From ADND-L@UTARLVM1.UTA.EDU Fri Feb 28 11:23:48 1992 Sender: Advanced Dungeons and Dragons discussion listHear Ye, Hear Ye...From: Fast Eddie Subject: The Birth of a Class--The Healer Class To: Multiple recipients of list ADND-L
By the authority vest in my by the Queen of the Realm, I now proclaim birth of a new class. Gather roun' and listen, as I relate the form and function of the said class....
Ok... I'm finished with the psuedo-harker.... Here is the class I said I would send... It could probably use some more work, so if you have any suggestions, let me know, and I will stare at them for awhile, before throwing them out.... nah... I might just consider some of them, if they real suggestions, not just flames....
Ok.. enough of an intro... here it is.....
c Copywrited 1990 Stan Paszt
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= HEALER PURPOSE OF THE HEALER ----------------------------------------------------------------------------- A HEALER'S SOLE PURPOSE IN LIFE IS TO HEAL OTHERS AND PROLONG LIFE. A HEALER HAS SWORN ON OATH TO SERVE ANY BEINGS NEEDING HIS OR HER HELP, REGARDLESS OF RACE, CLASS, OR ALIGNMENT, FOR FAIR WAGES. ALL LIFE IS SACRED TO A HEALER. _____________________________________________________________________________ MANDATORY STATISTICS ----------------------------------------------------------------------------- STRENGTH: NO GREATER THAN 16 ALIGNMENT: INTELLIGENCE: NO LESS THAN 16 LAWFUL GOOD WISDOM: NO LESS THAN 15 OR LAWFUL EVIL DEXTERITY: NO LESS THAN 17 (UPON REACHING 6th LEVEL) CONSTITUTION: NO LESS THAN 15 CHARISMA: NO LESS THAN 14 ARMOR: LEATHER ONLY COMELINESS: NO LESS THAN 12 WEAPONS: OPEN HANDS ONLY _____________________________________________________________________________ REQUIREMENTS ----------------------------------------------------------------------------- CHARACTER MUST BE ELVEN (NO HALF-ELVEN) CHARACTER MUST BE AMBIDEXTROUS CHARACTER MUST HAVE REACHED 6th LEVEL AS A RANGER AND THEN A CLERIC AT THIS TIME CHARACTER MAY CHOOSE TO BECOME A 0 LEVEL HEALER. CHARACTER MUST SPEND 1 YEAR ALONE IN THE WILDERNESS STUDYING FOR EACH LEVEL OF EXPERIENCE GAINED. MAY NOT USE RODS, STAFFS,OR WANDS AT ANY TIME AFTER BECOMING A HEALER. _____________________________________________________________________________ TYPE OF ATTACKS ----------------------------------------------------------------------------- THE HEALER STUDIES THE BODIES OF ALL LIVING THINGS, FINDING THE WAYS OF HEALING WITHIN THEM. THE NERVOUS SYSTEMS, THE CIRCULATORY SYSTEMS, THE GLANDS, AND ORGANS AND TISSUES OF THE BODIES. A HEALER THEN APPLIES THIS KNOWLEDGE TO SET BONES, CURE AILMENTS, DISEASES, WOUNDS, POISONS, AND OTHER MALADIES. _____________________________________________________________________________ SPECIAL ABILITIES ----------------------------------------------------------------------------- LEVITATION AT WILL-----UNLIMITED DURATION AND TIMES PER DAY 96 MOVEMENT INVISIBILITY AT WILL--UNLIMITED DURATION AND TIMES PER DAY _____________________________________________________________________________ _____________________________________________________________________________ **HEALERS MAY NEVER STRIKE THE FIRST BLOW IN A CONFRONTATION. (i.e. THEY PERSONALLY MUST BE HIT BEFORE THEY CAN ATTACK.)** _____________________________________________________________________________ _____________________________________________________________________________ THE HEALER CLASS GAINS EXPERIENCE ONLY THROUGH HEALING OTHERS,EXCEPT FOR THE ANTI-, OR EVIL, VARIETY OF THIS CLASS. THE AMOUNT OF EXPERIENCE GAINED IS DETERMINED BY A RANDOM ROLL ON THE TABLE OF DICE FOR THIS CLASS ONLY, THOUGH IF THE DUNGEON MASTER FEELS THAT THE INDIVIDUAL ACT CARRIED OUT TO PERFORM THE HEALING IN QUESTION IS OF GREAT DIFFICULTY, IMPORTANCE TO THE PARTY OR TO A PERSON OF GREAT IMPORTANCE TO THE DUNGEON HE MAY GRANT MORE POINTS. THE EVIL HALF OF THIS CLASS MAY ONLY GAIN EXPERIENCE THROUGH DOING DAMAGE TO OTHERS. ALL HEALERS MUST BE OF LAWFUL GOOD ALIGNMENT UNTIL THEY REACH SIXTH LEVEL AS A HEALER, THEN AT THIS POINT THEY MAY HAVE THEIR ALIGNMENT CHANGED TO LAWFUL EVIL ONLY,IF THEY CHOOSE, AND BECOME AN ANTI-HEALER. THIS CLASS IS CONSIDERED TO BE ONE OF THE MOST HONORABLE CLASSES IN EXISTENCE, THEREFORE IF THE DUNGEON MASTER FEELS THAT THE PLAYER IS PLAYING THE CLASS OUT OF ALIGNMENT AT ANY TIME DURING THE PLAY OF THE GAME, HE MAY STRIP A CHARACTER OF THIS CLASS AND RETURN HIM TO THE SPLIT CLASS RANGER/CLERIC AT THE LEVEL OF HIS PRESENT EXPERIENCE UPON ENTERING THE HEALER CLASS, AND NONE OF THE ACCUMULATED EXPERIENCE SINCE BECOMING A HEALER. A HEALER MAY NEVER RENTER THE CLASS AFTER BEING EJECTED FROM IT. A HEALER MAY NEVER STRIKE UNTIL PERSONALLY STRUCK. A HEALER WILL AT ALL TIMES ATTEMPT TO AVOID BEING HIT, WHILE TRYING AT HIS GREATEST ABILITY TO PREVENT ANY CONFRONTATION UNLESS IT IS A MATTER OF HONOR OR LAW THAT IS THE CAUSE. ----------------------------------------------------------------------------- HEALERS EXPERIENCE/LEVEL DICE FOR LEVEL OF HEALER ACCUM. HIT POINTS TITLE EXPERIENCE _____________________________________________________________ 0-18,000 01 1D4 NOVICE TREATER 18,001-36,000 02 1D4+1 APPRENTICE TREATER 36,001-54,000 03 1D6 JOURNEYMAN TREATER 54,001-72,000 04 1D6 JUNIOR TREATER 72,001-90,000 05 1D6+1 TREATER 90,001-108,000 06 1D8 SENIOR TREATER 108,001-126,000 07 1D8+1 NOVICE INTERN 126,001-144,000 08 1D10 INTERN 144,001-162,000 09 1D10+1 SENIOR INTERN 162,001-180,000 10 1D12 MASTER INTERN 180,001-198,000 11 1D12+1 NOVICE PRACTITIONER 198,001-216,000 12 1D20 APPRENTICE PRACT. 216,001-234,000 13 1D20+1D4 JOURNEYMAN PRACT. 234,001-252,000 14 1D20+1D6 JUNIOR PRACTITIONER 252,001-270,000 15 1D20+1D8 PRACTITIONER 270,001-288,000 16 1D20+1D10 SENIOR PRACTITIONER 288,001-306,000 17 1D20+1D12 NOVICE SURGEON 306,001-324,000 18 2D20 APPRENTICE SURGEON 324,001-342,000 19 2D20+1 JOURNEYMAN SURGEON 342,001-360,000 20 2D20+1D4 SURGEON 360,001-378,000 21 2D20+1D6 SENIOR SURGEON 378,001-396,000 22 2D20+1D8 396,001-414,000 23 2D20+1D10 414,001-432,000 24 2D20+1D12 432,001-450,000 25 3D20 450,001+ 26 3D20+1 _____________________________________________________________________________ HEALERS ATTACKS/ROUND LEVEL OF HEALER 01-03 04-06 07-09 10-11 12 13 14 15 16 __________________________________________________________ NUMBER OF ATTACKS 2/3 2/1 5/2 3/1 7/2 4/1 9/2 5/1 11/2 _____________________________________________________________________________ SAVING THROWS LEVEL OF CHARACTER ATTACKS 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 SAVED AGAINST ______________________________________________________________ PARALYZATION, POISON OR 07 06 05 05 04 04 04 03 03 03 02 02 02 02 01 01 DEATH MAGIC PETRIFICATION 10 10 09 09 08 08 07 06 06 05 05 04 04 03 03 02 OR POLYMORPH ROD, STAFF 09 09 09 08 08 08 07 07 06 06 05 05 04 04 04 03 OR WAND BREATH WEAPON 12 12 11 11 11 10 10 10 09 09 09 08 07 07 06 05 SPELL 11 11 11 11 11 10 10 10 10 10 09 09 09 08 08 07 _____________________________________________________________________________ TO HIT TABLE LEVEL 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 --------------------------------------------------------------- -10 20 20 20 20 20 20 20 20 20 20 19 18 17 14 14 -09 20 20 20 20 20 20 20 20 20 19 18 17 16 14 13 -08 20 20 20 20 20 20 20 20 19 18 17 16 15 13 12 -07 20 20 20 20 20 20 20 19 18 17 16 15 14 12 11 -06 20 20 20 20 20 20 20 18 17 16 15 14 13 11 10 A -05 20 20 20 20 20 20 19 17 16 15 14 13 12 10 09 R -04 20 20 20 20 20 20 18 16 15 14 13 12 11 09 08 M -03 20 20 20 20 20 19 17 15 14 13 12 11 10 08 07 O -02 20 20 20 20 19 18 16 14 13 12 11 10 09 07 06 R -01 20 20 20 19 18 17 15 13 12 11 10 09 08 06 05 00 20 20 19 18 17 16 14 12 11 10 09 08 07 05 04 C 01 20 19 18 17 16 15 13 11 10 09 08 07 06 04 03 L 02 19 18 17 16 15 14 13 10 09 08 07 06 05 03 02 A 03 18 17 16 15 14 13 12 09 08 07 06 05 04 02 S 04 17 16 15 14 13 12 11 08 07 06 05 04 03 S 05 16 15 14 13 12 11 10 07 06 05 04 03 02 06 15 14 13 12 11 10 09 06 05 04 03 02 07 14 13 12 11 10 09 08 05 04 03 02 08 13 12 11 10 09 08 07 04 03 02 09 12 11 10 09 08 07 06 03 02 10 11 10 09 08 07 06 05 02 _____________________________________________________________________________ TO HEAL PERCENTAGES LEVEL OF HEALER 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 --------------------------------------------------------- BIPEDAL 70 72 74 76 78 80 82 85 86 88 90 94 96 97 97 QUADRUPEDAL 55 58 60 63 65 68 70 74 78 82 86 88 90 94 98 REPTILIAN 38 40 43 46 48 51 54 58 62 66 69 73 76 79 84 AVIAN 30 34 36 38 40 42 44 46 48 53 56 59 65 69 74 AMPHIBIOUS 34 37 39 02 44 47 50 57 60 64 68 74 77 80 85 AQUATIC 27 30 34 39 43 47 51 55 59 63 68 75 80 89 99 PLANTS 25 29 34 39 46 52 57 63 68 74 79 84 88 94 99 SLIMES/PUDDINGS 12 18 23 27 34 37 45 48 54 58 63 69 74 79 85 ELEMENTALS 28 31 34 36 39 42 45 48 51 54 57 60 64 68 72 MAGICAL 08 14 23 32 36 43 47 52 57 62 66 68 71 74 78 PERCENTAGES TO PARALYZE LEVEL OF HEALER 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 ---------------------------------------------------------- BIPEDAL 50 53 56 58 61 64 68 73 76 81 87 94 98 99 99 QUADRUPEDAL 45 48 51 53 56 58 72 74 76 78 80 82 84 89 91 REPTILIAN 39 42 45 48 52 55 58 62 65 67 70 72 76 86 89 AVIAN 23 27 30 35 38 40 43 46 49 54 58 63 67 74 78 AMPHIBIOUS 18 20 24 27 30 34 37 40 45 49 52 57 61 69 72 AQUATIC 13 16 19 23 26 30 34 36 41 46 49 53 59 65 69 PLANTS 35 38 42 45 49 53 57 63 69 74 78 83 87 92 97 SLIMES/PUDDINGS 05 09 12 17 21 27 33 39 45 54 63 72 81 99 99 ELEMENTALS 01 03 07 10 14 21 25 29 32 36 42 48 55 65 82 MAGICAL 01 02 03 10 14 18 20 24 30 33 39 43 48 65 80 _____________________________________________________________________________ DIE TO: DAMAGE/HEAL PARALYZE GET EXPERIENCE _________________________________________________________ 01 1D4 1D4 1D20X10 02 1D6 1D4 1D20X10 03 1D8 1D4 1D20X10 04 1D10 1D6 1D20+1D4X10 05 1D12 1D6 1D20+1D4X10 L 06 1D20 1D8 1D20+1D4X10 E 07 1D20+1D4 1D8 1D20+1D6X10 V 08 1D20+1D4 1D12 1D20+1D6X10 E 09 1D20+1D6 1D12 1D20+1D8X10 L 10 1D20+1D8 1D20 1D20+1D10X10 11 1D20+1D8 1D20 1D20+1D10X10 O 12 1D20+1D10 1D20+1D4 1D20+1D12X10 F 13 1D20+1D10 1D20+1D4 1D20+1D12X10 14 1D20+1D12 1D20+1D6 2D20X10 H 15 1D20+1D12 1D20+1D6 2D20X10 E 16 2D20 1D20+1D8 2D20+1D4X10 A 17 2D20+1D4 1D20+1D8 2D20+1D4X10 L 18 2D20+1D6 1D20+1D10 2D20+1D6X10 E 19 2D20+1D8 1D20+1D12 2D20+1D10X10 R 20 2D20+1D10 2D20 2D20+1D12X10 21 2D20+1D12 2D20+2D4 3D20X10 22 3D20 2D20+2D6 3D20+2D4X10 23 3D20+2D6 2D20+3D12 3D20+2D12X10 24 3D20+2D10 3D20+2D10 4D20X10 25 4D20+3D12 4D20+3D6 4D20+2D10X10 26 4D20+4D10 4D20+4D12 4D20+3D12X10 HEALERS ARE ABLE TO RESURRECT BEINGS OF ALL TYPES, SO LONG AS IT HAS NOT BEEN DEAD FOR MORE THAN ONE DAY. THE HEALER IS LIMITED TO THE NUMBER OF TIMES A DAY THAT HE MAY RESURRECT OTHERS BY THE FOLLOWING TABLE. UPON ANY RESURRECTION ATTEMPT THE HEALER MUST REST FOR AT LEAST THREE DAYS OR DIE FROM EXHAUSTION. IF THE HEALER IS ALLOWED, DUE TO HIS LEVEL, TO RESURRECT MORE THAN ONCE PER DAY, HE MAY DO SO, BUT THEN REST FOR THE APPROPRIATE NUMBER OF DAYS, PLUS AN ADDITIONAL DAY FOR EACH EXTRA ATTEMPT, AS WELL AS THE DAYS INCURRED BY EACH ATTEMPT.(i.e. 1 ATTEMPT=3 DAYS REST, 2 ATTEMPTS=7 DAYS REST.) LEVEL OF HEALER 01-04 05-07 08-12 13-14 15-18 19-26 __________________________________________________ NUMBER OF ATTEMPTS: 1/DAY 3/2DAY 2/DAY 5/2DAY 3/DAY 7/2DAY CONSTITUTION 17-18: 1/DAY 2/DAY 5/2DAY 7/2DAY 4/DAY 9/2DAY " 19-20 3/2DAY 2/DAY 3/DAY 7/2DAY 4/DAY 5/DAY " 20+ 2/DAY 5/2DAY 3/DAY 4/DAY 9/2DAY 11/2DAY _____________________________________________________________________________ HEALER ARMOR CLASS AT LEVEL LEVEL 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 ______________________________________________________________ ARMOR CLASS 10 10 10 10 10 09 08 07 06 05 04 03 02 01 00 -1 WITH ARMOR 08 08 08 08 08 07 06 05 04 03 02 01 00 -1 -1 -1 MAX W/DEX 18 BONUS 04 04 04 04 04 03 02 01 00 -1 -2 -2 -2 -2 -3 -4 ********** MAXIMUM ARMOR CLASS -5. ********** _____________________________________________________________________________ HEALERS HAVE LIMITED SPELL USE OF CLERICAL SPELLS, ATTAINED AT 6th LEVEL, AS SHOWN ON THE FOLLOWING TABLE: LEVEL OF HEALER SPELL LEVEL 6 7 8 9 10 11 12 13 14 15 16 17 ----------------------------------------------------- FIRST 3 3 3 4 4 5 6 6 6 7 7 8 SECOND 3 3 3 4 4 4 5 6 6 7 7 8 THIRD 2 2 3 3 3 4 5 6 6 7 7 8 FOURTH - 1 2 2 3 3 3 4 5 5 6 6 FIFTH - - - 1 2 2 2 2 3 4 5 5 SIXTH - - - - - 1 2 2 2 2 3 3 SEVENTH - - - - - - - - - - 1 1 _____________________________________________________________________________ HEALERS THAT REACH NINTH LEVEL RECEIVE THIEVING ABILITIES AS A FIRST LEVEL THIEF, AND MAY GO UP IN LEVELS AT A RATE OF ONE LEVEL OF THIEVING ?ck EACH LEVEL AS A HEALER THEY GAIN.(I.E. A NINTH LEVEL HEALER MAY TRAIN AS A FIRST LEVEL THIEF, A FIFTEENTH LEVEL HEALER MAY TRAIN AS A SIXTH LEVEL THIEF.) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- There You have it... have fun.... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Stan Joseph Paszt, Jr. AKA: Fast Eddie; Silthen Rayer, JoJo East Carolina University CSPASZT@ECUVM1.BITNET Greenville, NC USnail: 416 Jones Hall Greenville, NC 27858 Quote for the year.... "Sex is saying goodbye and knowing you'll be back by mutual consent. It's faith."