Character Name
Player
Campaign
Current XP
Next Level XP
XP Change
Class
Race
Alignment
Deity
Level
Size
Age
Gender
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Eyes
Hair
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ACTION POINTS
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Nonlethal Damage
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Size
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Deflect
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TOUCH
FLAT
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Misc
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Armor Type
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Weapons:
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Armor:
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Wielded
Carried
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Special Properties
Ammunition
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Wielded
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Wielded
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Range
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Ammunition
Weight
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Wielded
Carried
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Weight
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Type
Armor/Protective Item
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Carried
Type
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Check Pen
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Spell Fail
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Carried
Type
AC Bonus
Check Pen
Special Properties
Weight
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Max Dex
Protective Item
Worn
Carried
Type
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Check Pen
Special Properties
Weight
Speed
Spell Fail
Max Dex
Protective Item
Worn
Carried
Type
AC Bonus
Check Pen
Special Properties
Weight
Speed
Spell Fail
Max Dex
/
Max Rank
Skills
Skill Name
Key
Ab
CS
Skill
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Mod
Rank
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Mod
Check
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Feats
&
Special abilities
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Display Spells & Powers
Spell Saves
Save
DC
LEVEL
Spells
/Day
Bonus
Spells
Cast
/Mem
0
0
1
2
3
4
5
6
7
8
9
Spells/Powers Known
Level 0
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Spells
& Powers
Spell Name
Level
# Cast
/Mem
Spell Name
Level
# Cast
/Mem
Currency
Other Notes
[
Show Printable Version
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Personal
Party
pp
pp
gp
gp
sp
sp
cp
cp
gp
gp
16.8 GP
55points pool remaining(55) 3 charge belt of healing 2 charge of maximized left exalted with the green wings: Level 1, 2, 3 access to her spells Cleric Level 9, Trickery/Travel perform mundane tasks, find information etc 2 specialized service steal/spy/sabotage 3 risk lives for us, unsavory, assination, kidnapping, torture (or rep will slip) Healing Domain: You cast healing spells at +1 caster level Augment Healing - pg 78-79 Complete Divine 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 1 Affiliation Point with the Church of Heironeous Touch of Healing - pg 62 Complete Champion Prerequisite: Ability to Cast 2nd level spells Benefit: Have a conjuration (healing) spell of 2nd level or higher available to cast? sweet, then spend a standard action to touch a target creature and heal 3 points/level of the highers level conjuiration healing spell you have available to cast - may use until one-half or hit points remain secondary benefit gain +1 competence bonus on conjuration healing spells cure light wounds 1d8+(5 max caster level (5/1/1)) + 2 = 1d8+7 cure moderate wounds 2d8+(10 caster level (8/1/1) + 4 = 2d8+14 cure serious wounds 3d8+(10 caster levels 8/1/1) +6 =3d8+16 cure critical wounds 4d8+(10 caster levels 8/1/1) +8 =4d8+18 Magic Item Compendium pg 110 Healing Belt (750gp) - +2 competence bonus on heal checks, 3 charges per day renewed @ dawn 1 charges - heals 2d8 damage 2 charges - heal 3d8 damage 3 charges - heal 4d8 damage Sort of like an everlasting wand jaime glinka mock trial Expires in one sessions: second thought 2 action points - move action, move 4x speed away from a group of enemies Imbued Healing [METAMAGIC] You imbue your healing spells with additional benefits based on teh power of your belief. Pre-requisites: Ability to cast conjuration (healing) spells; access to one or more domains. Benefit: Whenever you cast a 1st-level or higher conjuration (healing) spell, you not only heal your subject of hit point damage, but you also confer on it a carrier effect deriving from a domain to which you have access. If you have access to more than one of the following domains, choose which carrier effect to use each time you use this ability. Each of these carrier effects has a duration of 1 minute per level of the conjuration (healing) spell cast and an equivalent spell level. Healing: 1 temporary hit point per level or HD. These temporary hit points last for up to 1 hour. Magic: +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on saves against spells and spell-like abilities. Special: only affects one, can't cause damage to undead etc armband of maximized healing 2/3 (6th level or lower)
Languages