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Holocron Coder
2007-10-11, 01:02 PM
Curate
[hr]
Curates roam the battlefield, tending to the wounded and rescuing bleeding soldiers from near death. Their contribution to war is large, but often overlooked by those seeking fame or distinction. Trained for only a short time before being thrown into the hostile world, curates learn much of their craft on the fly, using old spells and skills in new ways.
Adventures: The typical curate adventures to use their gift on the hurts of the world. Be it the members of their party or any unfortunate victims they come across, curates are always willing to heal. Many travel with larger armies, focusing their healing where their cleric and paladin brethren focus their arts of war.
Characteristics: Curates cast spells through inborn power rather than through deep study of doctrine and belief. Their power has many demands placed on it, changing from moment to moment, requiring spontaneous action. They have access to fewer spells than the more martial cleric but may cast them more often and may have a larger selection in a singular day.
Curates also lack the more knowledgeable background of clerics or paladins. Their training is short and few learn of the planes as deeply.
Alignment: Due to their caring nature, curates are always good. The random nature of war and the requirements it puts on the healer lend the curates to a chaotic alignment, but such is not always the case.
Religion: There are curates for almost every deity. Deities of healing, light, or good are the primary backers of curates. All curates are religious, although not nearly as zealous as their brethren.
Background: Curates are often trained at the temple of their deity from an early age. However, this does not last long, and they are quickly pushed out into the world to practice their skill. Occasionally a curate may come under the care of another divine adventurer, but such is rarely the case, due to the sparing numbers of these healers.
Races: Curates may be part of any race. Every race has experienced war and has felt the need for its wounds to be healed. Humans, due to their warlike tendencies, feel this pull often, whereas Elves feel it to a lesser extent; most prefer druidism to heal the hurts of the world.
Other Classes: Every class appreciates a healing spell or a spell to improve their natural abilities. In particular, curates get along with the paladin and the cleric, although the martial differences between the two can sometimes cause strain. As their most common patient, fighters and curates get along well. The flowing nature of the curate's spell appeal to the sorcerer, whom the curate has no problem with.
Role: Simply, and rather obviously, curates fill the much-needed role of an adventuring group's healer. However, due to their personable nature, many curates also stand as the party face. A secondary ability of the curate is the power to make their allies more powerful in battle, placing the curate in a similar position to the bard.

Game Rule Information
Curates have the following game statistics.
Abilities: Charisma powers the curate's spellcasting abilities, as well as several class abilities. Constitution is important, as it is with all classes, as well as Dexterity because of the curate's lack of armor proficiency.
Alignment: Any good.
Hit Die: d6.

Class Skills
The curate's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (Religion) (Int), Profession (Wis), Sense Motive (Wis), Speak Language (None), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

Curate
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|
+0|
+2|
+0|
+2|Greater Heal Skill|3|-|-|-|-|-|-|-|-

2nd|
+1|
+3|
+0|
+3|Healing Reach|4|-|-|-|-|-|-|-|-

3rd|
+1|
+3|
+1|
+3|Positive Energy Burst 1/day|5|-|-|-|-|-|-|-|-

4th|
+2|
+4|
+1|
+4||6|3|-|-|-|-|-|-|-

5th|
+2|
+4|
+1|
+4|Supreme Heal Skill|6|4|-|-|-|-|-|-|-

6th|
+3|
+5|
+2|
+5|Healing Reach (+1)|6|5|3|-|-|-|-|-|-

7th|
+3|
+5|
+2|
+5||6|6|4|-|-|-|-|-|-

8th|
+4|
+6|
+2|
+6|Positive Energy Burst 2/day|6|6|5|3|-|-|-|-|-

9th|
+4|
+6|
+3|
+6||6|6|6|4|-|-|-|-|-

10th|
+5|
+7|
+3|
+7|Healing Reach (+2), Pain Suppression|6|6|6|5|3|-|-|-|-

11th|
+5|
+7|
+3|
+7|Flawless Heal Skill|6|6|6|6|4|-|-|-|-

12th|
+6/+1|
+8|
+4|
+8||6|6|6|6|5|3|-|-|-

13th|
+6/+1|
+8|
+4|
+8|Positive Energy Burst 3/day|6|6|6|6|6|4|-|-|-

14th|
+7/+2|
+9|
+4|
+9|Healing Reach (+3)|6|6|6|6|6|5|3|-|-

15th|
+7/+2|
+9|
+5|
+9|Holy Surge|6|6|6|6|6|6|4|-|-

16th|
+8/+3|
+10|
+5|
+10||6|6|6|6|6|6|5|3|-

17th|
+8/+3|
+10|
+5|
+10|Flawless Healing Reach|6|6|6|6|6|6|6|4|-

18th|
+9/+4|
+11|
+6|
+11|Positive Energy Burst 4/day|6|6|6|6|6|6|6|5|3

19th|
+9/+4|
+11|
+6|
+11||6|6|6|6|6|6|6|6|4

20th|
+10/+5|
+12|
+6|
+12|Deific Avatar|6|6|6|6|6|6|6|6|5[/table]

Class Features
The following are class features of the curate.
Weapon and Armor Proficiency: A curate is proficient with all simple weapons. They are not proficient with any type of armor or shield. Additionally, unlike other divine casters, curates suffer the arcane spell failure associated with armor and shields, due to bumbling of a carefully crafted healing skill.
Spellcasting: A curate casts divine spells, which are drawn from the curate spell list, below. Like a sorcerer or a favored soul, she can cast any spell she knows without preparing it ahead of time. When a curate gains access to a new level of spells, she automatically knows all the spells for that level given on the curate's spell list.
To cast a spell, a curate must have a Charisma score of 10 + the spell's level. The Difficulty Class for a saving throw against a curate's spell is 10 + the spell's level + her Charisma modifier. Like other spellcasters, a curate can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given above in the class table.
Greater Heal Skill: Well-versed in the healing arts and the various sufferings a body can undertake, the curate becomes more effective in using the heal skill. There is no limit to the number of people a curate can give long-term care to. Additionally, the number of hit points or ability damage cured by successful long-term care is doubled.
Healing Reach: At 2nd level, a curate begins to learn the dangers of the battlefield. To prevent becoming another victim, the curate learns to assist others at a distance. At will, she may modify any healing spell's range to short instead of touch. However, the drawback to this ability is that the curate's healing accuracy wanes. To heal an ally at range, the curate must make a ranged touch attack on her ally. Cover and concealment apply. A failure indicates the healing spell missed and the spell slot is lost. A success heals her ally as normal. As she uses this ability more often, she becomes more accurate, gaining a bonus on her ranged attack check as indicated on the table above. Additionally, at level 10, other curing spells with a range of touch may be affected by this ability as well.
Positive Energy Burst: Beginning at 3rd level, a curate gains the ability to emit a burst of positive energy from her body, healing living creatures within 5 feet of her. This burst heals 1d4 points of damage per class level. Undead creatures within this burst are damaged the same amount of hit points as the healing she gives to living creatures. Undead are allowed a Will save (DC 10 + 1/2 her class level + Cha modifier) to reduce damage by half. A curate can use this ability once per day at 3rd level, and one additional time per day for every five levels she attains beyond 3rd (2/day at 8th level, 3/day at 13th level, and 4/day at 18th level).
Supreme Heal Skill: The curate's skill in the healing arts being to lend assistance to her healing at 5th level. Whenever the curate casts a spell that heals hit point damage, she may make a Heal skill check. The check provides a bonus to the amount healed based on the table below. The curate must make a separate check for each patient she heals (but not each spell).
{table=head]Heal Check|Bonus Healing

11-15|+2

16-20|+4

21-25|+6

26-30|+8

31-35|+10[/table]

Pain Suppression: Growing inured to the pains of the world, the curate gains the ability to press on through it all. Once per day as a full-round action, she may bless herself or an ally with Pain Suppression. The affected character, for a number of rounds equal to the curate's Charisma bonus, minimum 1, converts 50% of all damage suffered into subdual damage.
Flawless Healing Skill: The curate's skill in healing reaches its peak, allowing her to assist in recovering from negative levels. Whenever an ally of the curate is under long-term care and has negative levels, the ally gains a bonus to his Fortitude save equal to half the curate's level. This bonus only applies to the save made to recover the negative level at the end of the day and only while under long-term care from the curate.
Holy Surge: Now a bastion of healing power, a curate becomes more able to heal her allies. Once per day as a swift action, she may activate a Holy Surge. For a number of rounds equal to her Charisma modifier, minimum 1, all non-damaging spells that she cast act as if under the effects of Empower and Maximize metamagic. This is in effect without increasing the level of the spell or its casting time.
Flawless Healing Reach: Having been healing her allies for so long without risking herself in combat, the curate no longer needs to make a ranged touch attack to heal her allies while they are in a short range. Additionally, she may heal or cure allies at a medium range, with a successful ranged attack, as described in Healing Reach.
Deific Avatar: some transformation. outsider?

The Curate's Spell List
{table=head]Spell Level|Spells

1st|Bless, Bless Water, Cause Fear, Cure Light Wounds, Deathwatch, Divine Favor, Hide from Undead, Inflict Light Wounds, Protection from Chaos/Evil/Good/Law, Remove Fear, Resurgence, Sanctuary, Shield of Faith, Vigor (Lesser)

2nd|Aid, Bear's Endurance, Bull's Strength, Calm Emotions, Cure Moderate Wounds, Delay Poison, Eagle's Splendor, Gentle Repose, Inflict Moderate Wounds, Owl's Wisdom, Remove Paralysis, Restoration (Lesser), Shield Other

3rd|Cure Serious Wounds, Helping Hand, Inflict Serious Wounds, Magic Circle against Chaos/Evil/Good/Law, Prayer, Remove Blindness/Deafness, Remove Curse, Remove Disease, Speak with Dead, Vigor, Vigor (Mass Lesser), Wind Wall

4th|Castigate, Cure Critical Wounds, Death Ward, Divine Power, Inflict Critical Wounds, Neutralize Poison, Restoration, Resurgence (Mass), Sending, Spell Immunity

5th|Atonement, Break Enchantment, Cure Light Wounds (Mass), Inflict Light Wounds (Mass), Raise Dead, Righteous Might, Spell Resistance, Vigor (Greater)

6th|Bear's Endurance (Mass), Bull's Strength (Mass), Cure Moderate Wounds (Mass), Eagle's Splendor (Mass), Find the Path, Harm, Heal, Inflict Moderate Wounds (Mass), Owl's Wisdom (Mass), Vigorous Circle

7th|Cure Serious Wounds (Mass), Holy Word, Inflict Serious Wounds (Mass), Refuge, Repulsion, Restoration (Greater), Righteous Wrath of the Faithful, Spell Resistance (Mass)

8th|Cloak of Chaos, Cure Critical Wounds (Mass), Death Pact, Holy Aura, Inflict Critical Wounds (Mass), Shield of Law, Spell Immunity (Greater)

9th|Heal (Mass), Miracle, True Resurrection[/table]


I need stuff to fill in the dead levels. Also, any suggestions on balance or cutting down the spell list? I also have no idea what to do with Deific Avatar. I was thinking something similar to a constant Greater Visage of the Deity, from Complete Divine.

Holocron Coder
2007-10-11, 07:03 PM
Alright, it's been a good portion of the day... let's bump.

No replies? Nobody has any suggestions?

raichi
2007-10-11, 09:59 PM
i think that they could probably start getting there 2nd level spells at 3rd level other than that looks good before i forget though my reasoning behind that is in comparison to a cleric there going down one hit die low bab no armor profiency no domains no turning and dont doubt the power of a cantrip so till a bit later level there kind of underpowered so yeah probabaly a give 'em cantrips and give the spell level normal advancement.

Holocron Coder
2007-10-11, 10:13 PM
Well, it follows the spell progression of the sorcerer/dread necro/etc, being spontaneous and all.

I'm hoping for more abilities to fill in the dead levels, making up the difference.

Machete
2007-10-11, 11:37 PM
It reminds me very much of Healer class from Miniatures Handbook. Really similiar.

Holocron Coder
2007-10-17, 12:13 PM
Well, I don't have the miniatures handbook, so I can't really compare...

Any other ideas? Suggestions?