Classes > Civilians > Healer

Non-Evil only. Also known as Medic, Doctor, Rhizotomist, Chirurgeon or Physician. An agnostic expert in the field of medicine who harnesses their knowledge of biochemistry to heal the sick.

Healers are practitioners of pharmacy who are wise in the ways of apothecary. They know which herbs heal or harm, which can restore vitality, ease pain, anesthetize or neutralize poison, and the ways in which the balance of living bodies can be restored. Using their tools, they can easily divine the health and sickness of a creature, treat conditions and restore creatures to their full ability.

Healers swear a hippocratic oath, meaning they cannot attack any creature that did not attack them first, use poisons or knowingly cause sickness. They can use their Nurse skill to treat damage taken by any creature. When intending to do so, they seclude themselves with a willing or unconscious target for 1 hour, after which they roll d20 + their Nurse skill, and restore that much in health points to a non-construct and non-undead creature. A creature can only be treated once per day. They can also use this ability in cities to practice their craft, rolling and gathering that many gold pieces per day.

Level 3: Healers may spend ten minutes to close a wound, halting continuous damage from bleeding or loss of limb. They may also innately purify water.

Level 7: Healers may expend their treat ability on a creature to cure poison over a single round or save them from death, similar to the spell soul ward. Furthermore, if they score above 10 while treating a diseased patient, they are cured.

Level 13: Healers may mix together one protective balm per day to give to another creature, which can mimic the effects of protection from poison and greater restoration.

Level 17: Healers may expend their treat ability on a creature to effectively purge them of any and all negative magical effects, similar to the spell dispel magic.


Level

Effort Uses

Bonuses

Level

Effort Uses

Bonuses

1

1

Bystander Effect, Effort, Treat

11

3

-

2

1

-

12

3

Feat

3

1

Close Wounds, Purify Water

13

4

Protective Balms

4

1

Feat

14

4

-

5

2

Cowardice

15

4

Incredible Luck

6

2

-

16

4

Feat

7

2

Blood Treatment

17

5

Cleansing Treatment

8

2

Feat

18

5

-

9

3

-

19

5

Feat

10

3

Team Effort

20

5

-