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mfrench's Return to Keep on the Borderlands: OOC/Recruiting (ALTs only)
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<blockquote data-quote="airwalkrr" data-source="post: 4030100" data-attributes="member: 12460"><p>The healer isn't anything complicated. Basically a cleric who trades fighting ability and combat spells for improved healing.</p><p></p><p>Healer up to 6th (hope I'm not violating copyright by posting this, but if so I'll take it down):</p><p>-d8 HD</p><p>-any good alignment</p><p>-class skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nature), Knowledge (religion), Profession, Sense Motive, Spellcraft, and Survival</p><p>-4 skill pts per level</p><p>-cleric saves</p><p>-poor bab</p><p>-light armor and simple weapons, may not wear metal armor or wield a shield</p><p>-bonus spells based on wis, save DC based on cha</p><p>-healing hands: at 1st level may add cha mod to hit point damage healed by spells with the healing description</p><p>-skill focus (heal) at 2nd</p><p>-remove paralysis (su) 1/day at 3rd</p><p>-remove disease (su) 1/day at 4th</p><p>-remove fear (su) 1/day at 5th</p><p>-neutralize poison (su) 1/day at 6th</p><p>-spell progression same as cleric +1 (so a 1st level healer gets 4 0-level spells and 3 1st level spells)</p><p>-spell list similar to cleric but drastically reduced to focus on healing; adds three spells, only one of which is gained by 6th level, and I can do without it; adds a handful of druid spells like goodberry and speak with animals</p><p></p><p>Touch of Healing is a reserve feat from Complete Champion. If you know how reserve feats work, then <a href="http://www.wizards.com/default.asp?x=dnd/ex/20070504a&page=2" target="_blank">this link</a> explains pretty much all you need to know. Otherwise, don't sweat it.</p><p></p><p>Regardless of what you allow, I will probably only go with one non-core element (either one of the feats or the healer class). I just need to decide which one interests me the most.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 4030100, member: 12460"] The healer isn't anything complicated. Basically a cleric who trades fighting ability and combat spells for improved healing. Healer up to 6th (hope I'm not violating copyright by posting this, but if so I'll take it down): -d8 HD -any good alignment -class skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nature), Knowledge (religion), Profession, Sense Motive, Spellcraft, and Survival -4 skill pts per level -cleric saves -poor bab -light armor and simple weapons, may not wear metal armor or wield a shield -bonus spells based on wis, save DC based on cha -healing hands: at 1st level may add cha mod to hit point damage healed by spells with the healing description -skill focus (heal) at 2nd -remove paralysis (su) 1/day at 3rd -remove disease (su) 1/day at 4th -remove fear (su) 1/day at 5th -neutralize poison (su) 1/day at 6th -spell progression same as cleric +1 (so a 1st level healer gets 4 0-level spells and 3 1st level spells) -spell list similar to cleric but drastically reduced to focus on healing; adds three spells, only one of which is gained by 6th level, and I can do without it; adds a handful of druid spells like goodberry and speak with animals Touch of Healing is a reserve feat from Complete Champion. If you know how reserve feats work, then [url=http://www.wizards.com/default.asp?x=dnd/ex/20070504a&page=2]this link[/url] explains pretty much all you need to know. Otherwise, don't sweat it. Regardless of what you allow, I will probably only go with one non-core element (either one of the feats or the healer class). I just need to decide which one interests me the most. [/QUOTE]
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