Cosplayer (3.5e Class)/Healer
Healer
Cosplayer Level | Special Abilities | Highest Level Spell Available |
---|---|---|
1 | Healer Kit, Limited Healing | First |
2 | Channel Energy 3/day, Lay on Hands | First |
3 | First | |
4 | Reach Healing | Second |
5 | Channel Energy 4/day | Second |
6 | Reactive Healing | Second |
7 | Third | |
8 | Channel Energy 5/day | Third |
9 | Third | |
10 | Maximize Healing | Fourth |
11 | Channel Energy 6/day | Fourth |
12 | Fourth | |
13 | Fifth | |
14 | Channel Energy 7/day | Fifth |
15 | Fifth | |
16 | Quick Healing | Sixth |
17 | Channel Energy 8/day | Sixth |
18 | Sixth | |
19 | Seventh | |
20 | Channel Energy 9/day, Double Healing | Seventh |
Healer spells:
- Zero level: Create Water, Cure Minor Wounds, Detect Poison, Purify Food and Drink, Resistance, Virtue
- First level: Bless, Bless Water, Conviction*, Cure Light Wounds, Deathwatch, Endure Elements, Entropic Shield, Faith Healing*, Healthful Rest*, Lesser Vigor, Remove Fear, Resurgence*
- Second level: Aid, Close Wounds*, Consecrate, Cure Moderate Wounds, Delay Poison, Divine Protection*, Remove Paralysis, Lesser Restoration, Shield Other, Status, Summon Elysian Thrush*
- Third level: Cloak of Bravery*, Create Food and Water, Cure Serious Wounds, Dispel Magic, Ghost Touch Weapon*, Mass Aid*, Mass Conviction*, Mass Lesser Vigor*, Prayer, Remove Curse, Remove Disease, Vigor*
- Fourth level: Astral Hospice*, Cure Critical Wounds, Death Ward, Dimensional Anchor, Freedom of Movement, Neutralize Poison, Panacea*, Restoration, Revenance*, Sheltered Vitality*, Tongues
- Fifth level: Atonement, Aura of Evasion*, Break Enchantment, Greater Vigor*, Life's Grace*, Mass Cure Light Wounds, Raise Dead, Revivify, Zone of Respite*, Zone of Revelation*
- Sixth level: Find the Path, Greater Dispel Magic, Heal, Mass Cure Moderate Wounds, Undeath to Death, Vigorous Circle*
- Seventh level: Fortunate Fate*, Greater Restoration, Mass Cure Serious Wounds, Mass Restoration*, Regenerate, Renewal Pact*, Resurrection
*Denotes that this spell comes from Spell Compendium
When you use the Healer costume you may cast spells in a similar way to the sorcerer, though they have their spells pre-picked for them from the above list, and you use up spell levels and regain them as per this variant. See the table above for the highest-level spell you can cast depending on your level, and use Wisdom instead of Charisma for all effects related to casting these spells. Your effective CL is equal to your costume level. Your effective HD for the purpose of spells like Practiced Caster (Complete Arcane) is equal to your costume level, plus any non-cosplayer class levels you have.
Healer Kit: You gain a number of traits of the traditional healer while using the Healer costume. Gain these abilities:
- If you had a Wisdom of 14 or lower at first level (before racial ability modifiers), you gain a +2 bonus to your Wisdom.
- Your Will save progression becomes good for your cosplayer levels (as per a cleric).
- You count as though you had a number of ranks equal to your HD + 3 in the following skills:
- Concentration
- Diplomacy
- Heal
- Knowledge (Religion)
- Knowledge (The Planes)
- Sense Motive
- Spellcraft
Limited Healing (Su): Since you are not a fully-fledged caster, most of your spells don't heal nearly as well as those of someone dedicated to their art. None of your abilities or the effects of spells you cast, except for Lay on Hands and Channel Energy, can make someone heal for more than 1/2 their maximum HP.
Lay on Hands (Su): You gain the Lay on Hands ability of a paladin, though substitute your Wisdom instead of Charisma and your costume level instead of the paladin level. If you use your Lay on Hands on yourself, you may instead use this ability as a swift action.
Channel Energy (Su): Three times per day as a standard action you may let forth a burst of positive energy. All creatures within 30' of you are healed for 1d6 HP for every 2 of your costume levels. Undead in the area are damaged for the same amount. You gain an additional use of this ability every 3 levels afterwards
Reach Healing (Su): Any spell you cast that has "cure" and "wounds" in its name may be cast as a ray with a range of 30'.
Reactive Healing (Su): Any spell you cast that has "cure" and "wounds" in its name may be cast an immediate action, though rather than taking your next swift action, using this ability instead uses up your next standard action.
Maximize Healing (Su): Any spell you cast that has "cure" and "wounds" in its name is automatically cast as though using the Maximize metamagic.
Quick Healing (Su): Any spell you cast that has "cure" and "wounds" in its name is automatically cast as though using the Quicken metamagic.
Double Healing (Su): Any spell you cast that has "cure" and "wounds" in its name heals for twice the amount it would have normally healed.