wayfare
2012-08-18, 12:11 AM
Hey All:
I am looking to create a healer class for an ongoing 10 level game I am running. The goal here is to create a fun healer class that can function on par with a Swordsage or Dread Necromancer of equivalent level.
In this game, all classes cap out at level 10, and tier 1-2 classes don't exist. Please keep this in mind while peaching.
The class is more or less a master of life and death -- there are some offensive abilities that may be unexpected, but thats part of the appeal -- this class can kill you as easily as it can cure you.
I am not certain the concept really can be tier 3, but upper tier 4 is also a good goal, so please be honest in your power level criticism!
Thanks for the help! I'll be adding fluff later, but right now, here is the basic class:
The Remeder
Hit Die: d10
Skill Points: 2 + Intelligence Modifier
Trained Skills: Concentration, Craft: Alchemy, Diplomacy, Heal, Knowledge: Religion, Knowledge: the Planes, Spellcraft
Weapon Proficiency: Simple Weapons
Armor Proficiency: The Remeder is proficient with Light armor and Shields.
{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Special|1st| 2nd| 3rd| 4th| 5th
1st|
+0|
+2|
+0|
+2| Absorb Ailment (Touch); Flawless Diagnosis|3||||
2nd|
+1|
+3|
+0|
+3|Channel Energy (2)|4||||
3rd|
+1|
+3|
+1|
+3|Ranged Healing 20|5||||
4th|
+2|
+4|
+1|
+4|Transfer Ailment (Touch)|6|3|||
5th|
+2|
+4|
+1|
+4|Channel Energy (3)|6|4|||
6th|
+3|
+5|
+2|
+5|Remeder's Will|6|5|3||
7th|
+3|
+5|
+2|
+5|Absorb Ailment (Ranged)|6|6|4||
8th|
+4|
+6|
+2|
+6|Channel Energy (4)|6|6|5|3|
9th|
+4|
+6|
+3|
+6|Ranged Healing 40|6|6|6|4|
10th|
+5|
+7|
+3|
+7|Transfer Ailment (Ranged) |6|6|6|5|3[/table]
Spellcasting: The Remeder learns how to cast spells from the Remeder spell list. These spells are divine spells that are linked to the Remeders Wisdom score for the purpose of determining bonus spells and saving throws.
Unlike a wizard or a cleric, the Remeder need not memorize his spells -- he begins play with knowledge of every spell he can cast on the Remeder spell list.
Absorb Ailment (Su): The greatest gift of the Remeder is the ability to take the suffering of others upon himself. A 1st level Remeder can touch a target to end any 1 status ailment afflicting that target and transfer it to himself. If the Remeder knows what status ailments are afflicting a target (such as through the Flawless Diagnosis feature) he can choose which ailment to transfer to himself, otherwise, the ailment transferred is randomly determined by the GM.
A status ailment transferred in this way effects the Remeder immediately, and no save is allowed to resist the ailment.
At 7th level, the Remeder can absorb an ailment from a target within 30 feet. The Remeder must have line of sight to the target.
Flawless Diagnosis (Su): A Remeder of 1st level can, as a full action, touch a target to instantly know all maladies currently afflicting it. Specifically, this touch reveals all status effects currently effecting the target, any ability damage/drain the target has taken, any level loss the target has suffered, as well as the targets current/maximum hp total.
Flawless diagnosis only notes bodily harm, and thus cannot detect Charm, Fascination Fear, or Confusion effects. Domination and Insanity effects often leave damage to the brain, which can be noted by this power.
Channel Energy (Su): A Remeder of 2nd level becomes closely tied to Negative and Positive energy, allowing him to deliver a touch that bolster or weaken his target. As a standard action, the Remeder may attempt a touch attack to imbue his target with vigor or weakness. On a successful attack, Remeder may grant the target DR 2/-- or may increase all damage the target takes by 2. This power lasts until the Remeder uses it on another target.
At 5th and 8th level this bonus/penalty increases by 1.
Ranged Healing: A Remeder can cast Cure/Cause wound spells over a range of 20 feet. A spell cast this way requires a Ranged touch attack if the target is unwilling
At 9th level, the Remeder cast Cure/Cause would spells over a range of 40 feet.
Transfer Ailment (Ex): A Remeder of 4th level can transfer any status ailment he is suffering from to a target he touches. As a standard action, the Remeder may make a touch attack against his target. The target is entitled to a Saving Throw DC (10 + 1/2 level + Wisdom modifier) to resist the status effect. On a failed save, the Remeder loses the status effect and his target gains it for the remaining duration. A Remeder can transfer up to 2 points of ability damage/drain in this way or 1 negative level. The Remeder cannot transfer mental status effects in this way, though Absorb Ailment can absorb these effects.
A Remeder of 10th level can transfer ailments to enemies within 30 feet. Doing so requires a ranged touch attack.
Remeder's Will: A Remeder of 6th level casts all Necromancy Spells as if he were 1 level higher. Additionally, when casting necromancy spells, you heal/inflict additional damage equal to your Constitution modifier.
Spell List
Level 1
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Hide from Undead: Undead can’t perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Invest Light Protection: Heal 1d4 +1/2 levels, grant DR 1/evil
Instill Light Weakness: Touch inflicts 1d4 +1/2 levels, target takes additional damage for 1 minute
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Ray of Enfeeblement: 1d6 +1/2 levels strength penalty
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Level 2
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Blade Brothers: Use best save between two targets; on a failure both suffer negative effects.
Consecrate M: Fills area with positive energy, making undead weaker.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Desecrate M: Fills area with negative energy, making undead stronger.
Gentle Repose: Preserves one corpse.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shield Other F: You take half of subject’s damage.
Status: Monitors condition, position of allies.
Stay the Hand: Change targets attitude to helpful for 1 round.
Level 3:
Blindness/Deafness: Makes subject blinded or deafened.
Channeled Divine Shield: Gain DR based on casting time.
Contagion: Infects subject with chosen disease.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Energy Aegis: Gain Resist energy 20 against 1 attack.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Instill Moderate Weakness: Touch inflicts 3d4 +1/2 levels, target takes additional damage for 1 minute
Invest Moderate Protection: Heal 3d4 +1/2 levels, grant DR 3/evil
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Mark of Doom: Target takes 1d6 damage per hostile action.
Ray of Exhaustion: Ray makes subject exhausted.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Disease: Cures all diseases affecting subject.
Speak with Dead: Corpse answers one question/two levels.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Level 4
Channeled Divine Health: Heal target based on casting time.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Bleakness: 1d6 damage/round to living creatures, undead gain turn resistance.
Death Ward: Grants immunity to death spells and negative energy effects.
Healing Spirit: Ball of light heals 1d8 damage/round
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Restoration M: Restores level and ability score drains.
Level 5
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Disrupting Weapon: Melee weapon destroys undead.
Instill Light Weakness: Touch inflicts 5d4 +1/2 levels, target takes additional damage for 1 minute
Invest Heavy Protection: Cure 5d4 +1/2 levels and grant DR 5/evil
Magic Convalescence: Spell cast near you restore your health.
Raise Dead M: Restores life to subject who died as long as one day/level ago.
Renewed Vigor: Remove Fatigue and grant +2 to Con for 1 round/level
Slay Living: Touch attack kills subject.
Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
Waves of Fatigue: Several targets become fatigued.
I am looking to create a healer class for an ongoing 10 level game I am running. The goal here is to create a fun healer class that can function on par with a Swordsage or Dread Necromancer of equivalent level.
In this game, all classes cap out at level 10, and tier 1-2 classes don't exist. Please keep this in mind while peaching.
The class is more or less a master of life and death -- there are some offensive abilities that may be unexpected, but thats part of the appeal -- this class can kill you as easily as it can cure you.
I am not certain the concept really can be tier 3, but upper tier 4 is also a good goal, so please be honest in your power level criticism!
Thanks for the help! I'll be adding fluff later, but right now, here is the basic class:
The Remeder
Hit Die: d10
Skill Points: 2 + Intelligence Modifier
Trained Skills: Concentration, Craft: Alchemy, Diplomacy, Heal, Knowledge: Religion, Knowledge: the Planes, Spellcraft
Weapon Proficiency: Simple Weapons
Armor Proficiency: The Remeder is proficient with Light armor and Shields.
{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Special|1st| 2nd| 3rd| 4th| 5th
1st|
+0|
+2|
+0|
+2| Absorb Ailment (Touch); Flawless Diagnosis|3||||
2nd|
+1|
+3|
+0|
+3|Channel Energy (2)|4||||
3rd|
+1|
+3|
+1|
+3|Ranged Healing 20|5||||
4th|
+2|
+4|
+1|
+4|Transfer Ailment (Touch)|6|3|||
5th|
+2|
+4|
+1|
+4|Channel Energy (3)|6|4|||
6th|
+3|
+5|
+2|
+5|Remeder's Will|6|5|3||
7th|
+3|
+5|
+2|
+5|Absorb Ailment (Ranged)|6|6|4||
8th|
+4|
+6|
+2|
+6|Channel Energy (4)|6|6|5|3|
9th|
+4|
+6|
+3|
+6|Ranged Healing 40|6|6|6|4|
10th|
+5|
+7|
+3|
+7|Transfer Ailment (Ranged) |6|6|6|5|3[/table]
Spellcasting: The Remeder learns how to cast spells from the Remeder spell list. These spells are divine spells that are linked to the Remeders Wisdom score for the purpose of determining bonus spells and saving throws.
Unlike a wizard or a cleric, the Remeder need not memorize his spells -- he begins play with knowledge of every spell he can cast on the Remeder spell list.
Absorb Ailment (Su): The greatest gift of the Remeder is the ability to take the suffering of others upon himself. A 1st level Remeder can touch a target to end any 1 status ailment afflicting that target and transfer it to himself. If the Remeder knows what status ailments are afflicting a target (such as through the Flawless Diagnosis feature) he can choose which ailment to transfer to himself, otherwise, the ailment transferred is randomly determined by the GM.
A status ailment transferred in this way effects the Remeder immediately, and no save is allowed to resist the ailment.
At 7th level, the Remeder can absorb an ailment from a target within 30 feet. The Remeder must have line of sight to the target.
Flawless Diagnosis (Su): A Remeder of 1st level can, as a full action, touch a target to instantly know all maladies currently afflicting it. Specifically, this touch reveals all status effects currently effecting the target, any ability damage/drain the target has taken, any level loss the target has suffered, as well as the targets current/maximum hp total.
Flawless diagnosis only notes bodily harm, and thus cannot detect Charm, Fascination Fear, or Confusion effects. Domination and Insanity effects often leave damage to the brain, which can be noted by this power.
Channel Energy (Su): A Remeder of 2nd level becomes closely tied to Negative and Positive energy, allowing him to deliver a touch that bolster or weaken his target. As a standard action, the Remeder may attempt a touch attack to imbue his target with vigor or weakness. On a successful attack, Remeder may grant the target DR 2/-- or may increase all damage the target takes by 2. This power lasts until the Remeder uses it on another target.
At 5th and 8th level this bonus/penalty increases by 1.
Ranged Healing: A Remeder can cast Cure/Cause wound spells over a range of 20 feet. A spell cast this way requires a Ranged touch attack if the target is unwilling
At 9th level, the Remeder cast Cure/Cause would spells over a range of 40 feet.
Transfer Ailment (Ex): A Remeder of 4th level can transfer any status ailment he is suffering from to a target he touches. As a standard action, the Remeder may make a touch attack against his target. The target is entitled to a Saving Throw DC (10 + 1/2 level + Wisdom modifier) to resist the status effect. On a failed save, the Remeder loses the status effect and his target gains it for the remaining duration. A Remeder can transfer up to 2 points of ability damage/drain in this way or 1 negative level. The Remeder cannot transfer mental status effects in this way, though Absorb Ailment can absorb these effects.
A Remeder of 10th level can transfer ailments to enemies within 30 feet. Doing so requires a ranged touch attack.
Remeder's Will: A Remeder of 6th level casts all Necromancy Spells as if he were 1 level higher. Additionally, when casting necromancy spells, you heal/inflict additional damage equal to your Constitution modifier.
Spell List
Level 1
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Hide from Undead: Undead can’t perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Invest Light Protection: Heal 1d4 +1/2 levels, grant DR 1/evil
Instill Light Weakness: Touch inflicts 1d4 +1/2 levels, target takes additional damage for 1 minute
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Ray of Enfeeblement: 1d6 +1/2 levels strength penalty
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Level 2
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Blade Brothers: Use best save between two targets; on a failure both suffer negative effects.
Consecrate M: Fills area with positive energy, making undead weaker.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Desecrate M: Fills area with negative energy, making undead stronger.
Gentle Repose: Preserves one corpse.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shield Other F: You take half of subject’s damage.
Status: Monitors condition, position of allies.
Stay the Hand: Change targets attitude to helpful for 1 round.
Level 3:
Blindness/Deafness: Makes subject blinded or deafened.
Channeled Divine Shield: Gain DR based on casting time.
Contagion: Infects subject with chosen disease.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Energy Aegis: Gain Resist energy 20 against 1 attack.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Instill Moderate Weakness: Touch inflicts 3d4 +1/2 levels, target takes additional damage for 1 minute
Invest Moderate Protection: Heal 3d4 +1/2 levels, grant DR 3/evil
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Mark of Doom: Target takes 1d6 damage per hostile action.
Ray of Exhaustion: Ray makes subject exhausted.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Disease: Cures all diseases affecting subject.
Speak with Dead: Corpse answers one question/two levels.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Level 4
Channeled Divine Health: Heal target based on casting time.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Bleakness: 1d6 damage/round to living creatures, undead gain turn resistance.
Death Ward: Grants immunity to death spells and negative energy effects.
Healing Spirit: Ball of light heals 1d8 damage/round
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Restoration M: Restores level and ability score drains.
Level 5
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Disrupting Weapon: Melee weapon destroys undead.
Instill Light Weakness: Touch inflicts 5d4 +1/2 levels, target takes additional damage for 1 minute
Invest Heavy Protection: Cure 5d4 +1/2 levels and grant DR 5/evil
Magic Convalescence: Spell cast near you restore your health.
Raise Dead M: Restores life to subject who died as long as one day/level ago.
Renewed Vigor: Remove Fatigue and grant +2 to Con for 1 round/level
Slay Living: Touch attack kills subject.
Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
Waves of Fatigue: Several targets become fatigued.