Created using PCGen 5.8.1 on Nov 25, 2006
       

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE REDUCTION

SPEED
HP
Hit Points
48




  
Walk 20'
BASE ATTACK
Bonus
+3
SPECIAL ABILITIES
+1 Racial bonus vs. Aberrations, +2 racial bonus on saving throws against poison, +2 racial bonus on saving throws against spells and spell-like effects, +4 dodge bonus against giants, +4 to Concentration to use spell or spelllike ability on the defensive, Cleanse Disease 1/day, Cleanse Fear 1/day, Cleanse Paralysis 1/day, Cleanse Poison 1/day, Healing Hands, Stonecunning
FEATS
Armor Proficiency (Light), Combat Casting, Improved Initiative, Scribe Scroll, Simple Weapon Proficiency, Skill Focus (Heal)
LANGUAGES
Common, Dwarven, Giant, Goblin
SPELLS
 Healer 0
1
2
3
4
5
6
7
8
9
5
6
5
5
0
0
0
0
0
0
0:
Create Water (DC:13)Cure Minor Wounds (DC:13)Deathwatch (DC:13)
Detect Magic (DC:13)Detect Poison (DC:13)Light (DC:13)
Mending (DC:13)Purify Food and Drink (DC:13)Read Magic (DC:13)
1:
Bless Water (DC:14)Cure Light Wounds (DC:14)Goodberry (DC:14)
Protection from Evil (DC:14)Remove Fear (DC:14)Remove Paralysis (DC:14)
Sanctuary (DC:14)Speak with Animals (DC:14)
2:
Calm Emotions (DC:15)Cure Moderate Wounds (DC:15)Delay Poison (DC:15)
Gentle Repose (DC:15)Remove Blindness/Deafness (DC:15)Remove Disease (DC:15)
Lesser Restoration (DC:15)
3:
Close Wounds (DC:16)Create Food and Water (DC:16)Cure Serious Wounds (DC:16)
Neutralize Poison (DC:16)Remove Curse (DC:16)Restoration (DC:16)
Status (DC:16)
 * = Domain/Specialty Spell
ARMOR
TYPE
AC
MAXDEX
CHECK
SPELL FAILURE
*Studded Leather
Light
+3
+5
-1
15
Steel
SHIELD
TYPE
AC

CHECK
SPELL FAILURE






ITEMS

AC










*Studded Leather
TYPEARMOR BONUSMAX DEX BONUS
Light
+3
+5
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
-1
15
Steel
EQUIPMENT ( - //)
x Backpack
   x Explorer's Outfit
  
x Studded Leather
Steel
   x Pepper (Per Lb.)
  
x Bedroll
   x Potion Belt
  
x Bell
   x Salt (Per Lb.)
  
x Candle
   x Sewing Needle
  
x Canvas (Sq. Yd.)
   x Soap (Per Lb.)
  
x Chalk (1 piece)
   x Vial
  
x Dart
Wood
   x Waterskin
  
x Heavy Mace
Steel
   x Whetstone
  
AMMUNITION

☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐

☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐

PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.

Created using PCGen 5.8.1 on Nov 25, 2006

EQUIPMENT
ITEM LOCATION QTY WT. GP COST
 Backpack
Equipped
1
2
2
 Studded Leather
Equipped
1
20
25
 Bedroll
Equipped
1
5
0.1
 Bell
Backpack
1
0
1
 Candle
Backpack
1
0
0.01
 Canvas (Sq. Yd.)
Backpack
1
1
0.1
 Chalk (1 piece)
Backpack
1
0
0.01
 Dart
Backpack
5
0.5
0.5
 Dart
Carried
5
0.5
0.5
 Heavy Mace
Equipped
1
8
12
ITEM LOCATION QTY WT. GP COST
 Explorer's Outfit
Equipped
1
8
0
 Pepper (Per Lb.)
Backpack
1
1
2
 Potion Belt
Equipped
1
1
1
 Salt (Per Lb.)
Backpack
1
1
5
 Sewing Needle
Backpack
1
0.01
0.5
 Soap (Per Lb.)
Backpack
1
1
0.5
 Vial
Backpack
5
0.1
1
 Waterskin
Backpack
1
4
1
 Whetstone
Backpack
1
1
0.02
TOTAL WEIGHT CARRIED/VALUE   50.51 lbs. 60.24 gp
WEIGHT ALLOWANCE
Light 38 Medium 76 Heavy 115

FEATS
Armor Proficiency (Light), Combat Casting, Improved Initiative, Scribe Scroll, Simple Weapon Proficiency, Skill Focus (Heal)
MONEY
SPECIAL ABILITIES
+1 Racial bonus vs. Aberrations, +2 racial bonus on saving throws against poison, +2 racial bonus on saving throws against spells and spell-like effects, +4 dodge bonus against giants, +4 to Concentration to use spell or spelllike ability on the defensive, Cleanse Disease 1/day, Cleanse Fear 1/day, Cleanse Paralysis 1/day, Cleanse Poison 1/day, Healing Hands, Stonecunning
PROFICIENCIES
Bead of Force, Blowgun, Bomb, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Dynamite, Fragmentation Grenade, Gauntlet, Gauntlet (Spiked), Javelin, Longspear, Mace (Heavy), Mace (Light), Morningstar, Quarterstaff, Rock, Shortspear, Sickle, Sling, Smoke Grenade, Smokebomb, Spear, Unarmed Strike
LANGUAGES
Common, Dwarven, Giant, Goblin
SPELLS
 Healer 0
1
2
3
4
5
6
7
8
9
5
6
5
5
0
0
0
0
0
0
0:
Create Water (DC:13)Cure Minor Wounds (DC:13)Deathwatch (DC:13)
Detect Magic (DC:13)Detect Poison (DC:13)Light (DC:13)
Mending (DC:13)Purify Food and Drink (DC:13)Read Magic (DC:13)
1:
Bless Water (DC:14)Cure Light Wounds (DC:14)Goodberry (DC:14)
Protection from Evil (DC:14)Remove Fear (DC:14)Remove Paralysis (DC:14)
Sanctuary (DC:14)Speak with Animals (DC:14)
2:
Calm Emotions (DC:15)Cure Moderate Wounds (DC:15)Delay Poison (DC:15)
Gentle Repose (DC:15)Remove Blindness/Deafness (DC:15)Remove Disease (DC:15)
Lesser Restoration (DC:15)
3:
Close Wounds (DC:16)Create Food and Water (DC:16)Cure Serious Wounds (DC:16)
Neutralize Poison (DC:16)Remove Curse (DC:16)Restoration (DC:16)
Status (DC:16)
 * = Domain/Specialty Spell
FEATS
NAME DESCRIPTION
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
Combat Casting You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive (see Casting on the Defensive, page 140) or while you are grappling or pinned.
Improved Initiative You get a +4 bonus on initiative checks.
Scribe Scroll You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level x its caster level x 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.
Simple Weapon Proficiency You make attack rolls with simple weapons normally.
Skill Focus (Heal) You get a +3 bonus on all checks involving that skill.

Created using PCGen 5.8.1 on Nov 25, 2006

SPELLS
 Healer 0
1
2
3
4
5
6
7
8
9
  Per Day 5
6
5
5
0
0
0
0
0
0
0:
Create Water (DC:13)Cure Minor Wounds (DC:13)Deathwatch (DC:13)Detect Magic (DC:13)
Detect Poison (DC:13)Light (DC:13)Mending (DC:13)Purify Food and Drink (DC:13)
Read Magic (DC:13)
1:
Bless Water (DC:14)Cure Light Wounds (DC:14)Goodberry (DC:14)Protection from Evil (DC:14)
Remove Fear (DC:14)Remove Paralysis (DC:14)Sanctuary (DC:14)Speak with Animals (DC:14)
2:
Calm Emotions (DC:15)Cure Moderate Wounds (DC:15)Delay Poison (DC:15)Gentle Repose (DC:15)
Remove Blindness/Deafness (DC:15)Remove Disease (DC:15)Lesser Restoration (DC:15)
3:
Close Wounds (DC:16)Create Food and Water (DC:16)Cure Serious Wounds (DC:16)Neutralize Poison (DC:16)
Remove Curse (DC:16)Restoration (DC:16)Status (DC:16)
 * = Domain/Specialty Spell

Created using PCGen 5.8.1 on Nov 25, 2006

Healer Spells
LEVEL 0 1 2 3 4 5 6 7 8 9
KNOWN 0 0 0 0 0 0 0 0 0 0
PER DAY 5 6 5 5 0 0 0 0 0 0
LEVEL 0
Create Water
DC: 13
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (40')
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  Generates wholesome, drinkable water - 12 gallons.
Source:  p.215
Target Area:   Up to 12 gallons of water
Cure Minor Wounds
DC: 13
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
☐☐☐
Effect:  You channel positive energy through your hand that cures 1 point of damage.
Source:  p.216
Target Area:   Creature touched
Deathwatch
DC: 13
Save: None
Time: 1 standard action
Duration: 60 minutes
Rng: 30 ft.
Comp: V, S
SR: No
School: Necromancy
☐☐☐
Effect:  Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spells range.
Source:  p.217
Target Area:   Cone-shaped emanation
Detect Magic
DC: 13
Save: None
Time: 1 standard action
Duration: Concentration, up to 6 minutes
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You detect magical auras.
Source:  p.219
Target Area:   Cone-shaped emanation
Detect Poison
DC: 13
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (40')
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You determine whether a creature, object, or area has been poisoned or is poisonous.
Source:  p.219
Target Area:   One creature, one object, or a 5-ft. cube
Light
DC: 13
Save: None
Time: 1 standard action
Duration: 60 minutes
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
☐☐☐
Effect:  This spell causes an object to glow like a torch, shedding bright light in a 20-foot-radius [and dim light for an additional 20 feet] from the point you touch. The effect is immobile, but it can be cast on a movable object.
Source:  p.248
Target Area:   Object touched
Mending
DC: 13
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: Instantaneous
Rng: 10 ft.
Comp: V, S
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  Mending repairs small breaks or tears in objects [but not warps, such as might be caused by a warp wood spell]. It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.
Source:  p.253
Target Area:   One object of up to 1 lb.
Purify Food and Drink
DC: 13
Save: Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: 10 ft.
Comp: V, S
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking.
Source:  p.267
Target Area:   6 cu. ft. of contaminated food and water
Read Magic
DC: 13
Save: None
Time: 1 standard action
Duration: 60 minutes
Rng: Personal
Comp: V, S, F
SR: No
School: Divination
☐☐☐
Effect:  By means of read magic, you can decipher magical inscriptions on objects-books, scrolls, weapons, and the like-that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll.
Source:  p.269
Target Area:   You
LEVEL 1
Bless Water
DC: 14
Save: Will negates (object)
Time: 1 minute
Duration: Instantaneous
Rng: Touch
Comp: V, S, M
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  You imbue a flask of water with positive energy, turning it into holy water.
Source:  p.205
Target Area:   Flask of water touched
Cure Light Wounds
DC: 14
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
☐☐☐
Effect:  You channel positive energy through your hand that cures 1d8+5 damage
Source:  p.215
Target Area:   Creature touched
Goodberry
DC: 14
Save: None
Time: 1 standard action
Duration: 6 days
Rng: Touch
Comp: V, S, DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical. Each cures 1 hp [max 8 hp/24 hours].
Source:  p.237
Target Area:   2d4 fresh berries touched
Protection from Evil
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 6 minutes
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect:  This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Source:  p.266
Target Area:   Creature touched
Remove Fear
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: 10 minutes; see text
Rng: Close (40')
Comp: V, S
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.
Source:  p.271
Target Area:   2 creatures, no two of which can be more than 30 ft. apart
Remove Paralysis
DC: 14
Save: Will negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (40')
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghouls touch or a slow spell. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another save with a +2 resistance bonus.
Source:  p.271
Target Area:   Up to four creatures, no two of which can be more than 30 ft. apart
Sanctuary
DC: 14
Save: Will negates
Time: 1 standard action
Duration: 6 rounds
Rng: Touch
Comp: V, S, DF
SR: No
School: Abjuration
☐☐☐
Effect:  Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent cant follow through with the attack, that part of its action is lost, and it cant directly attack the warded creature for the duration of the spell.
Source:  p.274
Target Area:   Creature touched
Speak with Animals
DC: 14
Save: None
Time: 1 standard action
Duration: 6 minutes
Rng: Personal
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  You can comprehend and communicate with animals.
Source:  p.281
Target Area:   You
LEVEL 2
Calm Emotions
DC: 15
Save: Will negates
Time: 1 standard action
Duration: Concentration, up to 6 rounds
Rng: Medium (160')
Comp: V, S, DF
SR: Yes
School: Enchantment
☐☐☐
Effect:  You calm agitated creatures, negating emotion effects.
Source:  p.207
Target Area:   Creatures in a 20-ft. radius spread
Cure Moderate Wounds
DC: 15
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
☐☐☐
Effect:  You channel positive energy through your hand that cures 2d8+6 damage
Source:  p.216
Target Area:   Creature touched
Delay Poison
DC: 15
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 6 hours
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  The targert becomes temporarily immune to poison.
Source:  p.217
Target Area:   Creature touched
Gentle Repose
DC: 15
Save: Will negates (object)
Time: 1 standard action
Duration: 6 days
Rng: Touch
Comp: V, S, M/DF
SR: Yes (object)
School: Necromancy
☐☐☐
Effect:  You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead.
Source:  p.235
Target Area:   Corpse touched
Remove Blindness/Deafness
DC: 15
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Remove blindness/deafness cures blindness or deafness [your choice], whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged.
Source:  p.270
Target Area:   Creature touched
Remove Disease
DC: 15
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Remove disease cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others.
Source:  p.271
Target Area:   Creature touched
Lesser Restoration
DC: 15
Save: Will negates (harmless)
Time: 3 rounds
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  any magical effects reducing one of the subjects ability scores [such as ray of enfeeblement] or cures 1d4 points of temporary ability damage to one of the subjects ability scores [such as from a shadows touch or from poison]. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued.
Source:  p.272
Target Area:   Creature touched
LEVEL 3
Close Wounds
DC: 16
Save: Will half (see text)
Time: 1 swift action
Duration: Instantaneous
Rng: Close (40')
Comp: V
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Cure 2d4 damage, even on another's turn.
Source:  Miniatures Handbook, Pg.34
Target Area:   One Creature
Create Food and Water
DC: 16
Save: None
Time: 10 minutes
Duration: 24 hours; see text
Rng: Close (40')
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  Feeds 18 humans or 6 horses.
Source:  p.214
Target Area:   Food and water to sustain 18 humans or 6 horses for 24 hours
Cure Serious Wounds
DC: 16
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
☐☐☐
Effect:  You channel positive energy through your hand that cures 3d8+6 damage
Source:  p.216
Target Area:   Creature touched
Neutralize Poison
DC: 16
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 60 minutes
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless, object)
School: Conjuration
☐☐☐
Effect:  You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that dont go away on their own.
Source:  p.257
Target Area:   Creature or object of up to 6 cu. ft. touched
Remove Curse
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  instantaneously removes all curses on an object or a creature. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it.
Source:  p.270
Target Area:   Creature or item touched
Restoration
DC: 16
Save: Will negates (harmless)
Time: 3 rounds
Duration: Instantaneous
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  This spell functions like lesser restoration, except that it also dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than 6 days.
Source:  p.272
Target Area:   Creature touched
Status
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 6 hours
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Divination
☐☐☐
Effect:  When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition. You are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like.
Source:  p.284
Target Area:   2 living creatures touched
* = Domain/Specialty Spell

Created using PCGen 5.8.1 on Nov 25, 2006

Helvius
Helvius's portrait
Gold Dwarf
RACE
99
AGE
4' 1"
HEIGHT
146 lbs.
WEIGHT
Gray
EYE COLOR
gold/grey
SKIN COLOR
Brown
HAIR COLOR

HAIR LENGTH

PHOBIAS
Proud
PERSONALITY TRAITS
Wine
INTERESTS

SPOKEN STYLE
Description
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