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Thread: Serpents and Sewers - Character Classes

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    Default Re: Serpents and Sewers - Character Classes

    Healer
    Healers are, like Clerics and Druids, divine or spiritual spellcasters, but their magic is very focused on life and the living as the source of all magic powers. In their specific niche, they are more powerful than any other spellcaster, but they sacrifice versatility for this focus. In the broad public, healers are normally the most respected and even revered spellcasters and are rarely faced with the same amount of mistrust and fear than other Gifted people. On the other hand, their life magic turns the healers into formidable enemies of all undead creatures.

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    I don't think there was any class in D&D 3.5 i found as disappointing as the original healer. A mostly useless and weak character. With a unicorn. Argh.
    The healer was one of the first classes I converted to Serpents and Sewers, and I took as a standard for all other spellcaster classes, including so basic ideas like that no spellcaster should be reduced to spellcasting only, but should always could contribute otherwise. The healer so became not only someone who tends the injuries of her comrades, but also a threatening doom to everything undead. And gained the ability to raise themselves from the dead at the highest levels. Despite his very narrow focus within the game, the healer got some helpful additional abilities, and two realy good crowning abilities.




    Hit Points at 1st level: 16 + Con modifier
    Hit Points at Each Additional Level: 3 + Con Modifier

    Class Skills
    The healer’s class skills (and the key ability for each skill) are: Concentration (Con+Wis), Craft (Int+?), Diplomacy (Wis+Cha), Handle Animal (Wis+Cha), Heal (Wis+Cha), Knowledge (nature) (2xInt), Knowledge (Religion) (2xInt), Profession (Wis+?), Sense Motive (Wis+Cha), Spellcraft (Int+Wis), and Survival (Wis+Con).

    Skill Points at 1st level: (5 + Int modifier) x4
    Skill Points at Each Additional Level: 5 + Int Modifier

    Spell Energy at 1st Level: 15 + Wis Modifier
    Spell Energy at each additional level: 6 + Wis modifier
    Spell point regeneration (per hour of meditation): 2d10 +Wis modifier

    Table: The Haler
    {table=head]Level|BAB|BDB|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +0
    |
    +0
    |
    +2
    |Resilience +1, Brew Potion, basic energy control

    2nd|
    +1
    |
    +1
    |
    +0
    |
    +0
    |
    +3
    |Retributive Smite

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +1
    |
    +3
    |Advanced Learning, Turn Undead

    4th|
    +2
    |
    +2
    |
    +1
    |
    +1
    |
    +4
    |Leechcraft, Resilience +2

    5th|
    +2
    |
    +2
    |
    +2
    |
    +2
    |
    +4
    |Healing Hands

    6th|
    +3
    |
    +3
    |
    +2
    |
    +2
    |
    +5
    |Advanced Learning, advanced energy control

    7th|
    +3
    |
    +3
    |
    +2
    |
    +2
    |
    +5
    |Merciful Weapon, Resilience +3

    8th|
    +4
    |
    +4
    |
    +2
    |
    +2
    |
    +6
    |Bonus Feat, Sympathy Shield

    9th|
    +4
    |
    +4
    |
    +3
    |
    +3
    |
    +6
    |Advanced Learning

    10th|
    +5
    |
    +5
    |
    +3
    |
    +3
    |
    +7
    |Aura of Vigor, Resilience +4

    11th|
    +5
    |
    +5
    |
    +3
    |
    +3
    |
    +7
    |Battle Medic

    12th|
    +6/+1
    |
    +6
    |
    +4
    |
    +4
    |
    +8
    |Advanced Learning, complex energy control

    13th|
    +6/+1
    |
    +6
    |
    +4
    |
    +4
    |
    +8
    |Resilience +5

    14th|
    +7/+2
    |
    +7
    |
    +4
    |
    +4
    |
    +9
    |Life Sense

    15th|
    +7/+2
    |
    +7
    |
    +5
    |
    +5
    |
    +9
    |Advanced Learning

    16th|
    +8/+3
    |
    +8
    |
    +5
    |
    +5
    |
    +10
    |Bonus Feat, Resilience +6

    17th|
    +8/+3
    |
    +8
    |
    +5
    |
    +5
    |
    +10
    |Greater Merciful Weapon

    18th|
    +9/+3
    |
    +9
    |
    +6
    |
    +6
    |
    +11
    |Advanced Learning, perfect energy control

    19th|
    +9/+4
    |
    +9
    |
    +6
    |
    +6
    |
    +11
    |Ashes of the Phoenix, Resilience +7

    20th|
    +10/+5
    |
    +10
    |
    +6
    |
    +6
    |
    +12
    |Greater Aura of Vigor[/table]

    Class Features
    Weapon and Armor Proficiencies: The healer is proficient with all simple weapons, as well as the sap and truncheon. He is proficient with light armor but not with any shields.

    Spells: A healer casts divine spells, which are drawn from the healer spell list given below. He can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. When a healer gains access to a new level of spells, he automatically knows all the spells for that level listed on the healer’s spell list. Healers also have the option of adding to their existing spell list through their ad-vanced learning ability as they increase in level (see below).
    A healer starts the game with 12 + Wisdom modifier spellpoints. On each additional level he gets 5 + Wisdom modifier additional spellpoints. The healer‘s spellpoints limit the use of spells like usual for spellcasters. Healers regain spellpoints like spiritual spellcasters.
    As protectors of life, healers have no access to blood magic and healer spells may not powered by spell points gained through blood magic.
    Unlike a cleric or wizard, a healer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells for the day for that spell level or above.
    Basic energy control: At 1st level, a healer can channel one spell energy point per turn. The total sum of Energy points the healer can keep under control is equal to his Wisdom modifier or three whichever is lower.

    Resilience (Ex): Starting on 1st Level and every three levels afterwards, the healer gets a +1 bonus to all saves against all poisons and illnesses.

    Brew Potion: At first Level, a healer gets the Brew Potion feat as a bonus feat.

    Retributive Smite (Su): Though the healer seeks to preserve life, there are those who would tear apart his great works. By expending a point from his spell energy pool, the healer can make a touch attack, dealing non-lethal damage equal to the number of hit points his last conjuration (healing) spell healed.

    Advanced Learning (Ex): At 3rd, 6th, and every three levels thereafter, a healer can add a new spell to his list, representing the result of personal study and experimentation. The spell must be chosen from the cleric or sorcerer/wizard spell lists, and it must be of the conjuration school or the school of abjuration. The spell must be no higher than that of the highest level spell the healer already knows. Once a new spell is selected, it is forever added to that healer’s spell list, and can be cast just like any other spell on the healer’s list.

    Turn Undead: A Healer can channel her life magic into a power that can halt, hinder and hurt undead creatures. Turning Undead is a standard action that cost a certain amount spell energy that can be chan-neled into the turn attempt, like all Healer spells they don’t have to be prepared before hand. Since turn-ing is no form of spellcasting, the normal limits of channeling spell energy given by the Healer’s energy control trait are neglected – a healer can invest as much spell energy as she wants into the attempt to turn undead.
    The costs of the check depend on the healer, granting a bonus on the turning check equal to the invested spell points. Every turning attempt costs at least one spell point. A healer can attempt to turn as many times as she has spell points left. The effect of the turning attempt is not determined with a d20, but with 2d6 (+ theHealer’s charisma modifier and the invested spell points). The result of this roll also deter-mines how many hit dice of undeads are turned or destroyed.

    Leechcraft (Ex): At 4th level, the healing abilities of the healer increase: Every time he uses the Heal skill for long time care, the regeneration rates of hit points are quadrupled, not just doubled.

    Healing Hands (Ex): Whenever a healer casts a spell that cures hit point damage or uses the Heal skill, he adds his Charisma modifier to the amount of damage healed. For instance, if a 5th level healer with an 18 Charisma casts Cure Light Wounds, he cures 1d8+5 points of damage, plus an additional 4 points of damage due to his Charisma bonus.

    Advanced Energy Control: At 6th level, a healer has learned to control the flow of magic energies a lot better than before. From now on, she can channel two spell energy points per turn and the maximum of energy she can keep under his control increases to her Wisdom modifier +1. Independently from the healer’s wisdom bonus, the total amount of spell energy can not exceed five points.

    Merciful Weapon (Su): Upon reaching 7th level, any melee weapon a healer wields gains the Merciful enhancement. At the healer’s discretion, he may deal an additional1d6 point of damage with his strike, but he deals only non-lethal damage. This additional damage is also added to any Retributive Smite the healer makes. Furthermore, when striking an undead opponent, this additional damage is added to the attack as positive energy damage.

    Sympathy Shield (Su): At 8th level, a healer may add his Charisma as a deflection bonus to his AC. This bonus also applies against touch and incorporeal touch attacks.

    Battle Medic (Ex): At 10th level, the healer become adept to administer first aid quickly and under du-ress. The healer can make a heal check to provide first aid as a move action instead of a standard action and he always can take 10 on such checks even when stress or circumstances would normally hinder him from doing so.

    Aura of Vigor (Su): Starting at 10th level, a healer’s body is constantly loaded with healing energies which radiate from him. All allies within a 30 foot radius of the healer gain fast healing 2. The aura also deals two points of damage per turn to all undead creatures within a 30’ foot radius of the healer.
    Complex Energy Control: At 12h level, the healer’s control of the energies of magic becomes even stronger. Now, she can channel up to three spellpoints per turn, and control a maximum of spell energy up to her Wisdom modifier +1 or seven spell energy points, whichever is lower.

    Bonus Feats (Ex): At 8th and 16th levels, the healer gains a bonus metamagic feat of his choice. She must meet the prerequisites of this feat.

    Lifesense (Su): The healer’s connection to the positive energy plane allows him to see life energy as a brilliant glow. In addition to any normal light sources that might be present, your surroundings are illu-minated by roving points of brightness, created by the aura of living creatures. The healer can see living beings even in total darkness as if she had Blindsight 30’, but it does not allow her to ‘see’ undeads or unliving things (e.g. chairs).

    Greater Merciful Weapon (Su): The bonus from the Merciful Weapon ability increases from 1d6 to 2d6.

    Perfect energy control: At 18th level, a healer has perfected the arts of healing magic. She can control the inner flame of magic so effectively that she can channel up to 4 spellpoints per turn. Her maximum of spell energy that he can control increases to her Wisdom mod +3. Independently from the healer’s wisdom bonus, the total amount of spell energy can’t exceed nine points, though.

    Ashes of the Phoenix (Sp): At 19th level, even death cannot deny a healer’s touch. Once per week, the healer may use Resurrection as a spell like ability if the target of the spell is not longer dead than 5 min-utes. Though he does not need to use material components, she must expend 2,000 XP to power this ability. The Healer may use this ability on herself in the case she dies.

    Greater Aura of Vigor (Su): At 20th level, a healer’s Aura of Vigor becomes much stronger – the range of the aura increases to 40 feet, and all allies gain fast healing 4. The aura is also very deadly for undead creatures – every undead within the 30’ radius suffers from 4 points of damage per turn.

    Healer Spell List
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    Healers cast spells from the following list (and any additional spells they gain with their Advanced Learning ability).
    0th Level: Create Water, Cure / Inflict Minor Wounds, Deathwatch, Detect Magic, Detect Poison, Light, Mending, Purify Food and Drink, Read Magic
    1st Level: Bless Water, Cure / Inflict Light Wounds, Faith Healing^, Goodberry, Healthful Rest^, Invest Light Protection#, Protection from Undead, Remove Fear, Remove Paralysis, Sanctuary, Speak With Animals, Vigor, Lesser^
    2nd Level: Avoid Planar Effects^, Calm Emotions, Close Wounds^, Consecrate, Cure / Inflict Moderate Wounds, Delay Poison, Gentle Repose, Healing Lorecall^, Protection from Negative Energy^, Remove Blindness/Deafness, Remove Disease, Shield Other, Spawn Screen^, Lesser Restoration
    3rd Level: Create Food and Water, Cure /Inflict Serious Wounds, Daylight, Invest Moderate Protec-tion#, Neutralize Poison, Remove Curse, Restoration, Searing Light, Spark of Life^, Status, Vigor^, Vigor Mass Lesser^
    4th Level: Astral Hospice^, Channeled Divine Health#, Cure / Inflict Critical Wounds, Death Ward, Delay Death^, Freedom of Movement, Healing Spirit#, Mass Cure /Inflict Light Wounds, Panacea^, Positive Energy Aura^, Revenance^, Sheltered Vitality^
    5th Level: Atonement, Break Enchantment, Mass Cure / Inflict Moderate Wounds, Invest Heavy Pro-tection#, Life’s Grace^, Radiance#, Raise Dead, Renewed Vigor#, Revivify^, Sanctuary, Mass^, Stone to Flesh, True Seeing, Vigor, Greater^
    6th Level: Greater Restoration, Harm, Heal, Heroes’ Feast, Mass Cure / Inflict Serious wounds, Regen-erate, Revive Outsider^, Vigorous Circle^
    7th Level: Mass Cure /Inflict Critical Wounds, Fortunate Fate^, Renewal Pact^, Repulsion, Restoration, Mass^, Resurrection
    8th Level: Death Pact^, Death Ward, Mass^, Discern Location, Holy Aura, Mass Heal
    9th Level: Foresight, Gate, True Resurrection, Undeath’s Eternal Foe^
    ^ Spell found in Spell Compendium
    # Spell found in Players Handbook II
    Last edited by Satyr; 2009-01-21 at 03:52 PM.