Healer Class

Hear Ye, Hear Ye...

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....

(c) Copyright 1990 Stan Paszt (cspaszt@ecuvm1.bitnet)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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
Experience        Level of Healer   Accum. Hit Points       Title
-----------------------------------------------------------------------------
      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 Healer
   Attacks     01  02  03  04  05  06  07  08  09  10  11  12  13  14  15  16
Saved Against  --------------------------------------------------------------

Paralyzation, Poison or Death Magic
               07  06  05  05  04  04  04  03  03  03  02  02  02  02  01  01
Petrification or Polymorph
               10  10  09  09  08  08  07  06  06  05  05  04  04  03  03  02
Rod, Staff or Wand
               09  09  09  08  08  08  07  07  06  06  05  05  04  04  04  03
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 of Healer
          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
                                   Level of Healer
            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 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.)


