Background: Noble
Class: Healer/Expert
Name | Score | Bonus | Save | Rating |
---|---|---|---|---|
Str | 9 | +0 | Physical | 15 |
Dex | 11 | +0 | Evasion | 15 |
Con | 10 | +0 | Mental | 14 |
Int | 12 | +0 | Luck | 15 |
Wis | 7 | -1 | ||
Cha | 14 | +1 |
Track | Current | Max |
---|---|---|
Health | 6 | 6 |
Strain | 10 | 10 |
Injuries
Skill | Level | Notes |
---|---|---|
Administer | +0 | |
Connect | +0 | |
Convince | – | |
Craft | – | |
Exert | – | |
Heal | +0 | |
Know | +0 | |
Lead | +0 | |
Magic | – | |
Notice | – | |
Perform | +0 | |
Pray | – | |
Punch | – | |
Ride | +0 | |
Sail | – | |
Shoot | – | |
Sneak | – | |
Stab | – | |
Survive | – | |
Trade | – | |
Work | – |
Name | Level | Notes |
---|---|---|
Cultured | 1 | Gain Connect as a bonus skill. You can fluently speak all the common languages of your native region and convey at least basic information in the uncommon or esoteric ones. You can learn a new language with only a week’s practice with a native speaker. Once per game day, your polished ways automatically again a minor favor from an NPC that would not put them to significant expense or risk, assuming the NPC isn’t hostile to you. |
Imposter | 1 | Gain Perform or Sneak as a bonus skill. Once per scene, reroll any failed skill check or saving throw related to maintaining an imposture or disguise. Create one false identity of no great social importance; you can flawlessly pretend to be that person, such that only extremely persuasive proof can connect you with it. You can change this identity with a week’s worth of effort in building a new one. |
BAB | +0 | AC | 13 |
Melee Atk | 0 | Dex Bonus | 0 |
Ranged Atk | 0 | Armor | 12 |
Initiative | 0 | Shield | +1 |
Readied Items (0 of 4)
Worn | Armor | Bonus | Special |
---|---|---|---|
☑ | I’m worn | – | – |
☐ | I’m not | – | – |
Name | Hit | Damage | Range | Special |
---|---|---|---|---|
A Knife | 0 | 1d4 | – | – |
Readied (1): Short Sword -2 1d6 dmg Shock2/AC 15
Readied (0): Unarmed -2 1d2 dmg
Readied (0): Buff Coat AC 12
Readied (1): Small Shield (AC 13 when held)
Active | Name | Effort | Notes |
---|---|---|---|
☐ | Healing Touch | 1/scene | Commit Effort for the scene as an Instant action; for the rest of the scene, you may heal 2d6 damage plus your Heal skill to a touched ally as a Main Action. This healing adds 1 System Strain to the target each time it is applied. |
☐ | Purge Ailment | 1/day | Commit Effort for the day as a Main Action. An ally you are touching is cured of one poison or disease. Creatures killed by poison can be revived by this art if it is used within six minutes of death. Magical poisons and diseases may require a Wis/Heal or Cha/Heal skill check against a difficulty of 8 or more. At seventh level, you need only Commit Effort for the scene to use this ability. |
Name | Description |
---|---|
Quick Learner | When you advance a character level, you gain an extra skill point which may only be spent on gaining or improving non-combat skills or raising attributes. You may save this point to spend later if you wish. |
Healer Tradition | All Healers gain Heal as a bonus skill. Healers do not learn how to cast spells. Instead, they focus on their special arcane healing arts. Wielding these arts usually requires nothing more than touching the target and concentrating on the desired effect, and the process is direct and simple enough to perform even when burdened by armor or carrying a shield. These arts are usually quite subtle, and don’t produce visible or audible indications of their use. A Healer may have certain social advantages in some situations, depending on the culture and their own traditions. Even in the roughest surroundings, a proven Healer can likely expect hospitality and decent treatment in exchange for their efforts in treating the innumerable pains and augues of their hosts. A famous Healer can often impose on the powerful in exchange for curing some noble’s persistent or difficult case of illness. At first level, a Healer gains the Healing Touch art and can pick one more of their choice. As they advance in levels afterwards, they can learn new arts. Once chosen, an art is permanent and cannot be exchanged. |
Coin: 21 Silver
Treasure: 0
Readied Capacity: 4
Stowed Capacity: 9
Name | Encumberance | Location |
---|---|---|
Short Sword | 1 | Worn |
Buff Coat | 0 | Worn |
Small Shield | 1 | Worn |
Name | Encumberance | Location |
---|---|---|
Backpack | 1§ | Worn |
Rations, 4 weeks | 4 | Backpack |
Waterskin | 1 | Backpack |
Fine Clothing | 1§ | Backpack |
Writing Kit | 1§ | Backpack |
Riding Horse | N/A | Around |