Niko_Kaze
26th May 2008, 07:45 AM
My idea for this class was to have a healer type character that didn't rely on divine spells or magic spells at all. When thinking on how to build the class I realised all I wanted was a class the could heal the different maladies of D&D, and still be useful at other tasks. I didn't want a 'doctor' class however which would literally reduce the class to a healer only place in the game. I started thinking about other cultures various views on healers and 'alternate' healing techniques and came up with this. The ideas behind the powers in this class are a combo of the monk and yin/yang healing/killing several key features of the monk are missing, no flury of blows, slow fall, or speed increase, however this class gains several immunities and almost paladin like healing powers.
Rieki Adept
************************************************** ***********
HD: d8
BAB: average
Fort: Good
Will: Good
Ref: Good
Skills: Concentration, Climb, Jump, Tumble, Heal, Knowledge(arcana, religion, history), Sense motive, Listen, Spot, Search, Swim, Craft, Diplomacy, Profession, Survival
Skill Points: 4 + Int Mod (x4 at first level)
Weapon Proficiency: Staff, Club, Sling
Armor Proficiency: None
************************************************** ***********
Level --- Ability
1 --- Unarmed Strike, Stunning Blow, Healing Touch, AC Bonus
2 --- Divine Grace
3 --- Divine health
4 --- Improve Ally
5 --- Ki Strike (Magic)
6 --- Remove Affliction
7 --- Reduce Opponent
8 --- Restore Body
9 --- Masterful healing
10 --- Bestow Affliction
11 --- Diamond Body
12 --- Death Ward, Fortifying Touch
13 --- Diamond Soul
14 --- Envigorating Touch
15 --- Quivering Palm
16 --- Enervation Strike
17 --- Timeless body
18 --- Restore to Life
19 ---
20 --- Perfect Self
************************************************** *****************
Unarmed Strike --- The Rieki Adept gains this feature with the damage increases the same as a monk. The Rieki Adept does not gain the Flury of blows ability.
Stunning Blow --- The Rieki Adept gains this feature in the same manner as the monk. In addition everytime the Rieki Adept gains one of the following abilities he gains another use of his stunning blow ability: Healing Touch, Improve Ally, Remove Affliction, Reduce Opponent, Restore Body, Bestow Affliction, Fortifying Touch, Envigorating Touch, Enervation Strike, and Restore to Life. Activiating any of those abilities expends a use of the Rieki Adept's Stunning Blow ability (i.e. A first level rieki adept with a wisdom of 10 has 3 uses of stunning blow per day, he uses his healing touch ability which counts against 1 of those uses so now he has 2 left for that day.)
Healing Touch --- The Rieki Adept as a standard action may spend 1 stunning blow attempt to touch himself or an ally and restore HP equal to an unarmed strike damage roll, he does not add his strength to this roll instead modifying it with his charisma (i.e. a first level Rieki adept would restore d6 + CHA mod HP).
AC Bonus --- Same as the monk ability.
Divine Grace --- Same as the paladin ability.
Divine health --- Same as the paladin ability.
Improve Ally --- As a standard action a Rieki Adept may use a stunning blow attempt to touch himself or an ally and boost either STR, CON, or DEX by half of his unarmed strike dice size for a number of rounds equal to his Rieki Adept level (i.e. at level 4 a Rieki adept has a d8 unarmed strike dice so he would boost an himself or an ally by 4 points for 4 rounds).
Remove Affliciton -- As a standard action a Rieki Adept may use a stunning blow attempt to heal himself or an ally of 1 of the following conditions per stunning fist attempt spent (only 1 attempt per round means multiple afflicitions take multiple rounds). Blindness, Deafness, Disease, Poison, Paralysis, or Fear.
Reduce Opponent -- As a standard action a Rieki Adept may use a stunning blow attempt to deal ability damage to a STR, CON, or DEX by equal to half of his normal damage roll without any other modifiers with a melee touch attack (i.e. A level 7 Rieki Adept makes a melee touch attack rolls his d8 gets a 6 and does 3 points of ability damage to either his opponent's STR, CON, or DEX).
Restore Body --- As a standard action a Rieki Adept may spend 1 stunning blow attempt to touch himself or an ally and restore Ability Damage for one stat equal to an half of an unarmed strike damage roll, he does not modify this roll in anyway (i.e. an 8 level Rieki adept would restore 1/2d10 Abiltiy Damage for one stat).
Masterful Healing --- A Rieki Adept with this ability doubles his dice roll for using healing touch to see how much damage is healed.
Bestow Affliction --- Instead of stunning a foe with his stunning fist a Rieki Adept may instead bestow blindness, deafness, a Disease from the contiagion list paralysis or fear status. A Will save DC 10 + 1/2 Rieki Adept Class level + CHA mod, negates this effect. Paralysis blindness, deafness, or fear last a number of rounds equal to the Rieki Adept's Class level.
Diamond Body --- As the monk ability
Fortifying Touch --- The Rieki Adept as a standard action may spend 1 stunning blow attempt to touch himself or an ally and bestow damage reduction equal to 1/4 his Rieki Adept level rounded down / - (i.e. a 12 level Rieki Adept would bestow damage reduction 3/- A 16 level Rieki Adept would bestow 4/-).
Diamond Soul --- As the monk ability.
Envigorating Touch --- The Rieki Adept as a standard action may spend 1 stunning blow attempt to touch himself or an ally and restore 1 negative level per stunning Fist Attempt used.
Quivering Palm --- as the monk ability.
Enervation Strike --- As a standard action a Rieki Adept may use a stunning blow attempt to deal negative levels to an opponent equal to half of his normal damage roll without any other modifiers with a melee touch attack. A Will save DC 10 + 1/2 Rieki Adept Class level + CHA mod, negates this effect (i.e. A level 16 Rieki Adept makes a melee touch attack rolls his 2d8 gets a 6 total and does 3 negative levels to his opponent if they don't save).
Timeless Body --- as the monk ability.
Restore to Life --- A Rieki adept may spend 2 stunning blow attempts to raise someone from the dead as if using a resurrection spell this takes ten minutes and total concentration during this time. If attacked while attempting this action the Rieki Adept must make a concentration check DC 17 + damage taken or lose the stunning blow attempts and fail in the resurrection. This ability must be started within 1 min of the death of the creature.
Perfect Self --- as the monk ability.
Rieki Adept
************************************************** ***********
HD: d8
BAB: average
Fort: Good
Will: Good
Ref: Good
Skills: Concentration, Climb, Jump, Tumble, Heal, Knowledge(arcana, religion, history), Sense motive, Listen, Spot, Search, Swim, Craft, Diplomacy, Profession, Survival
Skill Points: 4 + Int Mod (x4 at first level)
Weapon Proficiency: Staff, Club, Sling
Armor Proficiency: None
************************************************** ***********
Level --- Ability
1 --- Unarmed Strike, Stunning Blow, Healing Touch, AC Bonus
2 --- Divine Grace
3 --- Divine health
4 --- Improve Ally
5 --- Ki Strike (Magic)
6 --- Remove Affliction
7 --- Reduce Opponent
8 --- Restore Body
9 --- Masterful healing
10 --- Bestow Affliction
11 --- Diamond Body
12 --- Death Ward, Fortifying Touch
13 --- Diamond Soul
14 --- Envigorating Touch
15 --- Quivering Palm
16 --- Enervation Strike
17 --- Timeless body
18 --- Restore to Life
19 ---
20 --- Perfect Self
************************************************** *****************
Unarmed Strike --- The Rieki Adept gains this feature with the damage increases the same as a monk. The Rieki Adept does not gain the Flury of blows ability.
Stunning Blow --- The Rieki Adept gains this feature in the same manner as the monk. In addition everytime the Rieki Adept gains one of the following abilities he gains another use of his stunning blow ability: Healing Touch, Improve Ally, Remove Affliction, Reduce Opponent, Restore Body, Bestow Affliction, Fortifying Touch, Envigorating Touch, Enervation Strike, and Restore to Life. Activiating any of those abilities expends a use of the Rieki Adept's Stunning Blow ability (i.e. A first level rieki adept with a wisdom of 10 has 3 uses of stunning blow per day, he uses his healing touch ability which counts against 1 of those uses so now he has 2 left for that day.)
Healing Touch --- The Rieki Adept as a standard action may spend 1 stunning blow attempt to touch himself or an ally and restore HP equal to an unarmed strike damage roll, he does not add his strength to this roll instead modifying it with his charisma (i.e. a first level Rieki adept would restore d6 + CHA mod HP).
AC Bonus --- Same as the monk ability.
Divine Grace --- Same as the paladin ability.
Divine health --- Same as the paladin ability.
Improve Ally --- As a standard action a Rieki Adept may use a stunning blow attempt to touch himself or an ally and boost either STR, CON, or DEX by half of his unarmed strike dice size for a number of rounds equal to his Rieki Adept level (i.e. at level 4 a Rieki adept has a d8 unarmed strike dice so he would boost an himself or an ally by 4 points for 4 rounds).
Remove Affliciton -- As a standard action a Rieki Adept may use a stunning blow attempt to heal himself or an ally of 1 of the following conditions per stunning fist attempt spent (only 1 attempt per round means multiple afflicitions take multiple rounds). Blindness, Deafness, Disease, Poison, Paralysis, or Fear.
Reduce Opponent -- As a standard action a Rieki Adept may use a stunning blow attempt to deal ability damage to a STR, CON, or DEX by equal to half of his normal damage roll without any other modifiers with a melee touch attack (i.e. A level 7 Rieki Adept makes a melee touch attack rolls his d8 gets a 6 and does 3 points of ability damage to either his opponent's STR, CON, or DEX).
Restore Body --- As a standard action a Rieki Adept may spend 1 stunning blow attempt to touch himself or an ally and restore Ability Damage for one stat equal to an half of an unarmed strike damage roll, he does not modify this roll in anyway (i.e. an 8 level Rieki adept would restore 1/2d10 Abiltiy Damage for one stat).
Masterful Healing --- A Rieki Adept with this ability doubles his dice roll for using healing touch to see how much damage is healed.
Bestow Affliction --- Instead of stunning a foe with his stunning fist a Rieki Adept may instead bestow blindness, deafness, a Disease from the contiagion list paralysis or fear status. A Will save DC 10 + 1/2 Rieki Adept Class level + CHA mod, negates this effect. Paralysis blindness, deafness, or fear last a number of rounds equal to the Rieki Adept's Class level.
Diamond Body --- As the monk ability
Fortifying Touch --- The Rieki Adept as a standard action may spend 1 stunning blow attempt to touch himself or an ally and bestow damage reduction equal to 1/4 his Rieki Adept level rounded down / - (i.e. a 12 level Rieki Adept would bestow damage reduction 3/- A 16 level Rieki Adept would bestow 4/-).
Diamond Soul --- As the monk ability.
Envigorating Touch --- The Rieki Adept as a standard action may spend 1 stunning blow attempt to touch himself or an ally and restore 1 negative level per stunning Fist Attempt used.
Quivering Palm --- as the monk ability.
Enervation Strike --- As a standard action a Rieki Adept may use a stunning blow attempt to deal negative levels to an opponent equal to half of his normal damage roll without any other modifiers with a melee touch attack. A Will save DC 10 + 1/2 Rieki Adept Class level + CHA mod, negates this effect (i.e. A level 16 Rieki Adept makes a melee touch attack rolls his 2d8 gets a 6 total and does 3 negative levels to his opponent if they don't save).
Timeless Body --- as the monk ability.
Restore to Life --- A Rieki adept may spend 2 stunning blow attempts to raise someone from the dead as if using a resurrection spell this takes ten minutes and total concentration during this time. If attacked while attempting this action the Rieki Adept must make a concentration check DC 17 + damage taken or lose the stunning blow attempts and fail in the resurrection. This ability must be started within 1 min of the death of the creature.
Perfect Self --- as the monk ability.