Jedi Healer (3.5e Class)

This page was marked as abandoned on 19:07, 12 September 2019 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

This page is incomplete and/or lacking flavor. Reason: No campaign information.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Making a Jedi Healer

Some Jedi pursue perfection in combat, others prefer to seek enlightenment through contemplation of the Force and it's mysteries. Some Jedi however, relish nothing more than using their mastery of the Force to stave off Death's cold grip. Enter The Jedi Healer. Although Proficient in combat, she prefers to wade into the thick of it in order to administer healing to her allies. What she lacks in the healing power of a cleric, she makes up for in pure durability.

Abilities: A Jedi Healer relies on Wisdom to determine the strength of his abilities.

Races: Any

Alignment: Any non-evil or non-chaotic.

Starting Gold: 2d6x10 gp (60 gp).

Starting Age: Simple.

Table: The Jedi Healer

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Force Abilities
FortRefWill
1st+0+2+0+2 Force Revitalization 1/day
2nd+1+3+0+3 Vigor
3rd+2+3+1+3 Damage Reduction 1/-
4th+3+4+1+4 Force Healing
5th+3+4+1+4 Force Revitalization 2/day
6th+4+5+2+5 Improved Vigor
7th+5+5+2+5 Damage Reduction 2/-
8th+6/+1+6+2+6 Improved Force Healing
9th+6/+1+6+3+6 Force Purification
10th+7/+2+7+3+7 Force Revitalization 3/day
11th+8/+37++3+7 Greater Vigor
12th+9/+4+8+4+8 Damage Reduction 3/-
13th+9/+4+8+4+8 Greater Force Healing
14th+10/+5+9+4+9 Force Restoration
15th+11/+6/+1+9+5+9 Force Revitalization 4/day
16th+12/+7/+2+10+5+10 Force Vigor
17th+12/+7/+2+10+5+10 DR 4/-
18th+13/+8/+3+11+6+11 Force Healing Mastery
19th+14/+9/+4+11+6+11 Body of the Force
20th+15/+10/+5+12+6+12 Force Revitalization 5/day, Force Mind, DR 5/-, Improved Force Vigor

Class Skills (4 + Int modifier per level, ×4 at 1st level): Balance, Climb, Diplomacy, Escape Artist, Heal, Hide, Jump, Listen, Move Silently, Sense Motive, Spot, Swim, Tumble.

Class Features

All of the following are class features of the Jedi Healer .

'Weapon and Armor Proficiency: Jedi Healers are proficent with all simple/martial weapons, and Lightsabers. They are not proficient with shields or armor of any kind except for Light Armor.

Force Revitalization (Su): Jedi Healers have the power to heal others. Once per day, a 1st Level Jedi Healer can heal (Class Level + Wis Mod) Hit Points to themselves or an ally. This increases to 2/day at level 5, 3/day at level 10, 4/day at level 15, and 5/day at level 20. In order to use this ability, the target must be within 30 ft and the Jedi Healer must have line of sight.

Vigor (Ex): At 2nd level, a Jedi Healer heals extra hit points over time. At level 2, They heal an extra 1HP/Rest. At level 6, they Fast Heal 1HP/Hour. At Level 11, they Fast Heal 1HP/Minute. At Level 16, they gain the ability to regenerate 1HP/Round. And Finally, at Level 20 they regenerate 2HP/Round.

Damage Reduction (Ex) At 3rd level, a Jedi Healer is attuned enough to the Force that blows that would seriously injure her instead glance off her Force Empowered Flesh. At 3rd Level, her Damage Reduction is 1/-. This increases to 2/- at 7th Level, 3/- at 12th Level, 4/- at 17th level, and 5/- at 20th Level.

Force Healing (Su): At 4th level, a Jedi Healer may heal others with a touch, similar to a Paladin's Lay on Hands ability. The amount of healing is equal to her Wisdom Mod x Class Level. At 8th level, Treat her Wisdom Score as having a +2 Bonus when using this ability. At 13th level, treat it as having a +4 Bonus, and at 18th level, treat it as having a +6 Bonus.

Force Purification (Su): At 9th level, a Jedi Healer may spend 10 points of his Force Healing ability order to cure a creature of an magical or non-magical disease, or Poison.

Force Restoration (Su) At 14th level, Jedi Healer may spend 5 points of his Force Healing ability order to heal a creature for 1 point Ability Damage or Regenerate 1 lost limb.

Body of the Force(Ex): At 19th level, a Jedi Healer is immune to all magical and non-magical diseases, poisons, paralysis, and stunning.

Force Being(Ex): At 20th level, a Jedi Healer is no longer affected by mind affecting effects.

Ex-Jedi Healer

A Jedi Healer who multi-classes, or changes to a prohibited alignment, does not lose their connection to the Force or their Force abilities. However they can no longer gain levels in The Jedi Healer class until they have recieved atonement.


Epic Jedi Healer

Table: The Epic Jedi Healer

Hit Die: d10

LevelSpecial
21st-
22ndEpic Force Healing
23rdDR 6/-
24th-
25thForce Revitalization 6/Day
26th-
27thEpic Force Vigor
28thEpic Body of the Force
29th-
30thForce Revitalization 7/day

Skill Points: 4 + Int modifier skill points per level.

Epic Force Healing: The Epic Jedi Healer continues to improve her healing skills, when using her Force Healing Ability, treat her Wisdom Score as having a +8 Bonus. Every Ten Levels After 22nd, increase the bonus by an additional +2

Damage Reduction: At Level 23 and Every 10 levels after that, increase the Jedi Healer's Damage reduction by 1.

Force Revitalization: The Epic Jedi Healer continues to gain extra uses of Force Revitalization every five levels, as normal.

Epic Force Vigor: The Epic Jedi Healer gains Extra Regeneration. At 23rd Level, they gain 3HP/Round, and at level 28, they gain 4HP/Round. This increases by an additional 1 HP every five levels after 28.

Epic Force Vigor: At 27th level and every 10 levels thereafter, increase their Regeneration by 1HP/round

Epic Body of the Force: At 28th level and every 10 levels thereafter, Choose one of the following immunities. Fire, Cold, Electricity, Sonic, Acid, Ability Drain/Damage,or Criticals.

Human Jedi Healer Starting Package

Weapons: Unarmed Strike (d6, critical 20/x2, Bludgeoning damage).

'Armor: Chain Shirt (+4 AC, 25 lbs, +4 Max Dex, -2 Armor Check Penalty)

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty
Heal4Str
Tumble2Dex
Hide4Cha
Balance4Dex
Move Silently2Dex
Sense Motive4Wis

Feat: Weapon Focus (Lightsaber)

Bonus Feats: If Dexterity score is more than 13, Dodge. If below 13, Toughness.

Gear: Traveller's Outfit, Belt Pouch, One Day Trail Rations, Waterskin

Gold: 40 gold.


Jedi Healers In the World

Jedi Healer make excellent additions to any party as a primary healer. Although the scope of their abilities is narrow, the Jedi Healer is an excellent asset as a Front Line Healer.

Most jedi healer's work in local communities their temples reside in, providing healing as needed to people in exchange of favors or rewards for their temple as well as teaching other's their arts as apprentices as needed.


Back to Main Page 3.5e Homebrew Classes Base Classes

gollark: People would use other less friendly miners otherwise.
gollark: `main.lua` somewhere.
gollark: It has novel algorithms to reduce server resource consumption.
gollark: PotatOS has a krist mining tool, yes.
gollark: https://git.osmarks.net/osmarks/potatOS/src/branch/master/src/main.lua#L1309
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.