HolyMan
Thy wounds are healed!
Code:
[B]Name:[/B] Shaylir
[B]Class:[/B] Druid/Cleric
[B]Race:[/B] Halfling
[B]Size:[/B] Small
[B]Gender:[/B] Female
[B]Alignment:[/B] Neutral Good
[B]Deity:[/B] The Green Man
[B]Str:[/B] 10 +0 (04p.) [B]Level:[/B] 3/2 [B]XP:[/B] N/A
[B]Dex:[/B] 16 +3 (06p.) [B]BAB:[/B] +3 [B]HP:[/B] 31 (5d8+5)-5/lvl
[B]Con:[/B] 12 +1 (04p.) [B]Grapple:[/B] -1 [B]Dmg Red:[/B] none
[B]Int:[/B] 10 +0 (02p.) [B]Speed:[/B] 20' [B]Spell Res:[/B] none
[B]Wis:[/B] 15 +2 (08p.) [B]Init:[/B] +3 [B]Spell Save:[/B] 12+spell lvl
[B]Cha:[/B] 13 +1 (04p.) [B]ACP:[/B] +0 [B]Spell Fail:[/B] n/a
[B]Base Armor Shld Dex Size Nat Misc Total[/B]
[B]Armor:[/B] 10 +4 +1 +3 +1 19
[B]Touch:[/B] 14 [B]Flatfooted:[/B] 16
[B]Base Mod Misc Total[/B]
[B]Fort:[/B] 6 +1 +1 +8
[B]Ref:[/B] 1 +3 +1 +5
[B]Will:[/B] 6 +2 +1 +9(+10)*
* +1 save vs. fear
[B]Weapon Attack Damage Critical Range[/B]
Sling(mw) +7 1d2 x2 50'
Dagger(melee) +4 1d3 19-20x2 ---
Dagger(thrown) +8 1d3 19-20x2 10'
[B]Languages:[/B] Common, Halfling, and Druidic
[B]Abilities:[/B]
* Halfling racial bonuses (will list if you want)
* Animal Companion
* Nature Sense
* Wild Empathy: 1d20+3
* Woodland Stride
* Trackless Step
* Spellcasting: Both classes cast divine spells based on Shaylir's Wisdom
* Spontaneous Casting: Druid- lose a spell to cast any summon nature's
ally spell of the same level or lower
Cleric- lose a non-domain spell to cast any "cure"
spell of the same level or less
* Alignment Spells: May not cast any evil spells
* Bonus Language: Add Sylvan, Celestial, Abyssal, and Infernal to list of
bonus languages, and get Druidic for free.
* Arua: None
* Domains: Animal and Healing- This is to relflect Shaylir's goal to help
protect the small helpless creatures of nature.
* Turning Undead: Shaylir channels positive energy.
- Times per day: 4
- Range: 60' (special)
- Turning Check: 1d20+1
- Turning Damage: 2d6+2
[B]Feats:[/B]
* Proficient with all armors and with shields (except tower)
* Proficient with all simple weapons and scimitar
* Vow of Healing
* Self Sufficient
[B]Skill Points:[/B] 22 [B]Max Ranks:[/B] 7/3.5
[B]Skills Ranks Mod Misc Total[/B]
Survival 7 +2 +4 +11(+13)**
Heal 7 +2 +2 +11
Knowledge(nature) 5 +0 +4 +9
Hide 3 +3 +4 +10
Move Silently 0 +3 +2 +5
Climb 0 +0 +2 +2
Jump 0 +0 +2 +2
Listen 0 +2 +2 +4
Spot 1 +2 +0 +3
Swim 1 +0 +0 +1
** synergy bonus, add when in above ground natural environments
[B]Equipment: Cost Weight[/B]
Traveler's outfit free 0lb
Studded Leather +1 1,175gp 10lb
Shield,small wooden(mw) 153gp 2.5lb
Sling(mw) 300gp 0lb
Dagger 2gp 1lb
Bedroll 5sp 1.25lb
Backpack 2gp .5lb
-rations,trail(1day) 1gp .25lb
-waterskin 1gp 1lb
-sunrods(2) 4gp 2lb
-whetstone 2cp 1lb
Belt Pouch 1gp .125lb
-holly and mistletoe --- 0lb
Spell Component Pouch 5gp 2lb
Holy Symbol,silver*** 25gp 1lb
[B]Magical Items [/B]
Studded Leather +1
Pearl of Power(1st lvl)*** set in center of holy symbol
[B]Total Weight:[/B]22.875lb [B]Money:[/B] 2,530gp 9sp 8cp
[B]Lgt Med Hvy Lift Push[/B]
[B]Max Weight:[/B] 24.50 49.50 75.00 150.00 375.00
[B]Age:[/B] 26
[B]Height:[/B] 2'5"
[B]Weight:[/B] 29lb
[B]Eyes:[/B] hazel
[B]Hair:[/B] reddish
[B]Skin:[/B] very tanned
forest and has taken on some of their characteristics and mannerisms. She is usually slightly dirty, a little smelly, and
has wild short unkept hair.
[sblock=Background]
Running among the trees Shaylir dodges around trunks and skips over roots. But do to her small size she has no fear of low hanging limbs. "Come on Fritz, come on!" dhe calls to the fox bounding up behind her. Of all the animals Fritz is Shaylir's truest friend.
Breaking branches and the rustle of leaves tell of the pursuers still right behind her. They will never tire, they will never give up, she thinks breathing hard. But we need to rest. A large tree with an even larger root provides a chance to hide, and Shaylir and Fritz duck under it's cover and watch back the way they had come.
It was the eyes she saw first in the darkness of the treeline, nothing could hide that awful red glow. They casted about the red light showing on tree and rock. "Looking for us," she whispers to Fritz. Shaylir could tell they were gaining and it was only a matter of time before the skeletons found her. She felt at the dagger and sling at her belt, both nearly useless against the walking dead.
They won't ever stop and any animals they come across looking from me will be hurt. She starts running again, a plan forming as she goes. Looking back at the wrong time Shaylir misses the little root that trips her and sends her tumbling down a small hill. Fliping end over end she hits her head on a rock during the tumble and drifts off into unconsiousness...
... The sun in her eyes wakes the young halfling girl. Shading her eyes she looks up through the green leaves of the trees around her. They are huge majestic trees surrounding a glade of perfect green grass. Every small animal of the forest moves about the glade and among the trees. Turning Shaylir sees the man in her dreams, The Green Man. At his feet is a suit of armor and a holy symbol. He gestures for her to take them and she timidly reaches out to recieve the gifts.
When she touches the items a sharp pain echoes through her head. She lifts a hand to her brow and finds a little blood at her temple. Standing up from where she landed adter tripping she sees that the glade and the Green Man are gone. But the holy symbol sits around her neck and the armor is drapped over her shoulders. With a new sense of knowledge Shaylir starts running again but this time towards the undead, towards the monsters she is now equipped to fight. [/sblock]
[sblock=Vow of Healing]
Vow of Healing [General]
You have pledged yourself to heal all those in need, friend or foe. For this sacrifice, you are blessed with greater healing power.
Prerequisite: Heal 4 ranks, ability to cast cure spells or otherwise magically heal.
Benefit: Once per level per day, as a free action you can release a 10-ft. radius emanation of positive energy. Every living creature in the area immediately heals 1 point of damage, while undead creatures take 1 point of damage. Additionally, you gain one bonus spell slot of your highest spell level, which can only be used for a spell of the healing subschool.
Benefit: Once per level per day, as a free action you can release a 10-ft. radius emanation of positive energy. Every living creature in the area immediately heals 1 point of damage, while undead creatures take 1 point of damage. Additionally, you gain one bonus spell slot of your highest spell level, which can only be used for a spell of the healing subschool.
You cannot refuse to heal any injured living creature who asks you for healing, though you are not obligated to provide more than 1 point of healing, and you are not required to heal enemies unless they surrender and you are reasonably sure they cannot betray you. You cannot perform a coup de grace on a living creature, nor can you target damage against a
dying living foe (you may deal damage to them with area attacks, though you must make a best effort to avoid doing so). If you violate this oath, you lose the benefit of this feat for 24 hours. Repeated or flagrant transgressions can result in permanent loss of this benefit until you receive an atonement spell.
[/sblock]
[sblock=Stand the Heat]
Stand the Heat
AbjurationLevel: Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The touched creature and all equipment it carries suffer no harm from being in even extreme heat. It can exist comfortably in temperatures as high as 500 degrees Fahrenheit. This protection is sufficient to endure the oven-like heat of a forest fire, though neither the creature nor its equipment is protected against fire damage.
If the affected creature catches fire, it can put itself out automatically by spending a move action.
Material Component: Ten gold coins which have sat in a fire for at least one hour.
[/sblock]
[sblock=Fritz]
Small Animal
Hit Dice: 3d8+6= 18
Initiative: +3
Speed: 40'
Armor Class: 18 (+1 size, +4 DEX, +3 natural). touch: 15, Flat-footed: 13
BAB/Grapple: +2/-1
Attack: Bite +7 melee (1d4+2)
Full Attack: Bite +7 melee (1d4+2)
Space/Reach: 5' x 5'
Special Attacks: ---
Special Qualities: low-light vision, scent, link, share spells, evasion, bonus tricks(2)= track, heel
Saves: Fort +5, Reflex +7, Will +1
Abilities: Str 14, Dex 18, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +8, Listen +5,Spot +5, Survival +1*
Feats: Alertness, Track, Weapon Finese
Skills: Fritz has a +4 racial bonus to Jump checks(added in already).
* Fritz has a +4 racial bonus to Survival checks when tracking by scent. [/sblock]
[sblock=Level Ups]
LvL 4
LvL 5[/sblock]
[sblock=Notes]
Dream post
[/sblock]
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