Jane_Smith
2010-01-09, 02:55 PM
I have been thinking about it, but has anyone else ever made/seen any healer homebrews from complete minitures?
I will be working on a campaign shortly that is a 'godless' healer-setting. Healers, like sorcerers, are just born with their gift and it is based entirely on charisma. So - my thoughts for changes were;
1: Hit dice to d6. I go by the pathfinder system idealogy that base attack progression should tie into hit dice - poor base attack is d6, average being d8, and good d10 (barbarian being the only exception).
2: Poor fortitude saving throws. I see no reason why the healer should have good fortitude saves. They are not clerics or war priests, they are only trained in light armor and simple weapons without any use for anything heavier or even shields. Like a sorcerer, I beleive they should only have good will saves.
3: Spells are based on Charisma to determine spell dc's, highest spell the healer can cast, and bonus spells, not wisdom and charisma. Spells are cast spontaneously after 1 hour of meditation each day. No need to prepare spells, and the healer may cast -any- spell from her spell list - she has no 'known spells' progression like the sorcerer. The healers spell list is limited enough.
4: Adding Knowledge (Local) to the class-skill list. I see a healer as a very big social bug - they interact with their communities often and if anyone other then bards or wizards should have it, its the healer.
5: I was considering making a new system of the Cleanse benefits. Effectively - give the healer a lay on hands pool at 1st level - the amount in the pool of healing is equal to healer level x cha bonus. I was thinking they can refresh this pool of healing a number of times per day equal to 3 + their cha bonus by spending 10 minutes in meditation without distraction/etc. Basically, my idea was, instead of getting those spell-like abilities 1/day at higher levels? The healer gains the ability to spend points from her lay on hands pool to cast them instead - like if the healer used her lay on hands to heal 30 points of damage on a target at level 8, even if the target was at full health, he would benefit from the remove disease effect in addition to the healing received. This, of course, is a touch attack, etc.
6: In another homebrew, I made all cure spells close-range, not touch. This gives the healer much needed safety distance, as all she needs is a line of sight to her targets to heal them.
7: Tossing the unicorn companion. At least in my games I plan to uphold the whole mythos that unicorns are rare and beautiful creatures that will only let maidens touch them - if the healer is a male orc that weighs like 300 pounds.. I feel bad for that unicorn >.>. I dont think they should just 'get one' at level 8 for ****s and giggles. They want that, take leadership and find one for a cohort...
8: Possibly use of marshel-like auras? I dont mean exactly - but stuff like force of will, demand fortitude, etc. Either that, or maybe a form of bardic-like inspiration.
Edit - 9: I forgot, sense their will be no 'power' granting deities in my campaign setting, but this isnt nessicarly the case for others who wish to use these ideas for homebrewing the healer class - I was considering making the healer's spells considered Arcane for the purposes of arcane spell failure - but with the bards/warlocks ability to cast spells in light armor without issue. (At least in my games, necromancy school for wizards/sorcerers can cast healing spells, so its not nessicarly that much of a biggy if a healer made scrolls for a few wizards).
I will be working on a campaign shortly that is a 'godless' healer-setting. Healers, like sorcerers, are just born with their gift and it is based entirely on charisma. So - my thoughts for changes were;
1: Hit dice to d6. I go by the pathfinder system idealogy that base attack progression should tie into hit dice - poor base attack is d6, average being d8, and good d10 (barbarian being the only exception).
2: Poor fortitude saving throws. I see no reason why the healer should have good fortitude saves. They are not clerics or war priests, they are only trained in light armor and simple weapons without any use for anything heavier or even shields. Like a sorcerer, I beleive they should only have good will saves.
3: Spells are based on Charisma to determine spell dc's, highest spell the healer can cast, and bonus spells, not wisdom and charisma. Spells are cast spontaneously after 1 hour of meditation each day. No need to prepare spells, and the healer may cast -any- spell from her spell list - she has no 'known spells' progression like the sorcerer. The healers spell list is limited enough.
4: Adding Knowledge (Local) to the class-skill list. I see a healer as a very big social bug - they interact with their communities often and if anyone other then bards or wizards should have it, its the healer.
5: I was considering making a new system of the Cleanse benefits. Effectively - give the healer a lay on hands pool at 1st level - the amount in the pool of healing is equal to healer level x cha bonus. I was thinking they can refresh this pool of healing a number of times per day equal to 3 + their cha bonus by spending 10 minutes in meditation without distraction/etc. Basically, my idea was, instead of getting those spell-like abilities 1/day at higher levels? The healer gains the ability to spend points from her lay on hands pool to cast them instead - like if the healer used her lay on hands to heal 30 points of damage on a target at level 8, even if the target was at full health, he would benefit from the remove disease effect in addition to the healing received. This, of course, is a touch attack, etc.
6: In another homebrew, I made all cure spells close-range, not touch. This gives the healer much needed safety distance, as all she needs is a line of sight to her targets to heal them.
7: Tossing the unicorn companion. At least in my games I plan to uphold the whole mythos that unicorns are rare and beautiful creatures that will only let maidens touch them - if the healer is a male orc that weighs like 300 pounds.. I feel bad for that unicorn >.>. I dont think they should just 'get one' at level 8 for ****s and giggles. They want that, take leadership and find one for a cohort...
8: Possibly use of marshel-like auras? I dont mean exactly - but stuff like force of will, demand fortitude, etc. Either that, or maybe a form of bardic-like inspiration.
Edit - 9: I forgot, sense their will be no 'power' granting deities in my campaign setting, but this isnt nessicarly the case for others who wish to use these ideas for homebrewing the healer class - I was considering making the healer's spells considered Arcane for the purposes of arcane spell failure - but with the bards/warlocks ability to cast spells in light armor without issue. (At least in my games, necromancy school for wizards/sorcerers can cast healing spells, so its not nessicarly that much of a biggy if a healer made scrolls for a few wizards).