MASTER HEALER

	Many clerics have the special ability to cast healing spells, to cure those of nearly any ailment, cure any poison, and bring those who died back to life.  Many clerics have spent countless hours studying their arts of healing.  They excel in the art of healing.  But then, there are those who have spend their entire lives studying these arts.  They are the master healers.

	Master healers are sought all over the world because of their healing capabilities.  Only some of the highest-level clerics can hope to compare to a master healer when it comes to healing.  Some of  the master healers were, at one time, clerics, druids, rangers, or even paladins, but gave up some of their future abilities to center on becoming a master healer.

Prerequisites:
	Race: Any
	Alignment: Any good alignment
	Feats: Skill focus (heal), spell focus (Conjuration - Healing)
	Skills: Concentration 8 ranks, Heal 8 ranks, Knowledge (anatomy) 4 ranks
	Other: Must be able to cast 3rd level divine spells
	Base Attack: +4

Class Skills: The master healer's class skills (and their relevant ability modifier) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (anatomy), Profession (Wis), and Spellcraft (Int)

Skill Points at Each Level: 2 + Int modifier

Class	Base	Fort	Ref	Will
Level	Attack	Save	Save	Save	Special	Spells per Day
1	+0	+0	+0	+2	Heal bonus +2, burn spells	+1 spellcasting level
2	+1	+0	+0	+3	Healing boost	+1 spellcasting level
3	+2	+1	+1	+3	Maximize spell 1/day	+1 spellcasting level
4	+3	+1	+1	+4	Heal bonus +4	+1 spellcasting level
5	+3	+1	+1	+4	Healing boost	+1 spellcasting level
6	+4	+2	+2	+5	Maximize spell 2/day	+1 spellcasting level
7	+5	+2	+2	+5	Healer's gift	+1 spellcasting level
8	+6	+2	+2	+6	Heal bonus +6	+1 spellcasting level
9	+6	+3	+3	+6	Healing boost	+1 spellcasting level
10	+7	+3	+3	+7	Maximize spell 3/day	+1 spellcasting level

Heal Bonus: At 1st level, the Master Healer gains a +2 circumstance bonus to their heal checks, due to their intense training in the healing arts.  This increases +2 at levels 4 (to +4) and 8 (to +6)

Burn Spells: Like a cleric, the Master Healer can burn their non-cure spells for cure spells.  This does not work on spells like resurrection, true resurrection, mass heal, and so on

Healing Boost:  All healing spells, except cure minor wounds, cast by the Master Healer are increased by +1d8, so cure light wounds would be 2d8 instead of 1d8, at 2rd level.  An addtional +1d8 is added at 5th and 9th level, to maximum of 3d8 for cure light, 4d8 for cure moderate, 5d8 for cure serious, and 6d8 for cure critical.  Cure minor wounds goes up +1 point per every two levels after 3rd level

Maximized Spell: At 3rd level, the Master Healer can cast one of their cure spells as if they had the maximized metamagic feat on it.  This can be done on one spell once per day.  This ability goes up an additional time per day at levels 6 and 10.  This does not cause the spell to take up a higher spell slot

Healer's Gift:  One of the most amazing things that the Master Healer can do is his Healer's Gift.  This supernatural ability can, 1/day, cure any magical poison, disease, or ailment.  The Master Healer makes a caster level check against the DC of the magical poison, disease, or ailment (using their total character level for the check), but can add an additional +1 to the check for every 2 hit points they sacrifice, since the healer uses their own life force to do increase the ability to defeat the DC of the check.  (The Master Healer does not know how many more points they need to overcome the DC.  It's a best guess situation).  If successful, the magical disease, poison, or ailment is destroyed.  Afterwards, the character is exhausted (see page 300 of the Dungeon Master's Guide)