Tsyr
Explorer
I'm working on some new classes for my next campaign... it's set in a world devoid of divine magic (Well... ok, it's not. But divine magic is something completely different, never under the players control.), and I wanted a healer-type class. So I looked at the cleric and stripped out what "didn't fit", then looked at the sorcerer and saw what DID fit, kinda mushed them together... did some more changes besides... and I'm still not quite happy with it. I'm trying to shoot for a fairly focused concept... no random spells "just because". He can heal or harm (Understanding and being able to FIX the body tends to lend itself to being able to do just the opposite), and also tamper to some extend with the mind. No lightning bolts, no summon monsters, etc. Unfortunatly, I think the class needs a bit of spicing up yet, but I'm not sure what to do.
For the record, although there are no armour profs with this class, I'm going to be using WoT defense bonuses, and this class is going to get a good one, to try to put it back on-par with a cleric in that regard. I'm also going to make a few new spells and intersperse them into the class, mostly Mind effecting spells... cause paranoia, cure paranoia, cure insanity, etc. Just havn't got around to that yet, so ingore the imbalance of Body spells right now.
Anyhow, this is what I have so far: (Hopes it posts right)
Ugg... fixed formating AGAIN...
For the record, although there are no armour profs with this class, I'm going to be using WoT defense bonuses, and this class is going to get a good one, to try to put it back on-par with a cleric in that regard. I'm also going to make a few new spells and intersperse them into the class, mostly Mind effecting spells... cause paranoia, cure paranoia, cure insanity, etc. Just havn't got around to that yet, so ingore the imbalance of Body spells right now.
Anyhow, this is what I have so far: (Hopes it posts right)
Code:
The Healer
Healers are arcane spellcasters who deal specificly with manipulating
the body and, to a lesser extent, the mind of living beings. Healers
are not priests or clerics, however. They are simply magic users whose
gift of magic is such that they have a closer connection with things
mortal and living than with energies arcane and elemental.
Hit Dice: d8
Skill Points: 6
Class Skills: Alchemy, Concentration, Craft,
Diplomacy, Gather Information,
Heal, Listen, Proffession, Search,
Sense Motive, Spellcraft, Spot
Weapons and Armour Proficiency: Healers are proficient with all simple
weapons
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
----- ------------ ---- ---- ---- -------
1 +0 +2 +0 +2 Divine Health
2 +1 +3 +0 +3
3 +2 +3 +1 +3 Venom Immunity
4 +3 +4 +1 +4
5 +3 +4 +1 +4 Bonus Feat
6 +4 +5 +2 +5
7 +5 +5 +2 +5
8 +6/+1 +6 +2 +6
9 +6/+1 +6 +3 +6
10 +7/+2 +7 +3 +7 Bonus Feat
11 +8/+3 +7 +3 +7
12 +9/+4 +8 +4 +8
13 +9/+4 +8 +4 +8
14 +10/+5 +9 +4 +9
15 +11/+6/+1 +9 +5 +9 Bonus Feat
16 +12/+7/+2 +10 +5 +10
17 +12/+7/+2 +10 +5 +10
18 +13/+8/+3 +11 +6 +11
19 +14/+9/+4 +11 +6 +11
20 +15/+10/+5 +12 +6 +12 Bonus Feat
----------------------Spells per Day-------------------
Level 0 1 2 3 4 5 6 7 8 9
----- - - - - - - - - - -
1 5 3 — — — — — — — —
2 6 4 — — — — — — — —
3 6 5 — — — — — — — —
4 6 6 3 — — — — — — —
5 6 6 4 — — — — — — —
6 6 6 5 3 — — — — — —
7 6 6 6 4 — — — — — —
8 6 6 6 5 3 — — — — —
9 6 6 6 6 4 — — — — —
10 6 6 6 6 5 3 — — — —
11 6 6 6 6 6 4 — — — —
12 6 6 6 6 6 5 3 — — —
13 6 6 6 6 6 6 4 — — —
14 6 6 6 6 6 6 5 3 — —
15 6 6 6 6 6 6 6 4 — —
16 6 6 6 6 6 6 6 5 3 —
17 6 6 6 6 6 6 6 6 4 —
18 6 6 6 6 6 6 6 6 5 3
19 6 6 6 6 6 6 6 6 6 4
20 6 6 6 6 6 6 6 6 6 6
---------------- Spells Known --------------------------
Level 0 1 2 3 4 5 6 7 8 9
----- - - - - - - - - - -
1 2 2 — — — — — — — —
2 2 2 — — — — — — — —
3 2 3 — — — — — — — —
4 2 3 1 — — — — — — —
5 2 4 2 — — — — — — —
6 3 4 2 1 — — — — — —
7 3 5 3 2 — — — — — —
8 3 5 3 2 1 — — — — —
9 3 5 4 3 2 — — — — —
10 3 5 4 3 2 1 — — — —
11 4 5 5 4 3 2 — — — —
12 4 5 5 4 3 2 1 — — —
13 4 5 5 4 4 3 2 — — —
14 4 5 5 4 4 3 2 1 — —
15 4 5 5 4 4 4 3 2 — —
16 5 5 5 4 4 4 3 2 1 —
17 5 5 5 4 4 4 3 3 2 —
18 5 5 5 4 4 4 3 3 2 1
19 5 5 5 4 4 4 3 3 3 2
20 5 5 5 4 4 4 3 3 3 2
Spells: A healer casts arcane spells. The number of spells a healer
knows is not affected by his Charisma bonus. The spells a healer knows
can be common spells chosen from the healer spell list, or they can
be unusual spells that the sorcerer has gained some understanding of
by study.
A healer is limited to casting a certain number of spells of each level
per day, but he need not prepare his spells in advance. The number of
spells he can cast per day is improved by his bonus spells, if any.
A healer may use a higher-level slot to cast a lower-level spell if he
so chooses. The spell is still treated as its actual level, not the
level of the slot used to cast it.
To learn or cast a spell, a healer must have a Charisma score of at
least 10 + the spell's level. The Difficulty Class for saving throws
against healer spells is 10 + the spell's level + the healers's
Charisma modifier.
Spells with the Body (B) descriptor require a heal and knowledge:
anatomy skill equal to their level to cast, and spells with the Mind
(M) descriptor require a knowledge: psycology rank equal to their level.
0 level spells may be cast with no required skill ranks.
Divine Health: The healer is immune to disease, both common and magical
Venom Immunity: The healer is immune to natural poisons
Bonus Feats: At levels 5, 10, 15, and 20 the healer may choose a bonus
feat from the following list: Endurance, Iron Will, Skill Focus,
Toughness
HEALER SPELLS
0-LEVEL HEALER SPELLS
Cure Minor Wounds (B)
Detect Magic
Detect Poison (B)
Inflict Minor Wounds (B)
Purify Food and Drink (B)
Resistance (B)
Virtue (B)
1st-LEVEL HEALER SPELLS
Bane (M)
Bless (M)
Bull's Strength (B)
Cat's Grace (B)
Cause Fear (M)
Cure Light Wounds (B)
Deathwatch (B)
Endure Elements (B)
Inflict Light Wounds (B)
Ray of Enfeeblement (B)
Remove Fear (M)
Sleep (M)
2nd-LEVEL HEALER SPELLS
Aid (M)
Blindness/Deafness (B)
Calm Emotions (M)
Cure Moderate Wounds (B)
Death Knell (B)
Delay Poison (B)
Endurance (B)
Gentle Repose (B)
Inflict Moderate Wounds (B)
Lesser Restoration (B)
Remove Paralysis (B)
Resist Elements (B)
Shield Other (B)
3rd-LEVEL HEALER SPELLS
Blindness/Deafness (B)
Contagion (B)
Cure Serious Wounds (B)
Inflict Serious Wounds (B)
Negative Energy Protection (B)
Protection from Elements (B)
Remove Blindness/Deafness (B)
Remove Curse (B)
Remove Disease (B)
4th-LEVEL HEALER SPELLS
Bestow Curse (B)
Cure Critical Wounds (B)
Death Ward (B)
Inflict Critical Wounds (B)
Neutralize Poison (B)
Poison Touch (B)
Restoration (B)
Status (B)
5th-LEVEL HEALER SPELLS
Atonement (M)
Break Enchantment
Circle of Doom (B)
Healing Circle (B)
Slay Living (B)
Spell Resistance (B)
6th-LEVEL HEALER SPELLS
Antilife Shell (B)
Harm (B)
Heal (B)
7th-LEVEL HEALER SPELLS
Blasphemy (B)
Destruction (B)
Dictum (B)
Greater Restoration (B)
Holy Word (B)
Repulsion (B)
Word of Chaos (B)
8th-LEVEL HEALER SPELLS
Cloak of Chaos (B)
Holy Aura (B)
Horrid Wilting (B)
Mass Heal (B)
Shield of Law (B)
Unholy Aura (B)
9th-LEVEL HEALER SPELLS
Energy Drain (B)
Implosion (B)
Power Word, Kill (B)
Soul Bind
Regenerate (B)
Ugg... fixed formating AGAIN...
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