Your Healer


Name: Gwynne
Class: White Mage (Gwynne’s Spell Cards)
Level: 11
Age: 20
Alignment: C.Good
Race: Human
Gender: Female

Str 8 (- 1)
Dex 14 (+ 2)
Con 12 (+ 1)
Int 12 (+ 1)
Wis** 16 (+ 3)
Cha* 24 (+ 7)

HP: 78 (d8)
AC: 25 (Dex 2; Robes 6; Staff 2; Ring 3, Amulet 2)
(Amulet also grants 2 to flatfooted AC)
Action Points: 12 (7 + 1/2HD)
Base Attack Bonus: + 7 (3/4ths HD)
Initiative (Dex): + 6
Attacks (BAB + Str): + 7/+ 9
Damage: 1d6 – 1
Fortitude Save: 13 (Level 7; Con 1; Staff 2; Comfort 3)
Reflex Save: 14 (Level 7; Dex 2; Staff 2; Comfort 3)
Will Save: 15 (Level 7; Wis 3; Staff 2; Cloak 3)
(Saves go up as per Monk)

Effective Spellcaster Level: 12 (14 with Light)

Total Skill Points: 0 remaining (4+Int per level)

Acrobatics(Dex): Ranks: 0; Total Bonus: +2
- Balance, Escape Artist, Ride, Tumble
Arcana(Int): Ranks: 9; Total Bonus: +10
- Knowledge(arcana), Spellcraft
Athletics(Str): Ranks: 0; Total Bonus: -1
- Climb, Jump, Ride, Swim
Civics(Int): Ranks: 7; Total Bonus: +10
- Knowledge(history), Knowledge(local), Knowledge(nobility & royalty)
Cosmology(Int): Ranks: 0; Total Bonus: +3
- Knowledge(arcana), Knowledge(the planes)
Deception(Int): Ranks: 0; Total Bonus: +3
- Bluff, Disguise, Forgery
Dungeoneering(Int): Ranks: 0; Total Bonus: +5
- Knowledge(dungeoneering), Knowledge(geography), Knowledge(nature)
Endurance(Con): Ranks: 0; Total Bonus: +5
- Autohypnosis, Concentration
Engineering(Int): Ranks: 0; Total Bonus: +3
- Knowledge(architecture and engineering), Knowledge(geography)
Husbandry(Wis): Ranks: 0; Total Bonus: +5
- Handle Animal, Knowledge(nature), Ride
Impress(Cha): Ranks: 7; Total Bonus: +17
- Bluff, Diplomacy, Gather Information
Intimidate(Str): Ranks: 0; Total Bonus: +3
- Bluff, Gather Information, Intimidate
Investigate(Int): Ranks: 0; Total Bonus: +5
- Appraise, Decipher Script, Gather Information, Search
Legerdemain(Dex): Ranks: 0; Total Bonus: +2
- Open Lock, Sleight of Hand, Use Rope
Mechanics(Int): Ranks: 0; Total Bonus: +1
- Disable Device, Knowledge(architecture and engineering), Open Lock
Medicine(Wis): Ranks: 13; Total Bonus: +19
- Heal, Knowledge(nature)
Perception(Wis): Ranks: 11; Total Bonus: +14
- Listen, Search, Sense Motive, Spot
Psionics(Int): Ranks: 0; Total Bonus: +1
- Knowledge(psionics), Psicraft
Skullduggery(Dex): Ranks: 0; Total Bonus: +2
- Hide, Move Silently, Sleight of Hand
Survival(Wis): Ranks: 11; Total Bonus: +14
- Knowledge(geography), Survival, Use Rope
Swordplay(Cha): Ranks: 0; Total Bonus: +12
- Bluff, Intimidate, Perform(weapondrill)
Theology(Int): Ranks: 6; Total Bonus: +9
- Knowledge(history), Knowledge(religion)
Use Magical Device(Cha): Ranks: 0; Total Bonus: +10
- Use Magical Device, Use Psionic Device
Willpower(Wis): Ranks: 13; Total Bonus: +19
- Autohypnosis, Concentration

Maximum Dexterity Bonus: +5
Armor Check Penalty: -1
Grapple Bonus: 0 (0 BAB – 1 STR)
Languages Known: Common, Celestial
Land Speed: 30ft

Weapon Proficiencies: Simple weapons
Armor Proficiencies: Light armor

Runestaff of Power

  • Damage (Medium): 1d6+1/1d6+1
  • Critical: ×2
  • Weight: 4 lb.
  • Type: Bludgeoning

- Special robes
- Ring of Protection +3 (Deflection Bonus)
- Amulet of Natural Armor +2 (AC and flatfooted AC
- Boots of Skating and Striding
- Gloves of Dexterity +2
- Cloak of Charisma +6
- Scrolls of Good Hope x7 (as per Good Hope spell)

Special Abilities:
See Below

Spells Points: 145 (94 class, 51 Cha)
0th – Free
1st – 1sp
2nd – 3sp
3rd – 5sp
4th – 7sp
5th – 9 sp
(Formula is ([Spell Level] x 2) – 1)

Advanced Learning
- Level 2: Arcane Turmoil (Just like a targeted Dispel Magic, but if it’s a spellcaster you’re dispelling and they fail a Will save, they randomly lose one of their highest-level spells remaining. (Complete Mage, p.96)
- Level 3: Repelling Shield (just like Shield spell with +4 shield bonus, but anyone who attacks you (whether or not they hit) makes a save or is pushed away. (Complete Mage p.115)
- Level 4: Remove Curse
- Level 5: Stoneskin

Improved Initiative – +4 to your Initiative Roll
Augmented Healing – Add 2 points of healing per spell level of any healing spell you cast.
Battlefield Surgeon – See Below

Weapon Specialization – Ray

Improved Familiar

Remaining Gold: 101g

Royal Regalia of the Cenyor’xen
Bracers of Comfort + 3 ( + 3 Saves, and player always acts as if in ideal weather conditions.)
Runestaff of Power (p181 of the Magic Item Compendium
Ring of Arcane Might (p121 of the Magic Item Compendium)
Boo (Miniature Giant Space Hamster) and his Hamster Ball
Camping Gear

Battlefield Surgeon [Skill]
You like to cut people open with a saw. But it’s good for them. Seriously.
Medicine Ranks:
0: You gain +3 to your Medicine checks. Any successful Medicine check restores 1d6 of the recipient’s HP.
4: You can make First Aid, Treat Poison, and Treat Wound checks as move actions. You may make First Aid checks on creatures with less than 10hp or less than one-quarter of their maximum hit-points.
9: For every 5 points your Medicine check exceeds the DC for Long-Term Care, your patients recover another +100% faster. For instance, if your Heal check result is 23, your patients would heal at thrice the normal rate.
14: If you operate on a patient for a minute, they regain hit points equal to your Medicine check result. You also may, instead of healing hit point damage, cure any condition that heal could, reattach severed limbs, or repair ruined organs, if you succeed on a DC 30 check. Patients under your long-term care heal permanent ability drain as if it was ability damage.
19: With one hour of work, 25,000gp worth of materials (which are consumed in the process), and a DC 40 Medicine check, you can restore a creature that died within the last twenty-four hours to life. The subject’s soul must be free and willing to return for the effect to work.

Combat Casting [Skill]
Having a sword embedded in your gullet doesn’t really impair your casting abilities.
Willpower Ranks:
0: You gain +3 to your Willpower checks.
4: If you would be nauseated, you’re sickened instead.
9: You may maintain concentration on a spell as a move action (DC 25 + spell level). If you beat the DC by 10 or more, you can maintain concentration as a swift action. If you fail your check, you lose concentration.
14: You can take 10 on Willpower checks and caster level checks.
19: All Willpower DCs are halved for you.

Weapon Specialization (Ray)
Adds +1 Attack and +2 Damage to spells with the ‘Ray’ keyword.

(For Level 9)Combat Casting
Adds 2 Combat Agility, 4 when taking an AoO from moving



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