Healer

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The Healer class is the backbone of any well-rounded party. Their ability to counter the damage and provide utility makes them essential in the most dangerous places. While they lack the offensive capabilities of the Melee classes, they can usually outlast their foes. After Level 6, the Healer can choose an Advanced Progression Path; either as a Priest or a Druid.

Feat Progression Table, Concise Feat Table, General Feats

Hit Points per Level: 14

'''Base Attack Bonus  Saves:''' Fortitude - Low, Reflex - Low, Will - High

Base Skill Points: 2 + Intelligence Modifier per level, x4 at first level.

Class Skills: These skills are available at a cost of one point per skill rank. Maximum skill points that can be assigned to these class skills is Character Level + 3


 * Battle Training, Concentration, Dark Arts, Diplomacy, Heal, Lore, Spellcraft, Use Artifact

Cross Class Skills: These skills are available but cost two points per skill rank. Maximum skill points that can be assigned to these cross class skills is (Character Level + 3)/2 (rounded down)


 * Appraise, Bluff, Disable Device, Hide, Intimidate, Listen, Move Silently, Nature Affinity, Open Lock, Parry, Piety, Search, Set Trap, Sleight of Hand, Spot, Survival, Tactician, Taunt, Tumble

Automatic Feats Granted:


 * At Level 1: Critical Healing - The Healer initially gains a feat that gives themself a 4% chance to cause a critical effect when healing. This will increase the amount of damage equal by up to 100%. Additional feats can increase the chance and amount of critical heals.
 * At Level 1: Light Armor Proficiency - This feat grants the knowledge to make effective use of light armor.
 * At Level 1: Purification I - This feat allows the healer to fire a bolt of divine light at a target, making a ranged touch attack to hit. The attack causes 4 points of damage plus 1d8 per 2 caster levels (Max 5d8); plus 1 point per 2 ranks in the Piety Skill (Max 4). This attack has no effect on targets that share the caster's deity election.
 * At Level 1: Turn Undead - You have a number of uses per day equal to your Charisma Bonus + 3, this can be increased by taking the Extra Turning feat.
 * At Level 2: Sacrament of Mending I - A Healer may use this ability on an Ally to heal 12 points of damage. Additionally the healing amount is increased by 1 point per rank in the Heal skill (Max 4). The caster has his normal chance to be granted a Critical Heal. The caster cannot use this ability on himself.
 * At Level 4: Medium Armor Proficiency - This feat grants the knowledge to make effective use of medium armor.
 * At Level 6:  Shield - A character with this feat has the training required to use a shield.

Master Feats Eligibility:
 * Divine Nature I - III


 * Focused Wrath I - III


 * Faith Healer I - III


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You complete your Healer training at level 6 and will have to select your secondary path when you gain L7. The Healer must choose his progression path; either as a Priest or a Druid.


 * The Priest enjoys a divine link that allows him to perform miracles. The primary function of the Priest is to support others with healing and curing. However, they do have the potential to cause great pain to evil creatures, especially undead and demonic.
 * You complete your Priest training at level 12 and will have to select your Mastery path when you gain L13. The Priest must choose his progression path; either as an Apostle or a Templar.


 * Desc


 * Desc


 * You complete your Druid training at level 12 and will have to select your Mastery path when you gain L13. The Druid must choose his progression path; either as an Shaman or a Witchdoctor.


 * The Shaman is a Master advancement path for the Healer/Druid class. To become a Shaman, you must complete 6 levels of both Healer and Druid. Like the druid, the Shaman's power comes through a link with their environment, the Gaia. Shamans have a strong link to their animal companion as well as a number of summon creatures that can be brought to serve them.


 * The Witchdoctor is a Master advancement path for the Healer/Druid class. To become a Witchdoctor, you must complete 6 levels of both Healer and Druid. The Witchdoctor is the path with the least emphasis on religious dogma; their interest reach beyond that in other areas such as black magic and control of the elements.

'''Feats available at Character Levels (1, 3, 6, 9, 12, 15 & 18) if you meet the prerequisites '''  *** Available to all classes Background Feats (only available at Character Creation)

Custom Feats - one can be selected at each level up if you meet the prerequisites

A Healer casts divine spells, drawn from the Healer Spell List. The Healer does not need to memorize specific spells, he can cast them as needed.

To prepare or cast a spell, a Healer must have a Wisdom score equal to at least 10 + the spell level (WIS=10 for 0 Level spells, WIS=11 for 1st level spells. and so forth.


 * The following shows how many spells of each level can be cast per day.
 * These can be increased by your Wisdom score - see table on Bonus Spells


 * The following shows the number of spells known at each level.