, a spontaneous, fixed list, full casting healing class. Unlike the Healer, Medics do more than just patch people up after they've been smashed to a pulp. The Medic spell list has numerous spells that can buff allies, prevent damage from being dealt, and even debilitate enemies. The Battlefield Treatment ability, based on the Bard's Bardic Music, gives a little extra longevity and utility, reinforcing the themes of aiding allies and preventing injury before it becomes an issue. Also possibly of interest is the fact that the Medic is a Wisdom-based arcane spellcaster, a break from the tradition of only divine spellcasters having the full suite of healing spells, and of arcane spellcasters never using Wisdom.
Also included are five new, non-traditional spells of the healing subschool. These new spells use the concept of healing in unusual ways, such as cauterizing wounds with a blast of flame, creating a short-lived cancer through an overdose of restorative magic, or resurrecting a soul into an already-living body with disastrous results.
Put a quote by or about a member of your class here!
Creating a Medic
Medics are arcane spellcasters specialized in medicine and healing magic. Their focus on the study of life and how to preserve it gives them unparalleled mastery of healing magic, but also reveals unusual uses for healing magic, including effects more traditionally associated with the darker side of Necromancy.
Adventures: Why your class might adventure.
Characteristics: What your class is capable of.
Alignment: Medics can be of any alignment. While most Medics are good- or neutral-aligned, some are evil, including many who focus more on analyzing the death part of life and death.
Religion: What deities or ideals your class follows, if any, and why.
Background: How you become part of your class and why.
Races: What races most often have members of your class, as well as any races that cannot join, along with why.
Other Classes: How your class relates to other classes, positively or negatively, and why.
Role: Medics are primarily healers, with some ability to enhance their allies' abilities or debilitate their foes.
Adaptation: How a DM might change your class to fit into their campaign or unique world setting.
GAME RULE INFORMATION
Medics have the following game statistics.
Abilities: A high Wisdom is vital to Medics. It controls their spellcasting and enhances many of their other abilities. A good Constitution score is also important as a dead Medic cannot heal anybody.
Alignment: Medics can be of any alignment.
Starting Age: As Cleric.
Starting Gold: As Cleric.
Table: The Medic Hit Die: d8
Attack Fort Ref Will
Level Bonus Save Save Save Special
1 +0 +0 +2 +2 Armored Mage, Battlefield Treatment (anesthetize, first aid 1, inoculate), Healing Hands
2 +1 +0 +3 +3 Remote Healer
3 +2 +1 +3 +3 Battlefield Treatment (stimulant)
4 +3 +1 +4 +4 Advanced Learning
5 +3 +1 +4 +4 Battlefield Treatment (first aid 2)
6 +4 +2 +5 +5 Battlefield Treatment (psychiatry)
7 +5 +2 +5 +5 Universal Healer
8 +6/+1 +2 +6 +6 Advanced Learning, Battlefield Treatment (first aid 3)
9 +6/+1 +3 +6 +6 Battlefield Treatment (metabolic boost)
10 +7/+2 +3 +7 +7 Rapid Healer (+2 levels)
11 +8/+3 +3 +7 +7 Battlefield Treatment (first aid 4)
12 +9/+4 +4 +8 +8 Advanced Learning, Battlefield Treatment (kinesiology)
13 +9/+4 +4 +8 +8 Armored Evasion
14 +10/+5 +4 +9 +9 Battlefield Treatment (first aid 5)
15 +11/+6/+1 +5 +9 +9 Battlefield Treatment (medical miracle)
16 +12/+7/+2 +5 +10 +10 Advanced Learning
17 +12/+7/+2 +5 +10 +10 Battlefield Treatment (first aid 6)
18 +13/+8/+3 +6 +11 +11 Battlefield Treatment (true healing)
19 +14/+9/+4 +6 +11 +11 Rapid Healer (+1 level)
20 +15/+10/+5 +6 +12 +12 Advanced Learning, Battlefield Treatment (first aid 7), Master Healer
Spells per Day Class skills
Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 5 3 - - - - - - - -
2 6 4 - - - - - - - -
3 6 5 - - - - - - - -
4 6 6 3 - - - - - - -
5 6 6 4 - - - - - - -
6 6 6 5 3 - - - - - -
7 6 6 6 4 - - - - - -
8 6 6 6 5 3 - - - - -
9 6 6 6 6 4 - - - - -
10 6 6 6 6 5 3 - - - -
11 6 6 6 6 6 4 - - - -
12 6 6 6 6 6 5 3 - - -
13 6 6 6 6 6 6 4 - - -
14 6 6 6 6 6 6 5 3 - -
15 6 6 6 6 6 6 6 4 - -
16 6 6 6 6 6 6 6 5 3 -
17 6 6 6 6 6 6 6 6 4 -
18 6 6 6 6 6 6 6 6 5 3
19 6 6 6 6 6 6 6 6 6 4
20 6 6 6 6 6 6 6 6 6 6
(4 + Int modifier per level, x4 at 1st level): Concentration, Craft, Decipher Script, Diplomacy, Heal, Listen, Knowledge (all skills, taken individually), Profession, Sense Motive, Spellcraft, SpotWeapon and Armor Proficiency
: Medics are proficient with all simple weapons. Medics are also proficient with light and medium armor and with shields (other than tower shields).Class Features
: A Medic spontaneously casts arcane spells like a Sorcerer, except that she uses Wisdom to determine the maximum spell level she can cast, the save DCs of her spells, her bonus spells per day, and other spellcasting characteristics that a Sorcerer normally uses Charisma for. The Medic's amount of spells per day are indicated on the table above. A Medic's spells are drawn from the Medic spell list, and she is considered to know all spells on her Medic spell list.Armored Mage (Ex)
: You can cast Medic spells while wearing medium or lighter armor and wearing a shield (other than a tower shield) without incurring the usual risk of spell failure. This benefit does not apply only while wearing heavier armor or wielding a tower shield.Battlefield Treatment
: Once per day per Medic level, you can use your medical talent to produce magical effects on those around you (usually including yourself, if desired). While these abilities fall under the category of battlefield treatment and the descriptions discuss tending to a patient, they can all be activated even if you are unable to directly act upon the subjects of your ability as long as you are capable of casting spells with somatic components. Each ability requires both a minimum Medic level and a minimum number of ranks in the Heal skill to qualify; if you do not have the required number of ranks in the Heal skill, you does not gain the battlefield treatment ability until you acquire the needed ranks.
Starting a battlefield treatment effect is a standard action. Unless otherwise stated, you need only spend a free action, maintain line of sight, line of effect, range (as indicated in the ability in question), and the ability to provide somatic components to maintain the ability and continue treating your patients. Some battlefield treatment abilities require concentration, which means you must take a standard action each round to maintain the ability. Even while using battlefield treatments that don't require concentration, you cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a somatic component, you cannot perform a battlefield treatment while paralyzed, grappled, or otherwise unable to move (although arcane spell failure does not apply). Unless otherwise stated, you can stop using a battlefield treatment at any time, even when it is not your turn (this does not take an action).
Battlefield treatments use a blend of both magic and medicine. As such, they do not function on nonliving creatures or on creatures with no discernible anatomy. However, despite providing healing and other effects normally associated with positive energy, battlefield treatments do not use either positive or negative energy; they affect all valid subjects equally.Anesthetize (Sp)
: If you have at least 3 ranks in Heal, you can attempt to disable one or more creatures with anesthetic magic. Each creature to be anesthetized must be within 90 feet, and must not be threatened or engaged in stressful or strenuous activity. The distraction of a nearby combat or other dangers prevents the ability from working, as the subject's increased adrenaline counteracts the anesthetic effect. You can target one creature with each use of this ability, plus one for every three Medic levels beyond 1st.
To use the ability, you make a Heal check. Your check result is the DC for each affected creature’s Fortitude save against the effect. If a creature’s saving throw succeeds, you cannot attempt to anesthetize that creature again for 24 hours. If its saving throw fails, the creature suffers nonlethal damage equal to its normal maximum hit points +1. This nonlethal damage remains until healed (naturally or magically), or for as long as you continue to tend to your subjects (up to a maximum of 1 round per Medic level), requiring concentration. Once you cease tending to the subjects of this ability, they immediately heal half of the nonlethal damage caused by this ability (rounded up), and continue to heal half of the nonlethal damage currently remaining (rounded up) each round until none remains. Any potential threat requires you to make another Heal check and allows the creature a new saving throw against a DC equal to the new Heal check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect (even if the subject would not recognize it due to unconsciousness), immediately allowing them to heal the nonlethal damage. Anesthetize is an enchantment (healing) ability equivalent to a 1st-level spell.First Aid (Su)
: If you have at least 3 ranks in Heal, you can use your talent to rapidly heal the wounds of others. You or a single ally within 30 feet gains fast healing 1 for as long as you continue to treat it. When you stop treating the subject, whether involuntarily or by choice (which may be declared with no action even if it is not your turn or you are unable to act), the it immediately heals an additional amount equal to your Medic level plus your Wisdom modifier. As long as you are not interrupted, you may maintain First Aid as long as you are willing and able. At 5th level and every three levels thereafter, the fast healing provided by this ability increases by 1, you add your Wisdom modifier an additional time to the final healing, and you can affect up to one additional ally with each use of this ability.Inoculate (Su)
: If you have at least 3 ranks in Heal, you can use your medical skill to counter the effects of diseases and poisons. Each round of the inoculation, you make a Heal check. Any ally within 30 feet of you (including yourself) that would be required to make a saving throw against a disease or a poison may use your Heal check result in place of its saving throw if, after the saving throw is rolled, the Heal check result proves to be higher. If an ally within range of the countersong is already under the effect of a disease or poison, it gains another saving throw against the effect when you begin the inoculation, but it must use your Heal check result for the save. Inoculate has no effect against effects that don’t allow saves. You may keep up the inoculation for up to 10 rounds.Stimulant (Su)
: Starting at 3rd level, if you have at least 6 ranks in Heal, you can use psychology and a small dose of stimulating magic to improve an ally's reactions and concentration for a short time. The subject gains a +2 competence bonus on all skill checks, a +1 competence bonus on all saving throws, and a +5 foot competence bonus to all of its movement speeds. The effect lasts as long as you tend to the subject, up to a maximum of 2 minutes. You cannot affect yourself with this ability. Stimulant is a mind-affecting ability.Psychiatry (Su)
: Starting at 6th level, if you have at least 9 ranks in Heal, you can use your knowledge of the mind's workings to counter the effects of charms and compulsions. This functions as Inoculate, except that it functions against charms and compulsions instead of diseases and poisons. Psychiatry is a mind-affecting ability.Metabolic Boost (Su)
: Starting at 9th level, if you have at least 12 ranks in Heal, you can provide a surge of life-giving energy to one or more allies, filling them with energy. You or and single ally within 30 feet gains immunity to fatigue and exhaustion (existing conditions are removed), a +2 competence bonus to all ability scores, a +1 competence bonus on all attack rolls and damage rolls, a +1 competence bonus to caster level, manifester level, initiator level, meldshaper level, and effective Binder level, and a +1 competence bonus to essentia capacity. When this ability ends, all subjects are fatigued. This lasts as long as you tend to the subjects and for 5 rounds thereafter. As long as you are not interrupted, you may maintain Metabolic Boost as long as you are willing and able. You can affect up to one additional ally per three Medic levels after 9th.Kinesiology (Su)
: Starting at 12th level, if you have at least 15 ranks in Heal, you can use your knowledge of the body's movements to counter the effects of movement-impairing effects. This functions as Inoculate, except that it functions against movement-impairing effects instead of diseases and poisons. Similarly, a subject can use the result of your Heal check in place of an Escape Artist or grapple check to resist or escape a grapple, and can attempt a new Escape Artist or grapple check (using the result of your Heal check) to escape a grapple when you activate this ability.Medical Miracle (Sp)
: Starting at 15th level, if you have at least 18 ranks in Heal, your mastery of health and healing allows you to fend off even death itself. You can return to life a single creature within 30 feet that died within the past 1 round. This functions as per the resurrection
spell, except that no material components are needed, no level loss (or Constitution loss) is incurred, the subject is revived even if its soul is trapped or destroyed, and the subject cannot refuse to return to life. If the subject died more than 1 round ago, you must expend additional Battlefield Treatment uses, as indicated below.
Table: Medical MiracleTrue Healing (Su)
Time Since Death Total Uses Expended
1 round 1
up to 1 minute 3
up to 10 minutes 6
up to 1 hour 10
up to 1 day 15
: Starting at 18th level, if you have at least 21 ranks in Heal, you can use your knowledge and magic to ablate even the most grievous wounds. A single ally within 30 feet other than yourself gains regeneration equal to your Wisdom modifier (not bypassed by any damage type) and cannot die. However, whenever the subject converts damage to nonlethal damage through the regeneration granted this way, you suffer one quarter that amount of nonlethal damage, even if you are immune. This effect lasts as long as you continue to tend the subject and for 5 rounds thereafter, or until your hit points are less than your nonlethal damage (even if you are still conscious and able to act), whichever comes first. As long as you are not interrupted, you may maintain True Healing as long as you are willing and able. You can affect up to one additional ally per three Medic levels after 18th.Healing Hands (Ex)
: Whenever you cast a Medic spell from the healing subschool that heals damage, you may choose to add your Wisdom modifier to the amount of healing provided.Remote Healer (Ex)
: Starting at 2nd level, you can cast Medic spells from the healing subschool with a range of Touch on willing targets as though their range was 30 feet instead of Touch.Advanced Learning
: At 4th and every 4 levels thereafter, you may choose a single spell of a level no greater than the highest level Medic spell you know. This can come from the Cleric or Sor/Wiz spell lists, but must be either a spell from the healing subschool, a spell that can provide healing or deal damage through positive or negative energy, or a non-damaging Necromancy spell. Add this spell to your Medic spell list and your Medic spells known. Once selected, this choice cannot be changed except through effects that allow you to change which spells you know. You do not gain additional spells known through Advanced Learning for classes and abilities that increase your effective Medic level for spells known unless they also improve your effective Medic level for this class feature. You may still be allowed to select higher level spells when you gain this ability due to your increased Medic spellcaster level.Universal Healer (Ex)
: Starting at 7th level, when you cast a Medic spell from the healing subschool on a willing subject, you may cause it to heal the subject for the full normal amount, even if the subject would normally be unaffected or damaged by it. This has no effect upon spells that do not normally provide healing, with the exception of effects that use positive or negative energy to deal damage.
In addition, you can use your battlefield treatments on nonliving creatures and those without discernible anatomies. You must still obey all other restrictions of the battlefield treatment you use.Rapid Healer (Ex)
: Starting at 10th level, you can expend a spell slot of two levels higher than normal when casting a Medic spell from the healing subschool, targeting only willing allies, to cast it as a swift action instead of a standard action or a full-round action. This has no effect (other than increasing the level of the spell slot used) on spells with other casting times, or if any of the creatures that you target are not willing. Beginning at 19th level, you need only expend a spell slot one level higher to cast a Medic spell faster this way.Armored Evasion (Ex)
: Starting at 13th level, you gain the ability to avoid the damage of explosive spells and other effects that require a Reflex save. This functions as the Monk's Evasion ability, except that it can be used regardless of your armor worn.Master Healer (Ex)
: Starting at 20th level, you can continue tending to creatures with Battlefield Treatment while casting spells and activating magic items. You can begin a battlefield treatment as a swift action instead of a standard action. Finally, you can expend 20 uses of your Battlefield Treatment ability to restore a creature to life with Medical Miracle as though with true resurrection
instead of resurrection
and regardless of how long ago it died. When you revive a creature in this way, you must still possess a part of its body (as normal for the resurrection
spell) or be near the location at which the creature died.
Medic Spell List
0th (15) - Create Water, Cure Minor Wounds, Daze, Deathwatch, Delay Disease (SpC), Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Touch of Fatigue, Virtue
1st (18) - Bless, Command, Cure Light Wounds, Daze Monster, Delay Poison, Endure Elements, Goodberry, Healthful Rest (SpC), Lesser Restoration, Lesser Vigor (CD), Obscuring Mist, Protection from Chaos/Evil/Good/Law, Remove Fear, Remove Paralysis, Sanctuary, Shield of Faith, Sleep, Stabilize (SpC)
2nd (27) - Aid, Barkskin, Bear's Endurance, Bull's Strength, Calm Emotions, Cat's Grace, Close Wounds (SpC), Consecrate, Cure Moderate Wounds, Death Knell, Deep Slumber, Eagle's Splendor, Fog Cloud, Fox's Cunning, Gentle Repose, Ghoul Touch, Heroism, Hold Person, Hydrate (Sa), Make Whole, Owl's Wisdom, Rage, Remove Blindness/Deafness, Remove Disease, Resist Energy, Shield Other, Status
3rd (21) - Blindness/Deafness, Cauterizing Flame*, Contagion, Create Food and Water, Cure Serious Wounds, Dispel Magic, Haste, Helping Hand, Insignia of Healing (RoD), Magic Circle Against Chaos/Evil/Good/Law, Magic Vestment, Mass Lesser Vigor (CD), Neutralize Poison, Prayer, Protection from Energy, Ray of Exhaustion, Remove Curse, Restoration, Slow, Vigor (CD), Water Breathing
4th (14) - Air Walk, Cancerous Regeneration*, Cure Critical Wounds, Death Ward, Delay Death (SpC), Enervation, Freedom of Movement, Mass Cure Light Wounds, Modify Memory, Panacea (SpC), Poison, Repel Vermin, Spell Immunity, Stoneskin
5th (17) - Atonement, Break Enchantment, Greater Command, Greater Dispel Magic, Greater Heroism, Greater Vigor (CD), Heal, Hold Monster, Mass Cure Moderate Wounds, Mind Fog, Overcure*, Raise Dead, Revivify (MH), Spell Resistance, Stone to Flesh, True Seeing, Waves of Fatigue
6th (14) - Eyebite, Greater Status, Greater Restoration, Heroes' Feast, Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Mass Cure Serious Wounds, Mass Eagle's Splendor, Mass Fox's Cunning, Mass Owl's Wisdom, Regenerate, Slay Living, Vigorous Circle (CD)
7th (8) - Fortunate Fate (SpC), Mass Cure Critical Wounds, Refuge, Repulsion, Resurrection, Sequester, Spirit Nova*, Waves of Exhaustion
8th (7) - Clone, Destruction, Discern Location, Greater Spell Immunity, Mass Heal, Protection from Spells, Temporal Stasis
9th (6) - Energy Drain, Foresight, Freedom, Soul Bind, Soul Nova*, True Resurrection
*New spell, detailed below.
Expanded Healing Subschool Cancerous Regeneration Cauterizing Flame
Level: Cleric 4, Healer 4, Medic 4
Components: V, S
Casting Time: 1 standard action
Target: Touched creature
Duration: Instantaneous; See text
Saving Throw: Will partial
Spell Resistance: Yes
When laying your hand upon a living creature, you channel an overdose of positive energy into it, healing its wounds but causing some of its cells to rapidly multiply. This cures 3d8 points of damage, but also causes a short-lived cancer in the subject. For one round per two caster levels (maximum 5 rounds) the subject suffers 2 points of Constitution damage each round (treat this ability damage as resulting from a disease). A dispel magic or similar effect has no effect upon this cancer as the positive energy that created it has already exerted its effects, but immunity to disease, a remove disease spell, or other methods of ending disease will immediately destroy the cancer, preventing any subsequent Constitution damage from that casting. A successful Will save halves the healing provided but prevents the Constitution damage.
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. Undead and other creatures that are damaged instead of healed by this spell do not grow a cancer, and are therefore not at risk of its Constitution damage.
Evocation (healing) [Fire]
Level: Cleric 3, Healer 3, Medic 3, Wu Jen (Fire) 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Saving Throw: Reflex half (harmless); See text
Spell Resistance: Yes (harmless); See text
You hurl a bolt of flame at a creature. Rather than harming it, the flame seals the subject's wounds.
The subject of this spell is immediately healed for 1d6 points of damage per caster level (maximum 10d6), dealing nonlethal fire damage to it equal to half the amount of damage actually cured. In addition, any bleeding wounds that the subject may be suffering from are healed, preventing any further damage (although it does not prevent subsequent wounds). Unlike other healing spells, cauterizing flame does not restore nonlethal damage. Since this spell does not use positive or negative energy, undead are healed as much as any living creatures.
Cauterizing flame only heals creatures with flesh or muscle tissue, instead dealing 1d6 points of fire damage per two levels (maximum 5d6) to other subjects instead of its normal effects. Thus, gaseous, incorporeal, and skeletal creatures are damaged by it, as are many constructs, oozes, and undead. Creatures with exoskeletons are treated according to the flesh and muscle they may have beneath (if any).
Conjuration (healing, teleportation)
Level: Medic 5
Components: V, S
Casting Time: 1 standard action
Target: Touched creature
Duration: 1 round/level or until discharged; See text
Saving Throw: Will negates (harmless); See text
Spell Resistance: Yes (harmless); See text
This spell rips a small hole into the positive energy plane within the subject's body. While the dimensional tear lasts, the subject is bombarded with positive energy. When the subject is healed to its full strength, its own body closes the tear on its own and purges the excess positive energy. This can be an extreme exertion if the tear does not close itself naturally.
Each round, starting immediately after you cast this spell, the subject gains 1d6 temporary hit points, plus 1d6 for each previous round of this spell's effects. These temporary hit points stack with any remaining temporary hit points from the same casting of this spell. However, when the subject's total hit points (the sum of its regular hit points and its temporary hit points) equal or exceed its normal maximum hit points, the spell is discharged, removing any remaining temporary hit points it has granted to the subject and dealing that many points of nonlethal damage to it, to a maximum of 5 points of nonlethal damage per caster level. If the spell ends otherwise (at the end of its normal duration or if dispelled), the temporary hit points are still removed, but the subject is healed for that amount of damage.
Creatures that are unaffected by positive energy or are immune to the effects of the major positive-dominant planar trait are unaffected by this spell. Creatures that are damaged by cure spells or the effects of the major positive-dominant planar trait take 1d6 points of damage per round for the duration of this spell instead of overcure's normal effects, although the spell does not discharge if such creatures' hit points equal or exceed their normal maximum.
Conjuration (healing) [Death]
Level: Cleric 7, Healer 7, Medic 7, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Target: Touched creature
Duration: Instantaneous; See text
Saving Throw: Fortitude partial; Will negates; See text
Spell Resistance: Yes
Spirit nova attempts to return a soul to a body that already has one. The process is deadly to both soul-possessing creatures and soulless ones, as the grafted soul leaves the body almost immediately, taking its life force or animating energies with it.
The subject of this effect must make a Fortitude save or instantly die as its soul is displaced from its body. If the creature succeeds, it must still make a Will save as its own soul attempts to fight off the invading one. If it fails the Will save, it is dazed for 1 round and has its current and maximum hit points (other than temporary hit points) reduced by 3d6, +1 per caster level, for 1 hour, after which it regains any hit points lost this way (to a maximum of its restored maximum hit points). This is not damage, so effects that prevent, reduce, or absorb damage (such as temporary hit points and regeneration) do not affect this effect.
Soulless creatures must make Will saves in place of the initial Fortitude save, but are not at risk of the secondary Will save's effects. Spirit nova has no effect upon creatures whose bodies are their souls, such as most outsiders.
Material Component: A pinch of diamond dust.
Conjuration (healing) [Death]Level
: Healer 9, Medic 9Range
: Close (25 ft. + 5 ft./2 levels)Target
: Up to one creature/levelSoul nova
functions as spirit nova
, except as noted above. In addition, any creature killed or destroyed by this effect must be returned to life twice to restore its soul to its body. The first such attempt only returns the false soul to the subject's body. This soul can act in any number of ways, as indicated by the table below. Roll a d% to determine the soul's actions when it is revived in the subject's body, with a bonus on the roll equal to the difference between the caster's caster level and the subject's HD (if the caster level is higher) or as a penalty of the same magnitude (if the caster level is lower). The subject must be slain once more to remove the false soul before the subject can be properly revived. This effect is tied to the subject's body, so effects that can revive a creature into a new body (such as true resurrection
, or the use of a miracle
to recreate a dead creature's body to later be resurrected in) still function correctly.
Table: False Soul Personality
d% result Personality
0 or less Powerful Outsider
1 to 15 Manic
16 to 30 Suicidal
31 to 50 Omnicidal
51 to 70 Depressive
71 to 95 Deceiver
96 to 105 Ancient Entity
106 or more Dead God
: The soul is that of a powerful outsider, now trapped within the subject's body. The outsider can be a Balor, Pit Fiend, Solar, or other similarly powerful entity. It uses all of its original mental ability scores, skill ranks, and alignment and it has access to its original class features and non-extraordinary racial abilities (including spellcasting or similar abilities), but is otherwise exactly like the subject. Outsider souls entrapped this way are loath to be killed, as doing so would destroy their soul forever.Manic
: The soul is just happy to be alive once more. It tries its hardest to stay that way. Most manic souls attempt to run off and experience life once more. Some attempt to regain their old lives, some attempt to live the subject's life, while others attempt to make a new life for themselves.Suicidal
: The soul immediately attempts to return to the afterlife it was pulled from through the quickest means possible.Omnicidal
: The soul is crazed and seeks the destruction of everything around it. It immediately attacks anything it can perceive to the best of its abilities. Omnicidal souls have a 50% chance of being Evil (and thus only a 25% chance each of being Neutral or Good), but they can otherwise be of any alignment, even Lawful Good. Death and rebirth in this manner can be a traumatizing experience for any entity to experience.Depressive
: The soul is heavily depressed, whether because of its original death, being ripped away from its afterlife, or for some other reason. It suffers a -4 penalty on all rolls, checks, and saves, and cannot gain morale bonuses. Depressive souls are less likely to resist being killed, but might still fiercely defend their newfound lives.Deceiver
: The soul possesses its original personality and memories, but also has perfect recollection and understanding of the subject's personality and memories. It attempts to convince all others that it is the subject, returned to life once more. A Sense Motive check, opposed by the soul's Bluff check, reveals the ruse, but the soul is considered to have a number of ranks in Bluff equal to the subject's hit dice plus 3 for the purpose of this check (or the subject's ranks in Bluff, whichever is greater), and it further receives a +10 bonus due to its familiarity with the subject.Ancient Entity
: The soul is that of an ancient entity that died a long time ago. The specific details are up to the DM. When this result is rolled, roll again on the table, with no bonus or penalty for a high or low caster level. The ancient entity takes on that personality. A second result of ancient entity means that the soul's personality is according to the DM's choice.Dead God
: The soul is an avatar of a dead or forgotten deity. It has a Divine Rank of 0. The DM should decide the specific details of the dead deity. One percent of these souls are actually the true soul of the deity. These souls instead have a Divine Rank of 1.
All false souls animating the subject's body are exactly as the subject would be, except for their memories, personalities, and alignments (and as noted above). Thus, it uses all of the subject's ability scores, skill ranks, class features (that it still qualifies for), feats, and so forth. A false soul has its own alignment (determined randomly, with equal chances of any given alignment), its own personality, and its own memories, although its memories of life are usually heavily fragmented and incomplete. Similarly, it has a vague understanding of the subject's personality and memories, although it does not know most of the details.Material Component
: A sprinkle of holy water and diamond dust worth at least 500 gp.
Note: The spell list is probably missing a few things. I started with the Healer spell list, added everything I could think of that it was missing from the Cleric and Bard lists and a few BFC and buff spells from the Bard, Cleric, and Sor/Wiz spell lists. Most of the spells are from the PHB, since that's just about all I have, but I also included the Vigor line from CD and a couple of interesting spells from SpC (only what I saw on a quick look through IMarvinTPA's spell database). If you have any other suggestions, please say so.
To do: I'd like to shrink the spell list a bit.
Greater Dispel Magic should be at 6th, not 5th. Deep Slumber should be 3rd, not 2nd.
Some of the more overtly offensive options can go (Rage, Slay Living, Destruction, Haste, Slow, Ghoul Touch, Mind Fog). Some less lethal, debilitating options need to stay, though. I'd like to keep at least one good offensive choice available at each spell level, just so the character is not stuck without options when there's nobody to heal/buff.
Armored Mage (Ex): You can cast Medic spells while wearing medium or lighter armor and wearing a shield (other than a tower shield) without incurring the usual risk of spell failure. This benefit does not apply while wearing heavier armor or wielding a tower shield. (The "only" was erroneous.)
« Last Edit: September 15, 2011, 12:56:03 AM by Garryl »