Cleric 4+INT+FC = 4+FC
ACP = -6 //Armour Check Penalty
Acrobatics: -6 = 0 + DEX Mod - ACP;
Appraise: 4 = 1 + INT Mod + 3;
*Bluff: 2 = 0 + CHA Mod + 0 -ACP;
Climb: -5 = 0 + STR Mod + 0 -ACP;
*Diplomacy: 6 = 1 + CHA Mod + 3;
Disable Device: NA = NA + DEX Mod + 0 -ACP;
*Disguise: 2 = 0 + CHA Mod + 0;
Escape Artist: -6 = 0 + DEX Mod + 0 -ACP;
Handle Animal: NA = 0 + CHA Mod + 0;
*Heal: 10 = 1 + WIS Mod + 4 +3 +2 (Tools);
Intimidate: 2 = 0 + CHA Mod + 0;
*Know(Religion): 4 = 1 + INT Mod + 3;
*Linguistics: NA = NA + INT Mod + 0;
Perception: 5 = 1 + WIS MOD +0;
Ride: -6 = 0 + DEX Mod + 0 -ACP;
*Sense Motive: 8 = 1 + WIS Mod + 3;
Sleight of Hand: NA = 0 + DEX Mod + 0 -ACP;
*Spell Craft: 4 = 1 + INT Mod + 3;
Stealth: -6 = 0 + DEX Mod + 0 -ACP;
*Survival: 9 = 1 + WIS Mod +3 +1 (Poverty Stricken);
Swim: -5 = 0 + STR Mod + 0 -ACP;
*Use Magical Device: NA = NA + CHA Mod + 0;
Class features, Feats, Traits and Racial Traits:
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric (Merciful Healer) Domain: Healing Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Channel Positive Energy 1d6 (5/day) (DC 13) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Combat Medic (Ex) A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.
Rebuke Death (7/day) (Sp) Heal 1d4 damage to creatures at negative HP.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Iron Will +2 on all Will Saving Throws
Birthmark +2 save vs. charm & compulsion
Poverty-Stricken +1 Survival, Survival is Class Skill
+2 to one Ability – Wisdom
Skilled – 1 extra Skill Point per level
DC = 10 + WIS + Level
Level-0: Unlimited use
Level-1: 1 + 1(CHA)
Spells Known: Level-0: (3)
Purify Food & Drink
Level-1: (2 + Domain Spell)
Cure light wounds (Domain Spell)
Lao is a Tian male, 5’ 9” tall, weight 160 pounds. He has dark black hair, which he wears cut very short and hazel eyes. He wears a loose fitting brown linen shirt over dark blue cotton pants.
Data and Background:
Data: Name: Tran Duc Lao
Race: Human (Tian-Shu)
Job: Itinerant Healer
Personality: Caring, polite, brave, diffident
Likes: Traveling, healing, bad puns
Dislikes: Disease, bandits, insects
Favorite foods: Fish, fresh vegetables, and tea
Hobbies: [b] Reading, meditation, chess
[b]Physical Description: Dark black hair cut very short, hazel eyes, wheel shaped birthmark on his right hand
Tran Duc Lao was a disappointment to his parents. The child of Tran Duc Qui and his wife Mai, two of Quain’s most prominent martial artists, Lao was expected to follow his parents and older brother as a champion fighter. Unfortunately, Lao lacked the Tran Duc family’s martial prowess—even his younger sister could beat him in a fight. The family didn’t know what to do with him until one day eight years ago when Li Quon Foh, a wandering healer, arrived at their school. Li Quon was looking for a teacher for his daughter Meilin, a girl a couple years younger than Lao, who he claimed had a knack for fighting.
To see how good Meilin was, Tran Duc Qui arranged for her to spar with Lao. Meilin beat Lao to a pulp. Li Quon Foh promptly tended to the boy’s injuries. When he noticed Lao’s birthmark, Li Quon told his parents that Lao could never become a fighter. “These hands are marked with the Wheel of Qi Zhong. These are the hands are made to mend bones, not break them.”
The families arranged to swap children. Meilin stayed with at the Tran Duc School to learn martial arts and Lao joined Li Quon Foh in his journeys. Lao has learned the healing arts and the ways of Qi Zhong from his mentor. Lao is content to wander the world curing the sick and injured wherever they are found.