Healer

Healers have the following statistics.

Abilities: Healers use Dexterity Because they have no armor proficiency and need the extra AC, Wisdom is used for spellcasting, Charisma is used for Healing Hands. Wisdom, however, is the most important, because it causes the Healer to gain extra spells and cast more each day.

Alignment: Lawful good, Neutral good, Chaotic good

Hit Die: D8

Class Skills: The healer’s class skills are Concentration (Con), Craft (Medicine)(Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (Nobility) (Int), Knowledge (Religion)(Int), Profession (apothecary) (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis)

Skills Points: 4 + Int modifier, ×4

Skill Points at Each Additional Level: 4 + Int modifier

Class Features

Weapon and Armor Proficiency: Healers are proficient with all simple weapons and light armor. A healer who uses prohibited armor is unable to cast her 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.

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 their oath and suppress the healer’s powers. Their code requires a certain vulnerability that allows them to more fully empathize with those in their care.

Healing Hands (Ex): Whenever a healer casts a spell that cures hit point damage, they add their Charisma modifier to the amount of damage healed. For instance, if a 5th-level healer with an 18 Charisma casts cure light wounds, they cure 1d8+5 points of damage normally, plus an additional 4 points of damage due to their Charisma bonus. This bonus applies only to spells of the healing sub-school that they cast as a healer, not to those that they may have by virtue of levels in another class.

Skill Focus (Heal): A healer's focused training grants them this bonus feat at 2nd level. If they already have this feat, they may choose a different one.

Cleanse Paralysis (Su): At 3rd level, a healer gains the ability to cleanse paralysis once per day, as if casting a remove paralysis spell.

Immunotherapy (Ex): Because a Healer deals with a multitude of diseases regularly, their immune system is constantly on alert. The hygiene and disease-preventing routine they impose on themselves further lowers their risk of contamination. Thus, starting at third level, a Healer gains a +2 bonus made on all saves versus disease. This bonus rises by +1 at 5th, 7th, and 9th level.

Cleanse Disease (Su): At 4th level, a healer gains the ability to cleanse disease once per day, as if casting a remove disease spell.

Cleanse Fear (Su): At 5th level, a healer gains the ability to cleanse fear once per day, as if casting a remove fear spell.

Mithridatism (Ex): By injecting themselves with non-lethal amounts of poisons, a Healer increases their resistance to toxins. Starting at 5th level, a Healer gains a +2 bonus made on saves versus Poison. This bonus further rises by +1 at 7th, 9th, and 11th level.

Cleanse Poison (Su): At 6th level, a healer gains the ability to cleanse poison once per day, as if casting a neutralize poison spell.

Effortless Healing (Ex): At 7th level, a healer has learned to cast spells of the healing sub-school with minimal effort. They may cast such spells without provoking attacks of opportunity. This ability applies only to spells of the healing sub-school that they casts as a healer, not to those that they may have by virtue of levels in another class.

Celestial Steed Companion (Ex): When a healer attains 8th level, the deities recognize their devotion and grant them a celestial steed companion as their mount and aide. The steed, is a symbol of healing and purity, and serves the healer willingly and unswervingly.

Once per day, as a full-round action, the healer may magically call their 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 a list of companions. Should they select a companion from this list, the creature gains abilities as if the character's 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 to determine the companion's powers. (If this adjustment would reduce the healer's effective level to 0 or lower, they can't have the 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.

Level -4

Level -8

Alternative Celestial Steed Companions

Lammasu, Gynosphinx, Water Naga

Androsphinx, Couatl

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 they gain 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.

Cleanse Blindness (Su): At 9th level, a healer gains the ability to cleanse blindness once per day, as if casting a remove blindness/deafness spell.

Cleanse Spirit (Su): At 10th level, a healer gains the ability to restore a creature to health once per day, as if casting a greater restoration spell.

Potent Healing (Su): At 11th level, the Healer can make a Heal skill check to increase the potency of their healing spell. Upon a successful Heal check (DC 10 + spell level * 5), the amount of damage healed by the spell is maximized. This has no effect on any other variable, numeric effects the spell cast may have.

Perfect Health (Ex): At 12th level, a Healer gains immunity to all diseases except for supernatural and magical diseases.

Cleanse Petrification (Su): At 13th level, a healer gains the ability to restore a petrified creature to health once per day, as if casting a stone to flesh spell.

New Limb (Su): At 15th level, a healer gains the ability to regrow a creature's lost or damaged body part once per day, as if casting a regenerate 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.