Healer class - open for critique and suggestions
Posted: 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
Lvl 1
Lvl 2
Lvl 3
Lvl 4
Lvl 5
Lvl 6
Lvl 7
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
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