The Healers
The
Irreproachable Order
The
Order of the Balm of Joy
| Deity | AMMON-RA the Golden, Lord of Light, God of the Sun |
| Sphere | The Sun. Healing & Protection. Doing Good. |
| Alignment | Lawful Good |
| Symbols | Cross (red) or Disc/Sphere (gold) |
| Holy Days | Summer & Winter Solstices (June 22nd & December 25th) |
| Services | Weekly (Sunday). (Sunrise, noon and/or sunset). |
| Sacrifices | Valuables, especially Gold items. |
| Weapons | Staff only (for defence). |
| Armour | No armour or shield. |
| Cult Skills | First Aid, Diagnosis, Oratory, Any Lore. |
Healer clerics are devout pacifists who seek to spread goodness by example. Harming any living thing is against their beliefs, and many healers are vegetarian. They wear distinctive yellow robes and shaven heads. Healers may carry a staff, for self-defence only. No other weapon is allowed. Healers are celibate and the two sects segregate the sexes: males belong to the Irreproachable Order, females to the Order of the Balm of Joy. The two sects are otherwise identical and fully co-operative. Brother and Sister Healers take vows of Obedience, Chastity and Poverty. They spend most of their time dispensing alms to the poor and ministering to the sick. They willingly use their healing skills to tend both friend and foe alike. The Temple-Hospitals of this religion are usually guarded by Fighters of the Order of the Spears of Light, a divergent Ammonite faith. Upon reaching Acolyte status (1st Level) they are baptized and receive a "Permanent Sanctuary" spell - dispelled only by attacking a living being. If a Healer loses his/her "Permanent Sanctuary", suitable atonement must be provided before rebaptism is permitted. Note that undead creatures are not living and may therefore be attacked without affecting the "Permanent Sanctuary".
Benefits
Any
creature intentionally causing the death of a Healer will immediately be
struck with direct Divine Retribution, in the form of a Pillar of Fire. (Strikes
the perpetrator for 2d6 physical damage per level of Healer).
The Temples are usually too poor to pay ransoms for any Brother or Sister, but frequently act as go-betweens for others in such matters.
Instead of weapons training, Healers are taught the useful skills FIRST AID and DIAGNOSIS (Healers know these skills at 10% + 10% per level). At Acolyte level (1st), Healers have just 1 weapon proficiency (in staff).
FIRST
AID - This
skill may be used the first time a creatures wounds are tended:
Critical
+2d6 hp, Special +d6 hp, Success +d3 hp, Failure Normal Binding
DIAGNOSIS - This
skill may be attempted once per diseased person treated:
Failure Normal disease recognition, Success Know Cure (duration x1/2), Special Know Cure (duration x1/4), Critical Know Cure (duration x1/8)
SPELLS
AVAILABLE TO AMMONITE
HEALERS
Level 1: Bless, Cure Light Wounds, Light, Prot. from Evil, Purify
Food, Remove Fear, Resist Cold, Sanctuary, Slow Poison (C2), Turn Undead*
Level 2: Cure Moderate Wounds, Find Traps, Resist Fire, Speak with Animals, Continual
Light (C3), Cure Blindness (C3), Cure Disease (C3), Remove Curse (C3)
Level 3: Create Food, Dispel Magic, Locate Object, Speak with Dead, Cure Serious
Wounds (C4), Exorcise C4), Neutralize Poison (C4), Prot. v Undead
Level 4: Detect Lie, Protection from Evil 10ft radius, Speak with Plants,
Tongues, Cure Critical Wounds, Permanent Sanctuary*
Level 5: Atonement, Commune, Raise Dead, True Seeing, Heal (C6), Rest in Peace*
Level 6: Find the Path, Speak with Monsters, Word of Recall, Regenerate (C7),
Restoration (C7), Reincarnation (M6)
Level 7: Astral Spell, Control Weather, Resurrection, Wind Walk, Mass Curing,
Soothing Song*