/0: beguiler),
Ref +2 (+2: rogue), Will +3 (+3: beguiler)
Hadozee
Spoiler:
+2 Dexterity, 2 Charisma.
Medium: As a Medium creature, a hadozee has no special
bonuses or penalties due to her size.
Hadozee base land speed is 30 feet.
Gliding: Hadozee can use their arm-flaps to glide,
negating damage from a fall of any height and allowing
them to travel 20 feet horizontally for every 5
feet of descent. A hadozee glides at a speed of 40 feet
(average maneuverability).
+4 racial bonus on Balance and Climb checks: Hadozee
are natural climbers and have no fear of narrow pathways.
A hadozee does not lose her Dexterity bonus to
AC while climbing and can climb unimpeded while
holding something in one hand.
Automatic Languages: Common, Hadozee. Bonus
Languages: Aquan, Elven, Halfling.
Favored Class: Rogue.
Twi' Tar took up faith in the god Osprem who, despite being only a minor god, is highly revered in coastal areas as god of sea voyages, sailors and ships. For most of his life he acknowledge the gods' existence but wasn't particularly devote, until a ship's chaplin named McKenzie who was devoted to Osprem converted him during his first passage as a deck hand. The man's comfort and help after a violent storm, in which the superstitious crew members swore they saw the infamous "riders" sometimes seen on storms, so impressed the young Hadozee that he paid homage to the man's deity at the first temple he found after he made landfall.
background
Spoiler:
Twi' Tar has fond memories of a childhood spent roaming the docks of whatever city in southern Sebran his family was passing through at the time. Like most Hadozee, his parents were wanderers and naturally adept sailors, who traveled from port to port taking crew positions on trade ships between Sebran, Karvath and other less-civilized locales.
As a result, Twi' Tar often spent months at a time with Hadozee communal houses eagerly running to the dock of the bay each evening to sit and await his parents' return.
Upon reaching adolescence, he took his first job as crew on a sloop, the John Boley, making short trips between the cities of Sebran. Cpt. Wilson of the vessel took an interest in the young Hadozee and, sensing he was more intelligent than the average dock-scamp, allowed him access to his books and told him stories of the far away lands and creatures he might someday meet in his travels.
He remained with the vessel for some months before he and an ettercap crewmate named Boris disembarked in the north to find positions on a larger vessel. After a few months in the city with little luck, Boris suggested a policy of noting which merchants were corrupt and taking what they needed from them. Soon tales of "The Spider and The Monkeyman" were circulating throughout the trade districts and it began to become more difficult for the amateurs to hone their skills faster than their pursuers could track them. This life was destined to be short-lived however. Late one night Twi'Tar and Boris were spotted by the town constables. The young Hadozee gae himself up to the authorities (a move that may well have saved him life or limb) and the deputies arrested him on the spot. Boris on the other hand, decided to flee and was trailed by the town sheriff until finally cornered in a blind alley where he unfortunately shot the man with an arrow before making his escape, Twi'Tar has since heard only rumors of whether his friend lives or not. Twi'Tar was imprisoned for his part in the robberies.
After being held in the town labor barracks for so long he had begun to lose track of the days, he was one day freed and told his restitution to the town's merchants had been paid. Upon his release, he was met by the former first mate on the Boley, Corporal Clegg. Clegg informed him he had ventured up the coast to take his first captain's commission on a downeaster named the Alexa and the hadozee could work off his debt to him as crew. Twi'Tar quickly agreed, not wanting to return to the labor barracks and took on his first full deck position on the Alexa, where Clegg continued his education in sailing and navigation. The hadozee remained with Clegg as his journey's progressed from short, city-hopping trade runs to exploratory forays to the north, where a deep wanderlust to see the northern lands over the hills and far away was kindled within him.
Over time, he also made close friends with crew mates who would come and go over the voyages. In particular, two swordsman, Johnny "Blade" and Mack "the Knife" began to teach him the art making his strokes count to make up for what he lacked in strength. A whore and sometime ship's cook named Sweet Melissa taught him the subtleties of getting information and manipulating people to his own ends. An old tribesman from northern Sebran who described himself as an eskimo, named Quinn showed him the arts of working leather and weapons, though he never had a knack with working metal and could produce little more than arrowheads, he was however very good with tasks requiring manipulation fo small objects, and the man taught him the inner workings of locks and the complex devices sometimes in the ship's hold. Finally, he became friends with a sea sprite named Betty Lou after he fashioned her a new pair of leather shoes she had wanted to replace the worn fairy boots she had, in return, the sprite taught him the rudiments of the enchanting and illusion magics that come naturally to the fey. He took one final position with his friends, simple trade voyage for the Sheik of Araby to deliver goods to a city in Karvath.
In Karvath he heard of a village named Johnson's Crossroads where he had heard resided two reclusive adepts in the arcane schools of mystery known only as the Hoodoo Man and Rihannon the Black Magic Woman. After the voyage he set off for the village and, after petitioning the two and being taken on mostly as a curiosity (being a hadozee wanting to learn magic) has been an apprentice there until recently, when his teachers instructed him to go and seek worldly experience.
__________________ miscellaneous list O' junk
Spoiler:
Can access almost all 2.0 and 3.5 materials, most 3.0 splatbooks, core 4.0 stuff (it's an okay game on it's own but it's definitely different from the D&D I've known for the last 16 years)
Spoiler:
player:"How much damage does a gnome do?"
DM:"depends on his stats and his weapon."
player:"so go by weight."
DM:"NO use the small weapon listings."
player:"I think you misunderstood what I'm asking. I'm playing a half-orc. I repeat my first question in light of this"
FROM Chatty DM's site: "let's attack some bitches with some hoes."
"what's the AC to hit puberty."
Encumbrance: 33/66/100/200/500
Base Speed: 30 ft
Normal Speed: 30 ft
Background: The unconscious Celest was dropped off at an inn just two days ago by an unknown man. The mans instructions were for the innkeeper to tend to the woman, Celest, until she awoke. Apparently the stranger paid handsomely for the favor. Celest awakes remembering nothing of her past, but fully capable of performing her clerical skills.
DIVINE COUNTERSPELL
Complete Mage, page 33
Although the ability to turn undead is arguably a defining cleric characteristic, some clerics (and paladins) find that they can be even more effective crusaders by opposing evil spellcasters. The ability to negate an enemy spellcasters magic grants a character an unexpected edge.
Class: Cleric or paladin.
Level: 1st (cleric) or 4th (paladin).
Special Requirement: Knowledge (arcana) 1 rank.
Replaces: You do not gain the ability to turn or rebuke undead.
Benefit: You gain the supernatural ability to counter another spellcaster's magic through pure force of will. This ability functions just as if you were using dispel magic to counter the spell, except that you add your cleric level (instead of your caster level) to the d20 roll. You don't need to identify the spell the opposing spellcaster is casting to make the attempt.
If you don't have a cleric level, use your effective cleric level for the purpose of turning undead. For example, a paladin would normally turn undead as a cleric of three levels lower; her effective cleric level for counterspelling is equal to her paladin level 3.
You can attempt to counterspell a number of times per day equal to 1 + your Cha modifier.
A character with 5 or more ranks in Knowledge (arcana) gets a +2 bonus on counterspelling attempts when using this ability.
AUGMENT HEALING
Complete Divine, page 79
Prerequisite: Heal 4 ranks
Benefit: Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] spell that you cast.
For example, a 1st-level cleric with this feat casting cure light wounds would restore 1d8+3 hp. An 8th-level cleric with the Healing domain and this feat casting cure moderate wounds would restore 2d8+13 hp (9 for his caster level including the +1 caster level bonus for the Healing domain, + 4 for the feat). A 13th-level druid casting heal would restore 144 hp (130 for her caster level + 14 for the feat, since heal is a 7th-level druid spell).