Ibba
Child of bark and flesh,
who healed friend and foe,
who repelled invasion,
Warrior! Mender of bodies and spirits –
of the Free Herd of the Forever-Oak,
and of its Healing Syndicate
and Protector Syndicate.
I call you:
Ibba!
Volunteering for the rare duty of the herd’s traveling healer, Ibba left home a curt but joyous woman. Her travels have shown her poverty and misery, and she has a habit of barrelling her way into disposing of little tyrants. But these conflicts only affirm her mission as a healer, not only of the body’s integrity but the community’s too, for it becomes an indespensible part of the land itself. Jealousy and greed are like a poison that flows downstream, which must be stemmed at the first sight.
Level 1 Cleric + Ranger (Gestalt)
Basics:
- Race: Minot (Elken)
- Alignment: Neutral Good
- Hit die: d10
- Skills per level: 8 (6 base, INT, 1 favored class)
- Base Attack Bonus: +1 (+1 per level)
- Initiative: +2 (DEX)
- Languages:
- CMB: +4 (bab, STR)
- CMD: 16 (bab, STR, DEX)
Wealth: 3s, 1c
Health:
- HP: 13 (gain 1d10+CON+1 per level)
- Current HP: 13
AC:
- Base: 18 (armor, shield, DEX)
- Touch: 12 (DEX)
- Flat-Footed: 16
Saves:
- Fortitude: 4 (2 base, n CON)
- Reflex: 4 (2 base, n DEX)
- Will: 5 (2 base, n WIS)
Attributes:
- STR: 17, +3 (+2 racial)
- DEX: 15, +2
- CON: 15, +2 (+2 racial)
- INT: 12, +1
- WIS: 17, +3
- CHA: 10, +0 (-2 racial)
Skills:
- Diplomacy: +4 (3 class, 1 rank, CHA)
- Heal: +7 (3 class, 1 rank, WIS)
- Intimidate: +4 (3 class, 1 rank, CHA)
- Perception: +7 (3 class, 1 rank, WIS)
- Profession (Physician): +7 (3 class, 1 rank, WIS)
- Sense Motive: +7 (3 class, 1 rank, WIS)
- Survival: +7 (3 class, 1 rank, WIS)
Proficiencies:
- All simple and martial weapons.
- Light armor, medium armor, and shields (except tower shields).
Special:
- Minot:
- Bond to the Land (Forest): +2 dodge bonus to AC in Forest terrain.
- Terrain Stride (Forest): Members of this race can move through natural difficult terrain at their normal speed while within Forest terrain. Magically altered terrain affects them normally.
- Stubborn: +2 to Will against enchantment (charm or compulsion), and an additional saving throw 1 round into any such effect to end it prematurely.
- Eternal Hope: +2 racial bonus on saving throws against fear and despair effects. Additionally, once per day you may reroll a natural 1.
- Favored Class (Cleric): +1 skill, +1 HP per Cleric level.
- Cleric:
- Aura: Emanates an aura of Good.
- Channel Energy 1d6: For 3 (3, CHA) times per day, can cause a 30ft blast centered on self that either harms undead OR heals living. Will save halves, DC 10 (10, 1/2 per level, CHA).
- Domains:
- Liberation:
- Liberation (Su): You have the ability to ignore impediments to your mobility. For a 1 (1/level) rounds per day, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
- Spells:
- 1: Remove Fear: Grant +4 morale against fear effects for 10 minutes, or suppress a fear affect for that long.
- Animal:
- Speak with Animals (Sp): For 4 (3 + level) rounds per day, you can ask questions of and receive answers from animals, but the spell doesn’t make them any more friendly than normal. (src)
- Spells:
- 1: Calm Animals: Ordinary animals (int 1-2) within 30ft are rendered docile and harmless. Any threat breaks the effect.
- Orisons (Cleric): 3 per day
- Spontaneous Casting (Cleric): Spend a spell slot to cast a cure spell of the same level without preparation.
- Divine Spells (Cleric):
- DC 13+n (10, WIS, n spell level)
- 1: 2, 1 (1 base, 1 WIS; 1 domain)
- Ranger:
- Favored Enemy: Bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks; same to attack and damage rolls.
- Track: Add level to Survival checks made to follow tracks.
- Wild Empathy: May attempt Diplomacy with animals by rolling 1d20 + 1 (level, CHA)
- Feats:
- Traits:
- Devoted Healer: Whenever you take 20 on a Heal check to treat deadly wounds, you restore an additional 1d4 hit points to those you aid, healing 1d4+n (n target HD) HP.
Equipment:
- Weapons:
- Natural Attack (Gore):
- Attack: +4 (bab, STR)
- Damage: 1d6+3 (STR); crit 20x2
- Type: Piercing
- Warhammer:
- Attack: +4 (bab, STR)
- Damage: 1d8+3 (STR); crit 20x3
- Type: Bludgeoning
- Spiked snarlshield:
- Attack: +4 (bab, STR)
- Damage: 1d6+3 (STR); crit 20x2
- Type: Piercing
- Note: +2 to Disarm attempts with this weapon.
- Armor:
- Chain shirt: +4 AC, +4 max DEX, -2 armor check penalty
- Snarlshield, wooden spiked: +2 AC, -3 armor check penalty
- Misc.:
- Mess kit
- Bedroll
- Blanket
- Flint and steel
- Soap
- Tent, medium
- Torches (10)
- Waterskin