Blue_C.
2007-05-13, 01:00 AM
I'm getting sick of keeping track of NPC healers and their spells/day, so I decided to create this. Obviously, it's a rip off the Warlock, and I'm not sure what the effect would be in the hands of a player, but it might make random NPC healers a little easier to run. Certainly there is less to keep track of.
Also, since it is intended for NPC, and low level ones at that, I've not made more than the first five levels. Despite that, it's a Base class.
Attendants are what happens when a drive to heal couples with frustrated magical talent. No one sets out to become an attendant, it more or less just happens when someone of the right skills and talents does not already possess the ability to heal via magic. Rarely adventuring, attendants more often settle into village life, where they form the center of the community, or in armies, where desperate moments sometimes calls an attendant to her duty while fighting for the lives of herself and her comrades. Few serve deities directly, but they do exist, and when they do there is no rhyme or reason for their choice of god. After all, it is not the politics that defines an attendant, but her actions.
http://www.wizards.com/dnd/images/Dragonmarked_Gallery/101312.jpg
Attendants have the following game statistics:
Abilities A high charisma score makes the attendant's knacks harder to resist. A high Constitution is useful for those moments when her knacks cannot get her out of a hostile situation. A decent wisdom score also may come in handy, as many of her class skills use Wisdom.
Alignment Any, but most tend towards neutrality regarding law versus chaos. Evil Attendants are rare, though they do exist. Like Good Necromancers, it is not their powers that define them, but how they choose to use them.
Hit Die d6.
Class Skills
The attendant's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (local) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and Use Magical Device (Cha).
Skill Points at 1st Level (4 + Int Modifier) x 4.
Skill Points at Each Additional Level 4 + Int Modifier.
The Attendant
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Known Knacks
1st|
+0|
+0|
+0|
+2|Invigorate 1d6, knack (least)|1
2nd|
+1|
+0|
+0|
+3|Practiced Healer|2
3rd|
+1|
+1|
+1|
+3|Second Chances (initiative), Invigorate 2d6|2
4th|
+2|
+1|
+1|
+4|Deathwatch|3
5th|
+2|
+1|
+1|
+4|Invigorate 3d6|3
6th|
+3|
+2|
+2|
+5|New knack (least or lesser)|4
7th|
+3|
+2|
+2|
+5|Second Chances (invigorate) Invigorate 4d6|4
8th|
+4|
+2|
+2|
+6|Mettle|5
9th|
+4|
+3|
+3|
+6|Invigorate 5d6|5
10th|
+5|
+3|
+3|
+7|Meditative Presence|6[/table]
Class Features
All of the following are class features of the Attendant.
Weapon and Armor Proficiency Attendants are proficient with all simple weapons. They are proficient with light armor and shields (except tower shields).
Knacks (Sp) Attendants, beyond their ability to heal, have a knack for magic that isn't expressed through spells. Instead, an attendant has knacks, which are useful magical tricks and talents she has acquired through her study and experience. An attendant may use any knack at will, with the following qualifications:
A knack is a spell-like ability that takes a standard action to use. All the penalties and benefits that come from using spell-like abilities apply to a attendant's knacks, except that it invites Attacks of Opportunity. A attendant may use the concentration skill to use a knack defensively. The caster level for an attendant's knacks is equal to her healer level.
If a knack allows a save, the save DC is 10 + equivalent spell level + the attendant's charisma modifier. Since a knack is not a spell, taking a Spell focus feat does not improve a knack's DC. However, the Ability Focus feat, as well as feats such as Maximize Spell-like ability, can apply to an attendant's knacks.
An attendant starts at first level knowing one knack. The number of knacks she may know are listed on the table above. At any level she gains a new knack, she may also swap an old knack for a new one of the same rank.
Invigorate (Sp) The defining ability of an attendant is Invigorate. Simply, it is a knack granting the ability to heal a creature a certain number of hit points. The amount of healing that can be done with this ability improves over time, and is listed on Table: The Attendant. It has a range of touch, and takes one standard action to use. Like knacks, invigorate may be used at will, including in combat, but also like knacks provoke attacks of opportunity.
Invigorate is a positive energy effect, exactly like other healing magic, including its ability to damage undead and total ineffectiveness towards constructs.
After some time, an attendant may learn to add certain magical effects to her Invigorate ability, though at the cost of some of Invigorate's potency. These abilities are called healing knacks, and are listed separately from the normal knacks. However, they are knacks, and count against the number of knacks an attendant may know. All healing knacks also have a prerequisite number of ranks needed in the Heal skill that must be met before it can be selected.
Each time an attendant uses her Invigorate ability, she may choose which, if any, healing knacks apply to that use. Multiple healing knacks may be used at the same time, though the cost for each healing knack is applied separately. In fact, an attendant may use all of an invigorate's charge to power several knacks.
Practiced Healer (Ex) At 2nd level and after, an attendant is so practiced at healing she can practically do it with her eyes closed. When making a Heal skill check, an attendant can take 10 even if distracted or threatened.
Second Chances (Ex) An attendant gradually learns to never let bad luck inconvenience her. When making certain rolls, an attendant may roll twice and keep the better of the two rolls. At first she may only do this once per encounter, but each new roll she learns to apply her Second Chances ability to also grants her an additional use per encounter.
At 3th level, an attendant may reroll initiative rolls.
At 7th level, she may reroll her invigorate ability.
Deathwatch (Sp) An attendant of 4th level or higher may cast deathwatch as a spell-like ability at will. When cast in this manner, deathwatch loses the evil descriptor. Her caster level for this ability is equal to her class level.
Improved Mettle (Ex) Frequent exposure to the worst debilitations the world has to offer eventually grant the attendant partial immunity to their effects. This functions as the Hexblade ability of the same name, save that a sleeping or unconscious attendant does gain the benefit of this ability.
Meditative Presence (Su) The mere presence of an attendant of this level is calming, making it, for good or for ill, difficult to raise wild emotions while close to her. The attendant projects a permanent calm emotions effect, as if cast by a cleric of her attendant level. It affects all creatures who come within 15 feet of the attendant. She may suppress this ability or raise it again as a swift action.
Knacks
Healing Knacks
Least
Liberation (2nd level spell) Clears from the target daze, fear, paralysis, and slow effects. Cost 1d6, Prerequisite Heal 4 ranks.
Energy Ward(2nd level spell) Grants the target a temporary resistance to all energy attacks. When the target takes energy damage of type within one hour of this invigoration, one round later and for the rest of that hour the target gains Resistance 5 to that energy type. The ward can only block one energy type at a time, but it can change if the subject takes damage of a different kind within the hour. This knack does not stack; later castings dispel former ones. Cost 1d6, Prerequisite Heal 6 ranks.
Renewed Sensation (3rd level spell) Clears from the target blindness/deafness effects, and grants a bonus to spot and listen checks equal to the number of d6's rolled in this casting of Invigorate. The bonus lasts one round. Cost 1d6. Prerequisite Heal 8 ranks.
Lesser
Remove Taint (3rd level spell) Clears from the target all diseases, poisons, and curses. For 24 hours, the subject also has +1 per d6 rolled with this casting of invigorate to resist these effects. Cost 2d6. Prerequisite Heal 10 ranks.
Rest for the Weary (4th level spell) Heals all non-lethal damage from the subject, and clears from the subject all fatigue and exhaustion effects. Cost 2d6. Prerequisite Heal 10 ranks.
Salary of Virtue (4th level spell) This knack dispels all magics reducing the subject's ability scores, temporary ability damage, and negative levels. If the attendant also has 100 gp worth of diamond dust, it also restores one experience level lost to level drain, and all points drained from a single ability score (attendant's choice, if there is more than one ability score drained). Cost 3d6. Prerequisite Heal 12 ranks.
Knacks
Least
Command (1st level spell) As the spell.
Nonthreatening (2nd level spell) As the spell sanctuary, and also grants the attendant a +4 circumstance bonus to diplomacy checks. Creatures that resist the spell are also unaffected by the diplomacy bonus.
Ray of Distress (2nd level spell) Deep knowledge of the body grants an attendant the ability to sicken and tire foes with her magic. As the spell Ray of Sickening (SC 167), and targets are also fatigued for the spells duration.
Soothing Voice (1st level spell) As the spell sleep but number of HD affected is equal to the attendant's class level, and only one target may be affected at once.
Water Breathing (3rd level spell) As the spell.
Lesser
Dispel Magic (3rd Level Spell) As the spell.
Escape Artist (3rd level spell) An attendant with this knack can escape certain combats quite easily, or just as easily wade into the thick of them without taking damage. She may daze 1d4+1 opponents as the cantrip, except that she can affect any creature with fewer HD than her attendant class level. During that round, the attendant's speed increases by 30 ft per round (applied before any penalties).
Vampiric Touch (5th level spell) As the spell.
Fear (4th level spell) As the spell.
Dismissal (4th level spell) As the spell.
Also, since it is intended for NPC, and low level ones at that, I've not made more than the first five levels. Despite that, it's a Base class.
Attendants are what happens when a drive to heal couples with frustrated magical talent. No one sets out to become an attendant, it more or less just happens when someone of the right skills and talents does not already possess the ability to heal via magic. Rarely adventuring, attendants more often settle into village life, where they form the center of the community, or in armies, where desperate moments sometimes calls an attendant to her duty while fighting for the lives of herself and her comrades. Few serve deities directly, but they do exist, and when they do there is no rhyme or reason for their choice of god. After all, it is not the politics that defines an attendant, but her actions.
http://www.wizards.com/dnd/images/Dragonmarked_Gallery/101312.jpg
Attendants have the following game statistics:
Abilities A high charisma score makes the attendant's knacks harder to resist. A high Constitution is useful for those moments when her knacks cannot get her out of a hostile situation. A decent wisdom score also may come in handy, as many of her class skills use Wisdom.
Alignment Any, but most tend towards neutrality regarding law versus chaos. Evil Attendants are rare, though they do exist. Like Good Necromancers, it is not their powers that define them, but how they choose to use them.
Hit Die d6.
Class Skills
The attendant's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (local) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and Use Magical Device (Cha).
Skill Points at 1st Level (4 + Int Modifier) x 4.
Skill Points at Each Additional Level 4 + Int Modifier.
The Attendant
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Known Knacks
1st|
+0|
+0|
+0|
+2|Invigorate 1d6, knack (least)|1
2nd|
+1|
+0|
+0|
+3|Practiced Healer|2
3rd|
+1|
+1|
+1|
+3|Second Chances (initiative), Invigorate 2d6|2
4th|
+2|
+1|
+1|
+4|Deathwatch|3
5th|
+2|
+1|
+1|
+4|Invigorate 3d6|3
6th|
+3|
+2|
+2|
+5|New knack (least or lesser)|4
7th|
+3|
+2|
+2|
+5|Second Chances (invigorate) Invigorate 4d6|4
8th|
+4|
+2|
+2|
+6|Mettle|5
9th|
+4|
+3|
+3|
+6|Invigorate 5d6|5
10th|
+5|
+3|
+3|
+7|Meditative Presence|6[/table]
Class Features
All of the following are class features of the Attendant.
Weapon and Armor Proficiency Attendants are proficient with all simple weapons. They are proficient with light armor and shields (except tower shields).
Knacks (Sp) Attendants, beyond their ability to heal, have a knack for magic that isn't expressed through spells. Instead, an attendant has knacks, which are useful magical tricks and talents she has acquired through her study and experience. An attendant may use any knack at will, with the following qualifications:
A knack is a spell-like ability that takes a standard action to use. All the penalties and benefits that come from using spell-like abilities apply to a attendant's knacks, except that it invites Attacks of Opportunity. A attendant may use the concentration skill to use a knack defensively. The caster level for an attendant's knacks is equal to her healer level.
If a knack allows a save, the save DC is 10 + equivalent spell level + the attendant's charisma modifier. Since a knack is not a spell, taking a Spell focus feat does not improve a knack's DC. However, the Ability Focus feat, as well as feats such as Maximize Spell-like ability, can apply to an attendant's knacks.
An attendant starts at first level knowing one knack. The number of knacks she may know are listed on the table above. At any level she gains a new knack, she may also swap an old knack for a new one of the same rank.
Invigorate (Sp) The defining ability of an attendant is Invigorate. Simply, it is a knack granting the ability to heal a creature a certain number of hit points. The amount of healing that can be done with this ability improves over time, and is listed on Table: The Attendant. It has a range of touch, and takes one standard action to use. Like knacks, invigorate may be used at will, including in combat, but also like knacks provoke attacks of opportunity.
Invigorate is a positive energy effect, exactly like other healing magic, including its ability to damage undead and total ineffectiveness towards constructs.
After some time, an attendant may learn to add certain magical effects to her Invigorate ability, though at the cost of some of Invigorate's potency. These abilities are called healing knacks, and are listed separately from the normal knacks. However, they are knacks, and count against the number of knacks an attendant may know. All healing knacks also have a prerequisite number of ranks needed in the Heal skill that must be met before it can be selected.
Each time an attendant uses her Invigorate ability, she may choose which, if any, healing knacks apply to that use. Multiple healing knacks may be used at the same time, though the cost for each healing knack is applied separately. In fact, an attendant may use all of an invigorate's charge to power several knacks.
Practiced Healer (Ex) At 2nd level and after, an attendant is so practiced at healing she can practically do it with her eyes closed. When making a Heal skill check, an attendant can take 10 even if distracted or threatened.
Second Chances (Ex) An attendant gradually learns to never let bad luck inconvenience her. When making certain rolls, an attendant may roll twice and keep the better of the two rolls. At first she may only do this once per encounter, but each new roll she learns to apply her Second Chances ability to also grants her an additional use per encounter.
At 3th level, an attendant may reroll initiative rolls.
At 7th level, she may reroll her invigorate ability.
Deathwatch (Sp) An attendant of 4th level or higher may cast deathwatch as a spell-like ability at will. When cast in this manner, deathwatch loses the evil descriptor. Her caster level for this ability is equal to her class level.
Improved Mettle (Ex) Frequent exposure to the worst debilitations the world has to offer eventually grant the attendant partial immunity to their effects. This functions as the Hexblade ability of the same name, save that a sleeping or unconscious attendant does gain the benefit of this ability.
Meditative Presence (Su) The mere presence of an attendant of this level is calming, making it, for good or for ill, difficult to raise wild emotions while close to her. The attendant projects a permanent calm emotions effect, as if cast by a cleric of her attendant level. It affects all creatures who come within 15 feet of the attendant. She may suppress this ability or raise it again as a swift action.
Knacks
Healing Knacks
Least
Liberation (2nd level spell) Clears from the target daze, fear, paralysis, and slow effects. Cost 1d6, Prerequisite Heal 4 ranks.
Energy Ward(2nd level spell) Grants the target a temporary resistance to all energy attacks. When the target takes energy damage of type within one hour of this invigoration, one round later and for the rest of that hour the target gains Resistance 5 to that energy type. The ward can only block one energy type at a time, but it can change if the subject takes damage of a different kind within the hour. This knack does not stack; later castings dispel former ones. Cost 1d6, Prerequisite Heal 6 ranks.
Renewed Sensation (3rd level spell) Clears from the target blindness/deafness effects, and grants a bonus to spot and listen checks equal to the number of d6's rolled in this casting of Invigorate. The bonus lasts one round. Cost 1d6. Prerequisite Heal 8 ranks.
Lesser
Remove Taint (3rd level spell) Clears from the target all diseases, poisons, and curses. For 24 hours, the subject also has +1 per d6 rolled with this casting of invigorate to resist these effects. Cost 2d6. Prerequisite Heal 10 ranks.
Rest for the Weary (4th level spell) Heals all non-lethal damage from the subject, and clears from the subject all fatigue and exhaustion effects. Cost 2d6. Prerequisite Heal 10 ranks.
Salary of Virtue (4th level spell) This knack dispels all magics reducing the subject's ability scores, temporary ability damage, and negative levels. If the attendant also has 100 gp worth of diamond dust, it also restores one experience level lost to level drain, and all points drained from a single ability score (attendant's choice, if there is more than one ability score drained). Cost 3d6. Prerequisite Heal 12 ranks.
Knacks
Least
Command (1st level spell) As the spell.
Nonthreatening (2nd level spell) As the spell sanctuary, and also grants the attendant a +4 circumstance bonus to diplomacy checks. Creatures that resist the spell are also unaffected by the diplomacy bonus.
Ray of Distress (2nd level spell) Deep knowledge of the body grants an attendant the ability to sicken and tire foes with her magic. As the spell Ray of Sickening (SC 167), and targets are also fatigued for the spells duration.
Soothing Voice (1st level spell) As the spell sleep but number of HD affected is equal to the attendant's class level, and only one target may be affected at once.
Water Breathing (3rd level spell) As the spell.
Lesser
Dispel Magic (3rd Level Spell) As the spell.
Escape Artist (3rd level spell) An attendant with this knack can escape certain combats quite easily, or just as easily wade into the thick of them without taking damage. She may daze 1d4+1 opponents as the cantrip, except that she can affect any creature with fewer HD than her attendant class level. During that round, the attendant's speed increases by 30 ft per round (applied before any penalties).
Vampiric Touch (5th level spell) As the spell.
Fear (4th level spell) As the spell.
Dismissal (4th level spell) As the spell.