Battle Nurse (3.5e Class)

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Battle Nurse[edit]

Battle Nurse's are paragon's of mystical strength and skill. They are revered as maidens with the ability to cause miracles with a single touch.

Making a Battle Nurse[edit]

Battle Nurses are excel in the ways of magic and have a variety of spells that compliment her and her allies. She has the ability to pressure enemies with knives (as she gains proficency) but it takes away from her role as a support unit.

Abilities: WIS is needed for a Battle Nurse as it gives her a deeper pool of TP and allows her damaging spells more output. DEX is also useful as it allows her to dodge attacks more often, and gives her better accuracy with her knives.

Races: Most Battle Nurses are Humans, but exotic races such as elves and the like are not unheard of.

Alignment: Any non-evil

Starting Gold: As Cleric

Starting Age: Simple

Table: The Battle Nurse

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Battle Knife Damage TP
Fort Ref Will
1st +0 +0 +0 +2 Burst Style, Technique 1 1d4 30 + 1d6 +WIS mod
2nd +1 +0 +0 +3 Angel Touch 1d4 + 1d6
3rd +2 +1 +1 +3 1d4 + 1d6
4th +3 +1 +1 +4 Technique 2, Iron Will 1d4 + 1d6
5th +3 +1 +1 +4 Holy Effegy, Out of Bounds 1d4 + 10 and WIS mod
6th +4 +2 +2 +5 Trained 1d6 + 1d6
7th +5 +2 +2 +5 Technique 3 1d6 + 1d6
8th +6/+1 +2 +2 +6 Blast Caliber 1 1d6 + 1d6
9th +6/+1 +3 +3 +6 Angel Touch 2, Improved Initiative 1d6 + 1d6
10th +7/+2 +3 +3 +7 Technique 4 1d6 + 10 and WIS mod
11th +8/+3 +3 +3 +7 Blast Caliber 2, Ta-Dah! 1d8 + 1d6
12th +9/+4 +4 +4 +8 1d8 + 1d6
13th +9/+4 +4 +4 +8 Burst Adept 1d8 + 1d6
14th +10/+5 +4 +4 +9 Technique 5, Greater Improved Initiative 1d8 + 1d6
15th +11/+6/+1 +5 +5 +9 1d8 + 10 and WIS mod
16th +12/+7/+2 +5 +5 +10 Burst User-upper, Master of her Weapon 1d10 + 1d6
17th +12/+7/+2 +5 +5 +10 Master Of Her Burst, 1d10 + 1d6
18th +13/+8/+3 +6 +6 +11 Technique 6 1d10 + 1d6
19th +14/+9/+4 +6 +6 +11 1d10 + 1d6
20th +15/+10/+5 +6 +6 +12 The Burst Queen 1d10 + 10 and WIS mod

(4+Int modifier per level, ×4 at 1st level). Battle Nurse skills are: Decipher Script, Diplomacy, Heal, Hide, Intimidate, Knowledge (Arcana), Knowledge(Anatomy), Knowledge(Nature), Knowledge(Medicine), Listen, Search, Tumble

Class Features[edit]

Weapon and Armor Proficiency: Battle Nurses are proficient with knives and throwing daggers, and has a unique set that strengthen as she does, but can only wear light armor, and cannot use shields of any kind.

Ancient's Reprise: The Battle nurse gains her Wisdom mod to AC as long as she remains unarmored, does not carry a shield, and does not carry a medium or heavy load. This bonus applies even if she caught flat-footed and for touch attacks, but it does not apply if she is helpless.

TP: The Battle Nurse utilizes a pool of energy known as TP, or technical points to use her burst techniques. Each time the Battle Nurse attacks or is attacked, she gains 1 point of TP. Additionally, each time she kills an enemy or dodges an attack, she gains 2 TP. A Battle Nurse's TP is replenished when she sleeps.

Burst Style: The Battle Nurse is a trained specialist in a art called Shinseijutsu, or healing burst style. This art focuses on healing allies with potent spells, while hurting enemies with divine judgement. She gains techniques to compliment her power, and also gains Battle Knives as a default option for her weapon (Range of 35ft (thrown), critical of 18-20). She also gains a bonus for being so specially trained. The bonus is as follows:

Can red charge spells, and can say an incantation as a free action (if swift), a swift (if standard), or a standard (if full-round) once per round, and can throw two Battle Knives in one attack.

Technique 1: At 1st level, the Battle Nurse learns her first set of techniques. Subjects may make a REF save (DC 10 + caster level + WIS mod) for 1/2 damage on spells. Using and casting a spell require a standard action that provokes attacks of opportunity. Each technique may only be used once per round.

Shinseijutsu; Pixie Circle: The Battle Nurse calls for a healing sprite to mend her targets pain. Heals 1d8 +1 per level (max +5) of targets HP, and to those within 5ft of the first target (Heals 2d8 HP in Red Charge, but costs an extra 5 TP). Standard action, range (35ft), TP Cost- 8

Incantation (Swift Action): "Strands of forbearance, give name to your radiance. Pixie Circle!"

Shinseijutsu; Seraphic Bolt: The Battle Nurse prays for a bolt of holy thunder to strike her target. Deals 1d6 +WIS mod Radiant/Electricity damage per level (max of 5d6) and has a 50% chance to knock the subject prone. WILL negates (DC 10 +1/2 level +WIS mod)(Deals an extra d6 in Red Charge, but costs an extra 6 TP). Standard action, range (35ft), TP Cost- 10

Incantation (Swift Action): "Bear this name in judgement. Seraphic Bolt!"

Shinseijutsu; Remedy: The Battle Nurse prays for succor, restoring her target to normal. Removes most physical ailments (DM's disgression) from target creature (Removes all physical and magical ailments in Red Charge, but costs an extra 7 TP). Standard Action, Range (25ft), TP Cost- 12

Incantation (Swift Action): "With this name, cast all curses to oblivion!"

Angel Touch: At 2nd level, a Battle Nurse has the innate ability to heal those around her with a single touch. As a standard action, the Battle Nurse may heal a touched target a number of HP equal to 1/2 her WIS score. This ability can be used once per day, with an extra usage at 6th and 10th level. Feats and abilities that affect Lay on hands can affect her Angel Touch.

Technique 2: At 4th level, the Battle Nurse learns her second set of Techniques with her chosen Style.

Shinseijutsu; Lighting Blast: The Battle Nurse prays for a fan shaped thunder to roar across her enemies. Deals 2d6 + WIS mod Radiant/Electricity damage per level (max of 6d6)to creatures within a 15ft cone (extending from the caster)(Extends 5ft in Red Charge, but costs an extra 7 TP). Standard Action, TP Cost- 18

Incantation (Swift Action): "Blessed droplet, drive away evil with this name. Lighting Blast!"

Shinseijutsu; Ethereal Rift: The Battle Nurse prays for a cross of holy water to surge beneath an enemies feet. Deals 1d8 + WIS mod Radiant/Water damage per level (max of 5d8) to creatures within a 10ft, X-shaped cross, and douses them if possible, causing them to take 1 extra HD from Electricity, but 1/2 damage from sources of fire (Deals an extra d6 in Red Charge, but costs an extra 8 TP). Standard Action, Range (30ft), TP Cost- 17

Incantation (Swift Action): "Carve your punition with this name. Ethereal Rift!"

Iron Will: At 4th level, the Battle Nurse gains Iron Will as a bonus feat. If she already has gained this feat, she may choose another feat that she meets the prequsites for.

Holy Effegy: At 5th level, the Battle Nurse has followed more then just her own art, learning techniques from other walks of life. The Battle Nurse, as a standard action, may attempt to Turn Undead, Smite Evil, or Lay on Hands as a respective class of her level, but she adds WIS to her rolls instead of CHA. This ability is usable once per day.

Out of Bounds: At 5th level, the Battle Nurse has gained more knowledge on her artes. All her offensive spells gain a +5 to their range increment.

Trained: At 6th level, the Battle Nurse has become more skilled, gaining the ability to use two of her techniques in one round.

Technique 3: At 7th level The Battle Nurse learns her third set of Techniques with her chosen Style.

Shinseijutsu; Hurtless Circle: The Battle Nurse conjures a glyph of healing underneath her ally, healing them and those around them. Heals 3d8 +1 per level (max +10) of target and 1/2 to those within 10ft of the target's HP, and grants them DR 5/- until her next turn.(Grants DR 10/- in Red Charge, but costs an extra 6 TP) Standard Action, Range (25ft), TP Cost- 21

Incantation (Swift Action): "Strands of tranquility, give name to your miraculous soothing light. Healing Circle!"

Shinseijutsu; Fleetfoot: The Battle Nurse imbues her allies feet with remarkable speed, allowing for quick manuvers. Grants target a +3 dodge bonus to AC for 1d4 rounds (Grants +5 AC in red charge, but costs an extra 9 TP). Standard Action, Range (20ft), TP Cost- 20

Incantation (Swift Action): "Reveal thy name, and instill thee with heightened grace. Fleetfoot!"

Blast Caliber 1: At 8th level, the Battle Nurse is so well trained with her Burst Style, she may perform a powerful attack. These special Techniques take a Full round action, and leaves her prone. Usable once per day, with a second usage at 16th level

Shinseijutsu; Asterisum Line: (Must be within 10 feet of an opponent) The Battle Nurse leaps into the air gracefully, slashing the opponent with four waves of Asterium. Deals a number of d4's equal to her level (max of 12d4) to target creature. The damage is treated as Radiant, and it surpasses DR/SR.

Chant: "I'll show you my true potenial. Asterisum Line!"

Angel Touch 2: At 9th level, the Battle Nurse has further masteres her mysterious art. Her Angel Touch ability now heals HP eqaul to her full WIS score.

Improved Initiative: At 9th level, the Battle Nurse gains the Improved Initiative feat. If she has this feat already, she may choose another feat that she meets the requirements for.

Technique 4: At 10th level, The Battle Nurse learns her fourth set of Techniques with her chosen Burst Style.

Shinseijutsu; Ressurection: The Battle Nurse prays for a small angel to bestow a miracle, restoring life to an unbeating heart. Restores dead or unconscious creatures back to 3d10 + 5 HP within a 5ft long/10ft wide glyph, but they lose 1d10 X 100 XP if they are dead, and cannot be healed until your next turn. (XP penalty goes to only 1d6 X 100 in Red Charge, but costs an extra 11 TP). Standard Action, Range (25ft), TP Cost-40

Incantation (Standard Action): "Strands of rejuvenation, give name to the glimmer that burns eternal, never to be doused, and instill it with hope. Ressurection!"

Shinseijutsu; Virtuous Ray: The Battle Nurse prays for a gout of angelic flame to span across the battlefield. Deals 2d8 Radiant/Fire + WIS mod damage per level (max of 7d8) to creatures within a 30ft line (extending from the caster). The flames persist for 1d3 rounds, dealing fire damage equal to inital damage (halved) to any creature that passes through the line (Deals an extra d8 in Red Charge, but costs an extra 7 TP). Standard Action, TP Cost- 28

Incantation (Standard Action): "Reveal the name that shines upon us, not with rage or mercy, but with simple truth. Virtuous Ray!"

Shinseijutsu; Insight: The Battle Nurse channels divine foresight into her ally, granting them the knowledge of what her enemies weak points are. Grants target a +3 to attack rolls, and a +1 to critical rate for 1d4 (Grants a +4 to attack rolls and +2 to critical rate in Red Charge, but costs and extra 8 TP). Standard Action, (Range (30ft), TP Cost- 32

Incantation (Standard Action): "Reveal this name, and instill thee with heightened finesse. Insight!"

Blast Caliber 2: At 12th level, The Battle Nurse has become even more trained with her Burst Style, learning another special attack. Has same effect as Blast Caliber 1, but is only usable once per day.

Shinseijutsu; Innocent Garden: The Battle Nurse clasps her hands together, praying for a garden of pure healing to appear. Heals allies within 30ft by a number of hit points equal to half their maxium ht point while dealing 3d8 Radiant damage + WIS mod to all opponents within 25ft.

Chant: "Blessed shine, grant eternal succor to these brave souls . Innocent Garden!"

Ta-Dah!: At 12th level, A Battle Nurse has become more skilled in the ways of close quarter combat. Once per day when the Battle Nurse makes an attack with her Battle Knives, if she can catch the enemy off-guard (Flat-footed), she may then cast use one of her techniques with a chanting time of one standard action as a free action.

Burst Adept: At 13th level, the Battle Nurse's techniques are even more powerful. One per day, the Battle Nurse may combine two techniques and cast it as one standard action.

Technique 5: At 14th level, The Battle Nurse learns her fifth set of techniques with her chosen Burst Style.

Shinseijutsu; Divine Saber: The Battle Nurse prays for a storm of sacred bolts that cleanse evil within an area. Deals 3d8 + WIS mod Electricty/Radiant/ damage per level (max of 8d8) to creatures within a 20ft area, and prones them for one round (Expands 5ft in Red Charge, but costs an extra 9 TP). FOR negates proning(DC 10 + 1/2 level + WIS mod) Standard action, Range (40ft), TP Cost- 32

Incantation (Standard Action): "Assemble blessed bolts, and in this name lay waste to my foes. Divine Saber!"

Shinseijutsu; Nurse: The Battle Nurse gains the favor of tiny angel's, granting a healing gift to all her allies. Heals allies within 20ft of the Battle Nurse 4d8 + 1/level (max +15) of their HP (Extends 5ft in red charge, but costs an extra 10 TP). Standard Action, TP Cost: 34

Incantation (Standard Action): "Strands of love, give name to the glitter that extends its nurturing hand. Nurse!"

Greater Improved Initiative: At 14th level, the Battle Nurse gains Greater Improved Initiative as a bonus feat. If she already has this feat, you may choose another one she meets the requirements for.

Burst User-Upper: At 16th level, the Battle Nurse has learned how to use her healing spells more effectively. When she heals an ally of HP, she heals 10% of the amount she healed.

Master Of her Weapon: At 16th level, the Battle Nurse has become an expert with her chosen weapon. Critical rate on her Battle Knife goes from 18-20 to 17-20 and is treated as a magical weapon, surpassing 10 points of DR.

Master of her Burst: At 17th level, the Battle Nurse has become a master at her Burst Style, gaining a benefit when using her abilities:

Shinseijutsu: +5 to the amount of hit points healed by her techniques

Technique 6: At 18th level, The Battle Nurse learns her sixth and final set of techniques with her chosen Burst Style.

Shinseijutsu; Revitalize: The Battle Nurse conjures a large field of healing around her allies. Heals 5d10 +1 per level (max +25) HP to target creature and creatures within 15ft of the first (Heals 6d10 HP in Red Charge, but costs an extra 13 TP). Standard Action, Range (25ft), TP Cost- 37

Incantation (Full-Round Action): "Strands of embrace, give name to the luminosity that begat this majestic land. Revitalize!"

Shinseijutsu; Indignation: The Battle Nurse prays for a divine bolt of judgement to ravavge her foes. Deals 1d12 + WIS mod Radiant/Electricity/Sonic damage per level (max of 10d12) to creatures within 25ft of the Battle Nurse, and paralyzes them for 2 rounds (FOR negates). (Deals an extra d12 and extends 5ft in Red Charge, buts costs an extra 12 TP) Standard Action, TP Cost- 40

Incantation (Full-Round Action): "Darken heavens light, and bear this name as you open the gates of hell. Indignation!"

Burst Queen: At 20th level, the Battle Nurse is a absolute prodigy at her Burst Style, causing the bonuses she gained from first level to stack as follows:

Shinseijutsu: Can say two incantations as a free, swift, or standard action per round (respectively), + 1 crit on battle knife, +20 TP

Epic Battle Nurse[edit]

Ancient's Grace: At 30th level, the Battle Nurse has become an absolute paragon of her style, and is impeccable in her skill. All her techniques are treated as though having the empower spell-like ability and maximize spell feat (if these feats are already acquired, this does not stack). Also, all attacks made with her Battle Knives have an automatic 50% of landing a critical hit, even if she would normally not (natural 1's are not excluded).

Playing a Battle Nurse[edit]

Religion: Battle Nurses often worship deities of holy power or cunning, as they revere both values in daily life and in a battle. Common deities they may worship are Pelor, Bahamut, Nelis, and Tiamat.

Other Classes: Battle Nurses are often underestimated, being called the mutt of a Cleric and a Rogue. However, they do not return this disrespect as they know it is simply out of lack of knowledge of their skilled art.

Combat: A Battle Nurse can play a variety of roles. Be it pressuring enemies with their knives, flinging holy spells into the fray, or supporting their allies with healing.

Advancement: A Battle Nurse can benefit heavily from the Fighters bonus feats, Rogue for their Sneak Attack, or Cleric for their domains.

Battle Nurses in the World[edit]

Table: The Epic Battle Nurse

Hit Die: d6

Level Special
21st Bonus Feat
23rd SR 2
24th Bonus feat
26th SR 4
27th Bonus Feat
29th SR 6
30th Ancient's Grace
I wouldn't say i'm a jack of all trades. I mean, I can heal, and cast a variety of spells, AND heal.....and....oh. Yeah. Scratch that.

Battle Nurses can oft be seen working as nurses in local clinics, performing magicians, and even as paid assassins.

Daily Life: A Battle Nurse will typically spend her day looking for work with her variety of talents.

Notables: Cheria Barnes was a notable Battle Nurse of Elemia. It was her skills that singlehandedly saved her country. She gave her life in return for Elemia's safety, but is a legend none the less.

Organizations: Battle Nurses are far and few between, so they don't commonly have a formal place or type of ritual that they practice.

NPC Reactions: Most won't realize what a Battle Nurse is until they see her fight in battle, and may take them for granted based on their looks or lack of weapons.

Battle Nurse Lore[edit]

Characters with ranks in Knowledge (Arcana), Knowledge (Local) can research Battle Nurses to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 Battle Nurses are maidens of some mystical strength and finesse.
10 Battle Nurses are spell-casters that are bred between Clerics and high ranking Rogue's through timely ritual.
15 Battle Nurses are blessed by the goddess Elem, the goddess of magic and skill to obtain their high powered Blast Caliber abilities.
20 Battle Nurses actually have the ability to live forever, through rigorous training and timely study of the Goddess' art.

Battle Nurses in the Game[edit]

Adaptation: More Rogue like or Cleric like.

Sample Encounter: Battle Nurses will most often be seen in taverns as mercs, choosing to hone their skill, or in Churches and Chapels, honing their religious might.

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