ExemplarofAvg
2011-08-05, 12:32 AM
I've recently acquired the Miniatures Handbook (yay clearance bin sale) after reading through it I didn't like the marshall, so I altered it, gave it the ability to use more than one aura at a time so that at level 20 it can use 2 major and 3 minor and the minor now works off of half level plus charismas and the major works off of just charisma then I bumped it's hit die up one and specified some skills and gave it gather information (important for a leader), but that's not why I'm here my group liked my work fixing the marshal, no one's playing one but they like it more than the original, so now I'm moving on to the next class in the book that hasn't seen a reprint yet. The Healer, what can I say about it, it heals, oh and it gets a unicorn, woot.
So I've been thinking about it and here's what I've decided to do with the healer for my group, let me know what you think, much of it is the same.
Healer
d8 hp (Understandable, it's not hardcore front line)
Poor Bab (See above, thought about mid but no)
4+Int skills, (Not bad, I like that amount on skills)
Skill List, meh, Handle Animal and Knowledge Nature, I don't really get.
Good Fort and Will (You go be tough, for what you see and what you do)
Poor Ref (Well be quick about it, thought about making it perfect)
Simple Weapons and Light Armor (Gotcha, need room for the med pack)
Shields and nothing metal.... Umm, not understanding (someone explain)
Spells, hey that's cool, the whole wisdom to prepare and charisma for strength will probably end up one way or the other. Add Mass Heal
Healing Hands, I like it take a feat and have your charisma plus two added to your healing.
No Skill Focus, maybe bonus to Heal Check equal to half level or something.
Cleanse, the only change I've really made you first get it at second level and gain a new use per day every second level but what you can cleanse becomes a bigger list, starting with simple stuff like Paralysis then moving to stuff like fear and then finally Rock be Gone, and New Life and Limb (Thinking about Cure spells being able to be tossed in here, like cast the highest level cure spell you know or cure, mass)
Unicorn Companion..... I don't see much reason but don't know what to replace it with, but it's strong so I'm not relly complaining.
Any ideas you guys have, I love the concept of the class where in some groups you play as a cleric and expect to be the heal monkey, well you are a healmonkey with this. Any things you may have added to fix it (Not looking for a use x class instead because it is better for y reasons, where x equals namely cleric, crusdaer, favored soul, paladin, factotum) Just ideas on building this out and giving the healer skeleton flesh (and maybe turn undead)
Healer
d8 HP
Poor Bab
Perfect Fort and Will
Simple Weapon and Light Armor Proficiencies.
Spells: Able to spontaneously cast spells from their list. Will check out spell compendium.
Healing Hands
Cleansing Touch 1/2 level Per day able to cleanse various affects (and/or scenario where it cleanses all of the affects or just the specified ailment. Later includes New Life and Limb, maybe.
Effortless Healing, No AoO's is a wonderful thing.
Unicorn Companion, can't argue after further reading it is very nice.
So I've been thinking about it and here's what I've decided to do with the healer for my group, let me know what you think, much of it is the same.
Healer
d8 hp (Understandable, it's not hardcore front line)
Poor Bab (See above, thought about mid but no)
4+Int skills, (Not bad, I like that amount on skills)
Skill List, meh, Handle Animal and Knowledge Nature, I don't really get.
Good Fort and Will (You go be tough, for what you see and what you do)
Poor Ref (Well be quick about it, thought about making it perfect)
Simple Weapons and Light Armor (Gotcha, need room for the med pack)
Shields and nothing metal.... Umm, not understanding (someone explain)
Spells, hey that's cool, the whole wisdom to prepare and charisma for strength will probably end up one way or the other. Add Mass Heal
Healing Hands, I like it take a feat and have your charisma plus two added to your healing.
No Skill Focus, maybe bonus to Heal Check equal to half level or something.
Cleanse, the only change I've really made you first get it at second level and gain a new use per day every second level but what you can cleanse becomes a bigger list, starting with simple stuff like Paralysis then moving to stuff like fear and then finally Rock be Gone, and New Life and Limb (Thinking about Cure spells being able to be tossed in here, like cast the highest level cure spell you know or cure, mass)
Unicorn Companion..... I don't see much reason but don't know what to replace it with, but it's strong so I'm not relly complaining.
Any ideas you guys have, I love the concept of the class where in some groups you play as a cleric and expect to be the heal monkey, well you are a healmonkey with this. Any things you may have added to fix it (Not looking for a use x class instead because it is better for y reasons, where x equals namely cleric, crusdaer, favored soul, paladin, factotum) Just ideas on building this out and giving the healer skeleton flesh (and maybe turn undead)
Healer
d8 HP
Poor Bab
Perfect Fort and Will
Simple Weapon and Light Armor Proficiencies.
Spells: Able to spontaneously cast spells from their list. Will check out spell compendium.
Healing Hands
Cleansing Touch 1/2 level Per day able to cleanse various affects (and/or scenario where it cleanses all of the affects or just the specified ailment. Later includes New Life and Limb, maybe.
Effortless Healing, No AoO's is a wonderful thing.
Unicorn Companion, can't argue after further reading it is very nice.