Lichtenstein
2016-09-16, 04:30 PM
We all remember the Healer [Lots of disparaging remarks here] Anyway, the idea was to preserve the feel of the healer while .. you know, make it not suck. This conversion is for people who really want to play a healer, but can't justify not playing a cleric. (so, sidestepping that whole, "healing is suboptimal" thing)
This Healer still has a spell list focused almost exclusively on healing, but with the option to learn one of any Conjuration or Divination spell of each level.
Buffs include: Spontaneous Casting, Lay On Hands, Channel Positive Energy, the removal of RP armor restrictions, and spell list flexibility with Divination and Conjuration (If chosen at each opportunity, the Healer could, for instance, end up with every Summon Monster or Summon Nature's Ally spell)
Debuffs include and are generally limited to: Poor BAB when making lethal attacks against living creatures, temporary curing of ailments through abilities instead of permanent
Thoughts? Too much? Not enough? Missed the mark?
Anyway here's the class
The Healer
HD: d8
BAB: Medium
Fort: Good
Ref: Bad
Will: Good
Skills/Level: 4
Alignment: Any
Any type of person may become a healer. There is no specific deity to follow or oath to obey. The Healer is simply a sage with great skills in manipulating divine positive energy. That is not to say that your healer does not follow a deity or have a strict code of ethics, merely that someone who does not may still be a healer.
No matter the alignment, Hesitancy functions as written. Channeling divine positive energy and healing others always makes you a little bit better of a person, even if just by habit instead of inclination. An evil person - even an evil outsider - will still hesitate momentarily before killing a being healed by positive energy, based on experience with their penchant for cooperation or the work involved in mending them.
Also, an undead healer may exist just as a living necromancer can.
Weapon and Armor proficiency:
Healers are proficient with light armor but not with shields. They are proficient with all simple weapons and all weapons that naturally deal nonlethal damage without a penalty. Since this grants proficiency with unarmed strikes, the healer gains the Improved Unarmed Strike feat
Class Skills:
Craft, Diplomacy, Handle Animal, Heal, Kn: Nature, Kn: Religion, Linguistics, Profession, Sense Motive, Spellcraft, Survival
1: Advanced Learning 0, Orisons, Healing Hands, Hesitancy, Doctor
2: Lay On Hands, Skill Focus (Heal)
3: Advanced Learning 1, Channel Positive Energy
4: Mercy
5: Advanced Learning 2, Divine Blessing
6: Mercy
7: Advanced Learning 3
8: Mercy, New Limb
9: Advanced Learning 4
10: Greater Mercy, Greater Hesitancy
11: Advanced Learning 5
12: Mercy, Mass New Limb
13: Advanced Learning 6
14: Mercy
15: Advanced Learning 7
16: Mercy, New Life
17: Advanced Learning 8
18: Mercy
19: Advanced Learning 9
20: True Mercy, Miracle Worker
Spellcasting:
The Healer spontaneously casts spells. A healer can cast every spell on their spell list of an appropriate level. Healers progress like clerics in their spells per day (including the +1 that Clerics get for a domain spell, but Healers just use that as a normal spell slot) and level at which they can cast spells. This means that, yes, they gain a spellcasting level one level before other spontaneous casters. Healers use Wisdom as their casting score.
Hesitancy:
If the Healer is dealing lethal damage to a creature with an Int score that is not undead nor an evil-aligned outsider, the Healer uses a poor BAB for their attacks instead of a Medium BAB. The Healer may use nonlethal damage against all creatures using their Medium BAB. The healer still takes a -4 penalty on attack rolls when dealing nonlethal damage with a lethal weapon as normal, unless they have the appropriate feat or ability
Healing Hands (Ex):
When casting a spell that cures HP damage, a Healer adds their Cha bonus to the amount of HP restored. For instance, a 2nd level Healer with 16 Cha casts Cure Light Wounds as 1d8+2+3.
Orisons:
A Healer can use all orisons listed on their spell list at will, as well as the orison learned from Advanced Learning 0
Advanced Learning:
At each odd level, the Healer may learn one Conjuration or Divination spell off of any Arcane, Divine, or Psychic spell list. Regardless of the spell list the spell came from, it is considered a Divine Spell on the Healer Spell List when used by the Healer. The maximum level of the spell that may be added to the Healer Spell List is listed with the ability. The spell obtained may not be chosen at a level lower than that in which the class in question first becomes able to cast a spell. For instance, if selecting a 4th level Bard spell, the healer may not select it before 10th level, as that is the level that bards become able to cast 4th level spells.
At each even level, one spell learned at an Advanced Learning level may be changed to another spell of the level listed or lower. (For instance, if Advanced Learning 3 is used to learn a 3rd level spell, that may be swapped at 8th level for a 2nd level spell, and may be swapped at 10th level for a 3rd level spell, but not a 4th level spell).
Doctor (Ex:)
When using the Heal skill, modify Provide Long-Term Care and Treat Deadly Wounds in the following ways
Provide Long Term Care, DC 15
Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points (lost to ability damage) at twice the normal rate (plus your Healing Hands bonus for HP damage): 2 hit points per level + your Cha bonus for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.
You can tend as many as six patients at a time, plus two for each level of Healer after the first. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.
Action/Time: 20 minutes of your care per patient, minus 1 minute for each level past first. Additionally, 8 hours of time must be spent in the general vicinity of all of the patients total; the time initially spent caring for each of them counts towards this total. The Healer may sleep during this time, but if more than 4 hours of this time is spent asleep, the Healer must roll a DC 20 Fortitude save. If failed, the Healer loses 1 hour of sleep due to the time spent woken up by sick or injured patients.
Retry? Varies. Generally speaking, you can’t try a Heal check again without witnessing proof of the original check’s failure.
Treat Deadly Wounds, DC 20 - The action/time spent on Treat Deadly Wounds is reduced to 20 minutes, minus 1 minute per patient for each level past first
Lay On Hands (Su):
Gained at 2nd Level. Functions as the Paladin ability.
Channel Energy (Su):
At 3rd level, a Healer gains the ability to Channel Positive Energy like a good-aligned cleric. Using this requires 2 uses of Lay On Hands.
Mercy:
Gained beginning at 4th level, and every 2 levels thereafter. Healers become able to apply mercies with uses of Lay On Hands. Functions as the Paladin ability, including the level that types of mercies become available.
Divine Blessing:
At 5th level, a healer receives a divine blessing. A Divine Blessing may take one of three forms. Once chosen, that form may not be changed. Specific blessings within a form may be changed as usual:
Unicorn Companion - As a Divine Bond mount of a Paladin of equal level to the Healer, but a Unicorn (Bestiary) instead of a Horse
Blessed Weapon - As the Divine Bond weapon of a Paladin equal in level to the Healer, but the healer may only increase her weapon's enhancement bonus or add the following properties to her weapon: Conductive, Defending, Disruptive, Grayflame, Merciful, or Bane focused on undead or a type of evil outsider.
Blessed Symbol - as the Divine Bond ability of the Sacred Servant Paladin archetype
New Limb:
Once per day, when using Lay On Hands, a Healer may regrow or repair a creature's lost or damaged body part or organ as a Regenerate spell.
Greater Mercy:
In addition to the mercy gained at 10th level, the Healer also gains the ability to spend 2 uses of Lay On Hands to permanently remove an effect that they can hold at bay with Mercy. This use of Lay On Hands still cures hit point damage as normal but does not apply any other mercies. Spending an additional 2 uses of Lay On Hands allows this ability to function with Channel Positive Energy
Greater Hesitancy:
At 10th level, the Healer has fully committed to the lifestyle and ethos that go with healing the sick and injured through positive energy channeling. When lethally attacking a creature that triggers Hesitancy, the Healer is restricted to 1 attack per round unless they pass a DC 15 Will save. This applies even if they have extra attacks from other classes.
New Limb, Mass:
Once per week, when using Channel Positive Energy, all creatures within the radius are affected by Regenerate before healing is applied.
New Life:
Once per week, when using Lay On Hands, a Healer may return a dead creature back to life, as if casting True Resurrection.
True Mercy: In addition to the mercy gained at 20th level, the Healer permanently heals all conditions normally held at bay by her mercies when using Lay On Hands, but not Channel Positive Energy
Miracle Worker:
At 20th level, a Healer masters their connection to positive energy. This manifests in one of two ways. Once a manifestation is picked, it cannot be changed.
Divine Mysteries - Miracle is added to the Healer spell list as a 9th level spell. On the Healer's spell list, Miracle counts as a Conjuration spell, not an Evocation spell
New Life, Mass - Once per week, when using Channel Positive Energy, all creatures within the radius are affected by True Resurrection before healing is applied. Additionally, New Life may be used once per day
This Healer still has a spell list focused almost exclusively on healing, but with the option to learn one of any Conjuration or Divination spell of each level.
Buffs include: Spontaneous Casting, Lay On Hands, Channel Positive Energy, the removal of RP armor restrictions, and spell list flexibility with Divination and Conjuration (If chosen at each opportunity, the Healer could, for instance, end up with every Summon Monster or Summon Nature's Ally spell)
Debuffs include and are generally limited to: Poor BAB when making lethal attacks against living creatures, temporary curing of ailments through abilities instead of permanent
Thoughts? Too much? Not enough? Missed the mark?
Anyway here's the class
The Healer
HD: d8
BAB: Medium
Fort: Good
Ref: Bad
Will: Good
Skills/Level: 4
Alignment: Any
Any type of person may become a healer. There is no specific deity to follow or oath to obey. The Healer is simply a sage with great skills in manipulating divine positive energy. That is not to say that your healer does not follow a deity or have a strict code of ethics, merely that someone who does not may still be a healer.
No matter the alignment, Hesitancy functions as written. Channeling divine positive energy and healing others always makes you a little bit better of a person, even if just by habit instead of inclination. An evil person - even an evil outsider - will still hesitate momentarily before killing a being healed by positive energy, based on experience with their penchant for cooperation or the work involved in mending them.
Also, an undead healer may exist just as a living necromancer can.
Weapon and Armor proficiency:
Healers are proficient with light armor but not with shields. They are proficient with all simple weapons and all weapons that naturally deal nonlethal damage without a penalty. Since this grants proficiency with unarmed strikes, the healer gains the Improved Unarmed Strike feat
Class Skills:
Craft, Diplomacy, Handle Animal, Heal, Kn: Nature, Kn: Religion, Linguistics, Profession, Sense Motive, Spellcraft, Survival
1: Advanced Learning 0, Orisons, Healing Hands, Hesitancy, Doctor
2: Lay On Hands, Skill Focus (Heal)
3: Advanced Learning 1, Channel Positive Energy
4: Mercy
5: Advanced Learning 2, Divine Blessing
6: Mercy
7: Advanced Learning 3
8: Mercy, New Limb
9: Advanced Learning 4
10: Greater Mercy, Greater Hesitancy
11: Advanced Learning 5
12: Mercy, Mass New Limb
13: Advanced Learning 6
14: Mercy
15: Advanced Learning 7
16: Mercy, New Life
17: Advanced Learning 8
18: Mercy
19: Advanced Learning 9
20: True Mercy, Miracle Worker
Spellcasting:
The Healer spontaneously casts spells. A healer can cast every spell on their spell list of an appropriate level. Healers progress like clerics in their spells per day (including the +1 that Clerics get for a domain spell, but Healers just use that as a normal spell slot) and level at which they can cast spells. This means that, yes, they gain a spellcasting level one level before other spontaneous casters. Healers use Wisdom as their casting score.
Hesitancy:
If the Healer is dealing lethal damage to a creature with an Int score that is not undead nor an evil-aligned outsider, the Healer uses a poor BAB for their attacks instead of a Medium BAB. The Healer may use nonlethal damage against all creatures using their Medium BAB. The healer still takes a -4 penalty on attack rolls when dealing nonlethal damage with a lethal weapon as normal, unless they have the appropriate feat or ability
Healing Hands (Ex):
When casting a spell that cures HP damage, a Healer adds their Cha bonus to the amount of HP restored. For instance, a 2nd level Healer with 16 Cha casts Cure Light Wounds as 1d8+2+3.
Orisons:
A Healer can use all orisons listed on their spell list at will, as well as the orison learned from Advanced Learning 0
Advanced Learning:
At each odd level, the Healer may learn one Conjuration or Divination spell off of any Arcane, Divine, or Psychic spell list. Regardless of the spell list the spell came from, it is considered a Divine Spell on the Healer Spell List when used by the Healer. The maximum level of the spell that may be added to the Healer Spell List is listed with the ability. The spell obtained may not be chosen at a level lower than that in which the class in question first becomes able to cast a spell. For instance, if selecting a 4th level Bard spell, the healer may not select it before 10th level, as that is the level that bards become able to cast 4th level spells.
At each even level, one spell learned at an Advanced Learning level may be changed to another spell of the level listed or lower. (For instance, if Advanced Learning 3 is used to learn a 3rd level spell, that may be swapped at 8th level for a 2nd level spell, and may be swapped at 10th level for a 3rd level spell, but not a 4th level spell).
Doctor (Ex:)
When using the Heal skill, modify Provide Long-Term Care and Treat Deadly Wounds in the following ways
Provide Long Term Care, DC 15
Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points (lost to ability damage) at twice the normal rate (plus your Healing Hands bonus for HP damage): 2 hit points per level + your Cha bonus for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.
You can tend as many as six patients at a time, plus two for each level of Healer after the first. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.
Action/Time: 20 minutes of your care per patient, minus 1 minute for each level past first. Additionally, 8 hours of time must be spent in the general vicinity of all of the patients total; the time initially spent caring for each of them counts towards this total. The Healer may sleep during this time, but if more than 4 hours of this time is spent asleep, the Healer must roll a DC 20 Fortitude save. If failed, the Healer loses 1 hour of sleep due to the time spent woken up by sick or injured patients.
Retry? Varies. Generally speaking, you can’t try a Heal check again without witnessing proof of the original check’s failure.
Treat Deadly Wounds, DC 20 - The action/time spent on Treat Deadly Wounds is reduced to 20 minutes, minus 1 minute per patient for each level past first
Lay On Hands (Su):
Gained at 2nd Level. Functions as the Paladin ability.
Channel Energy (Su):
At 3rd level, a Healer gains the ability to Channel Positive Energy like a good-aligned cleric. Using this requires 2 uses of Lay On Hands.
Mercy:
Gained beginning at 4th level, and every 2 levels thereafter. Healers become able to apply mercies with uses of Lay On Hands. Functions as the Paladin ability, including the level that types of mercies become available.
Divine Blessing:
At 5th level, a healer receives a divine blessing. A Divine Blessing may take one of three forms. Once chosen, that form may not be changed. Specific blessings within a form may be changed as usual:
Unicorn Companion - As a Divine Bond mount of a Paladin of equal level to the Healer, but a Unicorn (Bestiary) instead of a Horse
Blessed Weapon - As the Divine Bond weapon of a Paladin equal in level to the Healer, but the healer may only increase her weapon's enhancement bonus or add the following properties to her weapon: Conductive, Defending, Disruptive, Grayflame, Merciful, or Bane focused on undead or a type of evil outsider.
Blessed Symbol - as the Divine Bond ability of the Sacred Servant Paladin archetype
New Limb:
Once per day, when using Lay On Hands, a Healer may regrow or repair a creature's lost or damaged body part or organ as a Regenerate spell.
Greater Mercy:
In addition to the mercy gained at 10th level, the Healer also gains the ability to spend 2 uses of Lay On Hands to permanently remove an effect that they can hold at bay with Mercy. This use of Lay On Hands still cures hit point damage as normal but does not apply any other mercies. Spending an additional 2 uses of Lay On Hands allows this ability to function with Channel Positive Energy
Greater Hesitancy:
At 10th level, the Healer has fully committed to the lifestyle and ethos that go with healing the sick and injured through positive energy channeling. When lethally attacking a creature that triggers Hesitancy, the Healer is restricted to 1 attack per round unless they pass a DC 15 Will save. This applies even if they have extra attacks from other classes.
New Limb, Mass:
Once per week, when using Channel Positive Energy, all creatures within the radius are affected by Regenerate before healing is applied.
New Life:
Once per week, when using Lay On Hands, a Healer may return a dead creature back to life, as if casting True Resurrection.
True Mercy: In addition to the mercy gained at 20th level, the Healer permanently heals all conditions normally held at bay by her mercies when using Lay On Hands, but not Channel Positive Energy
Miracle Worker:
At 20th level, a Healer masters their connection to positive energy. This manifests in one of two ways. Once a manifestation is picked, it cannot be changed.
Divine Mysteries - Miracle is added to the Healer spell list as a 9th level spell. On the Healer's spell list, Miracle counts as a Conjuration spell, not an Evocation spell
New Life, Mass - Once per week, when using Channel Positive Energy, all creatures within the radius are affected by True Resurrection before healing is applied. Additionally, New Life may be used once per day