AC 11, BAB +3, Init +2
Fort +4, Ref +1, Will +6
HP 36/36
Basic melee attack: +4, 1d4 damage
Weapon - dagger (or more likely scalpel)
Equipment - Balm of Ills ointment (6/7). Component pouch, copper wire, wool, wax, teardrops, oil, sand, bandages, brass weights, small scoop, flint, whetstone, dried herbs (including pennyroyal), dried yeast, ink, paper, needles, fine good thread, leather thongs, cauterising blade, beeswax, barley, small pot containing yoghurt culture, Amulet of Ahura Mazda, small flasks x 3 (3/3 full of aniseed water), 1 flask containng possibly healing sweat drops, 1 empty flask, small bags x3 (containing lavendar), 2 empty bags, scalpels various sizes x3. Also Bonesaw. Tourniquets. Clamps. Tweezers. Pliers. Razor. prosthetic disks of copper or brass. Splint. Oil lamp for cauterisation. Belladonna. Garlic extract. Salt. Mercury. various barks and roots, including birch bark. Black tar. Opium. Cannabis. Alcohol 70%. Leeches in jar. Leather strop for patients to bite. Manticore venom. Booby trapped tube.
SP 121 CP 8
Special: Channel positive energy x7 per day (including feat bonus). 2d6 damage to undead/healing to living. Requires Holy Symbol.
Skills (skills in bold are class skills)
Acrobatics +1
Appraise +3
Bluff +2
Climb
Craft (Alchemy)+7
Diplomacy +8
Disable Device +1
Disguise +2
Escape Artist
Fly
Heal +16 (inc feat bonus)
Intimidate +4
Know(arc) +8
Know(eng) +3
Know(geo) +3
Know(his) +3
Know(nat) +3
Know(nob) +3
Know(pla) +7
Know(rel) +8
Linguistics+7
Perception +6
Perform +2
Profession(Doctor) +10
Ride +1
Spellcraft+9
Stealth +1
Survival +5 (inc feat bonus)
Swim
2 + Int mod (+3) per level
Feats - Persuasive(+2 Deception and Intimidate)
- Skill Focus (Healing)
- Extra Turning (channel positive energy twice more per day)
- Self sufficient (+2 to healing a survival checks)