The hurts of the world are manifold. Minor accidents are common, and usually easily dealt with. However, when conflict and all out warfare occur, they leave misery and hurt in their wake that can stagger the imagination. While good-aligned clerics are called upon to heal, their complex obligations and abilities often get in the way of pure solace and remediation. Not so the healer. One of the healer's great purposes in life is to provide protection, and failing that, healing, to all good people who require his aid.
Healers are trained in the use of simple weapons and can use light armors without penalty, since it does not interfere with the casting of divine spells. However, a healer who uses metal armor or any kind of shield is severely hampered. The armor of a healer is restricted by traditional oaths, not simply training. A healer knows how to wear light metal armor and could become proficient with medium or heavy armor, but wearing metal armor or bearing a shield would violate his oath and suppress his healer powers. His ethos requires a certain vulnerability that allows him to more fully empathize with those in his care.
WARNING: To cast a spell, a healer must have a Wisdom score of 10 + the spell's level. For example, to cast a 9th-level spell, a healer must have a Wisdom of 19.
- Alignment Restrictions: Must be good.
- Base Attack Bonus: +1 / 2 Levels.
- Hit Die: d6.
- Primary Saving Throws: Fortitude, Will.
- Proficiencies: All simple weapons and light armor. Healers are not proficient with shields.
- Skill Points (*4 at 1st level): 4 + Int Modifier.
- Spellcasting: Divine (Wisdom-based, spell failure from armor is ignored).
Ex-Healers: A healer who is no longer good or grossly violates their ethos (such as by refusing to heal an ally or a good-aligned creature) loses all healer spells and abilities and cannot gain levels until they atone and become good again. A healer who wears metal armor or wields a shield temporarily loses all healer spells and abilities until they have unequipped the prohibited equipment and rested.
Class Skills: Concentration, Heal, Influence, Lore, Parry, Spellcraft.
Unavailable Skills: Animal Empathy, Use Magic Device.
ABILITIES:
Level
1: Healing Hands - Add Wisdom modifier to hit point damage healed from healing spells.
2: Skill Focus (Heal)
3: Cleanse Paralysis (1x/day) - Cast Remove Paralysis as per the spell.
4: Cleanse Disease (1x/day) - Cast Remove Disease as per the spell.
5: Cleanse Fear (1x/day) - Cast Remove Fear as per the spell.
Cleanse Paralysis (2x/day)
6: Cleanse Poison (1x/day) - Cast Neutralize Poison as per the spell.
Cleanse Disease (2x/day)
7: Combat Casting
Cleanse Fear (2x/day)
Cleanse Paralysis (3x/day)
8: Cleanse Poison (2x/day)
Cleanse Disease (3x/day)
9: Cleanse Blindness (1x/day) - Cast Remove Blindness/Deafness as per the spell.
Cleanse Fear (3x/day)
Cleanse Paralysis (4x/day)
10: Cleanse Petrification (1x/day) - Cast Stone to Flesh as per the spell.
Cleanse Poison (3x/day)
Cleanse Disease (4x/day)
11: New Breath (1x/day) - Remove exhaustion from a single target.
Cleanse Blindness (2x/day)
Cleanse Fear (4x/day)
Cleanse Paralysis (unlimited)
12: Cleanse Petrification (2x/day)
Cleanse Poison (4x/day)
Cleanse Disease (unlimited)
13: Cleanse Spirit (1x/day) - Cast Greater Restoration as per the spell.
New Breath (2x/day)
Cleanse Blindness (3x/day)
Cleanse Fear (unlimited)
14: Cleanse Petrification (3x/day)
Cleanse Poison (unlimited)
15: Improved Combat Casting - No attacks of opportunities when casting in combat.
New Limb (1x/day) - Cast Regenerate as per the spell.
Cleanse Spirit (2x/day)
New Breath (3x/day)
Cleanse Blindness (4x/day)
16: Cleanse Petrification (4x/day)
17: New Limb (2x/day)
Cleanse Spirit (3x/day)
New Breath (4x/day)
Cleanse Blindness (unlimited)
18: Cleanse Petrification (unlimited)
19: New Limb (3x/day)
Cleanse Spirit (4x/day)
New Breath (unlimited)
20: New Life (1x/day) - Cast Resurrection as per the spell.
Spell Progression:
Level | Base spells per day | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||
1st | 4 | 3 | - | - | - | - | - | - | - | - | |
2nd | 4 | 4 | - | - | - | - | - | - | - | - | |
3rd | 5 | 4 | 3 | - | - | - | - | - | - | - | |
4th | 5 | 4 | 4 | - | - | - | - | - | - | - | |
5th | 5 | 5 | 4 | 3 | - | - | - | - | - | - | |
6th | 5 | 5 | 4 | 4 | - | - | - | - | - | - | |
7th | 6 | 5 | 5 | 4 | 3 | - | - | - | - | - | |
8th | 6 | 5 | 5 | 4 | 4 | - | - | - | - | - | |
9th | 6 | 6 | 5 | 5 | 4 | 3 | - | - | - | - | |
10th | 6 | 6 | 5 | 5 | 4 | 4 | - | - | - | - | |
11th | 6 | 6 | 6 | 5 | 5 | 4 | 3 | - | - | - | |
12th | 6 | 6 | 6 | 5 | 5 | 4 | 4 | - | - | - | |
13th | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | - | - | |
14th | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 4 | - | - | |
15th | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | - | |
16th | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 4 | - | |
17th | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | |
18th | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 4 | |
19th | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | |
20th | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 4 |
Bonus spell slots come from items and high wisdom.