Healer
Healer is a D&D 3.5 character class from WoW. Hit die d8; 4 + Int skill points per level.
- Type
- Base
- Hit Die
- d8
- Skill Points
- 4 + Int
Class Skills
Advancement
| Level | BAB | Fort | Ref | Will | Special |
|---|---|---|---|---|---|
| 1 | +0 | +2 | +0 | +2 | Brew Potion, inspiration, |
| 2 | +1 | +3 | +0 | +3 | - |
| 3 | +2 | +3 | +1 | +3 | - |
| 4 | +3 | +4 | +1 | +4 | Inspiration |
| 5 | +3 | +4 | +1 | +4 | Bonus feat |
| 6 | +4 | +5 | +2 | +5 | - |
| 7 | +5 | +5 | +2 | +5 | - |
| 8 | +6/+1 | +6 | +2 | +6 | Inspiration |
| 9 | +6/+1 | +6 | +3 | +6 | - |
| 10 | +7/+2 | +7 | +3 | +7 | Bonus feat, first domain (greater), |
| 11 | +8/+3 | +7 | +3 | +7 | - |
| 12 | +9/+4 | +8 | +4 | +8 | Inspiration |
| 13 | +9/+4 | +8 | +4 | +8 | - |
| 14 | +10/+5 | +9 | +4 | +9 | - |
| 15 | +11/+6/+1 | +9 | +5 | +9 | Bonus feat |
| 16 | +12/+7/+2 | +10 | +5 | +10 | Inspiration |
| 17 | +12/+7/+2 | +10 | +5 | +10 | - |
| 18 | +13/+8/+3 | +11 | +6 | +11 | - |
| 19 | +14/+9/+4 | +11 | +6 | +11 | - |
| 20 | +15/+10/+5 | +12 | +6 | +12 | Bonus feat, second domain (greater) |
Healers are gifted and powerful spellcasters who draw power from nature, faith and the spirits. Regardless of the source of their magic, they do not deal with the tainted energies of the arcane. Instead, healers find their power in the world around them or in the spirits or Eternals they venerate. Races: Druids are present in the Alliance and the Horde, as it is a prevalent path among both night elves and and tauren. Humans, dwarves and high elves become priests of the Holy Light, while night elf priests honor Elune, the Moon Goddess. Rumors also tell of priests among jungle trolls and the Forsaken, but what powers they venerate is unknown. Shamans are common among orcs and tauren, and
Weapon and Armor Proficiency: Healers are proficient with all simple weapons. They are proficient with light armor only.
Spells: A healer casts divine spells, which are drawn from the healer spell list and the individual spell lists for each path. However, her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see "Chaotic, Evil, Good and Lawful Spells," below. A healer must choose and prepare her spells in advance. To prepare or cast a spell, a healer must have a Spirit score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a healer's spell is 10 + the spell level + the healer's Spirit modifier. Like other spellcasters, a healer can cast only a certain number of spells of each spell level per day. Her base daily spell slot allotment is given on Table 3-9: Healer Spell Slots per Day (her total healer level, regardless of path, is used to determine her spell slots per day). In addition, she receives bonus spells per day if she has a high Spirit score. Healers meditate or pray for their spells. Each healer must spend 1 minute in quiet contemplation or supplication per level of spell being prepared to regain her daily allotment of spells. A healer may prepare and cast any spell on the healer spell list as well as the spell list of her specific path, if she can cast spells of that level, but she must meditate while preparing them. Chaotic, Evil, Good and Lawful Spells: A healer can't cast spells of an alignment opposed to her own. Spells associated with particular alignments are indicated by the chaos, evil, good and law descriptors in their spell descriptions. Domain Spells: A healer gains a domain (or greater and lesser domains) belonging to her path and gains those domain abilities in addition to abilities normally available to the healer's path. In addition, she may prepare an additional spell of each level she can cast from her domain(s), and she receives an additional spell slot at each level that can only be used for a domain spell. Table 3-8: The Healer (Hlr) Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +0 +2 +0 +2 Brew Potion, inspiration, first domain (lesser), turn/rebuke 2nd +1 +3 +0 +3 - 3rd +2 +3 +1 +3 - 4th +3 +4 +1 +4 Inspiration 5th +3 +4 +1 +4 Bonus feat 6th +4 +5 +2 +5 - 7th +5 +5 +2 +5 - 8th +6/+1 +6 +2 +6 Inspiration 9th +6/+1 +6 +3 +6 - 10th +7/+2 +7 +3 +7 Bonus feat, first domain (greater), second domain (lesser) 11th +8/+3 +7 +3 +7 - 12th +9/+4 +8 +4 +8 Inspiration 13th +9/+4 +8 +4 +8 - 14th +10/+5 +9 +4 +9 - 15th +11/+6/+1 +9 +5 +9 Bonus feat 16th +12/+7/+2 +10 +5 +10 Inspiration 17th +12/+7/+2 +10 +5 +10 - 18th +13/+8/+3 +11 +6 +11 - 19th +14/+9/+4 +11 +6 +11 - 20th +15/+10/+5 +12 +6 +12 Bonus feat, second domain (greater) Healer's Path: Healers take levels in one of three "paths" (druid, priest or shaman), with each path honoring a specific philosophy and form of worship. The spells that healers cast and the special abilities they gain reinforce and distinguish the aims and beliefs of each path. All healers have these class features based on their chosen path: • Chaotic, Evil, Good and Lawful Spells: Healers can't cast spells of an alignment opposed to their own. Spells associated with particular alignments will have the chaos, evil, good or law descriptor. • Spontaneous Casting: Healers can channel stored spell energy into casting spells that are not prepared. The healer can "lose" any prepared spell slot that is not a domain spell in order to cast certain spells of the same spell level or lower (see the description of each path below for specific details). • T urn or Rebuke: A healer has the power to affect certain creatures depending on her path and her alignment by focusing the power of her faith through a holy symbol or some other sacred item. Each path can turn or rebuke specific types of creatures. See the description of each path, below, for details. A healer can make a number of turn or rebuke attempts per day equal to 3 + her Charisma modifier. Healers with 5 or more ranks in Knowledge (religion) receive a +2 bonus on their turn or rebuke checks. See "T urning and Rebuking Undead" in Chapter 12: Combat. • Domains: Healers gain access to domains related either to the path or faith they follow. Domains grant healers special powers depending on their level of access. As well, healers can prepare an additional domain spell of each spell level they can cast, and they receive an additional spell slot at each level that can only be used for a domain spell. See Table 3-8: The Healer for when healers gain access to domains. Each domain grants special powers depending on whether a healer has lesser or greater access to it. Lesser access allows a healer to cast spells of up to 3rd level in a domain, while greater access allows a healer to cast any spell in a domain. Healers cast any spell on the healer spell list and on the spell list for their specific paths (see Chapter 16: Spell Lists), but they prepare an additional spell per spell level only from the domains to which they have access. When a healer has access to two domains (starting at 10th level), she must choose from which domain to prepare an additional spell for a particular spell level. See "Healer Domains," below, for descriptions of lesser and greater powers in each domain, as well as the lists of spells available to each domain. • Healers acquire special abilities, called "inspirations," at 1st, 4th, 8th, 12th and 16th level according to their paths, as noted in Table 3-8 and described below. Brew Potion: At 1st level, a healer gains Brew Potion as a bonus feat. Bonus Feat: At 5th, 10th, 15th and 20th level, a healer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat or Spell Focus. The healer must still meet all prerequisites for a bonus feat, including caster level minimums.
Druid: Druids walk the path of nature, following the wisdom of the Ancients and healing and nurturing the world. To a druid, nature is a delicate balance of actions, in which even the smallest imbalance can create storming turmoil from peaceful skies. Druids draw their power from this wild energy, using it to change their shapes and command the forces of nature. Additional Class Skills: Handle Animal (Spt), Knowledge (nature) (Int), Stealth (Agy) and Survival (Spt). Druids receive a +2 bonus on Knowledge (nature) and Survival checks. Spontaneous Casting: Druids can spontaneously cast summon nature's ally spells. T urn or Rebuke: Druids can turn or rebuke animals and plants. Good-aligned druids turn or destroy animals and plants, while evil-aligned druids rebuke, command or bolster animals and plants. T rue neutral druids must choose to turn or rebuke animals and plants, and the choice cannot be reversed later. Table 3-9: Healer Spell Slots per Day Level 0 1 2 3 4 5 6 7 8 9 1st 3 1 - - - - - - - - 2nd 4 2 - - - - - - - - 3rd 4 2 1 - - - - - - - 4th 5 3 2 - - - - - - - 5th 5 3 2 1 - - - - - - 6th 5 3 3 2 - - - - - - 7th 6 4 3 2 - - - - - - 8th 6 4 3 3 2 - - - - - 9th 6 4 4 3 2 1 - - - - 10th 6 4 4 3 3 2 - - - - 11th 6 5 4 4 3 2 1 - - - 12th 6 5 4 4 3 3 2 - - - 13th 6 5 5 4 4 3 2 1 - - 14th 6 5 5 4 4 3 3 2 - - 15th 6 5 5 5 4 4 3 2 1 - 16th 6 5 5 5 4 4 3 3 2 - 17th 6 5 5 5 5 4 4 3 2 1 18th 6 5 5 5 5 4 4 3 3 2 19th 6 5 5 5 5 5 4 4 3 3 20th 6 5 5 5 5 5 4 4 4 4 Domain: Druids have access to the Animal and Wild domains. Inspirations: Druids gain the following inspiration abilities: • 1st Level-Strider (Ex): The druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars and overgrown areas that have been magically manipulated to impede motion still affect him, however. The druid also leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
Animal Companion (Ex): A druid may begin play with an animal companion selected from the following list: badger, eagle, hawk, owl, pony, raven, snake (Small or Medium viper) or wolf. This animal is a loyal companion that accompanies the druid on his adventures as appropriate for its kind. A 1st-level druid's companion is completely typical for its kind except as noted in the "Druid's Animal Companion" sidebar. As a druid advances in level, the animal's power increases as shown on Table 3-10. If a druid releases his companion from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished. A druid of 4th level or higher may select from alternative lists of animals (see the " Alternative Animal Companions" sidebar). Should he select an animal companion from one of these alternative lists, the creature gains abilities as if the character's druid level were lower than it actually is. Subtract the value indicated for the appropriate list from the character's druid level and compare the result with the druid level entry on Table 3-10: Animal Companion Abilities by Master Level to determine the animal companion's powers. (If this adjustment would reduce the druid's effective level to 0 or lower, he can't have that animal as a companion.) • 4th Level-Wild Shape (Su): The druid gains the ability to turn himself into a large raven or bird of prey. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until he changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. A druid loses his ability to speak while in animal form (because he is limited to the sounds that a normal, untrained animal can make), but he can communicate normally with other animals of the same general grouping as his new form. A druid can use this ability an additional time per day at 6th, 7th, 10th, 14th and 18th level . In addition, he gains the ability to take the shape of a nightsaber cat at 8th level, a dire bear at 11th level, and an ancient at 15th level. (The nightsaber cat and the ancient are found in the Manual of Monsters.) • 8th Level-Dreamwalker (Su): The druid may enter the Emerald Dream once per day, provided he is in a The Druid's Animal Companion A druid's animal companion is superior to a normal animal of its kind and has special powers, as described below. Table 3-10: Animal Companion Abilities by Master Level Class Level Bonus Hit Dice Natural Armor Adj. Str/Agy Adj. Bonus Tricks Special 1st-2nd +0 +0 +0 1 Link, share spells 3rd-5th +2 +2 +1 2 Evasion 6th-8th +4 +4 +2 3 Devotion 9th-11th +6 +6 +3 4 Multiattack 12th-14th +8 +8 +4 5 15th-17th +10 +10 +5 6 Improved evasion 18th-20th +12 +12 +6 7 Animal Companion Basics: Use the base statistics for a creature of the companion's kind, but make the following changes. Class Level: The character's druid level. The druid's class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion's abilities and the alternative lists available to the character. Bonus HD: Extra d8 Hit Dice, each of which gains a Stamina modifier, as normal. Remember that extra Hit Dice improve the animal companion's base attack and base save bonuses. An animal companion's base attack bonus is the same as that of a druid of a level equal to the animal's HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal's HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster's Hit Dice. Natural Armor Adj.: The number noted here is an improvement to the animal companion's existing natural armor bonus. Str/Agy Adj.: Add this value to the animal companion's Strength and Agility scores. Bonus T ricks: The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tricks don't require any training time or Handle Animal checks, and they don't count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can't be changed.
Link (Ex): A druid can handle his animal companion as a free action or push it as a move action, even if he doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druid's option, he may have any spell (but not any spell-like ability) he casts upon herself also affect his animal companion. The animal companion must be within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of "You" on his animal companion (as a ranged touch spell) instead of on himself. A druid and his animal companion can share spells even if the spells normally do not affect creatures of the companion's type (animal).
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects. Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat (see Chapter 6: Feats). If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails. Alternative Animal Companions A druid of sufficiently high level can select his animal companion from one of the following lists, applying the indicated adjustment to his druid path level (in parentheses) for purposes of determining the companion's characteristics and special abilities (see Table 3-10). 4th Level or Higher (Level -3) Bear, black (animal) Bison (animal) Boar (animal) Cheetah (animal) Dire badger Dire bat Leopard (animal) Lizard, monitor (animal) Snake, constrictor (animal) Snake, Large viper (animal) Wolverine (animal) 7th Level or Higher (Level -6) Bear, brown (animal) Dire wolverine Dire ape Dire boar Dire wolf Lion (animal) Rhinoceros (animal) Snake, Huge viper (animal) Tiger (animal) 10th Level or Higher (Level -9) Bear, polar (animal) Dire lion forested or wild area. This ability does not work in cities or blighted lands. T ravel to and from the Emerald Dream functions like the spell plane shift. See "W orld of Warcraft" in the Introduction for a description of the Emerald Dream. • 12th Level-Group Stride (Ex):The druid can bestow the effects of the strider ability upon a number of beings of Small to Large size traveling with him. As long as the companions travel with the druid, they leave no tracks or trail, unless the druid chooses. The druid may exclude specific individuals from the effects of this special ability. This ability can affect a number of individuals equal to 6 + the druid's Spirit modifier. • 16th Level-Greater Dreamwalk (Su): The druid may choose to bring a number of companions equal to his Spirit modifier with him into the Emerald Dream when using his dreamwalker ability.
Timeless Body (Ex): After attaining 16th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place. Bonuses for aging still accrue (see Table 7-3: Aging Effects), and the druid is considered effectively immortal. The druid cannot die of old age.
Priest: Devotion to the faiths of Azeroth leads many priests to the paths of courage and heroism. In dark times, priests carry the light of faith with them as a reminder of the powerful forces at work beyond the comprehension of the peoples who walk the land. Powerful healers with an intimate connection to the divine, priests are empowered with abilities that aid them in times of dire need. Additional Class Skills: Gather Information and Sense Motive. Priests receive a +2 bonus on Diplomacy and Knowledge (religion) checks. Spontaneous Casting: Good-aligned priests can spontaneously cast cure spells, while evil-aligned priests can spontaneously cast inflict spells. Neutral priests must choose either cure or inflict spells at 1st level (those who turn undead cast cure spells, those who rebuke undead cast inflict spells), and the choice cannot be reversed later. T urn or Rebuke: Good-aligned priests turn or destroy undead, while evil-aligned priests rebuke, command or bolster undead. Neutral priests must choose to turn or rebuke undead, and the choice cannot be reversed later; this choice affects whether they spontaneously cast cure or inflict spells. Domains: A priest has access to domains depending on the faith she follows. See the "Faiths of Azeroth" sidebar for details. Inspirations: Priests gain the following inspiration abilities: • 1st Level-Aegis (Su): A priest's faith can grant her a +2 divine bonus on saving throws against any spell or special effect that targets her. The priest may use this bonus a number of times per day equal to 1 + her Spirit modifier (minimum 1/day). The use of this ability must be declared before the saving throw is made. This bonus increases by +1 every 2 levels, to a maximum of +11. • 4th Level-Smite (Su): By sacrificing her highest- level remaining spell slot, a priest can gain a +1 divine bonus on damage when attacking any evil outsider (or good outsider, if the priest is evil-aligned) or undead. The priest may use this ability a number of times per day equal to her Spirit bonus (minimum 1/day). The attack is considered magical in nature, and the use of this ability must be declared before the attack roll is made. This bonus increases by +1 every level, to a maximum of +16. • 8th Level-Compel (Sp): At 8th level, a priest can impose her divine will upon another living being once per day. This ability functions as if the priest cast suggestion at her full divine spellcaster level. The priest gains an additional use of this ability per day at 14th and 20th level. • 12th Level-Greater Aegis (Su): Once per day, the priest may protect those around her with the shield of There are several sources of faith from which to draw power in the world of Warcraft. Below are some of the more prevalent faiths, and the domains to which their priests have access. The Ancients of the Night Elves Elune the Moon Goddess is considered Azeroth's only true deity, but the night elves tend to treat the other Ancients much like deities as well, particularly Malorne the Waywatcher and Cenarius (apparently killed by demon-inspired orcs in the Third War, though some druids and priests claim that his spirit yet lingers, waiting to take form again). See Shadows & Light for descriptions of many of the Ancients. Domains: Animal, Healing, War. The Faith of the Holy Light Most humans, dwarves and some high elves follow the path of the Holy Light. It is a faith that advocates purity, goodness, kindness and compassion in the face of adversity. Those who belong to this faith are among the Burning Legion's greatest foes. See Chapter 7: Description for more information about the Holy Light. Domains: Healing, Protection, War. The Cult of the Burning Legion The Burning Legion is a potent and unending source of dark, destructive power. While many who deal with the Legion are warlocks (see the arcanist, above), some draw fel divine power from it as well and can be found in prominent positions in the Cult of the Damned (see Chapter 19: Choosing Sides, as well as Lands of Conflict). For general information on the Burning Legion and demon cults, see Chapter 7: Description. Domains: Death, Destruction, War. The Sect of the Dragons Before the Titans left Azeroth, they invested the five dragon Aspects with tremendous power. The Aspects are Alexstrasza the Life-Binder, Malygos the Spell-W eaver, Neltharion the Earth-Warder (now known as Deathwing), Nozdormu the Timeless and Ysera the Dreamer. The Aspects have many worshippers among the night elves and other isolated groups such as dragonspawn (see Manual of Monsters). You can find more specific information on the dragon Aspects in Shadows & Light. Domains: Elements, Healing, War. (Priests of Deathwing can substitute the Destruction domain for Healing.) faith. The greater aegis lasts for a number of rounds equal to 1 + the priest's Spirit modifier (minimum 1 round). During that time, anyone of the priest's base alignment (good or evil) or faith within 30 feet gains a bonus on saving throws equal to half the priest's path level. • 16th Level-Greater Compulsion (Su): Once per day, the priest may use the compel ability on groups, and it functions as if the priest cast mass suggestion at her full divine spellcaster level. The Shaman (Sha) Shamans are the spiritual visionaries of tribes and clans. These gifted healers can see into the world of spirits and communicate with creatures invisible to the eyes of normal beings. They are beset by visions of the future and use their sight to guide their people through troubled times. Although the shaman may seem wise and serene at first glance, he is a formidable foe; and when angered, his wrath is as fierce as those who have a connection to the Eternals or nature. Additional Class Skills: Intimidate (Cha), Knowledge (nature) (Int) and Survival (Spt). Shamans receive a +2 bonus on Craft (alchemy) and Spellcraft checks. Spontaneous Casting: Good-aligned shamans can spontaneously cast cure spells, while evil-aligned shamans can spontaneously cast inflict spells. Neutral shamans must choose either cure or inflict spells at 1st level, and the choice cannot be reversed later. T urn or Rebuke: Shamans can turn or rebuke elementals. At 1st level, the shaman chooses a favored element (air, earth, fire or water): He can rebuke, command or bolster elementals of that element; and he can turn or destroy elementals of the opposed element. The opposed elements are air/earth and fire/water. For instance, if a shaman chooses water as his favored element, he can rebuke water elementals and turn fire elementals. The choice of a favored element cannot be changed later. Domains: Shamans have access to the Elements and Spirits domains. Inspirations: Shamans gain the following inspiration abilities: • 1st Level-Augur (Sp): The gift of the sight is a curse for many, but the shaman has long since mastered the ways of readings omens, signs and portents. Using the skill bestowed upon him by the spirits, the shaman can see into the spirit world and prophesy. He has the ability to cast the spell augury once per day as a spell-like ability; his caster level equals his shaman path level. • 4th Level-Flametongue/Frostbrand (Su): A shaman learns to capture an elemental spirit within a weapon he wields. By sacrificing any prepared spell slot of 1st level or higher, a shaman can imbue a weapon with either the flaming or frost special weapon properties. A weapon cannot bear both elemental weapon properties at once, and it loses its special property if it leaves the shaman's hands. A shaman can imbue a weapon this way once per day. Doing so is a standard action that provokes attacks of opportunity. The property lasts for a number of rounds equal to 1 + his Spirit modifier (minimum 1 round). This property can be suppressed for 1d4 rounds by a dispel magic targeted on the weapon. The shaman gains an additional use of this ability per day at 8th and 12th level. A flaming weapon deals an extra 1d6 points of fire damage on a successful hit. A frost weapon deals an extra 1d6 points of cold damage on a successful hit. • 8th Level-Ghostwolf (Su): The shaman gains the ability to turn himself into a large wolf with a ghostly white pelt. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per shaman level, or until the shaman changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. • 12th Level-Purge (Su): The shaman has learned how to snuff out the threads of magic that fuel spells empowering other creatures. The shaman can make a dispel check (1d20 + shaman's caster level, maximum +10) against any beneficial transmutation spell currently in effect on a target (e.g., bull's strength ). The DC for this dispel check is 11 + the spell's caster level. If the shaman succeeds, the spell is dispelled; if he fails, the spell remains in effect, and the shaman cannot make another purge attempt against that specific spell (though he can attempt to dispel other transmutation spells in effect on a target, if any). • 16th Level-Rebirth (Su): By sacrificing a prepared spell slot of 5th level or higher, the shaman can bring a dead comrade back to life. This ability functions exactly like the spell resurrection, with the following exceptions. The slain comrade cannot have been dead for more than 8 hours and must have the same affiliation or alignment as the shaman. A shaman may do this once per day at 16th level and twice per day at 20th level. Healer Domains Below are the domains accessible to healers depending on their paths, with descriptions of the lesser and greater domain powers. Domain spell lists are found in Chapter 16: Spell Lists. Animal
Lesser Power - Speak with Animals (Sp): You can use speak with animals once per day as a spell-like ability.
Greater Power - Wild Empathy (Su): This greater power can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The healer rolls 1d20 + her path level + her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly (see Table 1-5: Influencing Attitude). To use wild empathy, the healer and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. A healer can also use this ability to influence a magical beast with an Intellect score of 1 or 2, but she takes a -4 penalty on the check. Death
Lesser Power - Death T ouch (Su): You may use a death touch once per day. Y our death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per priest level you possess. If the total at least equals the creature's current hit points, it dies (no save).
Greater Power - Unhallowed Aura (Ex): You exude an aura of corruption and death so powerful that your alignment registers as overwhelmingly evil. In addition, undead in your service within a 60-foot radius gain a +4 bonus to resist turning (the undead are considered to have an additional 4 HD for the purpose of turning only); this bonus stacks with turn resistance and bolstering. Destruction
Lesser Power - Hand of Doom (Ex): You cast Destruction spells at +1 caster level.
Greater Power - Nuke (Su): Once per day, you may imbue a weapon with devastating energy. Once the weapon is imbued, the first strike with it that successfully hits deals +1d6 points of damage per path level to everything (including you) within a 20-foot radius, ignoring hardness. Everyone caught within the blast must make a DC 20 Reflex saving throw (for half damage) or suffer full damage. The imbued weapon retains this property for a number of rounds equal to the healer's Spirit modifier, or until a successful hit, whichever comes first. The weapon itself is destroyed when it deals damage with this ability. Imbuing the weapon is a standard action that provokes attacks of opportunity. Elements
Lesser Power - Master of Elements (Su): You cast Elements spells at +1 caster level.
Greater Power - Elemental Resistance Aura (Su): Once per day, you can generate an elemental resistance aura as a supernatural ability. The aura extends from you in a radius equal to 5 feet per point of Charisma modifier (minimum 5 feet) and affects you and all allies within this area. All those affected receive resistance to an energy type that you name (acid, cold, electricity, fire or sonic) when activating the aura equal to your Spirit modifier + half your path path level. (For example, the elemental resistance aura of a 12th-level shaman with an 18 Spirit would provide resistance 10 against the chosen energy type.) Damage is absorbed and reduced by this number before being applied to hit points. The elemental resistance aura is an abjuration effect that lasts a number of rounds equal to half your path level. Invoking the aura is a standard action that does not provoke attacks of opportunity. Healing
Lesser Power - Greater Healing (Ex): You cast Healing spells at +1 caster level.
Greater Power - Flash Heal (Su): When you flash heal, you cast a cure or healing spell that you have prepared. You cast this spell with an instant utterance. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may even cast this spell when it isn't your turn. The spell takes up a spell slot one level higher than normal. You may use flash heal a number of times per day equal to 1 + your Spirit modifier. Protection
Lesser Power - Divine Protector (Ex): You cast Protection spells at +1 caster level.
Greater Power - Protection Aura (Su): Once per day, you can generate a protection aura as a supernatural ability. The aura extends from you in a radius equal to 5 feet per point of Charisma modifier (minimum 5 feet) and affects you and all allies within this area. All those affected receive a bonus on their saving throws and damage reduction against physical attacks equal to your Spirit modifier (i.e., if you have a 16 Spirit, your allies gain a +3 bonus on saves and damage reduction 3/-). The protection aura is an abjuration effect that lasts a number of rounds equal to half your path level. Spirits
Lesser Power - Favored of the Spirits (Ex): You cast Spirits spells at +1 caster level.
Greater Power - Far Sight (Su): Once per day, by calling on the aid of the spirits of your tribe or clan, you gain the supernatural ability to see farther and more accurately than normal. You receive a divine bonus on Spot checks equal to your path level (maximum +20), and the range of your normal mode(s) of vision is increased x 10. Far sight is a transmutation effect that lasts a number of rounds equal to 3 + your Spirit modifier. War
Lesser Power - Martial Weapon Proficiency (Ex): Free Martial Weapon Proficiency with the faith's or Eternal's favored weapon (if necessary) and Weapon Focus with the favored weapon. • Elune: bow or moonglaive. • Cenarius: longspear. • The Holy Light: longsword or warhammer. • The Burning Legion: greatsword or morningstar. • The Sect of the Dragons: halberd.
Greater Power - Holy Strike (Su): Once per day, you may imbue your faith's favored weapon with the power of your convictions and belief. You gain a bonus on attack and damage rolls equal to your Spirit modifier, which lasts for a number of rounds equal to your path level, as long as you wield your faith's favored weapon. You may use this ability an additional time per day for every 5 path levels from the level at which you gained greater access to the War domain (i.e., either at 10th or 20th level; see Table 3-8). Imbuing your weapon is a standard action that provokes attacks of opportunity. Wild
Lesser Power - Swiftpaws (Ex): While in animal form, you may increase your base movement by +10 feet (2 squares).
Greater Power - Adamantine Fang (Su): Once per day, while assuming the form of an animal, your claws, fangs or other natural weapons can gain a divine bonus on attack and damage rolls equal to your Spirit modifier. Y our natural weapons effectively become magical for purposes of bypassing damage reduction. This ability lasts for a number of rounds equal to half your druid level.