Healer Prestige class

peterka1

First Post
Here is an healer prerstige class. available for clerics and bards and multi-classed (need just 1 cure spell). adapted from SouperIan class in Wizards' board.

The Healer

A healer is one who turns a skill into a way of life. Not content with simply dressing wounds, he combines the magic and the mundane into one seamless whole.
Hit Die :D6

Requirements
To become a healer, a character must fulfil all these requirements
Heal skill: 10 ranks
Feats: Skill Focus(Heal)
Must know at least one curing spell (so, for clerics or bard- easier for bards and multi-classed)

Skill points at each level 2 + int modifier
Base attack bonus and saves as cleric
Class Features:

Magic heal: A character adds his healer level to the amount of damage cured by any spell. Note, this increases the amount done to undead. The maximum is still the highest result of the dice : ex: d8+5 cuere light wounf max = 13.

Also, at 1st level, a healer gains the ability to cure damage with a heal check. For every point he beats a DC of 25, he can heal a point of damage on the target. Maximum 4 points+ level restored . It is usable at will.

Remove disease : At fith level, the healer gains one use of remove disease 1/week. (as the spell) This improves to two uses at level 7. It is a spell-like ability

Neutralize poison : At level seven, the healer can Neutralize poison, as the spell, once a week IT is a spell like ability

+1 cure spell/spell level: Like the extra domain spell for clerics. Only for cure X spells.


Table

1 true heal, +1 spellcaster , +1 cure spell/spell level

2 +1 spellcaster level

3 +1 spellcaster level

4 +1 spellcaster level


5 Remove disease 1/week, +1 spellcaster level


6 +1 spellcaster level


7 Remove disease 2/week, Neutralize poison 1/week, +1 spellcaster level


8 +1 spellcaster level


9 +1 spellcaster level


10 +1
 

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Okay, here you are- my version of the Healer prestige class!



HEALER
The healer reveres all life. She possesses strong healing magic as well as great skill with first aid and long term care. Her knowledge of poison and disease is exceptional, and she can treat many conditions that would defeat the skills of others. Most healers are clerics, though bard and druid healers are not unknown. Other classes are unlikely to become healers without multiclassing.
Hit Die: d8
Prerequisites: Heal (8 ranks). Skill Focus (Heal). Must be able to cast cure serious wounds. Must have stabilized a dying creature at least once. Must have cast a healing spell on a total stranger or enemy at least twice.
Class Skills: Animal Empathy (cha), Concentration (con), Craft (int), Diplomacy (cha), Heal (wis), Profession (healer, midwife or similar) (wis), Sense Motive (wis). Skill points per level: 2 + int bonus.
Base Attack: Poor (as wizard).
Good Saves: Fort and Will.
Poor Saves: Ref.

Level Special Abilities
1 Expert Healing, +1 caster level
2 Merciful Strike, +1 caster level
3 Superior Healing
4 +1 caster level
5 Purity of Body, +1 caster level
6 +1 caster level
7 Restorative Touch, +1 caster level
8 +1 caster level
9 Dispel Damage, +1 caster level
10 Supreme Healing

CLASS FEATURES
Weapon and Armor Proficiency: The healer gains no weapon or armor proficiencies.
Expert Healing (Ex and Su): The healer’s abilities with healing magic and with the Heal skill both increase significantly. Any time the healer spontaneously casts a healing spell (if a cleric) or applies metamagic feats to a healing spell (if a bard) the spell’s casting time no longer increases to a full round (allowing a bardic healer to quicken healing spells). The healer can, however, choose to extend any healing spell’s casting time to a full round in order to add her wis bonus to the amount it heals. This is a supernatural ability that will work on any spell that heals real, subdual or ability damage, and that normally has a casting time of 1 action (or 1 free action).
As an exceptional ability, a healer can attempt to make a Heal check, DC20, to heal 1 hp of damage to a freshly-inflicted wound (within the last minute). This is a full round action, during which time neither healer nor recipient can move. This ability works once per wound. When the healer makes a long-term care check with a roll of 20 or higher, the recipient will regain extra hp equal to her wis bonus.
Merciful Strike (Ex): The healer suffers no penalties when attacking for subdual damage in combat.
Superior Healing (Su): Starting at 3rd level, all the healer’s spells heal an extra amount of damage equal to her wis bonus.
Purity of Body (Su): The healer is immune to non-magical disease.
Restorative Touch (Su): The healer’s touch is soothing and restorative, and will heal 1d4 points of ability damage to one ability and 2d6 points of subdual damage. The healer can use this power as often as desired but each creature can only benefit from it once per day.
Dispel Damage (Sp): Once per day per point of cha bonus, the healer can create a magical emanation around herself to a range of 30’. Within this emanation, all damage to hit points, ability scores, and subdual scores is reduced by 10 points. This lasts for a number of rounds equal to the healer’s wis bonus.
Supreme Healing (Su or Ex): The healer’s spells heal more damage than another caster’s would. Any spell that heals hit points, subdual or ability damage uses the next higher die type; for instance, a cure light wounds spell cast by a 10th-level healer heals 1d10 + 5 + wis bonus points of damage. This is a supernatural ability.
Using her healing skills, a healer can do any of the following: Heal 1d4 points of subdual damage once per creature per hour (DC20); treat broken bones or similar critical wound effects such as hamstring to remove a penalty to the use of a body part (DC25); heal 1d3 points of ability damage just inflicted by poison (must be used before secondary damage occurs; DC30); or destroy parasitic infections, such as slaad eggs, rot grubs, green slime, gibberslugs, etc.) This is a full round action and the DC is 30. As this is an invasive procedure, it deals 1d6 points of damage to the subject. If the healer’s natural roll on her heal check is a 3 or less the healer must make the appropriate save against contracting the infection herself, if applicable. This is an exceptional ability.
 

> Magic heal: A character adds his healer level to the amount of damage cured by any spell. Note, this increases the amount done to undead. The maximum is still the highest result of the dice : ex: d8+5 cuere light wounf max = 13.

This one looks very well thought out, nice work.

>Also, at 1st level, a healer gains the ability to cure damage with a heal check. For every point he beats a DC of 25, he can heal a point of damage on the target. Maximum 4 points+ level restored . It is usable at will.

This one however needs to be toned down. Raising the difficulty would make it pretty useless at low level so I would suggest giving it a number of tries per day, using either wisdom modifier or healer presige class levels. The rest of it looks ok as described.

Hmm, might even be a nice idea for a custom feat.

Regards,
imiz
 

Perhaps they cure (result - 10)/5 damage? that would prevent this ability from getting way out of hand.

(Let's see: level 8 character, 11 ranks Heal, Skill Focus heal, 2 synergy from knowledge (Herbal Lore), Wis 24, that's +22 right there, with an average of 32. By taking 10, he could heal 7 damage with the ability as written. At will.)

I agree with Inez, if you keep it as written, the uses/day should be limited. 3+Wis mod per day (modeled after turn undead)? 1/day/class level? 1/day/class level + wisdom mod? 1/day/point of Wisdom? 1/day/rank in Heal? 2 ranks in Heal?
 

I don't like to track an ability than I want to be quite mundane. I think that compare to cure spells, it should be used at will.

We should then reduce the effiency... restore 1 point as the jester's class seem weak, an nobody has days to loose at the hospital when Cure spells are available.

quote:
" As an exceptional ability, a healer can attempt to make a Heal check, DC20, to heal 1 hp of damage to a freshly-inflicted wound (within the last minute). This is a full round action, during which time neither healer nor recipient can move. This ability works once per wound. When the healer makes a long-term care check with a roll of 20 or higher, the recipient will regain extra hp equal to her wis bonus. "

restore 1 point / wisdom bonus ? too much ? not enough related to skill and too much to stats ?

I prefer jester's version to mine, except for my

> Magic heal: A character adds his healer level to the amount of damage cured by any spell. Note, this increases the amount done to undead. The maximum is still the highest result of the dice : ex: d8+5 cuere light wound max = 13.
 
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