Healer

Hit Die: d6

Class Skills: Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Any) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill Points per Level: 4 + Int Modifier

Alignment: Any Good

Level Base Attack Fort Reflex Will Special Mana Max. Spell Level
1 +0 +2 +0 +2 Healing Hand, Touch of Mercy 5 1st
2 +1 +3 +0 +3 Halo of Grace 8 1st
3 +1 +3 +1 +3 Merciful Weapon 11 2nd
4 +2 +4 +1 +4 Grace 14 2nd
5 +2 +4 +1 +4 Bonus Feat 17 3rd
6 +3 +5 +2 +5 Grace 21 3rd
7 +3 +5 +2 +5 Effortless Healing 26 4th
8 +4 +6 +2 +6 Grace 34 4th
9 +4 +6 +3 +6 Immunity to Disease 42 5th
10 +5 +7 +3 +7 Grace, Bonus Feat 51 5th
11 +5 +7 +3 +7 Immunity to Poison 61 6th
12 +6 +8 +4 +8 Grace 72 6th
13 +6 +8 +4 +8 Angel of Mercy 84 7th
14 +7 +9 +4 +9 Grace 97 7th
15 +7 +9 +5 +9 Bonus Feat 111 8th
16 +8 +10 +5 +10 Grace 116 8th
17 +8 +10 +5 +10 - 132 9th
18 +9 +11 +6 +11 Grace 149 9th
19 +9 +11 +6 +11 - 167 9th
20 +10 +12 +6 +12 Grace, Bonus Feat, Miracle Worker 186 9th

Weapon and Armor Proficiency: Healers are proficient with simple weapons and with light armor. They are not proficient with medium or heavy armor or with any type of shield. Healers are prohibited by their oaths from wearing any type of metal armor or using shields. A healer who wears prohibited armor or wields a shield is unable to cast healer spells or use any of her supernatural class abilities while doing so and for 24 hours thereafter.

Code of Conduct: All healers take stringent oaths that require them to freely provide healing to those who are in need. Further, they are prohibited from dealing harm to living, sentient creatures. A healer may defend himself (with non-lethal damage) and he is not forced to stop in the middle of battle to heal an opponent who does not surrender. Against animals, constructs, elementals, magical beasts (with an Int ability score of 1 or 2), outsiders, plants, undead, and vermin the healer is free to inflict lethal damage.

Another sign of their devotion to their oaths is that the healer is prohibited from wearing metal armor or from using any type of shield. Many healers refuse to wear even nonmetallic armors, but their oaths do not strictly require this.

A healer who wears prohibited armor or wields a shield or who inflicts lethal damage to a prohibited creature type is unable to cast healer spells or any of her supernatural abilities while doing so and for 24 hours thereafter.

A healer is forbidden from demanding reward or compensation for healing an injured person. However, many common people will nonetheless reward the healer with what they can spare (there is no prohibition on accepting gifts, only on demanding payment for his services).

A healer must maintain a good alignment in order to continue to advance as a healer. A healer who becomes non-good cannot gain new levels as a healer, but retains all healer abilities.

Spells: A healer casts divine spells which are drawn from the Healer spell list (see below).

To prepare or cast a spell, the healer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a healer's spell is 10 + the spell level + the healer's Wisdom modifier.

Healer Spells

Mana: A healer fuels her spells by expending Mana. She receives an amount of Mana each day listed on the table above, plus an amount of bonus Mana equal to her Wisdom modifier. Half of this Mana pool (rounded down) is the healer's 'open pool' from which she can freely fuel her spells without consequence. The rest of her mana is her 'reserve pool'. Whenever a healer casts a spell using points from her reserve pool, she must make a will save after the spell resolves. The DC of the Will save is 10 + the number of points missing from her reserve pool. If she fails, she is winded (-2 Str, -2 Dex), if she fails a second time she is fatigued (-4 Str, -4 Dex, cannot charge or run), if she fails a third time, she is exhausted (-6 Str, -6 Dex). If she fails a fourth time, she immediately falls unconscious for one hour. 8 hours of rest will remove any of these negative effects. Spells and special abilities that remove exhaustion and fatigue instead only suppress the penalties for 5 rounds.

Eldritch Dissonance: A healer accrues eldritch dissonance when she attempts to cast the same spell more than once in a single day. When she casts a spell a second time, she must pay an additional mana cost equal to the spell's level. If she attempts to cast it a third time, she must pay this additional cost twice and so on.

Orisons: Orisons are weak healer spells, casting an orison does not use any mana or invoke eldritch dissonance.

Healing Hand: Whenever a healer casts a spell that cures hit point damage, she adds her Charisma modifier to the amount of damage healed. This ability only applies to spells cast as a healer, not to those which are gained from another class.

Touch of Mercy: A healer may choose to deal lethal or non-lethal damage with any melee weapon with which she is proficient. She does not take the normal -4 penalty on attack rolls for dealing non-lethal damage with a weapon.

Spontaneous Casting: A healer does not invoke eldritch dissonance for casting any spell with "cure" in the name as well as the following spells: remove fear, remove paralysis, remove blindness/deafness, remove curse, remove disease, or lesser restoration.

Halo of Grace: Beginning at 2nd level, a healer can heal wounds on other creatures (but not herself) out to a range of 30 feet. Each day, she can use this ability a number of times equal to one-half her healer level plus her Charisma modifier. With one use of this ability, a healer can heal 1d6 hit points of damage for every two healer levels she possesses (minimum 1d6). She adds her Charisma modifier to the amount of damage healed. Using this ability is a standard action that does not provoke attacks of opportunity.

Merciful Weapon: Starting at 3rd level, when a healer wields a weapon in which she is proficient (including melee weapons, ranged weapons, and the healer’s unarmed strike), the weapon gains the merciful special weapon property, even if the weapon is otherwise not magical in a nature. This property functions only when the weapon is wielded by the healer.

At 14th level, if the healer scores a critical hit with her merciful weapon, she deals an additional 1d10 points of non-lethal damage (2d10 if the critical multiplier is x3, 3d10 if the critical multiplier is x4). This extra damage is not multiplied as part of the critical hit.

Grace: At 4th level, and every two levels thereafter, a healer can select one grace. Each grace adds an effect to the healer's halo of grace ability. Whenever the healer uses halo of grace to heal a creature, the creature also receives the additional effects from all of the graces possessed by the healer. A grace can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the grace actually removes the affliction that causes the condition.

At 4th level, the healer can select from the following initial graces.

  • Fatigued: The target is no longer fatigued.
  • Shaken: The target is no longer Shaken.
  • Sickened: The target is no longer sickened.

At 6th level, the healer adds the following graces to the list of those that can be selected.

  • Dazed: The target is no longer dazed.
  • Diseased: The healer's halo of grace ability also acts as remove disease, using the healer's level as the caster level.
  • Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.

At 8th level, the healer adds the following graces to the list of those that can be selected.

  • Cursed: The healer's halo of grace ability also acts as remove curse, using the healer's level as the caster level.
  • Exhausted: The target is no longer exhausted. The healer must have the fatigue grace before selecting this grace.
  • Frightened: The target is no longer frightened. The healer must have the shaken grace before selecting this grace.

At 10th level, the healer adds the following graces to the list of those that can be selected.

  • Nauseated: The target is no longer nauseated. The healer must have the sickened grace before selecting this grace.
  • Poisoned: The healer's halo of grace ability also acts as neutralize poison, using the healer's level as the caster level
  • Paralyzed: The target is no longer paralyzed.

At 12th level, a healer adds the following graces to the list of those that can be selected.

  • Blinded: The target is no longer blinded.
  • Deafened: The target is no longer deafened.
  • Stunned: The target is no longer stunned.

These abilities are cumulative. Once a condition or spell effect is chosen, it cannot be changed.

Bonus Feat: At 5th level, and again at 10th, 15th, and 20th level, a healer may select a bonus feat from the following list: any Meta-Magic feat, Spell Focus (conjuration), Greater Spell Focus (conjuration), Skill Focus (any class skill), or Toughness. The healer must meet the prerequisites for the selected feat.

Effortless Healing: At 7th level, a healer may cast a spell that cures hit point damage without provoking an attack of opportunity. This ability only applies to spells cast as a healer, not to those which are gained from another class.

Immunity to Disease: At 9th level, a healer becomes immune to all diseases, including supernatural and magical diseases.

Immunity to Poison: At 11th level, a healer becomes immune to all poisons.

Angel of Mercy: Staring at 13th level, whenever a healer casts a spell that cures hit point damage on a single target, both she and the target of the spell gain a sacred bonus to armor class and saving throws until the beginning of her next turn. This bonus is equal to the level of the spell cast. This ability only applies to spells cast as a healer, not to those which are gained from another class.

Miracle Worker: At 20th level, the abilities of a healer reach their culmination. Her daily uses of halo of grace increase to her healer class level + her Charisma modifier, and she adds +20 to the hit point damage healed, in addition to her Charisma modifier. The range of halo of grace doubles to 60 feet. When a healer casts a spell that cures hit point damage, in addition to the target receiving the healing, she is herself healed for a number of hit points equal to the spell level, plus her Wisdom modifier. This ability only applies to spells cast as a healer, not to those which are gained from another class.

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