Restorer (3.5e Class)
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Restorer
Restorers are robust healers and hearty travelers. The restorer is driven by reason and compassion to eschew violence and murder as a means of achieving their goals. Drawing power from their conviction for non-violence, restorers are frequently found in the aftermath of battle providing aid indiscriminately to all parties.
Making a Restorer
Restorers make excellent primary party healers, competent party faces, and reasonable scouts. Although they can maneuver around battlefields with ease and restrict the movement of others, they have very little offensive power. They can help to achieve adventuring goals best when backed-up by the versatility of a divine spell-caster such as a druid or cleric and accompanied by arcane magic users and combatants. Restorers are underwhelming in short, infrequent engagements but excel during long, drawn out battles and on days that never seem to end.
Abilities: Intelligence makes the restorer's invocations more difficult for enemies to overcome.
Races: Restorers like to think that members of all races are equally likely to join their ranks. Despite this conviction most restorers are humans or half-elves, and half-orc restorers are extremely rare.
Alignment: Any good.
Starting Gold: 4d4×10 gp (100 gp).
Starting Age: As fighter.
Level | Base Attack Bonus |
Saving Throws | Special | Invocations Known | |||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | Least | Lesser | Greater | Life | |||||||||||||||||||||||||||||||||||
1st | +0 | +0 | +0 | +2 | Restoring touch 1d6 | 1 | — | — | — | ||||||||||||||||||||||||||||||||
2nd | +1 | +0 | +0 | +3 | Deathwatch | 2 | — | — | — | ||||||||||||||||||||||||||||||||
3rd | +2 | +1 | +1 | +3 | Restoring touch 2d6 | 2 | — | — | — | ||||||||||||||||||||||||||||||||
4th | +3 | +1 | +1 | +4 | 3 | — | — | — | |||||||||||||||||||||||||||||||||
5th | +3 | +1 | +1 | +4 | Restoring touch 3d6 | 3 | — | — | — | ||||||||||||||||||||||||||||||||
6th | +4 | +2 | +2 | +5 | 3 | 1 | — | — | |||||||||||||||||||||||||||||||||
7th | +5 | +2 | +2 | +5 | Restoring touch 4d6 | 3 | 1 | — | — | ||||||||||||||||||||||||||||||||
8th | +6/+1 | +2 | +2 | +6 | 3 | 2 | — | — | |||||||||||||||||||||||||||||||||
9th | +6/+1 | +3 | +3 | +6 | Restoring touch 5d6 | 3 | 2 | — | — | ||||||||||||||||||||||||||||||||
10th | +7/+2 | +3 | +3 | +7 | 3 | 3 | — | — | |||||||||||||||||||||||||||||||||
11th | +8/+3 | +3 | +3 | +7 | Restoring touch 6d6 | 3 | 3 | 1 | — | ||||||||||||||||||||||||||||||||
12th | +9/+4 | +4 | +4 | +8 | 3 | 3 | 1 | — | |||||||||||||||||||||||||||||||||
13th | +9/+4 | +4 | +4 | +8 | 3 | 3 | 2 | — | |||||||||||||||||||||||||||||||||
14th | +10/+5 | +4 | +4 | +9 | Restoring touch 7d6 | 3 | 3 | 2 | — | ||||||||||||||||||||||||||||||||
15th | +11/+6/+1 | +5 | +5 | +9 | 3 | 3 | 3 | — | |||||||||||||||||||||||||||||||||
16th | +12/+7/+2 | +5 | +5 | +10 | 3 | 3 | 3 | 1 | |||||||||||||||||||||||||||||||||
17th | +12/+7/+2 | +5 | +5 | +10 | Restoring touch 8d6 | 3 | 3 | 3 | 1 | ||||||||||||||||||||||||||||||||
18th | +13/+8/+3 | +6 | +6 | +11 | 3 | 3 | 3 | 2 | |||||||||||||||||||||||||||||||||
19th | +14/+9/+4 | +6 | +6 | +11 | 3 | 3 | 3 | 2 | |||||||||||||||||||||||||||||||||
20th | +15/+10/+5 | +6 | +6 | +12 | Restoring touch 9d6 | 3 | 3 | 3 | 3 | ||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level, ×4 at 1st level) |
Class Features
All of the following are class features of the restorer.
Weapon and Armor Proficiency: Restorers are proficient with the sap, whip, bolas and net, and light, medium, and heavy armor.
Invocations (Sp): Restorer invocations are spell-like abilities with both verbal and somatic components. Restorers gain invocations as shown in the table The Restorer. Whenever a restorer learns a new invocation she may replace a previously learned invocation with another invocation of the same level. The DC for saves vs a restorer's invocation is 10 + the invocation's spell level + the restorer's Int modifier.
Restoring Touch (Sp): Restorers have the ability to heal the wounds of the living or harm the undead with a successful melee touch attack. Restoring touch may be modified by as many as one restoring boon and one aspect of restoration invocation as part of the same action. When modified by a restoring boon invocation the restoring touch has a verbal component; when modified by an aspect of restoration invocation the restoring touch has a somatic component. Restoring touch has an effective spell level equal to half of one more than the restorer's class level or 9th, whichever is less.
Deathwatch (Sp): Beginning at 2nd level, a restorer can use the spell Deathwatch at will. She uses her class level as her caster level.
Ex-Restorers
A restorer that willfully abandons a dying creature loses her restorer powers for the remainder of the day. A restorer that willfully kills a living creature loses her powers and can not gain additional levels in the restorer class until she atones.
Half-Elf Restorer Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Skill | Ranks | Ability | Armor Check Penalty |
---|---|---|---|
Climb | 4 | Str | -4 |
Concentration | 4 | Con | — |
Diplomacy | 4 | Cha | — |
Knowledge (Geography) | 4 | Int | — |
Open Lock | 4 | Dex | — |
Ride | 4 | Dex | — |
Survival | 4 | Wis | — |
Swim | 4 | Str | -8 |
Use Rope | 4 | Dex | — |
Feat: Spell Penetration
Gear: Scale mail, backpack, bedroll, bell, belt pouch, crowbar, flint and steel, grappling hook, hemp rope, hammer, 5 pitons, hooded lantern, 3 flasks of oil, one day's worth of trail rations, waterskin, sack.
Gold: 6d4
Invocations Known: Touch of Sleep
Restorer Invocations
Restoring Boons
Least Restoring Boons
- Touch of Freedom, Least: Target no longer suffers from paralysis.
- Touch of Rest, Least: Target either heals one point of ability damage or recovers from one level of exhaustion/fatigue.
- Touch of Sleep: Modifies a restoring touch to do nonlethal damage instead of healing.
Lesser Restoring Boons
- Touch of Freedom, Lesser: Removes paralysis, target can move freely for one round as if affected by freedom of movement.
- Touch of Removal: Remove blindness or deafness or disease from target or neutralizes one poison.
- Touch of Rest, Lesser: Heals one point of ability damage from each ability or all points from a single ability even if it they were permanent OR restores one negative level (this can restore a permanantly drained level if it was lost fewer days ago than your caster level) OR removes exhaustion and fatigue from target.
Greater Restoring Boons
- Touch of Rest, Greater: As lesser, except it can restore lost levels up to one week/caster level later or removes insanity or confusion or one other similar mental effect
- Touch of Healing: Removes one point of even permanent ability damage or one of blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, or poisoned
Life Restoring Boons
- Touch of Regeneration: Target reattaches any severed body parts if they are present. If not it regrows them over 2d10 rounds. Touch of regeneration can not regenerate or reattach a head unless the creature still has a head attached.
Aspects of Restoration
Least Aspects of Restoration
- Restoring Constitutional: You may move before and after using your restoring touch.
Lesser Aspects of Restoration
- Restoring Ray: Modifies a restoring touch to take the form of a ray (a ranged touch attack), with a range of 5ft/level.
Greater Aspects of Restoration
- Restoring Aura: Affects all creatures within 30ft. Reflex halves.
Life Aspects of Restoration
- Restoring Sending: Modifies a restoring touch to take the form of a sending. Healing and restoring boons do not travel with the sending to another plane. Will negates.
Invocations
The equivalent spell level of each invocation is listed in parentheses after the invocation's name.
Least Invocations
- Animate Rope: (1) As the spell animate rope.
- Calm Emotions: (2) As the spell calm emotions.
- Comprehend Languages: (1) As the spell comprehend languages, except with a duration of 24hrs and a target of self only.
- Create Water: (0) As the spell create water.
- Darkvision: (2) As the spell darkvision, except with a duration of 24hrs and a target of self only.
- Endure Elements: (1) As the spell endure elements.
- Expeditious Retreat: (1) As the spell expeditious retreat.
- Hold Person: (2) As the spell hold person.
- Knock: (2) As the spell knock.
- Know Direction: (0) As the spell know direction.
- Levitate: (2) As the spell levitate.
- Purify Food and Drink: (0) As the spell puify food and drink,
- Sanctuary: (1) As the spell sanctuary, except with a duration of 24hrs and a target of self only.
- Sleep: (1) As the spell sleep.
- Status: (2) As the spell status.
- Web: (2) As the spell web.
- Zone of Truth: (2) As the spell zone of truth.
Lesser Invocations
- Create Food, Water: (3) As the spell create food and water.
- Deep Slumber: (3) As the spell deep slumber.
- Discern Lies: (4) As the spell discern lies.
- Dimension Door: (4) As the spell dimension door.
- Fly: (3) As the spell fly, except with a duration of 24hrs and a target of self only.
- Secure Shelter: (4) As the spell secure shelter.
- Locate Creature: (4) As the spell locate creature.
- Quench: (3) As the spell quench.
- Repel Vermin: (4) As the spell repel vermin, except only does non-lethal damage.
- Tongues: (3) As the spell tongues, except with a duration of 24hrs and a target of self only.
- Water Breathing: (3) As the spell water breathing, except with a duration of 24hrs and a target of self only.
Greater Invocations
- Find the Path: (6) As the spell find the path.
- Hold Monster: (5) As the spell hold monster.
- Mass Hold Person: (7) As the spell mass hold person.
- Overland Flight: (5) As the spell overland flight, except with a duration of 24hrs and a target of self only.
- Repulsion: (6) As the spell repulsion.
- Symbol of Sleep: (5) As the spell symbol of sleep.
- Telepathic Bond: (5) As the spell telepathic bond.
- Teleport: (5) As the spell teleport.
- Wall of Force: (5) As the spell wall of force.
Life Invocations
- Discern Location: (8) As the spell discern location.
- Forcecage: (7) As the spell forcecage.
- Mass Hold Monster: (9) As the spell mass hold monster.
- Mage's Magnificent Mansion: (7) As the spell mage's magnificent mansion.
- Greater Teleport: (7) As the spell greater teleport.
- Temporal Stasis: (8) As the spell temporal stasis.
Back to Main Page → 3.5e Homebrew → Classes → Base Classes
Allowed Alignments | Lawful Good +, Neutral Good + and Chaotic Good + |
Article Balance | Very High + |
Author | Cedges + |
Base Attack Bonus Progression | Moderate + |
Class Ability | Invocations + |
Class Ability Progression | Full + |
Fortitude Save Progression | Poor + |
Identifier | 3.5e Class + |
Length | 20 + |
Minimum Level | 1 + |
Rated By | Leziad + and Foxwarrior + |
Rating | Rating Pending + |
Reflex Save Progression | Poor + |
Skill | Climb +, Concentration +, Diplomacy +, Gather Information +, Handle Animal +, Heal +, Jump +, Knowledge (Geography) +, Knowledge (Nature) +, Open Lock +, Profession +, Ride +, Search +, Sense Motive +, Speak Language +, Survival +, Swim + and Use Rope + |
Skill Points | 4 + |
Summary | An invocation based healer dedicated to the service of all. + |
Title | Restorer + |
Will Save Progression | Good + |