Difference between revisions of "Healer"
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− | + | {{Play Test Rules | |
+ | |version=V8.5 | ||
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+ | Adaptive Blessing - Max: -<br> | ||
+ | Ancestral Armor - Cost: 1<br> | ||
+ | Greater Harden - Cost: 1<br> | ||
+ | Imbue Shield - Freq: 2/Refresh, Max: 2 | ||
+ | }} | ||
==Previous Versions:== | ==Previous Versions:== | ||
===V7.7=== | ===V7.7=== |
Revision as of 20:52, 1 August 2022
Healer is a core class that casts magic to aid, assist, and protect.
Contents
From the Rulebook
This image has been somewhat forged between clerics and the “hedge mages” that preceded Christianity. Our modern view of the fighting “Healer” stems from early medieval clerical use of bludgeoning weapons, so as not to break the implied biblical prohibition against drawing blood.
Examples
Hippocrates, Chiron, Elrond, Rath, Galenus, and the Hospitaller
Equipment
Garb: Red sash and medieval/sword and sorcery looking garb
Look The Part: 1 extra point of magic at the Healer’s highest level.
Armor: None
Shields: None
Weapons: Dagger
Magic-user
Healers may purchase five points of magic from each level. Unused points from higher levels can be rolled down to lower levels. A list of all magic purchased must be carried at all times.
Spell List
Previous Versions:
V7.7
See also
Amtgard Character Classes |
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Core Classes: Anti-Paladin · Archer · Assassin · Barbarian · Bard · Druid · Healer · Monk · Paladin · Scout · Warrior · Wizard Non-Standard Classes: Monster · Peasant |