The Leutha`KynsaerCombat can be deadly, as you never know when the enemy gets that lucky blow past your parry. Or you fall off a ledge or your horse. Sickness and diseases are found throughout the world, ready to strike down the most prepared adventurer. The Lifeweaver or Leutha`Kynsaer as the Elven Healer is called, brings hope and comfort to the sick and injured, no matter where in the world. Usually, to harm a Lifeweaver, even in uncivilized lands, is a offense to the people and village or town, and will be met with hostility. The Leutha`Kynsaer is trained to diagnose, and treat bone fractures, perform surgery and stop bleeding. They can remove the confusion or stunning of a blow a comrade has taken during a fight, so he can continue to fight or retreat etc. Their inner strength can heal major wounds and internal injuries, before your eyes, and heal burns suffered in fires. They can clean and remove the ravages of infections and disease from the body, leaving it hale and hearty. Perhaps the most miraculous of all is the abilities to restore Life Essence, to Restore Body and Limbs, and the most coveted, to Resurrect a comrade to life. Leutha`Kynsaers travel about the world, bringing healing to ones in need. Experienced Lifeweavers often settle down to establish hospitals and schools for the healing arts. In their travels they are able to protect themselves and their charges from attacks, to survive in the wilderness, and trade and communicate with others for supplies etc. They sometime will team with a adventuring party or mercenary group. Thankful indeed is the group that has the services of a Leutha`Kynsaer. They will protect them with their lives, as they know the Leutha`Kynsaer holds their life literally in his hands.
Leutha`Kynsaer have access to the Inner Strength of their body, calling it forth to repair and renew wounds of others. The Lifeweaver can extend sleep and the lessening of pain for others, and mend grave injury inside the body. Leutha`Kynsaer are the only class that can repair serious injuries to the body. The Clerical Healing granted to Clerics from their God or Goddess is capable of healing Hit Point damage only. Clerics simply do not have the attunement with the body, knowledge or skill to direct the power to injuries where needed. Resurrection is granted to them again from their Deities, and they act only as a conduit for the power of their Deity. Leutha`Kynsaer draw their power from their Inner Self, from their Life Force or Essence. Since they are more attuned to Life Essence, they have the ability to sense if a Necromancer is in the area within 50 feet. Skill: 30%+3% per Level. Lifeweavers have a deep hatred for Necromancers, for their way of Life and Evil use of body and Life Essence. A Lifeweaver is able to replace Life Essence at a cost of 2 Life Essence Points(L.E.P) for one point of lost Physical Endurance.(P.E.) If it is a permanent loss, it costs 6 L.E.P.'s to replace one P.E. point, and one hour of complete rest for each replaced P.E. Point. Leutha`Kynsaer determine their Life Essence Points L.E.P.: take the number of P.E.+20 as the base, roll 3D6x10, and add it to the base number. The character gets another 12 L.E.P. for each additional level of experience, starting at level one. These points are used to power the Lifeweaver Disciplines. The following is a list of Healing Abilities The Leutha`Kynsaer O.C.C.
Attribute Requirements: I.Q.: 8, P.E.: 15
Math: Basic (+10%) Holistic Medicine (+20%) Identify Plants & Fruits (+10%) Preserve Food (+10%) Surgery (+15%) Research (+15%) Biology (+15%) Cook (+10%) Midwiving (+15%) Languages: Native at 98% plus 2 additional (+15%) Healing Abilities Literacy: Native Language (+20%) W.P.: One of choice Hand to hand: basic can be selected as one "other" skill, hand to hand: expert at the cost of two "other" skills, or martial arts (or assassin if an evil alignment) for the cost of three "other" skills. O.C.C. Related Skills:Choose 6 other skills at level 1 , plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency.
Domestic: Any Espionage: None Horsemanship: General or Exotic Only. Labour: Any Medical: Any (+25%) Military: None Naval: Any Performing Arts: Any Physical: Any Rogue: Any Science: Any (+10%) Scholar/Technical: Any (+10% Weapon Proficiencies: Any Wilderness: Wilderness Survival and Land Navigation only Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus. Starting Equipment: Two sets of clothing, boots, hat, belt, blanket, backpack, two medium-sized sacks, six small sacks, a water skin, small kettle, small frying pan, 2D4 vials (for herbs and potions),small pouch with six surgical knives (each does 1D4 damage if used as a weapon), several rolls of cloth bandages, first-aid kit, food rations for 1D4+1 weeks, cooking utensils, a six inch (0.15 m)wooden cross, a pocket mirror, 1D4+1 wooden stakes, a small mallet, tin of snuff and a tinder box. Armour: Starts with a suit of soft leather (A.R. 10, S.D.C. 20). Weapons: Starts with a silver coated dagger, and two other weapons of choice. All are basic S.D.C. weapons of fair to good quality. Magic weapons and other equipment must be acquired later. Money: The character starts with 300 in gold, which can be used immediately to purchase more equipment or saved. Additional money will come from payment for services as a healer and booty. Many healers amass quite a fortune Experiance and Combat Table:
|