Healer

Healer


 * Alignment**: Any good
 * Hit Dice**: d8
 * Base Attack Bonus**: 1:2 BAB(Cleric)
 * Saves**: Good Fortitude and Will saves, poor Reflex save
 * Skills**: Concentration(CON), Craft(INT), Diplomacy(CHA), Handle Animal(CHA), Heal(WIS), Knowledge(Nature)(INT), Knowledge(Religion)(INT), Knowledge(Medicine)(INT), Profession(WIS), Ride(DEX), Sense Motive(WIS), Spellcraft(INT), Survival(WIS)
 * Skill Points**: 4+INT Modifier(x4 at 1st level)

1. Healing Hands, A Quick Once Over, Stabilizing Aura 2. Self-Sufficient 3. Cleanse the Unclean 1/day 4. Brew Potion 5. Ranged Healing 6. Cleanse the Unclean 2/day 7. Effortless Healing, Pharmacology 8. Celestial Companion 9. Cleanse the Unclean 3/day 10. Cleanse Spirit 11. Rapid Healing 12. Cleanse the Unclean 4/day 13. - 14. New Limb 15. Aura of Cleanse the Unclean 1/day 16. Improved Rapid Healing 17. - 18. Aura of Cleanse the Unclean 2/day 19. New Life 20. Outside Influence


 * Weapon and Armor Proficiencies**:The Healer is proficient with all simple weapons and with light armor and with bucklers.


 * Spells**: As per the Healer class description with the exception of the ability to spontaneously cast all //Cure// spells on the Healer spell list.


 * Healing Hands**: As per the Healer class description.


 * A Quick Once Over**: The Healer can make a Heal check, DC 10, as a move action to determine the condition of any ally within line of sight to the Healer. The Healer may combine this quick once over to multiple allies with each ally increasing the DC of the Heal check by 5. The Healer may see if his ally is dead(below -10 hp), dying(between -1 and -9), fragile(at or below 3 hp), fighting off death(at or above 4 hp), doing fine(at or above 1/2 max hp) and any conditions which might be affecting them(i.e. paralysis, fear, mummy rot, etc. this does not include poisoning). This is an extension of the abilities of the Heal skill available only to Healers.


 * Stabilizing Aura**: As a standard action, the Healer grants Fast Healing 1 to all allies in a 30ft range until the start of his next turn.


 * Self-Sufficient**: The Healer knows how to take care of others and himself. At 2nd level, the Healer receives the feat Self-Sufficient.

At 6th level, this ability is usable 2/day and extends to curing poisoned creatures as well. At 9th level, this ability is usable 3/day and extends to curing blindness and deafness. At 12th level, this ability is usable 4/day and extends to curing petrified creatures. At 15th level, the Healer has the ability to use an Aura of Cleanse the Unclean 1/day. The aura is in a 30ft. radius and cures all allies of all effects that Cleanse the Unclean cures. At 18th level, the Healer can use the Aura of Cleanse the Unclean 2/day.
 * Cleanse the Unclean 1/day**: Starting at 3rd level, the Healer may cleanse paralysis, disease, or fear 1/day.


 * Brew Potion**: The Healer realizes that he cannot be everywhere at the same time and therefore plans ahead of time by creating healing potions for his allies. At 4th level, the Healer gains the feat Brew Potion.


 * Ranged Healing**: At 5th level, the Healer gains the ability to cast //Cure// spells with a range of close a number of times per day equal to the Healer's Wisdom modifier.


 * Effortless Healing**: As per the Healer class description.

[b]Pharmacology[/i]: The Healer is very in tune with the art of medicine and the science of potion making. At 7th level, the Healer can brew potions of any level of cure spell that the Healer can cast. With the additional level of the potions comes additional costs of course and the Healer must pay them accordingly. For example, Dante the Healer reaches his 7th level and can now cast //Cure Crirical Wounds// as a 4th level spell. Now Dante has the ability to brew //Cure Critical Wounds// potions to give to his allies.


 * Celestial Companion**: At 8th level, the Healer gains the service of a Celestial Companion selected from the following list: Unicorn, Celestial Horse(light or heavy), Celstial Pony, Celestial War Horse, Celestial War Pony, Celestial Riding Dog(for small Healers), Celestial Camel, Celestial Monitor Lizard(for small Healers), or a Celestial Medium Shark(for small Healers)


 * Cleanse Spirit**: As per the Healer class description.


 * Rapid Healing**: At 11th level, the Healer gains the ability to cast //Cure// spells as a move action rather than a standard action a number of times per day equal to the Healer's Charisma modifier.


 * New Limb**: As per the Healer class description with exception of this ability being usable at 14th level instead of 15th level.


 * Improved Rapid Healing**: At 16th level, the Healer's Rapid Healing improves allowing him to cast //Cure// spells as a swift action rather than a move action a number of times per day equal to his Charisma modifier.


 * New Life**: As per the Healer class description with the exception of the ability coming at 19th level rather than 20th level.


 * Outside Influence**: At 20th level, the Healer is so in tune with the forces of the world that he becomes a magical creature. He is forevermore treated as an outsider(an extraplanar creature) rather than as a humanoid for the purposes of spells and magical effects. Additionally, he gains Damage Reduction 10/magic and unlike other outsiders, the Healer may be brought back to life.


 * Ex-Healers**: Healers who cease being good or refuse to cure a known ally automatically lose all Healer class abilities, though they retain any BAB, saves, hit points, and skills that they've attained up to that point. An alignment switch back to good combined with an atonment can restore the curative powers back to an evil ex-Healer. Ex-Healer's who refuse aid to a known ally must receive an atonment spell before regaining class abilities.