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Into the Wild Woods: Serdek Bingol
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== Skills == L1: 3 skills + INT, L3, L5, L7, L9, L11, L13 *Languages **Basic literacy *General Skills **Athletics/Acrobatics (Skilled) 9+ **Athletics/Climbing (Skilled) 9+ **Deception/Intimidation (Skilled) 9+ **Deception/Sense Motive (Expert) 3+ **Healing (Skilled) 8+: On a successful roll the character heals 1d3 hp to a wounded target. Can be used once per day per person. This skill can also be used to treat those with the following ongoing conditions. A character with the Healing skill can treat a maximum number of patients with ongoing conditions at any given time as follows: Proficient 2, Skilled 5, Expert 8. ***Diseased. Takes one week to treat, less one day for each skill Rank. If successful the target is cured of non-magical disease. ***Poisoned. Takes one turn to treat, less two minutes for each skill Rank. If successful the target is no longer poisoned. ***Injury. On a successful roll the target heals at twice the normal rate (normally 1d3 hp per day of bed rest). *Class Abilities **Restricted to leather armor; cannot use shields. May use any melee weapon, but no ranged weapons. **Cleave up to 7x/round **Enter a holy trance 2/day, gaining the effects of a bless spell for 6 rounds (+1 bonus to attack/damage, +1 bonus to saves vs magical fear) **One-weapon fighting style: +1 bonus to attack **At L7, may create potions; L9 scrolls; L11 magical items associated with dervish magic **Turn undead as L7 Cleric - Roll 2d6: Destroy L1-L4, Turn L5-L6, L7 on 7, L8 on 9 (spellcasting undead or those with 8 or more HD may make a Save vs Spells to avoid being turned or destrpyed). On a success, roll 2d6 to determine number of HD affected. **Initiative: +1 bonus when wearing leather or lighter armor **Add WIS bonus to AC when wearing leather or lighter armor **At L9, may build a monastery *Knacks **L1: Toughness (d8) **L5: Self-improvement primary (CON) **L9 **L13
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