Post by Orbak the Monster on May 23, 2013 19:03:19 GMT -5
The White Mage
The hurts of the world are manifold. Minor accidents are common, and usually easily dealt with. However, when conflict and all out warfare occur, they leave misery and hurt in their wake that can stagger the imagination. While good-aligned clerics are called upon to heal, their complex obligations and abilities often get in the way of pure solace and remediation. Not so the white mage. One of the white mage’s great purposes in life is to provide protection, and failing that, healing, to all good people who require her aid.
Weapon and Armor Proficiency:
The white mage is only proficient with simple weapons that do bludgeoning damage. Any attempt to deal slashing or piercing damage is treated as if they are nonproficient, even if they attempt to gain the proficiency. They are not proficient with armor, and armor incurs a spell failure chance as if they were an arcane caster.
Spellcasting:
A white mage uses Charisma instead of Wisdom as their casting ability. They must prepare spells from the white mage spell list:
1st Level: bless water, cure light wounds, goodberry, protection from evil, remove fear, remove paralysis, sanctuary, speak with animals.
2nd Level: calm emotions, cure moderate wounds, delay poison, gentle repose, remove blindness/deafness, remove disease, lesser restoration.
3rd Level: close wounds*, create food and water, cure serious wounds, neutralize poison, remove curse, restoration, status.
4th Level: cure critical wounds, death ward, freedom of movement, mass cure light wounds, panacea*.
5th Level: atonement, break enchantment, mass cure moderate wounds, raise dead, revivify*, stone to flesh, true seeing.
6th Level: greater restoration, heal, heroes’ feast, mass cure serious wounds, regenerate.
7th Level: mass cure critical wounds, repulsion, resurrection.
8th Level: discern location, holy aura, mass heal.
9th Level: foresight, gate, true resurrection.
Note: The white mage may add spells to this list, but they must be spells that restore Hit Point damage or remove status ailments.
White Magic:
A white mage can cast any spell on their spell listwith a range of 'touch' as if it were a 'close' spell (25ft +5ft per level). This allows them to heal at a safer distance, keeping them out of harm's way as they heal their stalwart allies. At 10th level, this range improves to medium (100ft+10ft/level).
This ability replaces their Mystery class feature.
Enhanced Cures:
Whenever you cast a cure spell, the maximum number of hit points healed is based on your white mage level, not the limit based on the spell (as the life oracle revelation).
This ability replaces the orisons class feature.
Superior Channeling:
The white mage may only choose to heal living creatures with their channel energy ability, regardless of their actual alignment. The white mage heals 1d10 instead of 1d6 with their Channel ability.
This ability modifies the Revelations class features.
Merciful Healing:
At 3rd level, a white mage can channel positive energy to relieve one or more harmful conditions.
The white mage chooses one of the following harmful conditions at 3rd level: fatigued, shaken, or sickened. When the white mage channels energy she can remove the chosen condition from one living creature that she heals within her channel energy burst.
At 6th level, she can choose another condition. It can be one of those she didn’t choose at 3rd level, or one of the following conditions: dazed, diseased, or staggered. She can remove the selected condition or the one she chose at 3rd level from up to two creatures within her channel energy burst.
She gains another condition at 9th level, and can choose an above condition or one of the following conditions: cursed, exhausted, frightened, nauseated, or poisoned. She can remove that condition, or a condition she previously chose, from one or two creatures within the burst.
Finally, at 12th level, she can choose a lower-level condition or one of the following conditions: blinded, deafened, paralyzed, or stunned. She can remove that condition or one she previously chose from one, two, or three creatures within her channel energy burst.
Feats and effects that affect a paladin’s mercy also affect this ability.
This ability replaces the Oracle's Curse class ability.
White Adherent:
At 8th level, when a white mage channels positive energy, she can choose to apply the benefits of merciful healing or to reroll any 1s and 2s when determining how much damage she heals with the positive energy. She must choose which benefit to take before she rolls to see how much damage she heals.
This ability replaces the bonus spells from their Mystery.
Improved White Magic (Class Feat)
You go above and beyond, discovering things about white magic that few others can fathom.
Prerequisite: White Magic class feature.
Benefit: You gain a revelation from the life mystery (oracle class abilities). Alternatively, you may select one of the following domains: Community, Liberation, Luck, Healing, or Protection.
Special: You may select this feat more than once, gaining another life revelation or domain from the list. This feat only applies to white magic abilities, and cannot be used to gain power in another class.
The hurts of the world are manifold. Minor accidents are common, and usually easily dealt with. However, when conflict and all out warfare occur, they leave misery and hurt in their wake that can stagger the imagination. While good-aligned clerics are called upon to heal, their complex obligations and abilities often get in the way of pure solace and remediation. Not so the white mage. One of the white mage’s great purposes in life is to provide protection, and failing that, healing, to all good people who require her aid.
Weapon and Armor Proficiency:
The white mage is only proficient with simple weapons that do bludgeoning damage. Any attempt to deal slashing or piercing damage is treated as if they are nonproficient, even if they attempt to gain the proficiency. They are not proficient with armor, and armor incurs a spell failure chance as if they were an arcane caster.
Spellcasting:
A white mage uses Charisma instead of Wisdom as their casting ability. They must prepare spells from the white mage spell list:
1st Level: bless water, cure light wounds, goodberry, protection from evil, remove fear, remove paralysis, sanctuary, speak with animals.
2nd Level: calm emotions, cure moderate wounds, delay poison, gentle repose, remove blindness/deafness, remove disease, lesser restoration.
3rd Level: close wounds*, create food and water, cure serious wounds, neutralize poison, remove curse, restoration, status.
4th Level: cure critical wounds, death ward, freedom of movement, mass cure light wounds, panacea*.
5th Level: atonement, break enchantment, mass cure moderate wounds, raise dead, revivify*, stone to flesh, true seeing.
6th Level: greater restoration, heal, heroes’ feast, mass cure serious wounds, regenerate.
7th Level: mass cure critical wounds, repulsion, resurrection.
8th Level: discern location, holy aura, mass heal.
9th Level: foresight, gate, true resurrection.
Note: The white mage may add spells to this list, but they must be spells that restore Hit Point damage or remove status ailments.
White Magic:
A white mage can cast any spell on their spell listwith a range of 'touch' as if it were a 'close' spell (25ft +5ft per level). This allows them to heal at a safer distance, keeping them out of harm's way as they heal their stalwart allies. At 10th level, this range improves to medium (100ft+10ft/level).
This ability replaces their Mystery class feature.
Enhanced Cures:
Whenever you cast a cure spell, the maximum number of hit points healed is based on your white mage level, not the limit based on the spell (as the life oracle revelation).
This ability replaces the orisons class feature.
Superior Channeling:
The white mage may only choose to heal living creatures with their channel energy ability, regardless of their actual alignment. The white mage heals 1d10 instead of 1d6 with their Channel ability.
This ability modifies the Revelations class features.
Merciful Healing:
At 3rd level, a white mage can channel positive energy to relieve one or more harmful conditions.
The white mage chooses one of the following harmful conditions at 3rd level: fatigued, shaken, or sickened. When the white mage channels energy she can remove the chosen condition from one living creature that she heals within her channel energy burst.
At 6th level, she can choose another condition. It can be one of those she didn’t choose at 3rd level, or one of the following conditions: dazed, diseased, or staggered. She can remove the selected condition or the one she chose at 3rd level from up to two creatures within her channel energy burst.
She gains another condition at 9th level, and can choose an above condition or one of the following conditions: cursed, exhausted, frightened, nauseated, or poisoned. She can remove that condition, or a condition she previously chose, from one or two creatures within the burst.
Finally, at 12th level, she can choose a lower-level condition or one of the following conditions: blinded, deafened, paralyzed, or stunned. She can remove that condition or one she previously chose from one, two, or three creatures within her channel energy burst.
Feats and effects that affect a paladin’s mercy also affect this ability.
This ability replaces the Oracle's Curse class ability.
White Adherent:
At 8th level, when a white mage channels positive energy, she can choose to apply the benefits of merciful healing or to reroll any 1s and 2s when determining how much damage she heals with the positive energy. She must choose which benefit to take before she rolls to see how much damage she heals.
This ability replaces the bonus spells from their Mystery.
Improved White Magic (Class Feat)
You go above and beyond, discovering things about white magic that few others can fathom.
Prerequisite: White Magic class feature.
Benefit: You gain a revelation from the life mystery (oracle class abilities). Alternatively, you may select one of the following domains: Community, Liberation, Luck, Healing, or Protection.
Special: You may select this feat more than once, gaining another life revelation or domain from the list. This feat only applies to white magic abilities, and cannot be used to gain power in another class.