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View Full Version : Heal ALL the Things! A Domain Caster/Healbot (White Mage, 3.5 Base Class, PEACH)



Rapidghoul
2012-01-05, 06:11 PM
Since the last homebrew I posted was my take on the Black Mage (http://www.giantitp.com/forums/showthread.php?t=226942), I figured the logical next step would be the other side of the spectrum, the White Mage (http://finalfantasy.wikia.com/wiki/White_Mage).
When thinking of how to make a white mage in d&d, one could say "cloistered cleric" and be done with it. Others would say "healer" and then promptly get smacked. However, I'd like to go beyond that and create something that incorporates all the themes of the final fantasy staple job and brings something new to a high tier 2ish class with the cleric spell-list.
How do you create a cleric-based class that keeps the cleric spell-list and make it lower than tier 1? Start with d6 hit die, low BAB, poor fortitude saves, no medium or heavy armor proficiency... and no turn undead.
While anti-undead stuff isn't out of the question for white mages, it's not a focus. Turn Undead also fuels DMM cheese and a long list of other abilities that keep clerics in tier 1. If you want to be an undead-killer, there are plenty of spells a cleric has access to that can do that. I used Turn as a curative ability instead (see Esuna).
Starting with this stripped down cleric, the only really defining class features left are healing and domains. I take this concept and run with it, creating a versatile caster that can heal copious amounts and still specialize as they please. I see this as a focused specialist wizard with a different spell-list and domains in place of spell-schools.
I will be taking aspects from cleric, healer, dragon shaman, and a few Complete Divine prestige classes to make this class. However, this is meant to be distinct from these classes, able to heal supremely well while keeping a lot of potential for individualization. This is not just a reworked Healer. An absolutely fantastic retool of the Healer (http://www.giantitp.com/forums/showthread.php?t=133118) has already been done, and I want to congradulate T.G.Oskar on the great class. I've looked at his homebrew quite a bit for inspiration for the White Mage, and a couple abilities (namely Esuna) have borrowed a couple ideas straight from it.
Now, for my White Mage, a domain focused healbot.

http://images2.wikia.nocookie.net/__cb20080828215246/finalfantasy/images/archive/1/1e/20100216234212!Garnet_White_Mage.jpg
The White Mage
{table=head]Level|BAB|Fort|Ref|Will|Special|0 Lvl|1st Lvl|2nd Lvl|3rd Lvl|4th Lvl|5th Lvl|6th Lvl|7th Lvl|8th Lvl|9th Lvl
1st|+0|+0|+0|+2|Domain secret, esuna, healer's heart, white magic|3|0+1|-|-|-|-|-|-|-|-
2nd|+1|+0|+0|+3|Skill focus (heal), summon familiar|4|1+1|-|-|-|-|-|-|-|-
3rd|+1|+1|+1|+3|Esuna, ivory health, touch of healing|4|1+1|0+1|-|-|-|-|-|-|-
4th|+2|+1|+1|+4|Heal focus, medic's favor|5|2+1|1+1|-|-|-|-|-|-|-
5th|+2|+1|+1|+4|Domain secret, esuna|5|2+1|1+1|0+1|-|-|-|-|-|-
6th|+3|+2|+2|+5|Deeper devotion, healing echoes 1/day|5|2+2|2+2|1+2|-|-|-|-|-|-
7th|+3|+2|+2|+5|Bonus domain, esuna|6|3+2|2+2|1+2|0+2|-|-|-|-|-
8th|+4|+2|+2|+6|Improved touch of healing, medic's insight|6|3+2|2+2|2+2|1+2|-|-|-|-|-
9th|+4|+3|+3|+6|Esuna, healing echoes 2/day|6|3+2|3+2|2+2|1+2|0+2|-|-|-|-
10th|+5|+3|+3|+7|Domain secret|6|3+2|3+2|2+2|2+2|1+2|-|-|-|-
11th|+5|+3|+3|+7|Ivory tongue|6|3+2|3+2|3+2|2+2|1+2|0+2|-|-|-
12th|+6/+1|+4|+4|+8|Healing echoes 3/day, improved medic's favor|6|3+2|3+2|3+2|2+2|2+2|1+2|-|-|-
13th|+6/+1|+4|+4|+8|Deeper devotion, reach of healing|6|3+3|3+3|3+3|3+3|2+3|1+3|0+3|-|-
14th|+7/+2|+4|+4|+9|Bonus domain, overheal|6|3+3|3+3|3+3|3+3|2+3|2+3|1+3|-|-
15th|+7/+2|+5|+5|+9|Domain secret, healing echoes 4/day, ivory body|6|3+3|3+3|3+3|3+3|3+3|2+3|1+3|0+3|-
16th|+8/+3|+5|+5|+10|Bonus feat|6|3+3|3+3|3+3|3+3|3+3|2+3|2+3|1+3|-
17th|+8/+3|+5|+5|+10|Ivory soul|6|3+3|3+3|3+3|3+3|3+3|3+3|2+3|1+3|0+3
18th|+9/+4|+6|+6|+11|Greater touch of healing, healing echoes 5/day|6|3+3|3+3|3+3|3+3|3+3|3+3|2+3|2+3|1+3
19th|+9/+4|+6|+6|+11|Ivory whisper|6|3+3|3+3|3+3|3+3|3+3|3+3|3+3|2+3|2+3
20th|+10/+5|+6|+6|+12|Domain secret, ivory perfection, ultimate blessing|6|3+3|3+3|3+3|3+3|3+3|3+3|3+3|3+3|3+3
[/table]

Abilities: Wisdom determines how many spells per day you can cast as well as how hard those spells are to resist. Charisma strengthens your healing powers and many class abilities. Constitution helps for your relatively low hit die, and Dexterity helps make up for only having light armor proficiency.
Alignment: Any good. Your alignment must also be within one step of your deity's.
Hit Die: d6.

Class Skills: Concentration, Craft, Decipher Script, Diplomacy, Handle Animal, Heal, Knowledge (Arcana), Knowledge (History), Knowledge (Nobility and Royalty), Knowledge (Religion), Knowledge (The Planes), Profession, Sense Motive, and Spellcraft.
Skill Points at 1st level: (4 + Int modifier) x 4.
Skill Points at each additional level: 4 + Int modifier.

White Mage Features:
Weapon and Armor Proficiency: White Mages are proficient with simple weapons, light armor, and shields (but not tower shields).

Spells: A White Mage casts divine spells which are drawn from the cleric spell list. You must choose and prepare their spells ahead of time. However, your alignment may restrict you from casting certain spells opposed to your moral or ethical beliefs; you cannot cast spells of an alignment opposed to your own or your deity's.
To learn, prepare, or cast a spell, you must have an Wis score of at least 10 + the spell level. The DC for a saving throw against your spells is 10 + the spell level + your Wis modifier.
Like other spellcasters, a White Mage can only cast a certain number of spells of each level per day. You receive bonus spells per day if they have a high Wisdom score.

Bonus Language: A White Mage's bonus language options include Abyssal, Celestial, and Infernal.

Deities and Domains: A White Mage receives the majority of their powers from the deity which they worship. You must choose a non-evil deity to worship as your patron deity.
You begin play with two domains from among those belonging to your deity. You can select an alignment domain only if your alignment matches that domain, and you may never choose the Death, Destruction, War, or Wrath domains even if they belong to your deity.
Each domain grants a number of domain powers dependent on your White Mage level as well as a number of bonus spells. At 1st level, you gain one domain spell slot for each level of White Mage spell you can cast. Each day, you can prepare one of the spells from your domains in that slot.
In addition, you gain the listed powers from all of your domains. Unless otherwise noted, activating a domain power is a standard action.

Domain Secret (Ex): At 1st, 5th, 10th, 15th, and 20th level, you choose one of your domains to have its spells be permanently modified as though affected by one of the following metamagic feats whenever applicable: Consecrate Spell, Enlarge Spell, Extend Spell, Still Spell, or Silent Spell.
The spells' levels and casting times do not change, and once the choices of domain and modification are made, they cannot be changed. You can choose the same domain to be modified in different ways with multiple domain secrets. You do not need to know the feat you apply to these spells. The chosen domain secret applies only to spells cast as domain spells, even if those spells appear on your spell list.

Esuna (Su): A White Mage is so connected with the healing arts that they are able remove harmful conditions simply by touch. As a standard action that provokes an attack of opportunity, you can remove a status ailment from a creature you touch by making a Heal check. Each status ailment has a minimum White Mage level you must attain and a specific Heal DC you must pass in order to remove it.

{table=head]Status Ailment|Class Level|Heal DC
Daze|1|10
Fatigue|1|10
Sicken|1|10
Fear|1|15
Paralysis|1|15
Blind|3|20
Deaf|3|20
Stun|3|20
Ability Damage|3|25
Disease|3|25
Curse|5|30
Exhaustion|5|30
Nausea|5|30
Poison|5|30
Ability Drain|5|35
Energy Drain|5|35
Negative Level|7|40
Insanity|9|45
Petrification|9|45[/table]

Each use of Esuna can only remove a single status ailment at a time. You may use Esuna a number of times per day equal to 3 + your Cha modifier.

Healer's Heart (Ex): Your dedication to healing the sick and injured grants you additional prowess with curative spells. You can spontaneously cast cure spells as a cleric of a good deity can.
Additionally, you gain the Healing domain as a bonus domain, even if it is not a domain normally offered by your deity.
Finally, whenever you cast a Conjuration (Healing) spell, you add an amount equal to your charisma modifier times the spell level to the amount of damage healed (treat 0-level spells as 1/2 level for this purpose). This bonus applies to any Conjuration (Healing) spell you cast as a White Mage, not just cure spells or spells cast with your domain spell slots.
Your dedication to healing is so extreme that your ability to deal damage with your spells is hindered. You cannot cast any inflict or harm spells as White Mage spells. Any time one of your White Mage spells would deal damage, the damage is halved. This does not affect damage taken from positive-energy spells by creatures powered by negative-energy such as undead.

White Magic: A White Mage is particularly devoted to their spiritual domains, gaining special talents with the spells they grant. You gain +1 caster level for spells associated with your domains, and you can cast spells from your domains without provoking attacks of opportunity.

Skill Focus (Heal): At 2nd level, you gain Skill Focus (Heal) as a bonus feat. If you already have that feat, you may choose a different one to gain at this level.

Summon Familiar: At 2nd level, you can obtain a familiar. This ability functions like the sorcerer or wizard ability of the same name (see PHB page 52), except that you treat your arcane caster level as half your White Mage level.

Ivory Health (Ex): At 3rd level, you gain a +4 bonus on saves against poison and disease.

Touch of Healing: At 3rd level, you gain Touch of Healing as a bonus feat.

Heal Focus (Ex): Beginning at 4th level, you may treat a creature as receiving long-term care by passing a Heal check (DC 15 + the creature's hit dice) as a full-round action. The creature must still rest for regular amount of time to receive this benefit.
You receive a bonus to Heal checks equal to your White Mage level. Additionally, you may sacrifice one of your spells for the day to gain a competence bonus equal to three times the spell's level on your Heal checks made for the next three rounds.

Medic's Favor (Su): Beginning at 4th level, whenever you cast a White Mage spell, you can choose any one ally affected by that spell (including yourself) to gain temporary hit points equal to three times the spell's level. These temporary hit points last for up to 1 minute per level of the spell.
If you use this ability on a creature that is still under the effect of a previous use, the new temporary hit points overlap (do not stack with) the temporary hit points the creature had remaining.

Deeper Devotion (Ex): At 6th level and again at 13th level, you gain an additional domain spell slot per level per day, and your caster level bonus to your domain spells increases by +1. You can prepare any domain spell of the appropriate level in any number of domain spell slots you have available.

Healing Echoes (Ex): At 6th level, once per day as a swift action, you may cause any creature that you heal with a Conjuration (Healing) spell to heal a number of hit points equal to half the amount healed 1 round later.
At 9th, 12th, 15th, and 18th level, you gain one additional use of Healing Echoes per day.

Bonus Domain: At 7th level and again at 14th level, you gain a bonus domain belonging to your deity.

Medic's Insight (Su): Beginning at 8th level, whenever you cast a Conjuration (Healing) spell on an ally, you heal yourself a number of hit points equal to twice the spell's level.

Improved Touch of Healing (Ex): Beginning at 8th level, your Touch of Healing heals 6 hit points per level of the highest Conjuration (Healing) spell you have available to you instead of 3. You are still restricted from healing above half the target's normal maximum hit points.

Ivory Tongue (Ex): At 11th level, you can speak with any creature that has a language.

Improved Medic's Favor (Su): Beginning at 12th level, you can choose any number of allies you target with a White Mage spell to gain temporary hit points from your medic's favor ability.

Reach of Healing (Ex): Beginning at 13th level, you may use Touch of Healing on any ally within 30ft.

Overheal (Su): Beginning at 14th level, any time you cast a White Mage spell that would heal a number of hit points greater than the number the target is currently missing from its normal maximum hit points, it gains temporary hit points equal to the remaining points the spell would heal.
This ability cannot give more than half the creature's normal maximum number of hit points as temporary hit points at any one time. These temporary hit points last a number of rounds equal to twice your Charisma modifier. They overlap (do not stack with) any temporary hit points the creature already had.
For example, a 14th level White Mage with 20 Charisma casts Heal (caster level 17th) on a Bard with normal maximum hit points of 100, healing 180 hit points (10/caster level, max 15 levels, from Heal, and 30 from Healer's Heart). The Bard would heal to their full 100 hit points as well as gain 50 temporary hit points for up to 10 rounds.

Ivory Body (Ex): Beginning at 15th level, you gain immunity to disease, petrification, and poison.

Bonus Feat: At 16th level, you can choose Empower Esuna, Extra Esuna, or Quicken Esuna as a bonus feat (see below).

Ivory Soul (Ex): At 17th level, you no longer take ability score penalties for aging and cannot be magically aged. Any penalties you may have already incurred remain in place. You can still die of old age when your time is up.

Greater Touch of Healing (Ex): Beginning at 18th level, you are able to use your Touch of Healing to heal up to 3/4 of a creature's maximum hit points rather than half.

Ivory Whisper (Sp): At 19th level, you learn how to perform a special rite that guards you from death. Performing the rite requires 8 hours, and you must expend 1,000 experience points. The rite's effect lasts until it is dismissed or discharged.
While under protection of this rite, you instantly receive the benefit of a heal spell (caster level equal to your own) if you are reduced to 0 hit points or lower or have any ability score reduced to 0. You receive the spell's effect immediately, even if reduced to -10 points or lower by an enemy attack, and thus may survive a blow that otherwise would have killed you. The rite's protection is discharged once it is triggered, and you must perform a new rite to use this ability again.

Ivory Perfection: At 20th level, your devotion to healing reaches its ultimate form. Your type becomes Outsider (native). You gain fast healing equal to half your Charisma modifier. This fast healing does not provide you temporary hit points from medic's insight or overheal.
Additionally, you project a protective aura, providing a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to allies within 20 feet of you. This aura functions as a magic circle against evil and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 20). This aura is a supernatural ability.

Ultimate Blessing (Sp): At 20th level, once per day, you may bless an ally, preventing any harm that might befall them and yourself for a short duration. As a standard action, you and a single willing target become immune to hit point damage, ability damage or drain, and death effects for a number of rounds equal to your Charisma modifier. The target must have its maximum number of hit points in order for you to target them, and they must stay within 20ft. of you or the effect ends immediately. While under this protection, you cannot cast any spells or use any other spell-like abilities.

Ex-White Mages: If you grossly violate the code of contact required by your god, you lose all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. You cannot thereafter gain levels as a White Mage of that god until you atone for your deeds (see the atonement spell description).

White Mage feats:
EMPOWER ESUNA
Prerequisite: Esuna.
Benefit: You may use a single Esuna check to remove multiple status ailments from a single target by taking a -5 penalty for each status ailment beyond the first. You must roll a Heal check for each status ailment you attempt to remove.
For example, a 10th level White Mage attempts to use Esuna to remove a negative level (DC 40), ability damage (DC 25), and poison (DC 30) from an ally. They must roll three Heal checks at a -10 penalty to do so.
Normal: You may only remove a single status ailment with any Esuna attempt.
Special: If you would gain Empower Turning as a feat, you can choose to instead take Empower Esuna.

EXTRA ESUNA
Prerequisite: Esuna.
Benefit: You can use your Esuna ability four more times per day than normal.
Normal: You can only use Esuna a number of times per day equal to 3 + your Charisma modifier.
Special: If you would gain Extra Turning as a feat, you can choose to instead take Extra Esuna.
You can gain Extra Esuna multiple times. Its effects stack. Each time you take the feat, you can use your Esuna ability four additional times per day.

QUICKEN ESUNA
Prerequisite: Esuna.
Benefit: You can make an Esuna attempt as a swift action that does not provoke attacks of opportunity.
Normal: Making an Esuna attempt is a standard action that provokes attacks of opportunity.
Special: If you would gain Quicken Turning as a feat, you can choose to instead take Quicken Esuna.


Special notes about class abilities:
Turn Undead and Esuna: To get rid of Turn Undead and promote the healing aspect of White Mage, I turned it into a touch-of-vitality-like ability. It makes a normally useless skill (Heal) suddenly pretty useful (something I like to see a class do). It keeps the essence of turn, focuses it into healing, and removes cheese.
It does create a few problems though. Since the class lacks an ability to turn undead, it's improper for domains that grant turn-related powers such as the Air domain or the Sun domain. As an alternative, a White Mage gains a use as described by the domain once per day. For example, a White Mage that takes the Air domain can turn or rebuke creatures with the earth subtype once per day. These uses do not count as normal turn attempts and as such cannot be used for divine feats.
For all other purposes which would raise your Turn check or provide additional Turns per day, it applies to your Esuna check or uses per day.
Healer's Heart: To start the class being a healbot and make it a little more worth while. All of it is meant to make healing a strong option for your action-economy to remain balanced, possibly strong enough to free up further actions. Lowering damage weakens the class's offensive options quite a bit, ensuring they stay healing.
White Magic and Domain abilities: In designing the class, I really wanted to focus on making it a tier 2-ish class that still really feels like a cleric without all the turning cheese.
Domains seem to get overlooked a lot, or they're seen as tiny additions to make cleric even more ridiculous. The hope was to make a Focused Specialist-like situation, giving a ton of extra options to the class at the cost of a little versatility. Domain Secret is an homage to Wu Jen to make it feel like you really manage to specialize in your domains, while deeper devotion makes the focus even more apparent.
Skill Focus (Heal) and Heal Focus: It's somewhat ironic that the healbot classes all get Heal as a class skill but are the LEAST likely to use the damn thing. Esuna helps make it necessary, and this makes it easier to pass the outrageous checks. The long-term care clause is mostly fluff.
Summon Familiar: While familiars are normally an arcane only thing, there are exceptions (Druid ACF, Unearthed Arcana's Spellcaster class, etc.). Having playtested a White Mage a bit, it works out fine. Delivering touch spells helps quite a bit, but not so much so that it becomes overpowered. Speed-bumping it with half-progression helps quite a bit.
Touch of Healing abilities: If a true blaster is never to run out of damage, a true healer should never run out of heals, right? And while Touch of Healing is nice and all, a true healbot should be able to do it better. Increasing the rate, giving it range, and increasing the max turn the reserve feat into a viable option.
Medic's abilities: A couple of these are taken from the Favored Soul ACF from PHB2, the other is to just continue the super-healbot feel of the class.
Healing Echoes: Mostly, this is to be a healing counterpart to Damage Echoes (http://www.giantitp.com/forums/showthread.php?t=226942). In big fights that are certain to keep dishing out extreme amounts of damage, this allows you to basically Empower a heal spell for free and let you focus on another meat-shield for the next turn.
Overheal and Ultimate Blessing: Yeah, Medic (http://wiki.teamfortress.com/wiki/Medic) references. It was a bit of a guilty pleasure, but the abilities still make sense with White Mage. My hope is that the mechanics reflect the Medic while still being a cool, balanced healing ability.
Ivory Abilities: I personally love classes that add templates and the like over the course of the class, but I didn't want to go overboard with it this time. Captones that change your type are flavorful, and adding some of the Angel subtype's abilities without making it a full-fledged angel makes the class powerful without making it something White Mage is not. Immune to disease, petrification, poison, and aging effects are all decent little abilities. Ivory Tongue is mostly for fluff, but it does have its place. Ivory Whisper emulates Spirit Shaman's level 19 ability and the Angel Whisper (http://finalfantasy.wikia.com/wiki/Angel_Whisper_(Ability)) ability. As for the name, the idea was to be a White Mage opposite of Black Mage's ebon abilities.


That's what I have so far. I had a lot of fun designing the class. Now I just hope other people think it's fun / interesting / balanced. If anyone has suggestions (particularly about Esuna and Ultimate Blessing as those are the most complicated class abilities), please let me know. I'd love to hear any feedback.

absolmorph
2012-01-05, 07:53 PM
Just having the cleric spell list is enough for Tier 1.
Also, you mention having domains in Doman Secret, but don't say how you get them.

EDIT 1: those are just the first things I have to say; I'm going through the rest to see what else there is.

EDIT 2:
RAW, you can only use Esuna 3+Charisma modifier times ever. Other than that, it's a pretty nifty ability, though I'm not sure that level loss should be curable (let alone at the same level as a negative level).

Healer's Heart is pretty cool, though you should put a minimum on the Charisma bonus, just in case, and specify how it interacts with 0-level spells (they're typically treated as level 1/2 spells for this sort of thing).

Ah, I see where the domains are now; those should be put before Domain Secret.

Heal Focus is a pretty shiny ability; you could say they count as having Skill Focus (Heal) for the sake of prerequisites (given the bonuses available from this ability, actually granting it shouldn't be necessary).

Deeper Devotion and Medic's Favor are pretty cool.

Healing Echoes gets a second use per day at the same level it's granted; otherwise, shiny.

Medic's Insight is shiny, helping you keep yourself up without needing to spend extra actions on it.

Bonus Domains, fine.

(Improved) Touch of Healing is a nice bit of flavor.

Improved Medic's Favor made my eyes bug out for a moment before I noticed that they have to be affected by the spell; suddenly granting the world 27 temporary hit points would be kind of excessive for a level 12 ability :smalltongue:

Reach of Healing is another nice flavor ability, though the need to succeed on a RTA kinda weakens it (what if they've pumped up their AC?).

Your example for Overheal seems a bit wonky to me; by my understanding, the bard should be getting at least 80 temporary hit points, assuming he's getting healed from 0 HP. You might have forgotten to put in a limiting clause.

Greater Touch of Healing is actually pretty nifty, I like it.

All the Ivory ____ abilities are cool, and not too powerful. However, I noticed that the white mage stays vulnerable to diseases and poisons.

Ultimate Blessing is a cool "oh, crap" button.

Though this is definitely a good healing class, I don't think it's a tier 2; it can switch its spell load-out entirely from day to day without any cost (except maybe not having a Heal spell handy, but its got spontaneous Cure X spells).

bobthe6th
2012-01-05, 07:57 PM
should state that Esuna is per day. 3+cha mod times is rather few over 20 levels...

zegram 33
2012-01-05, 08:06 PM
You may use Esuna a number of times equal to 3 + your Cha modifier.


i'm assuming you meant "per day" there?

other than that I really like the flavor of this, its pretty interesting.
I would say, if you want to restrict it, maybe weaken (or outright eliminate the ability to cast) any spells that do ONLY direct damage (so say, remove one dice from damage spells, andany spell that ONLY does damage cant be cast by the white mage.

also, since you'll be getting a fair few uses of esuna per day, it might be useful to allow it to confer buffs as well?
stuff like blur and such just seem fitting for it?
alternatively, have an additional ability to esuna, which has seperate uses per day and involves protective buffs rather than healing?

might not fit the class, but the "protection" feel seems to gel quite well.
and excellent class though, really interesting!

Rapidghoul
2012-01-05, 09:34 PM
Just having the cleric spell list is enough for Tier 1.
Yeah, I figured that would be the typical view of it all. I'm mostly looking to make cleric-lite I suppose. Definitively weaker than the normal tier-1 class and more focused. I know it's practically impossible to have a cleric/wizard spell list caster lower than tier 1.


Healer's Heart is pretty cool, though you should put a minimum on the Charisma bonus, just in case, and specify how it interacts with 0-level spells (they're typically treated as level 1/2 spells for this sort of thing).
Good catch. I'll edit that in.


Heal Focus is a pretty shiny ability; you could say they count as having Skill Focus (Heal) for the sake of prerequisites (given the bonuses available from this ability, actually granting it shouldn't be necessary).
I thought about giving them Skill Focus (Heal) as well. Might not be a bad idea. I think Esuna's DC's are high enough to give them a +3 bump.


Healing Echoes gets a second use per day at the same level it's granted; otherwise, shiny.
Another good catch. Originally it was once/3 levels, and I neglected to revise that part.


Improved Medic's Favor made my eyes bug out for a moment before I noticed that they have to be affected by the spell; suddenly granting the world 27 temporary hit points would be kind of excessive for a level 12 ability :smalltongue:
Heh, yeah. Rewording the ability from one bulk text to two separate abilities made it sound weird. Edited it to hopefully be more clear.


Reach of Healing is another nice flavor ability, though the need to succeed on a RTA kinda weakens it (what if they've pumped up their AC?).
The idea was to make it like a use of Reach Spell on the ability. I dunno, I agree with you, but I also like it the way it is. Even with Improved ToH, it's not that powerful, so I'll just make it a range of 30ft.


Your example for Overheal seems a bit wonky to me; by my understanding, the bard should be getting at least 80 temporary hit points, assuming he's getting healed from 0 HP. You might have forgotten to put in a limiting clause.
There is a limiting clause in there already.

They overlap (do not stack with) any temporary hit points the creature already had and cannot total more than half the creature's normal maximum number of hit points.
I did reword it to be a little more explicit. Hope that helps.


All the Ivory ____ abilities are cool, and not too powerful. However, I noticed that the white mage stays vulnerable to diseases and poisons.
Yeah, that's because for whatever reason, Angels don't either. They only receive a +4 bonus. Still, it's fitting for the class, and it was never meant to be specifically a "TURN INTO AN ANGEL" class. I switched the levels that Ivory Tongue and Ivory Body show up and added immunity to disease and poison to the latter.


Ultimate Blessing is a cool "oh, crap" button.
I AM FULLY CHARGED! (http://tf2wiki.net/wiki/Medic)
Yeah, I wanted something fairly epic as a final ability that only once per day to keep it tame. I'm very unsure about the wording of the ability though. I want it to basically mean absolutely no way to instantly kill or lower your target's (or your own) hit points. I hope it comes across well.


RAW, you can only use Esuna 3+Charisma modifier times ever. Other than that, it's a pretty nifty ability, though I'm not sure that level loss should be curable (let alone at the same level as a negative level).

should state that Esuna is per day. 3+cha mod times is rather few over 20 levels...

i'm assuming you meant "per day" there?
And after all my careful editing :P Yeah, thanks for that guys. ABSOLUTELY meant to be per day. Can't believe I missed that.:smallannoyed:


other than that I really like the flavor of this, its pretty interesting.
I would say, if you want to restrict it, maybe weaken (or outright eliminate the ability to cast) any spells that do ONLY direct damage (so say, remove one dice from damage spells, andany spell that ONLY does damage cant be cast by the white mage.
Possibly. I did add the "no inflict or harm" clause late in the process, so I hadn't explored the possibility of limiting the spells beyond that. I might make part of Healer's Heart say that any spell cast by the White Mage that deals damage (other than positive energy damaging undead) is halved.


also, since you'll be getting a fair few uses of esuna per day, it might be useful to allow it to confer buffs as well?
stuff like blur and such just seem fitting for it?
alternatively, have an additional ability to esuna, which has seperate uses per day and involves protective buffs rather than healing?
might not fit the class, but the "protection" feel seems to gel quite well.
Esuna (in Final Fantasy games) is a combo panacea+greater restoration spell. My reasoning behind this was to make any buffing / protting the class does rely on the normal spells-per-day the class gets since everything else it does is somewhere in its class abilities. While protection does fit the class, if I were to give it anything beyond the capstone's Aura of Protection, I think it would be a little too much.

Thanks for the feedback so far. Glad people like it! :smallbiggrin:

bobthe6th
2012-01-05, 11:08 PM
might do to take out spells, and give it power points, and make its powers known essentially touch of health, and versions of heal...
add a couple lore spells and boom, you have a healing caster. add some more generalized powers, and there you go. probably pushing T4-3 maybe T2 if you give it more powers.

absolmorph
2012-01-06, 12:36 AM
Yeah, I figured that would be the typical view of it all. I'm mostly looking to make cleric-lite I suppose. Definitively weaker than the normal tier-1 class and more focused. I know it's practically impossible to have a cleric/wizard spell list caster lower than tier 1.
Pretty much your only options are accept it being a Tier 1 class or come up with a whole new spell list.


I thought about giving them Skill Focus (Heal) as well. Might not be a bad idea. I think Esuna's DC's are high enough to give them a +3 bump.
Oh, don't actually give them the feat, just let them be treated as having it for prerequisites. I'm not sure what it would actually be useful for, but I'm sure there's something you could dredge up.


There is a limiting clause in there already.

I did reword it to be a little more explicit. Hope that helps.
I suspected there was, but when I looked through for one I couldn't see it...


Yeah, that's because for whatever reason, Angels don't either. They only receive a +4 bonus. Still, it's fitting for the class, and it was never meant to be specifically a "TURN INTO AN ANGEL" class. I switched the levels that Ivory Tongue and Ivory Body show up and added immunity to disease and poison to the latter.
Awesome. I like having those immunities, just in case.


I AM FULLY CHARGED! (http://tf2wiki.net/wiki/Medic)
Yeah, I wanted something fairly epic as a final ability that only once per day to keep it tame. I'm very unsure about the wording of the ability though. I want it to basically mean absolutely no way to instantly kill or lower your target's (or your own) hit points. I hope it comes across well.
I think you covered most stuff with that.




And after all my careful editing :P Yeah, thanks for that guys. ABSOLUTELY meant to be per day. Can't believe I missed that.:smallannoyed:
Hey, worse mistakes have slipped into official materials.


Possibly. I did add the "no inflict or harm" clause late in the process, so I hadn't explored the possibility of limiting the spells beyond that. I might make part of Healer's Heart say that any spell cast by the White Mage that deals damage (other than positive energy damaging undead) is halved.
That would lend more to the healer image.

Rapidghoul
2012-01-06, 02:26 PM
might do to take out spells, and give it power points, and make its powers known essentially touch of health, and versions of heal...
add a couple lore spells and boom, you have a healing caster. add some more generalized powers, and there you go. probably pushing T4-3 maybe T2 if you give it more powers.

Pretty much your only options are accept it being a Tier 1 class or come up with a whole new spell list.
I'm fine just leaving this more Tier 1 right now. The class is already very homebrewed out. If I were to redo the spell list, I'd rather create a beguiler/dread necro/warmage type caster (and actually I've begun making such a class).


Oh, don't actually give them the feat, just let them be treated as having it for prerequisites. I'm not sure what it would actually be useful for, but I'm sure there's something you could dredge up.
Well, with the DC's being as high as they are, I don't think +3 would be that bad. Besides, Skill Focus (Heal) + Heal Focus = max ranks (class level +3), so it's actually easier to keep track of this way.

Other changes:
Added alignment restriction clause to reflect a cleric's.
Added Knowledge (Nobility and Royalty) to class skill list.
Added "Deities and Domains" section, moving details from various abilities to consolidate them. Also added Wrath to list of restricted domains.
Added "Ex-White Mages" section.
Added Abyssal and Infernal as bonus language options.
Added the half-damage clause to Healer's Heart, specifying it does not apply to negative-energy creatures taking damage from positive-energy spells.
Added clause specifying that Esuna only removes a single status ailment at a time.
Raised the level White Mage receives Ivory Health to 3rd from 2nd.
Lowered the levels White Mage receives bonus domains to 7th and 14th from 8th and 16th.
Raised the level White Mage receives Medic's Insight to 8th from 7th.
Added three feats (Empower, Extra, and Quicken Esuna) to replace Turning feats.
Added a Bonus Feat at 16th level which gives Empower Esuna, Extra Esuna, or Quicken Esuna.
Added blurbs in the ending spoiler better explaining certain abilities.
Cleaned up a lot of descriptions, hopefully making it easier to read and understand.

absolmorph
2012-01-07, 12:03 AM
Making a Heal check at level 9:
12 ranks + 5 Wis + 9 Heal Focus + 3 Skill Focus = +29
You have a 50% chance to remove level loss from the target. Note that this technically isn't a condition, but a cost of certain spells (i.e. resurrection) and a danger from negative levels. Actually (-puts on cheese hat-) you could use this to jump through levels. Get to level 20, gain 19 negative levels, fail the save and lose 19 levels. Rinse and repeat. Once you've gathered up all the levels you want, find a healer to use Esuna. You suddenly regain all the levels you lost. The only limit on how many levels you can regain this way is how long your race lives (and that can be circumvented).
I must admit, I find the concept of going from level 1 to an arbitrarily high level quite amusing, but it's not something that should be possible.

Anyway, back to my main point, that's what their Heal check will look like at level 9 with the only investment being to put an 18 and both level up increases in their Wisdom. If that's where you'd like it to be, then you can leave it alone.