|Gabriel Shatterspike, Healer|
|Masterwork weapon; +1 bonus to hit.|
|Masterwork weapon; +1 bonus to hit.|
|Armor||Type||Bonus||Penalty||Max Dex||% Failure||Speed||Weight||Special|
|Half-plate||Heavy||+7||-6||0||40%||20 feet||50 lb.||Masterwork armor; the armor check penalty is lessened by 1.|
|Heavy steel shield||Shield||+2||-1||----||15%||----||15 lb.||Masterwork shield; the armor check penalty is lessened by 1.|
|Feats & Special Abilities|
|Feat / Ability||Description/Notes|
|Improved Turning (feat)||Gabriel can turn creatures as if he was one level higher than he is in the clerical class that grants him the ability.|
|Extra Turning (feat)||Each time Gabriel takes this feat, he can use his ability to turn creatures four more times per day than normal. So far, he can turn undead up to eight extra times per day.|
|Aura (SA)||A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment. Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.|
|Spontaneous Casting (SA)||A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).|
|Turn Undead (SA)||Gabriel may attempt to turn undead up to 13 times per day. He has a +4 on checks to turn, and a +6 when rolling for turning damage.|
|Skill Name||Ability||Skill Mod||=||Ability Mod||+||Ranks||+||Other|
|Detect Magic||0||yes||1||----||60 feet||----||Detects spells and magic items within 60 ft.|
|Guidance||0||yes||1||----||Touch||----||+1 on one attack roll, saving throw, or skill check.|
|Light||0||yes||1||----||Touch||----||Object shines like a torch.|
|Read Magic||0||yes||1||----||Personal||----||Read scrolls and spellbooks.|
|Cure Light Wounds||1||yes||1||----||Touch||----||Cures 1d8 damage +1/level (max +5).|
|Protection from Evil||1||yes||1||----||Touch||----||+2 to AC and saves, counter mind control, hedge out elementals and outsiders.|
|Remove Fear||1||yes||1||----||30 feet||----||Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.|
|Sanctuary||1||yes||1||----||Personal||----||Opponents canít attack you, and you canít attack.|
|Bull's Strength||2||yes||1||----||Touch||----||Subject gains +4 to Str for 1 min./level.|
|Heat Metal||2||yes||1||----||30 feet||WILL (15)||Make metal so hot it damages those who touch it.|
|Lesser Restoration||2||yes||1||----||Touch||----||Dispels magical ability penalty or repairs 1d4 ability damage.|
|6 Sunrods||Backpack||6 lb.||This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless.|
|6 Tanglefoot bags||Backpack||6 lb.||When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.|
|6 Flasks of Alchemist's Fire||Backpack||6 lb.||You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.|
|Holy Symbol, Silver||Sack||1/2 lb.|
|20 Crossbow Bolts||Case||2 lb.|
|Explorer's Outfit||Body||10 lb.|
|6 Potions of Cure Light Wounds||Sack||5 lb.|
|Money||Sack||----||----||479 gold pieces|
|Shatterspike is clad head to toe in heavy bronze armor, and is known to carry around an equally weighty steel shield. Around his neck lies a pendant that carries the likeness of Pelor, and with his free hand he clutches a mighty mace. His long platinum tresses cascade over his angular and handsome face, blocking out one of his two intense sapphire eyes. A simple brown knapsack covers his broad back, carrying his meager belongings and spell components.|
|Despite his preternatural talent with healing spells, Gabriel is still sadly shy, meek, and insecure, which he attempts to hide with his never-say-die cheerfulness and quiet kindness.
He is a valiant warrior with a pure heart, but is socially inept and doesn't really believe in himself.
Gabriel never had the time or patience for any book-learning, so is prone to laugh in the face of intellectuals and deny proven facts.
Happily, despite his shortcomings the cleric remains a likeable and down-to-earth character. A bit dim? Perhaps. Stupid? Never.
|Gabriel was born to a wealthy and respected family of Clerics and healers. His father, a priest of some repute, was proud to have the lad take over the family business, but after Gabriel's second year of apprenticing, even the highly biased priest was beginning to have his doubts. "I have never met such a lummox in all of my 70 years," wrote Gabriel's third-year master. "The boy is hopelessly inept and is better suited to be a doorstop than make a fool of himself at this. He reminds me of a camel."
In reality, Gabriel was indeed talented--he just lacked the self-esteem to pull off a successful spell in front of such a critical audience, and his teachers' continued berations of his ability wasn't helping. The father, insightful, could see this, and took the child under his wing for private tutoring. After a number of years passed, the man had taught Gabriel a number of useful spells, cantrips, doo-dads, whirlgingers,(technical terms, you know) and the like. However, when asked to stay at the church, Gabriel solemnly declined--no, the Cleric couldn't live his life in such pampered solitude. He wanted to be an adventurer, to see the world--a hero, to change it! And thus, young Shatterspike set out on his noble quest to fight for the right--and woe to the wicked!