ngilop
2013-02-18, 11:32 PM
The Healer
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[tr]
Level
BaB
Fort
Ref
Will
Special
0
1
2
3
4
5
6
7
8
9
[td] 1
+0
+2
+0
+2
Healing hands, Healing Burst
4
3
—
—
—
—
—
—
—
—
2
+1
+3
+0
+3
Skill Focus (Heal)
4
4
—
—
—
—
—
—
—
—
3
+1
+3
+1
+3
Cleanse paralysis
5
4
3
—
—
—
—
—
—
—
4
+2
+4
+1
+4
Cleanse disease
5
4
4
—
—
—
—
—
—
—
5
+2
+4
+1
+4
Cleanse fear,Unicorn companion
5
5
4
3
—
—
—
—
—
—
6
+3
+5
+2
+5
Cleanse poison
5
5
4
4
—
—
—
—
—
—
7
+3
+5
+2
+5
Effortless healing
6
5
5
4
3
—
—
—
—
—
8
+4
+6
+2
+6
Potent Healing
6
5
5
4
4
—
—
—
—
—
9
+4
+6
+3
+6
Cleanse blindness
6
6
5
5
4
3
—
—
—
—
10
+5
+7
+3
+7
Cleanse spirit
6
6
5
5
4
4
—
—
—
—
11
+5
+7
+3
+7
Divine Insight
6
6
6
5
5
4
3
—
—
—
12
+6
+8
+4
+8
Vigorous Heals
6
6
6
5
5
4
4
—
—
—
13
+6
+8
+4
+8
Cleanse petrification
6
6
6
6
5
5
4
3
—
—
14
+7
+9
+4
+9
Improved Effortless Healing
6
6
6
6
5
5
4
4
—
—
15
+7
+9
+5
+9
New limb
6
6
6
6
6
5
5
4
3
—
16
+8
+10
+5
+10
—
6
6
6
6
6
5
5
4
4
—
17
+8
+10
+5
+10
Spell Inspiration
6
6
6
6
6
6
5
5
4
3
18
+9
+11
+6
+11
—
6
6
6
6
6
6
5
5
4
4
19
+9
+11
+6
+11
New life
6
6
6
6
6
6
6
5
5
4
20
+10
+12
+6
+12
Font of Life
6
6
6
6
6
6
6
5
5
4
Alignment: Any good.
Hit Die: d8.
Class Skills
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), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Weapon and Armor Proficiency: Healers are proficient with
all simple weapons and with light armor. As well as bucklers and small sheild.
Spells: A healer casts divine spells (the same type of spells available to clerics), which are drawn from the healer spell list given below. A healer casts divine spells, which are drawn from the healer spell list below. She can cast any spell she knows without preparing it ahead of time. When a healer gains access to a new spell list, she automatically learns all the spells for the level listed on the healer’s spell list. Essentially, her spell list is the same as her spells known list.
To cast a spell, a healer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a healer’s spell is 10 + the spell level + the healer’s 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: The Healer. In addition, she receives bonus spells per day if she has a high Wisdom score.
As noted above, a healer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
Spell List
Healer Spell List
Healers choose their spells from the following list.
0: create water, cure minor wounds, deathwatch, detect magic,detect poison, disrupt undead, guidance, light, mending, purify food and drink, read magic.
1st: bless, bless water, conviction, cure light wounds, delay disease, endure elements, faith healing, goodberry, healthful rest, incite, inhibit, light of lunia, nimbus of light, omen of peril, protection from evil, remove fear, remove paralysis, resurgence, sanctuary, shield of faith, speak with animals, lesser vigor, vision of glory.
2nd: aid, augury, bear's endurance, bull's strength, calm emotions, cat's grace, close wounds, consecrate, cure moderate wounds, delay poison, divine insight, divine protection, eagle's splendor, fox's cunning, gentle repose, hand of divinity, healing lorecall, healing sting, hold person, light of mercuria, living undeath, owl's wisdom, protection from negative energy, resist energy, remove blindness/deafness, remove disease, lesser restoration, lesser spell immunity, stabilize.
3rd: mass aid, air breathing, cloak of bravery, mass conviction, create food and water, cure serious wounds, daylight, grace, haste, heroism, holy storm, mass lesser vigor, light of venya, neutralize poison, prayer, remove curse, mass resist energy, restoration, shield of warding, slow, spark of life, status, tongues, vigor.
4th: cure critical wounds, crushing despair, death ward, delay death, divinaion, freedom of movement, glowing orb, mass cure light wounds, panacea, positive energy aura, recitation, greater resistance, restoration, sheltered vitality, spell immunity, stoneskin.
5th: atonement, break enchantment, greater command, commune, cure grevious wounds, mass cure moderate wounds, hallow, greater heroism, hallow, heal, incorporeal nova, life's grace, raise dead, rejuvenation cocoon, revivify, mass sanctuary, stone to flesh, true seeing, greater vigor.
6th: anger of the noonday sun, anti-life shell, banishment, mass bear's endurance, mass bull's strength, bolt of glory, mass cat's grace, mass eagle's splendor, mass fox's cunning, greater restoration, forbiddance, heroes’ feast, mass cure serious wounds, mass owl's wisdom, regenerate, superior resistance, righteous wrath of the faithful, undead to death, vigorous circle.
7th: aura of vitality, banishment, mass cure critical wounds, eyebite, fortunate fate, holy star, holy word, renewal pact, repulsion, resurrection, mass restoration.
8th: cocoon, mass death ward, discern location, holy aura, mass heal, mind blank, greater spell immunity.
9th: foresight, gate, true resurrection, undeath's eternal foe, wail of the banshee.
Healing Hands (Ex): Whenever a healer casts a spell that cures hit point damage, she adds her Charisma modifier each die. 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.
Healing Burst {Su}: A Healer can release a wave of energy by channeling the power of her faith through herself. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. Healing those that are living or damaging those that are undead respectively.
Healing Burst causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the Healer. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two healer levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the healer's level + the Healer's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A Healer may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A Healer can choose whether or not to include herself in this effect.
Skill Focus (Heal): A Healer’s focused training grants her this bonus feat at 2nd level. If she already has that feat, she may choose a different one.
Cleanse Paralysis (Su): A Healer deals with certain kinds of maladies
so often that eventually she can cure them without resorting to a spell. At 3rd level, a healer gains the ability to cleanse paralysis once per day, as if casting a remove paralysis spell. A Healer gains an additional use per day for every 4th level afterwards.
Cleanse Disease (Su): At 4th level, a healer gains the ability to cleanse disease once per day, as if casting a remove disease spell. A Healer gains an additional use per day for every 5th level afterwards.
Cleanse Fear (Su): At 5th level, a healer gains the ability to cleanse fear once per day, as if casting a remove fear spell. A Healer gains an additional use per day for every 5th level afterwards.
Unicorn Companion (Ex): When a healer attains 5th level, the deities recognize her devotion and grant her a celestial unicorn companion as her mount and aide. The unicorn, a symbol of healing and purity, serves the healer willingly and unswervingly. Once per day, as a full-round action, the healer may magically call her companion from the celestial realms in which it resides. The companion immediately appears adjacent to the healer and remains for 2 hours per healer 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 healer 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 healer of 12th 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 healer level were lower than it
actually is. Subtract the value indicated in the appropriate list header from the character’s healer level and compare the result with the healer level entry on the table in the sidebar to determine the companion’s powers. (If this adjustment would reduce the healer’s effective level to 0 or lower, she can’t have that creature as a companion.) For example, a 12th-level healer could select a lammasu as a companion. The lammasu would have characteristics and special abilities as if the healer were 8th level (taking into account the –4 adjustment) instead of 12th level.
Should the healer’s companion die, it immediately disappears, leaving behind any equipment it was carrying. The healer may not call another companion for 30 days or until she gains a healer level, whichever comes first, even if the companion is somehow returned from the dead. During this 30-day period, the healer is
distraught and takes a –4 penalty on attack rolls and weapon damage rolls.
{table=head]{colsp=2} Alternate Companions
Level-5 |Dragonne, Lammasu, Gynosphinx, Water Naga
Level-10 |Androsphinx, Couatl [/table]
Cleanse Poison (Su): At 6th level, a healer gains the ability to cleanse poison once per day, as if casting a neutralize poison spell. A Healer gains an additional use per day for every 6th level afterwards.
Effortless Healing (Ex): At 7th level, a healer has learned to cast healing spells with minimal effort. She may cast such spells as a swift action and only once per round. This ability applies only to the following spells Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, and Cure Greivous Wounds and only those that she casts as a healer, not those that she may have by virtue of levels in another class. At 14th level the Healer can cast Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, and Cure Greivous Wounds at a range of 25 feet.
Potent Healing {Ex}: Upon reaching 8th level, everytime a Healer cast a spell that heals hit point damage, she can make a heal check as a free action at DC 15+ twice the HD of the creature healed. (so a 7th level fighter being healed would have a DC of 29) Successfully making the heal check increases the amount healed by 50% as if the Empower meta magic feat had been used.
Cleanse Blindness (Su): At 9th level, a healer gains the ability to cleanse blindness/deafness once per day, as if casting a remove blindness/ deafness spell. A Healer gains an additional use per day for every 5th level afterwards.
Cleanse Spirit (Su): At 10th level, a healer gains the ability to restore a creature to health once per day, as if casting a greater restoration spell. A Healer gains an additional use at 16th level.
Divine Insight {Ex}: Any target healed by the Healer's Healing Burst gains a +3 insight bonus to AC and Saves for a number of rounds equal to 2+ the number of dice rolled.
Vigorous Heals {Su}: AT 12th level a Healer's ability to heal gives her target's even more endurance. Any extra HP healed over the targets maximum is instead of being lost is turned into temporary hit points, these last for 1 minute.
Cleanse Petrification (Su): At 13th level, a healer gains the ability to restore a petrified creature to health once per day, as if casting a stone to flesh spell. A Helaer gains an additional use of this ability at 17th level.
New Limb (Su): At 15th 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.
Spell Inspiration {Ex}: At 17th level a Healer learns and places 20 spells from the clerics spell list into his spellbook as Healer spells of their cleric level. She gains two of spells of each spell level of the following cleric spells not on the Healer spell list: 1st-level, 2nd-level, 3rd-level, 4th-level, 5th-level, 6th-level, 7th-level, 8th-level,and 9th-level.
As well as 2 additional spells she may place amongst her spell levels.
New Life (Su): Once per day, a 19th-level healer can bring a dead creature back to life, as if casting a true resurrection spell.
Font of Life {Su}: A healer finds herself continuously protected as if by a Death Ward spell. In addition a healer can also put to rest undead. Upon a successful touch attack any undead finds themselves obliterated, and its sould returned to its final destination. A successful fortitude saving throw of DC 10+1/2 the Healer's Level +Wisdom Modifier negates. Mindless undead such as skeleton and zombies as well as Haunts, spectres, phantoms, poltergeists, and revenants do not recieve a saving throw. DOing this requires a full-round action and a successful touch attack. While there is no limit on the number of times a Healer can use this ability she can only use it on a particular undead once a day.
If a healer has 10 or more ranks in Knowledge:religion the DC in increased by 2, 10 ranks in Heal increases the CD by another 2.
THE HEALER’S COMPANION
{table]Healer Level|Bonus HD|Natural Armor Adj.|Str/Dex Adj.|Int|Special
5th–7th|+0|+1|+1|6|Empathic link, improved evasion, share spells, share saving throws
8th–10th|+3|+2|+2|7|Improved speed, Command creatures of its kind
11th–14th|+6|+3|+3|8|Spell resistance
15th–17th|+9|+4|+4|9| Fast Healing.
18th-20th|+12|+5|+5|10| Improved Spell Reistance, Spell-Like Abilities.
[/table]
Healer’s Mount Basics: Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.: The number on the table is an improvement to the mount’s existing natural armor bonus.
Str Adj.: Add this figure to the mount’s Strength score.
Int: The mount’s Intelligence score.
Empathic Link (Su): The Healer has an empathic link with her mount out to a distance of up to 1 mile. The Healer cannot see through the mount’s eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the Healer has the same connection to an item or place that her mount does, just as with a master and his familiar (see Familiars).
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells: At the Healer’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount. The mount 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 mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the Healer before the duration expires. Additionally, the Healer may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A Healer and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).
Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the Healer’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
Improved Speed (Ex): The mount’s speed increases by 10 feet.
Command (Sp): Once per day per two Healer levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself, as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 Healer’s level + Healer’s Cha modifier) to negate the effect.
Spell Resistance (Ex): A mount’s spell resistance equals its master’s Healer level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.
Fast Healing (Ex): The mount gains Fast Healing 2
Improved Spell Resistance (Ex): The mount's spell resistance increases by an amount equal to the Healer's Charisma Modifier.
Spell-Like Abilities (Sp): The mount gains the following spell-like abilities
Bless at will, Sanctuary 5/day, Cure Light Wounds 5/day, Aid 3/day, Lesser Restoration 3/day, Mass Cure Light Wounds 1/day, Prayer 1/day
this is still a work in progress sorry for not having more
\n\n\t
[tr]
Level
BaB
Fort
Ref
Will
Special
0
1
2
3
4
5
6
7
8
9
[td] 1
+0
+2
+0
+2
Healing hands, Healing Burst
4
3
—
—
—
—
—
—
—
—
2
+1
+3
+0
+3
Skill Focus (Heal)
4
4
—
—
—
—
—
—
—
—
3
+1
+3
+1
+3
Cleanse paralysis
5
4
3
—
—
—
—
—
—
—
4
+2
+4
+1
+4
Cleanse disease
5
4
4
—
—
—
—
—
—
—
5
+2
+4
+1
+4
Cleanse fear,Unicorn companion
5
5
4
3
—
—
—
—
—
—
6
+3
+5
+2
+5
Cleanse poison
5
5
4
4
—
—
—
—
—
—
7
+3
+5
+2
+5
Effortless healing
6
5
5
4
3
—
—
—
—
—
8
+4
+6
+2
+6
Potent Healing
6
5
5
4
4
—
—
—
—
—
9
+4
+6
+3
+6
Cleanse blindness
6
6
5
5
4
3
—
—
—
—
10
+5
+7
+3
+7
Cleanse spirit
6
6
5
5
4
4
—
—
—
—
11
+5
+7
+3
+7
Divine Insight
6
6
6
5
5
4
3
—
—
—
12
+6
+8
+4
+8
Vigorous Heals
6
6
6
5
5
4
4
—
—
—
13
+6
+8
+4
+8
Cleanse petrification
6
6
6
6
5
5
4
3
—
—
14
+7
+9
+4
+9
Improved Effortless Healing
6
6
6
6
5
5
4
4
—
—
15
+7
+9
+5
+9
New limb
6
6
6
6
6
5
5
4
3
—
16
+8
+10
+5
+10
—
6
6
6
6
6
5
5
4
4
—
17
+8
+10
+5
+10
Spell Inspiration
6
6
6
6
6
6
5
5
4
3
18
+9
+11
+6
+11
—
6
6
6
6
6
6
5
5
4
4
19
+9
+11
+6
+11
New life
6
6
6
6
6
6
6
5
5
4
20
+10
+12
+6
+12
Font of Life
6
6
6
6
6
6
6
5
5
4
Alignment: Any good.
Hit Die: d8.
Class Skills
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), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Weapon and Armor Proficiency: Healers are proficient with
all simple weapons and with light armor. As well as bucklers and small sheild.
Spells: A healer casts divine spells (the same type of spells available to clerics), which are drawn from the healer spell list given below. A healer casts divine spells, which are drawn from the healer spell list below. She can cast any spell she knows without preparing it ahead of time. When a healer gains access to a new spell list, she automatically learns all the spells for the level listed on the healer’s spell list. Essentially, her spell list is the same as her spells known list.
To cast a spell, a healer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a healer’s spell is 10 + the spell level + the healer’s 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: The Healer. In addition, she receives bonus spells per day if she has a high Wisdom score.
As noted above, a healer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
Spell List
Healer Spell List
Healers choose their spells from the following list.
0: create water, cure minor wounds, deathwatch, detect magic,detect poison, disrupt undead, guidance, light, mending, purify food and drink, read magic.
1st: bless, bless water, conviction, cure light wounds, delay disease, endure elements, faith healing, goodberry, healthful rest, incite, inhibit, light of lunia, nimbus of light, omen of peril, protection from evil, remove fear, remove paralysis, resurgence, sanctuary, shield of faith, speak with animals, lesser vigor, vision of glory.
2nd: aid, augury, bear's endurance, bull's strength, calm emotions, cat's grace, close wounds, consecrate, cure moderate wounds, delay poison, divine insight, divine protection, eagle's splendor, fox's cunning, gentle repose, hand of divinity, healing lorecall, healing sting, hold person, light of mercuria, living undeath, owl's wisdom, protection from negative energy, resist energy, remove blindness/deafness, remove disease, lesser restoration, lesser spell immunity, stabilize.
3rd: mass aid, air breathing, cloak of bravery, mass conviction, create food and water, cure serious wounds, daylight, grace, haste, heroism, holy storm, mass lesser vigor, light of venya, neutralize poison, prayer, remove curse, mass resist energy, restoration, shield of warding, slow, spark of life, status, tongues, vigor.
4th: cure critical wounds, crushing despair, death ward, delay death, divinaion, freedom of movement, glowing orb, mass cure light wounds, panacea, positive energy aura, recitation, greater resistance, restoration, sheltered vitality, spell immunity, stoneskin.
5th: atonement, break enchantment, greater command, commune, cure grevious wounds, mass cure moderate wounds, hallow, greater heroism, hallow, heal, incorporeal nova, life's grace, raise dead, rejuvenation cocoon, revivify, mass sanctuary, stone to flesh, true seeing, greater vigor.
6th: anger of the noonday sun, anti-life shell, banishment, mass bear's endurance, mass bull's strength, bolt of glory, mass cat's grace, mass eagle's splendor, mass fox's cunning, greater restoration, forbiddance, heroes’ feast, mass cure serious wounds, mass owl's wisdom, regenerate, superior resistance, righteous wrath of the faithful, undead to death, vigorous circle.
7th: aura of vitality, banishment, mass cure critical wounds, eyebite, fortunate fate, holy star, holy word, renewal pact, repulsion, resurrection, mass restoration.
8th: cocoon, mass death ward, discern location, holy aura, mass heal, mind blank, greater spell immunity.
9th: foresight, gate, true resurrection, undeath's eternal foe, wail of the banshee.
Healing Hands (Ex): Whenever a healer casts a spell that cures hit point damage, she adds her Charisma modifier each die. 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.
Healing Burst {Su}: A Healer can release a wave of energy by channeling the power of her faith through herself. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. Healing those that are living or damaging those that are undead respectively.
Healing Burst causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the Healer. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two healer levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the healer's level + the Healer's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A Healer may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A Healer can choose whether or not to include herself in this effect.
Skill Focus (Heal): A Healer’s focused training grants her this bonus feat at 2nd level. If she already has that feat, she may choose a different one.
Cleanse Paralysis (Su): A Healer deals with certain kinds of maladies
so often that eventually she can cure them without resorting to a spell. At 3rd level, a healer gains the ability to cleanse paralysis once per day, as if casting a remove paralysis spell. A Healer gains an additional use per day for every 4th level afterwards.
Cleanse Disease (Su): At 4th level, a healer gains the ability to cleanse disease once per day, as if casting a remove disease spell. A Healer gains an additional use per day for every 5th level afterwards.
Cleanse Fear (Su): At 5th level, a healer gains the ability to cleanse fear once per day, as if casting a remove fear spell. A Healer gains an additional use per day for every 5th level afterwards.
Unicorn Companion (Ex): When a healer attains 5th level, the deities recognize her devotion and grant her a celestial unicorn companion as her mount and aide. The unicorn, a symbol of healing and purity, serves the healer willingly and unswervingly. Once per day, as a full-round action, the healer may magically call her companion from the celestial realms in which it resides. The companion immediately appears adjacent to the healer and remains for 2 hours per healer 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 healer 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 healer of 12th 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 healer level were lower than it
actually is. Subtract the value indicated in the appropriate list header from the character’s healer level and compare the result with the healer level entry on the table in the sidebar to determine the companion’s powers. (If this adjustment would reduce the healer’s effective level to 0 or lower, she can’t have that creature as a companion.) For example, a 12th-level healer could select a lammasu as a companion. The lammasu would have characteristics and special abilities as if the healer were 8th level (taking into account the –4 adjustment) instead of 12th level.
Should the healer’s companion die, it immediately disappears, leaving behind any equipment it was carrying. The healer may not call another companion for 30 days or until she gains a healer level, whichever comes first, even if the companion is somehow returned from the dead. During this 30-day period, the healer is
distraught and takes a –4 penalty on attack rolls and weapon damage rolls.
{table=head]{colsp=2} Alternate Companions
Level-5 |Dragonne, Lammasu, Gynosphinx, Water Naga
Level-10 |Androsphinx, Couatl [/table]
Cleanse Poison (Su): At 6th level, a healer gains the ability to cleanse poison once per day, as if casting a neutralize poison spell. A Healer gains an additional use per day for every 6th level afterwards.
Effortless Healing (Ex): At 7th level, a healer has learned to cast healing spells with minimal effort. She may cast such spells as a swift action and only once per round. This ability applies only to the following spells Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, and Cure Greivous Wounds and only those that she casts as a healer, not those that she may have by virtue of levels in another class. At 14th level the Healer can cast Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, and Cure Greivous Wounds at a range of 25 feet.
Potent Healing {Ex}: Upon reaching 8th level, everytime a Healer cast a spell that heals hit point damage, she can make a heal check as a free action at DC 15+ twice the HD of the creature healed. (so a 7th level fighter being healed would have a DC of 29) Successfully making the heal check increases the amount healed by 50% as if the Empower meta magic feat had been used.
Cleanse Blindness (Su): At 9th level, a healer gains the ability to cleanse blindness/deafness once per day, as if casting a remove blindness/ deafness spell. A Healer gains an additional use per day for every 5th level afterwards.
Cleanse Spirit (Su): At 10th level, a healer gains the ability to restore a creature to health once per day, as if casting a greater restoration spell. A Healer gains an additional use at 16th level.
Divine Insight {Ex}: Any target healed by the Healer's Healing Burst gains a +3 insight bonus to AC and Saves for a number of rounds equal to 2+ the number of dice rolled.
Vigorous Heals {Su}: AT 12th level a Healer's ability to heal gives her target's even more endurance. Any extra HP healed over the targets maximum is instead of being lost is turned into temporary hit points, these last for 1 minute.
Cleanse Petrification (Su): At 13th level, a healer gains the ability to restore a petrified creature to health once per day, as if casting a stone to flesh spell. A Helaer gains an additional use of this ability at 17th level.
New Limb (Su): At 15th 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.
Spell Inspiration {Ex}: At 17th level a Healer learns and places 20 spells from the clerics spell list into his spellbook as Healer spells of their cleric level. She gains two of spells of each spell level of the following cleric spells not on the Healer spell list: 1st-level, 2nd-level, 3rd-level, 4th-level, 5th-level, 6th-level, 7th-level, 8th-level,and 9th-level.
As well as 2 additional spells she may place amongst her spell levels.
New Life (Su): Once per day, a 19th-level healer can bring a dead creature back to life, as if casting a true resurrection spell.
Font of Life {Su}: A healer finds herself continuously protected as if by a Death Ward spell. In addition a healer can also put to rest undead. Upon a successful touch attack any undead finds themselves obliterated, and its sould returned to its final destination. A successful fortitude saving throw of DC 10+1/2 the Healer's Level +Wisdom Modifier negates. Mindless undead such as skeleton and zombies as well as Haunts, spectres, phantoms, poltergeists, and revenants do not recieve a saving throw. DOing this requires a full-round action and a successful touch attack. While there is no limit on the number of times a Healer can use this ability she can only use it on a particular undead once a day.
If a healer has 10 or more ranks in Knowledge:religion the DC in increased by 2, 10 ranks in Heal increases the CD by another 2.
THE HEALER’S COMPANION
{table]Healer Level|Bonus HD|Natural Armor Adj.|Str/Dex Adj.|Int|Special
5th–7th|+0|+1|+1|6|Empathic link, improved evasion, share spells, share saving throws
8th–10th|+3|+2|+2|7|Improved speed, Command creatures of its kind
11th–14th|+6|+3|+3|8|Spell resistance
15th–17th|+9|+4|+4|9| Fast Healing.
18th-20th|+12|+5|+5|10| Improved Spell Reistance, Spell-Like Abilities.
[/table]
Healer’s Mount Basics: Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.: The number on the table is an improvement to the mount’s existing natural armor bonus.
Str Adj.: Add this figure to the mount’s Strength score.
Int: The mount’s Intelligence score.
Empathic Link (Su): The Healer has an empathic link with her mount out to a distance of up to 1 mile. The Healer cannot see through the mount’s eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the Healer has the same connection to an item or place that her mount does, just as with a master and his familiar (see Familiars).
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells: At the Healer’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount. The mount 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 mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the Healer before the duration expires. Additionally, the Healer may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A Healer and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).
Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the Healer’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
Improved Speed (Ex): The mount’s speed increases by 10 feet.
Command (Sp): Once per day per two Healer levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself, as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 Healer’s level + Healer’s Cha modifier) to negate the effect.
Spell Resistance (Ex): A mount’s spell resistance equals its master’s Healer level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.
Fast Healing (Ex): The mount gains Fast Healing 2
Improved Spell Resistance (Ex): The mount's spell resistance increases by an amount equal to the Healer's Charisma Modifier.
Spell-Like Abilities (Sp): The mount gains the following spell-like abilities
Bless at will, Sanctuary 5/day, Cure Light Wounds 5/day, Aid 3/day, Lesser Restoration 3/day, Mass Cure Light Wounds 1/day, Prayer 1/day
this is still a work in progress sorry for not having more