Radi Hamdi

Valdrin's page

158 posts. Alias of Michael_Hopkins.


Full Name

Valdrin

Race

| ♥️ 28/28 | AC 16 | F +6 R +6 W +10 | Perc +8 | Class DC 18

Classes/Levels

| Speed 25ft | 1st: 3/3 | Healing Font 2/2 | ✋: Walking Staff ✋: Torch| Active Conditions: (Light Cast, Torch) | Default Exploration ( Searching) | ☘️ 1/1

Gender

| Male NG Medium Human Cleric 2 |

Temp Immune to Battle Medicine:
| Medic Battle Medicine 1/1

Size

Medium

Age

20

Alignment

NG

Deity

Sarenrae

Languages

Common, Elvish

Occupation

Field Medic

Strength 10
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 18
Charisma 12

About Valdrin

Symbols:
Action Symbols > Single (◆), Double (◆◆), Triple (◆◆◆), Free (◇), Reaction (↺)
Status Symbols > ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

HEALING (Assurance):

[dice=Elise (Treat Wounds) : Assurance]2d8[/dice]
[dice=Fentus (Treat Wounds) : Assurance]2d8[/dice]
[dice=Olaf (Treat Wounds) : Assurance]2d8[/dice]
[dice=Trista (Treat Wounds) : Assurance]2d8[/dice]
[dice=Serpens (Treat Wounds) : Assurance]2d8[/dice]
[dice=Valdrin (Treat Wounds) : Assurance]2d8[/dice]

NG Medium Human Versatile Heritage Humanoid
Perception +8;

Languages Common, Elven

Skills
[E] Medicine +10 (Assurance 16)

[T] Acrobatics +6
[T] Athletics +4
[T] Diplomacy +5
[T] Lore: Warfare +4
[T] Religion +8

[U] Arcana +0
[U] Crafting +0
[U] Deception +1
[U] Intimidation +1
[U] Nature +4
[U] Occultism +0
[U] Performance +1
[U] Society +0
[U] Stealth +2
[U] Survival +4
[U] Thievery +2

Str +0, Dex +2, Con +2, Int +0, Wis +4, Cha +1

Items Unarmored, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Caltrops (2), Religious Symbol (Wooden), Healing Potion (Minor), Healer's Tools

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AC 16, Fort +6, Ref +6, Will +10
HP 28

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Speed 25 feet

Melee Dagger +6 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 (P)

Melee Staff +4 (Two-Hand d8), Damage 1d4 (B)

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◆ Battle Medicine (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You are holding or wearing healer's tools. You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

Medic Dedication You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use Battle Medicine on a creature that's temporarily immune. If you're a master in Medicine, you can do so once per hour.

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Divine Prepared Spells DC 18, attack +8 1st Heal◆-◆◆◆, Heal◆-◆◆◆;

Divine Prepared Spells DC 18, attack +8 1st Bless◆◆, Command◆◆, Magic Weapon◆◆; Cantrips Light◆◆, Shield◆, Prestidigitation◆◆, Stabilize◆◆, Divine Lance◆◆

Focus Spells (1 point) Healer's Blessing ◆ Range 30 feet; Targets 1 willing living creature Duration 1 minute Your words bless a creature with an enhanced connection to positive energy. When the target regains Hit Points from a healing spell, it regains 2 additional Hit Points. The target regains additional Hit Points from healer's blessing only the first time it regains HP from a given healing spell, so a spell that heals the creature repeatedly over a duration would restore additional Hit Points only once. Heightened (+1) The additional healing increases by 2 HP.

Additional Feats Assurance, Continual Recovery, Domain Initiate, Healing Hands, Medic Dedication
Additional Specials Anathema, Assurance (Medicine), Deity, Divine Font (Healing Font), Divine Spellcasting, Doctrine (Cloistered Cleric), Domain Initiate (Healing)

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Full Healing Table for Current Level

Assurance (Treat Wounds): 2d8
Treat Wounds DC 20 (50%): 2d8+15
Treat Wounds DC 30 (5%) : 2d8+20

Healing Die Are Doubled on a Critical Success
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