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The Medic

By: BestNameEver on Apr 15th, 2013  |  syntax: None  |  size: 2.59 KB  |  hits: 20  |  expires: Never
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  1. Name: Medic
  2. Race: Unicorn
  3.  
  4. Gender: Male
  5. Talent: +2 to Healing
  6. Perks:
  7.  
  8. Egghead: once per session; automatic; You can absorb dense amounts knowledge with ease. Once per session you can automatically succeed a check to read a book or do research Texts written in other languages are no trouble for you either and you can automatically decipher them, provided you could reasonably know the language.
  9.  
  10. Best Whatevers Forever: You are so in tune with another character that you can flawlessly work in unison. Your partner must also have the Best Whatevers Forever perk and choose you as their partner. During combat two players may combine the effects of their attacks/skills for extra effect. The players must declare they are working together each time this is used. working together requires both players to roll a success, and a critfail by either player counts as a critfail for both.
  11.  
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  15. Flaws:
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  17. Pacifist: You are a very peaceful party member.You are so peaceful that nothing short of some serious convincing will force you into a fray.  
  18.  
  19. Oath:You’ve sworn an oath of honor that, if broken, would have dire consequences. You select both the Oath and the consequences when you pick this Flaw (A Dm can limit you if you choose outlandish or overly mild consequences). Examples would include a code of chivalry, or a vow of poverty. [Hippocratic Oath]
  20.  
  21. Class: Cleric
  22.  
  23. Skills:
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  25. Unicorn Catalyst: passive; a unicorn’s horn counts as a catalyst for spellcasting.
  26.  
  27. Unicorn Telekinesis: spell; manipulate objects through sheer force of will. Complex tasks and heavier objects may require more focus.
  28.  
  29. Improved Spellcasting: passive; for every spell you know or learn, you also know one Improved version of that spell. Whenever you cast the spell, you can choose to cast either the normal or Improved version, using the recharge of the version you cast to determine the next time you can cast that spell. Learning an additional variant costs 1 skill point.
  30.  
  31. Heal: spell; restores target’s hits to full and restores one wound, or removes all status effects. Crit restores all wounds, crit fail deals a wound of damage to the target.
  32. -Improved - Mend: spell; mends broken bones, severed limbs, and other horrifying injuries that go beyond mere wounds.
  33.  
  34. Prayer of Healing: spell; fully heals the entire party, but you are helpless afterward
  35. -Improved - Overhealing: once per combat, spell; in addition to normal effects, this spell now overheals and energizes party members, granting them additional hits and wounds over the maximum.
  36.  
  37. Alignment: Lawful Good
  38. Inventory:
  39. Glasses
  40. Medical Kit
  41. Needles
  42.  
  43. Character Traits: