Savior Prestige Class - For Review

Mark Causey

Explorer
I had an idea last night, I thought I'd expand upon it and put it up for review. It basically comes from the idea that some characters might know enough about healing or anatomy that they might want to specialize in it some - for both the good of party members and the ill of enemies. Better names than Savior are welcome to suggestion as well (but I've already rejected Field Medic for lack of flavor and mental image). This PrC is intended for worlds where raising someone from the dead is a costly venture, or is impossible. I feel that this can fit in Eberron, but do not want to specifically place it there for portability reasons. All comments are welcome!

SAVIOR

Altruism and self-sacrifice are not always on the minds of adventurers, but for those that learn that keeping their friends and themselves healthy can actually be more than a reward, it can be a philosophy and a career. The Saviors are an adventurers' organization devoted to teaching the few altruists in the world how to not only keep their companions up and running, but also how to keep themselves alive long enough to tell about it. Saviors hold their ideology high in their minds, but are not necessarily associated with any specific pantheon. A savior considers themselves the backbone of their group, using their skills to organize the group and keep the wheels greased. Intensive training teachs them how to avoid some deadly strategies of their enemies. Due to their extensive training in anatomy, they also learn how to make their strikes hurt. An organized mind is definitely appreciated when training with the Saviors, but non-rigid thinking can save a party; as such, there is no particular bent toward law or chaos. If anything, neutrailty is preferred. The Saviors won't except evil members, and put every member through vigorous training once a year to ensure that altruism remains. Finally, the organization is fueled through its members who, while not required to, tithe some bit of their adventures' earnings to keep it going. There is no established training house, and training and testing are handled through a mentorship program.

Hit Die: d8

REQUIREMENTS

Alignment: Any non-evil.
Race: Must be from a race that is positively affected by positive energy.
Feats: Dodge
Skill: 2 ranks in Diplomacy, 8 ranks in Heal, 5 ranks in Tumble, 2 ranks in Sense Motive
Special: Must be observed acting altruistically for allies by a Savior, and then be inducted and trained by a Savior. Must also maintain annual testing by a Savior, most likely by mentor.

SKILLS

The skills for Saviors, and the ability for each, are: Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Knowledge (Anatomy) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha).

Skill points gained at each level: 4 + Intelligence Modifier.

Code:
   [u]BAB[/u]  [u]Fort[/u]    [u]Ref[/u]   [u]Will[/u]    [u]Abilities[/u]
1.  +0    +2     +2     +0    Spells, sneak attack +1d6, potion/oil/item use
2.  +1    +3     +3     +0    Monitor Group, uncanny dodge
3.  +2    +3     +3     +1    Anatomical bonus +2, Sneak attack +2d6
4.  +3    +4     +4     +1    Inform Group, Stabilize Others
5.  +3    +4     +4     +1    Improved uncanny dodge, sneak attack +3d6
6.  +4    +5     +5     +2    Anatomical Bonus +4, Improved potion/oil/item use
7.  +5    +5     +5     +2    Sneak attack +4d6
8.  +6    +6     +6     +2    Keep on Going, Stabilize Self
9.  +6    +6     +6     +3    Anatomical Bonus +6, Sneak attack +5d6
10. +7    +7     +7     +3    Repair Massive Damage

Weapon and Armor Proficiency: Saviors gain no proficiency with any weapon or armor, but do gain proficieny with all shields, including tower shields.

Spells: Saviors are taught a limited number of spells to help other and themselves when their skills are not sufficient to solve their problems. Saviors cast spells as Assassins do, except that they are Divine, are based on Charisma and are chosen from the following list*:

1st Level: Cure light wounds, Detect poison, Entropic Shield, Resistance, Restoration, lesser, Virtue.

2nd Level: Blur, Deathwatch, Delay poison, Goodberry, Remove paralysis, Sanctuary, Shield of Faith.

3rd Level: Barkskin, Cure moderate wounds, Remove blindness/deafness, Remove curse.

4th Level: Break Enchantment, Cure serious wounds, Haste, Neutralize Poison, Remove disease, Restoration.

*-If used in Eberron, I would suggest adding the appropriate Repair spell to the corresponding level to the spell list.

Sneak Attack: The Saviors are taught where vital organs are on different living creatures. They gain Sneak Attack on the given levels as per the Rogue class ability. If the Savior has previous class levels that have given her this ability, the levels stack.

Potion/Oil/Item Use: A Savior becomes intitmately proficient at using potions, oils, and various items (wands, etc.) that provide healing and restoration.

First, whenever the Savior applies any potion or oil of a spell that appears on her spell list to others, she can leech a bit off for herself, if appropriate. By licking her fingers or some other appropriate gesture, she can make a free action in the same round that does not incur an attack of opportunity to gain 1 HP, as if she'd drunk the potion or applied the oil to herself and only got the benefit of 1 HP. When using activation items on others, she leeches the energy out as it is cast, again gaiing 1 HP. These HP can exceed her maximum and act as temporary hit points. She does not gain this benefit when using these items on herself.

Second, a Savior may apply her level as a bonus to her AC when defending against attacks of opportunity incurred from using these items on others, but not on the movement needed to do so.

Finally, at 6th level, a Savior can apply a potion/oil/item as per above on others as a swift action instead of a standard action, and as such does not incur an attack of opportunity.

Monitor Group (Sp): A Savior can, as an immediate action once per day, activate Deathwatch as per the spell, with her Savior level as the caster level.

Uncanny Dodge: As per the Rogue class ability. However, if the Savior already possesses Uncanny Dodge, she does not gain any benefit from this, contrary to the Rogue ability.

Anatomical Bonus: At levels, a Savior gains the ability to analyze her opponents and gain a bonus on her damage rolls and rolls to confirm criticals equal to the bonus stated. She may take a move action to study an opponent (she must be able to see them and be aware of them). She can then make a Knowledge (Anatomy) check versus their AC as the DC, with success indicating that she may add the bonus. She must make a check on each enemy she wishes to apply this bonus to, and can only make one check per encounter.

Inform Others: A Savior may, when using her Deathwatch ability, telepathically share this information with any of her allies that would be considered a target of the ability. This is a free action that does not incur an attack of opportunity.

Stabilize Others: A Savior can add her ranks in Knowledge (Anatomy) to any Heal rolls made on her allies, but not herself.

Improved Uncanny Dodge: As per the Rogue class ability. If the Savior already possesses Improved Uncanny Dodge, she does not gain any benefit from this. Any levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the Savior.

Keep on Going (Ex): A Savior can continue making actions at -1 to -9 HP, but continues to lose 1 HP per round if not stabilized. She can make the percentile check each round as normal. A Savior still dies at -10 HP.

Stabilize Self: A Savior can attempt to make a Heal check on herself, and may also add her ranks in Knowledge (Anatomy) to the roll.

Repair Massive Damage (Su): A Savior can attempt to defy Death herself. When an ally drops due to massive damage, she can attempt to make a Heal check within 3 rounds on her ally as if she were making a Stabilize Others roll. The DC is equal to the damage dealt on the massive damage blow. She may try each time for every round available (to a maximum of 3 attempts). If successful, the character that was dropped is filled with divine positive energy, and now has their HD in HP. The Savior, exhausted, drops to 0 HP immediately. If the Savior is at negative HP already, her Keep on Going ability is negated, she loses her HP for the round, and she falls unconscious.
 
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I'm cleaning up my subscriptions; if anyone has anything to say about this PrC, do so before Valentine's Day. I'll have unsubscribed by then.

I guess this is a fancy bump, but, hey, watcha gonna do?
 

Not sure what the tumble ranks are there for

and not sure whether I'd want to use this class imc - the concept needs more focus at the moment its pretty much a combat class with some healing ability rather than a healer class
 

I'd imagined the Savior tumbling past opponents to get to down compatriots.

And, yes, seeing as I wrote this pretty much after I'd woke up from a half-sleep, its rather unfocused and jumbled. The idea was to do an anti-assassin, really. I don't make prestige classes, well, other than this one, ever. But I put it out there to allow someone to steal some ideas I couldn't figure out how to implement otherwise.
 

When I create classes I do them as Feat/Talent trees so for instance when I created my Mariner (Sea Ranger) I decided that the class abilities fit into three areas

1.Marine Combat
2.Navigation
3.Marine Survival

and built the class from there

with my Whalerider PrC I had

1. Improved Swimming (aiming at adding aquatic quality)
2. Whalesong Communication
3. Control Sea Creatures

I'll post them when I get home

Do the same with your Savior
1. Healing
2. Anatomy Bonuses
3. Group Buffs

with the highest level ability being based on a spell of the same level
 

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