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  1. - Top - End - #1
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    Lightbulb Healer Savant, Prestige Class (3.5)

    Healer Savant

    ENTRY REQUIREMENTS
    Feats: Combat Casting, Skill Focus (Heal)
    Skills: Heal 8 ranks, Knowledge (Religion) 4 ranks.
    Special: Ability to cast 3rd level spells or higher with the healing descriptor.


    GAME RULE INFORMATION
    Healer Savants have the following game statistics.

    Alignment: Any.
    Hit Die: d8.

    Class Skills
    The Healer Savant’s class skills (and the key ability for each skill) are Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (religion) (Int), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).
    Skill Points at 1st Level: (4 + Int modifier) × 4.
    Skill Points at Each Additional Level: 4 + Int modifier.

    {table=head]{colsp=8}Table: Healer Savant Class
    Level| BAB | Fort| Ref |Will| Special Abilities| Reach| Spells Per Day

    1st |+0 |+0 |+0 |+2 | Enhanced Healer, Healing Hands, Protective Mantle |--- |+1 of existing spellcasting class
    2nd |+1 |+0 |+0 |+3 | Restorative Reach |20 ft. |+1 of existing spellcasting class
    3rd |+2 |+1 |+1 |+3 | Combat Healer |40 ft. |+1 of existing spellcasting class
    4th |+3 |+1 |+1 |+4 | Healer's Blessing |60 ft. |+1 of existing spellcasting class
    5th |+3 |+1 |+1 |+4 | Aspect of Life’s Essence |80 ft. |+1 of existing spellcasting class
    [/table]

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

    Weapon and Armor Proficiency:
    Healer Savants gain no new proficiencies.

    1st - Enhanced Healer (Su):
    Whenever you cast a cure spell, the maximum number of hit points healed is based on your caster level, not the limit based on the spell.

    Example: Cure Light caps out at 1d8+5 (at 5th caster level). now it can increase beyond that point, to a maximum of your current caster level.

    1st - Healing Hands (Ex):
    You gain a +4 bonus on Heal checks. You may provide first aid to two people or treat two people for poison as a standard action (make a separate Heal check for each creature). When using the Heal skill to treat wounds from caltrops (and so on), treat deadly wounds, treat poison, treat disease, or treat long-term care, you may treat double the normal number of people you may treat at the same time. You may provide long term care for yourself.

    1st - Protective Mantle (Su):
    Whenever you cast a spell that cures the target of hit point damage, you automatically manifest a protective aura around yourself; any opponent attempting to strike or otherwise directly attack the healer savant, even with a targeted spell, must attempt a Will save (DC 15+ Healer Savant level).

    If the save succeeds, the opponent can attack normally and is unaffected by the protective mantle. If the save fails, the opponent can’t follow through with the attack, that part of its action is lost, and it can’t directly attack the protected healer savant for that round. Those not attempting to attack the subject remain unaffected. This ability does not prevent the healer savant from being attacked or affected by area or effect spells.


    2nd - Restorative Reach (Su):
    A Healer Savant can cast touch spells with the healing descriptor at a range of 20 ft. This range increases by 20 ft. for each healer savant level afterwards (40 ft. at 3rd, 60 ft. at 4th and finally 80 ft. at 5th). If the target is unaware or unwilling, the healer savant must succeed a ranged touch attack against the target.

    3rd - Combat Healer (Su):
    Whenever the healer savant casts a cure spell (a spell with “cure” in its name), it can be cast as a swift action, as if using the Quicken Spell feat, by expending two spell slots. This does not increase the level of the spell. the healer savant can use this ability once per day per Healer Savant level.

    4th - Healer's Blessing (Su):
    All of the healer savant's cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

    5th - Aspect of Life’s Essence (Su):
    The healer savant only requires one-fourth the material components and need only expend half the experience point component for spells with the healing descriptor (such as true resurrection). You also gain immunity to all magical and non-magical diseases and all poisons.
    Last edited by LordErebus12; 2013-02-10 at 12:50 PM.
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  2. - Top - End - #2
    Ogre in the Playground
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    Default Re: Healer Savant pathfinder spell list

    1st Level Spells

    Spell Description Source
    Aid +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). CRB
    Bless Allies gain +1 on attack rolls and saves against fear. CRB
    Bless Water M Makes holy water. CRB
    Calm Emotions Calms creatures, negating emotion effects. CRB
    Comprehend Languages You understand all spoken and written languages. CRB
    Consecrate M Fills area with positive energy, weakening undead. CRB
    Cure Light Wounds Cures 1d8 damage + 1/level (max +5). CRB
    Cure Light Wounds, Mass Cures 1d8 damage + 1/level, affects 1 subject/level. CRB
    Deathwatch Reveals how near death subjects within 30 ft. are. CRB
    Delay Poison Stops poison from harming target for 1 hour/level. CRB
    Detect Chaos/Evil/Good/Law Reveals creatures, spells, or objects of selected alignment. CRB
    Detect Poison Detects poison in one creature or object. CRB
    Detect Undead Reveals undead within 60 ft. CRB
    Endure Elements Exist comfortably in hot or cold regions. CRB
    Gentle Repose Preserves one corpse. CRB
    Hide from Undead Undead can't perceive one subject/level. CRB
    Protection from Chaos/Evil/Good/Law +2 to AC and saves, plus additional protection against selected alignment. CRB
    Purify Food and Drink Purifies 1 cu. ft./level of food or water. CRB
    Remove Fear Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. CRB
    Remove Paralysis Frees creatures from paralysis or slow effect. CRB
    Restoration, Lesser Dispels magical ability penalty or repairs 1d4 ability damage. CRB
    Sanctuary Opponents can't attack you, and you can't attack. CRB
    Shield of Faith Aura grants +2 or higher deflection bonus. CRB
    Shield Other F You take half of subject's damage. CRB
    Stabilize Cause a dying creature to stabilize. CRB
    Status Monitors condition, position of allies. CRB
    Blessing of Courage and Life +2 on saves vs. fear and death. APG
    Ghostbane Dirge Incorporeal creature takes half damage from nonmagical weapons. APG
    Compassionate Ally Target is compelled to help injured ally. UM
    Decompose Corpse Turn corpse into clean skeleton. UM
    Delay Pain Ignore pain for 1 hour/level. UM
    Diagnose Disease Detect and identify diseases. UM
    Remove Sickness Suppress disease, nausea, and the sickened condition. UM
    Restore Corpse Skeletal corpse grows flesh. UM
    Sanctify Corpse Prevent a corpse from becoming an undead creature. UM
    Spear of Purity Harm and possibly blind evil creatures. UM
    Surmount Affliction Temporarily suppress one condition. UM
    Web Shelter Create a comfortable shelter made of webbing. UM
    Air Bubble Creates a small pocket of air around your head or an object. UC
    Liberating Command Target makes an Escape Artist check as an immediate action and gains a bonus on it. UC
    Protection from Chaos, Communal As protection from chaos, but you may divide the duration among creatures touched. UC
    Protection from Evil, Communal As protection from evil, but you may divide the duration among creatures touched. UC
    Protection from Good, Communal As protection from good, but you may divide the duration among creatures touched. UC
    Protection from Law, Communal As protection from law, but you may divide the duration among creatures touched. UC
    Reinforce Armaments, Communal As reinforce armaments, but you may divide the duration among objects touched. UC

    2nd Level Spells

    Spell Description Source
    Cure Moderate Wounds Cures 2d8 damage + 1/level (max +10). CRB
    Cure Moderate Wounds, Mass Cures 2d8 damage + 1/level, affects 1 subject/level. CRB
    Daylight 60-ft. radius of bright light. CRB
    Death Ward Grants bonuses against death spells and negative energy. CRB
    Dimensional Anchor Bars extradimensional movement. CRB
    Dismissal Forces a creature to return to native plane. CRB
    Dispel Magic Cancels one magical spell or effect. CRB
    Divination M Provides useful advice for specific proposed actions. CRB
    Divine Power You gain attack bonuses and 1 hp/level. CRB
    Freedom of Movement Subject moves normally despite impediments to movement. CRB
    Holy Smite Harms and possibly blinds evil creatures (1d8 damage/2 levels). CRB
    Magic Circle against Chaos/Evil/Good/Law As protection spells, but 10-ft. radius and 10 min./level. CRB
    Neutralize Poison Immunizes subject against poison, detoxifies venom in or on subject. CRB
    Prayer Allies get +1 bonus on most rolls, enemies –1 penalty. CRB
    Remove Blindness/Deafness Cures normal or magical blindness or deafness. CRB
    Remove Curse Frees object or person from curse. CRB
    Remove Disease Cures all diseases affecting subject. CRB
    Restoration Restores level and ability score drains. CRB
    Searing Light Ray deals 1d8/two levels damage (more against undead). CRB
    Sending Delivers short message anywhere, instantly. CRB
    Speak with Dead Corpse answers one question/two levels. CRB
    Blessing of Fervor Gives allies a choice of benefits. APG
    Elemental Speech You can speak with elementals and some creatures. APG
    Enter Image Transfers your consciousness to an object bearing your likeness. APG
    Guiding Star Know approximate distance from where you cast this spell. APG
    Nap Stack Subjects only need 2 hours for a night’s sleep, and can sleep even longer for more benefits. APG
    Planar Adaptation Resist harmful effects of other plane. APG
    Rest Eternal M Dead creature cannot be revived. APG
    Sacred Bond F Cast touch healing spells from a distance. APG
    Spiritual Ally Creates a divine ally to aid you. APG
    Wrathful Mantle Subject gets +1/four levels on all saves. APG
    Daybreak Arrow Targeted ammunition exudes radiant energy. UC
    Delay Poison, Communal As delay poison, but you may divide the duration among creatures touched. UC
    Discovery Torch Touched object emanates bright light, granting Perception and Sense Motive bonuses. UC
    Symbol of Healing M Triggered rune heals living creatures. UM
    Symbol of Revelation M Triggered symbol reveals illusions. UM

    3rd Level Spells

    Spell Description Source
    Atonement MF Removes burden of misdeeds from subject and reverses magical alignment change. CRB
    Banishment Banishes 2 HD/level of extraplanar creatures. CRB
    Break Enchantment Frees subjects from enchantments, transmutations, and curses. CRB
    Breath of Life Cures 5d8 damage + 1/level and restores life to recently slain creatures. CRB
    Commune M Deity answers one yes-or-no question/level. CRB
    Cure Serious Wounds Cures 3d8 damage + 1/level (max +15). CRB
    Cure Serious Wounds, Mass Cures 3d8 damage + 1/level, affects 1 subject/level. CRB
    Dispel Magic, Greater As dispel magic, but with multiple targets. CRB
    Find the Path Shows most direct way to a location. CRB
    Flame Strike Smites foes with divine fire (1d6/level damage). CRB
    Hallow M Designates location as holy. CRB
    Heal Cures 10 points/level damage, all diseases and mental conditions. CRB
    Raise Dead M Restores life to subject who died as long as one day/level ago. CRB
    Resurrection M Fully restore dead subject. CRB
    Righteous Might Your size increases, and you gain bonuses in combat. CRB
    Scrying F Spies on subject from a distance. CRB
    Undeath to Death M Destroys 1d4 HD/level undead (max. 20d4). CRB
    Word of Recall Teleports you back to designated place. CRB
    Cleanse Cures 4d8 damage +1/level (max +25) and also removes several afflictions. APG
    Ghostbane Dirge, Mass As ghostbane dirge, but affects multiple creatures. APG
    Life Bubble Protects creatures from environment. APG
    Pillar of Life Created pillar heals 2d8 +1/level (max +20) APG
    Planar Adaptation, Mass As planar adaptation, but affects multiple creatures. APG
    Holy Ice M Create wall or javelins of frozen holy water. UM
    Serenity Peaceful feelings harm those attempting violence. UM

    4th Level Spells


    Spell Description Source
    Cure Critical Wounds Cures 4d8 damage + 1/level (max +20). CRB
    Cure Critical Wounds, Mass Cures 4d8 damage + 1/level for many creatures. CRB
    Dimensional Lock Teleportation and interplanar travel blocked for 1 day/level. CRB
    Discern Location Reveals exact location of creature or object. CRB
    Ethereal Jaunt You become ethereal for 1 round/level. CRB
    Heal, Mass As heal, but affects 1 subject/level. CRB
    Holy Aura F +4 deflection bonus to AC, +4 resistance bonus to saves, and SR 25 against evil spells. CRB
    Holy Word Kills, paralyzes, blinds, or deafens nongood subjects. CRB
    Refuge M Alters item to transport its possessor to you. CRB
    Regenerate Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35). CRB
    Repulsion Creatures can't approach you. CRB
    Restoration, Greater M As restoration, plus restores all levels and ability scores. CRB
    Scrying, Greater As scrying, but faster and longer. CRB
    Symbol of Stunning M Triggered rune stuns nearby creatures. CRB
    True Resurrection M As resurrection, plus remains aren't needed CRB
    Overwhelming Presence Creatures bow before you as if you were divine. UM
    Last edited by LordErebus12; 2015-03-15 at 11:13 PM.
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    Default Re: Healer Savant, Prestige Class (3.5)

    Followed the links from Squirrel's Cure/Inflict-Spell Fix

    ENTRY REQUIREMENTS
    Feats: Combat Casting, Skill Focus (Heal)
    Skills: Heal 12 ranks, Knowledge (Religion) 8 ranks.
    Special: Ability to cast 4th level spells or higher with the healing descriptor.
    The Heal skill doesn't really get a lot of use in games with magical healing readily available. Part of that is the skill's fault, IMO it needs some tweaking.
    But how about if you just said that you needed to have Heal as a class skill?

    Also, unlike some forum-goers I don't believe that in-combat healing is NEVER a good option, but it tends to be less game-changing at higher levels, because of deeper health pools and more alternate options. Keeping players from entering this PrC until levels 8-9 seems...less than optimal.

    Enhanced Healer (Su):
    What exactly does this mean? Is it supposed to imply that healing spells no longer have a cap? I'm a little confused.

    1st - Healing Hands (Ex):
    Nothing's wrong with this, but I feel like it won't see a lot of use in most hackey-slashey games (and again, if magic is available it will almost always be better, especially at the level you can start entering this class)
    Maybe make the bonus scale with level; something like +3 and +1/level of HS, so that it ranges from +4 to +8. (I like things that scale, I can't help it).

    2nd - Restorative Reach (Su):
    It's better than touch range, but what if it was a steady 20 ft./level, so that it capped at 100 ft., which kind of puts you on the same playing field as other casters (medium range is 100+ ft.)

    3rd - Combat Healer (Su):
    I'm torn here, because this is a pretty nice ability, and yet you can't use it very much. But if you increase the number of daily uses, it will burn through spell slots very quickly. I need to brainstorm more to try and come up with an actual suggestion though.

    5th - Aspect of Life’s Essence (Su):
    What healing spells actually require XP? I'm just curious, but I can't think of any off the top of my head. Still, saving money on resurections will be nice.



    I always like ideas for improving the healer archetype in D&D. I think the biggest discouragement right now for some one taking this class is the first-level loss of spell progression. Divine casters tend to have more class-features than arcane casters, so even with full casting progression they'd probably be giving something up, but I don't know if it would be enough. If I can come up with any more decisive opinion I'll let you know.
    Last edited by Deepbluediver; 2013-02-09 at 12:23 AM.
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    Default Re: Healer Savant, Prestige Class (3.5)

    Why not make combat healer 1/day without using 2 spell slots at 3rd level, 2/day at 4th level, and 3/day at 5th level?

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    Default Re: Healer Savant, Prestige Class (3.5)

    all really good advice

    i also had a friend whine about the dead caster level yesterday, to which i tend to agree with.
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    Default Re: Healer Savant, Prestige Class (3.5)

    Quote Originally Posted by Deepbluediver View Post
    What exactly does this mean? Is it supposed to imply that healing spells no longer have a cap? I'm a little confused.
    Typically a cure light spell is capped at maximum of 1d8+5 healing (at 5th level). this ability allows a 20th level cleric to cure 1d8+20 healing in that case, far better than before.
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    Ogre in the Playground
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    Default Re: Healer Savant, Prestige Class (3.5)

    some tweaks posted.

    Better range, more combat casting, no dead caster level.
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    Ogre in the Playground
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    Default Re: Healer Savant, Prestige Class (3.5)

    Quote Originally Posted by Deepbluediver View Post
    The Heal skill doesn't really get a lot of use in games with magical healing readily available. Part of that is the skill's fault, IMO it needs some tweaking.
    But how about if you just said that you needed to have Heal as a class skill?
    I like to agree. i still feel that as a personal variant, those with half health or lower (bloodied), begin losing hit points unless they receive a heal check
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    Default Re: Healer Savant, Prestige Class (3.5)

    I see a column labeled "Reach". I am not a dolt and think it's function is obvious HOWEVER, you should probably make a class feature entry for it. Just in case someone asks "Why does this class give 80 ft reach for the healer's melee attacks?"

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    Default Re: Healer Savant, Prestige Class (3.5)

    Quote Originally Posted by Deviston View Post
    I see a column labeled "Reach". I am not a dolt and think it's function is obvious HOWEVER, you should probably make a class feature entry for it. Just in case someone asks "Why does this class give 80 ft reach for the healer's melee attacks?"
    :P you're blind... Restorative Reach.
    Last edited by LordErebus12; 2013-02-09 at 01:13 PM.
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    Default Re: Healer Savant, Prestige Class (3.5)

    There it is, many thanks.

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    Default Re: Healer Savant, Prestige Class (3.5)

    any other comments or ideas?
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    Default Re: Healer Savant, Prestige Class (3.5)

    Have you looked at the radiant servant of pelor? It does alot of different things, but it is the best comparable class.

    Have you looked at the war weaver? What about replacing restorative reach with an ability like that. You cast one heal spell and it helps everyone.

    Healing is weak enough as is to just drop it down to a enter at 6 Prc.

    Okay, first combat healer only needs one of the following: Per day use limit or spend two slots to cast. I would recommend Per Day Use, with like 6 uses per day.

    by 10, the healer will have a +17 at minimum for concentration checks(due to combat casting). They will probably have some way to get another +2, and just auto succeed at casting defensively. What about a sanctuary effect every time the caster uses a heal spell? Or even just for the round of him casting it.

    I would suggest you provide spontaneous healing for casters that don't otherwise have it.
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    Default Re: Healer Savant, Prestige Class (3.5)

    some of those suggestions might work, but i think all of them together is too much. let me read through them each and then decide.
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    Default Re: Healer Savant, Prestige Class (3.5)

    Quote Originally Posted by bobthe6th View Post
    What about a sanctuary effect every time the caster uses a heal spell? Or even just for the round of him casting it.
    Added some refluff for Protective Mantle. mimics a partial sanctuary effect.
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