Healing For Hire

On November 1, 2004, Posted by , In Campaign Workbook, With No Comments

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The cleric is a vital part of any adventuring party the glue that holds everyone together (sometimes literally). So what do you do when nobody at your gaming table wants to play one? While other classes can pick up some of the healing slack, and you can always sprinkle potions of cure light wounds around like confetti, eventually the party is going to need some major patching up. When that happens, maybe it’s time for a mercenary NPC healer to step in and put things back together—for a price. Let the buyer beware, though: each of the following hit point merchants comes complete with his own agenda.

The Hireling

A wandering cleric of Fharlanghn, “Happy” Jak Teirel has devoted his life to assisting noble adventurers on their quests (while turning a tidy profit at the same time). Cheerful and honest, Jak waits in the taverns and guild houses where the valiant and crafty gather, then offers to join up with groups lacking an obvious healer. Once on the road, he stays out of combat, positioning himself

in the safest part of the marching order and fighting only in self-defense (usually with his gray bag of tricks), As soon as his services are required, however, he steps in and provides the party with a bevy of spells and potions—all at one and a half times the going rate. He considers this “convenience charge” only reasonable for his timely, on-demand healing. If threatened by overwhelming force, he acquiesces temporarily, then sneaks away in the night with whatever loot he can carry.

“Happy” Jak Teirel

Male gnome Cleric 3 (Fharlanghn) CR3

NG Small humanoid

Init: -1; Senses low-light vision; Listen +6, Spot +4

Languages Common, Dwarven, Gnome

AC 18, touch 10, flat-footed 18

HP 20 (3 HD)

Fort +4, Ref +0, Will +5 (+7 vs. illusion)

Spd 15 ft.

Melee quarterstaff +3 (144)

Ranged light crossbow +2 (1d6/19-20)

Base Atk +2; Grp-2

Special actions protective ward +3 (once per day), turn undead 5/day (+2, 2d6+5)

Combat Gear gray bag of tricks

Spells Prepared (CL 3rd)

2nd – aid, locate object?, remove paralysis

1st – bane (DC 13), bless, obscuring mist, sanctuary”

0 – detect magic, light, purify food and drink, read magic

D domain spell; Domains: Protection, Travel

Spell-Like Abilities (CL 1st)

1/day – dancing lights, ghost sound (DC 13), prestidigitation, speak with animals (burrowing mammal only, duration 1 minute)

Abilities Str 11, Dex 8, Con 12, Int 12, Wis 15, Cha 14

SQ gnome traits, freedom of movement (3 rounds per day)

Feats Alertness, Persuasive

Skills Bluff +4, Craft (alchemy) +3, Concentration +7, Heal +8, Intimidate +4, Listen +6, Spot +4, Survival +8

Possessions combat gear, full plate, light crossbow with 20 bolts, quarterstaff, 10 gp.

The Reluctant Healer

Eyerything was running smoothly for Beryxob the babau cleric until a botched assassination attempt against a cleric of Olidammara left him cursed and out of favor with Demogorgon, his patron. Not content with just defeating Beryxob, the Olidammaran cleric decided to appeal to his god’s sense of humor. Using a combination of divinely inspired binding and curse spells, he sentenced Beryxob to remain on the Material Plane until such time as he had used his powers to heal 100 non-evil creatures, at their request. (Olidammara, knowing Demogorgon’s minimal tolerance for failure, decided to play along and grant Beryxob spells.) While Beryxob initially raged over this injustice, he quickly learned that any damage he dealt to another creature increased his quota by 10. Though still as insulting and bilious as ever, he’s come to terms with his sentence, and maintains a small shop on the edge of civilization where adventurers can purchase his grudging healing at fair rates. Only Beryxob knows how long until the curse is broken and he’ll be free to vent his spleen on the local populace.

Beryxos, Babau Demon

Male babau cleric 4 (Olidammara)

CE Medium outsider (chaotic, extraplanar, evil, tanar’ri)

Monster Manual 40

Init +1; Senses darkvision 60 ft.; Listen +20, Spot +2

Languages Abyssal, Celestial, Draconic; telepathy 100 ft.

AC 19, touch 11, flat-footed 18

hp 108 (11 HD); DR 10/cold iron or good

Immune electricity, poison

Resist acid 10, cold 10, fire 10 SR 14

Fort +14, Ref +7, Will +11

Spd 30 ft.

Melee 2 claws +15 (1d6+5) and bite +13 (1d6+2)

Base Atk +10; Grp +15

Atk Options sneak attack +2d6

Special Actions rebuke undead 5/day (+2, 2d6+6, 4th), summon tanar‘ri

Combat Gear potion of lesser restoration (2), potion of remove blindness/deafness, potion of remove disease, wand of cure moderate wounds (38 charges)

Spells Prepared/Known (CL 4th, CL Sth for chaos spells)

2nd cure moderate wounds (2), invisibility®, remove paralysis

1st cure light wounds (4), disguise self?

0 cure minor wounds (4), detect poison

D domain spell; Domains: Chaos, Trickery Spell-Like Abilities (CL. 7th)

At will – darkness, dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only)

Abilities Str 21, Dex 12, Con 20, Int 14, Wis 14, Cha 16

SQ protective slime

Feats Cleave, Great Cleave, Multiattack, Power Attack

Skills Climb +15, Concentration +13, Disable Device +12, Disguise +13, Escape Artist +11, Heal +10, Hide +19, Listen +20, Move Silently +19, Open Lock +11, Search +20, Sleight of Hand +11, Survival +2 (+4 following tracks), Use Rope +1 (+3 with bindings)

Possessions combat gear

The Scholar

Thalodius is a cleric with a cause. After years of healing purely through the power of faith, he recently became convinced that doing so is self-indulgent. If secular healers and midwives can set bones and suture wounds, he reasons, isn’t doing the same with magic a needless waste of his god’s attention and resources? As a result, Thalodius is ona quest to develop new, minimalist healing spells that incorporate conventional medicine. In order to pursue his studies, however, he needs a steady stream of patients.

Thalodius is happy to heal PCs for 75% the normal cost, but anyone subjecting themselves to his ministrations runs a 25% risk of taking one point of Constitution damage as the curious cleric makes painful modifications to his handiwork.


Male human cleric 6 (Pelor)

NG Medium humanoid

Init +5; Senses Listen +3, Spot +3

Languages Common, Elven, Celestial

AC 22, touch 11, flat-footed 21

hp 30 (6 HD)

Fort +5, Ref +3, Will +8

Melee masterwork heavy mace +4 (1d8—1)

Ranged light crossbow +5 (1d8/19-20)

Base Atk +4; Grp +3

Special actions turn undead 4/day (+1, 2d6+7)

Combat Gear potion of owl’s wisdom

Spells Prepared/Known (CL. 6th, CL 7th for good or healing spells)

3rd – magic circle against evil®, remove blindness/deafness, remove disease, speak with dead (DC 16)

2nd – aid, gentle repose, hold person (DC 15), remove paralysis, spiritual weapon

1st – bless, divine favor, obscuring mist, protection from evil®, sanctuary

0 – detect magic, detect poison, light, mending, read magic

D domain spell; Domains: Good, Healing

Abilities Str 8, Dex 13, Con 10, Int 14, Wis 16, Cha 12

Feats Brew Potion, Improved Initiative, SelfSufficient, Skill Focus (heal)

Skills Concentration +9, Heal +17, Knowledge (religion) +11, Knowledge (nature) +11, Spelicraft +11, Survival +5

Possessions combat gear, +1 fuill plate, heavy steel shield, masterwork heavy mace, light crossbow with 20 bolts, goggles of. minute seeing, healer’s kit, 150 gp.