Healers are wielders of divine magic, similar to clerics. Unlike clerics, however, healers focus on healing to the exclusion of all else. They do not wear armor and hardly ever raise weapons, and the divine power wielded by a healer is almost entirely pacifistic in nature. For this focus, healers are rewarded with curative powers that are second to none.
d6 Hit Die (6 + Con HP at 1st level, 4 + Con HP thereafter)
4 + Int skill points (x4 at 1st level)
Class Skills: Concentration(Con), Craft(Int), Diplomacy(Cha), Handle Animal(Cha), Heal(Wis), Knowledge(Nature)(Int), Knowledge(Religion)(Int), Profession(Wis), Sense Motive(Wis), Spellcraft(Int), Survival(Wis)
Weapon and Armor Proficiency: Proficient with all simple weapons, but not with any armor or shields. A healer is forbidden from using metal armor or any shields.
Level | BAB | Fort | Ref | Will | Features | Spells Per Day (0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th) |
---|---|---|---|---|---|---|
1 | 0 | 2 | 0 | 2 | Healing Hands | 4 3 - - - - - - - - |
2 | 1 | 3 | 0 | 3 | Skill Focus (Heal) | 4 4 - - - - - - - - |
3 | 1 | 3 | 1 | 3 | Cleanse Paralysis | 5 4 3 - - - - - - - |
4 | 2 | 4 | 1 | 4 | Cleanse Disease | 5 4 4 - - - - - - - |
5 | 2 | 4 | 1 | 4 | Cleanse Fear | 5 5 4 3 - - - - - - |
6 | 3 | 5 | 2 | 5 | Cleanse Poison | 5 5 4 4 - - - - - - |
7 | 3 | 5 | 2 | 5 | Effortless Healing | 6 5 5 4 3 - - - - - |
8 | 4 | 6 | 2 | 6 | Unicorn Companion | 6 5 5 4 4 - - - - - |
9 | 4 | 6 | 3 | 6 | Cleanse Blindness | 6 6 5 5 4 3 - - - - |
10 | 5 | 7 | 3 | 7 | Cleanse Spirit | 6 6 5 5 4 4 - - - - |
11 | 5 | 7 | 3 | 7 | - | 6 6 6 5 5 4 3 - - - |
12 | 6/1 | 8 | 4 | 8 | - | 6 6 6 5 5 4 4 - - - |
13 | 6/1 | 8 | 4 | 8 | Cleanse Petrification | 6 6 6 6 5 5 4 3 - - |
14 | 7/2 | 9 | 4 | 9 | - | 6 6 6 6 5 5 4 4 - - |
15 | 7/2 | 9 | 5 | 9 | New Limb | 6 6 6 6 6 5 5 4 3 - |
16 | 8/3 | 10 | 5 | 10 | - | 6 6 6 6 6 5 5 4 4 - |
17 | 8/3 | 10 | 5 | 10 | - | 6 6 6 6 6 6 5 5 4 3 |
18 | 9/4 | 11 | 6 | 11 | - | 6 6 6 6 6 6 5 5 4 4 |
19 | 9/4 | 11 | 6 | 11 | - | 6 6 6 6 6 6 6 5 5 4 |
20 | 10/5 | 12 | 6 | 12 | New Life | 6 6 6 6 6 6 6 5 5 4 |
A healer casts divine spells, which are drawn from the healer spell list. A healer must choose and prepare her spells in advance (see below).
To prepare or cast a spell, a healer must have a Wisdom score of 10 + the spell's level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a healer's spell is 10 + the spell's level + the healer's Charisma modifier.
Like other spellcasters, a healer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Healer. In addition, she receives bonus spells per day if she has a high Wisdom score.
Healers do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them through their own strength of faith. Each healer must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a healer can prepare spells. A healer may prepare and cast any spell on the healer spell list, provided she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Whenever a healer casts a spell that cures hit point damage, she adds her Charisma modifier to the amount of damage healed. For instance, if a 5th-level healer with an 18 Charisma casts cure light wounds, she cures 1d8+5 points of damage normally, plus an additional 4 points of damage due to her Charisma bonus. This bonus applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.
A healer's focused training grants her this bonus feat at 2nd level. If she already has that feat, she may choose a different one.
At 12th level, the bonus granted by Skill Focus (Heal) increases to +6. At 18th level, it increases to +10.
A healer deals with certain kinds of maladies so often that eventually she can cure them without resorting to a spell. At 3rd level, a healer gains the ability to cleanse paralysis once per day, as if casting a remove paralysis spell.
At 4th level, a healer gains the ability to cleanse disease once per day, as if casting a remove disease spell.
At 5th level, a healer gains the ability to cleanse fear once per day, as if casting a remove fear spell.
At 6th level, a healer gains the ability to cleanse poison once per day, as if casting a neutralize poison spell.
At 7th level, a healer has learned to cast spells of the healing subschool with minimal effort. She may cast such spells without provoking attacks of opportunity. This ability applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.
When a healer attains 8th level, the deities recognize her devotion and grant her a celestial unicorn companion as her mount and aide. The unicorn, a symbol of healing and purity, serves the healer willingly and unswervingly.
Once per day, as a full-round action, the healer may magically call her companion from the celestial realms in which it resides. The companion immediately appears adjacent to the healer and remains for 2 hours per healer level. It may be dismissed at any time as a free action. The companion is the same creature each time it is called, though the healer may release a particular companion from service to gain a companion of a different kind. Each time the companion is called, it appears in full health, regardless of any damage it may have taken previously. The companion also appears wearing or carrying any gear it had when it was last dismissed. Calling a companion is a conjuration (calling) effect.
A healer of 12th level or higher may select from alternative lists of companions (see below). Should she select a companion from one of these alternative lists, the creature gains abilities as if the character's healer level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character's healer level and compare the result with the healer level entry on the table in the sidebar to determine the companion's powers. (If this adjustment would reduce the healer's effective level to 0 or lower, she can't have that creature as a companion.) For example, a 12th-level healer could select a celestial lammasu as a companion. The celestial lammasu would have characteristics and special abilities as if the healer were 8th level (taking into account the -4 adjustment) instead of 12th level.
Should the healer's companion die, it immediately disappears, leaving behind any equipment it was carrying. The healer may not call another companion for 30 days or until she gains a healer level, whichever comes first, even if the companion is somehow returned from the dead.
At 9th level, a healer gains the ability to cleanse blindness once per day, as if casting a remove blindness/deafness spell.
At 10th level, a healer gains the ability to restore a creature to health once per day, as if casting a greater restoration spell.
At 13th level, a healer gains the ability to restore a petrified creature to health once per day, as if casting a stone to flesh spell.
At 15th level, a healer gains the ability to regrow a creature's lost or damaged body part once per day, as if casting a regenerate spell.
Once per week, a 20th-level healer can bring a dead creature back to life, as if casting a true resurrection spell.
The healer's companion is different from a normal creature of its kind in many ways. The standard companion for a healer is a celestial unicorn. It is superior to a normal celestial unicorn and has special powers, as described below.
Healer Level | Bonus HD | Natural Armor | Ability Scores | Special |
---|---|---|---|---|
8th-11th | +0 | +0 | +0 | Empathic link, improved evasion, share saving throws, share spells |
12th-14th | +2 | +2 | +2 | - |
15th-17th | +4 | +4 | +2 | Devotion |
18th-20th | +6 | +6 | +2 | Improved speed, spell resistance |
Use the base statistics for a creature of the companion's kind, as given below or in the Monster Manual, but make the following changes:
The character's healer level, which has a direct effect on the extent of the companion's special powers.
Extra ten-sided (d10) Hit Dice, each of which gains a Constitution modifier, as normal. Bonus Hit Dice improve the companion's base attack and base save bonuses. A companion's base attack bonus is the same as that of a fighter of a level equal to the companion's HD. A companion has good Fortitude and Reflex saves (treat it as a character whose level equals the creature's HD). The companion gains extra skill points and feats for bonus HD as normal for advancing a monster's Hit Dice (see the Monster Manual).
The number noted here is an improvement to the creature's existing natural armor bonus. It represents the preternatural toughness of a healer's companion.
Add this figure to the companion's Strength, Dexterity, and Intelligence scores.
The healer has an empathic link with her companion out to a distance of up to 1 mile. The healer cannot see through the companion's eyes, but they can communicate empathically. Note that unicorns see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, the healer has the same connection to an item or place that her companion does, just as with a master and his familiar (see Familiars).
When subjected to an attack that normally allows a Reflex save for half damage, a companion takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
For each of its saving throws, the companion uses its own base save bonus or the healer's, whichever is higher. The companion applies its own ability modifiers to saves, and it doesn't share any other bonuses on saves that the healer might have (such as from magic items or feats).
At the healer's option, she may have any spell (but not any spell-like ability) she casts on herself also affect her companion. The companion must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the companion if the creature moves farther than 5 feet away and will not affect the companion again even if it returns to the healer before the duration expires. Additionally, the healer may cast a spell with a target of "You" on her companion (as a touch range spell) instead of on herself. A healer and her companion can share spells even if the spells normally do not affect creatures of the companion's type (magical beast).
A companion's devotion to its master is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects.
The companion's base ground speed increases by 10 feet.
A companion's spell resistance equals its master's healer level + 5.
A healer of sufficiently high level can select her celestial companion from the following list. Apply the indicated adjustment to the healer's level for purposes of determining the companion's characteristics and special abilities. For example, if a 14th-level healer takes a celestial gynosphinx as a companion, the celestial gynosphinx's special abilities are determined as if the healer were 10th level instead of 14th (due to the -4 adjustment). These companions are symbols of healing in various cultures.
12th Level or Higher (Level -4) | 16th Level or Higher (Level -8) |
---|---|
Lammasu | Androsphinx |
Gynosphinx | Couatl |
Lillend | Guardian Naga |
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