Healer (Core Class)

Crothian

First Post
I'm trying this out so every time people get injured they don't have to trek to the nearest temple for healing. This class is a healer first.

Healer (Core Class)

The healer knows the magical and Mundane art of healing. There was a time when Healers were not around. The Clergy controlled the healing. People had to pay or be devoted to a certain god to be healed. There was always the occasional Bard, Ranger, or Paladin that would have healing and be able to help people. But everyone knew there were no one better at it then the clerics. But spells are expensive. Even a simple cantrip or Orison costs at least 5gp. That was about 50 days pay of honest labor for most people. People would be injured and not able to be healed. As the cities became bigger, the number of injuries grew. Soon, there came a new type of tradesman. The type that could heal without be linked with a religion. These people studied their craft and over time learned to unlock amazing healing abilities in themselves.

Healers are trained by a mentor. One on one instruction is very important. There are a few Hospitals that offer teaching, but most of the time Healers live alone and find a single student to devote their time to. Healers do charge for their services, but never more then the person can afford. Usually they become part of the community. For their healing ability, the town provides everything they need. They don’t live a life of luxury. They live a life of devotion to the people and keeping them well and preventing outbreaks of illnesses and diseases.

Healers are well respected by most intelligent creatures for their craft. Many people will treat a Healer as an equal.

HD: d6

Level BAB Fort Reflex Will Special
1 +0 +2 +0 +2 Superior Healing, Skill Emphasis Heal
2 +1 +3 +0 +3 Immune Poison
3 +1 +3 +1 +3 Immune Disease
4 +2 +4 +1 +4 Defend Patient, Skill Emphasis Diplomacy
5 +2 +4 +1 +4 Lay of Hands
6 +3 +5 +2 +5 Craft Potions
7 +3 +5 +2 +5
8 +4 +6 +2 +6 Know the Heart
9 +4 +6 +3 +6
10 +5 +7 +3 +7 Get to the wounded
11 +5 +7 +3 +7 Superior Lay on Hands
12 +6 +8 +4 +8 Share Health
13 +6 +8 +4 +8
14 +7 +9 +4 +9
15 +7 +9 +5 +9 Share Health 2
16 +8 +10 +5 +10
17 +8 +10 +5 +10
18 +9 +11 +6 +11 Share Health 3
19 +9 +11 +6 +11
20 +10 +12 +6 +12 Gift of Life

Alignment: Any Good
Skill Points: 6+ Int per level
Class Skills: Alchemy (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge Anatomy (Int), Knowledge Herbalism (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), and Swim (Str)

Code: A healer will help and attempt to heal any wounded creature that they believe will not attempt to kill them.

Armor and Weapons: A Healer is proficient in light armor and all simple weapons.

Lay of Hands: They may magically heal a number of HPs equal to their level times their wisdom bonus per day. This amount may be divided up into many uses or used all at once.

Craft Potions: A healer can now start to make potions of healing and only potions of healing. However, she needs to only spend one fourth of the base price in materials.

Know the Heart: Healers heal the body but while doing so can look into a person’s soul and get feelings about who they are and what they are like. Healers gain +3 to all sense motive rolls against anyone they have healed. Also, they may make hunches (as per the Sense Motive Skill) to learn basic things about the person (class, one part of alignment, approximate level, etc).

Get to the Wounded: When a Healer is attempting to get to a wounded person she gets +4 to all skill checks involving movement (Climb, Jump, Swim, and Tumble), the Endurance feat, the Run feat, and the Mobility feat. They may only use this to get to a wounded person and start to administer care.

Superior Lay on Hands: A healer now can heal her level times her Charisma and Wisdom bonus. So, a 12th level healer with a Wisdom of 16 and a Charisma of 14 can heal 60 hit points a day with this ability.

Share Health: A Healer can now share some of her own health to heal people. For each HP she heals with this ability, the Healer takes 1d6 damage. Half of this is subdual.

Share Health 2: Now, a Healer only takes 1d4 damage for each HP she heals. Three Fourths of this damage is subdual.

Share Health 3: Now, a healer only takes 2 points of subdual damage per HP healed.

Gift of Life: This is the final ability a Healer learns. It is the ability to bring a person back from the dead, but it is not without great sacrifice. The Healer must willingly give up her owen life to do this. This functions exactly like the True Resurrections Spell.

Spells
Level 1: Comprehend Languages, Cure Light Wounds, Death Watch, Remove Fear, Sanctuary
Level 2: Calm Emotions, Cure Moderate Wounds, Delay Poison, Gentle Repose, Lesser Restoration, Remove Paralysis, and Sanctuary 2
Level 3: Create Food and Water, Cure Serious Wounds, Helping Hand, Remove Blindness/Deafness, Remove Disease, and Sanctuary 3
Level 4: Cure Critical Wounds, Neutralize Poison, Restoration, and Sanctuary 4

Healers Use their Wisdom and Charisma as their spell-casting attribute and get bonus spells based off of each attribute. They cast all spells spontaneously. They automatically know all the spells of each spell level they can cast. Their casting level equals half their Healer level.

Level 1 2 3 4
1 - - - -
2 - - - -
3 - - - -
4 1 - - -
5 1 - - -
6 2 - - -
7 2 - - -
8 2 1 - -
9 2 1 - -
10 3 1 - -
11 3 1 1 -
12 3 2 1 -
13 3 2 1 -
14 4 2 1 1
15 4 2 2 1
16 4 3 2 2
17 4 3 2 2
18 5 3 2 2
19 5 3 3 2
20 5 4 3 3

Sanctuary 2: As Sanctuary except level 2 spell. The duration is 1 minute per level and it affects both e the caster and one patient.

Sanctuary 3: As Sanctuary except it is level 3. The duration is 10 minutes per level. It affects The caster and a number of patients equal to her level. The Healers Cha bonus is also added to the Save DC. (10 + spell level + + Wis bonus + Ch Bonus)

Sanctuary 4: As sanctuary except this is a fourth level spell. The duration is one hour per level. It affects twice the caster's level of patients plus the caster. The healer adds her caster level to the DC of the spell as well as her Ch modifier. (DC: 10 + Spell Level + Wis Bonus + Cha Bonus + Caster Level)

Heal Skill: The Healer takes the Heal skill to a new level and is able to do things with it that most other people cannot. They may use the heal skill to heal any living creature with a discernible anatomy. First of all the Healer gets a +2 competence bonus when using her own medicines and bandages she has prepared. She also gets an addition +1 Synergy bonus for each five ranks she has in Knowledge Herbalism and Anatomy. So, at 5 ranks she has a +3 synergy bonus, at ten ranks she has +4, and 15 ranks she has +5, and at 20 ranks she has +6. If one Healer is helping another, the bonus for aid another is +4 instead of +2.

Healers gain a +2 synergy bonus to Knowledge Anatomy if they have 5 or more ranks in Heal.

The Healer may add her level to patients level to determine how many hp are healed under the Healer’s care.

Healers get a +2 competence bonus to all Diplomacy checks on creatures and people they have healed.

Once per day per patient a Healer may use her skill to bandage and treat injury to allow for spontaneous healing. The amount depends on the Heal Skill check. This takes one minute of uninterrupted work.

21-25: Patients heals 1hp a minute for a number of minutes equal to the Healer’s Level.
26-30: Patient Heals 2hp a minute for a number of minutes equal to the Healer’s Level.
31-35: Patient heals 3hp a minute for a number of minutes equal to the Healer’s Level.
36+: Patient heals 4hp a minutes for a number of minutes equal to the Healer’s Level.
 
Last edited:

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Steven McRownt

First Post
I don't think that the new way of handle heal skill will unbalance this class at all. You can say that a person could receive this kind of healing just once per day, or you can fix the maximum number of check available (equal to healer's level?).

If u think that you are givin them too much, consider to lower the number of skills per level to 4, and delete Ride from the class skill list.

But this class even if i see it as npc class rather than a pc class (a cleric with healing domain would do the job better, until you don't give a very good use of heal check);

i like it anyway.
:)

Steven Mcrownt
 

Steven McRownt

First Post
Sorry, it's again me.


I was thinking: do they gain more spells per day for high wisdom or not? Saying that wisdom is their spellcasting attribute could simply modify the DC of spell's S.T.

Another thought: as a man devoted to life, should he gain a limited power to keep undead at bay (i am not saying turn undead power, just something less strong, but real close to the idea of this class): something that don't let the undead arrive to threat the healer (or 10 foot radius from him), but still allow him to hit him with projectile weapons and spells...

Steven McRownt
 

Humanophile

First Post
This is, if anything, an NPC class, and an iffy one at that. In any party a halfwitted cleric or even a bard would be a better healer than this, and the tradtitional healer class was loaded to the brim with goodies to "give them something else to do". Making a sub-clerical healer without other options would just impose too much on them, making them a nonviable adventurer class and in fact running them out of business if there is a temple in town.
 

Crothian

First Post
I don't want them to have power over the undead, I'm not trying to replace the Cleric or duplicate it. I just think that getting healing at the temples as the only option is silly. In a large city, you're going to have many people get injured a day and unless you have an overabundance of clerics, you ar enot going to be able to heal them all. One of the things 3rd editiotn was supposed to do was focus healing away from the clerics, but it didn't.

So, what else should be given to a Healer Class? What would make it more attractive and useful?

The ultimate goal is to replace Clerics as the best healers. In doing that Clerics will lose spontanious casting of healing spells.

And yes, a cleric devoted to a healing good is better then a Healer, it should be that way. But a cleric devoted to wilderness should not be.
 

Dagredhel

Explorer
Hi Crothian.

I've had this alternate core class work-up sitting around gathering dust for a while now. Its not totally complete (a lot of the unique spells are still in my notebooks,) but I thought you might be interested anyways, and it gives me a perfect excuse to solicit your (valued) comments. So, without further ado, here is my take on a non-clerical Healer:

HEALER (OF THE WHITE WAY) by Jim Burns

Forsaking armor and weapons of war, schooled in the mystic arts of life and light, in natural philosophy and in useful practical matters, the Healer is a friend to all--- save those who embody the forces of darkness and ignorance, to whom he can be a bitter and implacable foe. The Healer follows the “Way of the White”, learning to tap his own life force to open a channel to the positive material plane, the power of which he draws upon to empower his magics. The spells he weaves thereby are similar to those of the Cleric, but more limited in scope. Whereas the Cleric, by virtue of his god (or goddess) given gifts, is a master of divine magic of diverse application, the Healer’s powers are more limited in scope, but no less powerful in effect. The Healer learns to channel and manipulate the power of “the White”, the positive material plane, to work powerful cures and evocations of primal positive energy.

As befits their ethos, Healers spurn the use of armor and the tools of war, but instead receive special instruction in the arts of self-defense, becoming masters of non-lethal combat. While preferring to avoid unnecessary conflict, the Healer is ready to defend himself and those he takes into his care, and often to champion the cause of justice, to protect the innocent, and to fight the forces of darkness, even to the point of killing if he must. Many tales speak of the prowess of a Healer drawn into battle, and of the foe that underestimated him or her to their ultimate regret.

Adventures: Healers adventure to make use of the abilities for which they are named. Through experience, they hone their abilities, both magical and mundane, while spreading their benefits to the enrichment of themselves and others. In the course of their sojourns, for good or ill, they generally also receive ample opportunity to practice their arts of self-defense.

Characteristics: The paramount ability of the Healer is the ability to channel positive energy to cast spells which are mainly curative or restorative, or evoke light or primal positive energy. While their choice of spells is quite restrictive as compared to that of the Cleric, and they progress to new levels of spell power a trifle slower, they can cast more spells of the levels to which they have access than a Cleric of the same level, and share the ability of good Clerics to cast “cure” spells spontaneously. While they lack the Cleric’s granted power over the undead, the spells they command are quite efficacious in combating these creatures. Their combat abilities are fair, if geared towards self-protection, and they are often underestimated because of this. As they progress to higher levels, they gain access to a few very good offensive spells. At intermediate and higher levels, they begin to acquire abilities derived from their intimate connection to the positive energies that power their magic.

Religion: The Healer reveres life, and acquires his magical abilities through a direct link to the primal forces of life and renewal. While some Healers view this link as a personal, spiritual connection with the divine, most regard it simply as a source of energy to be tapped for good ends. In any case, Healers do not serve a particular deity or deities, but are often respectful of those faiths which are associated with goodness, healing, knowledge or light, or whose secular missions are similar to their own.

Background: While some Healers receive formal instruction in small, secretive enclaves similar to the monasteries in which monks are trained, most undergo an apprenticeship to a master who has a few students at most. Much as do Druids, Healers consider themselves brothers and sisters of a single order, but there is little formal hierarchy amongst them. Once past their tutelage, all Healers are esteemed for their level of ability, their learning, and their, rather than by any formal system of rank. Despite differences in allegiance, outlook, or goals, Healers are expected to remain civil in their dealings with one another even when at cross-purposes.

Races: Healers are most often human, or half-orcs and half-elves raised among humans. A number of halflings have also been known to follow the White Way. Most elves, dwarves, and gnomes are too strongly bound to their traditional religions to follow the path of the healer, as those who might otherwise be so inclined become Clerics or Druids instead. Amongst savage humanoids, Healers are unknown. The possibility certainly exists, however, that one of humanoid race raised amid more gentle circumstances could come to embrace the Way of the White.

Other Classes: The earthly agents of divine powers sometimes mistrust Healers, who wield divine magic without serving as intermediaries of higher beings, and who view their philosophies as secondary to their secular pursuits. Healers are often held suspect, if not subject to open harassment. Unjust (and bitterly ironic) accusations of pacts made with dark powers have haunted Healers down through the ages. Because of this prejudice, some Healers downplay their magical abilities, making use of them covertly if possible when circumstances require. They make no secret of their vocation as healers and teachers, however, and an air of mystery and the rumor of magical powers tend only to heighten their reputation. With the exception of the religiously intolerant, however, Healers generally receive warm welcome for the aid and instruction they provide.

Game Rule Information:

Healers have the following characteristics:

Abilities: Wisdom determines how powerful a spell a Healer can cast, how many spells the Healer can cast per day, and how hard those spells are to resist. To cast a Spell, a healer must have a Wisdom score of 10 + the spell’s level. A Healer gets bonus spells based upon Wisdom. The Difficulty Class of a saving throw against a Healer’s spell is 10 + the spell’s level + the Healer’s Wisdom modifier.

Alignment: The mindset necessary to access the power of the White is incompatible with evil alignment.

Hit Die: d8.

Class Skills:

The class skills (and the key abilities for each skill) are: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge: Health (Int), Knowledge (The planes) (Int), Profession (Wis), Spellcraft (Int), Swim (Str), and Tumble (Dex).

Skill Points at 1st Level (Core Classes Only): [2 + Int Modifier] x 4
Skill Points at Each Level: 2 + Int Modifier

Class Features:

Armor and Weapon Proficiency: Healers are not proficient in the use of armor or shields, and the only weapons in which they are proficient are the club and staff, which also serve peaceful uses as cane and walking stick. The wearing of armor actually hampers many of their abilities, and the violent use of other weapons denies them the use of their magical powers. In addition, wearing armor heavier than leather imposes check penalties to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a –1 penalty for each 5 lbs. of armor or equipment carried.

Spells: A Healer can cast divine spells that deal mainly with healing, light, and positive energy effects. He can prepare and cast any spell on the Healer spell list of a level to which he has access. The Healer can cast a number of spells per day equal to that of a Sorcerer of the same level. To select his spells, a Healer must spend 1 hour meditating upon his connection to the White, the plane of positive energy, and focusing his concentration on the selection of spells from those available to him. Additionally, a Healer can choose to spontaneously cast a “cure” spell in lieu of a memorized spell of the same level, as can a good Cleric (Players Handbook, pg.32.) The spells of a Healer never require a material focus to be cast, as his spells are powered by his link to the positive material plane, and require no sympathetic magic in their weaving. In effect, the Healer is himself the focus of his magics. If wearing armor, the Healer is subject to the same chance of spell failure as an arcane spellcaster when attempting his spells. Furthermore, if a Healer uses a weapon other than a club or staff to do violence, he loses the use of his magic for a 24-hour period, as does a Druid who wears prohibited armor or wields a prohibited weapon.

Armor Class Bonus: Like the Monk, the Healer is trained to deftly avoid attacks, and develops a “sixth sense” which allows him to avoid even unanticipated blows. At first level, a Healer adds her Wisdom bonus, if any, to her armor class, in addition to any normal modifier for Dexterity. The Healer gets an additional +1 bonus to AC at 5th, 10th, 15th, and 20th level. This bonus to AC is lost only if the Healer is immobilized, and not otherwise when the character would lose his bonus to Dexterity. The Healer loses the use of this ability if wearing armor.

Improved Unarmed Strike: At 1st level, the Healer’s training in self-defense allows him to engage armed opponents barehanded without provoking attacks of opportunity.

Subdual Attack: The Healer’s instruction in the techniques of non-lethal engagement allows him to deliver telling blows that nevertheless do no permanent physical harm to his opponents. When unarmed, grappling, or using his class weapons (the club and staff), the Healer can attack to subdue without penalty, and does Subdual damage equal to the unarmed damage of a Monk of his size and level. (Player’s Handbook, pp. 38-39.) A Medium-sized Healer does 1-6 points of subdual damage at 1st level, increasing to 1d8 at 4th level, 1d10 at 8th, 1d12 at 12th, and 1d20 at 16th.

Uncanny Dodge: At 2nd level, the Healer gains the ability to react to unforeseen dangers, and retains his Dexterity bonus to AC even if caught flat-footed or struck by an invisible attacker. At 5th level, this preternatural awareness of danger prevents the Healer from being flanked. The exception to this defense is an attack by a rogue at least four levels higher than the Healer. This ability functions properly only when the character is unarmored.

Staff Fighting: By 3rd level, the Healer’s special training with this weapon allows him to make full use of it as a double weapon as if possessing the Double Weapon Fighting feat. This benefit is lost if the Healer wears armor of any sort.

Close-Quarters Fighting: At 4th level, the Healer’s training grants him the benefit of this bonus feat.

Improved Disarm: At 6th level, the Healer gains this bonus feat, without having to meet the normal prerequisites.

Perfect Health: By the attainment of 7th level, the Healer’s channeling of positive energy has begun to leave its imprint upon his physiology. The Healer acquires immunity against normal and magical diseases of all types.

Tireless: The channeling of positive energy continues to exert its beneficial influence on the Healer’s metabolism. Upon attaining 8th level, the Healer requires only half the usual amount of sleep or trance. This affects recovery from fatigue penalties, and healing from wounds, but does not allow the Healer to cast additional spells within an eight hour period.

Infatiguable: At 9th level, the Healer gains the bonus feat Endurance from the effect of channeling positive energies.

Tenacious Spirit: Upon gaining the 10th level of experience, the channeling of positive energies has so empowered the Healer’s life force that he remains stable when grievously wounded, rather than slipping towards death’s door. The character is stable at –1 to –9 hit points. The character still loses consciousness and must awaken normally, if not otherwise tended.

Remain Conscious: At 11th level, the Healer gains the bonus feat of the same name without the necessity of the normal prerequisites, as the positive energies he employs continue to fortify his physiology.

Improved Staff Fighting: Upon achieving 12th level, the Healer gains the ability to make an additional attack with his staff as if fighting with two weapons and using the Improved Two-Weapon Fighting feat. This ability cannot be used if the character is armored.

Timeless Body: After achieving 13th level, the Healer no longer suffers ability penalties for aging, and cannot be magically aged, due to his positive energy enhanced metabolism. Any penalties he may already have accrued remain in effect, however. Bonuses still apply, and the Healer will still die of old age when his time is up.

Armor of the Soul: By 14th level, the Healer is so in touch with the positive plane that he is warded against ability and level draining attacks as if a spell of Negative Energy Protection were constantly in effect.

Longevity: Upon reaching the 15th level of ability, the Healer begins to age more slowly, due to the revitalizing and preservative effects of the energies he channels. The Age Category range of the category that the character’s age falls under, and subsequent categories, including Maximum Age, are doubled. In effect, the Healer’s life expectancy doubles, as compared to someone else of his age and race. Note that this increase in lifespan does slow the accumulation of bonuses to Int, Wis, and Cha due to aging effects, and that the Healer will still die of old age once his extended maximum age is achieved.

Unalterable Form: After gaining 16th level, every fiber of the Healer’s physical form has become so enmeshed with the force of the positive plane that attempts to alter his basic structure become futile. The Healer is thereafter immune to polymorph spells and effects, to petrification, and the like. This may also preclude the use of certain spells and class abilities (such as the Druid’s Wild Shape,) if the character is multi-classed, as the effect is automatic rather than voluntary.

Youthful Vigor: At 17th level, any ability penalties that the Healer may have previously suffered prior to attaining 13th level are erased. Furthermore, the Healer recuperates from injury or ability damage at twice the normal rate, and will heal at the normal rate of 1 hit point per character level per day even if engaging in strenuous activity such as combat or spellcasting.

Environmental Immunity: By 18th level, his tie to the positive plane has become sufficiently strong protection to allow the Healer to ignore normal environmental conditions and effects, including exposure to extreme heat and cold, heatstroke, frostbite and hypothermia. This ability is equivalent to a permanent Endure Elements spell effective against all five energy types (acid, cold, fire, electricity, sonic.)

Self-Sustaining: On reaching 19th level, the Healer’s body has become so fueled by the positive energy he channels that he no longer requires air, food, or water. He can no longer drown, nor suffer ill effects from hunger or thirst. He still requires breath to speak, and still enjoys the sensations of eating and drinking, but can abide comfortably while forgoing them.

Transcendence: Upon gaining the 20th level of experience, the Healer has become so attuned in mind and body with the positive energy that he employs that he transcends the mortal coil. The Healer’s type changes to Outsider, he no longer ages (and therefore never dies of old age,) he becomes immune to acid, cold, and electricity, and gains a +4 racial bonus to Fortitude saves against poison.
Light suffuses the Healer’s body, making his skin glow and his eyes shine with inner fire, marking this change. The Healer has some control over the intensity of this effect, varying it from faint and almost imperceptible to the equivalent of a Light spell, but the effect can never be entirely concealed, save by subtle non-magical subterfuge (i.e., by disguising it amid other light sources, using the Disguise skill, etc.) It is the visible sign that the Healer has become something other than (merely) human.

THE HEALER OF THE WHITE WAY

Level BAB Fort Ref Will Special

1 +0 +2 +0 +2 AC Bonus, Improved
Unarmed Strike, Subdual Attack
2 +1 +3 +0 +3 Uncanny Dodge (Dex bonus to
AC)
3 +2 +3 +1 +3 Staff Fighting
4 +3 +4 +1 +4 Close-Quarters Fighting
5 +3 +4 +1 +4 Uncanny Dodge (can’t be flanked)
6 +4 +5 +2 +5 Improved Disarm
7 +5 +5 +2 +5 Perfect Health
8 +6/+1 +6 +2 +6 Tireless
9 +6/+1 +6 +3 +6 Infatiguable
10 +7/+2 +7 +3 +7 Tenacious Spirit
11 +8/+3 +7 +3 +7 Remain Conscious
12 +9/+4 +8 +4 +8 Improved Staff Fighting
13 +9/+4 +8 +4 +8 Timeless Body
14 +10/+5 +9 +4 +9 Armor of the Soul
15 +11/+6/+1 +9 +5 +9 Longevity
16 +12/+7/+2 +10 +5 +10 Unalterable Form
17 +12/+7/+2 +10 +5 +10 Youthful Vigor
18 +13/+8/+3 +11 +6 +11 Environmental Immunity
19 +14/+9/+4 +11 +6 +11 Self-Sustaining
20 +15/+10/+5+12 +6 +12 Transcendence


Healer Spell List
Healers choose their spells from the following list:

0-Level (Cantrips)--- Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Light, Purify Food and Drink, Read Magic, Resistance, Virtue.

1ST-Level--- Bless, Cure Light Wounds, Detect Life*, Detect Undead, Faerie Fire, Lifewatch (the positive energy version of Deathwatch), Remove Fear, Sunstaff*, Staff of Warding*.

2ND-Level--- Aid, Cure Moderate Wounds, Delay Poison, Endurance, Gentle Repose, Lesser Restoration, Remove Paralysis, Shield Other, Sunscorch*.

3RD-Level--- Cure Serious Wounds, Daylight, Greater Sunstaff*, Negative Energy Protection, Remove Blindness/Deafness, Remove Disease, Searing Light, Sunshield*, Sustenance*.

4TH-Level--- Cure Critical Wounds, Deathward, Dispel Magic, Locate Creature, Neutralize Poison, Restoration, Status, Unfailing Endurance.

5TH-Level--- Blazing Bolt*, Break Enchantment, Healing Circle, Raise Dead, Refreshment*.

6TH-Level--- Greater Dispelling, Heal, Revive Outsider, Spellstaff, Undeath to Death.

7TH-Level--- Greater Restoration, Regenerate, Resurrection, Sunbeam, Trueseeing.

8TH-Level--- Mass Heal, Nimbus of Power*, Sunburst.

9TH-Level--- Immolation (the positive energy version of Implosion), Phoenix Burst*, True Resurrection.

*These new spells, unique to the Healer, are described in the following text.


NEW HEALER SPELLS______
The spells are presented in order of ascending spell level.

Detect Life
Divination
Level: Healer 1
Components: V, S
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from
you to the extreme of the range
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

You can detect the energy present in all living things. The amount of information this reveals depends on how long you study a particular area or subject:
1st round: Presence or absence of creatures.
2nd round: Number of creatures present and the strength of the life force of the strongest present. If the strength of the life force of the strongest creature present is “overwhelming” (see below), and the strength is at least twice your character level, then you are stunned for 1 round and the spell ends.
3rd round: The strength and location of all creatures within range. If a creature is outside your line of sight, then you discern its direction but not its exact location.
Life Force Strength: The strength of a creature’s life force is a function of its HD.

Strength HD
Dim Less than 1
Faint 1-5
Moderate 6-11
Strong 12-20
Overwhelming 20+

Note: Each round, you can turn to detect life in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Sunstaff
Transmutation
Level: Healer 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Nonmagical club or staff
Duration: 1 minute per level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

Your club or staff becomes charged with positive energy while you wield it, granting a +1 magical enhancement bonus to attack and damage rolls. Versus the Undead and other creatures possessing innate ability draining or life draining attacks (but not against creatures attacking with magic weapons or capable of casting spells mimicking these effects) your weapon does lethal damage equal to your improved subdual damage amount while this spell operates. For the duration of the spell, your weapon sheds light equal to a torch in a 20 ft. radius while in your grasp.

Staff of Warding
Abjuration
Level: Healer 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Club or staff touched
Duration: 1 minute per level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

This spell empowers your club or staff to deflect blows when wielded by you. When I your grasp, the weapon grants a +2 deflection bonus, with an additional +1 bonus for every 6 levels you have (maximum +5). You may attack, cast spells, or take other action as normal while benefiting from this spell’s protection. Staff of Warding may be used in conjunction with Sunstaff, as the two spells do not interfere with one another’s operation.

Sunscorch
Evocation [Light]
Level: Healer 2
Components: V, S
Casting Time: 1 action
Range: Close (25ft. + 5ft./2 levels)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You project a thin beam of light from your fingertip. You must succeed in a ranged touch attack to strike your target. A creature struck takes 1d8 points of damage +1 point of damage per caster level (maximum +10). Undead creatures and creatures especially susceptible to light suffer 1d8 + 2 points of damage per caster level (maximum +20).
 

Crothian

First Post
That is pretty good. A lot more combat oriented then mine version. Very high fantasy. The transcendance thing is interesting. I'd even be tempted to say their touch at that point hurts undead because of all the positive energy they have. One of the things you might consider is giving them a stunning attack or something else that would allow them to nuetralize an opponet fast without causing serious permanent damage.

Edit: Just a note to say I edited the Healer Core Class.:D
 
Last edited:

Steven McRownt

First Post
Draghedel you did a nice job indeed!

I think that a Healer (of the white way) wanting to avoid combat whenever is possible, will not multiclass in any fighter classes (warrior, barbarian, ranger and maybe paladin and monk too). Doing so it will loose some of his powers and he will never being able to turn back to the old way (the white one!) until atone himself and renounce to all the abilities gained in multiclassing.

What do you think? That should keep fighting monks at bay from takin some level just to be good healers...

Steven McRownt
 

Crothian

First Post
I'm bumping this so people will hopefully see my edited version and to try to keep Dagredhel from totally hyjacking my thread. :D

Actually, I'd like to hear some discussion on bothof these.
 

Dagredhel

Explorer
Now that you've had a look at it, I'd be happy to remove my Healer, actually. Let me know. A link to a document version would be a whole lot more inconspicuous, if you don't want me to remove it entirely. ;)
 

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