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serketcity

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PostPosted: Fri Nov 12, 2010 5:55 pm
Funny. The last two indicate that it would be me, while the first says that it most vehemently should not be.

I'm up for it if no one else wants it.

Oh, and the healer write-up? IF YOU WOULD LIKE TO SKIP THE WALL OF TEXT, GO TO PAGE 8 HERE.
Quote:
Characteristics: Healers are masters of curative magic, outpacing
even clerics in this regard. This focus on healing comes
with a trade-off: A healer’s spell list is sharply constrained, and it
lacks destructive magic and violent spells.
Healers have some combat capability and are familiar with
basic weapons and some armor.
Alignment: Dedicating one’s life to curative magic requires a
good alignment.
Religion: Healers revere good-aligned deities or righteous
causes.
Background: Some healers are unofficially attached members
of religious organizations. Others wander the lands freely, either
alone or in adventuring companies. Many also take up service in
armies that combat evil, repel invasions, or otherwise “fight the
good fight.”
Healing all allies—no matter their philosophy—while at the
same time eschewing the use of violent spells requires a selfless
quality and dedication to good.
A healer must be gentle, but also
strong in her convictions.
Races: The need for healing
knows no racial boundaries, and healers
include members of all the common
races. Adventuring healers are most often
humans and elves. Healers are less common
among the dwarves,who would rather prevent
wounds (by smashing the enemy) than
cure them.
Other Classes: The healer is rarelysnubbed in an adventuring company. All
realize that her presence could be the advantage that
enables them to see their next quest through to the end.
Healers sometimes clash with clerics, since clerics represent
a more dogmatic view of faith and reverence toward
the deities.
Role: A healer is easy to spot. She moves about behind
an adventuring company or combat unit, applying her
divine skills to bring relief to the injured. After she passes,
the wounded press forward with renewed vigor, and the
fallen may yet rise again.
GAME RULE INFORMATION
Healers have the following game statistics.
Abilities:Wisdom determines how many spells a healer
can cast per day. Charisma determines how effective the
healer’s spells are. A high Constitution improves her hit points,
allowing her to brave combat and letting her spend fewer healing
spells on herself.
Alignment: Any good.
Hit Die: d8.
Class Skills
The healer’s class skills (and the key ability
for each skill) are Concentration (Con), Craft
(Int), Diplomacy (Cha), Handle Animal (Cha),
Heal (Wis), Knowledge (nature) (Int), Knowledge (religion)
(Int), Profession (Wis), Sense Motive (Wis), Spellcraft
(Int), and Survival (Wis).


Now for the crunch:
Quote:
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
All of the following are class features of the healer.
Weapon and Armor Proficiency: Healers are proficient with
all simple weapons and with light armor. Additionally, 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 her oath and suppress
her healer powers. Her ethos requires a certain vulnerability
that allows her to more fully empathize with those in their care. A
healer who uses prohibited armor is unable to cast healer spells or
use any of her supernatural or spell-like class features while doing
so and for 24 hours after the armor is taken off.
Spells: A healer casts divine spells (the same type of spells
available to clerics), which are drawn from the healer spell list
given below. 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 1stlevel
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 1–4: The Healer. In addition, she receives bonus
spells per day if she has a high Wisdom score (see Table 1–1, page
8 of the Player’s Handbook).
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 (see below), provided she can
cast spells of that level, but she must choose which spells to prepare
during her daily meditation.
Healing Hands (Ex): 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.
Skill Focus (Heal): 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.
Cleanse Paralysis (Su): 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.
Cleanse Disease (Su): At 4th level, a healer gains the ability
to cleanse disease once per day, as if casting a remove disease spell.
Cleanse Fear (Su): At 5th level, a healer gains the ability to
cleanse fear once per day, as if casting a remove fear spell.
Cleanse Poison (Su): At 6th level, a healer gains the ability to
cleanse poison once per day, as if casting a neutralize poison spell.
Effortless Healing (Ex): 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.
Unicorn Companion (Ex): 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
Table 1–4: The Healer
Base Fort Ref Will —————— Spells per Day ——————
Level Attack Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Healing hands 4 3 — — — — — — — —
2nd +1 +3 +0 +3 Skill Focus (Heal) 4 4 — — — — — — — —
3rd +1 +3 +1 +3 Cleanse paralysis 5 4 3 — — — — — — —
4th +2 +4 +1 +4 Cleanse disease 5 4 4 — — — — — — —
5th +2 +4 +1 +4 Cleanse fear 5 5 4 3 — — — — — —
6th +3 +5 +2 +5 Cleanse poison 5 5 4 4 — — — — — —
7th +3 +5 +2 +5 Effortless healing 6 5 5 4 3 — — — — —
8th +4 +6 +2 +6 Unicorn companion 6 5 5 4 4 — — — — —
9th +4 +6 +3 +6 Cleanse blindness 6 6 5 5 4 3 — — — —
10th +5 +7 +3 +7 Cleanse spirit 6 6 5 5 4 4 — — — —
11th +5 +7 +3 +7 — 6 6 6 5 5 4 3 — — —
12th +6/+1 +8 +4 +8 — 6 6 6 5 5 4 4 — — —
13th +6/+1 +8 +4 +8 Cleanse petrification 6 6 6 6 5 5 4 3 — —
14th +7/+2 +9 +4 +9 — 6 6 6 6 5 5 4 4 — —
15th +7/+2 +9 +5 +9 New limb 6 6 6 6 6 5 5 4 3 —
16th +8/+3 +10 +5 +10 — 6 6 6 6 6 5 5 4 4 —
17th +8/+3 +10 +5 +10 — 6 6 6 6 6 6 5 5 4 3
18th +9/+4 +11 +6 +11 — 6 6 6 6 6 6 5 5 4 4
19th +9/+4 +11 +6 +11 — 6 6 6 6 6 6 6 5 5 4
20th +10/+5 +12 +6 +12 New life 6 6 6 6 6 6 6 5 5 4
10
CHAPTER 1:
CHARACTERS
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 the sidebar). 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 healercould select a lammasu as a companion. The 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. During this 30-day period, the healer is
distraught and takes a –4 penalty on attack rolls and weapon
damage rolls.
Cleanse Blindness (Su): At 9th level, a healer gains the ability
to cleanse blindness once per day, as if casting a remove blindness/
deafness spell.
Cleanse Spirit (Su): At 10th level, a healer gains the ability to
restore a creature to health once per day, as if casting a greater
restoration spell.
Cleanse Petrification (Su): 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.
New Limb (Su): 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.
New Life (Su): Once per week, a 20th-level healer can bring
a dead creature back to life, as if casting a true resurrection spell.
Ex-Healers
A healer who grossly violates her ethos (such as by refusing to
heal an ally or a good-aligned creature) loses all spells and class
features (except for proficiency with simple weapons and light
armor). She cannot thereafter gain levels as a healer until she
atones (see the atonement spell description, page 201 of the
Player’s Handbook).
Healer Spell List
Healers choose their spells from the following list.
0 Level: create water, cure minor wounds, deathwatch, detect magic,
detect poison, light, mending, purify food and drink, read magic.
1st Level: bless water, cure light wounds, goodberry, protection from
evil, remove fear, remove paralysis, sanctuary, speak with animals.
2nd Level: calm emotions, cure moderate wounds, delay poison, gentle
repose, remove blindness/deafness, remove disease, lesser restoration.
3rd Level: close wounds*, create food and water, cure serious wounds,
neutralize poison, remove curse, restoration, status.
4th Level: cure critical wounds, death ward, freedom of movement,
mass cure light wounds, panacea*.
5th Level: atonement, break enchantment, mass cure moderate
wounds, raise dead, revivify*, stone to flesh, true seeing.
6th Level: greater restoration, heal, heroes’ feast, mass cure serious
wounds, regenerate.
7th Level: mass cure critical wounds, repulsion, resurrection.
8th Level: discern location, holy aura, mass heal.
9th Level: foresight, gate, true resurrection.
* New spell described in Chapter 2 of this book.
 
PostPosted: Fri Nov 12, 2010 6:20 pm
Thhartokk
Funny. The last two indicate that it would be me, while the first says that it most vehemently should not be.

I'm up for it if no one else wants it.

Oh, and the healer write-up? IF YOU WOULD LIKE TO SKIP THE WALL OF TEXT, GO TO PAGE 8
Unless Laelless wants it, then...

Ironic, isn't it, that my computer default settings make it so that *.pdf is an auto-fullscreen, so a literal wall of text.

Also, I got braces yesterday. they hurt like Hell.

As a direct result of this, I will be CRANKY for the next SEVERAL DAYS. Don't screw with me if you value your hide.

Thanks. ^^  

SpokenSoftly

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SpokenSoftly

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PostPosted: Mon Nov 15, 2010 4:12 am
I'm better now, sorry for bitching.

Please tell me my bad mood didn't kill this little nascent campaign... T.T

Also Thhartokk, are you going to respond to my results on what you found?  
PostPosted: Mon Nov 15, 2010 5:03 am
Uh... did I not? I meant to reply... I updated my character sheet and everything. Whoops.  

serketcity

Friendly Prophet

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SpokenSoftly

Ruthless Elder

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PostPosted: Mon Nov 15, 2010 5:23 am
Don't worry, it happens. I'll do that at some point. Bad memory. razz  
PostPosted: Sun Nov 21, 2010 2:56 pm
Bump. Thhartokk?  

SpokenSoftly

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