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NekoIncardine
2014-02-17, 12:39 AM
Please be advised that this class is incomplete; I believe it to be fully playable to 10th level, but have not gotten far on Greater and Grand Invocations, or filler class features that make it worth considering sticking with the class rather than just moving into Prestige Classes.

Updates

2/17/2014: Renamed "Eldritch Healer" at recommendation of DragoonWraith. May still be called Pact Healer in some areas.


Eldritch Healer

By the power of my Mark and Pact, you will be safe.
- Cielith Matera, Eldritch Healer

Most people associate magical healing with the Cleric - capable of great feats of magical healing. Slightly fewer think of Druids, and fewer still of Healers, figures of good who work nearly abstract of gods or nature to do Good For The Good God. All share one thing in common: They rely on Divine Magic, one way or another, to cast their magic.

However, at least one force has uncovered another way. The Lord Of Shades, an artificial god created by "men of modest repute," has some Devils bound to his service via the power of his Mark. These Devils, in turn, 'bless' a few choice humanoid Marked with an unusual variant of the standard infernal pact - one devoted to healing the wounds of their fellows. (Scroll past the class if you want the basics on this unusual threat.)

Eldritch Healers can heal their allies with seemingly no limit, and use some powerful magical effects besides. That said, in terms of action variety, they may be the most limited of all healing classes, thanks to their very few available Invocations. Learning to get the most mileage from the fewest tricks defines their day in an adventuring party.

Credit where credit is due: A lot of the key ideas for Eldritch Healer originate with T.G. Oskar's homebrew Warlock fix
(http://www.giantitp.com/forums/showthread.php?t=212830). This includes providing a specific stack of Shape/Essence invocations, freeing the user to take more invocations that do not modify their main ability.

This class, like Oskar's Healer fix, tries to make even in-combat healing viable; however, it does so using the unlimited-use, limited-variety Invocations mechanic. I also chose to run with the idea of a healing class of Infernal origins, mostly just because. The existing concept I had written of The Lord Of Shades was basically slipped in as an excuse for why this would happen, since it fit better here than as an isolated homebrew scrap.

While I keep the silly out of the crunch and basics, keep in mind that a lot of the class fluff is intentionally less than serious. The Lord of Shades, the god that is the fluffwise origin point of this class, has a nightmarish methodolgy, but looks like an Elvis impersonator, just as one example.

Adventures: Eldritch Healers regularly work in adventuring groups, simply because those who know of them know them to be reliable allies. Unlike traditional Healers, they're less bound to causes of good, and more likely to work specifically with profit in mind. This is not to say they are not generous with their talents; far from it. A Eldritch Healer knows that a village whose wounds are treated cleanly and effectively is one that prospers, bringing more opportunities for the future.

Characteristics: A Eldritch Healer uses their invocation powers to heal wounds, with a few utilitarian tricks on top. They're supremely incompetent in a serious fight, to the point where many Eldritch Healers who are active in the faith of The Lord of Shades choose to have their mark Empowered, sacrificing their ability to harm others in return for making their other tricks more powerful.

Alignment: Eldritch Healers have a slight Lawful tendency, but run the alignment gamut. Evil characters who take the Pact tend to be doing so, not for their own greedy purposes, but to aid Evil allies - a clear mark of Lawful Evil individuals. Good-aligned Eldritch Healers do exist, but are comparatively rare, simply due to the Pact's Infernal origin. The Lord of Shades doesn't discriminate, but his servants are not always so open of mind.

Religion: The vastest majority of Eldritch Healers are followers of The Lord of Shades - simply because the god-entity's Mark is what has provided a few devils willing to provide a potentially great source of good in the world. The exceptions tend towards good-aligned deities that emphasize healing.

Background: Most, but not all Eldritch Healers are victims of The Lord of Shades' Mark, turned against their natural wills into his followers. They then proceed to a Pact with similarly-marked Infernals, that they may better advance his cause - or, almost as frequently, their own interests. (The Mark doesn't create a thrall of the cult - just a follower of the god-entity it spawned.)

Races: Eldritch Healers exist among every race which has followers of The Lord of Shades; however, there is a slight tendency towards Elven followers to take the pact, perhaps finding an elegance in its abilities, even compared against the magics that they often celebrate.

Other Classes: A Eldritch Healer who joins an adventuring party is someone to rely upon, who will keep people going through the long days of adventures. The unusual origin of their abilities can lead them to clash with Clerics and Healers, who draw their power more from faith, rather than incidental to it.

Role: Eldritch Healers are typically a healbot, but also tend to be decent party faces, since their abilities dominantly rely on Charisma.

GAME RULE INFORMATION
Eldritch Healers have the following game statistics.
Abilities: Charisma defines the Eldritch Healer more than any other single ability score, for it is what powers their supply of Enhancement Energy and a few of their class abilities. Constitution, Dexterity, Intelligence, and Wisdom all have their varying uses as well.
Alignment: Any.
Hit Die: d6.
Starting Age: As Barbarian; the Pact does not inherently require any specific level of learning.
Starting Gold: As Cleric.

Class Skills
The Eldritch Healer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

This is mostly in line with the Healer class, with a few extensions.

Healer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Enhancement Energy|Wave Shapes/Essences|Pact Boons|Invocations

1st|
+0|
+0|
+0|
+2|Healing Wave +1d6, Invocation (least)|
2|
1||
2

2nd|
+1|
+0|
+0|
+3|Aura of Protection|
3||
1|
3

3rd|
+1|
+1|
+1|
+3|Healing Wave +2d6|
3|
2||

4th|
+2|
+1|
+1|
+4|Self Recovery|
3|||
4

5th|
+2|
+1|
+1|
+4|Healing Wave +3d6|
4||
2|

6th|
+3|
+2|
+2|
+5|Invocation (Lesser)|
4|
3||
5

7th|
+3|
+2|
+2|
+5|Healing Wave +4d6|
4|||

8th|
+4|
+2|
+2|
+6| |
5||
3|
6

9th|
+4|
+3|
+3|
+6|Healing Wave +5d6|
5|
4||

10th|
+5|
+3|
+3|
+7| |
5|||
7

11th|
+5|
+3|
+3|
+7|Healing Wave +6d6, Invocation (greater)|
6||
4|

12th|
+6/+1|
+4|
+4|
+8| |
6|
5||
8

13th|
+6/+1|
+4|
+4|
+8|Healing Wave +7d6|
6|||

14th|
+7/+2|
+4|
+4|
+9| |
7||
5|
9

15th|
+7/+2|
+5|
+5|
+9|Healing Wave +8d6|
7|
6||

16th|
+8/+3|
+5|
+5|
+10|Invocation (Grand)|
7|||
10

17th|
+8/+3|
+5|
+5|
+10|Healing Wave +9d6|
8||
6|

18th|
+9/+4|
+6|
+6|
+11||
8|
7||
11

19th|
+9/+4|
+6|
+6|
+11|Healing Wave +10d6|
8|||

20th|
+10/+5|
+6|
+6|
+12|Class Ability|
10|
8|
7|
12[/table]

I'm not going to lie - that's a LOT of dead or near-dead levels. I'm trying to come up with fillers that feel right for a few of them, but pointedly, very few levels don't provide at least one new invocation of one of the three types.

We'll get to Enhancement Energy later. It was an attempt to try something a little new.

Class Features
All of the following are class features of the Eldritch Healer.

Weapon and Armor Proficiencies: A Eldritch Healer is proficient with simple bludgeoning weapons, plus the sap and whip. They are proficient with light armor and light shields.

A Eldritch Healer’s invocations use simpler motions than a Wizard’s spells; they may wear light armor without having to deal with an Arcane Spell Failure chance. They still suffer an Arcane Spell Failure chance when wearing medium or heavy armor, or any shield. A multiclass Eldritch Healer still incurs the normal arcane spell failure chance for arcane spells or invocations received from other classes.

Invocations (Sp): The Healer’s Pact allows a Eldritch Healer access to arcane power in a different sense than most; they do not prepare or cast spells like most arcane casters do. Instead, they possess a number of invocations borne of the arcane power they have received. They may use any invocations they know at-will (except for pact boons, which are always active), with the following qualifications:

A Eldritch Healer’s invocations are spell-like abilities, taking a standard action that provokes an attack of opportunity. They may use Concentration checks to invoke defensively or continue to invoke in spite of taking advantage, like a Wizard does with spells. Invocations are subject to spell resistance unless the description specifically states otherwise, and a Eldritch Healer’s caster level with their invocations is equal to their caster level.

The save DC for an invocation (if it allows a save) is equal to 10 + the equivalent spell level of the invocation (stated on its description) + the Warlock’s Charisma modifier. Unlike most spell-like abilities, a Eldritch Healer can benefit from metamagic feats (but only at the cost of Enhancement Points or through magic items; see Enhancement Points, below); they cannot benefit from the Spell Focus feat.

The four grades of invocations, in order of their relative power, are least, lesser, greater and grand. A Eldritch Healer begins play with knowledge of two least-grade invocations and one least-grade wave shape or wave essence invocation, as mentioned on the table above. As a Eldritch Healer gains levels, he learns new invocations, as shown on the table above. At any level when a Eldritch Healer learns a new invocation, he may also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a Eldritch Healer gains access to lesser invocations; at 11th level, a Eldritch Healer gains access to greater invocations and at 16th level the Eldritch Healer gains access to grand invocations.

Invocations are subject to Spell Failure Chance, unlike spell-like abilities. Eldritch Healers may qualify for some Prestige Classes like Arcane Casters.

For reference, the reason for calling them “Grand” is simply that “Dark” seemed inappropriate somehow. They're functionally equivalent.


Healing Wave (Sp): The most basic invocation a Eldritch Healer gains is their healing wave - arcane manipulation of positive energy capable of healing an ally’s wounds.

A healing wave affects a single target within a range of 25 feet plus 5 feet for every 2 caster levels. No attack roll or saving throw is necessary when using the ability. It heals 1d6 damage at 1st level, and increases in power for every two class levels in Eldritch Healer. The healing is capable of working on incorporeal creatures as a normal spell, and is treated as a first-level spell. It is subject to spell resistance, but is harmless. Metamagic feats cannot improve a healing wave, but feats that affect spell-like abilities also affect it.

When used against an undead target, healing wave deals damage instead of healing it. Doing so requires hitting the Undead using a ranged touch attack.


Enhancement Energy : A Eldritch Healer has enough arcane power running through their bodies to continuously power their invocations. However, they also have a little more, which can be used to get a little more power out of their abilities. A Eldritch Healer gains a supply of Enhancement Energy based on their class level, and a bonus amount equal to their Charisma modifier.

Enhancement energy is ‘invested’ into specific Invocations to enhance them in various ways - usually, in the form of the ability to apply a specific Metamagic feat to that Invocation, or to apply an Invocation-specific Augmentation to that Invocation. Augmentation options are provided in the text of the Invocation. Enhancing an Invocation with a Metamagic feat requires having that feat, and requires investing an amount of enhancement energy equal to how many levels that feat raises the spell’s effective level. Enhancing an Invocation with an Augmentation requires meeting a caster-level prerequisite, and then investing a specified amount of enhancement energy to apply that Augmentation.

You may change which Invocations your Enhancement Energy is invested in, or the benefits of those investments, by spending one hour in meditation.

Healing Wave cannot be modified using Enhancement Energy; however, Wave Shape and Wave Essence invocations might be so modified, thus affecting it in turn.

Enhancement Energy serves two purposes.

First, it's a way to make metamagic feats useful for invokers - allowing them access to a greater variety of ways to manipulate magic.

Second, its progression should provide at least a modest advantage to sticking with the class to higher levels, rather than dipping in it and moving on to other classes or prestige classes.

Note that at least one classic metamagic doesn't do much here: The nastier uses of Persistent Spell would only work on Invocations that have been converted to Pact Boons... Which are always-on anyways as implemented for this class. Many other ones are also functionally worthless.


Aura of Protection: At 2nd level, a Eldritch Healer kind of disappears into combat, becoming harder to notice enough to target with spells. A Eldritch Healer emanates a permanent aura that causes an effect identical to the Sanctuary spell, with a save DC equal to 10 + ½ the healer’s class level + the Eldritch Healer's Charisma modifier. Once an attacking creature succeeds on the saving throw, or is victim to a healer’s attack, the effect is suppressed for that creature for the next 24 hours.

It's a direct match to T.G. Oskar's Healer fix ability - and serves the exact same purpose. Forcing a will save provides a functional defense for at least some situations - and one that many opponents who would have a high chance of getting past armor will have a harder time getting past.

Watch out for AoEs.

Self Recovery: At 4th level, the inherent positive energy channeled through the Eldritch Healer’s pact can sustain them - slowly - in desperate circumstances. When they are disabled, or when they are at negative hit points but stabilized, they gain Fast Healing 1 until they reach 1 HP. If they are dead, this ability has no effect.

Notice that it only works when they are stabilized. Most characters who stabilize in negative HP recover over several hours - Eldritch Healers just get it at a compressed rate.

... I was running out of ideas when I wrote this, not going to lie - thus why there's so many blanks lower in the chart.

Eldritch Healers and Prestige Classes

A Eldritch Healer progresses in specific ways from Prestige Classes that grant “+1 level of existing arcane spellcasting class” or “+1 level of existing spellcasting class” on their table. Such increases improve the Eldritch Healer’s caster level, as well as their restoration rate with healing wave. They also gain Wave Shape/Essence, Pact Boons, and Invocations as if they had gained a level in Eldritch Healer.

Eldritch Healers count as an arcane class for Prestige Class prerequisites; however, they do not actually learn spells. If a prestige class requires the ability to cast spells of a certain level, the Eldritch Healer does not qualify for that class without an adaptation to make it mesh with Eldritch Healer, usually by switching the prerequisite to specific invocations or caster levels.

Pretty much the same boilerplate text, except with an implicit recommendation that you adapt existing prestige classes to offer Eldritch Healers new options.

---

Playing a Eldritch Healer

A Eldritch Healer's role is in their name; they keep their allies up and at their best, using their healing wave and other Invocations to keep their allies in tip-top shape. Unlike many other healing classes, they have little by way of buffs and other enhancmenets to use to pre-emptively cover people; they must react as much as act.

Most Marked Eldritch Healers go whole-hog into their ability, getting their mark Empowered, sacrificing their ability to deal lethal damage in favor of maximizing other abilities they have.

Combat

In a battle, a Eldritch Healer's most important resource, outside of their own actions, is their awareness of the positions of their allies, relative to the ranges and shapes they can manage with a healing wave. A Eldritch Healer often needs to signal allies to specific locations to maximize their ability to keep their allies up, while keeping themself out of immediate harm's way. They need to know what their enemies are capable of, to guide their allies out of harm's way.

Multiclassing and Gestalting

The most obvious multiclass and gestalt ideas for a Eldritch Healer - Warlock and Dragon Shaman - actually may be among the worst ideas for a Eldritch Healer, providing very slight increases to their array of available actions in return for consuming space from their various advancement mechanisms. In general, the best complement to a Eldritch Healer is the same exact things that are most useful for Warlocks and Dragon Shamen - namely, anything that vastly increases their array of available actions, particularly other light-armor classes like the Swordsage, Beguiler, and Bard.


Eldritch Healers in the World

Eldritch Healers, being mostly agents of the cult of The Lord of Shades, are mostly found helping to maintain the cult and its bases. In areas where the cult operates openly, they usually run hospital-type services at lower costs than surrounding temples - though they are vastly less able to cover many things common to traditional healers in many cases. Most Eldritch Healers who work like this learn a lot about mundane treatment methodss to supplement their techniques.

Eldritch Healers almost never reveal the initial source of their abilities, for numerous reasons. Organizing in any significant fashion other than in service to a temple is also rare, though within a temple, they often tend to clique up. In areas where the cult operates openly, Eldritch Healers tend to develop a distinctive outfit that all of them wear when in public - usually up-to-date with the regional fashions of the merchant classes. (They're a charisma class, dressing snappy comes naturally with the territory.)



Eldritch Healers in the Game

Eldritch Healers are most easily introduced alongside the Lord of Shades' cults - for in the default setting concepts, there are no Eldritch Healers who aren't also servants of the cult. This isn't because it's impossible for a Devil to offer a healing pact - it's simply that they probably wouldn't without a very specific reason. Indeed, even Marked Devils only do so for a very specific reason - albeit it is one on behalf of their God, rather than the advancement of the Nine Hells' objectives. Most Eldritch Healers will also be Marked, simply because bringing power to those who are sure to keep serving the cult are more valuable than those who could turn away. Exceptions do exist, though.

A handy excuse for exceptions is people who make a deal with the cult on some mutually advantageous basis - a Pact for a donation of some sort, for example. These would definitely NOT be the norm, though.

Eldritch Healers are usually nonviolent in nature - but that doesn't mean they do not tolerate violence, especially if it serves the purposes of the church... Or an adventuring party. Cult-aligned Eldritch Healers, even Marked ones, aren't restricted to working only with cultists - indeed, serving alongside others, particularly in the kinds of great feats common to adventurers, is considered a valid form of proselytizing - and a powerful source of bragging rights, an occasionally useful resource.

Adaptation
The most typical adaptation for a Eldritch Healer is to shuffle out The Lord Of Shades entirely, and shift it to a draconic, fey, or even celestial origin. A celestial who uses power to grant a permanent ability to a mortal - one the Celestial can't easily revoke - is taking a gamble on that mortal's ability to use it to do good. However, the power is one that is normally considered 'good' in most use. Naturally, a Celestial would only offer the Pact to someone who clearly pings on detect good.

Expanding the class by grabbing invocations from existing invoking classes is also feasible, particularly if you want to allow it a few ways to deal damage or battlefield control. Keep in mind, however, that the results should not obviate the Warlock, its direct inspiration.

Eldritch Healers and resource limits
(DMs, read this before bringing a Eldritch Healer into your game.)

A Eldritch Healer's healing wave is an unlimited healing resource. This can have a game-changing impact, in that one of the most basic resources that limits an adventurer's action time per day - their hit points, and healing spells used to restore them - can effectively cease to be when the Eldritch Healer has time to restore them. However, most groups that play with enough game-savviness as to even be considering bringing homebrew in will keep a deep-limit resource - a simple wand of cure light wounds, used by the Cleric or a Rogue with a decent Use Magic Device total - available at all times. A Eldritch Healer is strictly more expensive - a whole share of the party's wealth - than arming a more typical Cleric with said wands. Further, a Eldritch Healer is less versatile than the Cleric at everything else.

Nonetheless, their being highly capable at healing both in and out of combat can tweak encounters, reducing the natural risk by providing a solid, flexible source of in-combat healing. As always, a DM needs to measure how strong the effect is in actual play and keep it in mind while mapping encounters to ensure the party stays on their toes. In general, a party with a Eldritch Healer should be able to face about the same kinds of encounters as a comparable party that lacks one.

A sensible nerf for the Eldritch Healer, if a DM believes one is necessary, is simply to restrict Healing Wave to only work during combat encounters, or have a limited number of out-of-combat uses per day (3+Charisma, perhaps). This preserves their ability to keep the party alive in the pressure of battle, but keeps healing resources valuable.

The Eldritch Healer is targeted as a Tier 3 class - their primary role is valuable, while their Invocations grant them some non-combat options, allowing them to remain useful when the party is at full health. This is one reason that they are given plenty of other action options.

In general, Eldritch Healer is at its most broken when used as a dip. It's safer to accept if it's the core class behind a build, with most progression being in prestige classes related to it. If a DM wishes to encourage but not completely force the class not being used as a dip, consider requiring the Empowered Mark of Pactifistic Spellcasting - which makes many classes absolutely worthless, forcing an emphasis on classes that enhance the healing talents of the Eldritch Healer.

When I was first writing this class, I had this discussion, and wanted to lay the basics out for DM convenience.

NekoIncardine
2014-02-17, 12:40 AM
The Lord of Shades

The Lord of Shades is something that quite a few in the world have every reason to fear - an artificial god, brought about by a cult-like movement of less-than-pleasant folks who basically decided they didn't want to experience the usual sampler of Evil-aligned afterlives. Through worship and theft of some artifacts, they crafted a god wholecloth, whose sole purpose was to create a fine domain and afterlife for his followers.

The plan was more-or-less successful - at least as far as anyone can tell. Their prayers soon turned into spells and miracles, and they began successfully developing rituals that would channel - and increase - the god-entity's power on the Material Plane - and beyond.

The Lord of Shades' primary motivation is power - it seeks to gain more worshippers, that it might grow its domain, and thus its ability to provide it's creators their sincerest wish. Its devotion to this goal has led it to a truly disturbing creation - The Mark, a magical ritual that can forcibly turn any insufficiently faithful being into a devoted follower of the Lord of Shades... And seems to be irreversible, a fact relished by the cult's originators and feared by anyone who is aware of the Mark's dark power. It has even successfully worked on multiple Devilish and Demonic test subjects,

Frankly, everything else known about him has been guesswork and filling-in-the-blanks by his followers - the cult's only existed for a decade or so, so they're still writing the holy books. A joke about depicting him in ludicrously-oversequined outfits with large sunglasses turned into the way he's always depicted, and his portfolio is more or less cobbled together.

Alignment: Neutral by dint of inconsistency. The Lord of Shades means well for his followers, and holds no quarrel with other gods (yet...), but will use utterly ruthless measures in the pursuit of divine power.
Portfolio: Ambition (loosely).
Domains: Charm, Magic, Destiny
Dogma: Let the Light Of The Shade into your heart, that he may provide for you. Bring others to the Light of Shde, that he may provide for you and them alike. Fear not those who fear the Shade, that they may learn not to fear you. And don't be too evil, for even the Shade cannot protect from the burning light of a sufficiently angered sun.
Symbol: An image of a pair of sunglasses burned onto a simple wooden disc.

The Lord Of Shades is as much a plot excuse as anything else. His inspiration, besides IRL worship of Elvis Presley, is the Primals of Final Fantasy XIV: A Realm Reborn, who can 'temper' sentient beings, turning them into near-mindless followers... And actively gain power from the results of doing so, allowing them to keep reviving when defeated.

He's meant to be usable as a legitimate threat, or an odd ally for an evil party. One Marked party member, or an entire party mixing Marked and 'honest' followers, can form a good base. Or perhaps a party's goal is to find a way to reverse the Mark - or at least stop it's use on innocent people before it subverts an entire community.

The fact that he's marking both Devils and Demons means that The Lord of Shades has ire from both ends of the Blood War, a fact that may cause trouble all its own as they seek to crush his cult (and/or him personally). Perhaps his creepiness and ambition are the least of several evils in a crowd.

For a more serious take, change his depiction. For a less serious take, give him the Music domain and play up the Elvis jokes.


The Mark of Shadows

The Mark of Shadows takes a few different forms, but at its fundament, inflicts two conditions on a subject in return for the potential of power. These dark, ornate markings appear over the heart of victims whose faith fails to hold against the power of the Marking Ritual.

The Marking Ritual takes three hours, and must be performed by Clerics of The Lord of Shades. It automatically fails on any member of any class which grants divine spellcasting by dint of a specific god (such as a Cleric or Paladin) or from nature (such as a Druid). The Healer and Archivist classes are not so immune. For any other character, the mark's success or lack thereof is down to how strong their faith is. This is not any sort of saving throw per se; either the Mark automatically succeeds, or it can not succeed. This is down to the DM's call - but generally, the less consistent one has been to their faith, the more vulnerable they are to the Mark's predations. (A Cleric who has fallen out of their god's graces, or a Paladin who has followed, is automatically vulnerable unless and until they reaffirm their faith.)

If the Mark successfully forms on someone, their Deity is forevermore considered to be the Lord of Shadows. However, as this worship is essentially coerced, they cannot gain levels in Cleric, Paladin, Blackguard, or Druid after becoming so Marked, unless they already had levels in that class. Regardless, they become followers of the Lord of Shades and draw divine power from him.

Some Marked will intentionally have their mark Empowered, granting them a tiny sample of their god's power in return for dealing with a specific prohibition - a warped parody of the Sacred Vows, imposed upon the semi-willing in the name of their god. Empowered Marks may only be taken in campaigns that allow the use of the Flaws variant from Unearthed Arcana. An Empowered Mark is a Flaw, providing a specific attendant benefit instead of a Feat in return. You may only have one Empowered Mark. All Empowered Marks set your Deity to The Lord of Shades permanently.

Okay, so this entire mechanic is just a way to offer an alternative to the Sacred Vow line for less-than-good folks. These consume a Flaw and the Feat that normally comes with the Flaw, limiting a different resource than normal - but do note the slight hidden cost that all of them are tied to The Lord of Shades - locking PrCs that associate with specific deities.

Also unlike the Sacred Vows, this doesn't punish accidental/unwitting action with permanent loss of feats - instead, an Empowered Mark prevents you from taking the prohibited action at all and provides an immediate punishment for trying, usually in the form of a lost action.

Mark Of Pacifistic Spellpower [Empowered Mark]
Thou shalt not harm... But plenty of other magic is okay! <3
Effect: You are no longer capable of taking actions that would knowingly result in inflicting lethal damage on anything with a constitution score and an intellect. (Unless it's dead - so eating meat is okay.) If you attempt such an action, you immediately lose the action.
Benefit: Your magic gains a significant boost of power, raising the save DC of all spells you cast by 2 and the caster level of all spells you cast by 1. This bonus does not count for any prerequisites that call for a specific caster lvel or the like.
Special: You cannot take Vow of Nonviolence or Vow of Peace if you have this feat.


Mark of Pacifistic Psionics [Empowered Mark]
Thou shalt not harm... But plenty of other mindtricks are okay! <3
Effect: You are no longer capable of taking actions that would knowingly result in inflicting lethal damage on anything with a constitution score and an intellect. (Unless it's dead - so eating meat is okay.) If you attempt such an action, you immediately lose the action.
Benefit: Your psionics gain a significant boost of power, raising the save DC of all powers you manifest by 2 and the manifester level of all powers you manifest by 1. This bonus does not count for any prerequisites that call for a specific caster lvel or the like.
Special: You cannot take Vow of Nonviolence or Vow of Peace if you have this feat.

If you've got more ideas, give 'em to me, seriously.

NekoIncardine
2014-02-17, 12:42 AM
Eldritch Healer Invoction and Pact Boon Lists

Eldritch Healer invocations come in five basic varieties: Their healing wave, their <b>General Invocations</b>, their Wave Shape Invocations, their Wave Essence Invocations, and their Pact Boons. Each may be used at will, with no per day limit; however, they get fewer of them than any spellcasting class, and each works a little differently.

Eldritch Healer Invocations are slightly different from those of other Invocation-using classes, in that many of them provide uses for Enhancement Energy to upgrade them in various ways. It is generally encouraged that you do not directly port Warlock or Dragon Shaman invocations over.

Wave Shapes: Wave Shapes modify your healing wave's range and area of effect in various ways. Using one to modify a use of healing wave is part of the same action as using the healing wave. You can purchase them using your General Invocation slots in addition to your Wave Shape/Essence supply. Only one Wave Shape may be applied to any one casting of healing wave.

Least: Healing Spear, Strike Heal
Lesser: Healing Chain
Greater:
Grand:

Wave Essences: Wave Essences modify the effects of your <i>healing wave</i> somehow - most frequently allowing it to remove status effects on the affected, but other results are possible. You can purchase them using your General Invocation slots -or- your Wave Shape/Essence slots. Only one Wave Essence may be applied to any one casting of healing wave; you may apply both a Wave Shape and a Wave Essence, but only one of each.

Least: Mobilizing Wave, Courageous wave, Cleansing Wave
Lesser: Entwined Wave, Repairing Wave, Sighted Wave, Focusing Wave
Greater:
Grand:

Pact Boon: Pact Boons are a little different from other Invocations, in that they are always-on enhancements to the abilities of the Eldritch Healer. They may be deactivated or reactivated as a swift action.

Least: Devil's Sight, Leaps and Bounds, Lord's Luck, Positive Influence, See the Unseen, Spiderwalk
Lesser: Behind the Mists, Dark Wings, Merciful Pain
Greater:
Grand:

General Invocations: General Invocations are Invocations that produce specific defined effects when cast. They do not modify healing wave, and are not always-on.

Least: Breath of the Night, Change Self, Charm, Darkness, Magical Senses, Miasmic Cloud,
Lesser: He's Not Dead Yet!, Just In Time, Sign of Luck,
Greater: Surge of Life,
Grand:

NekoIncardine
2014-02-17, 12:43 AM
Eldritch Healer Invocations

You will notice that, unlike T.G. Oskar's Warlock, every last Invocation is listed here, including OGL-compatible versions of existing-source abilities. This is because most Eldritch Healer Invocations have at least one way to use Enhancement Energy to improve their effects.

This is also why I don't have a lot of Invocations yet... If people like the class, I'll try to get more together! ;-;


A

B

Behind the Mists
Lesser Pact Boon; 3rd
The air around you creates an illusion, hiding your form from the sight of others. You are invisible (as invisibility) while this Pact Boon is active. If anything suppresses or ends the invisibility effect that is not you voluntarily suppressing it, you cannot reactivate this ability for one minute.
Enhancements: At 11th level, you may invest five Enhancement Energy into this Invocation; if you do, you now become invisible as greater invisibility instead.


C

Change Self
Least Invocation; 1st
As a full-round action, you alter your appearance as though using a disguise self spell that affects your body but not your possessions. This ability is not an illusory effect, but a minor physical alteration of your facial features, skin color and texture, and size, within the limits described for the spell. You revert to your natural form when killed. A true seeing spell reveals your natural form. When using this ability to create a disguise, you receive a +10 circumstance bonus on Disguise checks.
Enhancements: At 9th level, you may invest three Enhancement Energy into this invocation, improving it to potentially bypass true seeing; the caster of the true seeing spell must beat a caster level check opposed by your caster level check in order to see your natural form.

Charm
Least; 1st
You can beguile a humanoid within 60', causing them to perceive you as a comrade if they fail a Will save. This is language-dependent, but otherwise functions as the charm person spell. You may only have one person charmed by this ability at a time.
Enhancements: You may invest an amount of Enhancement Energy equal to or less than the number of dice your Healing Wave heals; each point lets you charm one more person with this invocation at a time.
At 7th level, you may invest three Enhancement Energy into this invocation, improving it to function as charm monster, including being able to affect creatures of any type charm monstercan affect.

Cleansing Wave
Least Wave Essence; 2nd
A Healing Wave modified by this wave essence helps balance the stomachs of those affected by it; anyone who the wave successfully effects who is Sickened ceases to be Sickened; anyone who the wave successfully effects who is Nauseated is now only Sickened.
Enhancements: At caster level 5th, you may invest one Enhancement Energy into this essence, improving it to clear the Sickened and Nauseated conditions.

Courageous Wave
Least Wave Essence; 2nd
A Healing Wave modified by this wave essence brings courage to those affected by it; anyone who the wave successfully effects who is Shaken ceases to be Shaken; anyone who the wave successfully effects who is Frightened is now only Shaken; anyone who the wave successfully effects who is Panicked is now only Frightened.
Enhancements: At caster level 5th, you may invest one Enhancement Energy into this essence, improving it to clear the Shaken and Frightened conditions, and lower Panicked to Shaken.
At caster level 9th, you may invest two Enhancement Energy into this essence, improving it to clear the Shaken, Frightened, and Panicked conditions.


D

Darkess
Least; 2nd
As the darkness spell.
Enhancements: At 5th level, you may invest one Enhancement Energy into this invocation, doubling the radius of the exuded darkness.

Dark Wings
Least Pact Boon; 4th
Your natural magic coalesces into bat-like wings that float just behind you; while they are not attached to your body, they will carry it nonetheless. While active, you have a fly speed equal to your land speed with Good maneuverability.
Enhancements: At 9th level, you may invest two Enhancement Energy into this pact boon, improving your fly speed to have Perfect maneuverability.
At 11th level, you may invest two Enhancement Energy into this pact boon, doubling the fly speed granted by this pact boon.

Devil's Sight
Least Pact Boon; 2nd
Your vision is magically enhanced, able to see through even magical darkness. You can see normally in both normal and magical darkness out to 30 feet.
Enhancements: At 9th level, you may invest two Enhancement Energy into this essence, improving it such that your sight never fails you; you become immune to blinding.


E

Entwined Wave
Lesser Wave Essence; 3rd
A Healing Wave modified by this wave essence channels both positive and negative energy; it heals both living and undead targets, rather than healing living and damaging undead. You do not have to roll to hit an undead target with this wave.
Enhancements: None.


F

Focusing Wave
Lesser Wave Essence; 4th
A healing wave modified by this wave essence helps cure maladies of the mind; subjects successfully affected only recover nonlethal damage they may have taken, but gain a new saving throw against any ongoing mind-affecting effects on them, with a bonus to the save equal to the number of dice the healing wave would heal.
Enhancements: At caster level 12th, you may invest one or more Enhancement Energy into this wave essence; each point so invested adds +2 to the save bonus.

Fogwave
Least invocation; 1st
Fog forms in the air around you, as the spell fog cloud, to a radius of 20' around you. It does not block line of sight, but grants concealment to all creatures within it. A moderate wind or fire larger than a torch will break the fog, and it disperses on its own after one minute.
Enhancements: At 3rd level, you may invest one or more Enhancement Energy into this invocation; each point so invested increases the radius of the ensuing fog by 10 feet.


G

H

Healing Chain
Lesser Wave Shape; 3rd
A Healing Wave modified by this Wave Shape forms an arc of positive energy capable of arcing between multiple users. After healing one ally, you can “jump” the chain to one secondary target per five caster levels; each target must be within 30 feet of the last one, and you cannot heal a target more than once with the same healing wave. Each person healed after the first is healed for a number of HP equal to half the amount that the initial target was healed for.
Enhancements: At caster level 8th, you may invest one or more Enhancement Energy into this Invocation to increase the number of targets the Chain can "jump" to by an amount equal to the invested energy.
At caster level 10th, you may invest two Enhancement Energy into this Invocation, so that it heals all targets for a number of HP equal to the full amount the initial target was healed for.

Healing Spear
Least Wave Shape; 2nd
A Healing Wave modified by this Wave Shape has its range extended to 250 feet with no range increment.
Enhancements: At caster level 5th, you may invest one Enhancement Energy into this Invocation, increasing the range extension to 500 feet with no range increment.

He's Not Dead Yet!
Lesser Invocation; 4th
A short burst of magical energy keeps your ally alive. You may cast this invocation as a swift action. For a number of rounds equal to your caster level, the target does not die from hit point damage (however, their hit points do keep going further and further into the negatives). Death from death effects, level drain, ability score damage or drain, or effects that destroy the body too much to prohibit raise dead still kill the subject, and if they would be dead after the invocation times out, they die immediately. You cannot cast this on someone who is already being prevented from dying by a spell or effect, including this invocation itself.
Enhancements: You may invest one or more Enhancement Energy into this effect, extending the preserving effects of this Invocation by one round for each point invested.


I

J

Just In Time
Lesser Invocation; 4th
You move to an ally’s side just in time to save their life, instantly transferring yourself to a position within 5’ of their location (as dimension door, except that you may not bring another person with you). If you use this power as a full-round action, you may use healing wave as a Swift action this turn; if you do, at least one ally adjacent to your position must be affected by this use of it.
Enhancements: At caster level 11th, you may invest two Enhancement Energy into this Invocation, allowing you to use it to pull a willing ally to a space within 5’ of you (as if they had cast dimension door) using this invocation. It otherwise functions as normal.


K

L

Leaps and Bounds
Least Pact Boon; 2nd
Magical energies from your pact course through your muscles, enhancing your agility greatly. You gain a +5 bonus on Balance, Jump, and Tumble checks.
Enhancements: At 6th level, you may invest one or more Enhancement Energy into this invocation, increasing the bonus by +2 for each Energy invested.

Lord's Luck
Least Pact Boon; 2nd
The Lord Of Shades grants an unnatural luck to some of his followers; for you, it is simply expressed as part of your pact. Choose one of Fortitude saves, Reflex saves, or Will saves; you gain a bonus to all saves of the selected type equal to your Charisma modifier. You may change which type you gain a bonus to as a full-round action, or whenever you activate this pact boon.
Enhancements: At 7th level, you may invest three Enhancement Energy into this invocation, and choose two of the three save types. (You cannot select the same type twice.)
At 14th level, you may instead invest five Enhancement Energy into this invocation, and choose all three types.


M

Magical Analysis
Least Invocation; 1st
You may detect magic, as the spell. In addition, by focusing on an object for one hour, you can identify it (as the spell, except with no material component cost).
Enhancements: Blah blah blah

Merciful Pain
Lesser pact boon; 3rd
Your weapons do not kill, but they sure pack a wallop thanks to the magic of your pact boon. While this pact boon is active, you may choose to deal nonlethal damage with any weapon you attack with, without the usual -4 penalty for doing so with weapons not designed to deal nonlethal damage. When you do, you deal +1d6 nonlethal damage.
Enhancements: You may invest an amount of Enhancement Energy in this pact boon equal to or less than the number of dice your healing wave heals; for each die invested, add +1d6 nonlethal damage to nonlethal attacks you make.

Miasmic Cloud
Least Invocation; 1st
You create a misty cloud of fog out to ten feet around you; it grants concealment to all within, but anyone who is within it beside you must make a Fortitude save or become Fatigued until one round after they leave the fog, or the fog is dispersed. A moderate wind or fire larger than a torch will break the fog, and it disperses on its own after one minute.
Enhancements: Blah blah blah

Mobilizing Wave
Least Wave Essence; 2nd
A Healing Wave modified by this Wave Essence enhances the speed of those healed by it; anyone who the wave successfully affects has any movement speed they have increased by 15' for one round.
Enhancements: At caster level 4th, you may invest one Enhancement Energy into this invocation to increase all speed gains to 30'.
At caster level 7th, you may invest one or more Enhancement Energy into this invocation to increase the number of rounds the movement speed increase lasts by an amount equal to the energy invested.


N

O

P

Positive Influence
Least Pact Boon; 2nd
Healers are totally trustworthy and friendly, right? The magic in your voice sure says so, ganting you a +5 bonus to Diplomacy, Bluff, and Gather Information.
Enhancements: At Caster Level 5th, you may invest one or more Enhancement Energy into this invocation, increasing the bonus by +2 for each Energy invested.


Q

R

Repairing Wave
Lesser Wave Essence; 3rd
A healing wave modified by this wave essence will repair damage to constructs and objects; this bypasses construct spell resistances and/or immunities.
Enhancements: None.


S

See the Unseen
Least Pact Boon; 2nd
Your vision sees past the ordinary spectrum thanks to the magic channeling through you; you can see invisible creatures and objects (as see invisibility), and have Darkvision out to 60'.
Enhancements: None.

Sign of Luck
Lesser Invocation; 3rd
Your magic grants a tiny burst of luck to an ally. At any time within the next minute, they may reroll one attack roll, skill check, or saving throw. You may not cast this on an ally who has a reroll stored from this ability.
Enhancements: None.

Strike Heal
Least Wave Shape; 1st
As a standard action, you can make a single melee attack. If you hit, the target takes damage as normal, and the person they most recently dealt damage to is healed as if you had used healing wave on them.
Enhancements: None.

Sighted Wave
Lesser Wave Essence; 4th
A healing wave modified by this wave essence can perform the precision task of healing a subject's eyes; anyone successfully affected by this wave who is blinded is no longer blinded.
Enhancements: None.

Spiderwalk
Least Pact Boon; 2nd
Spiderdude, spiderdude, does whatever a spider-dude does. You can spider climb (as the spell), and you are unaffected by mundane and magical webs.
Enhancements: At caster level 9th, you may invest two Enhancement Energy into this pact boon, doubling the climb speed granted by this pact boon.

Surge of Life
Greater; 5th
Just as an ally dies, you bring them back. When cast on someone who has died within a number of rounds equal to your caster level, they are resurrected as raise dead, except that the material component is optional, and they do not lose a level and are brought back with half their hit points.
If you do not use a material component of 1,000 GP of diamonds, they die anew after a number of minutes equal to your caster level. While in this temporary surge of life, they have a +1 bonus to attacks, damage, saves, and checks made against the creature that killed them. (You can cast this Invocation with the material component, or cast raise dead or a similar spell on them while they are in temporary life. If you do so, the time limit is removed and they remain alive, but the temporary bonus disappears.)
Surge of Life may only temporarily revive a person once per day.
Enhancements: At caster level 19th, you may invest ten Enhancement Energy into this pact boon, allowing you to raise people as if you had used the material component even if you haven't.


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NekoIncardine
2014-02-17, 12:45 AM
This post reserved Just In Case Of Expansion.

Thank you for your patience.