DonDuckie
2010-03-03, 06:25 PM
I really like the idea of the healer from Miniatures Handbook, but that base class is not it.
So I made a prestige class and I would like somebody more experienced at evaluating power level taking a look at it and telling me what you think. I realize that an arcane could take one level and then Mystic Theurge the rest, but I'm mostly okay with that.
- The Oath is mostly for fluff, personally I think players should roleplay their classes, and I wouldn't hesitate letting them fall if they don't.
- I liked the new life capstone from the original base class, but I thought it too powerful for a 10 level PrC.
- The overdrive Aura of Courage is also flavor from having a healer near you.
- I kept the no resting flavor, from the original class, but also allow to regain spell slots more times per day, so I lowered the number of spells per 'cycle'.
Please tell me what you think, I would love some input.
Sorry about the bad setup.
Table 1: The Healer PrC
{table=head]Level|BAB|Fort|Ref|Will|Special|0|1|2|3|4|5|6|7|8| 9
1st|+0|+2|+0|+2|Oath|4|1||||||||
2nd|+1|+3|+0|+3|Effortless healing|5|1|1|||||||
3rd|+1|+3|+1|+3|Aura of Courage|5|2|1|1||||||
4th|+2|+4|+1|+4|Healing Touch(cure minor wounds)|6|2|2|1|1|||||
5th|+2|+4|+1|+4|Healing Hands|6|3|2|2|1|1||||
6th|+3|+5|+2|+5|New limb, Cleanse Spirit|7|3|3|2|2|1|1|||
7th|+3|+5|+2|+5|Healing Touch(cure light wounds)|7|4|3|3|2|2|1|1||
8th|+4|+6|+2|+6|New life(raise dead)|8|4|4|3|3|2|2|1|1|
9th|+4|+6|+3|+6|New life(resurrection)|8|5|4|4|3|3|2|2|1|1
10th|+5|+7|+3|+7|New life(true resurrection), Healing Touch(cure moderate wounds)|9|5|5|4|4|3|3|2|2|1[/table]
Healer Spells Known
Healers choose their spells from the following list.
0 Level: create water, cure minor wounds, deathwatch, detect poison, light, mending, purify food and drink.
1st Level: bless water, cure light wounds, goodberry, protection from evil, remove fear, remove paralysis, sanctuary, speak with animals.
2nd Level: calm emotions, cure moderate wounds, delay poison, gentle repose, remove blindness/deafness, remove disease, lesser restoration.
3rd Level: close wounds*, create food and water, cure serious wounds, neutralize poison, remove curse, restoration, status.
4th Level: cure critical wounds, death ward, freedom of movement, panacea*.
5th Level: atonement, break enchantment, mass cure light wounds, raise dead, revivify*, stone to flesh, true seeing.
6th Level: greater restoration, heal, heroes’ feast, mass cure moderate wounds, regenerate.
7th Level: mass cure serious wounds, repulsion, resurrection.
8th Level: discern location, holy aura, mass cure critical wounds.
9th Level: mass heal, true resurrection.
*New spell described in Chapter 2 of miniatures handbook. !!not important if you don't know them!!
GAME RULE INFORMATION
Requirements:
Alignment: any good
Skills: heal 8 ranks
Feats: skill focus(heal)
Hit Die: d8.
Class Skills
The healer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).
Skill Points Per Level: 4 + Int modifier.
Class Features
All of the following are class features of the healer.
Weapon and Armor Proficiency: Healers are proficient with
all simple weapons and with light armor and shields(except tower shields).
Spells: A healer casts divine spells (the same type of spells available to clerics), which are drawn from the healer spell list given above. A healer can cast any spell she knows without preparation. Her caster level is equal to her ranks in the heal skill, this doesn't affect caster level limits of spells.
To cast a spell, a healer must have a Charisma score of 10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a healer’s spell is 10 + the spell’s level + the healer’s Wisdom modifier.
Like other spellcasters, a healer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1: The Healer PrC. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–1, page 8 of the Player’s Handbook). Time spent resting has no effect on whether a healer can cast spells, to regain spell slots a healer must meditate for one hour.
Oath (Su): When becoming a healer, an oath must be taken never to refuse healing to allies or non-combatants or charge a fee for any spellcasting. Furthermore a healer must dedicate three days out of every month to work as a healer in a town. Violating one's oath will cause a healer to lose all healer spells except cure minor wounds and all class features until she atones(for refusing healing or charging a fee) or until she completes her work as a town healer.
Effortless Healing (Ex): A healer of 2nd level has learned to cast spells of the healing subschool with minimal effort. She may cast such spells without provoking attacks of opportunity. This ability applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.
Aura of Courage (Su): Beginning at 3rd level, a healer is immune to fear (magical or otherwise). Each ally within 30 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the healer is conscious, but not if she is unconscious or dead.
Healing Touch (Sp): Beginning at 4th level a healer becomes so experienced with healing, that she gains certain healing spells as spell-like abilties. At 4th level she can cast cure minor wounds at will. At 7th level she can cast cure light wounds at will. At 10th level she can cast cure moderate wounds at will.
Healing Hands (Ex): Whenever a healer of 5th level casts a spell that cures hit point damage, she adds her Charisma modifier to the amount of damage healed. For instance, if a 5th-level healer with an 18 Charisma casts cure light wounds, she cures 1d8+5 points of damage normally, plus an additional 4 points of damage due to her Charisma bonus. This bonus applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.
New Limb (Su): At 6th level, a healer gains the ability to regrow a creature’s lost or damaged body part once per day, as if casting a regenerate spell.
Cleanse Spirit (Su): At 6th level, a healer gains the ability to restore a creature to health once per day, as if casting a greater restoration spel
New Life (Su): Once per week, a 8th-level healer can bring a dead creature back to life, as if casting a raise dead spell. At 9th level a healer can choose to cast either raise dead or resurrection. At 10th level a healer can choose to cast either raise dead, resurrection, or true resurrection. This ability requires no costly material component but has an XP cost; raise dead 1000 XP, resurrection 2000 XP, true resurrection 5000 XP.
So I made a prestige class and I would like somebody more experienced at evaluating power level taking a look at it and telling me what you think. I realize that an arcane could take one level and then Mystic Theurge the rest, but I'm mostly okay with that.
- The Oath is mostly for fluff, personally I think players should roleplay their classes, and I wouldn't hesitate letting them fall if they don't.
- I liked the new life capstone from the original base class, but I thought it too powerful for a 10 level PrC.
- The overdrive Aura of Courage is also flavor from having a healer near you.
- I kept the no resting flavor, from the original class, but also allow to regain spell slots more times per day, so I lowered the number of spells per 'cycle'.
Please tell me what you think, I would love some input.
Sorry about the bad setup.
Table 1: The Healer PrC
{table=head]Level|BAB|Fort|Ref|Will|Special|0|1|2|3|4|5|6|7|8| 9
1st|+0|+2|+0|+2|Oath|4|1||||||||
2nd|+1|+3|+0|+3|Effortless healing|5|1|1|||||||
3rd|+1|+3|+1|+3|Aura of Courage|5|2|1|1||||||
4th|+2|+4|+1|+4|Healing Touch(cure minor wounds)|6|2|2|1|1|||||
5th|+2|+4|+1|+4|Healing Hands|6|3|2|2|1|1||||
6th|+3|+5|+2|+5|New limb, Cleanse Spirit|7|3|3|2|2|1|1|||
7th|+3|+5|+2|+5|Healing Touch(cure light wounds)|7|4|3|3|2|2|1|1||
8th|+4|+6|+2|+6|New life(raise dead)|8|4|4|3|3|2|2|1|1|
9th|+4|+6|+3|+6|New life(resurrection)|8|5|4|4|3|3|2|2|1|1
10th|+5|+7|+3|+7|New life(true resurrection), Healing Touch(cure moderate wounds)|9|5|5|4|4|3|3|2|2|1[/table]
Healer Spells Known
Healers choose their spells from the following list.
0 Level: create water, cure minor wounds, deathwatch, detect poison, light, mending, purify food and drink.
1st Level: bless water, cure light wounds, goodberry, protection from evil, remove fear, remove paralysis, sanctuary, speak with animals.
2nd Level: calm emotions, cure moderate wounds, delay poison, gentle repose, remove blindness/deafness, remove disease, lesser restoration.
3rd Level: close wounds*, create food and water, cure serious wounds, neutralize poison, remove curse, restoration, status.
4th Level: cure critical wounds, death ward, freedom of movement, panacea*.
5th Level: atonement, break enchantment, mass cure light wounds, raise dead, revivify*, stone to flesh, true seeing.
6th Level: greater restoration, heal, heroes’ feast, mass cure moderate wounds, regenerate.
7th Level: mass cure serious wounds, repulsion, resurrection.
8th Level: discern location, holy aura, mass cure critical wounds.
9th Level: mass heal, true resurrection.
*New spell described in Chapter 2 of miniatures handbook. !!not important if you don't know them!!
GAME RULE INFORMATION
Requirements:
Alignment: any good
Skills: heal 8 ranks
Feats: skill focus(heal)
Hit Die: d8.
Class Skills
The healer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).
Skill Points Per Level: 4 + Int modifier.
Class Features
All of the following are class features of the healer.
Weapon and Armor Proficiency: Healers are proficient with
all simple weapons and with light armor and shields(except tower shields).
Spells: A healer casts divine spells (the same type of spells available to clerics), which are drawn from the healer spell list given above. A healer can cast any spell she knows without preparation. Her caster level is equal to her ranks in the heal skill, this doesn't affect caster level limits of spells.
To cast a spell, a healer must have a Charisma score of 10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a healer’s spell is 10 + the spell’s level + the healer’s Wisdom modifier.
Like other spellcasters, a healer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1: The Healer PrC. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–1, page 8 of the Player’s Handbook). Time spent resting has no effect on whether a healer can cast spells, to regain spell slots a healer must meditate for one hour.
Oath (Su): When becoming a healer, an oath must be taken never to refuse healing to allies or non-combatants or charge a fee for any spellcasting. Furthermore a healer must dedicate three days out of every month to work as a healer in a town. Violating one's oath will cause a healer to lose all healer spells except cure minor wounds and all class features until she atones(for refusing healing or charging a fee) or until she completes her work as a town healer.
Effortless Healing (Ex): A healer of 2nd level has learned to cast spells of the healing subschool with minimal effort. She may cast such spells without provoking attacks of opportunity. This ability applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.
Aura of Courage (Su): Beginning at 3rd level, a healer is immune to fear (magical or otherwise). Each ally within 30 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the healer is conscious, but not if she is unconscious or dead.
Healing Touch (Sp): Beginning at 4th level a healer becomes so experienced with healing, that she gains certain healing spells as spell-like abilties. At 4th level she can cast cure minor wounds at will. At 7th level she can cast cure light wounds at will. At 10th level she can cast cure moderate wounds at will.
Healing Hands (Ex): Whenever a healer of 5th level casts a spell that cures hit point damage, she adds her Charisma modifier to the amount of damage healed. For instance, if a 5th-level healer with an 18 Charisma casts cure light wounds, she cures 1d8+5 points of damage normally, plus an additional 4 points of damage due to her Charisma bonus. This bonus applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.
New Limb (Su): At 6th level, a healer gains the ability to regrow a creature’s lost or damaged body part once per day, as if casting a regenerate spell.
Cleanse Spirit (Su): At 6th level, a healer gains the ability to restore a creature to health once per day, as if casting a greater restoration spel
New Life (Su): Once per week, a 8th-level healer can bring a dead creature back to life, as if casting a raise dead spell. At 9th level a healer can choose to cast either raise dead or resurrection. At 10th level a healer can choose to cast either raise dead, resurrection, or true resurrection. This ability requires no costly material component but has an XP cost; raise dead 1000 XP, resurrection 2000 XP, true resurrection 5000 XP.