Non-Casting Healing Class with DRUGS :O


Homebrew and House Rules


Hi guys, it’s me, the lucky salamander, and I saw the jimibones83’s healer class and I just felt the urge to make one as one. I really like the class I made, and I think it’s my best creation yet. I hope you guys like it.

Medic or Pharmacist for name. (Healer for placeholder)

Rather than using powerful divine magic to buff and heal his allies, the healer uses pills and drugs to give his allies a boost against natural things; however, they usually come with some nasty side effects... The healer can fight decently in combat, and over time his exosphere to drugs helps him build up his immunity to poisons of all types.

Role: The healer can usually only take one role, the healing role (duh) however, using feats and the ability to use pills to boost himself, the healer can take the role of a secondary fighter.

Alignment: Any.

Hit Die: d8.
Class Skills

The healer's class skills are Craft (any) (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Knowledge (nature) (Int), Knowledge (nobility) (Int), Profession (Wis), Sleight of Hand (Dex), Survival (Wis), Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Good Will and Reflex, Bad Fortitude.
Medium BAB
No spellcasting.

1. Drugcraft, Non-magic Channel 1d6, Aura of Strength,
2. Poison Resistance +1, Medical Breakthough
3. Non-magic Channel 2d6
4. Poison Resistance +2
5. Non-magic Channel 3d6
6. Poison Resistance +3, Medical Breakthrough
7. Non-magic Channel 4d6
8. Poison Resistance +4
9. Non-magic Channel 5d6
10. Poison Immunity, Medical Breakthrough
11. Non-magic Channel 6d6
12.
13. Non-magic Channel 7d6
14. Medical Breakthrough
15. Non-magic Channel 8d6
16.
17. Non-magic Channel 9d6
18. Medical Breakthrough
19. Non-magic Channel 10d6
20. True Healing

Class Features

The following are class features of the alchemist.

Weapon and Armor Proficiency: Healers are proficient with all simple weapons plus the short sword. They are also proficient with light armor, but not with shields.

Drugcraft(Su): Healer's crafting power is way beyond his/her time. The healer gains Craft Pharmaceutic as a bonus feat, and gains a bonus on Craft (alchemy) checks and any craft checks related to crafting pharmaceutics equal to half her level. Finally, you treat an alchemist's lab as a Medical lab for the purpose of crafting pharmaceutics, and only use half the price of the pharmaceutic plus the worthless components used by the alchemist when crafting his extracts.
Non-magic Channel: Healers of any kind can release a wave of mundane energy by releasing a gas that heals tissue almost instantly. This wave of gas is affected by type or if the subject is living or dead and heals all organic creatures (not constructs, which it has no effect on). This gas is also not magical and is not affected by Dispel Magic or similar effects.
Channeling this gas causes a burst that affects all creatures in a 25-foot cone coming from the healer. The amount of damage healed is equal to 1d6 points of damage plus 1d6 points of damage for every two healer levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures healed by channeled energy can exceed their maximum hit point total—all excess healing is turned into temporary hit points. A healer may channel energy a number of times per day equal to her level. This is a standard action that does not provoke an attack of opportunity. A healer can choose whether or not to include herself in this effect.
The healer can add additional abilities to the healing effects with medical breakthroughs.
Aura of Strength (Su): At 1st level, the healer gives off his allies an additional boost to their internal health. The healer gives one temporary hit point every five rounds to any ally within 5 feet, adding an additional 5 feet and decreasing the time between temporary hit points every four levels after 1st (to a maximum of one temporary hit point every round to any allies within 25 feet).
Medical Breakthroughs (Su): At 2nd level, and then again every 4 levels thereafter (up to 18th level), a healer makes an amazing breakthrough in his healing abilities. Unless otherwise noted, a healer cannot select an individual breakthrough more than once. Some breakthroughs can only be made if the healer has met certain prerequisites first, such as uncovering other breakthroughs. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the healer's level + the healer's Charisma modifier.
Acid Fog: Healers with this breakthrough can sent out a cloud of acidic gas by expending one use of non-magic channel. This acid fog does damage equal to the amount normally healed by non-magic channel per round, and it lasts 5 rounds.
Expert Heal: Healers with this breakthrough can add additional healing to a creature. The creature adds a d3 of extra healing per d6 that the non-magic channel heals, however, the creature is sickened for a number of rounds equal to the damage healed.
Gun Heal: A healer with this breakthrough gains proficiency with firearms and can channel their non-magic channel trough firearms instead of using ammo by expending a use of it non-magic channel, then the healing gas effects all creatures in a 50 foot line instead of a 25 foot cone.
Insane Heal: Healers with this breakthrough can force the flesh of creatures to instantly repair itself. The creature heals a number of hit points equal to triple the amount of damage normally healed, however, the creature is nauseated for a number of rounds equal to the amount of damage healed, and this effect takes two uses of non-magic channel. The healer must have the expert heal breakthrough to learn this breakthrough.
Poison Resistance (Ex): At 2nd level, the healer gains a bonus on saving throws against poison equal to her level. At 10th level, the healer becomes completely immune to poison.
True Healing: At 20th level, the healer adds her level to all saving throws made within 20 feet made by allies or creatures neutral towards you, and anyone in your aura of strength gains immunity to poison, disease, paralysis, bleeding and non-lethal damage. Finally you become immune to ability damage and drain of all kinds.


Sorry if it was hard to read here is a better one.

Hi guys, it’s me, the lucky salamander, and I saw the jimibones83’s healer class and I just felt the urge to make one as one. I really like the class I made, and I think it’s my best creation yet. I hope you guys like it.

Medic or Pharmacist for name. (Healer for placeholder)

Rather than using powerful divine magic to buff and heal his allies, the healer uses pills and drugs to give his allies a boost against natural things; however, they usually come with some nasty side effects... The healer can fight decently in combat, and over time his exosphere to drugs helps him build up his immunity to poisons of all types.

Role: The healer can usually only take one role, the healing role (duh) however, using feats and the ability to use pills to boost himself, the healer can take the role of a secondary fighter.

Alignment: Any.

Hit Die: d8.
Class Skills

The healer's class skills are Craft (any) (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Knowledge (nature) (Int), Knowledge (nobility) (Int), Profession (Wis), Sleight of Hand (Dex), Survival (Wis), Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Good Will and Reflex, Bad Fortitude.
Medium BAB
No spellcasting.

1. Drugcraft, Non-magic Channel 1d6, Aura of Strength,
2. Poison Resistance +1, Medical Breakthough
3. Non-magic Channel 2d6
4. Poison Resistance +2
5. Non-magic Channel 3d6
6. Poison Resistance +3, Medical Breakthrough
7. Non-magic Channel 4d6
8. Poison Resistance +4
9. Non-magic Channel 5d6
10. Poison Immunity, Medical Breakthrough
11. Non-magic Channel 6d6
12.
13. Non-magic Channel 7d6
14. Medical Breakthrough
15. Non-magic Channel 8d6
16.
17. Non-magic Channel 9d6
18. Medical Breakthrough
19. Non-magic Channel 10d6
20. True Healing

Class Features

The following are class features of the alchemist.

Weapon and Armor Proficiency: Healers are proficient with all simple weapons plus the short sword. They are also proficient with light armor, but not with shields.

Drugcraft(Su): Healer's crafting power is way beyond his/her time. The healer gains Craft Pharmaceutic as a bonus feat, and gains a bonus on Craft (alchemy) checks and any craft checks related to crafting pharmaceutics equal to half her level. Finally, you treat an alchemist's lab as a Medical lab for the purpose of crafting pharmaceutics, and only use half the price of the pharmaceutic plus the worthless components used by the alchemist when crafting his extracts.

Non-magic Channel: Healers of any kind can release a wave of mundane energy by releasing a gas that heals tissue almost instantly. This wave of gas is affected by type or if the subject is living or dead and heals all organic creatures (not constructs, which it has no effect on). This gas is also not magical and is not affected by Dispel Magic or similar effects.

Channeling this gas causes a burst that affects all creatures in a 25-foot cone coming from the healer. The amount of damage healed is equal to 1d6 points of damage plus 1d6 points of damage for every two healer levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures healed by channeled energy can exceed their maximum hit point total—all excess healing is turned into temporary hit points. A healer may channel energy a number of times per day equal to her level. This is a standard action that does not provoke an attack of opportunity. A healer can choose whether or not to include herself in this effect.

The healer can add additional abilities to the healing effects with medical breakthroughs.

Aura of Strength (Su): At 1st level, the healer gives off his allies an additional boost to their internal health. The healer gives one temporary hit point every five rounds to any ally within 5 feet, adding an additional 5 feet and decreasing the time between temporary hit points every four levels after 1st (to a maximum of one temporary hit point every round to any allies within 25 feet).

Medical Breakthroughs (Su): At 2nd level, and then again every 4 levels thereafter (up to 18th level), a healer makes an amazing breakthrough in his healing abilities. Unless otherwise noted, a healer cannot select an individual breakthrough more than once. Some breakthroughs can only be made if the healer has met certain prerequisites first, such as uncovering other breakthroughs. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the healer's level + the healer's Charisma modifier.

Acid Fog: Healers with this breakthrough can sent out a cloud of acidic gas by expending one use of non-magic channel. This acid fog does damage equal to the amount normally healed by non-magic channel per round, and it lasts 5 rounds.

Expert Heal: Healers with this breakthrough can add additional healing to a creature. The creature adds a d3 of extra healing per d6 that the non-magic channel heals, however, the creature is sickened for a number of rounds equal to the damage healed.

Gun Heal: A healer with this breakthrough gains proficiency with firearms and can channel their non-magic channel trough firearms instead of using ammo by expending a use of it non-magic channel, then the healing gas effects all creatures in a 50 foot line instead of a 25 foot cone.

Insane Heal: Healers with this breakthrough can force the flesh of creatures to instantly repair itself. The creature heals a number of hit points equal to triple the amount of damage normally healed, however, the creature is nauseated for a number of rounds equal to the amount of damage healed, and this effect takes two uses of non-magic channel. The healer must have the expert heal breakthrough to learn this breakthrough.

Poison Resistance (Ex): At 2nd level, the healer gains a bonus on saving throws against poison equal to her level. At 10th level, the healer becomes completely immune to poison.

True Healing: At 20th level, the healer adds her level to all saving throws made within 20 feet made by allies or creatures neutral towards you, and anyone in your aura of strength gains immunity to poison, disease, paralysis, bleeding and non-lethal damage. Finally you become immune to ability damage and drain of all kinds.

Sorry for the double post the other one was too hard too read :(


mmm i see this kind of op.

i rather to use a general rules over healing and potions than making a new class or archetype:

There are:
11 core classes
8 base classes
7 alternate classes (the unchainned versions included)
10 Advanced Classes
6 Occult Classes

A total of 42 Classes and each with archetypes, and prestige class and Mythic tiers options.

Also, at least 50+ classes from 3rd party products each with its own options...

and none of those make this kind of work for you? man!!
and dont forget that there will a new Vigilante Class next year with archetype and things


1 person marked this as a favorite.

This is the homebrew forum, not the use pre-written material forum. You are mean to write new material here.


Rather than create a whole new class, why not just have the skill of Healing actually heal people, and be able to do so with a Cleric (if you want to be a serious healer) as your actual class?

In our game, we are having the Healing skill do 1d4 + 1hp. The ability must be checked (requiring a standard action), and the recipient can only have this applied once per day. So, even though we may have 4 people with the skill, the recipient is not getting 4d4+4 hp back at level 1 (14 points average); they are only getting 3.5 hp back on average.

The skill is only about half as good as the actual 1d8+1 of the most basic cleric spell, but isn't costing any caster's spell points (at least not per se, but at only once per day on the skill per person still constitutes a very finite resource).

To do the bigger healing, and to promote uniformity, we have a house rule for actual healing spells that says you get 1d8 per spell level + 1 hp per caster level. We allow for healing spells of any spell level (including Cleric levels 4 & 5, not just 1, 2, & 3), up to that of full Heal at level 6(which works as written).

I think this is a decent middle ground. What say you?

{I also posted something similar in the thread on jimibones83’s healer class, and then saw this where it may fit better}


Ciaran Barnes wrote:
This is the homebrew forum, not the use pre-written material forum. You are mean to write new material here.

?????????

What, I've worked on this class for 3 days, this class is 100% my own homebrew.


This looks a bit... weak.

Let's break down your class things level-by-level.

1: Drugcraft, Non-magical Channel, Aura of Strength
2: Poison Resistance, Medical Breakthrough
3:
4:
5:
6: Medical Breakthrough
7:
8:
9:
10: Poison Immunity, Medical Breakthrough
11:
12:
13:
14: Medical Breakthrough
15:
16:
17:
18: Medical Breakthrough
19:
20: True Healing

That's an awfully sparse class.

Non-magical channel seems a bit wonky. In terms of power, it seems equivalent to regular channel, but the uses per day looks weird. A Cleric with 12 CHA will be channeling 4 times a day (3+CHA) at level 1, whereas this class will only channel once. And Clerics come with spells. For total healing, a healing-specialized Oracle or a Cleric will be able to outdo this class for the most important part of its career. At low levels, this is because they have more channel energy and can cast cure light wounds and such, and at high levels, they have Heal and Breath of Life. If you want to compete with fullcasters, you'll need to go all out on healing abilities.

The class almost entirely lacks combat applications. Your combat options seem to be limited to Acid Fog and Insane Heal. By the way- do you get a save against non-magical channel, Acid Fog, or Insane Heal? Also, does non-magical channel harm undead? That's pretty unclear.

Aura of Strength could use much simplification and better wording. Perhaps just a 30-foot aura or a 60-foot aura that grants a number of temp HP equal to 1/2 your level or something? Perhaps a bonus to stabilization checks or something?

Your class lacks status removal abilities- you should include some. Paladins can start doing status removal by level 3, and they're not even dedicated healers. Clerics and Oracles are especially good at removing curses, fear, disease, poison, enchantments, etc. Oh, and by level 9, they can remove death.

The capstone is fine, but it kinda hits out of left field, because the class has very few other abilities like it.

The two closest classes I could compare this to are Life Oracle and Alchemist. Life Oracle gets channeling abilities, gets to pick new abilities every few levels, and gets cool capstones. Alchemist gets to pick cool new abilities, and is poison resistant. However, both of them have spells of some sort that can greatly help in combat. This class doesn't.

Long story short: Cool, but needs more abilities.


1 person marked this as a favorite.

It honestly looks like it should be an alchemists archetype.


Lucky Salamander wrote:
Ciaran Barnes wrote:
This is the homebrew forum, not the use pre-written material forum. You are mean to write new material here.

?????????

What, I've worked on this class for 3 days, this class is 100% my own homebrew.

I apologize for resurrecting an old thread. My original post was in response to Juda de Kerioth, not you.

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