unosarta
2009-04-24, 08:55 PM
The Healer
after reading about the healer class sucking like you cant even imagine, and then reading the class and seeing that it does suck for straight up healing, I thought it would be fun to try to write up a homebrewed healer class. Enjoy.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+2|
+0|
+2|Lay On Hands|3|2|-|-|-|-|-|-|-|-
2nd|
+1|
+3|
+0|
+3|Aura of Vigor 1|4|3|-|-|-|-|-|-|-|-
3rd|
+2|
+3|
+1|
+3|Healers Edge|4|3|2|-|-|-|-|-|-|-
4th|
+3|
+4|
+1|
+4| |5|4|3|-|-|-|-|-|-|-
5th|
+3|
+4|
+1|
+4| |5|4|4|2|-|-|-|-|-|-
6th|
+4|
+5|
+2|
+5|Aura of Vigor 2|5|4|4|3|-|-|-|-|-|-
7th|
+5|
+5|
+2|
+5| |6|5|4|4|2|-|-|-|-|-
8th|
+6/+1|
+6|
+2|
+6|Empowered Healing|6|5|5|3|-|-|-|-|-|-
9th|
+6/+1|
+6|
+3|
+6| |6|5|5|4|4|2|-|-|-|-
10th|
+7/+2|
+7|
+3|
+7|Aura of Vigor 3|6|5|5|5|4|3|-|-|-|-
11th|
+8/+3|
+7|
+3|
+7| |6|6|5|5|5|4|2|-|-|-
12th|
+9/+4|
+8|
+4|
+8| |6|6|6|5|5|5|3|-|-|-
13th|
+9/+4|
+8|
+4|
+8| |6|6|6|6|5|5|4|2|-|-
14th|
+10/+5|
+9|
+4|
+9|Aura of Vigor 4|6|6|6|6|6|5|4|3|-|-
15th|
+11/+6/+1|
+9|
+5|
+9|Maximized Healing|6|6|6|6|6|5|5|4|2|-
16th|
+12/+7/+2|
+10|
+5|
+10| |6|6|6|6|6|6|5|5|3|-
17th|
+12/+7/+2|
+10|
+5|
+10| |6|6|6|6|6|6|5|5|4|2
18th|
+13/+8/+3|
+11|
+6|
+11|Aura of Vigor 5|6|6|6|6|6|6|6|5|5|3
19th|
+14/+9/+4|
+11|
+6|
+11| |6|6|6|6|6|6|6|5|5|4
20th|
+15/+10/+5|
+12|
+6|
+12|Supreme Healing|6|6|6|6|6|6|6|5|5|5[/table]
Hit Dice: d6
Class Skills: The healer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Skills Per Level: (2 + Int modifier) ×4 at first level. 2 + Int modifier every additional level
Class Abilities
Spell Casting: A healer casts divine spells, which are drawn from the healer spell list below. A healer can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must.
To cast a spell, a healer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a healer’s spell is 10 + the spell level + the healer’s Charisma modifier.
Like other spellcasters, a healer can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Charisma score.
A healer casts as a sorcerer, and as such is able to cast any spell he knows without preparing spells ahead of time. Unlike the sorcerer however, the healer knows every spell on the healer spell list.
Healers meditate or pray for their spells. Each Healer must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells.
Lay on Hands [Su]: the healer has a pool of healing that he may use to heal living beings, and harm undead. He has a pool equal to his charisma modifier [minimum 1] times his healer level, times two. So a level 2 healer with a charisma of 18 can heal 16 points of healing a day. Also, the healer may spend 1 hour of rest to refill his pool of healing for the day. He may do this any number of times a day. You may also, as a touch attack, steal the life energy of a living subject. You are able to deal an amount of damage equal to your charisma modifier, and gain that many points of healing back to refill your pool. If you attempt to use this effect on undead it subtracts points of healing from your pool and heals the undead. If you steal enough energy to kill a target, it becomes undead, but not necessarily under your control. You may still attempt this when your pool is full and gain points, however, you must use those points this round for healing, or else they dissipate.
Aura of Vigor[Su]: at level two, all allies within 30 feet heal 1 point plus half of the healers charisma modifier healing per round. This increases by one point of healing every round, every four levels to a maximum of 5 points of healing plus half of your charisma modifier at level eighteen. Also, anyone who is affected by your aura also heals 1 point of ability damage per minute spent in the aura. This must be continuous time spent in the aura. For every hour a creature spends in your aura they heal 1 point of ability drain. This must be continuous time spent in your aura. You may turn this aura off or on as a swift action. This aura does not effect the healer.
Healers Edge[Su]: at third level, you must choose whether to gain the healers edge effect for spells, your Lay on Hands ability or for your aura of vigor ability.
if you choose to gain the healers edge ability for your spells, then you gain a bonus to all of your healing spells equal to your wisdom bonus plus your caster level [this stacks with spell effects that give a bonus to spells numeric effects based on caster level].
If you choose to have this ability affect your Lay on Hands ability, then you gain bonus healing points equal to your wisdom modifier times your healer level, and the steal health effect of your lay on hands ability steals health equal to twice your charisma modifier.
If you choose to have this ability affect your Aura of Vigor ability then you may increase the healing of your Aura of Vigor by half of your charisma modifier [for a bonus to your Aura of Vigor ability equal to your charisma bonus] and may empower your aura of vigor ability a number of times per day equal to half of your healer levels. When you empower your aura of vigor it increases the amount of healing per round by a number equal to your caster level. This effect only lasts a number of rounds equal to your charisma bonus.
Empowered Healing[Su]: at eighth level all spells of the healing sub-school are empowered as if under the effect of the Empowered Spell meta magic feat. This ability doesn’t change the spell level of the healing spell you cast. This doesn’t stack with the Empowered Spell Meta-Magic feat.
Maximized Healing[Su]: at fifteenth level, all spells of the healing sub-school are maximized as if under the effect of the Maximized Spell meta-magic feat. This does not change the spell level of the healing spell you cast.
Supreme Healing[Su]: at twentieth level a healer may double the healing of any healing ability he uses for a number of rounds equal to half of his healer level. He may only do this once per day.
HEALER SPELL LIST
0th level: Cure minor wounds, light, create water, virtue, purify food and drink, mending, detect poison
1st level: bless, cure light wounds, detect evil/good/chaos/law, endure elements, magic weapon, protection from evil/good/chaos/law, remove fear, sanctuary, shield of faith
2nd level: aid, bears endurance, bulls strength, cure moderate wounds, delay poison, eagles splendor, gentle repose, owls wisdom, remove paralysis, lesser restoration, status, shield other
3rd level: create food and water, cure serious wounds, daylight, magic vestment, remove blindness/deafness, remove curse, remove disease, protection from energy
4th level: cure critical wounds, death ward, divine power, freedom of movement, greater magical weapon, neutralize poison, restoration, sending, spell immunity
5th level: atonement, break enchantment, mass cure light wounds, raise dead, spell resistance, scrying
6th level: mass bears endurance, mass bulls strength, mass cure moderate wounds, mass eagles splendor, heal, mass owls wisdom, stoneskin
7th level: mass cure serious wounds, regenerate, repulsion, greater restoration, resurrection, greater scrying, spell turning
8th level: anti-magic field, mass cure critical wounds, discern location, greater spell immunity
9th level: mass heal, true resurrection, prismatic sphere
after reading about the healer class sucking like you cant even imagine, and then reading the class and seeing that it does suck for straight up healing, I thought it would be fun to try to write up a homebrewed healer class. Enjoy.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+2|
+0|
+2|Lay On Hands|3|2|-|-|-|-|-|-|-|-
2nd|
+1|
+3|
+0|
+3|Aura of Vigor 1|4|3|-|-|-|-|-|-|-|-
3rd|
+2|
+3|
+1|
+3|Healers Edge|4|3|2|-|-|-|-|-|-|-
4th|
+3|
+4|
+1|
+4| |5|4|3|-|-|-|-|-|-|-
5th|
+3|
+4|
+1|
+4| |5|4|4|2|-|-|-|-|-|-
6th|
+4|
+5|
+2|
+5|Aura of Vigor 2|5|4|4|3|-|-|-|-|-|-
7th|
+5|
+5|
+2|
+5| |6|5|4|4|2|-|-|-|-|-
8th|
+6/+1|
+6|
+2|
+6|Empowered Healing|6|5|5|3|-|-|-|-|-|-
9th|
+6/+1|
+6|
+3|
+6| |6|5|5|4|4|2|-|-|-|-
10th|
+7/+2|
+7|
+3|
+7|Aura of Vigor 3|6|5|5|5|4|3|-|-|-|-
11th|
+8/+3|
+7|
+3|
+7| |6|6|5|5|5|4|2|-|-|-
12th|
+9/+4|
+8|
+4|
+8| |6|6|6|5|5|5|3|-|-|-
13th|
+9/+4|
+8|
+4|
+8| |6|6|6|6|5|5|4|2|-|-
14th|
+10/+5|
+9|
+4|
+9|Aura of Vigor 4|6|6|6|6|6|5|4|3|-|-
15th|
+11/+6/+1|
+9|
+5|
+9|Maximized Healing|6|6|6|6|6|5|5|4|2|-
16th|
+12/+7/+2|
+10|
+5|
+10| |6|6|6|6|6|6|5|5|3|-
17th|
+12/+7/+2|
+10|
+5|
+10| |6|6|6|6|6|6|5|5|4|2
18th|
+13/+8/+3|
+11|
+6|
+11|Aura of Vigor 5|6|6|6|6|6|6|6|5|5|3
19th|
+14/+9/+4|
+11|
+6|
+11| |6|6|6|6|6|6|6|5|5|4
20th|
+15/+10/+5|
+12|
+6|
+12|Supreme Healing|6|6|6|6|6|6|6|5|5|5[/table]
Hit Dice: d6
Class Skills: The healer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Skills Per Level: (2 + Int modifier) ×4 at first level. 2 + Int modifier every additional level
Class Abilities
Spell Casting: A healer casts divine spells, which are drawn from the healer spell list below. A healer can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must.
To cast a spell, a healer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a healer’s spell is 10 + the spell level + the healer’s Charisma modifier.
Like other spellcasters, a healer can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Charisma score.
A healer casts as a sorcerer, and as such is able to cast any spell he knows without preparing spells ahead of time. Unlike the sorcerer however, the healer knows every spell on the healer spell list.
Healers meditate or pray for their spells. Each Healer must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells.
Lay on Hands [Su]: the healer has a pool of healing that he may use to heal living beings, and harm undead. He has a pool equal to his charisma modifier [minimum 1] times his healer level, times two. So a level 2 healer with a charisma of 18 can heal 16 points of healing a day. Also, the healer may spend 1 hour of rest to refill his pool of healing for the day. He may do this any number of times a day. You may also, as a touch attack, steal the life energy of a living subject. You are able to deal an amount of damage equal to your charisma modifier, and gain that many points of healing back to refill your pool. If you attempt to use this effect on undead it subtracts points of healing from your pool and heals the undead. If you steal enough energy to kill a target, it becomes undead, but not necessarily under your control. You may still attempt this when your pool is full and gain points, however, you must use those points this round for healing, or else they dissipate.
Aura of Vigor[Su]: at level two, all allies within 30 feet heal 1 point plus half of the healers charisma modifier healing per round. This increases by one point of healing every round, every four levels to a maximum of 5 points of healing plus half of your charisma modifier at level eighteen. Also, anyone who is affected by your aura also heals 1 point of ability damage per minute spent in the aura. This must be continuous time spent in the aura. For every hour a creature spends in your aura they heal 1 point of ability drain. This must be continuous time spent in your aura. You may turn this aura off or on as a swift action. This aura does not effect the healer.
Healers Edge[Su]: at third level, you must choose whether to gain the healers edge effect for spells, your Lay on Hands ability or for your aura of vigor ability.
if you choose to gain the healers edge ability for your spells, then you gain a bonus to all of your healing spells equal to your wisdom bonus plus your caster level [this stacks with spell effects that give a bonus to spells numeric effects based on caster level].
If you choose to have this ability affect your Lay on Hands ability, then you gain bonus healing points equal to your wisdom modifier times your healer level, and the steal health effect of your lay on hands ability steals health equal to twice your charisma modifier.
If you choose to have this ability affect your Aura of Vigor ability then you may increase the healing of your Aura of Vigor by half of your charisma modifier [for a bonus to your Aura of Vigor ability equal to your charisma bonus] and may empower your aura of vigor ability a number of times per day equal to half of your healer levels. When you empower your aura of vigor it increases the amount of healing per round by a number equal to your caster level. This effect only lasts a number of rounds equal to your charisma bonus.
Empowered Healing[Su]: at eighth level all spells of the healing sub-school are empowered as if under the effect of the Empowered Spell meta magic feat. This ability doesn’t change the spell level of the healing spell you cast. This doesn’t stack with the Empowered Spell Meta-Magic feat.
Maximized Healing[Su]: at fifteenth level, all spells of the healing sub-school are maximized as if under the effect of the Maximized Spell meta-magic feat. This does not change the spell level of the healing spell you cast.
Supreme Healing[Su]: at twentieth level a healer may double the healing of any healing ability he uses for a number of rounds equal to half of his healer level. He may only do this once per day.
HEALER SPELL LIST
0th level: Cure minor wounds, light, create water, virtue, purify food and drink, mending, detect poison
1st level: bless, cure light wounds, detect evil/good/chaos/law, endure elements, magic weapon, protection from evil/good/chaos/law, remove fear, sanctuary, shield of faith
2nd level: aid, bears endurance, bulls strength, cure moderate wounds, delay poison, eagles splendor, gentle repose, owls wisdom, remove paralysis, lesser restoration, status, shield other
3rd level: create food and water, cure serious wounds, daylight, magic vestment, remove blindness/deafness, remove curse, remove disease, protection from energy
4th level: cure critical wounds, death ward, divine power, freedom of movement, greater magical weapon, neutralize poison, restoration, sending, spell immunity
5th level: atonement, break enchantment, mass cure light wounds, raise dead, spell resistance, scrying
6th level: mass bears endurance, mass bulls strength, mass cure moderate wounds, mass eagles splendor, heal, mass owls wisdom, stoneskin
7th level: mass cure serious wounds, regenerate, repulsion, greater restoration, resurrection, greater scrying, spell turning
8th level: anti-magic field, mass cure critical wounds, discern location, greater spell immunity
9th level: mass heal, true resurrection, prismatic sphere