Grod_The_Giant
2013-12-03, 01:41 PM
Healing, as we all know, isn't a very effective combat role. Healing spells don't keep pace with damage, and every turn you spend healing is one you don't spend putting enemies down. It needs a dedicated class to make it good... but a dedicated healing class is boring. Even if you mix it in with defensive buffs. And if you add offensive buffs, then... well, the spell list gets too big for my little project here. But as a spell-list expanding PrC, in the vein of the Sandshaper, it works just fine.
First, a feat:
Healing Disciple
Prerequisite: Caster Level 1, Wisdom 13
Benefit: Add all spells from the Healing domain to your list of spells known. In addition, the Heal skill is always a class skill for you.
Now, the Mystic Healer
Requirements:
To become a Mystic Healer, a character must fulfill all the following criteria.
Skills: Heal 6 ranks
Feats: Augment Healing
Spells: Must be able to cast cure moderate wounds
Hit Die: d6
Class Skills: The Mystic Healer's class skills are Concentration (Con), Craft (Int), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points: 4+Int modifier
Level
BAB
Fort
Ref
Will
Special
Spells Per Day
1
+0
+0
+0
+2
Mystic Healer, First Aid
—
2
+1
+0
+0
+3
Improved Augment Healing
+1 level of existing class
3
+1
+1
+1
+3
Distant Healing, Steady Hands
+1 level of existing class
4
+2
+1
+1
+4
Overflowing Healing
+1 level of existing class
5
+2
+1
+1
+4
Flash Healing, Rapid Aid
+1 level of existing class
Weapon and Armor Proficiencies: A Mystic Healer gains no new weapon or armor proficiencies.
Spellcasting: At each level except 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Mystic Healer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Mystic Healer: As a member of this class, you gain knowledge of all additional spells on the Mystic Healer spell list. If you were a caster who previously prepared spells (such as a wizard), you can prepare these spells like any other spell to which you have access. If you are a spontaneous caster (such as a sorcerer), these spells are available to you like any other spell you know. These spells become options for you when you gain access to the appropriate spell level.
In addition, you gain a +1 bonus to caster level when casting spells on the Mystic Healer spell list.
First Aid (Ex): You gain an insight bonus to Heal checks equal to twice your Mystic Healer level.
Improved Augment Healing: Beginning at 2nd level, when you cast a Conjuration [Healing] spell, you restore additional health equal to your Mystic Healer level times the spell level. This benefit stacks with that of the Augment Healing feat, so that the total bonus healing is equal to (2+class level)*spell level.
Distant Healing: Beginning at 3rd level, you may cast any spell on the Mystic Healer spell list that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed on a ranged touch attack to bestow the spell upon the recipient.
Steady Hands (Ex): Beginning at 3rd level, you may take 10 on Heal checks.
Overflowing Healing: Beginning at 4th level, if you would restore enough hit points to a creature to raise his total above his normal maximum, he gains the extra hit points as temporary hit points. These hit points last for one round per level of the healing spell used. A creature can gain a maximum number of hit points in this fashion equal to his hit die times 5.
Flash Healing: Beginning at 5th level, you may cast healing spells faster than ever. If a spell on the Mystic Healer list normally requires a standard action, you can cast it as a swift action. If it normally requires a full round to cast, you can cast it as a standard action. Spells with longer or shorter casting times are not affected by this feat.
Rapid Aid: Beginning at 5th level, you may use the Heal skill faster than normal. You may provide first aid, treat a wound, or treat poison as a swift action, treat a disease or tend to a creature wounded by a spike growth or stone spikes spell in 1 minute, and provide long-term care with one hour of light activity.
Mystic Healer Spell List
0 Level Spells (Cantrips)
Cure Minor Wounds: Cures 1 point of damage.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Virtue: Subject gains 1 temporary hp.
1st Level Spells
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Resurgence (SpC): You grant subject a second chance at a saving throw.
Status: Monitors condition, position of allies.
Vigor, Lesser (SpC): Creature heals 1 hp/round (max 15 rounds).
2nd Level Spells
Close Wounds (SpC): Cure 1d4 damage +1/level, even on another’s turn.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Delay Poison: Stops poison from harming subject for 1 hour/level.
Gentle Repose: Preserves one corpse.
Healing Lorecall (SpC): If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (healing) spells.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
3rd Level Spells
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Resurgence, Mass (SpC): As resurgence, but multiple subjects.
Vigor (SpC): As lesser vigor, but 2 hp/round (max 25 rounds).
Vigor, Mass Lesser (SpC): As lesser vigor, but multiple subjects (max 25 rounds).
4th Level Spells
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.
Panacea (SpC): Removes most afflictions.
Reincarnate: Brings dead subject back in a random body.
Revenance (SpC): Restores dead creature to life for 1 minute/ level.
Restoration (M): Restores level and ability score drains.
5th Level Spells
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Raise Dead (M): Restores life to subject who died as long as one day/level ago.
Indomitability (SpC): Subject can’t be reduced below 1 hp.
Revivify (M) (SpC): Restore recently dead to life with no level loss.
Vigor, Greater (SpC): As lesser vigor, but 4 hp/round.
6th Level Spells
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Vigorous Circle (SpC): As mass lesser vigor except 3 hp/round (max 40 rounds).
7th Level Spells
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Restoration, Greater (X): As restoration, plus restores all levels and ability scores.
Restoration, Mass (M) (SpC): As restoration, but multiple subjects.
Resurrection (M): Fully restore dead subject.
8th Level Spells
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Death Pact (M) (SpC): Deity brings subject back from the dead automatically.
Death Ward, Mass (SpC): As death ward, but more subjects.
9th Level Spells
Heal, Mass: As heal, but with several subjects.
Freedom: Releases creature from imprisonment.
True Resurrection (M): As resurrection, plus remains aren’t needed.
First, a feat:
Healing Disciple
Prerequisite: Caster Level 1, Wisdom 13
Benefit: Add all spells from the Healing domain to your list of spells known. In addition, the Heal skill is always a class skill for you.
Now, the Mystic Healer
Requirements:
To become a Mystic Healer, a character must fulfill all the following criteria.
Skills: Heal 6 ranks
Feats: Augment Healing
Spells: Must be able to cast cure moderate wounds
Hit Die: d6
Class Skills: The Mystic Healer's class skills are Concentration (Con), Craft (Int), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points: 4+Int modifier
Level
BAB
Fort
Ref
Will
Special
Spells Per Day
1
+0
+0
+0
+2
Mystic Healer, First Aid
—
2
+1
+0
+0
+3
Improved Augment Healing
+1 level of existing class
3
+1
+1
+1
+3
Distant Healing, Steady Hands
+1 level of existing class
4
+2
+1
+1
+4
Overflowing Healing
+1 level of existing class
5
+2
+1
+1
+4
Flash Healing, Rapid Aid
+1 level of existing class
Weapon and Armor Proficiencies: A Mystic Healer gains no new weapon or armor proficiencies.
Spellcasting: At each level except 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Mystic Healer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Mystic Healer: As a member of this class, you gain knowledge of all additional spells on the Mystic Healer spell list. If you were a caster who previously prepared spells (such as a wizard), you can prepare these spells like any other spell to which you have access. If you are a spontaneous caster (such as a sorcerer), these spells are available to you like any other spell you know. These spells become options for you when you gain access to the appropriate spell level.
In addition, you gain a +1 bonus to caster level when casting spells on the Mystic Healer spell list.
First Aid (Ex): You gain an insight bonus to Heal checks equal to twice your Mystic Healer level.
Improved Augment Healing: Beginning at 2nd level, when you cast a Conjuration [Healing] spell, you restore additional health equal to your Mystic Healer level times the spell level. This benefit stacks with that of the Augment Healing feat, so that the total bonus healing is equal to (2+class level)*spell level.
Distant Healing: Beginning at 3rd level, you may cast any spell on the Mystic Healer spell list that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed on a ranged touch attack to bestow the spell upon the recipient.
Steady Hands (Ex): Beginning at 3rd level, you may take 10 on Heal checks.
Overflowing Healing: Beginning at 4th level, if you would restore enough hit points to a creature to raise his total above his normal maximum, he gains the extra hit points as temporary hit points. These hit points last for one round per level of the healing spell used. A creature can gain a maximum number of hit points in this fashion equal to his hit die times 5.
Flash Healing: Beginning at 5th level, you may cast healing spells faster than ever. If a spell on the Mystic Healer list normally requires a standard action, you can cast it as a swift action. If it normally requires a full round to cast, you can cast it as a standard action. Spells with longer or shorter casting times are not affected by this feat.
Rapid Aid: Beginning at 5th level, you may use the Heal skill faster than normal. You may provide first aid, treat a wound, or treat poison as a swift action, treat a disease or tend to a creature wounded by a spike growth or stone spikes spell in 1 minute, and provide long-term care with one hour of light activity.
Mystic Healer Spell List
0 Level Spells (Cantrips)
Cure Minor Wounds: Cures 1 point of damage.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Virtue: Subject gains 1 temporary hp.
1st Level Spells
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Resurgence (SpC): You grant subject a second chance at a saving throw.
Status: Monitors condition, position of allies.
Vigor, Lesser (SpC): Creature heals 1 hp/round (max 15 rounds).
2nd Level Spells
Close Wounds (SpC): Cure 1d4 damage +1/level, even on another’s turn.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Delay Poison: Stops poison from harming subject for 1 hour/level.
Gentle Repose: Preserves one corpse.
Healing Lorecall (SpC): If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (healing) spells.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
3rd Level Spells
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Resurgence, Mass (SpC): As resurgence, but multiple subjects.
Vigor (SpC): As lesser vigor, but 2 hp/round (max 25 rounds).
Vigor, Mass Lesser (SpC): As lesser vigor, but multiple subjects (max 25 rounds).
4th Level Spells
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.
Panacea (SpC): Removes most afflictions.
Reincarnate: Brings dead subject back in a random body.
Revenance (SpC): Restores dead creature to life for 1 minute/ level.
Restoration (M): Restores level and ability score drains.
5th Level Spells
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Raise Dead (M): Restores life to subject who died as long as one day/level ago.
Indomitability (SpC): Subject can’t be reduced below 1 hp.
Revivify (M) (SpC): Restore recently dead to life with no level loss.
Vigor, Greater (SpC): As lesser vigor, but 4 hp/round.
6th Level Spells
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Vigorous Circle (SpC): As mass lesser vigor except 3 hp/round (max 40 rounds).
7th Level Spells
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Restoration, Greater (X): As restoration, plus restores all levels and ability scores.
Restoration, Mass (M) (SpC): As restoration, but multiple subjects.
Resurrection (M): Fully restore dead subject.
8th Level Spells
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Death Pact (M) (SpC): Deity brings subject back from the dead automatically.
Death Ward, Mass (SpC): As death ward, but more subjects.
9th Level Spells
Heal, Mass: As heal, but with several subjects.
Freedom: Releases creature from imprisonment.
True Resurrection (M): As resurrection, plus remains aren’t needed.