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Phosphate
2012-01-15, 10:02 AM
The Healer

Since the dawn of history, there has been conflict. Whether for land, riches or resources, most races held bloody wars to forcefully acquire the most fertile lands and thrive. This has however been followed shortly thereafter and then paralleled by a counter-movement - that of the Healer. Many people, through their own ways, tried to support the war effort and at the same time prolong the life of civilians and their leaders. Thus they made great discoveries in biology and unraveled the mysteries of life and death.

Healers can choose one of the following archetypes at character creation, or play as non-specialized. Note: if you don't take your first class level in Healer, you CAN'T choose an archetype. Each archetype has a specific good save (nonspecialized has 2), a specific BaB, specific proficiencies, specific age and specific alignment restrictions. The Hit Die and skills are shared.

Faith Healer (FH)

Now, my maker doesn't aid me, for I stand on my own legs. His grace is not that to repay the righteous, but that to cleanse the wicked and heal the injured.
http://variantavatar.com/wp-content/uploads/2011/03/Spiritual_Healer_-_Dan_Scott.jpg

Alignment: any good
Age: simple

BaB: 1
Good Save: Fort

Weapon and Armor Proficiencies: A Faith Healer is proficient with all simple and martial melee weapons, all types of armor, and no shields.

Faith Healers are chosen individuals who focus the divine powers given to them by their respective patron deities into healing spells or various morale-raising actions.

Combat Medic (CM)

If the sight of blood feels you with sadness, but nevertheless the thrill of battle draws you in, feel free to join our ranks.
http://www.echotwosevencorpsmen.com/medic.jpg

Alignment: any
Age: simple

BaB: 1
Good Save: Ref

Weapon and Armor Proficiencies: A Combat Medic is proficient with all piercing weapons, light and medium armor, and all shields.

A utilitarian by excellence, the Combat Medic is involved just as much in the art of war as he is in healing. Using quick fixes to get himself and others back in action, the combat medic utilizes his knowledge of medicine mainly for backup and support, whilst depending on more traditional methods for the offensive.
Mender (Men)

Boy, if everything would just stay in one piece these days...
http://images.mmorpg.com/images/newsImages/322010/Mender.jpg

Alignment: any non-evil
Age: moderate

BaB: 1/2
Good Save: Will

Weapon and Armor Proficiencies: A Mender is proficient with simple weapons and no armor.

The pacifist Mender, probably the sole flavor of healer lacking any offensive capabilities, stands back and tends to the wounded whenever they fall back. As a bonus, he can also repair the damage sustained by objects.
Physician (|+|)

Don't call me merciful for leaving you live, for I'm not. I've merely taken an oath years ago.
http://www.examiner.com/images/blog/wysiwyg/image/thequackphysician.jpg

Alignment: any non-evil
Age: complex

BaB: 1/2
Good Save: Will

Weapon and Armor Proficiencies: A Physician is proficient with simple weapons, light and medium armor, and no shields.

The Physician is a mostly mundane and noncombatant, widespread version of the healer. He uses his vast knowledge of anatomy for long term cures, developing immunizing agents and collecting disease.
Doctor of Ages (DoA)

My dear sir, as much as I would love to help you with this murder investigation, I find it much more intriguing myself the rate at which your heart beats in spite of your diet and the fate of virtually all of your relatives up to the third degree. Ohwell, coincidence.
http://fictionwriters.files.wordpress.com/2008/08/detectivejpg.gif

Alignment: any
Age: moderate

BaB: 3/4
Good Save: Ref

Weapon and Armor Proficiencies: A Doctor of Ages is proficient with simple weapons plus one martial or exotic weapon of choice, light armor, and no shields.

Probably the most mysterious and avoided, the Doctors of Ages re people who take a special interest in death, decay and aging. They can detect times and causes of death on both corpses and living beings, and even alter the process of aging itself.
Lord of Life (LoL)

Life is driven by change...and I. Am. Change.
http://fantasyartdesign.com/free-wallpapers/imgs/mid/277forest-wizard-m.jpg

Alignment: Lawful Neutral or True Neutral
Age: complex

BaB: 3/4
Good Save: Fort

Weapon and Armor Proficiencies: A Lord of Life is proficient with simple weapons, light armor, and no shields.

The Lord of Life is a true master of all that is organic, his wide and varied array of skills serving multiple purposes ranging from healing to debuffing, direct damage and even drain. He uses strong magic to manipulate life in any way he desires.
Nonspecialized

Alignment: any
Age: simple

BaB: see table
Good Save: see table

Weapon and Armor Proficiencies: A Healer is proficient with simple weapons and two martial weapons of his choice, light armor and light shields.

Hit Die: d8

Class Skills: Bluff, Concentration, Craft, Disable Device, Disguise, Escape Artist, Gather Information, Heal, Knowledge (History, Local, Nature, Nobility and Royalty), Listen, Profession, Search, Sleight of Hand, Spot, Survival, Use Magic Device, Use Rope
Skill Points per level: 6 + Int mod (x4 at 1st level)

Healer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+2| least aptitude

2nd|
+1|
+0|
+3|
+3| least expertise

3rd|
+2|
+1|
+3|
+3|

4th|
+3|
+1|
+4|
+4| lesser aptitude

5th|
+3|
+1|
+4|
+4| lesser expertise

6th|
+4|
+2|
+5|
+5|

7th|
+5|
+2|
+5|
+5| minor aptitude

8th|
+6/+1|
+2|
+6|
+6| minor expertise

9th|
+6/+1|
+3|
+6|
+6|

10th|
+7/+2|
+3|
+7|
+7| medium aptitude

11th|
+8/+3|
+3|
+7|
+7| medium expertise

12th|
+9/+4|
+4|
+8|
+8|

13th|
+9/+4|
+4|
+8|
+8| high aptitude

14th|
+10/+5 |
+4|
+9|
+9| grand expertise

15th|
+11/+6/+1 |
+5|
+9|
+9|

16th|
+12/+7/+2 |
+5|
+10|
+9| greater aptitude

17th|
+12/+7/+2 |
+5|
+10|
+10| sublime expertise

18th|
+13/+8/+3|
+6|
+11|
+11|

19th|
+14/+9/+4|
+6|
+11|
+11| greatest aptitude

20th|
+15/+10/+5|
+6|
+12|
+12| Ultimate
[/table]

At every third level starting from 1st (1, 4, 7 etc.), all healers can choose an aptitude to gain. For archetypes, this is reduced to 2 choices, whereas nonspecialized healers can choose any of the aptitudes presented.

At every third level starting from 2nd (2, 5, 8 etc.), all healers that have an archetype receive a specific bonus or ability based on their archetype, called an expertise. Nonspecialized healers do not receive expertises.

Expertises

Combat Medic

Least: +1 bonus combat feat
Lesser: +1 bonus combat feat
Minor: +1 bonus combat feat
Medium: +1 bonus combat feat
Grand: +1 bonus combat feat
Sublime: +1 bonus combat feat

Faith Healer

Least (Divine Conviction): Once per encounter, if you are making a fort save, you can increase your result after rolling by a value from 1 to 4.

Lesser (Word of Grace): Once per day, choose a target as a free action. He will ignore the effects of poison and disease for a day. You cannot choose yourself.

Minor (Untouchable Glory): If a Faith Healer lands the killing blow on an opponent of Evil alignment, the Faith Healer and up to cha mod people chosen by him within line of sight gain a Morale bonus to their AC and saves
equal to the CR of the opponent - their ECL (minimum 1) for 10 minutes. Doesn't stack.

Medium: +2 Strength

Grand (Lifeward): Choose 1 cause of death from the following: falling, hunger, thirst, hypothermia, choking, fire, negative energy, poison, slashing damage. You cannot die from it (you can still take damage from it, but it will not reduce you below 1 hit points).

Sublime (Martyrdom): You may choose up to 5 targets. Making a target no longer be affected by this ability can be done at will, whereas choosing a new target to be affected by it can be done only once per day. As long as those targets are within 200 feet of you, whenever they would take damage, they do not and you receive the same amount of damage instead.

Mender

Least: You may use Cure Light Wounds, Mending, or Repair Light Damage as a divine caster with a caster level equal to your class level a number of times per day equal to your Wis mod + 5 (min 5). You can't use EACH spell that number of times per day, that's actually the number of times you can use spells from those 3 (so, for instance, if a Mender has 14 wisdom and used Cure Light wounds 3 times, Mending 2 times and Repair Light Damage 2 times, he's out of spells).

Lesser: You may use Cure Moderate Wounds or Repair Moderate Damage a number of times per day equal to your Wis mod + 3 (min 3).

Minor: You may use Cure Serious Wounds or Repair Serious Damage a number of times per day equal to your Wis mod + 1 (min 1).

Medium: You can use Mending and any Cure or Repair spell as a free action, but only once per round.

Grand: You may use Heal once per encounter.

Sublime (Stable State): Select a creature or object within line of sight as a standard action, and then start concentrating. You may concentrate up to 1 minute. During this time, the target heals either 100 damage or 20% of its max hit points per round, whichever is higher, and if a creature, becomes immune to death by massive damage.

Doctor of Ages

Least (Forensics): By studying a corpse you may determine the day it died and the cause of death. If the corpse is 7 days old or more, you must succeed either on a Knowledge (Local) check with a DC of 25 or a Heal check with a DC of 20. However, the Knowledge check only tells the day, not cause of death. If the knowledge check fails, nothing happens, but if the Heal check fails, the corpse is ruined and the time of death can't be determined. Both DC increase by 1 for each additional week (for instance, if someone is dead for 22 days and you are using Heal, to determine that you must succeed on a DC 20 check, then a DC 21 check, then a DC 22 check, then a DC 23 check). For this use of the skills you can't take 10, nor 20.

Lesser (Assessment): You have Deathwatch permanently active on yourself. However, instead of a cone-shaped emanation it is a sphere-shaped emanation with a radius of 30 feet + 10 feet*int mod (min 0).

Minor (Dating): You can use your skills to determine the age of very old corpses, even those from ancient times. You need at least the entire torso or the intact skull to do so. Make a Knowledge (History) check with a DC of 25 to find out the period with a margin of error of 10 years (how off you are is decided by the GM). Making the check takes 15 minutes. Making the check as a standard action increases the DC by 10, while making the check without a margin of error increases the DC also by 10. Again, you can't take 10 nor 20 on these uses of the skill.

Medium (Expectancy): A competent Doctor of Ages can tell a person while he is living when he will reach his maximum age. The skill used is Heal and the DC is 20 for venerable humanoids, 25 for old humanoids, 35 for middle aged humanoids and 50 for young adults. Determining the maximum age takes 10 minutes and can't be rushed.

Grand (Curse of Reversal): Choose a target at close range (25 feet+5 feet/level). The target must succeed on a Will save against a DC of 15 + class level/2 + your highest modifier. If he fails, he will start aging backwards and keep aging backwards until he no longer exists. This curse can only be dispelled by Wish and Reality Revision being cast at the same time on the target.

Sublime (Periodic Timeline): If you die, you can simply come back after a month.

Physician

Least (Pharmacology): A Physician can use Craft (Alchemy) without having spellcaster levels. Furthermore, he gains a +2 competence bonus to the skill.

Lesser (Diagnosis): By studying a creature or a corpse, a Physician may see what disease or poison it is carrying. This requires passing a DC 20 Knowledge (nature) check, a special set of tools, the Physician's Kit (costs 60 gold and weighs 20 lbs), and 10 minutes. If the target is dead since more than 48 hours ago, it's unusable. If it's fresher than that, you only need 5 minutes. If the check is attempted without the tools, the DC is doubled. You can take 10 on the check, but not 20.

Minor (Disease Manipulation): You can extract disease from the infected blood of corpses and use it to create both antidotes and stronger disease. To extract blood from a corpse, you need the corpse to be fresh enough to still have blood in it. Then you must use Diagnosis on him to be sure it is infected. Also, you need at least one quarter of a gallon (1 liter) for each individual vial. Making a vial takes a Craft (Alchemy) check with a DC of 18. All disease produced this way infects by both ingestion AND injury, regardless of how the disease spreads normally. The production takes 10 minutes per vial. Then, the Physician may attempt to turn the vial of disease into a vial of antidote, or improve the disease. Both require a Craft (Alchemy) check with a DC of 20 and a Knowledge (nature) check with a DC equal to double the fort save DC of the disease (again, you can't take 20 on this check) and this time the Physician's Kit is compulsory. Also, it takes 30 minutes per vial. An improved disease has its fort save DC increased by the Int score of the Physician that made it. An antidote completely heals a person infected with the equivalent disease (INCLUDING Mummy Rot).

Disease in vials can both be slipped in the food and drinks of your enemies and used directly in battle. For this purpose, treat the disease or improved disease vial as a splash weapon with a range increment of 10 feet, which must succeed on a ranged touch attack.

Medium (Efficiency): Whenever you use the Craft (Alchemy) skill to make any sort of vials of flasks, you need only half the raw materials.

Grand (Ravaging Disease): The improved diseases made by a level 14 Physician is not only harder to brush off, but also fast to action. The incubation period is changed to instant, and the fortitude save must be made by the infected once per minute, not once per day.

Sublime (The Man of the House): Diagnosis becomes instant and doesn't require a check. The target must still be within 30 feet and have no concealment.

Lord of Life

Least (Life Surge): This ability either damages or heals the target for 1d4 hit points per class level (no max). Either way it has a range of 0 and requires a swift action touch attack. Can only be used on living organisms (those with a constitution score). The healing part of this ability can only be used once per target per day.

Lesser (Disturb Biorhythm): Up to int mod creatures chosen by you either need no food and water or double the quantity for a day. Range is line of sight, takes a free action and no save is allowed. You can't choose yourself twice in a row.

Minor (Limiter Removal): The Lord of Life and up to 5 willing targets in a 500 feet area are immune to fatigue, exhaustion, and sleep effects, but receive 1d6 lethal damage every 5 minutes. Both closing and opening this ability takes a full round action. However, when it closes, all targets that were affected by it receive 5d6 lethal damage.

Medium (Metabolic Halt): This ability can be used int mod times per day, but only once per day per target. It is a standard action with a Close range. The target must succeed on a Fort save against a DC of 10 + class level/2 + int mod. If he fails by 4 or less, he cannot receive nonmagical healing for 24 hours (including natural healing, uses of the Heal spell, regeneration and fast healing). If he fails by 5-9, he also receives 5d6 damage. If he fails by 10 or more, he also receives 5d6 damage, and cannot receive nonmagical healing permanently. If he succeeds the save, he receives 3d6 damage.

Grand (Syphon): Closing and activating this ability both require a standard action, and it can be used for a total of class level rounds per day. Its area is a sphere that always has the Lord of Life in the middle, and its radius is equal to 30 feet + 10 feet*Int mod (minimum 10). All targets with a constitution in the area take 1d10 damage per round, and the Lord of Life gains hit points equal to half the total damage dealt.

Sublime (Bioconversion): This ability requires a standard action, can be used at will, has a range of Medium and can only be used on elementals, undead and constructs. The target must make a will save against a DC of 12+class level/2+int mod. If it succeeds, it becomes immune to Bioconversion for 24 hours. If it fails, its type changes from elemental/undead/construct to Aberration, it gains a constitution of 10, and it loses all its hardness permanently.



Aptitudes


All aptitudes are available for 2 specific archetypes, and also for nonspecialized healers. If an archetype takes an ability, it receives a bonus to it. Nonspecialized healers only use the base ability.

Least Aptitudes

Name: Lay on Hands
Specs: FH, Men
Effect: You can use Lay on Hands as a Paladin of your class level+1.
Bonus for FH: The target gains a sacred bonus equal to the amount of damage healed/5 (max 4) to its Constitution and Wisdom for 1 minute, if he heals at least 5 damage.
Bonus for Men: This ability can be used as a swift action.

Name: Attention to Details
Specs: |+|, DoA
Effect: You gain Alertness as a free bonus feat.
Bonus for |+|: If you fail at a skill check, you gain a +1 competence bonus for your next attempt. This stacks up to int mod.
Bonus for DoA: You also gain Track as a free bonus feat.

Name: Adrenalin Rush
Specs: LoL, CM
Effect: Entering an adrenalin rush, you gain a +4 bonus to Strength and Constitution and 10 feet to land speed, but receive 2 damage per round. Starting an adrenalin rush requires a free action, but ending one requires not doing any action for 2 full rounds.
Bonus for LoL: You can use this ability on targets other than yourself. They do not have to be willing and the save is a Will save against 10 + class level/2 + int mod.
Bonus for CM: You also gain a +2 bonus to Dexterity.

Name: Material Shackles
Specs: FH, DoA
Effect: Passively ignore aging penalties on your Dex and Str, if any.
Bonus for FH: You can use this on other targets too, once per day a a free action. It lasts 10 minutes.
Bonus for DoA: You also ignore aging penalties to Con.

Name: Strike Vital
Specs: |+|, CM
Effect: You take a -2 penalty to attack, but if your hit threatens a critical, the critical is instantly dealt without the need of a reroll.
Bonus for |+|: The target also receives 1 point of Dexterity damage.
Bonus for CM: The target's speed decreases by 10 feet until the end of the encounter or until he heals 5 hit points.

Name: Insensibility
Specs: LoL, Men
Effect: Twice per day, you can heal 1d8 per level points of nonlethal damage from a target within 50 feet as a standard action, or from yourself as a free action.
Bonus for LoL: If the target already has full hit points, the nonlethal damage healed is maximized.
Bonus for Men: The target becomes immune to nonlethal damage for 5 rounds.


WIP

Hanuman
2012-01-15, 11:37 AM
So you're modifying the healer from miniatures handbook into somewhat of an E6 concept, except 20 levels?

The main problem I see with healing classes is that they are made obsolete by classes like cleric which has domains to essentially become a "healer cleric".

What healing isn't but perhaps should be in DnD is a highly specialized and technical thing, you need heal checks to be able to assess HP, you need heal checks to be able to move someone without injuring them, heal should cross over into combat. All of these things are not put in because the DnD board game isn't designed for med students (like me =P), it's designed for a wide range of playerbase, for the socially retarded with disassociations with things like injury or sensation within the game, to hugely emotional players who feel everything their character goes through to highly technical and intellectual players who use their character as a means to further adventure within their loves in real life. DnD is a balance as such, but I would be really interested to see more of an alternative rule schematic as the basis for a healer class, such as magical healing being temporary or heal/know anatomy or such being more effective to have.

Phosphate
2012-01-16, 09:18 AM
Clerics are overpowered to the point that if most of a party is comprised of rangers and duskblades the DM shouldn't even allow someone to make one.

I don't know if this will be similar to that healer or no. (well, 1 or 2 of the archetypes MIGHT be, but that's a different issue altogether).

Anyway, I'll start adding the abilities now.

Phosphate
2012-01-18, 02:27 PM
Expertises done and working on the Aptitudes. Surprisingly taking much mroe time than I first expected.