Brasswatchman
First Post
Your opinion of the following class? An attempted fusion between the Final Fantasy games, D&D, and my own sensibilities. Note on the below: the White Citadel is a particular magical academy in the campaign world - a very selective magical academy.
WHITE MAGE
Trained at the famed White Citadel, these extraordinary healers are the best in their profession.
Requirements:
Alignment: Lawful good or lawful neutral.
Skills: Heal 7 ranks, Knowledge (religion) 7 ranks.
Spells: Able to cast 3rd-level spells.
Special: Must have been accepted into the White Citadel. Must have taken the Healer’s Oath.
Hit Dice: d4
Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Point at Each Level: 2 + Int modifier
Base Attack Bonus: Poor
Good Saves: Will
Level 1: Spontaneous healer, divine spell power, healer’s oath.
Level 2: Damage reduction 1/evil; spells per day - +1 level of existing class.
Level 3: Healing focus +1.
Level 4: Damage reduction 2/evil; spells per day - +1 level of existing class.
Level 5: Divine health; spells per day - +1 of existing class.
Level 6: Damage reduction 3/evil; spells per day - +1 level of existing class.
Level 7: Healing focus +2.
Level 8: Damage reduction 4/evil; spells per day - +1 level of existing class.
Level 9: Healing focus +3.
Level 10: Damage reduction 5/evil; spells per day - +1 level of existing class.
Spontaneous Healer: At first level, a white mage is able to sacrifice prepared spells to spontaneously cast cure spells, much like a cleric’s ability. A white mage can use this ability regardless of whether or not he or she used arcane or divine magic before joining the White Citadel. This ability may be used a number of times per day equal to the white mage’s Wisdom modifier.
Divine Spell Power: A white mage able to turn or rebuke undead gains the Divine Spell Power feat at 1st level, as described in the Complete Divine, page 80. A white mage learns early on to make better use of his energies.
Healer’s Oath: The white mage’s profession requires major sacrifices on the part of its adherence. A white mage who takes the Oath is unable to cast any spell that harms another living being (undead are an exception). In game terms, this means that a white mage is incapable of casting any spell that causes damage (in terms of hit points or ability damage) or results in death. Furthermore, white mages are prohibited from casting spells from the Necromancy school. The white mage must also swear an oath of chastity.
This vow is not merely a social convention. It is instead the cornerstone of the White Citadel’s training scheme, which takes various energies throughout the student’s body and concentrates them on healing. A white mage who violates his oath immediately suffers a loss of magical power, losing all prepared spells for that day. The mage can cast spells afterwards, but otherwise loses access all other special class abilities. A white mage may or may not be able to recover his abilities after breaking his oath; in some cases, a third-order white mage serving at the White Citadel might be able to restore the abilities by casting an atonement spell. However, this doesn’t always work; a white mage who breaks his or her oath of chastity, for example, may never return to the fold.
Damage Reduction: At 2nd level, and every two levels thereafter, a white mage’s body becomes so attuned to healing energies that she becomes able to immediately regenerate damage. In game terms, the white mage gains a point of damage reduction, overcome only by evil spells and weapons. Evil, in this case, also includes corrupt or vile damage (see BVD).
Healing Focus: At 3rd level, 7th level and 9th level, a white mage becomes even more adept with healing magic. The white mage adds a bonus to her caster level when casting Conjuration (Healing) spells. The bonus affects all spell variables affected or determined by caster level, including duration, range and effect. At 3rd level, a white mage gains a +1 bonus to caster level when casting Conjuration (Healing) spells; at 7th, a +2 bonus; and at 9th level, a +3 bonus.
Divine health: At 5th level, a white mage becomes immune to all diseases, including magical diseases such as mummy rot and lycanthropy.
Right - comments appreciated!
WHITE MAGE
Trained at the famed White Citadel, these extraordinary healers are the best in their profession.
Requirements:
Alignment: Lawful good or lawful neutral.
Skills: Heal 7 ranks, Knowledge (religion) 7 ranks.
Spells: Able to cast 3rd-level spells.
Special: Must have been accepted into the White Citadel. Must have taken the Healer’s Oath.
Hit Dice: d4
Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Point at Each Level: 2 + Int modifier
Base Attack Bonus: Poor
Good Saves: Will
Level 1: Spontaneous healer, divine spell power, healer’s oath.
Level 2: Damage reduction 1/evil; spells per day - +1 level of existing class.
Level 3: Healing focus +1.
Level 4: Damage reduction 2/evil; spells per day - +1 level of existing class.
Level 5: Divine health; spells per day - +1 of existing class.
Level 6: Damage reduction 3/evil; spells per day - +1 level of existing class.
Level 7: Healing focus +2.
Level 8: Damage reduction 4/evil; spells per day - +1 level of existing class.
Level 9: Healing focus +3.
Level 10: Damage reduction 5/evil; spells per day - +1 level of existing class.
Spontaneous Healer: At first level, a white mage is able to sacrifice prepared spells to spontaneously cast cure spells, much like a cleric’s ability. A white mage can use this ability regardless of whether or not he or she used arcane or divine magic before joining the White Citadel. This ability may be used a number of times per day equal to the white mage’s Wisdom modifier.
Divine Spell Power: A white mage able to turn or rebuke undead gains the Divine Spell Power feat at 1st level, as described in the Complete Divine, page 80. A white mage learns early on to make better use of his energies.
Healer’s Oath: The white mage’s profession requires major sacrifices on the part of its adherence. A white mage who takes the Oath is unable to cast any spell that harms another living being (undead are an exception). In game terms, this means that a white mage is incapable of casting any spell that causes damage (in terms of hit points or ability damage) or results in death. Furthermore, white mages are prohibited from casting spells from the Necromancy school. The white mage must also swear an oath of chastity.
This vow is not merely a social convention. It is instead the cornerstone of the White Citadel’s training scheme, which takes various energies throughout the student’s body and concentrates them on healing. A white mage who violates his oath immediately suffers a loss of magical power, losing all prepared spells for that day. The mage can cast spells afterwards, but otherwise loses access all other special class abilities. A white mage may or may not be able to recover his abilities after breaking his oath; in some cases, a third-order white mage serving at the White Citadel might be able to restore the abilities by casting an atonement spell. However, this doesn’t always work; a white mage who breaks his or her oath of chastity, for example, may never return to the fold.
Damage Reduction: At 2nd level, and every two levels thereafter, a white mage’s body becomes so attuned to healing energies that she becomes able to immediately regenerate damage. In game terms, the white mage gains a point of damage reduction, overcome only by evil spells and weapons. Evil, in this case, also includes corrupt or vile damage (see BVD).
Healing Focus: At 3rd level, 7th level and 9th level, a white mage becomes even more adept with healing magic. The white mage adds a bonus to her caster level when casting Conjuration (Healing) spells. The bonus affects all spell variables affected or determined by caster level, including duration, range and effect. At 3rd level, a white mage gains a +1 bonus to caster level when casting Conjuration (Healing) spells; at 7th, a +2 bonus; and at 9th level, a +3 bonus.
Divine health: At 5th level, a white mage becomes immune to all diseases, including magical diseases such as mummy rot and lycanthropy.
Right - comments appreciated!
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