My ramblings and design efforts in D&D, Star Wars Saga, and whatever else comes to mind.
3.5 Healer (Revised)
When I wanted to upgrade the Healer to one of the major casters available for a psuedo-Victorian game (think Shadow Hearts in Eberron), I here's what I came up with...
alignment: any nonevil
hit dice: d8
skill points: 4/level
class skills: concentration, craft, diplomacy, handle animal,
knowledge(nature), knowledge(religion), profession, sense motive,
spellcraft, survival
weapon and armor proficiency: simple weapons, no armor
spells: healers spontaneously cast any spell on their list, in the
manner of the dread necromancer or warmage
healing hands (ex): whenever a healer casts a spell that cures hit point damage,
she adds her Cha modifier to the amount of damage healed. This only applies to
healer spells.
skill focus(heal): if the healer already has this feat, choose a different one.
advanced learning: each time she gains this ability, the healer can add one spell
to her list from the Good, Protection, or Sun domains; this spell can be a level
no higher than the highest-level spell she can cast
effortless healing (ex): casting conjuration[healing] spells does not provoke
an AoO. This only applies to healer spells.
bonus feat: choose one of the following feats - augment healing#, empower turning#,
quicken turning#, disciple of the sun#, sacred boost#, sacred healing#,
extra turning, improved turning, iron will, brew potion, font of life^,
indominatable soul2, ritual blessing2, divine fortune2, divine ward2,
sacred radiance2
# complete divine, ^ Heroes of Horror,2 PHB 2
healer spell list
* spell is in the Mini's handbook (also in Spell Compendium)
0: create water, cure minor wounds, deathwatch, detect magic, detect poision,
light, mending, purify food and drink, read magic
1: bless water, cure light wounds, goodberry, protection from evil, remove fear,
remove paralysis, sanctuary, speak with animals
2: calm emotions, cure moderate wounds, delay poison, gentle repose,
remove blindness/deafness, remove disease, lesser restoration
3: close wounds*, create food and water, cure serious wounds, neutralize poison,
remove curse, restoration, status
4: cure critical wounds, death ward, freedom of movement, mass cure light wounds,
panacea*
5: atonement, break enchantment, mass cure moderate wounds, raise dead,
revivify*, stone to flesh, true seeing
6: greater restoration, heal, heroes' feast, mass cure serious wounds, regenerate
7: mass cure critical wounds, repulsion, resurrection
8: discern location, holy aura, mass heal
9: foresight, gate, true resurrection
alignment: any nonevil
hit dice: d8
skill points: 4/level
class skills: concentration, craft, diplomacy, handle animal,
knowledge(nature), knowledge(religion), profession, sense motive,
spellcraft, survival
weapon and armor proficiency: simple weapons, no armor
spells: healers spontaneously cast any spell on their list, in the
manner of the dread necromancer or warmage
Code:
level bab fort ref will special spells per day 1 0 2 0 2 healing hands, 4/3 turn undead 2 1 3 0 3 skill focus(heal) 4/4 3 1 3 1 3 advanced learninging 5/4/3 4 2 4 1 4 effortless healing 5/4/4 5 2 4 1 4 - 5/5/4/3 6 3 5 2 5 advanced learning 5/5/4/4 7 3 5 2 5 - 6/5/5/4/3 8 4 6 2 6 bonus feat 6/5/5/4/4 9 4 6 3 6 - 6/6/5/5/4/3 10 5 7 3 7 - 6/6/5/5/4/4 11 5 7 3 7 advanced learning 6/6/6/5/5/4/3 12 6 8 4 8 - 6/6/6/5/5/4/4 13 6 8 4 8 - 6/6/6/6/5/5/4/3 14 7 9 4 9 bonus feat 6/6/6/6/5/5/4/4 15 7 9 5 9 - 6/6/6/6/6/5/5/4/3 16 8 10 5 10 Advanced learning 6/6/6/6/6/5/5/4/4 17 8 10 5 10 - 6/6/6/6/6/6/5/5/4/3 18 9 11 6 11 bonus feat 6/6/6/6/6/6/5/5/4/4 19 9 11 6 11 - 6/6/6/6/6/6/5/5/5/4 20 10 12 6 12 advanced learning 6/6/6/6/6/6/5/5/5/4
she adds her Cha modifier to the amount of damage healed. This only applies to
healer spells.
skill focus(heal): if the healer already has this feat, choose a different one.
advanced learning: each time she gains this ability, the healer can add one spell
to her list from the Good, Protection, or Sun domains; this spell can be a level
no higher than the highest-level spell she can cast
effortless healing (ex): casting conjuration[healing] spells does not provoke
an AoO. This only applies to healer spells.
bonus feat: choose one of the following feats - augment healing#, empower turning#,
quicken turning#, disciple of the sun#, sacred boost#, sacred healing#,
extra turning, improved turning, iron will, brew potion, font of life^,
indominatable soul2, ritual blessing2, divine fortune2, divine ward2,
sacred radiance2
# complete divine, ^ Heroes of Horror,2 PHB 2
healer spell list
* spell is in the Mini's handbook (also in Spell Compendium)
0: create water, cure minor wounds, deathwatch, detect magic, detect poision,
light, mending, purify food and drink, read magic
1: bless water, cure light wounds, goodberry, protection from evil, remove fear,
remove paralysis, sanctuary, speak with animals
2: calm emotions, cure moderate wounds, delay poison, gentle repose,
remove blindness/deafness, remove disease, lesser restoration
3: close wounds*, create food and water, cure serious wounds, neutralize poison,
remove curse, restoration, status
4: cure critical wounds, death ward, freedom of movement, mass cure light wounds,
panacea*
5: atonement, break enchantment, mass cure moderate wounds, raise dead,
revivify*, stone to flesh, true seeing
6: greater restoration, heal, heroes' feast, mass cure serious wounds, regenerate
7: mass cure critical wounds, repulsion, resurrection
8: discern location, holy aura, mass heal
9: foresight, gate, true resurrection
Total Comments 2
Comments
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Looks pretty nice.
I assume they turn undead exactly as a cleric does?
I don't have the Mini's handbook. What's different between this and the original Healer?
Also, please consider adding your blog to the blogshelf.Posted 30th June 2008 at 01:48 PM by arscott
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relative to the original healer
- the alignment restriction is slightly weaker (nonevil as opposed to good)
- changed from a cleric-style prepared spell caster to a warmage-style spontaneous caster
- eliminated the unicorn companion
- added the ability to turn undead as a cleric
- eliminated the original special abilities of the class that granted the effect of certain healing spells 1/day (since this class is spontaneous caster, that's not very useful)
- added bonus feats
- added the advanced learning class feature (mostly as a way to get some offensive spells)
- added bonus featsPosted 30th June 2008 at 03:16 PM by drothgery
Updated 30th June 2008 at 05:53 PM by drothgery
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