The new Woldipedia with 5e content is available here

Healer

From Woldipedia
Jump to: navigation, search

HEALER

Healers make it their mission to spread health and counter the violence, damage, disease, and pain of the Wold. They are usually optimists who work hard to right wrongs. Healers are often personally offended by disease and wounds -- they have a strong sense of wholesomeness, and they work as healers in order to make wounded creatures whole. Healers use touch to cure -- they struggle with damage and illness as with a foe.

Healers always honor Alemi as the Master Healer, but they often honor other gods as patron as well. Healers must be skilled in the healing arts, and they must be able to use magic in curing wounds. Clerics and druids make obvious healers, while paladins, rangers, and bards sometimes take to the healer prestige class.

As NPCs, healers play many roles, but they are usually welcome wherever they go. Some serve a community -- a town or village, a noble family, or the creatures of a beloved forest. Others wander freely, taking their talents where they are needed. Many healers join teams of adventurers or military companies, although they usually fight for a cause or for love, not for pay.

Hit Die: d8

Requirements

To qualify to become a healer, a character must fulfill the following criteria.

  • Base Will Save: +3
  • Skills: Heal 3 ranks
  • Feats: Skill Focus (Heal)
  • Spells: Cure Moderate Wounds OR Cure Serious Wounds

Class Skills

The healer's class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points per level: 2 + Int modifier

Table: The Healer
Level Base
Attack
Bonus
Fort Save Ref Save Will Save Special
1st +0 +1 +0 +1 Channel Positive Energy, Lesser Life Gift
2nd +1 +1 +1 +1 Improved Disarm, +1 level of existing spellcasting class
3rd +2 +2 +1 +2 Draw Wounds, +1 level of existing spellcasting class
4th +3 +2 +1 +2 Draw Poison, +1 level of existing spellcasting class
5th +3 +3 +2 +3 Draw Disease, +1 level of existing spellcasting class
6th +4 +3 +2 +3 Draw Enchantment, +1 level of existing spellcasting class
7th +5 +4 +2 +4 Draw Negative Energy, +1 level of existing spellcasting class
8th +6 +4 +3 +4 Draw Insanity, +1 level of existing spellcasting class
9th +6 +5 +3 +5 Sunder, +1 level of existing spellcasting class
10th +7 +5 +3 +5 Greater Life Gift, +1 level of existing spellcasting class

Class Features

Ethos of Non-Violence: Healers are devoted to health, and so they find it repugnant to damage the health of others. They are often, but not always, vegetarians. As a symbol of their commitment, they adopt a personal code of non-violence: they will inflict only nonlethal damage in combat, and they will not permanently harm any living creature, either through weapons or magic. They use magic to restrain or hold; they use weapons to subdue. If they do cause true harm, they lose all their special abilities until they have atoned properly. This prohibition, however, does not apply to undead, plants, outsiders, fey, and constructs. Moreover, healers generally will not associate with those who use gratuitous violence, or who harm and kill others before exhausting the options offered by diplomacy, stealth, and nonlethal damage. However, healers do not shy from combat; they put their quarterstaves to good use when needed, and several of their special abilities make them formidable combat opponents.

Weapon and Armor Proficiency: Healers are proficient in all armor and shields, including tower shields. They are proficient with all simple weapons and with bolas, saps, whips, spiked chains, and nets. When using clubs, gauntlets, maces, quarterstaves, sling bullets, and spiked chains, healers can inflict nonlethal damage instead of normal damage without paying the usual -4 attack penalty for changing normal damage to nonlethal damage. When healers use spiked chains to do nonlethal damage, they usually blunt the spikes on the chain. Note that unarmed attacks, bolas, saps, and whips always do nonlethal damage, and that nets do no damage.

Spells Per Day: At second level and higher, when a new healer level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (better wildshape, metamagic or item creation feats, and so on). This essentially means that she adds the level of healer (minus one) to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. If a character had more than one spellcasting class before she became a healer, she must choose a class that has Cure Moderate or Cure Serious Wounds on its spell list.

Sect: Healers are organized in a loose structure that is based on mutual respect and the desire to help each other. They share lore, establish hospitals, and staff humane places where those with long-term needs can receive care.

Channel Positive Energy (Su): This ability is the same as the Cleric's Channel Positive Energy class feature. If the Healer already has the Channel Positive Energy ability from another class, Healer levels stack.

Lesser Life Gift (Su): With a touch, the healer cures another's wounds by taking them upon herself. For every hit point cured, the healer takes one hit point of damage. This ability is a move-equivalent action that does not provoke attacks of opportunity. When the healer uses this ability, his hands glow with a soft white light.

Improved Disarm: A healer gains the use of this feat even if she lacks the prerequisites.

Draw Wounds (Sp): The healer touches a wounded creature and decides how much healing she wishes to attempt. The healer makes a heal skill check vs DC 10 + hp to be cured. Success heals the creature and inflicts half the damage on the healer. If the check result is 10 above the DC, the healer takes no damage. This ability is usable once per day.

Draw Poison (Sp): The healer touches a poisoned creature and makes a heal skill check vs DC 10 + the poison's DC. Success cures all damage inflicted by the poison and prevents future damage, but the healer is affected and must save, once immediately and once in one minute. If the check is 10 above the DC, the healer is not poisoned. This ability is usable once per day.

Draw Disease (Sp): The healer touches a diseased creature and makes a heal skill check vs DC 10 + the disease's DC. Success cures the disease and all damage inflicted by it, preventing future damage, but the healer is affected and must save, as if affected by the disease herself. If the check is 10 above the DC, the healer is not diseased at all. This ability is usable once per day.

Draw Enchantment (Sp): The healer touches a creature that has been affected by any enchantment. He makes a heal skill check vs DC 10 + the enchantment's DC. Success dispels the enchantment entirely, but the healer is affected and must save, as if affected by the enchantment herself. If the check result is 10 above the DC, the healer is not enchanted at all. This ability is usable once per day.

Draw Negative Energy (Sp): The healer touches a creature that has received a negative level. He makes a heal skill check vs DC 25. Success removes the negative level, but the healer is affected and must save, as if affected just as the original victim had been. If the check is 10 above the DC, the healer gains no negative levels. This ability is usable once per day.

Draw Insanity (Sp): The healer touches a creature that is insane or has mental damage or retardation. He makes a heal skill check vs DC 30. Success cures the mental damage, but the healer is affected, just as the original victim had been. If the check is 10 above the DC, the healer is unaffected. This ability is usable once per day.

Improved Sunder: A healer gains the use of this feat even if he lacks the prerequisites. In addition, the healer gains a +2 morale bonus to attacks and damage when striking a weapon.

Greater Life Gift (Su): When the healer touches a creature with no wounds, the healer can give the creature temporary hit points. For every temporary hit point bestowed, the healer takes one hit point of normal damage. The creature cannot have more temporary hit points than normal hit points. The temporary hit points last until they are lost as a result of damage. This ability is a move-equivalent action that does not provoke attacks of opportunity. When the healer uses this ability, his hands glow with a bright white light.