| Level Advancement | |||
|---|---|---|---|
| Level | XP Needed | Hit Dice (d4+2) | THAC0 |
| 1 | 0 | 0 (6HP) | 19 |
| 2 | 2000 | 1 | 19 |
| 3 | 4000 | 2 | 18 |
| 4 | 8000 | 3 | 18 |
| 5 | 16000 | 4 | 17 |
| 6 | 32000 | 5 | 17 |
| 7 | 64000 | 6 | 16 |
| 8 | 115000 | 7 | 16 |
| 9 | 200000 | 8+2 | 15 |
| 10 | 350000 | 8+4 | 15 |
| 11 | 550000 | 8+6 | 14 |
| 12 | 800000 | 8+8 | 14 |
| 13 | 1100000 | 8+10 | 13 |
| 14 | 1500000 | 8+12 | 13 |
| 15 | 0* | 8+14 | 12 |
| 16 | 100000 | 8+16 | 12 |
| 17 | 300000 | 8+18 | 11 |
| 18 | 500000 | 8+20 | 11 |
| 19 | 800000 | 8+22 | 10 |
| 20 | 1000000 | 8+24 | 10 |
| Level 15 Perfection powers: | |
|---|---|
| Purification: | This power allows the Healer purify any water or food he touches. It will remove any bad things that were in them, the water will become very fresh and the food ready to be eaten. Everyday a maximum of 300 lbs. of food and 500 litres of water can be purified. |
| Regeneration: | Also at level 15 the Healer will get the ability to regenerate his wounds, the power cannot replace a part that was cut but can cure most of the non-magical wounds. Healer's HP will come back at a rate of 1 per round. |
| Level 16 Perfection powers: | |
| Improved natural armor: | At level 16 the Healer's kin become tougher and very resistant, this transformation will give him a natural AC of 0, every normal rules that are related to natural armor should be used, when reaching level 16 the Healer won't accept to wear any armor because he prefers natural armors and since he has a great natural armor he won't see the utility of wearing one. The Healer will also loose the -3 that he had before (see weapon and armor section above) but he will keep the bonus that his dexterity gives him. |
| Meditation: | The Healer will be able to control each part of his brain separately, this ability will give the ability to the Healer to do two things at once, he will be able to perfectly control both of his arms separately, write at the same time two different texts with his hands or anything else that does not require too much concentration, he would not be able to use one of his power and to make a potion at the same time. When not using this power the Healer will get his Healing points at a rate of 1 per 3 turns, it will also triple the speed of the other ways of getting Healing points back (sleeping and meditating) |
| Level 17 Perfection Powers: | |
| Light ball: | At level 17 the Healer gain the ability to transform his body into a light ball. This light ball has a diameter of about 4 feet and is it necessary to say that it will light the room it is in. When the Healer is in his light ball he can see every direction at the same time, he can also throw small light ray (2 per turns)to his enemies causing them 1d10 damages if they are evil, 1d8 if the are neutral and 1d6 if they are good. When in the light ball form the healer can levitate and has a movement rate of 30. Unlike others powers, this power requires Healing points to maintain, the Healer will have to spend 3 Healing points for each turns he wants to remain in his light form. |
| Poison immunity: | The Healer will be protected against all forms of natural poisons. No poison will be able to damages him or to affect him in any way. The Healer will also be able to determine of what is made any poison he sees only by tasting it and will be able to make it using natural plants. |
| Level 18 Perfection Powers: | |
| Metamorphose: | The Healer gain the ability to metamorphose himself in any other humanoid shape he knows, the metamorphose will be perfect and will last as long as the Healer wants it to. He can use this power at will and will always be able to metamorphose into his normal form even if he didn't see himself before. |
| Identification: | At level 18 the Healer gains the ability to identify (name and statistics) any creature that live in the wood or in the plains. He will be able to get any information he wants about these creatures. The Healer will also get the ability to identify any plants in any region of the world. |
| Level 19 Perfection power: | |
| Plane travel: | At level 19 the Healer gain the ability to travel between any plane of existence (fire, air, water...). It does not mean he will be able to survive in those plan, he will have to find a way not to die when he gets there. |
| Level 20 Perfection powers: | |
| Resurrection: | With this power the Healer has the ability to resurrect any creature that died in the last 1 hour, the resurrected creature must be a humanoid and has to be level 15 or lower (15 HD or less for monsters). The creature won't lose constitution but will permanently lose one HP. |
| Elemental immunity: | This power give the Healer(as long as he is in the primary plan) a complete immunity to fire, water, air, cold, earth,etc. He is also protected from magical forms of these elements. |
| Level 1 powers | |
|---|---|
| Touch | The Healer can heal someone or something he touches the number of HP healed is the number of Healing points he uses -1 (if he uses 3 points it will heal 2HP). Someone can only be healed with that skill once a day. |
| Glowing hand | The healer's hand becomes light white. It acts like a light spell which moves with the healer. If the healer touches someone with his hand the person will take or be healed (healer's choice) with a number of HP equal to the remaining Healing points of the Healer, but the healer loses all his Healing points. To use this power the healer must spend 2 points to make his hand glow and one points for every turn he wants his hand to remain glowing after the first one. |
| Energy transfer | The healer can transfer his own energy (HP) to another character by touching him. The Healer lose two HP and one Healing point every time he wants to give the other player 2 HP (He can transfer 1 HP at a cost of 1 HP and 1 Healing point). |
| Know alignment | This power allows the Healer to identify any good creatures (or person) he sees. He can only know if the creature is good, not if it is neutral, evil, chaotic or lawful, this power does not cost any Healing points.
If the Healer wants to know what is the complete alignment of the creature he has to spend 2 Healing points. |
| Level 2 powers | |
| Heal | Heal is an improved version of the Touch power. It heals for a number of HP equal to the number of Healing points used *1,5 (if you use 4 points you will heal for 6 HP). |
| Light Dart | The Healer can throw, from his hand, a number of darts equal to the highest level of power he can uses. Each Dart can be thrown at a different target or at the same person. Each of them (if they hit) deals 1d10+1 damages to evil (or chaotic) creatures, 1d6 to neutral creatures and 1 to good (or lawful) creatures. If something is a mix of 2 alignment ( chaotic good, neutral evil, lawful evil) ALWAYS take the more evil (lawful evil would be evil same for neutral evil). To know if the dart touches his target the Healer must throw a dexterity test -2 (if someone has 16 of dexterity he would need 14+ to hit). This power costs 5 healing points, no dart can be thrown at a distance of 65 feet (20 m) or more. |
| Summon Dift | This power allows the Healer to summon a very small creature called "Dift". This creature looks like a pixy but it is smaller (6 inches tall), it can fly too and has wings. The creature is fully controlled by the Healer. He can sees what the creatures sees and hear what it hears. The Healer can also control where is moves and where it goes. The Dift can't attack, he has an AC of 10 and 5 HP. The Dift disappears after 1 hours. |
| Cure sickness | This power will cur4e any sickness a character has if it is not magical. |
| Level 3 Powers | |
| Summon Gnome | This power allows the Healer to summon a Gnome of 2-4 Hit point dices (1d3+1). The Gnome can fight with his dagger which deals 1d4+1 damages every time he hits an opponent. The Gnome have a THAC0 of 14 and an AC of 5. The Gnome can't talk to anyone but obeys to the Healer who summoned him. The Gnome will remain alive for 30 minutes for every Healer's level after what he will disappear. |
| Light Aura | This power creates a light aura around the Healer, the aura has a diameter of 40 feet. The aura acts like a light spell (within the 40 feet), but this magical light can only be seen by the Healer. It also regenerates any good (including the Healer) creatures in the light at a rate of 1HP every round. Any evil creature in the light will suffer 1 damages per turn. Neutral creatures won't be affected by the aura. It costs 2 Healing points to create the light aura and 1 Healing point per round to maintain it, the Healer does not need to concentrate while maintaining the aura. |
| Magic Shield: | This power protects the Healer from magical and non-magical attacks. It creates an invisible shield around him. To create the shield the healer has to spend 5 Healing points plus one for every 2 points he wants on his shield (5 Healing points would make a shield with 0 points, if 8 points are used, the shield has 6 points i.e. (8-5)*3). The shield absorbs all points of damages dealt to the healer as long as he has enough points on the shield. The shield lose one points for every points of damage dealt by non-magical weapon and 2 points for every damages by magical attacks (spells or weapon), if the shield does not have enough points to absorb the whole attack, the healers takes the damages that were not absorbed by it. |
| Level 4 Powers | |
| Summon Healer | When using this power the Healer can summon another level 2 Healer. The summoned Healer has 14 HP and 10 Healing Points, he can use any level 1 power has long as he has the Healing Points to do so. He is totally devoted to his master (The one who summoned him) and will fight for him with his short sword and will try to protect him at any cost, including death. The Healer has an AC of 7 and a THAC0 of 19. Using this power costs 20 Healing points. The Healer will disappear after 1 day per Healer's level. |
| Greater Heal | This power allows the healer to heal himself or anyone he wants for a number of HP equal to the number of Healing Points used multiplied by 2 (using 5 healing points would heal for 10) |
| Light Globe | This power is an improved version of the level 2 power called Light Dart. When using this power the Healer can throw a light globe at his enemy, if his opponent his evil he will take 1d10+1 points of damages for every level of the caster and is paralyzed for 1d3 rounds. If the target is neutral he takes 1d6 damages per Healer's level and if he is good he only takes 1d2 damages per level. |
| Level 5 powers | |
| Summon Healer 2 | This power is an improved version of the third level spell called Summon Healer. It summons a level 5 healer, the summoned Healer can use any level 1 and 2 power as long as he has the Healing points to do so. The Healer has 25 HP and 25 Healing points. He will try to protect the Healer who summoned him and will obey to his orders. He has an AC of 3 and a THAC0 of 17, he attacks with a short sword. The summoned healer disappears after a number of days equal to the level of the Healer minus 5. This power costs 40 Healing points. |
| Remove Energy | This power allows the Healer to remove energy (hit points) from anyone he touches as long as the creature is evil or neutral. The number of HP removed from the creature is the number of Healing points used multiplied by 3 (4 Healing points would deal 12 damages). If the Healer is fighting against the creature he must roll a d20, if the score is lower or equal to the dexterity of the healer -5 he touches the monster (if he has a dexterity of 15 he would need 10 to touch). |
| Invulnerability Shield | This power creates a very powerful shield around the Healer. The shield will absorb a certain amount of damages dealt to the Healer, this amount depends on the number of Healing points used when creating the shield. The shield absorbs 2% of damages dealt by every attacks for every Healing points used when using the power (The shield can't absorb more than 50% of the damages). The shield disappears after 2 round per 5 levels of the Healer, round down (level 10-14=4 rounds, level 15-19=6 rounds and level 20=8 rounds) or when the shield absorbed 10 damages per percent of damages that can be absorbed by the shield (if the shield protects for 10% he can absorb 100 damages). |
| Level 6 powers | |
| Counthar | The Counthar power is a very special power, it has many uses and can be used in many different ways. The Healer can use this power on him and on any other person. Here are the effects of the power:
|
| Ultimate power | This power allows the Healer to uses all his Healing points against an opponent before dying. It damages the enemy for a number of damages equal to the remaining Healing points that the Healer has multiplied by 4. After using this power the Healer loses all his HP (goes to 0 and loses 1 HP every round, he becomes unconscious or die depending on the rules you are using). If he survives he will permanently lose 5 HP. |
| Vampire | This power can be cast on the healer or on any priest or wizard. It allows the weapon his is using to heal him when damaging his opponent with it. The number of points gained by the Healer are equal to the number of damages done to the opponent divided by 2. |
| Level 7 powers | |
| Vitae deracumus: | At level 14 the Healer MUST take this power before anything else. It does not cost anything to use but the Healer has to meditate for 5 days, 5 hours and 5 minutes. A mistake of 1 minute will cause the power to fail and the Healer will lose 2 levels and will lose the HP, Healing Points and powers he got when reaching level 13 and 14. The Healer will have to find a way to know when the time is done because nothing will tell him to stop or not to stop. After reaching level 14, the Healer will not get any experience until he uses this power. Before spending the 5 days, 5 hours and 5 minutes meditating the Healer must light 55 candles that each have a diameter of 5 inches and that are 55 inches tall. He must also spread a very rare spice called Vatae in the room he will meditate in. The room must also contain 2 columns made covered of silver (a worth of at least 5000 gp) and 3 daggers with a blade made of gold and a handle made of adamantine. After meeting the requirements, the Healer can start meditating. When the 5 days, 5 hours and 5 minutes are finished the Healer will lose all the experience he has and will get level 15. He will be able to continue his progressing and get level 16 and more. The ceremony is very important for the Healers, every of them dream of it but they has to wait level 14 before they can gather enough energy to transform. This ceremony will completely purify the Healer; this purification will change the alignment of the Healer to a new one that is more good than lawful good called perfection. After level 14 a lot of thing will change for the Healer, you can find them above. |
| Nuke | This power is a very destructive spell, it allows the Healer to physically damage any creature (even if it is good) at a fairly high cost. This power only affects one creature and it deals a number of damages equal to the number of Healing points used -10 multiplied by 3 (if 20 Healing points are used the power deals 30 damages: 20-10=10 10*3=30). The power can't deal more than 50 damages and the Healer has to rest for 1 round after using the power. The victim of the power is also paralyzed for 1d3 rounds if it fails his saving throw against spells. |
| Regeneration | This power also the Healer, or anyone else the Healer uses the power on, to get back HP or part of the body that he lost. The person with regeneration on it will get his HP back at a rate of 2HP/round for a number of round equal to the number of Healing points used-2 (if 5 Healing points are used the person will regenerate for 3 rounds) Any lost arm or leg will regenerate after 10 rounds (if the regenerate is not powerful enough the arm or leg won't come back). If two parts of the body are missing the power won't be able to regenerate them at all. |
| Master Heal | This power will completely heal a character (the Healer or someone else). The character will get all his HP back and it will cure any sickness the character had, as long as it was not magical. |
| Level 8 powers | |
| Power of destruction | This power is similar to the level 6 power named Ultimate power but it is much more destructive. Unlike the level 6 power it does not affect only one creature but everyone in a diameter of 20 feet as long as they are evil (the power can also affect good or neutral creatures if the Healer wants but it always affects evil creatures). Everyone in the power range takes eight times the remaining Healing points that the Healer has, if he has none left or less than 10 everyone takes 80 damages. After using this power the Healer will fall to -10 HP and will be dead, he can be resurrected but he will lose 1 points of Constitution plus the one he would normally lose caused by the resurrection spell (a total of 2 points). The level 9 power Divine protection will not prevent the Healer from death. |
| Bring back to life | As it is said in the name of the power, it can bring someone back to life. The resurrected person will come back to life with only 1 HP but will regain his HP at the normal rate. A person that was brought back to life will permanently lose one points of Constitution. This power costs 60 Healing points to use. |
| Gerum Teras | This power allows the Healer and all other good creatures (and neutral if the Healer wants) to get all their HP back and to be cured of all the sickness they had (unless it is magical). To be healed the creature has to be at a maximum of 20 feet of the Healer. The Healer has to spend 60 Healing points to use this power. |
| Level 9 powers | |
| Divine protection | As long as you has the god with you, you can't die, this is exactly how the divine protection power works. This power can only be used on the Healer himself, it also him to get all his HP back after falling under 0, the healer will look dead for 2 rounds before he gets them back. The Healer won't lose a Constitution point after being brought to life by the power. This power has to be cast on the Healer when he is fully healed and costs 50 Healing points. The power remain on the Healer until he falls to 0 and is brought back to life for the first time. |
| Indestruction shield | This power provides the Healer a very powerful shield around him. This shield will absorb 5 times the number of healing points minus 5 used when creating the shield (if 10 points are used the shield will protect the Healer for 25 damages: 10-5=5, 5*5=25). The shield has an AC of -3 (no dexterity adjustment) and will cause a number of damages to the person who penetrates it equal to half the number f points lost on the shield (if the person deals 6 damages, he will also take 3 damages caused to the attacker by the shield). The shield disappears after 5 hours or until it is destroyed. |
| Mass healing | This power allows the Healer to heal a very large amount of person. It will heal everyone (in the Healer's team) for 1d8+1 HP as long as they are at 100 feet or less of the Healer. This power costs 50 Healing points. |
| Level 10 powers | |
| Duplicate | This power will create a copy of the Healer, the copy will be identical to the healer but will have no powers and no Healing points. It will have the same equipment but the magical items that the Healer had won't work on the copy. If the Healer was wounded or had any non-magical sickness, it will be transferred to the copy and the Healer will get all his HP back and will be cured of all kind of sickness. The copy will fight for the Healer until it dies after the copy has died the Healer will get all his HP back but will lose every Healing points he had when the copy was alive. This power costs the Healer 60 points. |
| Holy wish | This power allows the Healer to change the alignment of any creature (NPC) to lawful good. The creature will automatically become a friend of the Healer (but not a slave) and will stop attacking him if they were fighting. |
| God energy | This power is the most powerful power a Healer can get, it gives him the power to communicate with god and eventually to become a half-god. Since at this state a Healer must have the perfect alignment any god will be willing to talk to him, but before getting the God Energy power, the Healer simply can't have a way of being in permanent communication with gods. The Healer has to pay 1 Healing points per day to activate the power and he can't stop paying after he used it once. After a week of communication with god the Healer will be proposed (if he has a charisma of at least 17) to become a half-god. This honor can't be refused by any Healer so he will accept. If the Healer does not have at least 17 of charisma the god will be very angry at him because he made them wasting a lot of time, they will remove all his level 10 powers and will also remove his perfection alignment which is a tragic event for the Healer, almost all the Healer to whom this attribute has been removed have killed themselves a few days after the event, the ultimate goal of a Healer is to obtain this alignment so they do not see any reason to live after that. After the Healer accepted to become a half-god the king of the god (his name depends on the god you are using) will ask him to do something to show his courage (DM's choice), if the Healer fails he dies and if he get through the test he will be ready to get his new status. The King will now ask him to climb on the highest mountain in the region and will start transferring the power to the Healer. The transfer will last for a maximum of 5 minutes, during this step the Healer has 70% minus his intelligence and wisdom to become totally mad (if a healer has a wisdom of 15 and an intelligence of 15 too he will have 40% chances of becoming mad). Such a crazy person can't access to the god domain and since he already have the powers the god will have to kill him. If the Healer passes this last test he is ready to become a half-god. He will leave the earth and follow the others gods, never he'll come back again on the world he knew before. |