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The Pathfinder Healer: A Conversion by Master Arminas


Conversions


Many folks on these boards openly laugh at someone who wants to play what they call a heal-bot. But some people like playing such a character and for them I have done a conversion of the old Miniature's Handbook Healer class. It won't be to everyone's tastes, and a certain segment of our audience will scoff and shake their heads about how inefficient in-combat healing is. Perhaps.

But this class isn't for them. It's for those of you who want to play a real solid healer. There is no more nonsense with this class like the Unicorn mount (unicorns and rainbows and my little pony, oh my!), but instead a class that is focused like a laser beam on one theme: healing the injured.

As always, I would welcome your comments, advice, critiques, and suggestions. So start your engines and get out those med-kits!

Master Arminas

The Pathfinder Healer

Fewer choose to travel the path of a Healer than take oaths as Paladins. Members of the Order of the Nightingale, healers comfort the sick and the dying; they mend bones and cure diseases; they provide surcease to those who suffer. It is not an easy life that the healer has chosen, but her rewards lie beyond this life.

Role: Any part fortunate enough to have a healer in their midst knows well this classes role. Her powerful array of healing magics and abilities ensure that they are almost always ready to meet any conceivable threat. A healer may well lack for offensive power, but for keeping the party fighting the good fight she is without peer. Healers only associate with good-aligned groups and will refuse to travel with companions that do not accept and abide by her rules. She cannot stand by and allow her companions to kill those who do not pose a threat—by her lights that is murder; and she cannot—and will not—abide such. But for those who are willing to accommodate the healer’s ethics and morals, they find that having such a potent spellcaster on their side is well worth the cost.

Alignment: Any good.

BAB: Low

Good Saves: Fort and Will.

Hit Dice: d6

Class Skills: Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Any) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill Points per Level: 4 + Int modifier.

Weapons and Armor Proficiencies: Healers are proficient with simple weapons and with light armor. They are not proficient with medium or heavy armor or with any type of shield.
Healers are prohibited by their oaths from wearing any type of metal armor or using shields. A healer who wears prohibited armor or wields a shield is unable to cast healer spells or use any of her supernatural class abilities while doing so and for 24 hours thereafter.

Code of Conduct (Ex): All healers take stringent oaths that require them to freely provide healing to those who are in need. Further, they are prohibited from dealing harm to living, sentient creatures. A healer may defend himself (with non-lethal damage) and he is not forced to stop in the middle of battle to heal an opponent who does not surrender. Against animals, constructs, elementals, magical beasts (with an Int ability score of 1 or 2), outsiders, plants, undead, and vermin the healer is free to inflict lethal damage.
Another sign of their devotion to their oaths is that the healer is prohibited from wearing metal armor or from using any type of shield. Many healers refuse to wear even nonmetallic armors, but their oaths do not strictly require this.
A healer who wears prohibited armor or wields a shield or who inflicts lethal damage to a prohibited creature type is unable to cast healer spells or any of her supernatural abilities while doing so and for 24 hours thereafter.
A healer is forbidden from demanding reward or compensation for healing an injured person. However, many common people will nonetheless reward the healer with what they can spare (there is no prohibition on accepting gifts, only on demanding payment for his services).
A healer must maintain a good alignment in order to continue to advance as a healer. A healer who becomes non-good cannot gain new levels as a healer, but retains all healer abilities.

Healing Hand (Ex): Whenever a healer casts a spell that cures hit point damage, she adds her Charisma modifier to the amount of damage healed. This ability only applies to spells cast as a healer, not to those which are gained from another class.

Touch of Mercy (Ex): A healer may choose to deal lethal or non-lethal damage with any melee weapon with which she is proficient. She does not take the normal -4 penalty on attack rolls for dealing non-lethal damage with a weapon.

Spells: A healer casts divine spells which are drawn from the Healer spell list (see below). A healer must choose and prepare her spells in advance.
To prepare or cast a spell, the healer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a healer's spell is 10 + the spell level + the healer's Wisdom modifier.
The healer may cast only a certain number of spells of each spell level each day. Her base daily spell allotment is identical to that of the Druid. In addition, she receives bonus spells per day if she has a high Wisdom score.
A healer meditates or prays for their spells. Each healer must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells.

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting: A healer may channel stored spell energy into healing spells that she did not prepare ahead of time. The healer can 'lose' any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with 'cure' in its name).
In addition, the healer can spontaneously cast any of the following spells by converting a prepared spell of the same level or higher: remove fear, remove paralysis, remove blindness/deafness, remove curse, remove disease, or lesser restoration.

Halo of Grace (Su): Beginning at 2nd level, a healer can heal wounds on other creatures (but not herself) out to a range of 30 feet. Each day, she can use this ability a number of times equal to one-half her healer level plus her Charisma modifier. With one use of this ability, a healer can heal 1d6 hit points of damage for every two healer levels she possesses (minimum 1d6). She adds her Charisma modifier to the amount of damage healed. Using this ability is a standard action that does not provoke attacks of opportunity.

Merciful Weapon (Su): Starting at 3rd level, when a healer wields a weapon in which she is proficient (including melee weapons, ranged weapons, and the healer’s unarmed strike), the weapon gains the merciful special weapon property, even if the weapon is otherwise not magical in a nature. This property functions only when the weapon is wielded by the healer.
At 14th level, if the healer scores a critical hit with her merciful weapon, she deals an additional 1d10 points of non-lethal damage (2d10 if the critical multiplier is x3, 3d10 if the critical multiplier is x4). This extra damage is not multiplied as part of the critical hit.

Grace (Su): At 4th level, and every two levels thereafter, a healer can select one grace. Each grace adds an effect to the healer's halo of grace ability. Whenever the healer uses halo of grace to heal a creature, the creature also receives the additional effects from all of the graces possessed by the healer. A grace can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the grace actually removes the affliction that causes the condition.
At 4th level, the healer can select from the following initial graces.

Fatigued: The target is no longer fatigued.
Shaken: The target is no longer shaken.
Sickened: The target is no longer sickened.

At 6th level, the healer adds the following graces to the list of those that can be selected.

Dazed: The target is no longer dazed.
Diseased: The healer's halo of grace ability also acts as remove disease, using the healer's level as the caster level.
Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.

At 8th level, the healer adds the following graces to the list of those that can be selected.
Cursed: The healer's halo of grace ability also acts as remove curse, using the healer's level as the caster level.
Exhausted: The target is no longer exhausted. The healer must have the fatigue grace before selecting this grace.
Frightened: The target is no longer frightened. The healer must have the shaken grace before selecting this grace.

At 10th level, the healer adds the following graces to the list of those that can be selected.
Nauseated: The target is no longer nauseated. The healer must have the sickened grace before selecting this grace.
Poisoned: The healer's halo of grace ability also acts as neutralize poison, using the healer's level as the caster level.
Paralyzed: The target is no longer paralyzed.

At 12th level, a healer adds the following graces to the list of those that can be selected.
Blinded: The target is no longer blinded.
Deafened: The target is no longer deafened.
Stunned: The target is no longer stunned.

These abilities are cumulative. Once a condition or spell effect is chosen, it cannot be changed.

Bonuse Feat (Ex): At 5th level, and again at 10th, 15th, and 20th level, a healer may select a bonus feat from the following list: any Meta-Magic feat, Spell Focus (conjuration), Greater Spell Focus (conjuration), Skill Focus (any class skill), or Toughness.

Effortless Healing (Ex): At 7th level, a healer may cast a spell that cures hit point damage without provoking an attack of opportunity. This ability only applies to spells cast as a healer, not to those which are gained from another class.

Immunity to Disease (Ex): At 9th level, a healer becomes immune to all diseases, including supernatural and magical diseases.

Immunity to Poison (Ex): At 11th level, a healer becomes immune to all poisons.

Angel of Mercy (Ex): Staring at 13th level, whenever a healer casts a spell that cures hit point damage on a single target, both she and the target of the spell gain a sacred bonus to armor class and saving throws until the beginning of her next turn. This bonus is equal to the level of the spell cast. This ability only applies to spells cast as a healer, not to those which are gained from another class.

Miracle Worker (Su): At 20th level, the abilities of a healer reach their culmination. Her daily uses of halo of grace increase to her healer class level + her Charisma modifier, and she adds +20 to the hit point damage healed, in addition to her Charisma modifier. The range of halo of grace doubles to 60 feet. She may use cure serious wounds, remove fear, remove disease, and neutralize poison as spell-like abilities an unlimited number of times per day. When a healer casts a spell that cures hit point damage, in addition to the target receiving the healing, she is herself healed for a number of hit points equal to the spell level, plus her Wisdom modifier. This ability only applies to spells cast as a healer, not to those which are gained from another class.

Healer Spell List:

0-level: Create Water; Dancing Lights; Detect Magic; Detect Poison; Disrupt Undead; Flare; Guidance; Know Direction; Light; Mage Hand; Prestidigitation; Purify Food & Drink; Read Magic; Stabilize

1st-level: Aid; Bless Water; Calm Animals; Command; Comprehend Languages; Cure Light Wounds; Deathwatch; Endure Elements; Entropic Shield; Goodberry; Hide from Animals; Hide from Undead; Longstrider; Remove Fear; Resistance; Shield of Faith; Sleep; Speak with Animals; Status

2nd-level: Calm Emotions; Cure Moderate Wounds; Daylight; Delay Poison; Enthrall; Find Traps; Gentle Repose; Grease; Hideous Laughter; Hold Animal; Hold Person; Lesser Restoration; Protection from Arrows; Remove Paralysis; Resist Energy; Sanctuary; Shield Other; Silence

3rd-level: Continual Flame; Create Food and Water; Cure Serious Wounds; Deep Slumber; Dispel Magic; Halt Undead; Helping Hand; Mass Cure Light Wounds; Neutralize Poison; Protection from Energy; Quench; Remove Blindness/Deafness; Remove Curse; Remove Disease; Speak with Dead

4th-level: Anti-plant Shell; Cure Critical Wounds; Death Ward; Dismissal; Freedom of Movement; Lesser Globe of Invulnerability; Magic Vestment; Mass Cure Moderate Wounds; Reincarnate; Repel Vermin; Resilient Sphere; Restoration; Rusting Grasp; Tongues

5th-level: Atonement; Break Enchantment; Breath of Life; Greater Command; Mass Cure Serious Wounds; Disrupting Weapon; Dream; Heal; Hold Monster; Interposing Hand; Raise Dead; Symbol of Sleep

6th-level: Anti-life shell; Banishment; Globe of Invulnerability; Greater Dispel Magic; Heroes' Feast; Mass Cure Critical Wounds; Repel Wood; Undeath to Death

7th-level: Anti-magic Field; Greater Restoration; Mass Death Ward; Mass Hold Person; Regenerate; Resurrection; Sunbeam

8th-level: Mass Heal; Moment of Prescience; Repel Metal or Stone; Sunburst; Telekinetic Sphere

9th-level: Foresight; Freedom; Mass Hold Monster; Miracle; True Resurrection

New Spells

Mass Death Ward
Necromancy
Level: Cleric 8, Druid 9, Healer 7
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart
This spell functions like death ward, except as noted above.


And here are the links to all classes I have done.

assassin

dragon shaman

healer

hexblade

high warrior monk

monk

shadowcaster

arcane soulknife

swashbuckler

warlock

warmage

Master Arminas

RPG Superstar 2012 Top 32

I ran a DMPC/NPC/Long Quest Reward that was an aasimar healer in 3.5. The only tweak I made was letting her spontaneously cast from her entire spell list, like a warmage or dread necromancer. It worked out really well.

And of course, I have a version that I converted for Pathfinder. Let me know if you want me to post it. :-P


I'd love to see it.

MA

RPG Superstar 2012 Top 32

HEALER

Alignment: Any non-evil

BAB: +½
Good Saves: Fortitude and Will
Hit Dice: 1d6

Class Skills: Climb, Craft, Diplomacy, Handle Animal. Heal, Knowledge (all), Linguistics, Perception, Profession, Ride, Sense Motive, Spellcraft, Survival, Swim, Use Magic Device.

Skill Ranks per Level: 6 + Intelligence modifier.

Healers are proficient in all Simple Weapons and the sap. Healers are not proficient in any armor or shields.

LEVEL ABILITY
1. Channel Energy 1d6, Healer’s Health, Healing Touch, Unarmored Defense
2. Fast Healer, Skill Focus Heal
3. Channel Energy 2d6, Mercy
4. +1 AC, Lesser Restore Energy
5. Channel Energy 3d6, Shape Healing
6. Mercy, Channel Effect
7. Channel Energy 4d8, Empower Healing
8. +2 AC, Swift Healer
9. Channel Energy 5d8, Mercy
10. Restore Energy, Shape Healing
11. Channel Energy 6d8
12. +3 AC, Channel Effect, Mercy
13. Channel Energy 7d10, Maximize Healing
14. Sudden Healer
15. Channel Energy 8d10, Mercy, Shape Healing
16. +4 AC, Greater Restore Energy
17. Channel Energy 9d10
18. Channel Effect, Mercy
19. Channel Energy 10d12, Intensify Healing
20. +5 AC, Free Healer, Shape Healing

Channel Energy (Su): At 1st level, a healer learns how to channel positive energy. He can do this a number of times per day equal to 3 + ½ his class level + his Charisma bonus. The Save DC, if any, of the healer’s channel energy ability is equal to 10 + ½ his class level + his Charisma modifier. As a standard action, the healer can channel energy to heal an amount of damage equal to 1d6, plus 1d6 per 2 levels thereafter. At levels 7, 13, and 19, the size of his channel energy dice increase to 1d8, 1d10, and 1d12, respectively. Alternatively, the healer can cause damage to undead equal to this amount; they receive a Will Save for half damage. This energy is centered on the healer and has a radius of 30 feet.

Healer’s Health (Ex): A healer’s constant exposure to positive energy has infused his body with extraordinary durability. Beginning at first level, every time the healer gains a level, he adds his Charisma bonus, if any, to his hit point total in addition to his Constitution modifier. This ability only applies to levels gained in healer; if a healer multi-classes, he does not add his Charisma bonus to the hit points gained from any non-healer class.

Healing Touch (Su): Whenever a healer restore’s hit points using the Heal skill check or using a spell of the conjuration (healing) sub-type, he adds his Charisma bonus to the number of hit points restored.

Unarmored Defense (Ex): Because healers dedicate their lives to healing and protecting others, they receive a sacred bonus to their AC equal to their Wisdom bonus when not wearing armor. This bonus applies to the healer’s touch AC and even applies when the healer is flat-footed. This bonus increases by +1 at 4th level and every 4 levels thereafter.

Fast Healer (Ex): Beginning at 2nd level, the healer learns how to cast spells of the conjuration (healing) sub-type more efficiently. A number of times per day equal to her Charisma modifier, the healer can cast spells of the conjuration (healing) sub-type that normally have a casting time of a standard action as a move action.

Skill Focus Heal: At 2nd level, the healer gains Skill Focus Heal as a bonus feat. If he already has this feat, he may select another.

Mercy (Su): At 3rd level, and every 3 levels thereafter, the healer learns a mercy from the list of mercies found under the paladin description. Every time the healer uses his Channel Energy ability, he applies the effects of his mercies to the targets of his Channel Energy ability.

Lesser Restore Energy (Su): At 4th level, the healer can spend 1 of his daily uses of Channel energy and restore an amount of ability damage equal to the number of Channel Energy dice he has to all targets within the area of effect.

Shape Healing (Ex): At 5th level, the healer can change the shape of his Channel Energy burst. He chooses 1 alternative shape at 5th level, and one additional shape at 10th, 15th, and 20th level.
Cone: The healer can project his Channel Energy effect in a 60 foot cone.
Line: The healer can project his Channel Energy effect in a 120 foot line.
Ray: The healer can project his Channel Energy as a ray (that requires ranged touch attack) with a range of 240 feet.
Starburst: The healer can project his Channel Energy into a number of 5 foot squares equal to his level; each square can be within Close range (25 feet + 5 feet/2 levels).

Channel Effect (Su): At 6th level, and every 6 levels thereafter, the healer learns a new Channel Effect from the following list:

Damage Reduction: The healer’s Channel Energy provides DR 1/- per die to all within the area of effect for a number of rounds equal to the healer’s Charisma bonus.

Energy Resistance: The healer’s Channel Energy provides energy resistance 5 per die against one of the following energy types for a number of rounds equal to the healer’s Charisma bonus: acid, cold, electricity, fire, or sonic.

Fast Healing: The healer’s Channel Energy provides fast healing 1 per die for a number of rounds equal to the healer’s Charisma bonus.

Negative Energy Protection: The healer’s Channel Energy protects against negative energy 5 per die or 1 negative level per die for a number of rounds equal to the healer’s Charisma bonus.

Non-lethal Damage: The healer’s Channel Energy causes non-lethal damage; those in the area of effect can make a Will Save for half damage.

Empower Healing (Ex): At 7th level, the healer applies the Empower Spell feat to all conjuration (healing) spells he casts without increasing the casting time or level of the affected spell.

Swift Healing (Ex): Beginning at 8th level, the healer learns how to cast spells of the conjuration (healing) sub-type more efficiently. A number of times per day equal to he Charisma modifier, the healer can cast spells of the conjuration (healing) sub-type that normally have a casting time of a standard action as a swift action.

Restore Energy (Su): At 10th level, the healer can spend 1 of his daily uses of Channel energy and restore an amount of ability drain equal to ½ the number of Channel Energy dice he has to all targets within the area of effect.

Maximize Healing (Ex): At 13th level, the healer applies the Maximize Spell feat to all conjuration (healing) spells he casts without increasing the casting time or level of the affected spell. The healer cannot apply this to a spell he applies the Empower Spell feat to.

Sudden Healing (Ex): Beginning at 14th level, the healer learns how to cast spells of the conjuration (healing) sub-type more efficiently. A number of times per day equal to her Charisma modifier, the healer can cast spells of the conjuration (healing) sub-type that normally have a casting time of a standard action as an immediate action.

Greater Restore Energy (Su): At 16th level, the healer can spend 1 of his daily uses of Channel energy and restore an amount of ability drain equal to the number of Channel Energy dice he has to all targets within the area of effect.

Intensify Healing (Ex): At 19th level whenever the healer casts a spell of the conjuration (healing) sub-school, he treats the results as if they were maximized, and then doubled. This ability replaces the Empower Healing and Maximize Healing abilities of the healer.

Free Healing (Ex): Beginning at 20th level, the healer learns how to cast spells of the conjuration (healing) sub-type more efficiently. A number of times per day equal to her Charisma modifier, the healer can cast spells of the conjuration (healing) sub-type that normally have a casting time of a standard action as a free action.


Smilodan, is your spontaneous Healer a Wisdom-based spellcaster or a Charisma-based one? And what does the Pathfinder version's class spell list look like?


Arminas, you did a good job with the hexblade and other classes, and i think we, maybe you..., create a specific post of conversions of all classes of the "complete books classes" and other suplements, whith some considerations:

- Hexblade: done, and the magus hexcrafter may substitute the class, but i prefer to mantain the habilities of the classes...

- Swashbuckler: done i think, or mix the old habilities of complete warrior and the new habilities of the duelist.

- Samurai: alredy done in complete combat.

- Warlock: done a lot of versions, and the conversion have to be carefull because warlocks are more powerfull than the other classes in complete arcane (I think).

- Warmage: done, but i think that this class have to have more utility, because the sorcerer just substitute this class easy, but we can discuss.

- Wu Jen: I saw a conversion, but in this tipe of class, magelike, have to be carefull in changes, because the wizards (generalist) have little changes. If the witch doesn´t have less spells she´s maybe more powerfull than mage, because this, this tipe of conversion maybe have to be with a lot of care.

- Favorate Soul: Done, and I think that the Oracle is better.

- Shugenga: I dont know, and i think that the oracle just do the job to. The problem is that a oriental class...

- Spiritual Shaman: The druid archetype shamam do the job, with some changes. I think that the shamam have to be diferent from druid, and the old caracterists are useless and much restric.

- Spellthief: done, by the sandman bard archetype, i think...

- Ninja: alredy done in complete combat.

- Scout: a great class, but i think is to much specific to...

Ok, its my vision about conversions, mantain the old habilities, making changes to fit pathfinder in level of power, and take of the useless habilities and make the classes more universalists.


I forget the players handbook II classes. Some are very powerfull, some have to change to.


I'm so glad both of you removed the silly Unicorn mount. Obviously only intended for the Miniature's Handbook style of play. Though many of my players in the past wanted that damn mount.

When I removed it and replaced it with Scribe Scroll and Brew Potion feats instead, much whining was directed my way.

But, I love both of these reworks.

Great job, guys!

-Von


I like it and only have one caveat:

I think the alignment restriction and singular Code of Conduct actually restricts the availability of core concepts for the class. I think all core classes should be broad enough that not only can different concepts fit within the one class but also various archetypes.

Maybe my complaint could actually be covered by archetype selection. Archetype examples:

Street Doctor - takes Oath of Gold: must always be paid for his healing. Replaces Code of Conduct. Can attack sentient creatures (can offer to heal them for a fee).

Master Torturer - replace a couple of spells on the spell list with Harm spells (even though the looming Hippocratic Oath for this whole class hangs above like a veritable Sword of Damacles).

Positive Energy Conduit - Spiritual healer linked to the eponymous plane with a couple powers that replace healing hands, touch of mercy, etc. in order to Shoot Beams of Healing Light (tm) out of their face, hands, genitals, what-have-you. Kind of a reverse Eldritch Blast.

Sparkle Vampire - just kidding

Sparkle Vampire - just kidding, again

Lightbringer - works with healing auras, replaces spell list? Manipulates light via positive energy tom-foolery.

**

These are starting to make me feel better about the class after all.

HH

Qadira

hellacious huni wrote:

Sparkle Vampire - just kidding

Sparkle Vampire - just kidding, again

I dunno about you, but I need these archetypes

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