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<blockquote data-quote="Queenie" data-source="post: 4039512" data-attributes="member: 8058"><p>Nanuet at 5th level (3rd level ranger / 2nd level cleric) current XP: 18,736: </p><p></p><p>Nanuet, Male Elf, High Rgr3/Clr3: CR 5; Medium Humanoid (Elf); HD 3d8+3(Ranger) , 3d8+1(Cleric) ; hp 56 ; Init +2; Spd 30; AC:12 (Flatfooted:10 Touch:12); Atk +6 base melee, +7 base ranged; SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment Spells and Effects; AL NG; SV Fort +7, Ref +6, Will +6; STR 12, DEX 14, CON 12, INT 10, WIS 16, CHA 13. </p><p>Skills: Concentration +5, Handle Animal +9, Heal +10, Knowledge (Nature) +5, Listen +6, Move Silently +8, Ride +12, Search +3, Spot +5. </p><p></p><p>Feats: Animal Affinity, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Point Blank Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Track, Endurance, Precise Shot. </p><p>Spells Known (Clr 3/2): 0 -- Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue; 1st -- Bane, Bless, Bless Water, Burial Blessing, Calm Animals, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Regenerate Light Wounds, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I. </p><p>Domains: Earth and Good</p><p>Normal Spells Prepared (Clr 4/4/3): 0 - Create Water, Detect Poison, Purify Food and Drink, Virtue; 1st - Bless, Calm Animals (d), Sanctuary, Obscuring Mist; 2nd - Soften Earth and Stone (d), Hold Person, Bear's Endurance.</p><p></p><p>Possesions of interest:</p><p></p><p>One Spencer Carbine repeating rifle and 4 exploding shells</p><p></p><p>Apache Medicine Totem </p><p>This item is usable by any high elf. Those of other races can only use it if they are either druids or clerics that worship nature deities. </p><p></p><p>This necklace provides the wearer with +3 protection to armor class and to saving throws. It also acts as a conduit for clerical spells and can serve as a holy symbol. </p><p></p><p>The necklace initially has fifteen stones of varying length that provide the following: </p><p></p><p>Two 1” stones (stones 1 & 15) act as a “Cure Minor Wounds” spell - speckled</p><p>Two 1.5” stones (stones 2 & 14) act as a “Cure Light Wounds” spell </p><p>One 2” stones (stones 3 & 13) act as a “Cure Moderate Wounds” spell one regular</p><p>One 2.5” stones (stones 4 & 12) act as a “Cure Serious Wounds” spell - 1 speckled, one regular</p><p>Two 3” stones (stones 5 & 11) act as a “Cure Critical Wounds” spell </p><p>Two 3.5” stones (stones 6 & 10) act as a “Healing Circle” spell - speckled</p><p>Two 4” stones (7 & 9) act as a “Heal” spell </p><p>One 5” stone (center stone) acts as a “Raise Dead” spell. - speckled</p><p></p><p>Each stone can only be used once although pendants could be replaced by an Apache Head Shaman (12th level or higher). Each stone activated by having the command word in the Apache language by the elf, druid or nature cleric. Any person may receive the healing. Other Native American tribes have similar Medicine Totems, the metal and stones used for each being those of the tribal lands. </p><p></p><p>The item was created for use by an Apache Head Shaman (12th Level) to specifically cure Apache Elves who follow the Native American gods (who are the ones granting the healing). The item can be used by other elves or non-elvan druids or clerics that worship nature deities but the casting time would take longer than it would for an Apache Head Shaman. It can also be used to cure non-elves that worship other deities but the result could be to a lesser extent. An attempt to cure an enemy of the Apache people would not work at all.</p></blockquote><p></p>
[QUOTE="Queenie, post: 4039512, member: 8058"] Nanuet at 5th level (3rd level ranger / 2nd level cleric) current XP: 18,736: Nanuet, Male Elf, High Rgr3/Clr3: CR 5; Medium Humanoid (Elf); HD 3d8+3(Ranger) , 3d8+1(Cleric) ; hp 56 ; Init +2; Spd 30; AC:12 (Flatfooted:10 Touch:12); Atk +6 base melee, +7 base ranged; SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment Spells and Effects; AL NG; SV Fort +7, Ref +6, Will +6; STR 12, DEX 14, CON 12, INT 10, WIS 16, CHA 13. Skills: Concentration +5, Handle Animal +9, Heal +10, Knowledge (Nature) +5, Listen +6, Move Silently +8, Ride +12, Search +3, Spot +5. Feats: Animal Affinity, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Point Blank Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Track, Endurance, Precise Shot. Spells Known (Clr 3/2): 0 -- Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue; 1st -- Bane, Bless, Bless Water, Burial Blessing, Calm Animals, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Regenerate Light Wounds, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I. Domains: Earth and Good Normal Spells Prepared (Clr 4/4/3): 0 - Create Water, Detect Poison, Purify Food and Drink, Virtue; 1st - Bless, Calm Animals (d), Sanctuary, Obscuring Mist; 2nd - Soften Earth and Stone (d), Hold Person, Bear's Endurance. Possesions of interest: One Spencer Carbine repeating rifle and 4 exploding shells Apache Medicine Totem This item is usable by any high elf. Those of other races can only use it if they are either druids or clerics that worship nature deities. This necklace provides the wearer with +3 protection to armor class and to saving throws. It also acts as a conduit for clerical spells and can serve as a holy symbol. The necklace initially has fifteen stones of varying length that provide the following: Two 1” stones (stones 1 & 15) act as a “Cure Minor Wounds” spell - speckled Two 1.5” stones (stones 2 & 14) act as a “Cure Light Wounds” spell One 2” stones (stones 3 & 13) act as a “Cure Moderate Wounds” spell one regular One 2.5” stones (stones 4 & 12) act as a “Cure Serious Wounds” spell - 1 speckled, one regular Two 3” stones (stones 5 & 11) act as a “Cure Critical Wounds” spell Two 3.5” stones (stones 6 & 10) act as a “Healing Circle” spell - speckled Two 4” stones (7 & 9) act as a “Heal” spell One 5” stone (center stone) acts as a “Raise Dead” spell. - speckled Each stone can only be used once although pendants could be replaced by an Apache Head Shaman (12th level or higher). Each stone activated by having the command word in the Apache language by the elf, druid or nature cleric. Any person may receive the healing. Other Native American tribes have similar Medicine Totems, the metal and stones used for each being those of the tribal lands. The item was created for use by an Apache Head Shaman (12th Level) to specifically cure Apache Elves who follow the Native American gods (who are the ones granting the healing). The item can be used by other elves or non-elvan druids or clerics that worship nature deities but the casting time would take longer than it would for an Apache Head Shaman. It can also be used to cure non-elves that worship other deities but the result could be to a lesser extent. An attempt to cure an enemy of the Apache people would not work at all. [/QUOTE]
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