Mist Healer (3.5e Prestige Class)
Mist Healer
Mist Healers have spent many hard hours alone pondering about the ways that the clergy heal others and themselves. They learned that not only can the divines give you power to heal someone but also the powers to create Auras that heal as well. They are no longer noticed by the church they server anymore for trying to temper with power that is "Beyond" what they know, or their own powers.
Becoming a Mist Healer
Mist Healers have always started as a cleric who has spent many days learning new ways to keep their party alive so they wont have to see them die. They have found ways to make their divine magic stronger from the Elements of the world.
Alignment: | Any Good. | |
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Base Attack Bonus: | 8. | |
Class: | Cleric Or Close To. | |
Special: | Must have spent time more than 3 days studying their own ways and testing new ways they can use their magic. | Must leave their Church Behind but can still serve their Deity |
Level | Base Attack Bonus |
Saving Throws | Special | ||
---|---|---|---|---|---|
Fort | Ref | Will | |||
1st | 1 | 1 | 0 | 1 | Response Healing, Hand Casting |
2nd | 2 | 2 | 1 | 2 | Calling Mist, +1 Feat |
3rd | 3 | 3 | 1 | 3 | Vital Tracking |
4th | 3 | 3 | 2 | 3 | Lasting Life. +1 Feat |
5th | 4 | 4 | 2 | 4 | Dancing Mist Calling, Improved Cures |
6th | 5 | 5 | 2 | 5 | Mist Body, +1 Feat |
7th | 6 | 6 | 2 | 6 | Greater Cures |
8th | 6 | 6 | 3 | 6 | A life of Service, +2 to Divine Spellcaster level |
Class Skills ( 4 skill points + Int modifier per level)
Bluff, Concentration, Diplomacy, Perform (Act), Perform (Dance), Heal, Knowledge (Religion, Local, Planes), Sense Motive, Search, Spot, Listen, Disguise, Move Silently, Jump, Climb.
Class Features
Bonus Feats: You gain an Extra feat at lvl 2,4, and 6
Hand Healing: You are able to heal a person with any hand you have free, Allowing the Mist Healer to heal the same target two times, or two different targets at the same time
Response Healing: If anyone in your party take damage over 1d6/level from a single target you can cast any Cure wounds (Besides Mass) onto the target person, You have to make a Heal check with a (10 + 1/2 level + Spell Level)DC in order to make the heal.
Calling Mist: At level 2 the Mist healer has found that she can use the winds the carry her Divine Magic to her friends or enemy. Allowing the Mist Healer to cast Cure Wounds and other touch healing spells from a range of 30 ft
Vital Tracking: At level 3 a Mist Healer can see the vitals of anyone she looks at. Knowing what state the persons body is in at all times. They can also tell if the person has any Illness by look at them as well.
Lasting Life: With the studying of new methods of divine magic at level 4, Mist Healers are able to cast Lasting Life 2 times per day. Lasting Life lasts for 1d4/Every 2 Mist healer Levels Rounds, and it heals the target for 2d6+1/Mist Healer level, after level 4.
Dancing Mist Calling: At the 5th level the Mist Healer has found a way to channel their Mist calling into a dance to heal more than just one person from afar but everyone around her. Making it so a normal cure can be turned into a Mass if you pass a Dance DC of (20 + 1/2 level + spell level). Casting Cure mass while dancing makes it so the effect of the healing is doubled. Must dance for a full round (Getting hit while dancing forces a Concentration check past with a DC of the damage dealt)
Improved Cures: You have learned how to improve you magic to better help your allies in combat. When ever you cast a Cure Wounds of any type you can add an extra dice roll to it.
Mist Body: After many days of honing your Mist Calling you found a way to use the mist on your self when you dance as well as other. Now when you dance you are healed by your own dance and anyone trying to hit you has a 75% chance of missing you.
Greater Cures: After much time practicing,new insight has lead you to further improve your magic. Now you can add two extra dice rolls to any cure spell instead of just one.
A Life Of Service: You have dedicated your life to helping others and improving your own ability's. As long as one of your party members is alive and is in danger you refuse to let yourself die. Making it so you can take up to -200 health before you die. If you are in this state and you party members ends up winning the combat or what ever trouble they are in, you go to -9 health (Granted you haven't hit -200 health and died) and MUST be brought back up by a heal check of (10 + Any Negative Health past -10)
Ex Mist Healers
At any time the Mist Healer can change his ways and rejoining their church but they most go back to the old practices of their magic losing all the ability's they have learned so far and must conduct the Atonement spell.
Playing a Mist Healers
Combat:
Advancement:
Resources:
Mist Healers in the World
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NPC Reactions:
Mist Healer Lore
Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
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11 | . |
16 | . |
21 | . |
26 | . |
Mist Healers in the Game
Adaptation:
Sample Encounter:
EL whatever:
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