Healer class - open for critique and suggestions

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Healer class - open for critique and suggestions

Post Fri Jun 26, 2015 5:03 pm

Feedback please! :-) I did make an exerted effort to keep the class as simple as I could, in the true spirit of BF.

What is the Healer class?
The Healer class is a PC/NPC that has dedicated his/her life to the study of bodily wellness. I feel there is a strong need for a "non-spiritual" healing character in BF, and though a Healer may worship a certain God (as any character might), his abilities are derived through knowledge, learning, and study.

Creation of a Healer:
When rolling initial stats, a Healer gains an automatic +1 on his/her Intelligence, and a +1 on his/her Constitution.

Combat Abilities of a Healer:
Because a Healer is not confined by the requirements of a deity, he/she may freely wield any weapon or wear any armor. However, Healers prefer to use weapons that incapacitate rather than outright slay, as their very nature is to heal rather than harm. The use of any sword or dagger causes a -1 to his attack roll because his/her heart isn’t quite committed to each blow. Additionally, a Healer gains an automatic +1 on attack rolls when using a walkingstaff or quarterstaff.
Any metal armor worn (along with a shield), and a Healer is unable to cast his/her spells. Only leather armor or other common clothes (robes, etc.) can be donned and still allow a Healer to cast spells.

Spellcasting of a Healer:
As opposed to a Cleric, the healing spells DO NOT come from prayer, but rather scientific knowledge. A Healer has a very limited set of spells it can cast, all of a wellness nature. Any spiritual type spells (ie Raise Dead, Purify Water, etc.) are completely foreign to him/her. Healer’s do not automatically know their spells, nor can they scribe them from a scroll. Instead, they learn one new spell at every level advancement (amid a selection of usually two). The bottom of this document goes into further detail about the actual spells of a healer and the amount that can be memorized per level. For purposes of this game, casting works the same away it does for a Magic-User.
A level 1 Healer starts with the spell “Cure Minor Wounds” along with one 1st level spell of their choice.

Special Abilities:
1. Due to the very nature of a Healer, and his/her dedication to the knowledge of body wellness, a Healer gains an additional +1 to his/her Constitution every 5 levels (lvl 5, lvl 10, etc.).
2. When traveling, a Healer is always scanning the ground for plants, etc., that aid in the general health of a person. As such, for every two hours of wilderness travel, he/she gains in their inventory *number determined by level* Healing Herbs (for game simplicity), which, when eaten, heal 1 hp. Thus, a level 10 Healer gains 10 Healing Herbs every two hours of wilderness travel.
3. Healer can brew simple potions of "Cure Light Wounds" (for simplicity, assume the Healer has procured and stored the needed raw materials during his/her travels). Brewing a potion takes 2 hours, and the Healer must be stationary (not traveling or in combat). Once a Healer reaches level 8, potions only take 1 hour to brew.

Healer
Prime Requisite: INT (Must be 10+)
Hit Dice: d6
Weapons: Any
Armor: Any, shield allowed
XP for 2nd Level: 2000
Spells: 1 0-lvl spell, 1 1st-lvl spell (see Spells below)
Special: brew potions and collect herbs
1st lvl Saving Throws:Death Ray/Poison:13,Magic Wands:13,Paralysis/Petrify:14,Dragon Breath:16,Spells:15

Spells of a Healer:
Lvl 0
  • Cure Minor Wounds – restores 1 HP

Lvl 1
  • Cure Light Wounds – described in BF rulebook
    Healing Herbs – caster gains 1d6+2 herbs each which cure 1 hp

Lvl 2
  • Cure Moderate Wounds – heals 2d6+1 hit points of damage
    Cure Disease – described in BF rulebook

Lvl 3
  • Cure Serious Wounds – described in BF rulebook
    Cure Blindness – described in BF rulebook

Lvl 4
  • Cure Critical Wounds – heals 3d6+(caster level) hit points of damage
    Neutralize Poison – described in BF rulebook

Lvl 5
  • Cure Moderate x2 – same as lvl 2 spell, but heals TWO targets
    Stone To Flesh – described in BF rulebook

Lvl 6
  • Heal – described in BF rulebook
    Restoration – described in BF rulebook

Lvl 7
  • Rengerate – described in BF rulebook


Healer spell memorization per level (Includes LVL 0)
lvl1 1 1
lvl2 2 2
lvl3 3 2 1
lvl4 4 2 2
lvl5 5 3 2 1
lvl6 5 3 2 2
lvl7 5 3 2 2 1
lvl8 5 3 3 2 2
lvl9 5 3 3 2 2 1
lvl10 6 4 3 3 2 2
lvl11 6 4 4 3 2 2 1
lvl12 6 4 4 3 3 2 2
lvl13 6 4 4 4 3 2 2 1
lvl14 6 4 4 4 3 3 2 1
lvl15 6 5 4 4 3 3 2 2
lvl16 6 5 5 4 3 3 2 2
lvl17 6 5 5 4 4 3 3 2
lvl18 6 6 5 4 4 3 3 2
lvl19 6 6 5 5 4 3 3 3
lvl20 6 6 5 5 4 4 3 3
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Dimirag
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Re: Healer class - open for critique and suggestions

Post Fri Jun 26, 2015 5:27 pm

Don't like it for several reasons:

1- Creation: No class receives a bonus to their initial abilities, and that must remain on every new class or sub-class.
2- Combat Abilities: Same access as a fighter but with a -1 one to some weapons and a +1 to others, they are not confined by any deity but should be confined by training and mechanical reasons. Metal armor cancels spellcasting with no reason.
3-Spellcasting: Scientific spells, don't like it at all, magic is magic, spells are magic, either divine or arcane.
4: Special abilities:
4.1: CON bonus: See my point 1.
4.2: Healing herbs: Seems like a not magical "lay on hands", with a little refining it could be ok.
4.3:Potion Healing: I'm not convinced by it. 4.2 already gives him a healing special ability that works by gathering ingredients while traveling.
Sorry for any misspelling or writing error, I am not a native English speaker
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Re: Healer class - open for critique and suggestions

Post Fri Jun 26, 2015 7:03 pm

1- Creation: No class receives a bonus to their initial abilities, and that must remain on every new class or sub-class.
My bad. Must have overlooked that in the rulebook.
2- Combat Abilities: Same access as a fighter but with a -1 one to some weapons and a +1 to others, they are not confined by any deity but should be confined by training and mechanical reasons. Metal armor cancels spellcasting with no reason.
Metal is cumbersome and limits range of motion....much like it would a wizard. I guess I'm not sure what the issue is with that. I explained the negative attack bonus with swords. I did the positive attack bonus with staffs because that most suits a learned Healer.
3-Spellcasting: Scientific spells, don't like it at all, magic is magic, spells are magic, either divine or arcane.
Don't understand what your problem is here. For the sake of the game, it IS just spells.
4.1: CON bonus: See my point 1.
Again, must've missed it in the rulebook. If that's not set in stone, however, I find very reasonable that someone who dedicates all their knowledge to health and fitness would himself become fitter/healthier as his skill improves.
4.2: Healing herbs: Seems like a not magical "lay on hands", with a little refining it could be ok.
Exactly! Healers don't operate in a spiritual sense. The use knowledge and resources to accomplish their goals.
4.3:Potion Healing: I'm not convinced by it. 4.2 already gives him a healing special ability that works by gathering ingredients while traveling.
I believe a Healer would ultimately learn to brew simple healing potions. Perhaps not starting until lvl 4 or 5?
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Re: Healer class - open for critique and suggestions

Post Fri Jun 26, 2015 7:46 pm

wwwwwww wrote: Metal is cumbersome and limits range of motion....much like it would a wizard. I guess I'm not sure what the issue is with that. I explained the negative attack bonus with swords. I did the positive attack bonus with staffs because that most suits a learned Healer.
Take the Thief and the Magic User, they don't suffer penalties for using restricted armors, they just have listed they permitted ones, what happens when using a non allowed armor is left to the GM if he choose to let that happens. Same with the allowed weapons, a MU has a limited selection and no info is given on what happens if he uses a weapon outside of those allowed unless the GM chooses to use an optional rule.
For consistency sake allowed weapons and armor should remain in the can use/can't use binary method.
Don't understand what your problem is here. For the sake of the game, it IS just spells.
The problem is that you are using spell without the magic, if you want give him skills that replicate those effects, otherwise it feels out of character and mechanic
Again, must've missed it in the rulebook. If that's not set in stone, however, I find very reasonable that someone who dedicates all their knowledge to health and fitness would himself become fitter/healthier as his skill improves
Although reasonable is not mechanically balanced, every class has reasons to increase some Abilities, for that is better to use a house rule that permits an Ability progression.
Exactly! Healers don't operate in a spiritual sense. The use knowledge and resources to accomplish their goals.
My only quibble with this special ability is that it works in an almost passively way, the character should search the herbs and not automatically gather them in travel, with the current rules its seems that the healer can travel while gathering herbs at the same time as doing something else.
I believe a Healer would ultimately learn to brew simple healing potions. Perhaps not starting until lvl 4 or 5?
Its not a matter of if they could or could not do it. Their herb ability already works as a way of creation of potions. As a matter of taste I don't see a non magical class creating magical objects, specially if they can do it better than the base magical classes.

You can combine both special abilities into a Healing Poultices one: By each hour of gathering the Healer can obtain 1d4 healing herbs (1d4-2 on a non favorable location and 1d4+2 on a favorable one).
This herbs need some care and treatment in order to retain its healing properties, the Healer can keep functional a number of herbs based on his level.
As the Healer gains experience he becomes more effective in the use of the Herbs increasing its healing value:
Level----HP healed per herb used
1-5------1HP
6-10----2HP
11-15---3HP
16-20---4HP

The healer can use some herbs to cure non-magical illness by providing a new saving throw:
Level---Illness
2--------Disease
3--------Blindness
5--------Poison
Sorry for any misspelling or writing error, I am not a native English speaker
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Re: Healer class - open for critique and suggestions

Post Fri Jun 26, 2015 8:45 pm

Dimirag wrote: The problem is that you are using spell without the magic, if you want give him skills that replicate those effects, otherwise it feels out of character and mechanic
I never said it's not magic. Just not magic through prayer. It's more akin to the magic of a magic-user (using spell-components, etc.)
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Re: Healer class - open for critique and suggestions

Post Fri Jun 26, 2015 9:12 pm

Ah, I took the "knowledge" as a form of scientific/non-magical magic.

If the class is not a sub-cleric and rather has some Magic User knowledge then perhaps it would be better to describe it from that perspective.
Sorry for any misspelling or writing error, I am not a native English speaker
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Re: Healer class - open for critique and suggestions

Post Fri Jun 26, 2015 10:38 pm

Healer - my version, for sake of comparison. This is in a low magic campaign.

HD: d4
Exp - as thief
Minimum intelligence 12
BAB: as mage

Powers:

1 - Death sense: the healer can automatically assess the condition of any friend or foe on the battlefield, this being able to judge who most requires their assistance.

2 - Stabilize: this character can automatically stablize any character who has fallen below to 0 hit points or below, in one round. (Some GMs rule that any character can do this. Personally, I make other characters make an Int roll (target 12) before they can do this. If the healer makes a successful heal roll (target 17), they can also reduce the damage by 1 point. This is in addition to the cure minor wounds ability, below.

3 - Assist the dying: If the GM is using the Save vs Death Ray rule when a character is reduced to 0hp or below, the presence of a healer character to assist the dying character in the crucial round will mean they are automatically sucessful in this save.

4 - Cure minor wounds: The healer can negate the effect of small wounds, with a heal roll (target 12).

At 1st-3rd level, the healer can heal 1hp of wounds, 3 times per day.
At 4th-5th level, they can heal 2hp wounds 3 times a day.
(6th-7th, 3hp 3 times a day, etc).
Each attempt takes ten minutes. The wounds in question much actually be small wounds - no more than twice as large as the amount of hp being healed. For example, if a fighter takes 2 hp from a goblin arrow, a 1st level healer may reduce that wound to 1 hp, with a successful roll. But if the same fighter takes 4 hp damage from a goblin mace blow, then the 1st level healer cannot have any affect on this wound. Only one attempt may be made per wound.

5 - Faster Recovery:a successful healing roll (target 12) adds 1hp to the amount regained by natural healing, for any character. Each attempt takes 10 minutes. This may be done once for every character, overnight.

6 - Cure Disease: a successful cure roll (target 17) will cure a non-magical disease within 1-4 days, or more at the DMs' discretion.

7 - Assist against poison: the presence of the healer means that characters saving against poison get an additional +4 on their save. If the healer was not present, they can still get an additional save, if the healer attends to them during the course of the poison's period of effect.

8 - Make antidote: a healer who gains access to a type of poison may brew up an antidote to this poison with a heal roll (target 17). Finding the antidote takes 1 week. Brewing 20 doses takes 1 day.

9 - Extra save - characters who have been blinded, deafened, poisoned, or otherwise afflicted by non-magical means - will get an extra saving throw, if the healer attends to them for a full round. This assumes that their initial save, when the healer was not attending to them, was a failure.

10 - Surgery - in rare situations where the DM rules that a character has received a specific injury (broken arm, etc) the healer can perform successful field surgery (heal roll target 17) and greatly speed the recovery, at the DMs discretion. Being in a proper hospice makes the target roll a 12.

11 - knowledge of diseases and poisons - a target 12 heal roll will reveal knowledge of the likely symptoms for a disease or a poison.

12 - slow infection - a successful heal roll (target 12) will halve the rate of infection and or damage by creatures such as green slime, yellow mold, rot grubs, and so on. Characters may also be granted a +4 bonus on their initial saving throw if the healer is on hand in the round when the infection first happens.

13 - revive: the healer can automatically revive characters who are on negative hp, so that they can answer questions, be told information, be given potions, and so on. A 1st level healer can revive someone on -1, a 2nd level healer on -2, and so on.

14 - ease pain - the healer can use drugs to ensure that no character is in significant pain as a result of their injuries.

15 - good rest - the healer can use drugs and herbal teas to make sure that every night counts as a good night's rest, even if the characters have been woken up due to encounters, and that every full day's rest counts to speed healing, even if as much as 4 hours were spent in activity.

The healer's healing roll bonus is their intelligence bonus plus their level. Some might argue for wisdom, but I prefer intelligence for this.
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Re: Healer class - open for critique and suggestions

Post Sat Jun 27, 2015 8:38 am

Longman,

Really like the list! A few of them in particular.

I guess the one thing that jumps out to me though, is, 15 Powers!!? Seems like a lot of extra stuff to remember, and a bit of a dichotomy when viewed through the lens of BF, where everything is supposed to be stripped down and basic. I purposely didn't add many of those types of abilities (along with lots of spells) specifically because I wanted to keep things simple in conjuction with BF. Not that I'm saying you shouldn't do them, as nobody should critique someone's house rules. But as a "presented" class, seems a bit much.
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Re: Healer class - open for critique and suggestions

Post Sat Jun 27, 2015 7:30 pm

Kinda depends on your idea of Basic. The thing I like about Basic is that you can add levels of complexity where it suits your game, but you can still keep the overall system simple. This is in contrast to games like Pathfinder, where the whole system has become increasingly complex, not just the parts you are interested in.

So, if you wanted to have healing as a complex part of the game, you could introduce some or all of these ideas.

Having said that, I probably wouldn't normally have introduced my healer as a class, on these boards. I only posted it to show what a healer class could look like, which did not rely on spell mechanics.

I think the cleric already has many functions of a 'heal-bot' based on spell use, and your healer class would only push further in that direction. Being able to make antidotes, help with poison, help with infectious monsters, etc, are extra features that could make the healer more fun to play than a 'healer' character who basically just ends up casting CLW all the time.

I could probably consolidate that list of 15 into some basic principles, roughly on par with the thief in terms of level of complexity.
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Re: Healer class - open for critique and suggestions

Post Sat Jun 27, 2015 7:55 pm

There is another thread where a variety of healing options are discussed, although not from a specific class point of view. I will try to locate it. It may have some ideas to explore for either class suggested. Also, there is a Medic class/quasi class.
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