Jeggare Noble

Silvio the Prolific's page

282 posts. Alias of Malkonnen.


Gender

Silvio | human priest of fertility (Medicus kit) 5 | AC 5 | HP 40 | Move 9 | Init +0 | Cha React +5 |

Special Abilities

spells prepared: THIRD: Summon Insects, [blank]; SECOND: Hold Person (2), Obscurement, [blankx2]; FIRST: Faerie Fire, Protection From Evil, [blankx2], Command, Entangle; ORISONS: CLW (2)

Alignment

CG

Deity

The Great Mother

Strength 9
Dexterity 12
Constitution 15
Intelligence 12
Wisdom 18
Charisma 16

About Silvio the Prolific

NWPs
Healing (2 slots) 16 [Wis-2]
Herbalism (3 slots) 11 [Int-2 +1 for extra slot]
Reading/Writing (1 slot) 13 [Int+1]
Religion (1 slot) 18 [Wis]
Local History (1 slot) 16 [Cha]
Etiquette (1 slot) 16 [Cha]

Languages (Fertility Priesthood grants 1 bonus animal language per level)
Common
Rabbit
Horse
Cow
Snake

background:
Silvio the Prolific has earned his nickname by fathering a very large number of children in his time as a traveling priest of The Great Mother. Her greatest tenet is "go forth and multiply," and Silvio practices what he preaches. He believes wholeheartedly in the creation and fostering of life. He doesn't seek out lovers out of a sense of conquest, in fact he doesn't ever set out to start new relationships at all, but he is a rather curious man who sees the beauty in all life, and his handsome features and magnetic personality, have led many to seek him out. He is no mere philanderer. He takes great pride in his ever-growing family, taking great pains to provide for his family with the coin he earns, both as a trained herbalist and healer, but also as an adventurer. Even so, he's recently gotten to the point where he is struggling to keep track of them all.

character sheet link

PHB Ch5 Healing NWP:
Healing: A character proficient in healing knows how to use natural medicines and basic principles of first aid and doctoring. If the character tends another within one round of wounding (and makes a successful proficiency check), his ministrations restore 1d3 hit points (but no more hit points can be restored than were lost in the previous round). Only one healing attempt can be made on a character per day. If a wounded character remains under the care of someone with healing proficiency, that character can recover lost hit points at the rate of 1 per day even when traveling or engaging in nonstrenuous activity. If the wounded character gets complete rest, he can recover 2 hit points per day while under such care. Only characters with both healing and herbalism proficiencies can help others recover at the rate of 3 hit points per day of rest. This care does not require a proficiency check, only the regular attention of the proficient character. Up to six patients can be cared for at any time.

A character with healing proficiency can also attempt to aid a poisoned individual, provided the poison entered through a wound. If the poisoned character can be tended to immediately (the round after the character is poisoned) and the care continues for the next five rounds, the victim gains a +2 bonus to his saving throw (delay his saving throw until the last round of tending). No proficiency check is required, but the poisoned character must be tended to immediately (normally by sacrificing any other action by the proficient character) and cannot do anything himself. If the care and rest are interrupted, the poisoned character must immediately roll a normal saving throw for the poison. This result is unalterable by normal means (i.e., more healing doesn't help). Only characters with both healing and herbalism proficiencies can attempt the same treatment for poisons the victim has swallowed or touched (the character uses his healing to diagnose the poison and his herbalist knowledge to prepare a purgative).

A character with healing proficiency can also attempt to diagnose and treat diseases. When dealing with normal diseases, a successful proficiency check automatically reduces the disease to its mildest form and shortest duration. Those who also have herbalism knowledge gain an additional +2 bonus to this check. A proficient character can also
attempt to deal with magical diseases, whether caused by spells or creatures. In this case, a successful proficiency check diagnoses the cause of the disease. However, since the disease is magical in nature, it can be treated only by magical means.

Spacefarer's HB Medicus Kit:

Description: A Medicus is a priest who specializes in both magical and nonmagical healing. Such specialists are in great demand across the Known Spheres, as magical healing is often hard to come by in the empty regions between the worlds. The Medi-cus's knowledge of medicine allows him to ply his skills with all the races of space, and the nonmagical component of this skills allows the Medicus to treat injuries and wounds on long trips through the phlogiston, where magical healing is
unrenewable.

The Medicus feels a commitment to the sanctity of life and the avoidance of suffering. This commitment applies even to enemies. While a Medicus will not prevent his comrades from defending themselves or attacking a heinous foe, and may even participate in the battle, he will want to treat all of the survivors regardless of what side they fought on.

Role: In the absence of large temples and the complete stocks of herbs that can be found on planetary surfaces, the Medicus is the mainstay of injury repair in the Known Spheres. Any large vessel, especially those that ferry passengers across the Void, carries its own Medicus.
Clerics do not pursue the life of a Medicus. They are not interested in healing all they encounter and have a specific role as defenders of their faiths. The Medicus's path is restricted to a few faiths: Birth/ Children, Community, Fertility, Good, Guardianship, Healing, Love, and Peace.
To abandon the Medicus kit is horrifyingly easy. The priest need only refuse to treat someone who asks for help. He immediately loses all benefits of the class and suffers a -2 reaction roll from anyone who knows about this refusal.

Secondary Skills: Determine as normal for the campaign.

Weapon Proficiencies: The Medicus is restricted to the weapons allowed to specialty priests of his faith.

Nonweapon Proficiencies: Bonus: Healing, recommended: (Priest) Herbalism, Religion.

Equipment: The Medicus must purchase a healing kit (at a cost of 30 gp). This kit includes needles, sutures, various medicines, and other tools that the Medicus uses when working. All other equipment is purchased as normal.

Special Benefits: The Medicus is expert at both magical and nonmagical healing. He can cast any of the cure wounds
spells rolls ld4+4 for each ld8 to determine the number of points healed. Thus, the actual amount rolled per spell is:
CLW 1d4+4
CSW 2d4+9
CCW 3d4+15
Slow poison spells have double duration when cast by a Medicus. Neutralize poison and heal spells are unaffected.

When using the healing proficiency as first aid, a Medicus can cure ld4 points of damage if the proficiency check succeeds within three rounds of wounding (instead of ld3 points within one round of wounding).

When using the healing proficiency to treat long-term wounds, a Medicus cures one additional hit point of damage per day (two points per day if the subject is traveling, three points per day if the wounded character gets complete rest, and four points per day if the character gets complete rest and the Medicus has the herbalism proficiency.

When the Medicus uses the healing proficiency to treat poisoning or diseases, the subject gets a +3 on his saving throw to resist the effects of the disease or poison.

Finally, Medicus compassion is well known among the spheres. Any wounded opponent who recognizes the PC as a Medicus has an additional -2 penalty to morale checks to avoid surrender (the opponent is more willing to surrender because he is sure his wounds will be treated).

Special Hindrances: First and foremost, a Medicus cannot refuse treatment to anyone. Refusing treatment, regardless of reason, is cause for immediate loss of this kit's benefits.
Second, because the Medicus spends so much time studying healing magic, he loses the ability to ask for spells of certain other spheres. In exchange for the benefits of this kit, the Medicus must abandon access to one major sphere of spells from his deity. This sphere must be selected at 1st level and can never thereafter be changed.

Wealth Options: A Medicus is not well paid for his services (since he may not refuse service even to the poorest patron).
Thus, the Medicus receives 2d6 x 10 gp starting money.

Races: Gnomes and halflings makes excellent Medicuses. Elves can also be good Medicuses, but few are interested in the broad commitment they must make. Dwarves in general are too insular to provide services to so many different races. Among the nonhumans, the grommam, despite their size, make excellent Medicuses. The dracons have few Medicuses, and that species has not had enough contact with other races to make them skilled. There are a few hadozee and lizard-man Medicuses, but their rude personalities are not compatible with the Medicus's lifestyle. The scro are too violent and hostile a people to ever adopt the Medicus's ways, but the xixchil (surprisingly enough) are quite open to this lifestyle. Unfortunately, many xixchil will take advantage of an injured person to provide "improvements" to their physical form. While these improvements are seen as quite practical by the xixchil, most humans or demihumans do not consider them attractive or
desirable.

Fertility Priest details from Complete Priest's HB:

This god represents the fertility of beasts, crops, and sentient races. He represents new generations of each species, defiance of death, and sexuality.
Priests of this god conduct rituals which are supposed to interest the god in the fertility of the celebrants, their fields and animals. Through the rituals of the priests, childless couples pray for children, farmers pray for good crops, ranchers and animal handlers pray for their herds to grow fast and strong. In addition to routine prayers, the priests conduct great, semiannual celebrations (usually at the start of the planting and the harvesting season).
Lesser gods of this attribute would be gods of the fertility of specific species or groups of living things; one might be the god of cattle fertility, one of human fertility, one of elf fertility, one of wheat fertility. The god of Agriculture could be considered a deity of one
specific part of the fertility attribute.
Fertility gods are as likely to be male as female. Those representing animal life are more likely to be male, those representing plant life more likely to be female.
The priests of this god are on good terms with Druids and the priests of Agriculture, Animals, Birth/Children, Earth, Elemental Forces, Life-Death-Rebirth Cycle, Nature, Seasons, Sky/Weather, and Vegetation. The priests of this god dislike the priests of Death.
Alignment: The deity is true neutral. The priests may be true neutral or neutral good. The flock may be of any alignment.
Minimum Ability Scores: Wisdom 12, Charisma 12. Wisdom or Charisma 16 means +5% experience; Wisdom and Charisma 16 means +10% experience.
Races Allowed: Dwarves, elves, gnomes, half-elves, halflings, humans.
Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Herbalism. Non-weapon Proficiencies Recommended: Agriculture, Animal Handling, Brewing, Dancing, Musical Instrument, Reading/Writing, Religion. Weapon Proficiencies Required: None. Nonweapon Proficiency Group Crossovers: Priest, General.
Duties of the Priest: Guidance, Marriage. These priests are bound to conduct ceremonies which celebrate and promote fertility in all living beings; these ceremonies occur at the start of spring and at harvest-time, and in some places are characterized by orgiastic behavior. Vigilance against the doings of the priests of death, whom they regard with suspicion and dislike.
Weapon and Armor Restrictions: Weapons Permitted: Javelin, polearm, spear. Armor Permitted: Hide armor and leather armor (normal or magical), all non-metal shields. All together, these constitute Medium combat abilities.
Other Limitations: Priests of the god of Fertility are not allowed to remain chaste.
Spheres of Influence: Major Access to All, Healing, Necromantic, Plant, Summoning. Minor Access to Animal, Charm, Creation, Divination, Protection, Weather. This priesthood has two extra minor accesses; it will not have very strong Granted Powers.
Powers: Charm/Fascination (as per the Designing Faiths chapter, but never in combat, and only once per day). Incite Berserker Rage (as per the Designing Faiths chapter). Language/Communication (as per the Designing Faiths chapter): The priest may choose one species of animal with whom he can communicate, from the following list:
Cattle, goats, horses, rabbits, sheep, snakes. (This does not give him any control over the animal; he may merely talk with it.)
Followers and Strongholds: The followers are received at 9th level, and consist of one fifth-level priest, three third-level priests, and six first-level priests of the same alignment, plus fifteen first-level fighters. These fighters act as guards during the more somber of the god's rituals but participate in the more chaotic rituals. The priest may take the following on adventures: One priest (it may not be the fifth-level priest) and six fighters. In some sects, the fighters are all women of any chaotic alignment, and they are called maenads. For others, the DM can substitute intelligent wood-beings such as satyrs,
centaurs, dryads, and nymphs, up to 10 HD of them, and they can accompany the priest on woodland adventures. (Nymphs are identical to dryads with these exceptions: They are not bound to specific trees, and can voyage in any forested realm; and when they charm victims, there is no chance that the victims will disappear forever; after a day in
the company of the nymph, the victim can choose to stay as long as he and the nymph collectively wish, or to leave whenever he wants.) The priesthood will pay for half of the cost of stronghold construction at 9th level.
Possible Symbols: Bull, Corn, Cow, Goat, Pine-cone, Ram, Snake, Wheat.

Charm/Fascination 1/day (non combat only):

This power works just like the third-level Wizard spell suggestion, except that the priest does not have to use material components to the spell. The DM may define this Power as working one of two ways. Either it can be used in combat (in which case it can be used against only one target at a time), or it cannot be used in combat (in which it can be used against a number of targets equal in HD to two
times the Priest's experience level).
In either case, the Priest can use the ability three times per day. If the target makes his saving throw, he may choose to reject the suggestion, but will not recognize that priestly magic was being used against him.
This power is most appropriate to priests of the gods of love, mischief and trickery, music, and peace, but can be given to any priesthood which has an influential position in the society.

incite berserker rage:

This power allows a priest to inspire a fighter (anyone belonging to the warrior class) to a state like berserker rage. The warrior must be willing to have this war-blessing bestowed upon him.
It takes one round for a priest to incite a single warrior to berserker rage; the rage last six turns. A priest can use this power on any number of warriors per day, one at a time. A warrior may only be incited to berserker rage once per day; even if a different priest tries it on him, it cannot incite a warrior to a second rage in the same day.
The rage isn't identical to the abilities of the true berserker (see the description for the berserker in The Complete Fighter's Handbook). However, it does give the warrior a +2 to hit and damage for the duration of the rage. While enraged, the warrior cannot flee from a fight; he cannot leave the field of battle until no enemies face him. Once he does leave the field of battle, he can choose whether or not he will emerge from the rage or sustain it; a warrior would sustain it if he felt that another fight was likely to take place soon. When he emerges from the rage, the warrior takes no extra damage or ill effects.

Spheres of Influence: Major Access to All, Healing, Necromantic, Plant, Summoning. Minor Access to Animal, Charm, Creation, Divination, Protection, Weather. This priesthood has two extra minor accesses; it will not have very strong Granted Powers.

1st level Spell List (3+3 bonus/day):

Animal Friendship
Bless
Combine
Command
Create Water
Cure Light Wounds
Detect Evil
Detect Magic
Detect Poison
Detect Snares & Pits
Endure Heat/Endure Cold
Entangle
Faerie Fire
Invisibility to Animals
Invisibility to Undead
Light
Locate Animals or Plants
Magical Stone
Pass Without Trace
Protection From Evil
Purify Food & Drink
Remove Fear
Sanctuary
Shillelagh

2nd level spell list (3+2 bonus/day):

Aid (+1 to hit and saves, +1d8 THP for 5 rds)
Augury (74%)
Barkskin (touched creature AC 5 & +1 saves for 8 rds)
Chant
Charm Person or Mammal
Detect Charm
Dust Devil
Enthrall
Find Traps
Fire Trap
Flame Blade
Goodberry
Heat Metal
Hold Person
Know Alignment
Messenger
Obscurement
Produce Flame
Resist Fire/Resist Cold
Silence, 15' Radius
Slow Poison
Snake Charm
Speak With Animals
Spiritual Hammer
Trip
Warp Wood
Withdraw
Wyvern Watch

3rd level spell list (1+1 bonus/day):

Animate dead
call lightning
continual light
create food and water
cure blindness or deafness
cure disease
dispel magic
feign death
flame walk
glyph of warding
hold animal
locate object
magical vestment
meld into stone
negative plane protection
plant growth
prayer
protection from fire
pyrotechnics
remove curse
remove paralysis
snare
speak with dead
spike growth
starshine
stone shape
summon insects
tree
water breathing
water walk

gear:

2 Javelins
[unIDed magic shield]
[unIDed magic leather armor]
[stowed hide armor]
dagger +1
[unIDed magic boots]
[unIDed magic medallion with geometric symbols]