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BF Healer r3
BF Healer r3
4 8,000 4d6 59 1 1d4-1 Because Healers dislike killing their opponents they are
able to do non-lethal damage with their attacks without
5 16,000 5d6 62 1 1d4 incurring in penalties.
6 32,000 6d6 65 1d2 1d4 Healers produce magic much like other types of Magic-
7 64,000 7d6 68 1d2 1d6 Users, but have different spell choices. They can only learn
spells from other Healers and only a Healer can learn a
8 120,000 8d6 71 1d2 1d6 spell from a Healer spell book. Unlike other Magic-Users
9 240,000 9d6 74 1d2 1d6+1 their spells don't require to Read Magic, a first level Healer
begins play knowing one spell of first level, recorded within
10 360,000 9d6+1 76 1d2 1d6+1 a spell book. The GM may roll for the spell, assign it as he
11 480,000 9d6+2 78 1d4 1d6+2 or she sees fit, or allow the player to choose it, at his or her
option. See the Healer Spells section for more details.
12 600,000 9d6+3 80 1d4 1d6+2
Healers have a chance to Diagnose an ill affecting an
13 720,000 9d6+4 82 1d4 1d8+2 individual. The base chance is increased by the use of a
14 840,000 9d6+5 84 1d4 1d8+2 Healing Kit.
15 960,000 9d6+6 86 1d4 1d8+3 Healers are able to use Healing Kits to heal damage,
remove poisoning and cure diseases.
16 1,080,000 9d6+7 87 1d6 1d8+3
When used to Heal damage each turn used Heals an
17 1,200,000 9d6+8 88 1d6 1d10+3 amount of HP as showed on the Healer Table as long as
18 1,320,000 9d6+9 89 1d6 1d10+3 the damage has not happened more than his level in turns
ago.
19 1,440,000 9d6+10 90 1d6 1d10+4
Each use of the Healing ability requires the use of
20 1,560,000 9d6+11 91 1d6 1d10+4 Medicines, each Kit has a limit on the amount of
Healers are individuals that dedicated their lives to the Medicines that it can contain.
study of physical wellness. They study the arcane arts in Poisoned and diseased individuals can be treated by
combination with the medicinal arts and thus are able to expending an amount of medicines equal to half the HD of
A BASIC FANTASY SUPPLEMENT HEALERS
the poison's creator. Doing this takes 3 turns for the first Sixth Level Healer Spells
medicine used (which halts the poison) plus 1 turn per
extra medicine. Note that this ability has the same time 1-2 Heal
limit and effect as the Neutralize Poison spell. 3-4 Raise Dead
A Healer can buy his medicines or gather medicine-like 5-6 Regenerate
herbs on the wild. Each hour spent allows the Healer to
gather an amount as showed on the Healer Table. Healing Kits
Normally medicines gathered this way are considered
Standard quality. Category Bonus Limit Weight Cost
Healers are able to create magical items with healing Basic +0 1d4 1lb 50gp
powers, in this cases the Healer requires 50% of gold or Standard +5 2d6 1lb 65gp
time expenditure; is treated as double level for any level
requirements or has double chances of success. Advanced +10 1d8+4 1.5lb 115gp
2
HEALERS A BASIC FANTASY SUPPLEMENT