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Healer

Select this advanced class if you want your character to excel at the healing arts.

The fastest path to this advanced class is from the Dedicated hero basic class, but other paths are possible.

Rules Version: d20 Modern

Requirements

  • Base Will Save: +2
  • Skills: Spot 6 ranks, Treat Injury 6 ranks
  • Feats: Surgery

Class Information

Hit Die: d8

Action Points: 6 + one-half character level, rounded down, every time the character attains a new level in this class.

Class Skills

Concentration (Con), Craft (chemical, pharmaceutical) (Int), Diplomacy (Cha), Knowledge (behavioural sciences, current events, earth and life sciences, popular culture) (Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Research (Int), Sailing (Dex), Speak Language (none), Spot (Wis), Treat Injury (Wis).

Skill Points at Each Level: 5 + Int modifier.

Level Base Attack
Fort Ref Will Special AbilitiesDefenseReputation
1st +0 +2 +0 +1 Gifted Hands +1 +1 +1
2nd +1 +3 +0 +2 Expert Healer +1 +1
3rd +1 +3 +1 +2 Bonus Feat +2 +1
4th +2 +4 +1 +2 Medical Mastery +2 +2
5th +2 +4 +1 +3 Gifted Hands +2 +3 +2
6th +3 +5 +2 +3 Bonus Feat +3 +2
7th +3 +5 +2 +4 Minor Miracle +4 +3
8th +4 +6 +2 +4 Gifted Hands +3 +4 +3
9th +4 +6 +3 +4 Bonus Feat +5 +3
10th +5 +7 +3 +5 Miracle +5 +4

Class Features

Gifted Hands

The Healer receives a competence bonus on Treat Injury checks. At 1st level, the bonus is +1. It increases to +2 at 5th level, and to +3 at 8th level.

Expert Healer

At 2nd level and higher, the Healer’s ability to restore hit points with a medical kit or surgery kit and a successful use of the Treat Injury skill improves. In addition to the normal hit point recovery rate (1d4 for a medical kit, 1d6 per patient’s character level for surgery), the Healer restores 1 hit point for every level she has in this advanced class.

Bonus Feats

At 3rd, 6th, and 9th level, the Healer gets a bonus feat. The bonus feat must be selected from the following list, and the Healer must meet all the prerequisites of the feat to select it.

Armour Proficiency (light), Armour Proficiency (medium), Cautious, Defensive Martial Arts, Dodge, Educated, Improved Initiative, Martial Weapons Proficiency, Medical Expert, Sailing Expert.

Medical Mastery

When making a Treat Injury skill check, a Healer of 4th level or higher may take 10 even if stress and distractions would normally prevent her from doing so.

Minor Miracle

At 7th level or higher, a Healer can save a character reduced to –10 hit points or lower. If the Healer is able to administer aid within 3 rounds of the character’s death, she can make a Treat Injury check. The DC for this check is 30, and the Healer can’t take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC 15) to stabilise and be restored to 0 hit points.

If the Healer fails the skill check or the patient fails the save, the dead character can’t be saved.

Miracle

At 10th level, a Healer can revive a character reduced to –10 hit points or lower. If the Healer is able to administer aid within 3 minutes of the character’s death, she can make a Treat Injury check. The DC for this check is 40, and the Healer can’t take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC 20) to stabilise and be restored to 1d6 hit points.

If the Healer fails the skill check or the patient fails the Fortitude save, the dead character can’t be restored.

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