Healer (Core Class)


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Bumpoing this because any bruise i get from said bump will be easily healed by the classes that you want to comment on in this thread. :)
 

Hi Crothian, it's me again.

Good revision, in terms of a good (and useful :D ) NPC class. I think that at high levels an Healer could be ignored in case of a fight or a battle in terms of attacks directed at him (something like "don't shhot on the red cross"): at this point i will say to add more RPG that he HAS to stabilize all dying creatures in battlefields, both allies and enemies, because it is his mission to save all life forms!

What do you think?

Steven McRownt
 
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The Red Cross works because people are able to recognize what they do and choose not to hurt them. However, there are many times in the various wars where amulances and hospitals where purposely attack.

In a fantasy world I can't see hordes of orcs and goblins, or giants and dragons ignoring some one just becasue they are a healer.

Having the Healer follow a code like healing any injuried, is good for role playing. But the class is already pretty weak, and I'm not sure about those restrictions.

Edit: Edited Class. Added alignment restriction anda code. Gave Competance bonus of +2 to Diplomancy checks towards anyone they have. They also get Skill Emphasis Diplomacy at 4th level as people treat them with respect for their healin ability.
 
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My idea was that of a spell-like ability that works for healers. Of course there will never be some written law, or code of conduct that will be recognized by all races in the same way. But we are in a fantasy settings, and a healer could be "ignored until he doesn't attack anyone" but for being a TRUE healer, he must -as a code of conduct of his class- heal every one in the battlefield.

Is it now clearer?

Magic can help us to see from a different point of view, this one a better point of view, something that our civilization tried (and too often without result) to achieve.

After all, if we think that a 20th level monk will be ageless, immune to all form of mundane weapons and diseases, why not thinking that an healer could magically ispire everyone to not harm him in any way when he's doing his neutral work? I would even say that when he's operating in this way (stabilizing ALL dying creatures) he would gain the evasion power too.

Steven McRownt
 

And slowly the class issbeing built. I added Knowledge Anatomy as a class skill and a restricted Brew Potions feat at level 6.

Spell like ability that keeps them safe. Well, that sounds like Sanctuary spell which they do have access to. So, what if I allowed for a more powerful version. It needs to effect the Healer and all her patients. No one effected can make an attack action or it stops working for that person (same restrictions as if one was invisible). The duration needs to be greatly improved and the DC needs to be a bit higher.

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

Sanctuary 3: As Sanctuary except it is level 3. The duration is 10 minutes per level. It effects 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)

Santcuary 4: As santctuary except this is a fourth level spell. The duration is one hour per level. It effects 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)
 

Great work Crothian!

I really like it, and i find that the new class skills really match!!!
...do anatomy give a sinergy bonus (+2 with 5 ranks) to healing? I actualli do not know if there is already written somewhere, but if not, it could be plausible....

Steven McRownt
 

Thanks. What do you think of the high level Sanctuary spells? I need to copy and paste them into the actual class. I forgot and will be doing that shortly.

Good point about knowledge Anatomy and synergy bonuses. I'll add that to the special healing rules.
 

Okay, I added more then I thought I was going to. I like it when I get inspired. I'm trying to give them some more powerful higher level abilities that fit the class and don't become too mystical. They will never be on the same playing fields as the shape changing Druids and the mounted Paladins, but I do want they to me more then the NPC classes.
 

The spells are truly well designed.

I was considering this idea; it seems to me that you prefer the use of "improved" sanctuary spells instead of class' special features, but i want to make my last offer anyway.

A battle, where probably a healer will be find, will last for one day. Historically - i mean- a battle started with few "rounds" of archery shots from the long distance, then the movement of the foot infantry and eventually the charge (to the sides or to the back of the enemy) of the cavalry. Fighting in armor with swords and maces were truly fatiguing, and after one hour (of course many battles lasted for longer, and many lasted even for shorter period of time) casualties and wounded were recovered from the battlefield. In the afternoon dead were buried, wounded were healed. The morning after, if there were enough survivors able to fight again, and if there were "reserves" the battle started again.

That is: a healer will use this spell once per day. So why don't grant him:

sanctuary 1 (1/day) at first level
sanctuary 2 (1/day) at fifth level
sanctuary 3 (1/day) at 10th level
sanctuary 4 (1/day) at 15th level.

...of course he can still memorize it whenever he wants, but those ones are given "for free" just because it is integral part of his job.

Steven McRownt
 

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