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<blockquote data-quote="Reynard" data-source="post: 9271575" data-attributes="member: 467"><p>HEALER(+4)(mundane and magical medicine, religion and society)</p><p>CHARACTER NAME: ________________________________</p><p></p><p>Major/Vocation(+3): _________________________________________</p><p></p><p>Primary Hobby Skill(+2): ______________________________________</p><p></p><p>Conviction: __________________ Vice: _________________________</p><p></p><p></p><p>STR: +1 DEX: +0 CON: +1 INT: +2 WIS: +4 CHA: +3</p><p></p><p>Hit Points: 36 Armor Class: 18 Stress: Wounds:</p><p></p><p>Speed: 25 Initiative: +0 Perception: +4 </p><p></p><p>Fort Save: +5 Ref Save: +0 Will Save: +8 </p><p></p><p>Traits:</p><p> Touched by Divinity: resistant to necrotic damage</p><p> Stalwart: remains conscious when dying with speed 5 but may act normally</p><p></p><p>Abilities:</p><p> Healing Hands: bonus action to cast Cure Wounds with touch range</p><p> Averawe: 1/day cast Sanctuary or Rebuke on up to 4 targets</p><p> Spellcasting: Wisdom roll (+8 total); mastery: 4</p><p> </p><p>Attacks:</p><p> Asclepian Staff +5 to hit; 1d8+1 necrotic or radiant damage</p><p></p><p>Equipment:</p><p> Mithril Vestments (Reaction to negate critical hit 1/day; medium armor)</p><p> Asclepian Staff (wielder chooses necrotic or radiant damage on hit; +2 to cast Cure Wounds or Restoration)</p><p> Travelers pack, shield, healer’s kit, medical journal</p><p></p><p></p><p>Spells:</p><p> Spellcasting: Roll spellcasting check against spell DC. If the result is lower than the DC, the spell fails and the spell cannot be cast again until after a long rest. However, the character may use a Mastery point to keep the spell after a failed roll (the casting still fails).</p><p> Cure Wounds (DC 10+2 per rank): heal 1 target 1d6+4 per rank; short range</p><p> Restoration (DC 15): cures one condition; touch</p><p> Sanctuary (DC 10+CR/level; 1 minute): one target cannot attack Healer; ends if Healer causes target damage; medium range</p><p> Rebuke (DC 13+CR/level; 1 minute): one target is frightened and must Dash to flee each round; undead and fiends take 4d6+4 radiant damage as well; medium range</p></blockquote><p></p>
[QUOTE="Reynard, post: 9271575, member: 467"] HEALER(+4)(mundane and magical medicine, religion and society) CHARACTER NAME: ________________________________ Major/Vocation(+3): _________________________________________ Primary Hobby Skill(+2): ______________________________________ Conviction: __________________ Vice: _________________________ STR: +1 DEX: +0 CON: +1 INT: +2 WIS: +4 CHA: +3 Hit Points: 36 Armor Class: 18 Stress: Wounds: Speed: 25 Initiative: +0 Perception: +4 Fort Save: +5 Ref Save: +0 Will Save: +8 Traits: Touched by Divinity: resistant to necrotic damage Stalwart: remains conscious when dying with speed 5 but may act normally Abilities: Healing Hands: bonus action to cast Cure Wounds with touch range Averawe: 1/day cast Sanctuary or Rebuke on up to 4 targets Spellcasting: Wisdom roll (+8 total); mastery: 4 Attacks: Asclepian Staff +5 to hit; 1d8+1 necrotic or radiant damage Equipment: Mithril Vestments (Reaction to negate critical hit 1/day; medium armor) Asclepian Staff (wielder chooses necrotic or radiant damage on hit; +2 to cast Cure Wounds or Restoration) Travelers pack, shield, healer’s kit, medical journal Spells: Spellcasting: Roll spellcasting check against spell DC. If the result is lower than the DC, the spell fails and the spell cannot be cast again until after a long rest. However, the character may use a Mastery point to keep the spell after a failed roll (the casting still fails). Cure Wounds (DC 10+2 per rank): heal 1 target 1d6+4 per rank; short range Restoration (DC 15): cures one condition; touch Sanctuary (DC 10+CR/level; 1 minute): one target cannot attack Healer; ends if Healer causes target damage; medium range Rebuke (DC 13+CR/level; 1 minute): one target is frightened and must Dash to flee each round; undead and fiends take 4d6+4 radiant damage as well; medium range [/QUOTE]
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