The Healer

Ahnehnois

First Post
Healer

A healer is an empathic and skillful character who uses his knowledge of nature or alchemy to remedy the wounds of people who come looking for his aid. Healers are perceptive and get along well with their patients, and they are universally well-liked for their valuable services.
Adventures: Parties of adventurers want healers more than healers usually want to adventure with them. However, many healers see it as their duty to help the injured, and adventurers often fall into that category. Other healers are drawn to adventuring because their normal lives are boring. After treating minor headaches and mending children’s scraped knees for a while, many healers are eager to set out to see the world. Still others adventure seeking riches or trying to learn new medical knowledge.
Characteristics: Healers, obviously, have many abilities that vastly improve their skill at healing people. They are also able to use their knowledge of living things to disable or inflict harm, if they choose to do so. They have an array of skills, and tend to be good diplomats and their knowledge of natural remedies extends to survivalist skill in general.
Alignment: Healers are often of good alignment, but some are neutral, and don’t worry as much about the moral reasons to heal someone. Rare evil healers keep their dark armies running or use their services to exploit people for money. Healers are not particularly likely to be lawful or chaotic.
Religion: A healer is more likely to have faith in nature or science than in some higher power. Some healers do work in the name of a particular god, but clerics are far more common.
Background: Most often, an aspiring healer is apprenticed to an older one at an early age. There are often long family lines of healers, and any society needs their talents, so they are always in demand. More rarely, healers may be former druid or cleric trainees who did not take well to divine magic. Some healers are self-trained, having wandered the wilds and discovered new herbal remedies and other secrets of nature.
Races: All of the common races have a fair number of healers. Humans commonly follow the path, as do elves that place great value on long life. Gnomes make excellent healers due to their alchemical talents. Dwarves tend not to have the best bedside manner, but they make tough healers who can function well in combat. Halfling healers are good at wading through combat to get to downed comrades without being noticed. Half-elf healers, on the other hand, do a great job of making their patients feel better physically and emotionally. Even half-orcs are sometimes healers.
The savage races all produce some healers, but none is particularly drawn to the path.
Other Classes: The cleric and druid often welcome the healer, as he helps them take care of wounded party members. Druids and rangers also respect the knowledge of herbal remedies and other natural methods of healing that healers often have. Fighters and barbarians and particular tend to develop a close relationship with their healer, as they need his care regularly. Most characters appreciate the healer’s work, whether they are genuinely grateful for his help or they just want to get on his good side in the hope that he will save them if they fall in combat.
Role: The healer’s role is fairly self-explanatory. He cares for wounded party members, and also tends to have useful knowledge of herbs or alchemy (or both). Some healers can defend themselves in combat, but others avoid fighting at all costs. Many healers relate well with people and make good diplomats.

Game Rule Information
Abilities:
Wisdom is the most important ability score for a healer, because it powers his token skill. Intelligence bolsters his medical knowledge, while Charisma helps him comfort patients and makes him better at averting fights so he doesn’t have to heal anyone in the first place.
Alignment: Any.
Hit Die: d6.
Starting Gold: 4d4x10 gp

Class Skills
The healer treats the following skills as class skills:
Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (local) (Int), Knowledge (nature) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (n/a), and Survival (Wis).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.

BAB: 1/2
Saves: Fort, Ref bad; Will good

Level
1st Battlefield medicine, nonlethal strike, treat injury
2nd Defensive posture (+1), surgery
3rd Patients, rejuvenation
4th Stunning strike, therapy
5th Bedside manner, surgical precision (+1d6)
6th Brilliant healer, healthy (+1)
7th Expert subdual, rehabilitation
8th Defensive posture (+2), healing mastery
9th Medical miracle, triage
10th Surgical precision (+2d6)
11th Paralyzing strike
12th Healthy (+2)
13th Superior healing mastery
14th Defensive posture (+3)
15th Surgical precision (+3d6)
16th Improved triage
17th Debilitating strike
18th Healthy (+3)
19th Healer’s fortune
20th Defensive posture (+4), surgical precision (+4d6)

Class Features
All of the following are class features of the healer.
Weapon and Armor Proficiency: The healer is proficient with simple weapons, as well as light armor and shields (but not tower shields).
Battlefield Medicine (Ex): Whenever a healer using his Heal skill would provoke an attack of opportunity, he may choose to make a Concentration check, with a DC equal to that of the Heal check he is making. If the Concentration check succeeds, the healer does not provoke an attack of opportunity. If it fails, the healer’s Heal attempt automatically fails as well.
Nonlethal Strike (Ex): The healer may choose to use any melee weapon to inflict nonlethal damage, without taking the normal -4 penalty to attack rolls.
Treat Injury (Ex): A healer can spend 10 minutes dressing another character’s wounds. At the end of this time, he makes a Heal check (DC 15). If the check succeeds, the healer converts one point of the target’s lethal damage to nonlethal damage.
For every point by which the check result exceeds the DC, another point of lethal damage is converted. However, the total number of points converted may not exceed the healer’s class level.
In addition, a successful Heal check removes any dazed or dazzled condition affected the target.
If the Healer uses Treat Injury on himself, increase the base DC by +5 to represent the awkwardness of trying to do such work on one’s own body.
Defensive Posture (Ex): A 2nd level healer gains a +1 dodge bonus to AC during any round in which he does nothing but move or use the Heal skill.
This bonus increases by +1 for every 6 healer levels gained thereafter.
Surgery (Ex): A 2nd level healer can spend 1 hour performing a major medical procedure on a wounded character. At the end of the hour, he makes a Heal check (DC 20). If the check succeeds, the target character heals 1d12 hit points (and the same amount of nonlethal damage).
For each 2 points by which the Heal check exceeds the DC, another 1d12 damage is healed. However, the total number of dice may not exceed 1d12 per 2 healer class levels.
If the check fails by 5 or less, the target character’s condition is unchanged. However, if the check fails by 5 or more, the botched procedure instead deals 1d6 points of damage to the target character for each 5 points by which the check failed.
This ability requires two uses of a healer’s kit, which does not grant a bonus on this check. A healer performing surgery with improvised tools takes a -4 penalty on the check. If the healer expends only one use of the supplies of his healer’s kit, he takes only a -2 penalty to the Heal check.
It is difficult for the healer to perform surgery on himself, increasing the base DC of the Heal check by +10.
Patients (Ex): At 3rd level and beyond, a healer adds 1/2 his class level to the number of patients he can give long-term care to using the Heal skill.
Rejuvenation (Ex): A 3rd or higher level healer may spend 1 hour treating a patient’s physical damage. At the end of that time, he rolls a Heal check (DC 20). If the check succeeds, he heals 1d4 points of the target’s Strength, Dexterity, or Constitution damage (he chooses which ability to heal).
For every 4 points by which he exceeds the DC, another 1d4 points of Strength, Dexterity, or Constitution damage are healed (each 1d4 may be applied to a different ability score-the healer distributes the dice as he pleases). However, the number of dice may not exceed 1d4 per 4 healer class levels.
A successful Heal check also removes any nauseated or sickened condition affecting the target.
Rejuvenation heals only temporary ability damage, not permanent drain.
Stunning Strike (Ex): If a healer catches a target creature off guard, he may use his medical knowledge to disable the creature instead of inflicting harm. To use this ability, the healer must either be flanking the target, or the target creature must have lost its dexterity bonus to AC. The healer makes a normal melee attack against the creature. If the attack hits and deals damage, the creature must roll a fortitude save (DC 10 + 1/2 the healer’s class level + the healer’s wisdom modifier) or be stunned for one round. Creatures immune to critical hits are immune to this ability as well.
Therapy (Ex): A 4th level healer may spend 1 hour addressing and dealing with a patent’s mental condition. At the end of the hour, he makes a Heal check (DC 20). If the check is successful, the target is healed of 1d4 ability damage to Intelligence, Wisdom, or Charisma. The healer chooses which ability score to heal.
For every 4 points by which the Heal check exceeds the DC, another 1d4 points of Intelligence, Wisdom, or Charisma damage are healed (each 1d4 may be applied to a different ability score-the healer distributes the dice as he pleases). However, the maximum number of dice may not exceed 1d4 per 4 healer class levels.
A successful Heal check also removes any confusion or feeblemind condition affecting the target.
Therapy heals only temporary ability damage, not permanent drain.
Bedside Manner (Ex): A 5th level healer gains a +2 bonus to Diplomacy and Gather Information checks when interacting with any creature on which he has used (or is currently using) the Heal skill.
Surgical Precision (Ex): At 5th level, a healer can use his knowledge of anatomy to inflict especially injurious strikes. When attacking with any light melee or ranged weapon, he deals +1d6 bonus damage. This damage does not apply to creatures immune to critical hits, and if used with a ranged weapon, applies only to targets within 30 ft.
With every 5 subsequent healer levels, this bonus damage increases by +1d6.
Brilliant Healer (Ex): A healer of 6th level or higher applies his Intelligence bonus (if any) to Heal checks (his Wisdom modifier applies, as normal).
When using his Therapy ability or rehabilitating patients with mental disabilities (see Rehabilitation below), the Healer instead applies his Charisma bonus to the Heal check, but not his Intelligence bonus.
Healthy (Ex): A healer is not especially tough, but he knows how to keep his body in good shape. A 6th level healer adds +1 to saves against poison or disease. At every 6 levels thereafter, this bonus increases by +1.
Expert Subdual (Ex): Whenever a 7th or higher level healer uses a weapon to deal nonlethal damage, add his intelligence bonus (if any) to the damage dealt.
Rehabilitation (Ex): A 7th level healer can undo serious bodily or spiritual harm that would otherwise persist forever. To do so, he chooses one patient. He performs long-term care on this patient for a week, after which he rolls a Heal check (DC 25). To restore Strength, Dexterity, or Constitution, the healer rolls a Heal check, adding his Intelligence bonus for his Brilliant Healer ability. Restoring Intelligence, Wisdom, or Charisma drain requires a Heal check applying the healer’s Charisma bonus instead. If the check is successful, 1 point of permanent drain to one of the indicated ability scores is healed.
For each 5 points by which the Heal check beats the DC, another point of ability drain is restored. However, the healer may only restore 1 point of ability drain per 5 class levels each time he uses this ability. The healer may divide the healing as he wishes among whichever three ability scores (mental or physical) he chooses.
While rehabilitating a patient, the healer can use his other class abilities and skills freely, but he may only rehabilitate one patient at a time.
It is almost impossible for a healer to rehabilitate himself. Add +20 to the Heal check DC if he attempts this.
Healing Mastery: An 8th level healer can always take 10 on Heal checks, even when stress or distractions would normally prevent him from doing so.
Medical Miracle (Ex): A 9th level healer may use his extraordinary to resuscitate the dead. Up to one round after a creature’s death he can touch the creature and make a Heal check (DC 30) as a standard action. If he succeeds, he restores life to a target creature, bringing its hit point total to one point above the threshold of death (the creature is stable, not dying, but remains unconscious).
Unlike with a raise dead spell or similar magic, the creature suffers no loss of level or constitution.
The healer may revive a creature that has been dead for longer than one round. However, with each additional round that passes, the DC of the Heal check increases by +10. A healer cannot use this ability on a creature that has been dead longer than one minute.
Triage (Ex): Sometimes extreme circumstances require the healer to sacrifice efficacy for speed. A 9th level healer may accept a -5 penalty on his Heal check to attempt one of the following:
Providing first aid, treating a wound, or treating poison as a move action instead of a standard action.
Using his treat injury ability, treating a disease or tending a creature wounded by a spike growth or spike stones in one minute instead of ten minutes.
In addition, he may accept a -10 penalty on his Heal check to attempt one of the following:
Providing first aid, treating a wound, or treating poison as a swift action instead of a standard action.
Using his treat injury ability, treating a disease or tending a creature wounded by a spike growth or spike stones in one full round instead of ten minutes.
Using his surgery, rejuvenation, or therapy abilities in ten minutes instead of one hour.
Paralyzing Strike (Ex): When an 11th level healer successfully uses his stunning strike ability to stun a target, he may instead choose to paralyze the creature for one round, rendering it helpless.
Superior Healing Mastery (Ex): A 13th level healer may “take 15” on a Heal check. This is identical to taking 10, except that he is treated as having rolled a 15 instead. He may use this ability a number of times per day equal to his wisdom bonus (always at least once per day).
The healer must decide whether to use this ability before making the Heal check.
Improved Triage (Ex): At 16th level, the penalties for using the healer’s triage ability are reduced by 5.
Debilitating Strike (Ex): When a 17th level healer deals damage with a melee attack to a creature that he flanks or that is denied its dexterity bonus to AC, the creature also takes 2 points of strength damage. Creatures immune to critical hits are unaffected by this ability.
Healer’s Fortune (Ex): A 19th level healer may reroll a Heal check. He may reroll a number of times per day equal to his wisdom bonus (always at least once per day). He is free to take advantage of his healing mastery and superior healing mastery abilities on the reroll.
 
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Looking for opinions on my attempt at a nonmagical healing class (for use in standard games).

Not as good as a cleric, but I'd like to think it could be worth playing.
 

At a quick glance it doesn't appear broken. However as an honest statement, as a player, I don't see the allure of playing one. Rumor is despite their other abilities, few want to play the cleric or "walking bandaid". I have played a few clerics and have enjoyed it, and even enjoy the healing, as I know that heal spells pumped into the barbarian is good for everyone.

This healer has no way of immediately effecting an outcome of a battle. Their main ability to heal takes an hour and resources. You added a couple of combat abilities which is great, but too little for me to want to risk my life against a dragon. In a grim and gritty campaign with little access to magic I might rethink this. However in a standard game with clerics, I would choose the cleric each time.

At the very least I would rethink the BAB, this class is an extension of the NPC expert and they have average BAB. That with the precision damage makes the class more viable. You may also want to add tumble to class skills, so that they can get to their patient without being hit.

And some random musings, how about something to do with potions, like the healer can administer potions to another as a move action, and they can brew potions with the word cure in the title as a cleric of the same level. That may be more magical then you want though, although flavor wise they could be nonmagical herbal remedies.
 

Your class is more than the game will support.

Unfairly, I think a dedicated healer in a game that abstracts and minimizes the role of wounds is unwanted and unrespected. Players are usually full of what they will do when they are healthy and since magic healing is so prevalent and simplified healers are little more than walking potion dispensers. Sadly, the game is not about healing it is about killing.

I like your class and respect the thought that went into it. I might use it as an NPC but even then healing tends to be handwaved.


Sigurd
 
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Hey I always knew what I was up against. I just wanted to make a sort of small-niche class to see if it could be done to my satisfaction. Frankly, the ease of clerical healing has always irked me and I would change that considerbly, enhancing the role of this class.
At the very least I would rethink the BAB, this class is an extension of the NPC expert and they have average BAB. That with the precision damage makes the class more viable. You may also want to add tumble to class skills, so that they can get to their patient without being hit.
Interesting points. Hadn't though about the expert angle.
 

In a world with clerics, I think we both see that the cleric wins as the most effective healer in an adventuring party.

Without clerics (or similar divine casters) the class is a lot more valuable. Even if clerics are rare this would make a great NPC class. If I was limping back from the dungeon I would stop by one of these.

I guess my point was, as a player it doesn't grab me. As a design experiment, or to fill a niche in your campaign I think it looks very interesting.
 

In-combat healing is realistically the province of divine magic. I did make out of combat healing much cheaper and more efficient for the healer. I do see it largely as an NPC class and as being most functional in a low-magic world.

The overall point I'm trying to assess is the necessity of magic. I hate the "magic as technology" feel and the "clerics are hospitals" feel. There's nothing wrong with magic being an option for some people, but in the D&D world, if you're born with high wisdom you almost have to be a cleric. I would like there to at least be a viable alternative to divine magic. In a broader sense I'd like to make the mental ability scores useful for those who choose not to take up magic, which is the focus of most of my custom classes.
 

I don't think this class has a niche in a game of D&D. It can't do anything but heal, and it's worse than the existing classes even at that. What few abilities it has in battle are dedicated to not killing enemies.

Even if you took away healing magic, this class would break the basic assumptions of the game. It can't heal during combat, and it takes a huge amount of time to heal between battles. The game assumes that the party will usually fight several encounters in a row. This class' abilities are designed to make the party rest for hours, or even a full day, between encounters. If you want to replace magical healing, you'd need to replace it with something that works much the same way, or else redesign all classes with uses-per-day as a balancing factor.

You might also want to change the name. There's already a "healer" class in the Miniatures Handbook. Surgeon, physician or doctor of physic would all work.
 

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