Race: Middenrealmian
Culture: Middlerealmian
The healing mage completed his education at the Donnerbach academy, an Elfish-influenced school that focuses on the healing arts. Healing mages are poor fighters but compensate for this with their advanced skills in healing and boosting the powers of other members of the party.
Starting Attributes
- Courage: 12
- Cleverness: 14
- Intuition: 15
- Charisma: 14
- Dexterity: 12
- Agility: 11
- Constitution: 12
- Strength: 10
Base Values
- Vitality: 27
- Astral Energy: 39
- Endurance: 28
- Resist Magic: 6
Bonuses/Penalties
- Heal Wounds Bonus (obligatory)
- Rapid AE-Regeneration
- Ranged combat penalty
Starting Talents
Sneak 0, Willpower 2, Perception 0, Animal Lore 2, Plant Lore 3, Survival 2, Treat Poisons 3, Treat Wounds 6, Arcane Lore 3,Human Nature 2, Fast Talk 2
Starting Combat Talents
Daggers 0, Axes and Maces 0, Sabers 0, Staves 2, Brawling 0, Throwing Weapons -2
Starting Spells
Fastness of Body 1, Attributio Intuition 2, Attributio Dexterity 2, Plumbumbarm Heavy Arm 1, Ignafixus Burst of Flame 0, Light in the Darkness 2, Balm of Healing 4, Clarum Purum 2
Starting Special Abilities
None
Starting Equipment
Green Magician's Robe, Black Woolen Pants, Raw Leather Boots, Fighting Staff, 5x Simple Bandages