Sir_Chivalry
2010-07-03, 12:03 AM
Base thread for sanding out my ideas: http://www.giantitp.com/forums/showthread.php?t=149641
Doctor Class (http://www.giantitp.com/forums/showthread.php?t=134139&highlight=doctor)
Hello all again. This time, I'm taking a walk on the good side, and doing a two-fold homebrew project. There are no angelic paragons, and due to certain restrictions, I can't use archangels, so I'm creating both angelic paragons and PrCs for those from whole cloth. This is the fourth of the bunch, the Physic of Peoneir! Fluff for the angelic paragon coming soon, but I'll start with the basics now. This one is so very much something I've always wanted to do, combine the doctor (see link above) and the healer (a sub-par class with a good idea)
Between the two layers of Bytopia there floats a large fortress. Shaped like an hourglass and suspended by the objective gravity of the plane, this is the Basilica of Merciful Fury. Within the halls of the Basilica, all colours and shades are reversed, causing the movanic devas that populate the fortress to appear jet black. When pressed for why this is done, Peoneir will only mutter something about "revealing the other side within". The Basilica functions as both a launching point for forays into the positive and negative planes (as well as the quasi-elemental planes) by Peoneir's forces, and also as the personal labratory of Peoneir. Within the inner chambers of the fortress, vials of ravid blood, samples of necrotic tissue and small shards of the mysterious planar currency of "hope" are stored and used in experiments by the mistress of the Basilica. The basilica also contains three small insulated rooms, filled with chains, ropes and shackles, for handling more difficult redemptions of captured foes. The possession of these objects within her fortress makes Peoneir's allies somewhat wary of her, but she maintains she is only ensuring the greatest good for all.
Of the current five angelic paragons, Peoneir may be one of the strangest looking. She is the smallest of her companions at 9 feet tall. Her entire body is gray, a specific shade the perfect mix of brightest white and darkest black. Her eyes are different though, one solid white and one solid black. When in her lab, she dresses in the manner of a mortal alchemist, with thick heavy clothes and a heavy leather apron, tough leather gloves and boots, and a strong pair of goggles. Though she is highly protected against most types of energy, including positive and negative energy, these items, made with metal shavings from the gears of Mechanus and cubes of Acheron and permanently "damp" with "water" from the Boccob's Well of Magic, protect her against the bleeding edge of energy and eldritch research she works with, absorbing any feedback or explosions into the clothes (worst comes to worst, she could pause her work for the year of time it takes to forge new ones). When entertaining guests or going to personally investigate something on the energy planes, she instead wears a suit of armour made from petrified blackened (bright white in her Basilica) feathers arranged like scale mail. Some of these feathers are cracked or missing, and Peoneir never speaks of the origin of her armour. When she is in the armour, various metallic circles are visible on her body, each three inchs in diameter. Silver and gold on her left and right hands, iron and copper on her left and right shoulders, tin and lead on her left and right feet, and a single suspended ball of mercury on her brow.
Once, Peoneir had wings, but a fiend of some great power (perhaps a demon prince), robbed her of them, attempting to leave her crippled. She can still fly, however, borne aloft by her purity and strength of conviction. Her body is surrounded by glowing sigils that appear above her head and cascade downward, disappearing once they are past her feet, each sigil whispering alchemical formulae and medical esotera. When she flies, these sigils also run along her wings stumps, continuing along where her wings would have been, forming a glowing outline of magestic wings. These sigils act both as protection, turning aside attacks, and as a second mind for Peoneir, holding alchemical knowledge so that she can focus her thoughts towards other pursuits. A ring of vials and flasks orbit her midsection, containing a substance called raw chaos. This substance, found in a weaker variety on the Material Plane, can be formed into any tool needed by Peoneir, sheerly through will. These vials and flasks were a gift from Tresanerva, the Lady of Ysgard, whom Peoneir is on friendly terms with.
Peoneir's research and experiments with ravid blood, necrotic tissue, "hope" and other components is in pursuit of what she refers to as "the source of suffering". Once she discovers the source of suffering, she will use it to cure poisons, abolish disease, perhaps even reverse the effects of age. But her true hope is that the source will prove effective, once reversed effectively, in curing moral evil, removing temptation and even allowing fiends to live among the celestials in peace.
The Order of Merciful Fury seeks out those who do evil, in an effort to contain them. If at all possible, the order tries to capture those who have fallen to evil and rehabilitate them. They are also skilled alchemists and doctors, serving their community by curing ailments and supplying local adventurers with various alchemical items. Peoneir's symbol is an hourglass filled with two liquids, one light and one dark, that never mix.
Physic of Peoneir
To qualify to become a physic of Peoneir, a character must fulfill all the following criteria.
Alignment: Any good
Skills: Craft (alchemy) 8 ranks, Craft (poisonmaking) 8 ranks, Heal 8 ranks, Knowledge (nature) 4 ranks
Feats: Acolyte of the Archangels (Peoneir)
Class Features: The ability to restore hitpoints through use of the Heal skill (most commonly the surgery ability of the Doctor class)
Physic of Peoneir
hit dice: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th
1st|
+0|
+2|
+0|
+2|Doctor training, secret of the golden lotus|1|-|-|-|-
2nd|
+1|
+3|
+0|
+3|Unicorn companion|1|0|-|-|-
3rd|
+2|
+3|
+1|
+3|Healing injection|2|1|-|-|-
4th|
+3|
+4|
+1|
+4|Angelic grace|2|2|0|-|-
5th|
+3|
+4|
+1|
+4|Eldritch anesthesia|3|2|1|-|-
6th|
+4|
+5|
+2|
+5|Implanted spell|3|3|2|0|-
7th|
+5|
+5|
+2|
+5|Hands of an angel|3|3|2|1|-
8th|
+6|
+6|
+2|
+6|Final Mercy|4|3|3|2|0
9th|
+6|
+6|
+3|
+6|Merciful Fury|4|4|3|2|1
10th|
+7|
+7|
+3|
+7|Distill suffering|4|4|3|3|2[/table]
Class Skills
The physic of Peoneir’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points
6 + Int modifier
Doctor Training: Levels in physic of Peoneir count as levels in doctor in order to determine when a character gains new treatments and speedy treatment. A character with no levels in doctor is treated as a doctor of her class level in physic of Peoneir for gaining treatments and speedy treatment.
Secret of the Golden Lotus: A physic of Peoneir uses poisons and alchemy as his weapons against evil, but due to the limited number of legitimate ravages, has found new ways to make them. By adding a flask of holy water to the raw materials when crafting a poison, a physic of Peonir creates a ravage of the same poison. Ravages act just like poisons, but only affect evil creatures, and are usable by a character with a code of conduct against poisons.
Spells per Day: A physic of Peoneir has the ability to cast a small number of divine spells. To cast a physic of Peoneir spell, a physic of Peoneir must have a Wisdom score of at least 10 + the spell’s level, so if she has a Wisdom of 10 or lower, she cannot cast these spells. Bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the physic of Peoneir’s Wis modifier. When a physic of Peoneir gets 0 spells per day of a given level (for instance, 1st-level spells at 1st level), she gains only the bonus spells she would be entitled to based on his Wisdom score for that spell level. The physic of Peoneir spell list appears below. A physic of Peoneir casts spells just as a cleric does.
Physic's Companion: When a physic attains 2nd level, Peoneir recognizes her devotion and grants her a celestial unicorn companion as her mount and aide. The unicorn, a symbol of healing and purity, serves the physic willingly and unswervingly. Alternativly, the physic can gain the services of a healer archon, the assitants to celestial healers in the lawful celestial planes.
Once per day, as a full-round action, the physic may magically call her companion from the celestial realms in which it resides. The companion immediately appears adjacent to the physic and remains for 2 hours per physic level. It may be dismissed at any time as a free action. The companion is the same creature each time it is called, though the physic may release a particular companion from service to gain a companion of a different kind. Each time the companion is called, it appears in full health, regardless of any damage it may have taken previously. The companion also appears wearing or carrying any gear it had when it was last dismissed. Calling a companion is a conjuration (calling) effect.
A physic of 6th level or higher may select from alternative lists of companions (see the sidebar). Should she select a companion from one of these alternative lists, the creature gains abilities as if the character’s physic level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s physic level and compare the result with the physic level entry on the table in the sidebar to determine the companion’s powers. (If this adjustment would reduce the physic’s effective level to 0 or lower, she can’t have that creature as a companion.) For example, a 6th-level physic could select a lammasu as a companion. The lammasu would have characteristics and special abilities as if the physic were 2nd level (taking into account the –4 adjustment) instead of 6th level.
Should the physic’s companion die, it immediately disappears, leaving behind any equipment it was carrying. The physic may not call another companion for 30 days or until she gains a physic level, whichever comes first, even if the companion is somehow returned from the dead. During this 30-day period, the physic is distraught and takes a –4 penalty on attack rolls and weapon damage rolls.
Physic’s Companion the physic’s companion is different from a normal creature of its kind in many ways. The standard companion for a physic is a celestial unicorn or a healer archon (see below). It is superior to a normal specimen of it's kind and has special powers, as described below.
Healer Archon
Healer Archon CR 3
Tiny outsider (archon, good, incorporeal)
Init +7; Senses Listen +10, Spot +10; darkvision 60ft, low-light vision
Aura menace (DC 18, -2 on attacks, AC and saves until the target hits the archon)
Language Celestial, Draconic, Infernal, tongues
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 deflection); magic circle against evil
hp 17 (3 d8 HD) DR 10/evil and magic
Immune electricity, poison
Fort +3 (+7 against poison), Ref +6, Will +7; magic circle against evil
Speed fly 60ft (12 squares) (perfect); greater teleport (itself and 50 lbs)
Melee touch +8 (1d4)
Base Atk +3; Grp -10
Spell-like abilities (CL 3)
At will/- status
3/day- cure light wounds
Abilities Str 1, Dex 16, Con 11, Int 13, Wis 18, Cha 16
Feats Dodge, Improved Initiative
Skills Concentration +6, Diplomacy +11, Heal +10, Knowledge (religion) +7, Knowledge (any other one) +7, Listen +10, Perform (any one) +9, Sense Motive +10, Spot +10
{table=head]Class Level|Bonus HD|Natural Armour Adj.|Str/Dex/Int Adj.|Special
2nd-5th|
+0|
+0|
+0|
Empathic link, improved evasion, share saving throws, share spells
6th-8th|
+2|
+2|
+2|
-
9th-10th|
+4|
+4|
+2|
Devotion
[/table] Physic’s Companion Basics: Use the base statistics for a creature of the companion’s kind, as given below or in the Monster Manual, but make the following changes:
Physic Level: The character’s physic level, which has a direct effect on the extent of the companion’s special powers.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Bonus Hit Dice improve the companion’s base attack and base save bonuses. A companion’s base attack bonus is the same as that of a cleric of a level equal to the companion’s HD. A companion has good Fortitude and Reflex saves (treat it as a character whose level equals the creature’s HD). The companion gains extra skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice (see the Monster Manual).
Natural Armor Adj.: The number noted here is an improvement to the creature’s existing natural armor bonus. It represents the preternatural toughness of a physic’s companion.
Str/Dex/Int Adj.: Add this figure to the companion’s Strength, Dexterity, and Intelligence scores.
Empathic Link (Su): The physic has an empathic link with her companion out to a distance of up to 1 mile. The physic cannot see through the companion’s eyes, but they can communicate empathically. Note that unicorns see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, the physic has the same connection to an item or place that her companion does, just as with a master and his familiar (see the Familiars sidebar, page 52 of the Player’s Handbook).
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex save for half damage, a companion takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Saving Throws: For each of its saving throws, the companion uses its own base save bonus or the physic’s, whichever is higher. The companion applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the physic might have (such as from magic items or feats).
Share Spells: At the physic’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her companion. The companion must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the companion if the creature moves farther than 5 feet away and will not affect the companion again even if it returns to the physic before the duration expires. Additionally, the physic may cast a spell with a target of “You” on her companion (as a touch range spell) instead of on herself. A physic and her companion can share spells even if the spells normally do not affect creatures of the companion’s type (magical beast).
Devotion (Ex): A companion’s devotion to its master is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects.
ALTERNATIVE CELESTIAL COMPANIONS
A physic of sufficiently high level can select her celestial companion from the following list. Apply the indicated adjustment to the physic’s level for purposes of determining the companion’s characteristics and special abilities.
For example, if an 8th-level physic takes a gynosphinx as a companion, the gynosphinx’s special abilities are determined as if the physic were 4th level instead of 8th (due to the –4 adjustment). These companions are symbols of healing in various cultures.
{table=head]Class Level|Bonus HD
6th level or higher (level -4)|
lammasu, gynosphinx, water naga
10th level (level -8)|
androsphinx, coautl[/table]
Healing Injection: A 3rd level physic of Peoneir gains the ability to augment her surgery with her magic, allowing for extremely precise placement of eldritch energy to heal wounds within the body. While performing surgery, the physic may sacrifice one prepared spell, causing the hit points healed by the surgery to equal the Heal check x (2+spell level)
Angelic Grace: A 4th level physic of Peoneir gains a measure of the angelic fortitude and grace of her paragon, becoming immune to disease, gaining a +4 sacred bonus on saving throws against poison and adding her Charisma bonus to the damage healed of all spells of the healing subschool she casts.
Eldritch Anesthesia: As an additional treatment available to a 5th level physic of Peoneir, the physic may sacrifice a prepared physic of Peoneir spell in order to infuse the target of the treatment with divine energy. This energy may be used by the target as an immediate action to gain either damage reduction 2 per spell level/- for one round, or spell resistance 13+ twice the spell level for one round.
Implanted Spell: As an additional treatment available to a 6th level physic of Peoneir, the physic can cast one of his physic of Peoneir spells into the target of the treatment, leaving the spell incomplete until later. The implanted spell lasts for 24 hours. At anytime during this duration, the target or the physic (as long as the physic has line of sight to the target) can activate the spell as an immediate action.
Hands of an Angel: A 7th level physic of Peoneir with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to twice her physic of Peoneir level × her Charisma bonus x 20. A physic of Peoneir may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using hands of an angel is a standard action. The physic of Peoneir cannot use this to hurt undead.
Final Mercy: At 8th level, all allies within 30ft, when they damage a creature that is hostile to them, dropping them to -10 hit points or lower, may instead elect to leave the creature at -9 hit points and stable.
Merciful Fury: At anytime before her turn in the initiative order, a 9th level physic of Peoneir can sacrifice her standard action for her turn in order to negate the attack of an opponent within 30ft on an innocent and deal 10d6 points of nonlethal damage. An innocent is defined as any creature who is not involved as a combatant in battle, and has made no excessively aggresive actions against any of the combattants (taunting and throwing pebbles are not agressive enough to void being innocent, but casting spells to indirectly hinder or throwing fist-sized rocks is sufficent to void innocence.) When the physic's turn in the initiative comes up, she may take a move action, free actions and the like, but cannot take a standard action or full-round action as she has used her standard action.
Distill Suffering: As a new use of the treatment ability, a 10th level physic of Peoneir can tap and drain the physical imbalance of evil in the body. A helpless opponent, if he/she remains helpless for the entire treatment, loses this physical imbalance, causing the target to take a -10 penalty on saves against redemption such as the method detailed in the BoED, the sanctify the wicked spell, or the Mists of Avalon or Redeeming Touch abilities of the Penitent of Scarumaiel.
Spell List
1st- bless water, cure light wounds, endure elements, goodberry, protection from evil, remove fear, shield of faith, vision of heaven*
2nd- calm emotions, consecrate, cure moderate wounds, ease pain*, estanna’s stew*, gentle repose, lesser restoration, remove addiction*, remove paralysis, resist energy, shield other, status
3rd- affliction*, close wounds**, create food and water, cure serious wounds, dispel magic, heart’s ease*, magic circle against evil, protection from energy, refreshment*, remove blindness/deafness, remove curse, remove disease, remove nausea*, speak with dead, status
4th- blood of the martyr*, cure critical wounds, death ward, freedom of movement, greater status*, neutralize poison, panacea**, poison, remove fatigue*, restoration, sustain*
5th- atonement, break enchantment, convert wand*, dispel evil, energetic healing*, hallow, mark of justice, mass cure light wounds, revivify**. spell resistance, stone to flesh, true seeing
* Spell from BoED
**Spell from Miniatures’ Handbook
And the Acolyte of the Archangels feat
Acolyte of the Archangels (Peoneir) [Exalted]
You swear fealty to Peoneir, eternally merciful scourge of wickedness. Her eyes, able to see all that is within, show you where to place both medicine and knife blade.
Benefit: You can see, with minimal effort, through outward appearance to sinew and viscera beneath. You gain a +5 insight bonus on Heal checks, and any cure spell you cast on a living creature heals 2 extra points of damage per level of the spell.
You also gain a +2 bonus on attack rolls and damage rolls when making a precision-based attack (such as a sneak attack or a sudden strike) against a living creature, since you are able to pick out your target’s most vital points. This feat does not grant you the ability to make a precision-based attack if you don’t already have that ability, nor does it allow you to make such attacks against creatures normally unaffected by them.
This feat does not reveal the true forms of creatures affected by illusions
or other magical disguises, so it grants no benefit to Heal checks or attacks against such creatures.
Special: Once you take this feat, you may not take it again, nor can you take either the Servant of the Heavens feat, Knight of the Stars or the Favored of the Companions feat. Your allegiance is only yours to give once.
Doctor Class (http://www.giantitp.com/forums/showthread.php?t=134139&highlight=doctor)
Hello all again. This time, I'm taking a walk on the good side, and doing a two-fold homebrew project. There are no angelic paragons, and due to certain restrictions, I can't use archangels, so I'm creating both angelic paragons and PrCs for those from whole cloth. This is the fourth of the bunch, the Physic of Peoneir! Fluff for the angelic paragon coming soon, but I'll start with the basics now. This one is so very much something I've always wanted to do, combine the doctor (see link above) and the healer (a sub-par class with a good idea)
Between the two layers of Bytopia there floats a large fortress. Shaped like an hourglass and suspended by the objective gravity of the plane, this is the Basilica of Merciful Fury. Within the halls of the Basilica, all colours and shades are reversed, causing the movanic devas that populate the fortress to appear jet black. When pressed for why this is done, Peoneir will only mutter something about "revealing the other side within". The Basilica functions as both a launching point for forays into the positive and negative planes (as well as the quasi-elemental planes) by Peoneir's forces, and also as the personal labratory of Peoneir. Within the inner chambers of the fortress, vials of ravid blood, samples of necrotic tissue and small shards of the mysterious planar currency of "hope" are stored and used in experiments by the mistress of the Basilica. The basilica also contains three small insulated rooms, filled with chains, ropes and shackles, for handling more difficult redemptions of captured foes. The possession of these objects within her fortress makes Peoneir's allies somewhat wary of her, but she maintains she is only ensuring the greatest good for all.
Of the current five angelic paragons, Peoneir may be one of the strangest looking. She is the smallest of her companions at 9 feet tall. Her entire body is gray, a specific shade the perfect mix of brightest white and darkest black. Her eyes are different though, one solid white and one solid black. When in her lab, she dresses in the manner of a mortal alchemist, with thick heavy clothes and a heavy leather apron, tough leather gloves and boots, and a strong pair of goggles. Though she is highly protected against most types of energy, including positive and negative energy, these items, made with metal shavings from the gears of Mechanus and cubes of Acheron and permanently "damp" with "water" from the Boccob's Well of Magic, protect her against the bleeding edge of energy and eldritch research she works with, absorbing any feedback or explosions into the clothes (worst comes to worst, she could pause her work for the year of time it takes to forge new ones). When entertaining guests or going to personally investigate something on the energy planes, she instead wears a suit of armour made from petrified blackened (bright white in her Basilica) feathers arranged like scale mail. Some of these feathers are cracked or missing, and Peoneir never speaks of the origin of her armour. When she is in the armour, various metallic circles are visible on her body, each three inchs in diameter. Silver and gold on her left and right hands, iron and copper on her left and right shoulders, tin and lead on her left and right feet, and a single suspended ball of mercury on her brow.
Once, Peoneir had wings, but a fiend of some great power (perhaps a demon prince), robbed her of them, attempting to leave her crippled. She can still fly, however, borne aloft by her purity and strength of conviction. Her body is surrounded by glowing sigils that appear above her head and cascade downward, disappearing once they are past her feet, each sigil whispering alchemical formulae and medical esotera. When she flies, these sigils also run along her wings stumps, continuing along where her wings would have been, forming a glowing outline of magestic wings. These sigils act both as protection, turning aside attacks, and as a second mind for Peoneir, holding alchemical knowledge so that she can focus her thoughts towards other pursuits. A ring of vials and flasks orbit her midsection, containing a substance called raw chaos. This substance, found in a weaker variety on the Material Plane, can be formed into any tool needed by Peoneir, sheerly through will. These vials and flasks were a gift from Tresanerva, the Lady of Ysgard, whom Peoneir is on friendly terms with.
Peoneir's research and experiments with ravid blood, necrotic tissue, "hope" and other components is in pursuit of what she refers to as "the source of suffering". Once she discovers the source of suffering, she will use it to cure poisons, abolish disease, perhaps even reverse the effects of age. But her true hope is that the source will prove effective, once reversed effectively, in curing moral evil, removing temptation and even allowing fiends to live among the celestials in peace.
The Order of Merciful Fury seeks out those who do evil, in an effort to contain them. If at all possible, the order tries to capture those who have fallen to evil and rehabilitate them. They are also skilled alchemists and doctors, serving their community by curing ailments and supplying local adventurers with various alchemical items. Peoneir's symbol is an hourglass filled with two liquids, one light and one dark, that never mix.
Physic of Peoneir
To qualify to become a physic of Peoneir, a character must fulfill all the following criteria.
Alignment: Any good
Skills: Craft (alchemy) 8 ranks, Craft (poisonmaking) 8 ranks, Heal 8 ranks, Knowledge (nature) 4 ranks
Feats: Acolyte of the Archangels (Peoneir)
Class Features: The ability to restore hitpoints through use of the Heal skill (most commonly the surgery ability of the Doctor class)
Physic of Peoneir
hit dice: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th
1st|
+0|
+2|
+0|
+2|Doctor training, secret of the golden lotus|1|-|-|-|-
2nd|
+1|
+3|
+0|
+3|Unicorn companion|1|0|-|-|-
3rd|
+2|
+3|
+1|
+3|Healing injection|2|1|-|-|-
4th|
+3|
+4|
+1|
+4|Angelic grace|2|2|0|-|-
5th|
+3|
+4|
+1|
+4|Eldritch anesthesia|3|2|1|-|-
6th|
+4|
+5|
+2|
+5|Implanted spell|3|3|2|0|-
7th|
+5|
+5|
+2|
+5|Hands of an angel|3|3|2|1|-
8th|
+6|
+6|
+2|
+6|Final Mercy|4|3|3|2|0
9th|
+6|
+6|
+3|
+6|Merciful Fury|4|4|3|2|1
10th|
+7|
+7|
+3|
+7|Distill suffering|4|4|3|3|2[/table]
Class Skills
The physic of Peoneir’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points
6 + Int modifier
Doctor Training: Levels in physic of Peoneir count as levels in doctor in order to determine when a character gains new treatments and speedy treatment. A character with no levels in doctor is treated as a doctor of her class level in physic of Peoneir for gaining treatments and speedy treatment.
Secret of the Golden Lotus: A physic of Peoneir uses poisons and alchemy as his weapons against evil, but due to the limited number of legitimate ravages, has found new ways to make them. By adding a flask of holy water to the raw materials when crafting a poison, a physic of Peonir creates a ravage of the same poison. Ravages act just like poisons, but only affect evil creatures, and are usable by a character with a code of conduct against poisons.
Spells per Day: A physic of Peoneir has the ability to cast a small number of divine spells. To cast a physic of Peoneir spell, a physic of Peoneir must have a Wisdom score of at least 10 + the spell’s level, so if she has a Wisdom of 10 or lower, she cannot cast these spells. Bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the physic of Peoneir’s Wis modifier. When a physic of Peoneir gets 0 spells per day of a given level (for instance, 1st-level spells at 1st level), she gains only the bonus spells she would be entitled to based on his Wisdom score for that spell level. The physic of Peoneir spell list appears below. A physic of Peoneir casts spells just as a cleric does.
Physic's Companion: When a physic attains 2nd level, Peoneir recognizes her devotion and grants her a celestial unicorn companion as her mount and aide. The unicorn, a symbol of healing and purity, serves the physic willingly and unswervingly. Alternativly, the physic can gain the services of a healer archon, the assitants to celestial healers in the lawful celestial planes.
Once per day, as a full-round action, the physic may magically call her companion from the celestial realms in which it resides. The companion immediately appears adjacent to the physic and remains for 2 hours per physic level. It may be dismissed at any time as a free action. The companion is the same creature each time it is called, though the physic may release a particular companion from service to gain a companion of a different kind. Each time the companion is called, it appears in full health, regardless of any damage it may have taken previously. The companion also appears wearing or carrying any gear it had when it was last dismissed. Calling a companion is a conjuration (calling) effect.
A physic of 6th level or higher may select from alternative lists of companions (see the sidebar). Should she select a companion from one of these alternative lists, the creature gains abilities as if the character’s physic level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s physic level and compare the result with the physic level entry on the table in the sidebar to determine the companion’s powers. (If this adjustment would reduce the physic’s effective level to 0 or lower, she can’t have that creature as a companion.) For example, a 6th-level physic could select a lammasu as a companion. The lammasu would have characteristics and special abilities as if the physic were 2nd level (taking into account the –4 adjustment) instead of 6th level.
Should the physic’s companion die, it immediately disappears, leaving behind any equipment it was carrying. The physic may not call another companion for 30 days or until she gains a physic level, whichever comes first, even if the companion is somehow returned from the dead. During this 30-day period, the physic is distraught and takes a –4 penalty on attack rolls and weapon damage rolls.
Physic’s Companion the physic’s companion is different from a normal creature of its kind in many ways. The standard companion for a physic is a celestial unicorn or a healer archon (see below). It is superior to a normal specimen of it's kind and has special powers, as described below.
Healer Archon
Healer Archon CR 3
Tiny outsider (archon, good, incorporeal)
Init +7; Senses Listen +10, Spot +10; darkvision 60ft, low-light vision
Aura menace (DC 18, -2 on attacks, AC and saves until the target hits the archon)
Language Celestial, Draconic, Infernal, tongues
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 deflection); magic circle against evil
hp 17 (3 d8 HD) DR 10/evil and magic
Immune electricity, poison
Fort +3 (+7 against poison), Ref +6, Will +7; magic circle against evil
Speed fly 60ft (12 squares) (perfect); greater teleport (itself and 50 lbs)
Melee touch +8 (1d4)
Base Atk +3; Grp -10
Spell-like abilities (CL 3)
At will/- status
3/day- cure light wounds
Abilities Str 1, Dex 16, Con 11, Int 13, Wis 18, Cha 16
Feats Dodge, Improved Initiative
Skills Concentration +6, Diplomacy +11, Heal +10, Knowledge (religion) +7, Knowledge (any other one) +7, Listen +10, Perform (any one) +9, Sense Motive +10, Spot +10
{table=head]Class Level|Bonus HD|Natural Armour Adj.|Str/Dex/Int Adj.|Special
2nd-5th|
+0|
+0|
+0|
Empathic link, improved evasion, share saving throws, share spells
6th-8th|
+2|
+2|
+2|
-
9th-10th|
+4|
+4|
+2|
Devotion
[/table] Physic’s Companion Basics: Use the base statistics for a creature of the companion’s kind, as given below or in the Monster Manual, but make the following changes:
Physic Level: The character’s physic level, which has a direct effect on the extent of the companion’s special powers.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Bonus Hit Dice improve the companion’s base attack and base save bonuses. A companion’s base attack bonus is the same as that of a cleric of a level equal to the companion’s HD. A companion has good Fortitude and Reflex saves (treat it as a character whose level equals the creature’s HD). The companion gains extra skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice (see the Monster Manual).
Natural Armor Adj.: The number noted here is an improvement to the creature’s existing natural armor bonus. It represents the preternatural toughness of a physic’s companion.
Str/Dex/Int Adj.: Add this figure to the companion’s Strength, Dexterity, and Intelligence scores.
Empathic Link (Su): The physic has an empathic link with her companion out to a distance of up to 1 mile. The physic cannot see through the companion’s eyes, but they can communicate empathically. Note that unicorns see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, the physic has the same connection to an item or place that her companion does, just as with a master and his familiar (see the Familiars sidebar, page 52 of the Player’s Handbook).
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex save for half damage, a companion takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Saving Throws: For each of its saving throws, the companion uses its own base save bonus or the physic’s, whichever is higher. The companion applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the physic might have (such as from magic items or feats).
Share Spells: At the physic’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her companion. The companion must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the companion if the creature moves farther than 5 feet away and will not affect the companion again even if it returns to the physic before the duration expires. Additionally, the physic may cast a spell with a target of “You” on her companion (as a touch range spell) instead of on herself. A physic and her companion can share spells even if the spells normally do not affect creatures of the companion’s type (magical beast).
Devotion (Ex): A companion’s devotion to its master is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects.
ALTERNATIVE CELESTIAL COMPANIONS
A physic of sufficiently high level can select her celestial companion from the following list. Apply the indicated adjustment to the physic’s level for purposes of determining the companion’s characteristics and special abilities.
For example, if an 8th-level physic takes a gynosphinx as a companion, the gynosphinx’s special abilities are determined as if the physic were 4th level instead of 8th (due to the –4 adjustment). These companions are symbols of healing in various cultures.
{table=head]Class Level|Bonus HD
6th level or higher (level -4)|
lammasu, gynosphinx, water naga
10th level (level -8)|
androsphinx, coautl[/table]
Healing Injection: A 3rd level physic of Peoneir gains the ability to augment her surgery with her magic, allowing for extremely precise placement of eldritch energy to heal wounds within the body. While performing surgery, the physic may sacrifice one prepared spell, causing the hit points healed by the surgery to equal the Heal check x (2+spell level)
Angelic Grace: A 4th level physic of Peoneir gains a measure of the angelic fortitude and grace of her paragon, becoming immune to disease, gaining a +4 sacred bonus on saving throws against poison and adding her Charisma bonus to the damage healed of all spells of the healing subschool she casts.
Eldritch Anesthesia: As an additional treatment available to a 5th level physic of Peoneir, the physic may sacrifice a prepared physic of Peoneir spell in order to infuse the target of the treatment with divine energy. This energy may be used by the target as an immediate action to gain either damage reduction 2 per spell level/- for one round, or spell resistance 13+ twice the spell level for one round.
Implanted Spell: As an additional treatment available to a 6th level physic of Peoneir, the physic can cast one of his physic of Peoneir spells into the target of the treatment, leaving the spell incomplete until later. The implanted spell lasts for 24 hours. At anytime during this duration, the target or the physic (as long as the physic has line of sight to the target) can activate the spell as an immediate action.
Hands of an Angel: A 7th level physic of Peoneir with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to twice her physic of Peoneir level × her Charisma bonus x 20. A physic of Peoneir may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using hands of an angel is a standard action. The physic of Peoneir cannot use this to hurt undead.
Final Mercy: At 8th level, all allies within 30ft, when they damage a creature that is hostile to them, dropping them to -10 hit points or lower, may instead elect to leave the creature at -9 hit points and stable.
Merciful Fury: At anytime before her turn in the initiative order, a 9th level physic of Peoneir can sacrifice her standard action for her turn in order to negate the attack of an opponent within 30ft on an innocent and deal 10d6 points of nonlethal damage. An innocent is defined as any creature who is not involved as a combatant in battle, and has made no excessively aggresive actions against any of the combattants (taunting and throwing pebbles are not agressive enough to void being innocent, but casting spells to indirectly hinder or throwing fist-sized rocks is sufficent to void innocence.) When the physic's turn in the initiative comes up, she may take a move action, free actions and the like, but cannot take a standard action or full-round action as she has used her standard action.
Distill Suffering: As a new use of the treatment ability, a 10th level physic of Peoneir can tap and drain the physical imbalance of evil in the body. A helpless opponent, if he/she remains helpless for the entire treatment, loses this physical imbalance, causing the target to take a -10 penalty on saves against redemption such as the method detailed in the BoED, the sanctify the wicked spell, or the Mists of Avalon or Redeeming Touch abilities of the Penitent of Scarumaiel.
Spell List
1st- bless water, cure light wounds, endure elements, goodberry, protection from evil, remove fear, shield of faith, vision of heaven*
2nd- calm emotions, consecrate, cure moderate wounds, ease pain*, estanna’s stew*, gentle repose, lesser restoration, remove addiction*, remove paralysis, resist energy, shield other, status
3rd- affliction*, close wounds**, create food and water, cure serious wounds, dispel magic, heart’s ease*, magic circle against evil, protection from energy, refreshment*, remove blindness/deafness, remove curse, remove disease, remove nausea*, speak with dead, status
4th- blood of the martyr*, cure critical wounds, death ward, freedom of movement, greater status*, neutralize poison, panacea**, poison, remove fatigue*, restoration, sustain*
5th- atonement, break enchantment, convert wand*, dispel evil, energetic healing*, hallow, mark of justice, mass cure light wounds, revivify**. spell resistance, stone to flesh, true seeing
* Spell from BoED
**Spell from Miniatures’ Handbook
And the Acolyte of the Archangels feat
Acolyte of the Archangels (Peoneir) [Exalted]
You swear fealty to Peoneir, eternally merciful scourge of wickedness. Her eyes, able to see all that is within, show you where to place both medicine and knife blade.
Benefit: You can see, with minimal effort, through outward appearance to sinew and viscera beneath. You gain a +5 insight bonus on Heal checks, and any cure spell you cast on a living creature heals 2 extra points of damage per level of the spell.
You also gain a +2 bonus on attack rolls and damage rolls when making a precision-based attack (such as a sneak attack or a sudden strike) against a living creature, since you are able to pick out your target’s most vital points. This feat does not grant you the ability to make a precision-based attack if you don’t already have that ability, nor does it allow you to make such attacks against creatures normally unaffected by them.
This feat does not reveal the true forms of creatures affected by illusions
or other magical disguises, so it grants no benefit to Heal checks or attacks against such creatures.
Special: Once you take this feat, you may not take it again, nor can you take either the Servant of the Heavens feat, Knight of the Stars or the Favored of the Companions feat. Your allegiance is only yours to give once.