Ilriyn
2009-10-15, 07:48 AM
This is a 20 level base class that takes the positive energy channeling elements of a cleric, without all that divine mumbo-jumbo. This class starts more specialized then other base classes, but with its varying domains, and its path spells, it is still capable of performing other roles beyond just healing.
Healer
Hit Die
d6
Class Skills
The healer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Profession (Wis), and Spellcraft (Int).
Domains and Class Skills
All domains will add two or three class skills to this list, see the domain section for more info
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special | 1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|
+0|
+0|
+0|
+2|Path Spell, Secret | 2+1 |
2nd|
+1|
+0|
+0|
+3| Arcane Reach | 2+2 |
3rd|
+1|
+1|
+1|
+3|Path Spell, Secret | 3+2 | 2+1 |
4th|
+2|
+1|
+1|
+4| | 4+2 | 2+2 |
5th|
+2|
+1|
+1|
+4|Path Spell | 4+2 | 3+2 | 2+1 |
6th|
+3|
+2|
+2|
+5|Greater Secret | 4+2 | 4+2 | 2+2 |
7th|
+3|
+2|
+2|
+5| Path Spell | 4+2 | 4+2 | 3+2 | 2+1 |
8th|
+4|
+2|
+2|
+6| | 4+2 | 4+2 | 4+2 | 2+2 |
9th|
+4|
+3|
+3|
+6|Path Spell, Greater Secret | 4+2 | 4+2 | 4+2 | 3+2 | 2+1 |
10th|
+5|
+3|
+3|
+7| | 4+2 | 4+2 | 4+2 | 4+2 | 2+2 |
11th|
+5|
+3|
+3|
+7|Path Spell | 4+2 | 4+2 | 4+2 | 4+2 | 3+2 | 2+1 |
12th|
+6/+1|
+4|
+4|
+8|Greater Secret | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 2+2 |
13th|
+6/+1|
+4|
+4|
+8|Path Spell | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 3+2 | 2+1 |
14th|
+7/+2|
+4|
+4|
+9| | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 2+2 |
15th|
+7/+2|
+5|
+5|
+9|Path Spell, Superior Secret | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 3+2 | 2+1 |
16th|
+8/+3|
+5|
+5|
+10| | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 2+2 |
17th|
+8/+3|
+5|
+5|
+10|Path Spell | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 3+2 | 2+1 |
18th|
+9/+4|
+6|
+6|
+11|Superior Secret | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 2+2 |
19th|
+9/+4|
+6|
+6|
+11|Path Spell| 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 3+2 |
20th|
+10/+5|
+6|
+6|
+12|| 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 |[/table]
Class Features
All of the following are class features of the Healer.
Weapon and Armor Proficiency
Healers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a Healer's gestures, which can cause her spells with somatic components to fail.
Spells
A healer casts arcane spells which are drawn from the healer spell list. She can cast any spell she knows without preparing it ahead of time.
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, she receives bonus spells per day if she has a high Charisma score. (Special: all bonus spells received from having a high Charisma score can be used for domain spells as well)
Unlike a cleric, a healer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast.
A healer also receives a number of domain spells every level. These spell slots may not be filled with spells from the healer list, but are filled with spells from the healer's chosen domains. A domain spell slot may be filled with any domain spell of the appropriate level, or a lower level domain spell improved by a metamagic feat.
Note: No spells cast by the healer require any material components, or any focus, divine or otherwise.
Domains
A healer may choose three domains at first level. These domains are drawn from the healer domain list. Once chosen, the domains may not be changed.
Each domain gives the healer 2-3 class skills, a special defensive ability, and one spell per spell level. These spells may only be used to fill domain spell slots.
Path Spell
At every odd level, a healer receives a new path spell. These spells are drawn from the path spell list, and are used as spell-like abilities. She may use each spell-like ability twice per day, except for Solar Assault, and Prismatic Assault, which may be used once per day. See the path spell list for more details.
Secret
At first level, and every third level from then on, a healer learns two healing secrets. These secrets increase the power and flexibility of the healer's spells. Refer to the Secret list for all available secrets.
Arcane Reach
The healer can use all spells from the healer list, with a distance of touch, at 10+5/2 levels. If a spell is directed against a hostile target, the healer must make a ranged touch attack.
Arcane Spells And Armor
Healers do not know how to wear armor effectively.
If desired, they can wear armor anyway (though they’ll be clumsy in it), or they can gain training in the proper use of armor (with the various Armor Proficiency feats—light, medium, and heavy—and the Shield Proficiency feat), or they can multiclass to add a class that grants them armor proficiency. Even if a healer is wearing armor with which he or she is proficient, however, it might still interfere with spellcasting.
Armor restricts the complicated gestures that a healer must make while casting any spell that has a somatic component (most do). The armor and shield descriptions list the arcane spell failure chance for different armors and shields.
Healer Spell List
Healer Spell List
1st Level
Cure Light Wounds
Feather Fall
Delay Poison
Bless
Magic Weapon
Remove Fear
Shield of Faith
Enlarge Person
Lesser Vigor
2nd Level
Cure Moderate Wounds
Restoration, Lesser
Remove Paralysis
Aid
Bear's Endurance
Bull's Strength
Eagle's Splendor
Owl's Wisdom
Fox's Cunning
Cat's Grace
Silence
3rd Level
Cure Serious Wounds
Remove Disease
Remove Curse
Remove Blindness/Deafness
Remove Nausea
Magic Vestment
Water Breathing
Water Walk
Fly
Haste
Heroism
Vigor
Lesser Vigor, mass
4th Level
Cure Critical Wounds
Restoration
Neutralize Poison
Freedom of Movement
Magic Weapon, Greater
Sending
Enlarge Person, mass
5th Level
Cure Light Wounds, mass
Break Enchantment
Raise Dead
Disrupting Weapon
Overland Flight
Telepathic Bond
Energetic Healing
Vigor, Greater
Death Ward
6th Level
Heal
Heroism, Greater
Vigorous Circle
Shadow Walk
Cure Moderate Wounds, mass
Bear's Endurance, mass
Bull's Strength, mass
Eagle's Splendor, mass
Owl's Wisdom, mass
Cat's Grace, mass
Fox's Cunning, mass
7th Level
Cure Serious Wounds, mass
Regenerate
Restoration, Greater
Resurrection
Repulsion
8th Level
Cure Critical Wounds, mass
Death Ward, mass
Holy Aura
Wind Walk
9th Level
Heal, mass
True Resurrection
Freedom
Secrets List
Secrets
Increased Healing Power
Benefit: Add 1d8 whenever you roll to determine total damage healed.
Special: You may gain this secret twice. Each time you gain it, it is applied to either all die rolls of Cure Light Wounds, and Cure Light Wounds, mass; or all die rolls of Cure Moderate Wounds, and Cure Moderate Wounds, mass.
Healing Gift
Benefit: You heal one additional hitpoint each time you cast a healing spell.
Special: You may gain this secret twice. It applies to all Cure, Heal, Restoration, and Regeneration spells.
Restored Vigor
Benefit: If, when you heal someone, you heal someone above their maximum hitpoints, they are instead healed fully and gain 2 temporary hitpoints, or a +1 enhancement bonus to all saves, attack roles and skill checks for 1 minute per caster level.
Enhanced Buffing
Benefit: You buff better in a certain area.
Areas:
Offensive: All attack, damage, and weapon enhancing buff effects are increased by one. E.g. When you cast Magic Weapon, it gives a +2 enhancement bonus, not +1.
Defensive: All AC, save, and armor enhancing buff effects are increased by one. E.g. Heroism gives a +3 bonus to saves.
Ability: All ability score increase buff effects are increased by two, all skill increase buff effects are increased by one. E.g. Bear's Endurance gives a +6 bonus.
Duration: All buffs that have a different effect then any listed above persist 50% as long. E.g. Freedom of Movement lasts 15 minutes/level.
Special: You may take this secret up to four times. Each time it applies to a different area of buffing.
Greater Secrets
Greater Healing Power
Prerequisite: You must have one Increased Healing Power secret to gain one of these secrets, you must have both Increased Healing Power secrets to gain both of these secrets.
Benefit: Add 1d8 whenever you roll to determine total damage healed.
Special: You may gain this secret twice. Each time you gain it, it is applied to either all die rolls of Cure Serious Wounds, and Cure Serious Wounds, mass; or all die rolls of Cure Critical Wounds, and Cure Critical Wounds, mass.
Greater Healing Gift
Prerequisite: You must have one Healing Gift secret to gain one of these secrets, you must have both Healing Gift secrets to gain both of these secrets.
Benefit: You heal two additional hitpoints each time you cast a healing spell.
Special: You may gain this secret twice. It applies to all Cure, Heal, Restoration, and Regeneration spells. (Except for Cure Light Wounds, and Cure Moderate Wounds) This benefit stacks with the benefit given from the Healing Gift secret.
Improved Vigor
Prerequisite: You must have the Restored Vigor secret to gain this secret.
Benefit: If, when you heal someone, you heal someone above their maximum hitpoints, they are instead healed fully and gain 8 temporary hitpoints, or a +3 enhancement bonus to all saves, attack roles and skill checks for 1 minute per caster level.
Special: This benefit does not stack with the benefit provided by the Restored Vigor secret, rather, it overlaps.
Greater Buffing
Prerequisite: You must have one Enhanced Buffing secret, in the same area, for each time you select this secret. E.g. You must have Enhanced Buffing in the Defensive area of buffs before you take Greater Buffing in the Defensive area of buffs.
Benefit: You buff better in a certain area.
Areas:
Offensive: All attack, damage, and weapon enhancing buff effects are increased by two. E.g. When you cast Magic Weapon, it gives a +3 enhancement bonus, not +1.
Defensive: All AC, save, and armor enhancing buff effects are increased by two. E.g. Heroism gives a +4 bonus to saves.
Ability: All ability score increase buff effects are increased by four, all skill increase buff effects are increased by two. E.g. Bear's Endurance gives a +8 bonus.
Duration: All buffs that have a different effect then any listed above persist 100% as long. E.g. Freedom of Movement lasts 20 minutes/level.
Special: You may take this secret up to four times. Each time it applies to a different area of buffing. This secret does not stack with the benefits provided by the Enhanced Buffing secret, rather, they overlap.
Improved Range-Healing
Benefit: All Cure and Heal spells can be cast at Medium range.
Special: This overrides the effects of the Arcane Reach class feature.
Improved Range-Buffing
Benefit: All Buff spells can be cast at Medium range.
Special: This overrides the effects of the Arcane Reach class feature.
Superior Secrets
Superior Healing Power
Prerequisite: You must have one Greater Healing Gift secret to gain one of these secrets, you must have both Greater Healing Gift secrets to gain both of these secrets.
Benefit: You heal an additional 20 hitpoints whenever you use a heal, or mass heal spell.
Special: You may gain this secret twice, its effects stack.
Superior Vigor
Prerequisite: You must have the Improved Vigor secret to gain this secret.
Benefit: If, when you heal someone, you heal someone above their maximum hitpoints, they are instead healed fully and gain 20 temporary hitpoints, or a +5 enhancement bonus to all saves, attack roles and skill checks for 1 minute per caster level.
Special: This benefit does not stack with the benefits provided by the Restored Vigor and Improved Vigor secrets, rather, it overlaps.
Swift Healing
Benefit: Casting times for all Cure, Heal, Restore, Resurrect, and Regenerate spells are reduced by one step. (It would then take 1 move action to cast Heal, 2 full rounds to cast Regeneration, or 9 minutes to cast Resurrection.)
Quickened Healing
Prerequisite: You must have the Swift Healing secret to gain this secret.
Benefit: You may cast two cure or heal spells as a standard action. These may be cast on the same target, or different targets.
Swift Buffing
Benefit: Casting times for all buffing spells are reduced by one step. (It would then take one move action to cast Greater Heroism.)
Quickened Buffing
Prerequisite:You must have the Swift Buffing secret to gain this secret.
Benefit: You may cast two buff spells as a standard action. These may be cast on the same target, or different targets.
Superior Range-Healing
Prerequisite: You must have the Improved Range-Healing secret to gain this secret.
Benefit: All Cure and Heal spells can be cast at Long range.
Special: This does not stack with the effects of the Improved Range-Healing secret.
Superior Range-Buffing
Prerequisite: You must have the Improved Range-Buffing secret to gain this secret.
Benefit: All Buff spells can be cast at Long range.
Special: This does not stack with the effects of the Improved Range-Buffing secret.
Domain List
Domains
Animal Domain
Special: You gain Balance, Ride, and Survival as class skills
Animal Affinity
You gain Summon Monster as a spell-like ability. (Usable 1/day) The level of summon monster is equal to half your level, rounded down. (I.E. You gain Summon Monster 1 at levels one and two. Summon Monster 2 replaces S.M. 1 at levels three and four)
Note: You may not summon an evil monster with this spell.
Spells:
1st Calm Animals
2nd Alter Self
3rd Dominate Animal
4th Polymorph
5th Baleful Polymorph
6th Transformation
7th Animal Shapes
8th Polymorph any Object
9th Shapechange
Charm Domain
Special: You gain Diplomacy and Bluff as class skills.
Charmed Life
Once per day, any single attack or spell directed against you fails to have any effect on you.
Spells:
1st Charm Person
2nd Hold Person
3rd Suggestion
4th Confusion
5th Dominate Person
6th Suggestion, Mass
7th Insanity
8th Power Word Stun
9th Power Word Kill
Divination Domain
Special: You gain Sense Motive and Forgery as class skills.
Precognition
Once every two days, you may protect yourself from all attacks, from one person, for one round. This is usable at any time.
Spells:
1st True Strike
2nd See Invisibility
3rd Arcane Sight
4th Scrying
5th Prying Eyes
6th True Seeing
7th Greater Arcane Sight
8th Discern Location
9th Foresight
Illusion Domain
Special: You gain Hide and Move Silently as class skills
Active Displacement
Once every two days, you may protect yourself from all attacks, from one person, for one round. This is usable at any time.
Spells:
1st disguise self
2nd invisibility
3rd major image
4th phantasmal killer
5thshadow evocation
6th mislead
7th mass invisibility
8th scintillating pattern
9th shades.
Knowledge Domain
Special: You gain Gather Information, Decipher Script, and Search as class skills.
Preparation
Once per day, you may add a +10 bonus to your AC, for 1 round. You may activate this at any time.
Spells:
1st Detect Secret Doors
2nd Detect Thoughts
3rd Clairaudience/Clairvoyance
4th Detect Scrying
5th True Seeing
6th Find the Path
7th Legend Lore
8th Moment of Prescience
9th Mage's Disjunction
Luck Domain
Special: You gain Slight of Hand, and Escape Artist as class skills.
Lucky Miss
Twice per day you can make an attacker re-roll 1 die roll. This is usable at any time.
Spells:
1st Entropic Shield
2nd Blur
3rd Protection from Energy
4th Freedom of Movement
5th Interposing Hand
6th Mislead
7th Reverse Gravity
8th Protection from Spells
9th Wish
Magic Domain
Special: You gain Spot, and Use Magic Device as class skills.
Magical Aptitude
Once per day, you may counter any spell cast at you, as long as the spell is no more then one spell level higher then the maximum spell level which you can cast. This is usable at any time.
Spells:
1st Magic Aura
2nd Identify
3rd Dispel Magic
4th Dimensional Anchor
5th Spell Resistance
6th Greater Dispel Magic
7th Spell Turning
8th Moment of Prescience
9th Mage's Disjunction
Protection Domain
Special: You gain Disable Device and Listen as class skills
Protection
Once every two days, you may protect yourself from all attacks, from one person, for one round. This is usable at any time.
Spells:
1st Shield
2nd Protection from Arrows
3rd Protection from Energy
4th Globe of Invulnerability, Lesser
5th Globe of Invulnerability
6th Antimagic Field
7th Forcecage
8th Mind Blank
9th Time Stop
Travel Domain
Special: You gain Swim, Climb, and Jump as class skills.
Blinking Leap
Once every two days, you may move five feet from your current location. This has the affect of causing all targeted (But not area) attacks against you to miss. This is usable at any time.
Spells:
1st Expeditious Retreat
2nd Locate Object
3rd Fly
4th Dimension Door
5th Teleport
6th Shadow Walk
7th Teleport, Greater
8th Phase Door
9th Astral Projection
War Domain
Special: You gain Intimidate and Survival as class skills.
Warrior's Endurance
Once per day, you may gain (Caster level x 2, maximum 20) temporary hitpoints. They dissipate at the end of the encounter. This is usable at any time.
Spells:
1st Mage Armor
2nd Shatter
3rd Lightning Bolt
4th Black Tentacles
5th Hold Monster
6th Disintegrate
7th Power Word Blind
8th Iron Body
9th Meteor Swarm
Path Spells
Starting at level 1, a healer gains each spell (as a spell-like ability), in descending order, every third level. (E.g. At first level a healer receives Solar Orb, then at third level she receives Ray of Light.)
Solar Orb
School: Evocation [Light]
Level: Healer 1
Components: -
Casting Time: 1 standard action
Range: Close
Duration: Instantaneous
Saving Throw: Fortitude (half)
Spell Resistance: No
An orb of light blazes from your outstretched hand and impacts its target, dealing 1d4+1/level. (Maximum 5d4+5)
Ray of Light
School: Evocation [Light]
Level: Healer 2
Components: -
Casting Time: 1 standard action
Range: Close
Duration: Instantaneous
Saving Throw: Fortitude (half)
Spell Resistance: No
A ray of bright light streaks towards your chosen target, dealing 1d6+1 damage/level. (Maximum 5d6+5)
Solar Burst
School: Evocation [Light]
Level: Healer 3
Components: -
Casting Time: 1 standard action
Range: 30 foot Radius
Duration: Instantaneous
Saving Throw: Reflex (half)
Spell Resistance: No
Light explodes from your body, dealing 1d6+1 damage/level (maximum 10d6+10) to all hostile forces in the area.
Solar Beam
School: Evocation [Light]
Level: Healer 4
Components: -
Casting Time: 1 standard action
Range: Medium
Duration: Instantaneous
Saving Throw: Fortitude (half)
Spell Resistance: No
A dazzling beam of light streaks from your fingertip straight at your target, dealing 1d6+2 damage/level. (Maximum 10d6+20)
Prismatic Orb
School: Evocation [Light]
Level: Healer 5
Components: -
Casting Time: 1 standard action
Range: Close
Duration: Instantaneous
Saving Throw: Fortitude (half)
Spell Resistance: No
An orb of shimmering colors bursts from your hand, unerringly striking its target. The orb deals 1d6+1 damage/level. (Maximum 15d6+15)
Note: All creatures of 6 HD or less within 20 feet of the caster are blinded for 3 rounds.
Solar Assault
School: Evocation [Light]
Level: Healer 6
Components: -
Casting Time: 1 standard action
Range: Medium, and 30 foot radius
Duration: Instantaneous
Saving Throw: Reflex (half) for area damage; Fortitude (half) for targeted
Spell Resistance: No
Shimmering curtains of light surround you, before focusing in on one target with devastating effect. The waves of light deal 1d6+1 damage/level (maximum 10d6+10) to all hostiles in the area, and deals 1d8+2 damage/level (maximum 15d6+30) to one target.
Note: Damage is not cumulative, if the target is within 30 feet of caster, he receives only the targeted damage. (Not the area damage)
Prismatic Ray
School: Evocation [Light]
Level: Healer 7
Components: -
Casting Time: 1 standard action
Range: Close
Duration: Instantaneous
Saving Throw: Fortitude (half)
Spell Resistance: No
A ray of intertwined, multicolored lights springs from your hand, dealing 1d6+2 damage/level. (maximum 20d6+40)
Note: All creatures of 6 HD or less within 20 feet of the caster are blinded for 3 rounds.
Prismatic Burst
School: Evocation [Light]
Level: Healer 8
Components: -
Casting Time: 1 standard action
Range: 60 foot Radius
Duration: Instantaneous
Saving Throw: Reflex (half)
Spell Resistance: No
A prismatic blast emanates from your body, dealing 1d6+2 damage/level (maximum 20d6+40) to all hostiles in area.
Note: All creatures of 6 HD or less within 20 feet of the area are blinded for 3 rounds.
Prismatic Beam
School: Evocation [Light]
Level: Healer 9
Components: -
Casting Time: 1 standard action
Range: Medium
Duration: Instantaneous
Saving Throw: Fortitude (half)
Spell Resistance: No
A beam of shimmering multicolored light bursts from your hand, dealing 1d6+3 damage/level (maximum 25d6+75) to its unfortunate target.
Note: All creatures of 8 HD or less within 20 feet of the caster are blinded for 3 rounds.
Prismatic Assault
School: Evocation [Light]
Level: Healer 9
Components: -
Casting Time: 1 standard action
Range: Medium, and 60 foot Radius
Duration: Instantaneous
Saving Throw: Reflex (Half) for area; Fortitude (half) for target.
Spell Resistance: No
Thousands of intertwining curtains of prismatic light surround you, then are tightly focused on one target. The curtains of multicolored light deal 1d6+2 damage/level (maximum 25d6+50) to all hostiles in the area. The targeted ray deals 1d8+4 damage/level (maximum 30d8+120) to the target.
Note: Damage is not cumulative, if the target is within 60 feet of caster, he receives only the targeted damage. (Not the area damage)
Note: All creatures of 10 HD or less within 20 feet of the caster are blinded for 4 rounds.
Here are its Pros and Cons as I see it
Pros:
Very powerful healing, especially towards later levels.
Spontaneous Spell Casting.
1 fairly powerful spell-like ability every odd level.
Cons:
Weak BAB, Hit Die, and Saves.
Very limited spell list, even with domain spells.
Not likely to last long in a solo fight.
Please comment on how you like it. Give me feedback, even if its no more than "This is overpowered", or "Great Class!". (Though more would be appreciated)
Also, I'm debating on whether or not I should add all the +4 ability score spells (Bull's Strength, Bear's Endurance) to the healer's spell list, what do you all think? And for mage's disjunction, I much prefer Myou's version, which is listed below.
Usable Disjunction. (All thanks to Myou for this)
Disjunction
Abjuration
Level: Magic 9, Sor/Wiz 9
Components: V
Casting time: 1 standard action
Range: See text
Target: See text
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: No
Disjunction can be used to end all magical effects within a burst area, or all magical effects present on a target creature, or can be used to permanently disjoin a magic item.
Burst: If used as a burst effect the spell has a range of Close and a radius of 20ft. The spell ends all magical effects within the target area, including antimagic fields.
Targeted: If used to target a specific creature, the spell is cast as a ray and has a range of Close. The spell ends all magical effects present on the target creature, including antimagic fields. This spell also suppresses all magical items on target for 2d4 rounds.
Disjoin: If used to disjoin a specific item, the spell has a range of touch. The spell utterly destroys the targeted item on a failed will save, leaving only dust. An item in a creature’s possession uses its own Will save bonus or its possessor’s Will save bonus, whichever is higher. If used in this way to destroy a minor artifact, the being which created the artifact immediately becomes aware of its destruction. Major artifacts cannot be disjoined.
(Original thread found here. http://www.giantitp.com/forums/showthread.php?t=127254)
Also, here is a Race that I have been toying with. It doesn't have any fluff, but I would still like any feedback.
Just imagine this race as lesser cousins of the Nymph.
Naiad
# +2 Charisma ,+2 Dexterity, -2 Constitution, -2 Strength.
# Medium: As Medium creatures, Naiads have no special bonuses or penalties due to their size.
# Naiad base land speed is 30 feet.
# While Naiads are lesser cousins of other fey such as the Nymph, they are still vulnerable to damage from Cold Iron weapons. Any successful attack against a Naiad by a cold iron weapon deals an additional 2 damage.
# Unearthly Grace (Su)
A Naiad adds her Charisma modifier as a bonus on all her saving throws, and her full Charisma modifier as a deflection bonus to her Armor Class.
# Automatic Languages: Common and Sylvan. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Elven.
Healer
Hit Die
d6
Class Skills
The healer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Profession (Wis), and Spellcraft (Int).
Domains and Class Skills
All domains will add two or three class skills to this list, see the domain section for more info
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special | 1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|
+0|
+0|
+0|
+2|Path Spell, Secret | 2+1 |
2nd|
+1|
+0|
+0|
+3| Arcane Reach | 2+2 |
3rd|
+1|
+1|
+1|
+3|Path Spell, Secret | 3+2 | 2+1 |
4th|
+2|
+1|
+1|
+4| | 4+2 | 2+2 |
5th|
+2|
+1|
+1|
+4|Path Spell | 4+2 | 3+2 | 2+1 |
6th|
+3|
+2|
+2|
+5|Greater Secret | 4+2 | 4+2 | 2+2 |
7th|
+3|
+2|
+2|
+5| Path Spell | 4+2 | 4+2 | 3+2 | 2+1 |
8th|
+4|
+2|
+2|
+6| | 4+2 | 4+2 | 4+2 | 2+2 |
9th|
+4|
+3|
+3|
+6|Path Spell, Greater Secret | 4+2 | 4+2 | 4+2 | 3+2 | 2+1 |
10th|
+5|
+3|
+3|
+7| | 4+2 | 4+2 | 4+2 | 4+2 | 2+2 |
11th|
+5|
+3|
+3|
+7|Path Spell | 4+2 | 4+2 | 4+2 | 4+2 | 3+2 | 2+1 |
12th|
+6/+1|
+4|
+4|
+8|Greater Secret | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 2+2 |
13th|
+6/+1|
+4|
+4|
+8|Path Spell | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 3+2 | 2+1 |
14th|
+7/+2|
+4|
+4|
+9| | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 2+2 |
15th|
+7/+2|
+5|
+5|
+9|Path Spell, Superior Secret | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 3+2 | 2+1 |
16th|
+8/+3|
+5|
+5|
+10| | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 2+2 |
17th|
+8/+3|
+5|
+5|
+10|Path Spell | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 3+2 | 2+1 |
18th|
+9/+4|
+6|
+6|
+11|Superior Secret | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 2+2 |
19th|
+9/+4|
+6|
+6|
+11|Path Spell| 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 3+2 |
20th|
+10/+5|
+6|
+6|
+12|| 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 |[/table]
Class Features
All of the following are class features of the Healer.
Weapon and Armor Proficiency
Healers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a Healer's gestures, which can cause her spells with somatic components to fail.
Spells
A healer casts arcane spells which are drawn from the healer spell list. She can cast any spell she knows without preparing it ahead of time.
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, she receives bonus spells per day if she has a high Charisma score. (Special: all bonus spells received from having a high Charisma score can be used for domain spells as well)
Unlike a cleric, a healer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast.
A healer also receives a number of domain spells every level. These spell slots may not be filled with spells from the healer list, but are filled with spells from the healer's chosen domains. A domain spell slot may be filled with any domain spell of the appropriate level, or a lower level domain spell improved by a metamagic feat.
Note: No spells cast by the healer require any material components, or any focus, divine or otherwise.
Domains
A healer may choose three domains at first level. These domains are drawn from the healer domain list. Once chosen, the domains may not be changed.
Each domain gives the healer 2-3 class skills, a special defensive ability, and one spell per spell level. These spells may only be used to fill domain spell slots.
Path Spell
At every odd level, a healer receives a new path spell. These spells are drawn from the path spell list, and are used as spell-like abilities. She may use each spell-like ability twice per day, except for Solar Assault, and Prismatic Assault, which may be used once per day. See the path spell list for more details.
Secret
At first level, and every third level from then on, a healer learns two healing secrets. These secrets increase the power and flexibility of the healer's spells. Refer to the Secret list for all available secrets.
Arcane Reach
The healer can use all spells from the healer list, with a distance of touch, at 10+5/2 levels. If a spell is directed against a hostile target, the healer must make a ranged touch attack.
Arcane Spells And Armor
Healers do not know how to wear armor effectively.
If desired, they can wear armor anyway (though they’ll be clumsy in it), or they can gain training in the proper use of armor (with the various Armor Proficiency feats—light, medium, and heavy—and the Shield Proficiency feat), or they can multiclass to add a class that grants them armor proficiency. Even if a healer is wearing armor with which he or she is proficient, however, it might still interfere with spellcasting.
Armor restricts the complicated gestures that a healer must make while casting any spell that has a somatic component (most do). The armor and shield descriptions list the arcane spell failure chance for different armors and shields.
Healer Spell List
Healer Spell List
1st Level
Cure Light Wounds
Feather Fall
Delay Poison
Bless
Magic Weapon
Remove Fear
Shield of Faith
Enlarge Person
Lesser Vigor
2nd Level
Cure Moderate Wounds
Restoration, Lesser
Remove Paralysis
Aid
Bear's Endurance
Bull's Strength
Eagle's Splendor
Owl's Wisdom
Fox's Cunning
Cat's Grace
Silence
3rd Level
Cure Serious Wounds
Remove Disease
Remove Curse
Remove Blindness/Deafness
Remove Nausea
Magic Vestment
Water Breathing
Water Walk
Fly
Haste
Heroism
Vigor
Lesser Vigor, mass
4th Level
Cure Critical Wounds
Restoration
Neutralize Poison
Freedom of Movement
Magic Weapon, Greater
Sending
Enlarge Person, mass
5th Level
Cure Light Wounds, mass
Break Enchantment
Raise Dead
Disrupting Weapon
Overland Flight
Telepathic Bond
Energetic Healing
Vigor, Greater
Death Ward
6th Level
Heal
Heroism, Greater
Vigorous Circle
Shadow Walk
Cure Moderate Wounds, mass
Bear's Endurance, mass
Bull's Strength, mass
Eagle's Splendor, mass
Owl's Wisdom, mass
Cat's Grace, mass
Fox's Cunning, mass
7th Level
Cure Serious Wounds, mass
Regenerate
Restoration, Greater
Resurrection
Repulsion
8th Level
Cure Critical Wounds, mass
Death Ward, mass
Holy Aura
Wind Walk
9th Level
Heal, mass
True Resurrection
Freedom
Secrets List
Secrets
Increased Healing Power
Benefit: Add 1d8 whenever you roll to determine total damage healed.
Special: You may gain this secret twice. Each time you gain it, it is applied to either all die rolls of Cure Light Wounds, and Cure Light Wounds, mass; or all die rolls of Cure Moderate Wounds, and Cure Moderate Wounds, mass.
Healing Gift
Benefit: You heal one additional hitpoint each time you cast a healing spell.
Special: You may gain this secret twice. It applies to all Cure, Heal, Restoration, and Regeneration spells.
Restored Vigor
Benefit: If, when you heal someone, you heal someone above their maximum hitpoints, they are instead healed fully and gain 2 temporary hitpoints, or a +1 enhancement bonus to all saves, attack roles and skill checks for 1 minute per caster level.
Enhanced Buffing
Benefit: You buff better in a certain area.
Areas:
Offensive: All attack, damage, and weapon enhancing buff effects are increased by one. E.g. When you cast Magic Weapon, it gives a +2 enhancement bonus, not +1.
Defensive: All AC, save, and armor enhancing buff effects are increased by one. E.g. Heroism gives a +3 bonus to saves.
Ability: All ability score increase buff effects are increased by two, all skill increase buff effects are increased by one. E.g. Bear's Endurance gives a +6 bonus.
Duration: All buffs that have a different effect then any listed above persist 50% as long. E.g. Freedom of Movement lasts 15 minutes/level.
Special: You may take this secret up to four times. Each time it applies to a different area of buffing.
Greater Secrets
Greater Healing Power
Prerequisite: You must have one Increased Healing Power secret to gain one of these secrets, you must have both Increased Healing Power secrets to gain both of these secrets.
Benefit: Add 1d8 whenever you roll to determine total damage healed.
Special: You may gain this secret twice. Each time you gain it, it is applied to either all die rolls of Cure Serious Wounds, and Cure Serious Wounds, mass; or all die rolls of Cure Critical Wounds, and Cure Critical Wounds, mass.
Greater Healing Gift
Prerequisite: You must have one Healing Gift secret to gain one of these secrets, you must have both Healing Gift secrets to gain both of these secrets.
Benefit: You heal two additional hitpoints each time you cast a healing spell.
Special: You may gain this secret twice. It applies to all Cure, Heal, Restoration, and Regeneration spells. (Except for Cure Light Wounds, and Cure Moderate Wounds) This benefit stacks with the benefit given from the Healing Gift secret.
Improved Vigor
Prerequisite: You must have the Restored Vigor secret to gain this secret.
Benefit: If, when you heal someone, you heal someone above their maximum hitpoints, they are instead healed fully and gain 8 temporary hitpoints, or a +3 enhancement bonus to all saves, attack roles and skill checks for 1 minute per caster level.
Special: This benefit does not stack with the benefit provided by the Restored Vigor secret, rather, it overlaps.
Greater Buffing
Prerequisite: You must have one Enhanced Buffing secret, in the same area, for each time you select this secret. E.g. You must have Enhanced Buffing in the Defensive area of buffs before you take Greater Buffing in the Defensive area of buffs.
Benefit: You buff better in a certain area.
Areas:
Offensive: All attack, damage, and weapon enhancing buff effects are increased by two. E.g. When you cast Magic Weapon, it gives a +3 enhancement bonus, not +1.
Defensive: All AC, save, and armor enhancing buff effects are increased by two. E.g. Heroism gives a +4 bonus to saves.
Ability: All ability score increase buff effects are increased by four, all skill increase buff effects are increased by two. E.g. Bear's Endurance gives a +8 bonus.
Duration: All buffs that have a different effect then any listed above persist 100% as long. E.g. Freedom of Movement lasts 20 minutes/level.
Special: You may take this secret up to four times. Each time it applies to a different area of buffing. This secret does not stack with the benefits provided by the Enhanced Buffing secret, rather, they overlap.
Improved Range-Healing
Benefit: All Cure and Heal spells can be cast at Medium range.
Special: This overrides the effects of the Arcane Reach class feature.
Improved Range-Buffing
Benefit: All Buff spells can be cast at Medium range.
Special: This overrides the effects of the Arcane Reach class feature.
Superior Secrets
Superior Healing Power
Prerequisite: You must have one Greater Healing Gift secret to gain one of these secrets, you must have both Greater Healing Gift secrets to gain both of these secrets.
Benefit: You heal an additional 20 hitpoints whenever you use a heal, or mass heal spell.
Special: You may gain this secret twice, its effects stack.
Superior Vigor
Prerequisite: You must have the Improved Vigor secret to gain this secret.
Benefit: If, when you heal someone, you heal someone above their maximum hitpoints, they are instead healed fully and gain 20 temporary hitpoints, or a +5 enhancement bonus to all saves, attack roles and skill checks for 1 minute per caster level.
Special: This benefit does not stack with the benefits provided by the Restored Vigor and Improved Vigor secrets, rather, it overlaps.
Swift Healing
Benefit: Casting times for all Cure, Heal, Restore, Resurrect, and Regenerate spells are reduced by one step. (It would then take 1 move action to cast Heal, 2 full rounds to cast Regeneration, or 9 minutes to cast Resurrection.)
Quickened Healing
Prerequisite: You must have the Swift Healing secret to gain this secret.
Benefit: You may cast two cure or heal spells as a standard action. These may be cast on the same target, or different targets.
Swift Buffing
Benefit: Casting times for all buffing spells are reduced by one step. (It would then take one move action to cast Greater Heroism.)
Quickened Buffing
Prerequisite:You must have the Swift Buffing secret to gain this secret.
Benefit: You may cast two buff spells as a standard action. These may be cast on the same target, or different targets.
Superior Range-Healing
Prerequisite: You must have the Improved Range-Healing secret to gain this secret.
Benefit: All Cure and Heal spells can be cast at Long range.
Special: This does not stack with the effects of the Improved Range-Healing secret.
Superior Range-Buffing
Prerequisite: You must have the Improved Range-Buffing secret to gain this secret.
Benefit: All Buff spells can be cast at Long range.
Special: This does not stack with the effects of the Improved Range-Buffing secret.
Domain List
Domains
Animal Domain
Special: You gain Balance, Ride, and Survival as class skills
Animal Affinity
You gain Summon Monster as a spell-like ability. (Usable 1/day) The level of summon monster is equal to half your level, rounded down. (I.E. You gain Summon Monster 1 at levels one and two. Summon Monster 2 replaces S.M. 1 at levels three and four)
Note: You may not summon an evil monster with this spell.
Spells:
1st Calm Animals
2nd Alter Self
3rd Dominate Animal
4th Polymorph
5th Baleful Polymorph
6th Transformation
7th Animal Shapes
8th Polymorph any Object
9th Shapechange
Charm Domain
Special: You gain Diplomacy and Bluff as class skills.
Charmed Life
Once per day, any single attack or spell directed against you fails to have any effect on you.
Spells:
1st Charm Person
2nd Hold Person
3rd Suggestion
4th Confusion
5th Dominate Person
6th Suggestion, Mass
7th Insanity
8th Power Word Stun
9th Power Word Kill
Divination Domain
Special: You gain Sense Motive and Forgery as class skills.
Precognition
Once every two days, you may protect yourself from all attacks, from one person, for one round. This is usable at any time.
Spells:
1st True Strike
2nd See Invisibility
3rd Arcane Sight
4th Scrying
5th Prying Eyes
6th True Seeing
7th Greater Arcane Sight
8th Discern Location
9th Foresight
Illusion Domain
Special: You gain Hide and Move Silently as class skills
Active Displacement
Once every two days, you may protect yourself from all attacks, from one person, for one round. This is usable at any time.
Spells:
1st disguise self
2nd invisibility
3rd major image
4th phantasmal killer
5thshadow evocation
6th mislead
7th mass invisibility
8th scintillating pattern
9th shades.
Knowledge Domain
Special: You gain Gather Information, Decipher Script, and Search as class skills.
Preparation
Once per day, you may add a +10 bonus to your AC, for 1 round. You may activate this at any time.
Spells:
1st Detect Secret Doors
2nd Detect Thoughts
3rd Clairaudience/Clairvoyance
4th Detect Scrying
5th True Seeing
6th Find the Path
7th Legend Lore
8th Moment of Prescience
9th Mage's Disjunction
Luck Domain
Special: You gain Slight of Hand, and Escape Artist as class skills.
Lucky Miss
Twice per day you can make an attacker re-roll 1 die roll. This is usable at any time.
Spells:
1st Entropic Shield
2nd Blur
3rd Protection from Energy
4th Freedom of Movement
5th Interposing Hand
6th Mislead
7th Reverse Gravity
8th Protection from Spells
9th Wish
Magic Domain
Special: You gain Spot, and Use Magic Device as class skills.
Magical Aptitude
Once per day, you may counter any spell cast at you, as long as the spell is no more then one spell level higher then the maximum spell level which you can cast. This is usable at any time.
Spells:
1st Magic Aura
2nd Identify
3rd Dispel Magic
4th Dimensional Anchor
5th Spell Resistance
6th Greater Dispel Magic
7th Spell Turning
8th Moment of Prescience
9th Mage's Disjunction
Protection Domain
Special: You gain Disable Device and Listen as class skills
Protection
Once every two days, you may protect yourself from all attacks, from one person, for one round. This is usable at any time.
Spells:
1st Shield
2nd Protection from Arrows
3rd Protection from Energy
4th Globe of Invulnerability, Lesser
5th Globe of Invulnerability
6th Antimagic Field
7th Forcecage
8th Mind Blank
9th Time Stop
Travel Domain
Special: You gain Swim, Climb, and Jump as class skills.
Blinking Leap
Once every two days, you may move five feet from your current location. This has the affect of causing all targeted (But not area) attacks against you to miss. This is usable at any time.
Spells:
1st Expeditious Retreat
2nd Locate Object
3rd Fly
4th Dimension Door
5th Teleport
6th Shadow Walk
7th Teleport, Greater
8th Phase Door
9th Astral Projection
War Domain
Special: You gain Intimidate and Survival as class skills.
Warrior's Endurance
Once per day, you may gain (Caster level x 2, maximum 20) temporary hitpoints. They dissipate at the end of the encounter. This is usable at any time.
Spells:
1st Mage Armor
2nd Shatter
3rd Lightning Bolt
4th Black Tentacles
5th Hold Monster
6th Disintegrate
7th Power Word Blind
8th Iron Body
9th Meteor Swarm
Path Spells
Starting at level 1, a healer gains each spell (as a spell-like ability), in descending order, every third level. (E.g. At first level a healer receives Solar Orb, then at third level she receives Ray of Light.)
Solar Orb
School: Evocation [Light]
Level: Healer 1
Components: -
Casting Time: 1 standard action
Range: Close
Duration: Instantaneous
Saving Throw: Fortitude (half)
Spell Resistance: No
An orb of light blazes from your outstretched hand and impacts its target, dealing 1d4+1/level. (Maximum 5d4+5)
Ray of Light
School: Evocation [Light]
Level: Healer 2
Components: -
Casting Time: 1 standard action
Range: Close
Duration: Instantaneous
Saving Throw: Fortitude (half)
Spell Resistance: No
A ray of bright light streaks towards your chosen target, dealing 1d6+1 damage/level. (Maximum 5d6+5)
Solar Burst
School: Evocation [Light]
Level: Healer 3
Components: -
Casting Time: 1 standard action
Range: 30 foot Radius
Duration: Instantaneous
Saving Throw: Reflex (half)
Spell Resistance: No
Light explodes from your body, dealing 1d6+1 damage/level (maximum 10d6+10) to all hostile forces in the area.
Solar Beam
School: Evocation [Light]
Level: Healer 4
Components: -
Casting Time: 1 standard action
Range: Medium
Duration: Instantaneous
Saving Throw: Fortitude (half)
Spell Resistance: No
A dazzling beam of light streaks from your fingertip straight at your target, dealing 1d6+2 damage/level. (Maximum 10d6+20)
Prismatic Orb
School: Evocation [Light]
Level: Healer 5
Components: -
Casting Time: 1 standard action
Range: Close
Duration: Instantaneous
Saving Throw: Fortitude (half)
Spell Resistance: No
An orb of shimmering colors bursts from your hand, unerringly striking its target. The orb deals 1d6+1 damage/level. (Maximum 15d6+15)
Note: All creatures of 6 HD or less within 20 feet of the caster are blinded for 3 rounds.
Solar Assault
School: Evocation [Light]
Level: Healer 6
Components: -
Casting Time: 1 standard action
Range: Medium, and 30 foot radius
Duration: Instantaneous
Saving Throw: Reflex (half) for area damage; Fortitude (half) for targeted
Spell Resistance: No
Shimmering curtains of light surround you, before focusing in on one target with devastating effect. The waves of light deal 1d6+1 damage/level (maximum 10d6+10) to all hostiles in the area, and deals 1d8+2 damage/level (maximum 15d6+30) to one target.
Note: Damage is not cumulative, if the target is within 30 feet of caster, he receives only the targeted damage. (Not the area damage)
Prismatic Ray
School: Evocation [Light]
Level: Healer 7
Components: -
Casting Time: 1 standard action
Range: Close
Duration: Instantaneous
Saving Throw: Fortitude (half)
Spell Resistance: No
A ray of intertwined, multicolored lights springs from your hand, dealing 1d6+2 damage/level. (maximum 20d6+40)
Note: All creatures of 6 HD or less within 20 feet of the caster are blinded for 3 rounds.
Prismatic Burst
School: Evocation [Light]
Level: Healer 8
Components: -
Casting Time: 1 standard action
Range: 60 foot Radius
Duration: Instantaneous
Saving Throw: Reflex (half)
Spell Resistance: No
A prismatic blast emanates from your body, dealing 1d6+2 damage/level (maximum 20d6+40) to all hostiles in area.
Note: All creatures of 6 HD or less within 20 feet of the area are blinded for 3 rounds.
Prismatic Beam
School: Evocation [Light]
Level: Healer 9
Components: -
Casting Time: 1 standard action
Range: Medium
Duration: Instantaneous
Saving Throw: Fortitude (half)
Spell Resistance: No
A beam of shimmering multicolored light bursts from your hand, dealing 1d6+3 damage/level (maximum 25d6+75) to its unfortunate target.
Note: All creatures of 8 HD or less within 20 feet of the caster are blinded for 3 rounds.
Prismatic Assault
School: Evocation [Light]
Level: Healer 9
Components: -
Casting Time: 1 standard action
Range: Medium, and 60 foot Radius
Duration: Instantaneous
Saving Throw: Reflex (Half) for area; Fortitude (half) for target.
Spell Resistance: No
Thousands of intertwining curtains of prismatic light surround you, then are tightly focused on one target. The curtains of multicolored light deal 1d6+2 damage/level (maximum 25d6+50) to all hostiles in the area. The targeted ray deals 1d8+4 damage/level (maximum 30d8+120) to the target.
Note: Damage is not cumulative, if the target is within 60 feet of caster, he receives only the targeted damage. (Not the area damage)
Note: All creatures of 10 HD or less within 20 feet of the caster are blinded for 4 rounds.
Here are its Pros and Cons as I see it
Pros:
Very powerful healing, especially towards later levels.
Spontaneous Spell Casting.
1 fairly powerful spell-like ability every odd level.
Cons:
Weak BAB, Hit Die, and Saves.
Very limited spell list, even with domain spells.
Not likely to last long in a solo fight.
Please comment on how you like it. Give me feedback, even if its no more than "This is overpowered", or "Great Class!". (Though more would be appreciated)
Also, I'm debating on whether or not I should add all the +4 ability score spells (Bull's Strength, Bear's Endurance) to the healer's spell list, what do you all think? And for mage's disjunction, I much prefer Myou's version, which is listed below.
Usable Disjunction. (All thanks to Myou for this)
Disjunction
Abjuration
Level: Magic 9, Sor/Wiz 9
Components: V
Casting time: 1 standard action
Range: See text
Target: See text
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: No
Disjunction can be used to end all magical effects within a burst area, or all magical effects present on a target creature, or can be used to permanently disjoin a magic item.
Burst: If used as a burst effect the spell has a range of Close and a radius of 20ft. The spell ends all magical effects within the target area, including antimagic fields.
Targeted: If used to target a specific creature, the spell is cast as a ray and has a range of Close. The spell ends all magical effects present on the target creature, including antimagic fields. This spell also suppresses all magical items on target for 2d4 rounds.
Disjoin: If used to disjoin a specific item, the spell has a range of touch. The spell utterly destroys the targeted item on a failed will save, leaving only dust. An item in a creature’s possession uses its own Will save bonus or its possessor’s Will save bonus, whichever is higher. If used in this way to destroy a minor artifact, the being which created the artifact immediately becomes aware of its destruction. Major artifacts cannot be disjoined.
(Original thread found here. http://www.giantitp.com/forums/showthread.php?t=127254)
Also, here is a Race that I have been toying with. It doesn't have any fluff, but I would still like any feedback.
Just imagine this race as lesser cousins of the Nymph.
Naiad
# +2 Charisma ,+2 Dexterity, -2 Constitution, -2 Strength.
# Medium: As Medium creatures, Naiads have no special bonuses or penalties due to their size.
# Naiad base land speed is 30 feet.
# While Naiads are lesser cousins of other fey such as the Nymph, they are still vulnerable to damage from Cold Iron weapons. Any successful attack against a Naiad by a cold iron weapon deals an additional 2 damage.
# Unearthly Grace (Su)
A Naiad adds her Charisma modifier as a bonus on all her saving throws, and her full Charisma modifier as a deflection bonus to her Armor Class.
# Automatic Languages: Common and Sylvan. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Elven.