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Why not make a set of prepanted plastic miniatures familiars? On a subject of miniatures that should be made how about packs of the Summon monster and or nature's ally?


From my understanding, Samurai are students of war. So one would think that they would have something for mounted combat, hand to hand (not like monk but something), melee weapons, and range weapons. Looking back from the 3.5 days we got the Samurai from Oriental Adventures (OA) and Complete Warrior and of the two i liked the one from OA the most. It allowed you to multiclass with the monk class because of the unarmed combat it should be allowed to have and had a really good weapon bonding element to it. Now granted i could not find any reason that a Samurai in pathfinder couldn't multiclass with a monk. However i would like to see a more bonding element grater then what a fighter could do with feats.


If it been posted i'm sorry but I would like to see some more shadow spells to help go with the feel of the shadow mage found in the APG.


Wizards base attack, fort and will are the good saves i didn't touch the spell progression.

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.
Treat Deadly Wounds (Su): At 1st level, a healer can heal wounds by touch. The amount of damage dealt or 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 that take damage from treatment (such as undead) receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the healer's level + the healer's Charisma modifier. Creatures healed by the treatment cannot exceed their maximum hit point total—all excess healing is lost. A healer may treat a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity.
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table 3–5 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Skill Focus (Heal) (Ex): A healer’s focused training grants her the Skill Focus (Heal) bonus feat at 2nd level. If she already has that feat, she may choose a different one.
Shield Other (Sp): The healer can cast shield other as a Immediate Action, The healer may do this a number of times per day equal to 3 + her Wisdom modifier; however she may only ward one creature at a time with it.
Subduing Strike (Ex): At 5th level the healer has become adept at striking to deal nonlethal damage even with normal weapons. The healer can use any melee weapon to deal nonlethal damage with no penalty on your attack roll. This ability does not allow you to deal nonlethal damage with ranged weapons.
Field of Peace (Su): At 6th level, a healer can designate an area of peace around her that discourages fighting. She can use this supernatural ability once per day and it lasts one round per level. The field of peace covers a 10-ft. radius around the healer and moves with her. Enemies and allies within the field attempting to strike or otherwise act in aggression must make a Will save (DC 15 + healer’s Wisdom modifier). Failing the save means that the creature cannot attack or take any aggressive action in that round. A successful save means that a character is not affected by the field of peace for that round attack. If the healer takes any aggressive action while the field is active, the effect immediately ends and the character is considered fatigued for the rest of the battle.
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 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 healer could 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.
Sacred Ground (Su): At 10th level, once per day, a healer can declare an area around her to be consecrated. This creates a supernatural barrier that covers a 20-ft. radius around the healer. This barrier does not move until the character leaves it or wills it to end, or when someone within the barrier takes an aggressive action. Undead creatures and evil outsiders that come into contact with the barrier will find it an impassable wall.
Eyes of the Healer (Ex): Beginning at 12th level, a healer has complete mastery over her healing magic. All her healing spells that required touch can be cast with range of Close (25 ft. + 5 ft./2 levels).
Fear of Redemption (Sp): At 14th level, a healer can project an impression of supernatural wonder that inspires fear in those who would cause great harm. Three times per day as a spell-like ability, a healer can target an enemy with the fear of redemption. This power floods the enemy’s mind with images of eternal punishment and divine wrath. This ability acts in all ways as a symbol (fear) spell cast by a 20th-level sorcerer.
Cleanse Spirit (Su): At 16th level, a healer gains the ability to restore a creature to health once per day, as if casting a greater restoration 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.