Saturday, December 27, 2014

Healing Rogue Type

(Healing Rogue Type)

x

This class has Charisma as it's primary attribute.
Required Alignment: Any non-evil.

You may not take Rogue, Dark Lantern, Assassin, Avenger, or Black Flame Zealot as a X.

Class Features

HD: d6
BAB: Low
High Saves: Ref, Will
Weapon proficiency: Simple and Spirit Shaman.
Armor proficiency: Light Armor and all Shields (except Tower).

Class Skills: Appraise, Bluff, Craft Alchemy, Disable Device, Heal, Hide, Listen, Lore, Move Silently, Open Lock, Search, Spellcraft, Spot, Tumble, and Use Magic Device

Skill Points: 6 + Int modifier

Class Abilities

Level 1: Trapfinding, Turn Undead, Healing Touch
Level 2: Hide in Plain Sight, Channel Energy
Level 3: Evasion, Healing Creed
Level 4: Bonus Feat
Level 5: Fast Healing I
Level 6: Sneak Attack 1d6
Level 7: Pilfer magic (1/day)
Level 8: Bonus Feat
Level 9: Divine Health
Level 10: Improved Evasion
Level 11: Pilfer magic (2/day)
Level 12: Bonus Feat
Level 13: Defensive Roll
Level 14: Sneak Attack 2d6
Level 15: Pilfer magic (3/day)
Level 16: Bonus Feat
Level 17: Fast Healing II
Level 18:
Level 19: Pilfer magic (4/day)
Level 20: Bonus Feat, Divine Grace
Level 21:
Level 22: Sneak Attack 3d6
Level 23: Bonus Epic Feat, Pilfer magic (5/day)
Level 24: Bonus Feat
Level 25:
Level 26: Bonus Epic Feat
Level 27: Pilfer magic (6/day)
Level 28: Bonus Feat
Level 29: Bonus Epic Feat
Level 30: Sneak Attack 4d6

Healing Creed: Due to a focus on protection and healing instead of combat, you gain twice the normal duration and benefit of Divine Shield if you do not have levels in any other class.

Healing Touch: An x with a Charisma score of 12 or higher can heal wounds her own or those of others) by touch. Each time she can heal a total number of hit points of damage equal to her x level times her Charisma bonus. For example, a 7th-level x with a 16 Charisma (+3 bonus) can heal 21 points of damage each time. Using Healing Touch requires a use of Turn Undead.

Channel Energy: A X can release a wave of positive energy by channeling the power of her faith through her holy symbol. Channeling energy causes a burst that affects all creatures in a 30-foot radius centered on the healer. The amount of damage dealt (to undead) or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two X levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the X's level + the X's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total — all excess healing is lost. Each use of Channel Energy consumes a use of Turn Undead.

Divine Grace: Upon reaching 20th level, you become a perfect channel for life energy. You become immune to bleed, death attacks, exhaustion, fatigue, ability damage, nausea effects, negative levels, and sickened effects.  In addition, whenever she uses the channel energy ability to heal a creature, she heals the maximum possible amount.

Pilfer Magic as the Arcane Trickster (including the improvements).

New Feats:

Divine Alacrity: Grant those within 60' Haste for 2 minutes plus an additional round for each point of Charisma modifier. The duration is doubled for yourself. Using Divine Alacrity requires a use of Turn Undead.

Divine Stealth: Grant the X a bonus to Hide and Move Silently equal to the number of X levels you have for 10 minutes. Using Divine Stealth requires a use of Turn Undead.

 Healing Balm: All allies within a 3-foot radius gain regeneration equal to half your Charisma modifier for 3 minutes. Using Healing Balm requires a use of Turn Undead.

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