Post by Ugly on Jun 19, 2018 23:41:19 GMT -5
HP:20
Size: Medium
AC:10
Armor:None
Weapon:None
Main Attributes
Physical
HP:5 (Base amount +2 stat points)*
Str:1
Dex:1
Con:5*
Spiritual
Pwr: 5
Conduit:2
Capacity:5 *
Life
Manipulation:1
Charisma:5
Appearance:-5
Skills
Leadership:5*
Will:4
Sense Motive:4
Spellcraft:3*
Magic Arts:6
Race: Mutated Human: Favored Points (Mutated human, his appearance is horrid giving him a -5 to appearance and even with magic and enhancements it can only go up to 0 at best. His skin and bones are stronger though making him harder to hurt +3DR. armor costs 50% extra due to needing to be custom made. All abilities marked with a * are increased by fav points)
Abilities
Healer's curse and boon(Passive Cannot be turned off): All damage dealt by the healer is in return dealt to him, all healing and shields created have their Power cap lifted by 3
Harmless war cry: Due to his natural endurance the few times he had been forced to fight he uses his appearance and voice to make others think he is a threat and attack him. (Taunt ability, makes enemy focus attacks on him, using a TP makes 1d2+1 enemies focus on him.)
Magical First Aid: Using slightly magical herbs crafts bandages that can heal when outside of combat. Can craft and keep up to 5 a day, only lasts for 1 day and only restores 1d3 HP per bandage. Can be given and used by others.
Equipment
Cloth clothing: No armor value.
Spells
(See below for effects)
Restore
Harden Skin
Barrier
Support spell list
0 exp take list, 3 exp per spell, 5 for advanced spells. Rituals cost 20 exp and must follow the below rules.
As a user takes more spells from this list they become more attuned to the world and healing magic. Is able to take 1 ritual spell for every 5 spells gained on this list.
Basic
Restore: 1d5+power to heal, aoe for half healing.
Regen: Stops bleeding, if target isn't bleeding roll 1d5 on targets next two turns, target heals the rolled amount.
Harden skin: Makes the targets skin tougher without hindering their movement. +1 DR for 2 turns.
Haste: Speeds up an ally for a single turn granting them +1 AP.
Barrier: 1d5+power barrier formed over target, absorbs up to damage rolled.
Physical Buff: Buffs 1 physical stat by 1 for 2 turns. (Cannot increase HP)
Spiritual Buff: Buffs 1 spiritual stat by 1 for 2 turns.
Battery: Grants ally 1 TP, costs 1 TP.
Advanced
All spells cost 1 TP unless stated otherwise
Powerful Restoration: 2d5+power Healing, AOE for half.
Powerful Regen: Heals 1d5+power for 3 rounds.
Allied Barrier: Casts Barrier on all allies
Costs 1 TP +1 for every 3 targets (IE 3 allies would cost 1 TP, 4-6 would be 2 TP)
Physical Steroid: Buffs physical stats by a total of 2 for 2 turns, can be split among stats or stacked in 1. (Cannot increase HP)
Spiritual Steroid: Buffs Spiritual stats by a total of 2 for 2 turns, can be split among stats or stacked in 1.
Iron Skin: Makes allies skin like iron, +3 DR for 2 turns.
Healer's sacrifice: Consumes casters HP in place of TP, this can be cast in conjunction with a healing spell without consuming an AP but consumes an extra 3 HP, each TP costs 3 HP.
Rituals
Ritual of a friend: Summons a natural ally for the day, consumes 1 TP and 1 gold of reagents. Ally tends to be a 'good' aligned creature that has healing or defensive powers. (I'll make some templates if this is approved.)
Ritual of regeneration: Can restore lost limbs and organs. Reagent costs 5 gold for an arm, 6 for a leg, 10 for a non-vital organ. 20 for a vital organ and target must be kept alive while the ritual is performed.
Ritual of buffing: makes a buff/steroid the caster can cast 'permanent' for a day. Consumed double the cost of the buff in TP and uses 3 gold worth of reagents.
Ritual of skin: As the ritual of buffing only for the skin spells.
Ritual of barrier: Makes a barrier over the area cast, the ritual is one of the simplists to cast and aids in the defense of an area, projectile attacks can go through the inside of the barrier, doesn't stop people from walking through. Costs 10 gold of reagents.
Size: Medium
AC:10
Armor:None
Weapon:None
Main Attributes
Physical
HP:5 (Base amount +2 stat points)*
Str:1
Dex:1
Con:5*
Spiritual
Pwr: 5
Conduit:2
Capacity:5 *
Life
Manipulation:1
Charisma:5
Appearance:-5
Skills
Leadership:5*
Will:4
Sense Motive:4
Spellcraft:3*
Magic Arts:6
Race: Mutated Human: Favored Points (Mutated human, his appearance is horrid giving him a -5 to appearance and even with magic and enhancements it can only go up to 0 at best. His skin and bones are stronger though making him harder to hurt +3DR. armor costs 50% extra due to needing to be custom made. All abilities marked with a * are increased by fav points)
Abilities
Healer's curse and boon(Passive Cannot be turned off): All damage dealt by the healer is in return dealt to him, all healing and shields created have their Power cap lifted by 3
Harmless war cry: Due to his natural endurance the few times he had been forced to fight he uses his appearance and voice to make others think he is a threat and attack him. (Taunt ability, makes enemy focus attacks on him, using a TP makes 1d2+1 enemies focus on him.)
Magical First Aid: Using slightly magical herbs crafts bandages that can heal when outside of combat. Can craft and keep up to 5 a day, only lasts for 1 day and only restores 1d3 HP per bandage. Can be given and used by others.
Equipment
Cloth clothing: No armor value.
Spells
(See below for effects)
Restore
Harden Skin
Barrier
Support spell list
0 exp take list, 3 exp per spell, 5 for advanced spells. Rituals cost 20 exp and must follow the below rules.
As a user takes more spells from this list they become more attuned to the world and healing magic. Is able to take 1 ritual spell for every 5 spells gained on this list.
Basic
Restore: 1d5+power to heal, aoe for half healing.
Regen: Stops bleeding, if target isn't bleeding roll 1d5 on targets next two turns, target heals the rolled amount.
Harden skin: Makes the targets skin tougher without hindering their movement. +1 DR for 2 turns.
Haste: Speeds up an ally for a single turn granting them +1 AP.
Barrier: 1d5+power barrier formed over target, absorbs up to damage rolled.
Physical Buff: Buffs 1 physical stat by 1 for 2 turns. (Cannot increase HP)
Spiritual Buff: Buffs 1 spiritual stat by 1 for 2 turns.
Battery: Grants ally 1 TP, costs 1 TP.
Advanced
All spells cost 1 TP unless stated otherwise
Powerful Restoration: 2d5+power Healing, AOE for half.
Powerful Regen: Heals 1d5+power for 3 rounds.
Allied Barrier: Casts Barrier on all allies
Costs 1 TP +1 for every 3 targets (IE 3 allies would cost 1 TP, 4-6 would be 2 TP)
Physical Steroid: Buffs physical stats by a total of 2 for 2 turns, can be split among stats or stacked in 1. (Cannot increase HP)
Spiritual Steroid: Buffs Spiritual stats by a total of 2 for 2 turns, can be split among stats or stacked in 1.
Iron Skin: Makes allies skin like iron, +3 DR for 2 turns.
Healer's sacrifice: Consumes casters HP in place of TP, this can be cast in conjunction with a healing spell without consuming an AP but consumes an extra 3 HP, each TP costs 3 HP.
Rituals
Ritual of a friend: Summons a natural ally for the day, consumes 1 TP and 1 gold of reagents. Ally tends to be a 'good' aligned creature that has healing or defensive powers. (I'll make some templates if this is approved.)
Ritual of regeneration: Can restore lost limbs and organs. Reagent costs 5 gold for an arm, 6 for a leg, 10 for a non-vital organ. 20 for a vital organ and target must be kept alive while the ritual is performed.
Ritual of buffing: makes a buff/steroid the caster can cast 'permanent' for a day. Consumed double the cost of the buff in TP and uses 3 gold worth of reagents.
Ritual of skin: As the ritual of buffing only for the skin spells.
Ritual of barrier: Makes a barrier over the area cast, the ritual is one of the simplists to cast and aids in the defense of an area, projectile attacks can go through the inside of the barrier, doesn't stop people from walking through. Costs 10 gold of reagents.