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Samurai sheepdog book of many things vol 130

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Healer

Healer Spells

Healers provide aid to those who need
Character
it. They keep their allies going during
Level
Suggested Spells
battle, and provide care when resting or
1
cure light wounds, remove fear, remove sickness
during downtime.
2
cure moderate wounds, lesser restoration, remove paralysis
Unlike other character kits, the healer’s
choice of equipment isn’t as important.
3
cure serious wounds, remove blindness/deafness, remove curse, remove disease
The suggestion is to pick a secondary
4
cure critical wounds, freedom of movement, neutralize poison, restoration
kit from which to draw equipment. A
5
atonement, break enchantment, breath of life, mass cure light wounds, raise dead
healer might also be a protector, heavily
6
mass cure moderate wounds, heal, stone to flesh
fortified against assault while he pesters
his opponents. Or, he may be an archer,
7


greater restoration, limited wish, mass cure serious wounds, resurrection
staying out of harm’s way, except when
8
mass cure critical wounds, moment of prescience, protection from spells
needed to close in and help those in need.
9
freedom, mass heal, true resurrection, wish
Spells: Suggested spells are at the
lowest available level. Check the class
potion of cure light wounds, potion of cure moderate wounds, or
spell list to confirm if a spell is available to a class at the same or
potion of cure serious wounds you drink yourself or administer
another level.
to another character as though its caster level were equal to the
Healing Hands *: As a standard action, you can expend a charge
number of ranks you have in the Heal skill. The spell’s normal
from an item you hold that can heal a creature or remove a
limitations apply; for example, a potion of cure light wounds can
condition from it to use lay on hands, as the paladin class feature.
cure a maximum of 1d8+5 points of damage, even if you have
Your effective paladin level when using this ability is equal to
more than 5 ranks in the Heal skill.
the caster level of the item from which you drew the charge.
Use Healing Device *: You can substitute a Heal check for Use
Having this feat counts as having lay on hands when meeting the
Magic
Device when using an item that can heal a creature or
prerequisites of feats (except Extra Lay on Hands).
remove
a condition from it. Once per day, if you have at least 5

Improvisational Healer: When attempting a Heal check that
ranks
in
the Heal skill, you can attempt to use such an item with
normally requires a healer’s kit, you don’t take a penalty on the
at
least
1
charge without expending a charge. Doing so increases
check for not having a healer’s kit. When you use a healer’s kit, you
the
Use
Magic
Device DC by +5. You can do this twice per day
can augment it with improvised supplies, gaining an additional
when
you
have
at least 13 ranks in Heal, and up to three times
+2 circumstance bonus on your check. Finally, you can treat any
per day when you have at least 20 ranks in Heal.

Healer Advancement
Character
Level
1
2
3
4
5

6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Feats
Skill Focus (heal)

Improvisational Healer

Use Healing Device

Combat Medic

Signature Skill (heal)

Healing Hands

Improved Initiative


Combat Reflexes

Bodyguard

In Harm’s Way


Ability
Increase



Wisdom



Wisdom



Wisdom



Wisdom



Wisdom


* Use Healing Device is a new feat that requires Skill Focus (heal) and Improvisational
Healer. It is the prerequisite for Healing Hands.

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