Chauntea - Lifewarden (Character Kit)

Class Information 	Class Information
Racial Requirements 	Any
Ability Requirements 	Wisdom 9
Prime Requisite 	Wisdom
Hit Die Type 	d8
Attack as 	Priest
Save as 	Priest
Advance as 	Priest
Spell Ability? 	Yes
Exceptional Strength? 	No
Exceptional Constitution?	No
Starting Cash (x10 gp) 	3d6
Proficiencies 	Proficiencies
Weapon Slots 	2
Additional Slot 	4
Nonproficiency Penalty 	-3
Nonweapon Slots 	4
Additional Slot 	3
Available Categories 	General, Priest
Bonus Proficiencies 	Herbalism, healing
Recommended Proficiencies	Brewing, alchemy
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==Overview==
Lifewardens of Chauntea are less concerned with plants and animals and more concerned about the health of humans, demihumans, and humanoids. Their specialty is healing people, brewing potions, and creating antidotes for poisons. Unlike their druidic cousins, the lifewardens are found mostly in towns and cities.
==Description==
Lifewardens wear open-front brown cloaks over typical simple clothing such as tunics, blouses, and trousers. As a badge of office, a lifewarden either wears a green sash around her left arm, or a circlet with a small green stone mounted on the front. The latter is usually found on the higher-ranked lifewardens, and is commonly an emerald.
Despite living in "civilized" areas, lifewardens still have an aura of health and vigor, as if they've constantly been out in the sun and wind. They even smell like wild flowers or fresh grass after a rainstorm.
==Role-Playing==
To a lifewarden, the preservation of life is paramount over everything else. If a lifewarden sees injury, he will do everything in his power to bring healing. It doesn't matter if the victim is a human, elf, orc, gnoll, ogre, or giant. A lifewarden does not stop to ponder morality, nor does the idea of a being "not deserving to be healed" ever cross a lifewarden's mind.
Any sentient who asks for healing is entitled to it. Obviously, an ogre who is in the midst of attacking the lifewarden's party could not hope to be healed. However, any being who is not involved in a combat situation or shows that he is not responsible for any recent attacks on others can fully expect to be healed. Thus, an evil necromancer whose laboratory just blew up has a right to ask for healing from a lifewarden.
==Special Abilities==
Lifewardens have a 10% chance per level of diagnosing a disease or identifying a poison. A lifewarden can brew an antidote to any poison that is properly identified. This requires a proficiency check using the herbalism nonweapon proficiency, and takes 11 rounds minus the lifewarden's level. Naturally, the lifewarden must have access to plants and herbs used for the antidote's ingredients.
Lifewardens can brew any potion, elixir, or salve that deals with healing or plants, once they reach 9th level. The basic cost of creation is halved, and for every level of the lifewarden above 9th level, the base chance of success goes up by two percent.
A lifewarden's curative spells always yield maximum healing results. A cure light wounds heals eight hit points of damage every time.
==Special Disadvantages==
Lifewardens can wear only leather or hide armor for protection. They cannot use shields. Lifewardens are limited to clubs and staves for weapons.
Lifewardens cannot cast any clerical spells from the Combat sphere. When selecting spells, at least half of the granted spells of any given level must come from the Healing and Necromantic spheres.