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Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
Level
Size
Age
Gender
Height
Weight
Eyes
Hair
Ability
Score
Mod
Temp
Score
Temp
Mod
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CON
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WIS
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Action Points
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Damage Reduction
HP
AC
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Misc
INIT
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Armor Type
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Load
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Drag
Saving Throws
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Magic
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Temp
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REFLEX
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WILL
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MELEE
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RANGED
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Weight
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Type
Armor/Protective Item
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Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
Shield/Protective Item
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Check Pen
Max Dex
Special Properties
Weight
Spell Fail
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Skills
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Key
Ab
CC
Skill
Mod
Ab
Mod
Rank
Misc
Mod
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Total Skill Points:
0
Feats & Special Abilities
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Spell Saves
Save
DC
LEVEL
Spells
/Day
Bonus
Spells
0
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1st
2nd
3rd
4th
5th
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Spells & Powers
Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0
1st
2nd
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Spell/Power Name
# Cast
/Mem
Spell/Power Name
# Cast
/Mem
Psionics
Manifester
Level
Key
Ability
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Bonus
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Current
Currency
Languages
Description
When Raffad was born to the Gavaskar family, the Pratilipi, the clerical caste of the Lillieran illumanti, prophesied that he would be one of them. His head sigil said �Manajivana.� Mind and life. From that day, he was groomed to enter the ranks of the Pratilipi. After initiation into the order at age 6, Raffad began his clerical training. The order knew that he would become kiSamir, or �of Samir,� the hero healer of legend. By the age of 18, though, Raffad had not yet had his Vision, something that most other initiates have at the age of 17. Finally, during a particularly intense training session, Raffad had his first vision of Samir�s life, confirming his place among the Pratilipi. 5 years later, Raffad left the comfort of the temples and decided to follow in his ancestor�s footsteps, walking out into the world to learn more about the world�s peoples as well as to do what he could to help alleviate the world�s pains.
Personality
Character Traits
Character Flaws
Contacts / Friends
Enemies
Statistic Block
Condition and Effects
Additional Information
Other Notes
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Naenhoon head sigil- Twice per day the illumian can spend on or more turn or rebuke undead attempts as a swift action to add a metamagic effect to a spell she is casting with no effect on the spell's casting time or effective level. She must have the metamagic feat whose effect she wants to apply. The illumian must expend a number of turn or rebuke undead attempts equal to the normal level adjustment of the metamagic feat. Actually says "Manajivana." Naen- +1 bonus on Intelligence checks and Int-based skill checks. Hoon- +1 bonus on Wis, Con, or Wis/Con-based skill checks. Protection Domain: Granted Power (Su): You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day. 1. Sanctuary: Opponents can't attack you, and you can't attack. 2. Shield OtherF: You take half of subject's damage. 3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy. 4. Spell Immunity: Subject is immune to one spell per four levels. 5. Spell Resistance: Subject gains SR12 + level. 6. Antimagic Field: Negates magic within 10'. 7. Repulsion: Creatures can't approach you. 8. Mind Blank: Subject is immune to mental/emotional magic and scrying. 9. Prismatic Sphere: As prismatic wall, but surrounds on all sides. Turn/Rebuke: 6 attempts Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell's actual level. Reach Spell: You may cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed on a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell's actual level. Touch of Healing: As long as you have a conjuration (healing) spell of 2nd level or higher available to cast, you can spend a standard action to touch a target creature and heal 3 points of damage per level of the highest-level conjuration (healing) spell you have available to cast. You can use this ability only on a target that has been reduced to one-half or fewer of its total hit points. The effect ends once you've healed the subject up to half its normal maximum hit points. This ability has no effect on creatures that can't be healed by cure spells. As a secondary benefit, you gain a +1 competence bonus to you caster level when casting conjuration (healing) spells.