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Core Class- Empathetic Healer

DragonTurtle

First Post
This class was created for a land that has outlawed the worship of gods. The pales are trained in healing arts to serve the upper class. Their greatest ability is to take the wounds from others into themselves. Pales are trained in combat in order to ensure their survival and often to be used as body guards to ensure their wards have easy access to healing if needed.


Pale(Empathetic Healer)
Alignment: Any
Hit Die: d8.
BAB: Average as Cleric
Saves: Good Fort/ Will, Poor Ref
Class Skills
The pale’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
1 Empathetic Transfer, Steal Life
2 Transfer Wounds, Fast Healing 1/ Hour
3 Absorb Ability Score Damage
4 Fast Heal 1/ Round
5 +1 to Natural AC
6 Absorb Disease
7
8 Fast Heal 2/ Round
9 Absorb Poison
10 +2 to Natural AC
11
12 Fast Heal 3/ Round
13
14 Absorb Negative Level
15 +3 to Natural AC
16 Fast Heal 4/ Round
17
18 Absorb Death
19
20 +4 to Natural AC, Fast Heal 5/ Round

Class Features

All of the following are class features of the pale.
Weapon and Armor Proficiency: A pale is proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).
Empathetic Transfer (Su): Pales as a full round action can absorb damage from wounded creatures. In order to do so they must make a Heal check. The roll is the amount of damage they can absorb in a round. The risk is that pales take the damage into themselves and can end up severely wounded or dead. At the end of the round the pale must make a Fort check with a DC of 10+ 1/ 2 points of damage absorbed. If they succeed they take half the absorbed damage into themselves as non lethal damage. If they fail the save they take half the healed damage as regular damage.
Steal Life (Su): As a touch attack the pale can do 1d4 points of damage to an individual and apply to his own life. This increases at 4th level to 1d6, 8th to 1d8, 12th to 1d10, 16th to 2d6 and 20th to 2d8. This ability can be used a number of times a day equal to 1+ wisdom modifier, with a minimum of 1 use per day.
Fast Healing (Su): Pales have the ability to quickly heal damage, it is an ability that comes from understanding their own immune systems. At 2nd level they heal 1 point an hour. This increases to 1 point a round at 4th level, 2 points at 8th, 3 points at 12th, 4 points at 16th and 5 points at 20th level.
Transfer Wounds (Sp): 1(+ Wis mod) rounds after absorbing damage from one creature the pale can make a touch attack against another creature forcing them to take the damage. The attacked creature gets to make a Fort save (DC10 + 1/2 the pales level + their wisdom modifier) to take half.
Absorb Ability Score Damage (Su): Pales can absorb 1 point of ability point damage or drain into themselves as a full round action. The damage is always treated as temporary damage and the pale heals it normally.
Armor Class Bonus (Ex): Pales get a +1 natural armor class bonus at 5th, 10th, 15th and 20th level.
Absorb Disease (Su): At 6th level a pale can absorb a disease into himself from another creature. He must make a Heal check and if that check beats the DC of the disease the pale absorbs the disease into himself. The pale gains the immediate effects of the disease without an incubation period if he fails a Fort save versus the DC of the disease. The pale can make a new save against the disease each day as their immune system fights the illness.
Absorb Poison (Su): At 9th level a pale can absorb poison into himself from another creature. He must make a Heal check and if that check beats the DC of the poison the pale absorbs the poison into himself. The pale gains the secondary effects of the poison without an incubation period if he fails a Fort save versus the DC of the poison.
Absorb Negative Level (Su): At 14th level a pale can take another creature’s negative level into themselves. The level is always temporary as if the pale made the saving throw at the end of the 24 hour period.
Absorb Death (Su): At 18th level the pale can attempt to take death away from a creature and into themselves. The creature can only have been dead for 24 hours for the pale to take it into themselves. The revived creature reacts to this ability as if under the raise dead spell. The pale drops to 0 hitpoints when they use this ability and they must make a DC 10 +1 for every hour the creature was dead check or fall unconscious for 1d4 days.
 
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DragonTurtle

First Post
I wish I could argue that point, but I fear you are right. Who wants to play a class where your main ability is to help others, hurting yourself in the process.

Do you think adding a transfer wounds ability would over balance the character.

Transfer Wounds (Sp): 1 round after absorbing damage from one creature the pale can make a touch attack against another creature forcing them to take the damage. The attacked creature gets to make a Fort save (DC10 + 1/2 the pales level + their wisdom modifier) to take half.
 
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DragonTurtle

First Post
Replaced Endurance feat with Transfer wounds ability. Hopefully this will make the class more appealing then just as a cohort. Now he has a chance to give back what he takes.
 


DragonTurtle

First Post
Hmmm... Giving a vampiric ability would make these characters more powerful however I wouldn't feel right keeping them at a d10 hd.

So based on that advice I would make the following change, reduce HD to d8, add the following ability at 1st level.

Steal Life (Su): As a touch attack the pale can do 1d4 points of damage to an individual and apply to his own life. This increases at 4th level to 1d6, 8th to 1d8, 12th to 1d10, 16th to 2d6 and 20th to 2d8. This ability can be used a number of times a day equal to 1+ wisdom modifier, with a minimum of 1 use per day.

Any opinions before I make this change?
 



Corlon

First Post
hmm, how about giving him steal life per day as the monk's stunning fist (1/level + wis mod I think...)

And how about with transfer wounds, he can store them 1 round per wis mod or per level or per something, so he can build up a "damage" pool or something, which would be pretty cool

I think that would make more playable for characters, because right now seems to be a really good healer with only a few okay attacks.
 

DragonTurtle

First Post
Hmm... As it is, he should be better than a cleric in a fight, with the bonus to AC and the ability to regenerate. If I give that much abilty to steal life, he would be almost impossible to kill.

Damage pool may be a good idea, keeping it for longer, + it would make wisdom more important to the character. Or should it be Con modifier?
 

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