Yandere Healer (3.5e Class)
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- 1 Yandere Healer
A manga style healing girl what does not use weapons, but don’t take her as defenceless because she has a nasty right hook. Yandere; a Japanese term for a person who is initially very loving, caring, and gentle to someone (or at least innocent) they really, truly like and care for a lot before their romantic devotion becomes mentally destructive in nature, often through violence and/or brutality. The term is derived from the words yanderu meaning a mental or emotional illness, and dere dere meaning to show affection. Yandere characters are mentally unstable, and sometimes are incredibly deranged and are not mentally sane, often using extreme violence and/or brutality as an outlet for their emotions.
Making a Yandere Healer
Abilities: Wisdom is very important for her spells as well as increasing her AC, while Charisma is important for her Healing Kiss ability. Dexterity is good for increasing defense while Strength is good for unarmed damage but not required.
Races: Any, however Humans are the most common to take this class.
Starting Gold: 3d4×10 gp (75 gp).
Starting Age: "Moderate"
|Saving Throws||Special|| Flurry of Blows
|Spells per Day|
|1st||+1||+2||+0||+2||Bonus Feat, Flurry of Blows, Unarmed Strike , Empower Healing||–1/–1||1d6||+0||+0 ft.||5||3||—||—||—||—||—||—||—||—|
|2nd||+2||+3||+0||+3||Bonus Feat, Evasion, Healing Kiss||+0/+0||1d6||+0||+0 ft.||6||4||—||—||—||—||—||—||—||—|
|3rd||+3||+3||+1||+3||Brew Potion||+1/+1||1d6||+0||+10 ft.||6||5||3||—||—||—||—||—||—||—|
|4th||+4||+4||+1||+4||Ki Strike (Magic), Slow Fall 20 ft.||+2/+2||1d8||+1||+10 ft.||6||6||4||—||—||—||—||—||—||—|
|5th||+5||+4||+1||+4||Purity of Body||+4/+4||1d8||+1||+10 ft.||6||6||5||3||—||—||—||—||—||—|
|6th||+6/+1||+5||+2||+5||Bonus Feat, Slow Fall 30 ft., Reach Healing||+5/+5/+0||1d8||+1||+20 ft.||6||6||6||4||—||—||—||—||—||—|
|8th||+8/+3||+6||+2||+6||Slow Fall 40 ft.||+7/+7/+2||1d10||+2||+20 ft.||6||6||6||6||4||—||—||—||—||—|
|9th||+9/+4||+6||+3||+6||Improved Evasion, Blown Healing Kiss||+9/+9/+3||1d10||+2||+30 ft.||6||6||6||6||5||3||—||—||—||—|
|10th||+10/+5||+7||+3||+7||Ki Strike (Aligned), Slow Fall 50 ft., Maximize Healing||+10/+10/+5||1d10||+2||+30 ft.||6||6||6||6||6||4||—||—||—||—|
|11th||+11/+6/+1||+7||+3||+7||Diamond Body, Greater Flurry||+11/+11/+11/+6/+1||1d10||+2||+30 ft.||7||6||6||6||6||5||3||—||—||—|
|12th||+12/+7/+2||+8||+4||+8||Slow Fall 60 ft.||+12/+12/+12/+7/+2||2d6||+3||+40 ft.||7||6||6||6||6||6||4||—||—||—|
|13th||+13/+8/+3||+8||+4||+8||Diamond Soul||+13/+13/+13/+8/+3||2d6||+3||+40 ft.||7||6||6||6||6||6||5||3||—||—|
|14th||+14/+9/+4||+9||+4||+9||Slow Fall 70 ft.||+14/+14/+14/+9/+4||2d6||+3||+40 ft.||7||6||6||6||6||6||6||4||—||—|
|15th||+15/+10/+5||+9||+5||+9||Ultimate Healing||+15/+15/+15/+10/+5||2d6||+3||+50 ft.||7||6||6||6||6||6||6||5||3||—|
|16th||+16/+11/+6/+1||+10||+5||+10||Ki Strike (Adamantine), Slow Fall 80 ft.||+16/+16/+16/+11/+6/+1||2d8||+4||+50 ft.||8||6||6||6||6||6||6||6||4||—|
|17th||+17/+12/+7/+2||+10||+5||+10||Timeless Body, Tongue of the Sun and Moon||+17/+17/+17/+12/+7/+2||2d8||+4||+50 ft.||8||6||6||6||6||6||6||6||5||3|
|18th||+18/+13/+8/+3||+11||+6||+11||Slow Fall 90 ft.||+18/+18/+18/+13/+8/+3||2d8||+4||+60 ft.||8||6||6||6||6||6||6||6||6||4|
|20th||+20/+15/+10/+5||+12||+6||+12||Perfect Self, Slow Fall Any Distance, Quicken Healing||+20/+20/+20/+15/+10/+5||2d10||+5||+60 ft.||8||6||6||6||6||6||6||6||6||6|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Weapon and Armor Proficiency: She is not proficient with any weapons, armor or shields.
AC Bonus (Ex): When unarmored and unencumbered, the Yandere Healer adds her Wisdom bonus (if any) to her AC. In addition, a Yandere Healer gains a +1 bonus to AC at 4th level. This bonus increases by 1 for every four Yandere Healer levels thereafter (+2 at 8th, +3 at 12th, +4 at 16th level, and +5 at 20th level).
These bonuses to AC apply even against touch attacks or when the Yandere Healer is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Flurry of Blows (Ex): When unarmored, a Yandere Healer may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Yandere Healer. This penalty applies for 1 round, so it also affects attacks of opportunity the Yandere Healer might make before her next action. When a Yandere Healer reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A Yandere Healer must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a Yandere Healer may attack only with unarmed strikes. She may attack with unarmed strikes. When using flurry of blows, a Yandere Healer applies her Strength bonus (not Str bonus × 1-1/2 or ×1/2) to her damage rolls for all successful attacks.
When a Yandere Healer reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Unarmed Strike: At 1st level, a Yandere Healer gains Improved Unarmed Strike as a bonus feat. A Yandere Healer attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Yandere Healer may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a Yandere Healer striking unarmed. A Yandere Healer may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a Yandere Healer’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A Yandere Healer’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A Yandere Healer also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Yandere Healer. The unarmed damage on Table: The Yandere Healer is for Medium Yandere Healer s. A Small Yandere Healer deals less damage than the amount given there with her unarmed attacks, while a Large Yandere Healer deals more damage; see Table: Yandere Healer Unarmed Damage by Size.
Bonus Feat: At 1st level, a Yandere Healer may select either Improved Grapple or Dodge as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Spring Attack as a bonus feat. A Yandere Healer need not have any of the prerequisites normally required for these feats to select them.
Spells: A Yandere Healer casts divine spells. Because of the limited number of spells available, they are all considered as known. She can cast any spell she knows without preparing it ahead of time, the way a sorcerer is able to.
To cast a spell, a Yandere Healer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Yandere Healer‘s spell is 10 + the spell level + the Yandere Healer’s Wisdom modifier.
Like other spellcasters, a Yandere Healer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Yandere Healer. In addition, she receives bonus spells per day if he has a high Wisdom score.
Yandere Healer Spells
0-LEVEL SPELLS (ORISONS)
- Create Water: Creates 2 gallons/level of pure water.
- Cure Minor Wounds: Cures 1 point of damage.
- Detect Magic: Detects spells and magic items within 60 ft.
- Detect Poison: Detects poison in one creature or object.
- Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
- Beastland Ferocity: Subject fights without penalty while disabled or dying.
- Blood Wind: Subject uses natural weapon at range.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Divine Favor: You gain +1 per three levels on attack and damage rolls.
- Ice Gauntlet: A spiked gauntlet of ice forms around your fist.
- Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
- Vigor, Lesser: Creature heals 1hp per round (max 15 rounds).
- Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
- Barkskin: Grants +2 (or higher) enhancement to natural armor.
- Bear's Endurance: You gain +4 to Con for 1 min./level.(Self Only)
- Bull's Strength: You gain +4 to Str for 1 min./level. (Self Only)
- Calm Emotions: Calms creatures, negating emotion effects.
- Cat's Grace: Subject gains +4 to Dex for 1 min./level.
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
- Delay Poison: Stops poison from harming subject for 1 hour/level.
- Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
- Healing Lorecall: If you have 5 or more ranks in heal you can remove harmful conditions.
- Healing Sting: Touch deals 1d12 damage +1 per level; caster gains damage as hitpoints.
- Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
- Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
- Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
- Status: Monitors condition, position of allies.
- Create Food and Water: Feeds three humans (or one horse)/level.
- Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Dispel Magic: Cancels spells and magical effects.
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Vigor: Gain fast healing 2.
- Vigor, Mass Lesser: Party gains fast healing 1 (max 25 rounds).
- Visage of the Diety, Lesser: You gain +4 Cha and resistance 10 to certain energy types.
- Remove Blindness/Deafness: Cures normal or magical conditions.
- Remove Curse: Frees object or person from curse.
- Remove Disease: Cures all diseases affecting subject.
- Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
- Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
- Freedom of Movement: Subject moves normally despite impediments.
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Restoration M: Restores level and ability score drains.
- Spell Resistance: Subject gains SR 12 + level.
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
- Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
- Raise Dead M: Restores life to subject who died as long as one day/level ago.
- Righteous Might: Your size increases, and you gain combat bonuses.
- StoneskinM: Ignore 10 points of damage per attack.
- True Seeing M: Lets you see all things as they really are.
- Vigor, Greater M: Gain +4 hp fast healing per round.
- Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
- Dispel Magic, Greater: As dispel magic, but up to +20 on check.
- Heal: Cures 10 points/level of damage, all diseases and mental conditions.
- Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
- Vigorous Circle: Party gains +3 fast healing per round (max 40 rounds).
- Visage of the Diety: As lesser visage of the deity, but you become celestial or fiendish.
- Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
- Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
- Restoration, Greater X: As restoration, plus restores all levels and ability scores.
- Resurrection M: Fully restore dead subject.
- Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
- Heal, Mass: As heal, but with several subjects.
- Miracle X: Requests a deity’s intercession.
- True Resurrection M: As resurrection, plus remains aren’t needed.
- Visage of the Diety, Greater: As lesser visage of the deity, but you become half-celestial or half-fiendish.
Evasion (Ex): At 2nd level or higher if a Yandere Healer makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a Yandere Healer is wearing light armor or no armor. A helpless Yandere Healer does not gain the benefit of evasion.
Fast Movement (Ex): At 3rd level, a Yandere Healer gains an enhancement bonus to her speed, as shown on Table: The Yander Healer. A Yander Healer in armor or carrying a medium or heavy load loses this extra speed.
Healing Kiss (Su): Beginning at 2nd level, a Yandere Healer with a Wisdom score of 12 or higher can heal wounds (her own or those of others) by kissing them. Each day she can heal a total number of hit points of damage equal to her Yandere Healer level × her Wisdom bonus. A Yandere Healer may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using healing kiss is a standard action.
Brew Potion: At 3rd level, a Yandere Healer gains the Item Creation Feat Brew Potion. She can create a potion of any 3rd-level or lower spell that she knows and that targets one or more creatures. Brewing a potion takes one day. When she create a potion, she sets the caster level, which must be sufficient to cast the spell in question and no higher than her own level. The base price of a potion is its spell level × its caster level × 50 gp. To brew a potion, she must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.
When she creates a potion, she makes any choices that she would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, she must expend the material component or pay the XP when creating the potion.
Ki Strike (Su): At 4th level, a Yandere Healer ’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s Yandere Healer level. At 10th level, her unarmed attacks are also treated as aligned weapons (chaotic, evil, good, or lawful) for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Slow Fall (Ex): At 4th level or higher, a Yandere Healer within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The Yandere Healer ’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her Yandere Healer level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
Purity of Body (Ex): At 5th level, a Yandere Healer gains immunity to all diseases except for supernatural and magical diseases.
Reach Healing (Ex): Beginning at 6th level, a Yandere Healer ’s healing spells have a reach of 30ft as if affected though by the Reach Spell feat. The spell effectively becomes a ray, so you must succeed at a ranged touch attack to bestow the spell upon the recipient. These spells do not use up a higher-level slot. This works in tandem with all her other healing abilities; Empower Healing, Maximize Healing, Ultimate Healing abilities.
Improved Evasion (Ex): At 9th level, a Yandere Healer ’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless Yandere Healer does not gain the benefit of improved evasion.
Blown Healing Kiss (Su): Beginning at 9nd level, a Yandere Healer can now blow there Healing Kiss at a range of 60ft. Those watching can see a bright red heart shape fly through the air to the recipient.
Maximize Healing (Ex): Beginning at 10th level, a Yandere Healer casts a healing spell that spell is affect as though by the Maximize Spell feat. The spell does not use up a higher level slot. This power supersedes the Empower Healing ability until the character reaches 15th level.
Diamond Body (Su): At 11th level, a Yandere Healer gains immunity to poisons of all kinds.
Diamond Soul (Ex): At 13th level, a Yandere Healer gains spell resistance equal to her current Yandere Healer level + 10. In order to affect the Yandere Healer with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the Yandere Healer ’s spell resistance.
Ultimate Healing (Ex): Beginning at 10th level, a Yandere Healer casts a healing spell that spell is affect as though by the Intensify Spell feat. The spell does not use up a higher level slot. This power supersedes the Empower Healing and Maximize Healing abilities.
Timeless Body (Ex): Upon attaining 17th level, she no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and she still dies of old age when her time is up.
Tongue of the Sun and Moon (Ex): A Yandere Healer of 17th level or higher can speak with any living creature.
Perfect Self: At 20th level, she becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever her’s creature type was) for the purpose of spells and magical effects. Additionally, she gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, she can still be brought back from the dead as if she were a member of her previous creature type.
Quicken Healing (Ex): Beginning at 20th level, a Yandere Healer becomes so adept at casting healing spells that she can now cast them as if affected though by the Quicken Spell feat. She can now cast a quickened healing spell as a free action. She can perform another action, even casting another spell, in the same round as she casts a quickened healing spell. she may cast only one quickened healing spell per round. A healing spell whose casting time is more than 1 full round action cannot be quickened. Casting a quickened spell doesn’t provoke an attack of opportunity. These spells do not use up a higher-level slot. This works in tandem with all her other healing abilities; Reach Healing and Ultimate Healing abilities.
Epic Yandere Healer
|21st||+5||+70 ft.||Bonus Feat|
|24th||+6||+80 ft.||Bonus Feat|
|27th||+6||+90 ft.||Bonus Feat|
|30th||+7||+100 ft.||Bonus Feat|
Spells: The Yandere Healer’s caster level is equal to her class level. The Yandere Healer’s number of spells per day does not increase after 20th level.
Fast Movement: The epic Yandere Healer’s speed when wearing no armor increases by 10 feet every three levels higher than 18th.
Epic Yandere Healer Bonus Feat List: Armor Skin, Blinding Speed, Damage Reduction, Energy Resistance, Epic Prowess, Epic Speed, Epic Spellcasting, Epic Toughness, Exceptional Deflection, Fast Healing, Ignore Material Components, Improved Combat Casting, Improved Combat Reflexes, Improved Ki Strike, Improved Spell Capacity, Improved Spell Resistance, Infinite Deflection, Legendary Climber, Legendary Wrestler, Reflect Arrows, Self-Concealment, Shattering Strike, Tenacious Magic, Vorpal Strike.
Human Yandere Healer Starting Package
Weapons: None since she can't use them!
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Combat Reflexes
Gold: 1d4×10 gp (25 gp).
Playing a Yandere Healer
Religion: <-The Yandere healer may worship any deity, though Pelor is quite a common choice. Yandere healers tend not to worship lawful deities, as much of their behavior is not considered lawful. Pity the man who is loved by a worshiper of Morning Glory. ->.
Other Classes: <-The Yandere healer tends to get along quite well with most classes. Clerics tend to disagree with them, calling their dedication to a person rather than a concept or deity misguided. Monks likewise shake their heads, occasionally accusing the healer of simply flailing about.->.
Combat: <-The Yandere healer belongs next to her dear one. If he is a fighter, she will be right beside him, bashing heads and making sure not a hair on his head is touched. If he fighting from afar she is his faithful shield, and woe to those who would hurt him ->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
Yandere Healers in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-The Yandere healer often awakes thinking of or gazing at her beloved, regardless of if they are aware of the Yandere healer. Throughout the day she is normally near him, regardless of his opinion of the matter.->.
Notables: <-There are few Yandere healers who have become notable, normally because they devote themselves to their beloved. Find a respected hero who seems a little weak for their fame, and a wife or girlfriend who seems a little too clingy, and the Yandere healer is revealed.->.
Organizations: <-It is rare to see multiple Yandere healers together, as they tend not to trust one another with their beloved.->.
NPC Reactions: <-Most NPC characters raise an eyebrow at a heavily armed adventurer traveling with a seemingly unarmed Yandere healer. If one of the NPC's is the subject to the healer's affections they will appear happy, even if they are secretly terrified.->.
Yandere Healer Lore
Characters with ranks in Knowledge: Religion can research Yandere Healers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||This individual is a Yandere healer. Their fighting style is similar to a monk's but they have healing capabilities.|
|10||They can also use enhancing magic to become stronger. Their kiss seems to be able to heal the wounds of others. And they can turn violent at the drop of a hat.|
|15||They combine great unarmed strength in combat, fast movements, and their spells to protect those they are about. Also they healing is much more potent then regular.|
|20||Information about a particular Yandere Healer.|
Yandere Healers in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.