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View Full Version : [3.5 Base Class] The Healer (PEACH)



Quellian-dyrae
2013-09-22, 09:46 PM
The Healer

"You guys are going to get yourselves killed, you know. But not today!"

Adventures: Many healers prefer to avoid the dangerous life of an adventurer, setting up in temples and clinics to provide healing to those in need. However, a fair share do travel, seeking out the injured and sick to tend, and naturally these travels have a tendency to land them in dangerous locales. When great harm is being caused on a large scale, a particularly devout healer may join with a band of heroes as they seek to neutralize the threat. Even when the danger is done, many healers feel uncomfortable allowing their friends to go into danger without their curative magic on hand to protect them.

Characteristics: The healer class does what it says it does. It heals, well and often. Where the rest of the party tries to cause as much damage as possible or neutralize as many enemies as they can, the healer is all about removing damage. Depending on its Rites, a healer can also provide some measure of augmentation and protection, but even that is through the filter of healing. Healers also make very good diplomats, and have some tricks for securing a peaceful solution to problems (typically by making a violent solution too difficult to attempt).

Alignment: The overwhelming majority of healers are good aligned, driven by compassion and devoted to peace, but it's important to note that they don't have to be. The power to heal may not be as flashy as the ability to call forth extraplanar minions or hurl fire and lightning, but it is undeniably valuable. There are healers out their who use their powers to make a profit...or even exploit them to take advantage of those in need. Along the ethical scale, healers have a slight tendency towards lawful. Chaotic Neutral, Neutral Evil, and especially Chaotic Evil healers are exceedingly rare.

Religion: While a healer need not have any ties to religion, many do, learning their gifts in much the same way as clerics. Regardless, most healers naturally favor deities of peace, light, and life. Nature-oriented deities also make up a substantial group, especially those with an affinity to the water element.

Background: The healer's art is more often trained than not. Given the state of mundane medicine in a typical D&D world, it is not uncommon for a medic or doctor to study the curative arts to better do their job. Some clerics feel a particular affinity for healing magic and never develop their broader range of spellcasting. Even some apprentice mages turn their studies to the oft-unappreciated powers of healing. It is also possible for a healer to come into its power innately, as a form of sorcery or divine blessing.

Races: Healers are not really any more or less common among any of the races, given equivalent access to magical knowledge. Naturally, a race's overall aptitude for magic will create variances, making elves and gnomes somewhat more common for example. Aasimar and water genasi might have a bit of a stronger connection to forces related to the healing arts.

Other Classes: Warriors of all stripes are always happy to have a healer around - and if they sit back and do their job rather than filling themselves with divine power and stealing all the glory, well, more power to them! Naturally, those clerics who resent having to burn half their spells on keeping their companions' bodies in proper working order are also welcoming to a healer. While few classes would really resent the addition of a healer to a party, some - such as more tactically oriented rogues and wizards - might say that they would prefer there to be no need of one.

Role: The whole point of this class is to make healing into an actual worthwhile role. Removing damage can be just as valuable as dealing damage, and it is to this that the great majority of the healer class is dedicated. Outside of combat, the healer does make a capable party face, and with the right skills can even serve as the "nature guy" for a group that lacks a druid or ranger.

Adaptation: The healer class is fairly fluff-neutral. Its powers can easily be arcane, divine, natural, or even psionic in nature. It could even be possible to play a more mundane healer by making most of the abilities Exceptional, and perhaps toning down the recovery options of Ward of Peace to compensate.

GAME RULE INFORMATION
Healers have the following game statistics.
Abilities: Charisma drives most of a healer's supernatural powers, making it their most important ability score. Wisdom also has value, as it drives the Will saves that are important for Ward of Peace, as well as Heal checks. Consitution is also nice, for Concentration checks and overall durability, and to improve your Healing Pool.
Alignment: Any.
Hit Die: d8.
Starting Age: As cleric.
Starting Gold: As druid.

Class Skills
The Healer's class skills (and the key ability for each skill) are...
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana, Nature, Planes, Religion) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (N/A), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

THE HEALER
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+2
+0
+2Healing Hands, Ward of Peace, Rites.
2nd
+1
+3
+0
+3Healing Pool, Herbalist.
3rd
+1
+3
+1
+3Rite.
4th
+2
+4
+1
+4Armored in Peace.
5th
+2
+4
+1
+4Rite.
6th
+3
+5
+2
+5Self Healing I.
7th
+3
+5
+2
+5Rite.
8th
+4
+6
+2
+6Ritual of Revival.
9th
+4
+6
+3
+6Rite.
10th
+5
+7
+3
+7On Angel's Wings.
11th
+5
+7
+3
+7Rite.
12th
+6
+8
+4
+8Self Healing II.
13th
+6
+8
+4
+8Rite.
14th
+7
+9
+4
+9Ritual of Resurrection.
15th
+7
+9
+5
+9Rite.
16th
+8
+10
+5
+10Spirit of Life.
17th
+8
+10
+5
+10Rite.
18th
+9
+11
+6
+11Self Healing III.
19th
+9
+11
+6
+11Rite.
20th
+10
+12
+6
+12Outpouring of Life.

Class Features
All of the following are class features of the Healer. The DC for the Healer's abilities is equal to 10 + 1/2 level + Cha modifier.

Weapon and Armor Proficiencies: The healer is proficient with simple weapons, light armor, and shields (except tower shields).

Healing Hands (Su): You have the ability to lay hands on others to soothe pain and restore vigor. This ability is usable at will as a standard action. You touch a target, who receives temporary hit points equal to 1d6 per odd-numbered healer level, plus your Charisma modifier. Alternately, you can spend these temporary hit points to remove nonlethal damage on a one-for-one basis. Temporary hit points provided by this ability are treated as healing for purposes of effects that modify healing.

Temporary hit points received from this ability do not stack with other temporary hit points. Additionally, they cannot exceed the target's maximum hit points minus its current hit points; a character with 30/50 hit points could receive no more than 20 temporary hit points from this ability.

If the character receives actual healing while it possesses these temporary hit points, each point of healing received also converts one of these temporary hit points into another point of healing (this effect is not recursive). For example, a character with 30/50 hit points, and 16 temporary hit points from this ability, who receives five points of healing, would be left with 40/50 hit points and 11 temporary hit points (which would then be reduced to 10, since the extra point overflows the character's maximum).

Normally, these temporary hit points last for one minute. If you wish, however, you may maintain up to two instances of temporary hit points per point of your Charisma modifier. If you do so, the temporary hit points last for an hour, and at the end of the hour, any that remain are converted to actual healing. If you wish to maintain an instance of temporary hit points when you are at your limit, you can end maintenance on another instance, which then lasts for one minute and does not provide healing when it expires. Maintenance ends if the temporary hit points being maintained fall to zero.

Healing Hands is a positive energy effect, and so can be used to damage undead.

The core point of being a healer. If you're going to dedicate your whole contribution to healing, you have to be able to heal regularly. However, not all DMs are fond of the idea of infinite out of combat healing. This provides a reasonable balance. You can functionally heal every round, as long as your allies are taking damage. Once the damage stops, you can maintain the temporary hit points and they become real healing after an hour, substantially speeding up recovery over the course of the day, but not during a more fast-paced mission.

The limit to the maintained hit points is more a verisimilitude thing, so a single Healer can't just heal every injured person in the city or something.

Ward of Peace (Su): You can use your powers to erect a ward that discourages violence. Creating a ward, or modifying its parameters, requires performing a five-minute ritual. You can only maintain one Ward at a time, but the Ward affects yourself and two other characters (who must be in Close range while the ritual is being performed) per point of your Wisdom modifier.

The first time that any character protected by the ward is intentionally attacked (that is, subject to any action that would break an Invisibility spell), takes damage, or suffers a negative condition, your Essence (see the Rites ability) resets to full. This only happens once per Ward, regardless of how many characters are affected by it. To renew this capability, you can recreate the Ward.

Thereafter, if a character protected by the ward takes damage or suffers a negative effect or condition, you regain one Essence. This can only occur once per round per character, and each point of Essence you regain in this way lowers your maximum Essence expenditure for that round by 1 (if you have spent all the Essence you can that round, you don't regain any, and you may choose to forego recovery if you wish). Initially, you can only regain a maximum of one Essence per round, but this increases by one at every tenth level.

The Essence recovery only triggers in response to attacks, damage, and conditions by legitimate threats. It cannot be intentionally triggered for the purpose of restoring Essence (after all, the point of the Ward is to discourage violence). It also only triggers for actual damage or conditions suffered; if an attack is entirely negated by defenses, absorbed by temporary hit points, or instantly healed upon being inflicted, it does not restore Essence.

Additionally, you may target a character with your ward twice. Any character so protected is placed under the influence of a Sanctuary spell until it attacks or the ward expires. The DC to resist the Sanctuary effect is 10 + 1/2 your class level + your Wisdom modifier. The result of the save applies to all characters who have the Sanctuary upon them. If you make an attack, the Sanctuary ends for everyone affected (even if you were not, yourself, protected by the Sanctuary). You may always choose to consider yourself targeted twice if you wish.

If, prior to combat, you made a sincere attempt to resolve the encounter peacefully (with a member of the party rolling a Diplomacy check to do so), and actual hostilities were initiated by an enemy, the DC to resist the Sanctuary becomes equal to the Diplomacy check result. You do not have to be the one who rolled the Diplomacy check, but whoever did has to be protected by the Ward (it does not need to have a Sanctuary itself, however).

The main point of the Ward of Peace is as a recovery mechanic. With Ward of Peace, Essence is functionally a per-encounter resource; you place the ward on yourself and your whole party (which should be easy enough even at low level), and the first time one of you gets attacked, your Essence refreshes and you're ready to go. Thereafter, you gain Essence as your allies are hurt, letting you better tend to them - but if you're burning a lot of Essence, it limits your recovery. Then at the end of the encounter, you can burn some or all of your remaining Essence to heal everyone up, recreate the Ward, and move on.

The Sanctuary is typically for you, since you won't be attacking much anyway. However, if you have other allies that tend to avoid direct attack (such as a wizard who specializes in buffing, summons, or battlefield control), it's a worthwhile protection for them as well. And when you have enough available targets, you can always ward your whole party, giving an extra defense against surprise rounds or poor initiative rolls if nothing else.

Rites (Su): As you advance, you will learn a number of additional options for channeling positive energy. These options are collectively called Healing Rites. When using Healing Hands, you can add Rites you know to the action to improve the effect. You begin knowing two Healing Rites, plus True Healing, and learn an additional Rite at every odd-numbered class level.

A single use of Healing Hands and the Rites that modify it is referred to as a Gift. When a Rite mentions "this Gift" it means the healing itself as modified by any other Rites used.

Healing Rites are powered by Essence. Your Essence pool is equal to 1 + your Charisma modifier. Unless otherwise stated, each Rite costs one Essence to add to a Gift, and many Rites can be made more powerful by spending more Essence. In any given round, you can spend a maximum of one Essence, plus one Essence per four class levels beyond first (so, two Essence at fifth level, three at ninth, and so on).

The modifications Rites can apply to Gifts are classified as follows:

EFFECT: These modify the core Effect of the Gift (by default, providing temporary hit points as explained in Healing Hands).

RESULT: By default, the result of a Gift is "the target instantly receives the temporary hit points provided by the Gift". Rites that affect the result change that to whatever is specified by the Rite. As such, Rites that modify the Result do not provide the normal Effect of the Gift - at least, not immediately. Most do, however, trigger the Gift's Effect in some way. Since a Result modification changes the Result of the Gift entirely, multiple such Rites are mutually exclusive.

EXTRAS: These modifications add additional special effects to the Gift. They always apply instantly to the target of the Gift, regardless of any Result modifications, and in addition to the Gift's core Effects (note that a Result modification that triggers the Effect of the Gift will not trigger any Extras).

PARAMETERS: These modifications change the basic rules for using the Gift - range, targets, action, and so on. By default, using a Gift is a Full Round action (not a Standard action like normal Healing Hands), targeting a single creature with a range of touch.

PERMANENT: These modifications automatically apply to any Gift or any normal use of Healing Hands, at no cost in Essence or increase in action cost. They permanently change how you heal, although you may selectively forego their benefits if you wish.

Some Rites cause the healing to be minimized. This means that only one hit point is healed per d6 normally rolled.

Your Essence naturally replenishes at the rate of one Essence per hour. The time required is divided by the maximum Essence you can spend per round (a 9th level healer, for example, would recover one Essence every twenty minutes). Your Ward of Peace also allows you to recover Essence quickly in the midst of battle.

Augmented Healing: You provide more healing. EFFECT: For each point of Essence spent on this Rite, you provide two additional temporary hit points per level or per point of your Charisma modifier, whichever is higher. If the Gift is minimized, you only provide additional temporary hit points equal to half your Charisma modifier.

Contingent Healing: You are able to prepare healing to activate later. RESULT: The target receives one trigger per point of Essence spent on this Rite. For each trigger, choose either a hit point total, or a single negative effect or condition. When the target's hit points fall below this number, or when the target suffers the chosen effect or condition, the target receives the Effect of the Gift. This can prevent secondary negative effects (for example, if the healing heals the target above -10 hit points it doesn't die, or if it heals poison as it is inflicted no ability damage is sustained, etc). Each trigger can activate once per target, and then is discharged for that target. For each trigger currently active on one or more targets, your maximum Essence is reduced by 1. Triggers last until discharged or until you choose to end them to recover maximum Essence.

Curse of Life: You curse your targets to provide healing to those they would harm. RESULT: Each target must make a Will save DC 10 + 1/2 class level + Cha modifier. If the save fails, any harmful effects it inflicts are delayed until the end of its turn, at which point everyone it attacked since the end of its last turn receives the Effect of this Gift, which goes to negate the damage or negative effects applied. The Effect can only serve to heal damage or remove effects that were inflicted by the attacker; they do not spill over to heal other injuries or remove other effects or conditions. The Curse lasts for one minute per level. For two Essence, this becomes ten minutes per level. For three Essence, one hour per level. For four Essence, one day per level. For five Essence, the Curse is permanent unless removed (as a Supernatural ability, it cannot be dispelled, but Remove Curse, Break Enchantment, and similar effects will work). Multiple Curses of Life can stack, but successive Curses have their Effect minimized.

If you wish, you may set a condition that suppresses the curse (though its duration continues to count down) for a set amount of time, or that ends the curse. This makes the curse harder to remove. Extremely difficult (for ending) or uncommon (for suppressing) conditions increase the DC to remove the curse by 2. Moderately difficult or uncommon conditions increase it by 5. Reasonably easy or common conditions increase it by 10. Extremely easy or common conditions increase it by 20. This does not affect the DC to resist the curse, only to remove it.

Healing Aura: Your healing powers radiate out in an aura. PARAMETERS: Instead of affecting a single target, your healing affects any number of chosen targets within 5' per two points of your Charisma modifier of your initial target. For each extra point of Essence spent, the radius is doubled.

Healing Word: You can heal nearby targets with a word. PERMANENT: The range of your Healing Hands becomes Close. PARAMETERS: By spending one Essence, the range changes to Medium. By spending two Essence, the range changes to Long.

Invigorate: Your healing fills your allies with vigor. EXTRA: Allies may sacrifice temporary hit points provided by your healing to get a bonus on an attack roll, saving throw, or damage roll (whether with weapons, spells, or other abilities). Each 5 temporary hit points sacrificed provides +1 on an attack roll or saving throw, or each 2 temporary hit points sacrificed provides +1 on a damage roll. An ally may spend no more than your class level + your Charisma modifier worth of the temporary hit points on any one roll.

Forked Healing: You can heal multiple targets simultaneously. PARAMETERS: Rather than affect a single target, your healing affects up to one target per point of your Charisma modifier within range. Each extra point of Essence spent doubles the number of targets. This Rite can be combined with Healing Aura (each target of the Forked Healing gives off an aura), but no character can be affected by the Gift more than once.

Lifebound Rune: You create a glowing rune that can heal nearby allies. PARAMETERS: This Gift targets squares, rather than creatures. RESULT: Any character who is protected by your Ward of Peace and is within or adjacent to a targeted square with the rune may take a standard action to receive the Effect of this Gift. For two Essence, this requires a move or swift action. For three Essence, this requires a free action. A given recipient cannot benefit from this Gift more than once per round. The rune remains for one round per point of your Charisma modifier.

Lifebound Spirit: You summon up a spirit of life in a body of positive energy. PARAMETERS: You summon a single spirit at any point within range, rather than targeting creatures; Rites that let you affect multiple targets do not summon multiple spirits. RESULT: You summon a spirit of life that has the statistics of a Small fire elemental, which remains for one minute. Each extra point of Essence spent increases the elemental's size by one step. The spirit can attack normally, or can provide healing equal to the damage it would normally cause by "attacking" allies (no attack roll is required to hit willing targets). Additionally, anyone affected by your Ward of Peace receives Fast Healing equal to twice the Essence spent on this Rite while within the elemental's reach.

Lifeguard: This Gift also staves off death. EXTRA: The target receives one trigger per point of Essence spent on this Rite. For each trigger, if the target is subject to an effect or situation that would kill it, it becomes immune to death for one round. That trigger then discharges. The ability to ignore death provides immunity to instantaneous Death effects and other situations that would instantly kill the character (such as a Coup de Grace or Death from Massive Damage). However, if the character is still in a fatal situation (for example, below -10 hit points) when the round ends, it dies normally unless it has another trigger to consume. Your maximum Essence is reduced by the highest number of triggers any individual target has remaining. Triggers do not expire over time; they end only if discharged or if you choose to end them to recover maximum Essence.

Mending: You can mend unliving matter as easily as living flesh. PERMANENT: The Effect of your Healing Hands can also apply to objects and constructs. You may even heal undead if you wish, rather than harming them. EFFECT: Any formerly magical items targeted by this Gift within one minute per Essence spent of destruction or disjunction has its magic restored. This doesn't restore magic lost to normal use (such as expended charges or consumed single-use items), even if that use technically involves breaking or destroying the item.

Persistent Healing: You speed your targets' recovery. EXTRA: Targets of this Gift receive Fast Healing. The Fast Healing provided is equal to the minimized temporary hit points provided by the Effect of the Gift, and lasts for one round per two points of your Charisma modifier (rounded up) per Essence spent on this Rite. Multiple Persistent Healing Gifts don't stack.

Purging: You purge harmful magic from your targets. EFFECT: Targets of this gift are subject to a targeted Dispel Magic that only removes detrimental spell effects. For two Essence, this also carries with it a Remove Curse. For three Essence, a Break Enchantment, and it can remove effects subject to Greater Dispel Magic. For four Essence, it can also remove effects that can only be removed by Limited Wish. For five Essence, it can also remove effects that can only be removed by Wish or Miracle.

Any caster level checks required by the spells indicated have their maximums removed, always using your full caster level.

Purification: You purify the targets of detrimental effects. EFFECT: Your healing also removes one of the following conditions from the target, per point of Essence spent: Asleep, Blinded, Charmed, Confused, Cowering, Dazed, Dazzled, Deafened, Diseased, Entangled, Exhausted, Fascinated, Fatigued, Flat-Footed, Frightened, Immobilized, Nauseated, Panicked, Paralyzed, Poisoned, Shaken, Sickened, Slowed, Staggered, Stunned, or Unconscious.

Alternately, you can heal one point of ability damage per two points of your Charisma modifier, as one condition. You can heal one Negative Level per three points of your Charisma Modifier as two conditions. You can heal one point of Ability Drain per four points of your Charisma Modifier as three conditions.

If this Gift affects multiple allies, they are all purified of the same conditions.

Quickened Healing: You can heal others incredibly quickly. PERMANENT: If you wish, you may use a Gift that would normally require a full-round action by spending a standard and a swift action. PARAMETERS: For one Essence, a Gift that is normally a full-round action becomes a standard action, or a Gift that is normally a swift action becomes an immediate action. For two Essence, a Gift that is normally a standard action becomes a swift action. You may apply this Rite multiple times to further alter the action required. If this Rite is the only Rite applied to the Gift, the base action is Standard rather than Full Round.

Rejuvenation: You can restore your allies' energy. EXTRA: This Rite also restores one use of an ability with limited uses, or expended spellcasting. Generally, this restores a single available use of the ability, although some DM discretion may be required for abilities with unique resource systems (for example, Psionics would recover PP appropriate to the spell level you can restore, while Truespeech would reduce one instance of the Law of Resistance for the affected power, etc). If this Gift affects multiple targets, the Essence cost of the entire Rite doubles.

You can only rejuvenate ability uses within five minutes of use. Abilities with daily uses are only temporarily refreshed; the restored use is again lost after five minutes, if not used before-hand.

The Essence spent determines the resource you can renew:
For 1 Essence, you can renew an ability with at least three per-encounter uses, a refresh time of three rounds or less, at least ten daily uses, or a level 0-1 spell.
For 2 Essence, you can renew an ability with at least one per-encounter use, a refresh time of more than three rounds, five daily uses, or a level 2-3 spell.
For 3 Essence, you can renew an ability with at least three daily uses, or a level 4 spell.
For 4 Essence, you can renew an ability with at least two daily uses, or a level 5 spell.
For 5 Essence, you can renew an ability with at least one daily use, or a level 6 spell.
Each additional point of Essence can restore a spell one level higher.

Shield of Life: You create a barrier of healing energy around your targets, shielding them from harm. RESULT: You shield the target of this Gift with an aura of life for one minute. Every time the target takes damage, it receives the Effect of this Gift, albeit minimized. This never results in actual healing or temporary hit point gain, but the damage can be reduced to 0. If the damage is reduced to 0, no other special effects from the attack are delivered. Multiple Shield of Life Gifts do not stack.

Sword of Life: You imbue pure positive energy into your allies' weapons. PARAMETERS: You target weapons with this Gift rather than characters. RESULT: Targeted weapons are imbued with life energy for one minute. Attended items can make a Will save to resist. This has two effects; first, when used against living targets, all damage caused by the weapon becomes nonlethal (unliving targets take normal damage). Second, whenever someone takes damage from the weapon, the wielder receives the Effect of this Gift, albeit minimized and halved. If the target of the attack is undead or otherwise takes damage from positive energy, any healing or temporary hit points the wielder receives is also applied as bonus damage. At the wielder's option, it may also lower the damage done to its target to increase the temporary hit points received on a one-for-one basis, though this cannot more than double the temporary hit points provided. If this Gift also possesses the Invigorate Rite, the ally can directly spend any temporary hit points or healing received from this Gift to fuel Invigorate bonuses.

True Healing: The most basic Rite, known to all Healers. EFFECT: The Gift now provides actual hit point healing, rather than temporary hit points.

Vitalization: Your healing power clings even to fully healthy targets. PERMANENT: The temporary hit points provided by your Healing Hands can exceed the target's maximum hit points minus damage taken. If you use the True Healing Rite, healing in excess of the target's maximum hit points spills over as temporary hit points.

Wall of Life: You conjure up a translucent barrier of positive energy. PARAMETERS: You create a single wall rather than targeting creatures; Rites that let you target multiple creatures do not let you create multiple walls. The wall is one inch thick, 10' high +5' per three points of your Charisma modifier, and 10' long per class level. RESULT: Any attack that passes through the barrier conveys the Effect of this Gift to the target. The Effect only serves to instantly heal the damage or other negative results of the attack; they cannot leave the target of the attack in a better condition than it was before the attack. This effect is not selective, and will offer protection to people on either side of the wall (undead, as always, suffer horribly).

If a character passes through the wall, all of its attacks are treated as having passed through the wall for one round, plus one round per three points of your Charisma modifier, unless it succeeds a Will save.

For two Essence, the wall instead becomes a sphere, with a radius of 10' + 5' per three points of your Charisma modifier. For three Essence, the effects of the wall fill the entire sphere, rather than simply the outside. By spending one additional Essence, characters affected by your Ward of Peace can move through the wall without having to save against it (their attacks are still subject to it if launched through the wall, however).

The wall lasts indefinitely, but your maximum Essence is reduced by the Essence spent on this Rite while it remains.

What's the age-old complaint about playing a healing-focused character? It's boring. Especially when your allies aren't taking a lot of damage. Now, a good option for dealing with that is giving them other things to do, like protection and buffing. Rites do a little of that, but mainly it's all through the filter of healing. They let you have some startegic options - heal a lot of damage, or heal multiple targets, or prepare for incoming damage, or create persistent sources of healing, etc. And as you level, you can mix and match your Rites to get quite a bit of versatility in how you apply your healing.

Healing Pool (Su): Your spirit is a wellspring of positive energy, but starting at second level, you can gather and stoke that power. You gain a Healing Pool capable of containing a number of points of positive energy equal to your Constitution score plus your maximum hit points. Your Healing Pool begins empty. Every time you receive temporary hit points, healing, or positive energy damage from any source, you can convert it to points in your Healing Pool on a point-for-point basis, if you wish. Any positive energy in your Healing Pool is consumed when your Essence refreshes to full, resetting the pool to 0.

Whenever you provide healing or temporary hit points, you may spend points from your Healing Pool to increase the healing or hit points provided on a point-for-point basis, though this cannot more than double any instance of healing. If you heal multiple targets, this bonus healing must be divided among them.

While some Rites give you ways to spend actions on future healing, not everyone will have them, and they cost Essence. This gives you something to do even when the whole party is at full health; just pump healing into yourself, and be ready to heal more damage in the future. Since the Healing Pool resets when Essence refreshes, it's not generally something you can fill up pre-combat (I mean, you could forego your Ward of Peace if you really want the extra healing available, but I expect that losing the Essence recovery would hurt).

Herbalist (Ex): Starting at second level, you are capable of using herbal lore to produce potent healing potions. Producing a healing potion takes an hour of work. By default, the potions only remain potent for one day. However, a number of times per day equal to your Wisdom modifier, you can invest one of your potions with some magical energy (which requires touching the potion and taking a standard action), extending its duration by twenty-four hours. You may also purchase rare herbs and reagents which, when used in the potion-brewing process, greatly extend the potion's shelf life (while they might eventually spoil, it won't happen in any meaningful time frame). These reagents cost 5 gold pieces per hit point the potion heals.

Your healing potions restore hit points equal to your total Heal check modifier plus the higher of your Knowledge (Nature), Survival, or a relevant Craft or Profession (such as Herbalist, Medic, Cooking, Alchemy, etc) check modifier. These potions are particularly potent and generally stored in small, easily-quaffed vials. Resultantly, it is possible to drink the potion in the same action as drawing it, to a minimum of a swift action.

Your healing potions also allow an immediate new saving throw against poison or disease, with a +1 bonus per five hit points the potion heals.

Your herbal knowledge and basic medical skill also allows you to provide the benefits of one of your healing potions directly to an injured character. This takes half an hour of work, during which the character being treated must remain still and at rest.

Herbalist makes sure that the skills of mundane healing have value to you, as well as giving your party some emergency healing. While not quite as efficient as wands for pure gold-piece-to-hit-point conversion, they are decent burst healing, you can have a few to spread around without burning WBL on perishables, and most importantly, you can typically drink one as a move or swift action, which makes them, you know, potions that are actually worth drinking in combat.

Armored in Peace (Su): Your Ward of Peace manifests as a protective halo, warding off enemy attacks and harmful spells. Any character under the Sanctuary effect of your Ward of Peace adds your Wisdom modifier as a Sacred bonus to all saves. This bonus does not stack with any ability that adds an ability modifier to saves, such as Divine Grace. Such characters also gain your Wisdom bonus as a bonus to AC. This can stack with either armor or with a single ability that adds an ability modifier to AC, but not both. The bonus is lost along with the Sanctuary if the character attacks.

Additionally, you may restore the Sanctuary (and thus the Armored in Peace benefit) to an ally who has lost it as a full-round action that costs a point of Essence. Attacks that are made against enemies who resisted a given target's Sanctuary do not break the Sanctuary for that target, so long as the attack is entirely nonlethal and does not cause permanent harm or great trauma (persistent mental control and ability damage both count as great trauma, as do any effects that specifically involve pain or carry the [Evil] descriptor). However, if anyone affected by the Ward of Peace kills a character rendered helpless by protected targets, this ability no longer applies to your Wards of Peace for one day. Finally, your Healing Hands ability is never considered an "attack" for any purposes, even when using it to harm undead or using Rites such as Curse of Life.

This is a powerful personal defense, basically on par with a swordsage's AC bonus and Divine Grace as far as you're concerned, since you'll almost always have the Sanctuary on. The fact that it can also protect allies (albeit, often only until the first round of combat, unless you burn turns and Essence keeping it going) is also helpful.

Allowing you to hurt undead while they will have huge trouble hurting you is simply unfair. Which is fine, because they're undead horrors and deserve to be cleansed in the purifying light of Life.

Self Healing (Su): Your healing powers have become strong enough that there is a constant charge of positive energy radiating out from your spirit, allowing you to heal at a rapid rate. Starting at sixth level, as long as you are below 50% of your normal maximum hit points, you gain Fast Healing equal to your Wisdom modifier. At twelfth level, this applies regardless of your hit point total, as long as you are alive. At eighteenth level, this becomes Regeneration, overcome by negative energy damage (even if you are immune to negative energy damage, each point of it that you would receive converts one point of nonlethal damage into lethal damage).

Basic, but fits the theme and helps to keep you upright when enemies go after you to try and stop the constant stream of healing to your allies.

Ritual of Revival (Sp): An eighth level healer is able to restore life to the dead, with a short timeframe. This requires a short but complex ritual with a one-round casting time (not a full-round action). You must touch the target's body as part of the ritual, and the body must be sufficiently in-tact that it could be restored by Raise Dead. At the start of the ritual, you must spend a number of points of Essence equal to the number of rounds that have passed since the target's death (this is subject to your normal per-round Essence limit). If you complete the ritual, the target is returned to life as if from a Raise Dead spell, but with no loss of level or Constitution. If the ritual is interrupted, the Essence is wasted.

Essence spent on a successful Ritual of Revival does not rejuvenate naturally or through a Ward of Peace. Rather, you recover one point after a number of days have passed equal to the total such points spent (so if you've spent four Essence on Rituals of Revival, it will take ten days to recover it all). Essence wasted on a failed ritual recovers normally.

Coming in a level before Revivify and having a somewhat-longer window and no component cost, this is a potent life-restoring ability, though it has its costs with the one-round cast time and long-term Essence depletion. On one hand, Essence is passively renewable. On the other, you can't just buy up 25,000 gold worth of diamonds and be fine even if every member of your party is killed in every encounter of a standard adventuring day.

On Angel's Wings (Su): At tenth level, your devotion to the forces of Life is rewarded by the upper planes. You grow a pair of white, feathered wings that allow you to fly at twice your base land speed with Good maneuverability.

Mobility is good, and wings are cool. Nothing more really needs to be said here.

Ritual of Resurrection (Sp): A fourteenth level healer is even more adept at restoring life to the dead. When using a Ritual of Revival, you can work with remains sufficient to be affected by Resurrection, and can revive characters killed by Death effects. Characters you revive are treated as restored to life by Resurrection rather than Raise Dead, though still with no loss of level or Constitution. Additionally, you can perform a full-fledged Ritual of Resurrection. This functions as a Ritual of Revival, but the ritual is an elaborate, eight-hour affair, the Essence expenditure is two Essence, plus once Essence per full day the target has been dead (minimum one), and you are not limited to your per-round Essence cap.

Little tangent? The way resurrections work in D&D kinda annoy me. It's a conventient power to have, but too easy in a lot of ways, and the costs (level loss in particular) are annoying. And being able to perform multiple resurrections on a daily basis is just kinda insane when you think about it. Don't get me wrong; if a healer is the only survivor of a TPK by virtue of Sanctaury or something, yeah, you can probably bring back your whole party, but it'll likely be over a month before your Essence has fully recovered from such a stunt. At three Essence minimum per resurrection, you're looking at about one per week unless you want a significant Essence loss for a prolonged period.

Spirit of Life (Su): The positive energy within your spirit allows it to sustain itself without a body weighing it down. You may become Incorporeal as a full-round action once per day, but your Essence does not recover while you are incorporeal, even with Ward of Peace. While incorporeal, you shed light as if from a Daylight spell, your Fly speed is doubled, and your maneuverability increases to perfect. By moving through a creature's space, that creature is affected by your Healing Hands ability with no additional action required on your part. This applies once per round per character, and you cannot improve the effect with Essence (but you can use Healing Hands normally). You may not attack in any way while incorporeal (although as always, your Armored in Peace ability means Healing Hands is not treated as an attack).

If you wish, you can enter another character's body. You gain no control over that character, and may still take your normal actions, but your powers can only affect your host (though area powers can emanate out from the host). Your host receives the benefits of your Armored in Peace bonuses to AC and saves (even if it is not protected by your Sanctuary), as well as your On Angels Wings and Self Healing abilities. Any time your host makes a Fortitude or Will save, you may make one as well, and your host uses the best results. Any effects that provide lasting mind control over the target are suppressed as if by Protection from Evil while you occupy its body. You may leave that character's body at any time, and suffer no harm from damage it takes.

Effects that forcibly eject you from the target immediately return you to corporeal form and leave you Stunned for 1d4 rounds.

This lets you easily heal your whole party round after round by just moving among them, or invest a single ally with not only a continual source of healing, but all your best defensive abilities and a strong save boost. While you aren't strictly limited in time you can spend incorporeal, you will likely want to return to normal eventually to recover Essence. Or maybe just touch something.

Outpouring of Life (Su): A twentieth level healer can command vast amounts of positive energy, and even unleash them in a massive wave of healing power. The Essence cost for performing a Ritual of Revival or Ritual of Resurrection is halved, and the temporary hit points provided by your Healing Hands is maximized. Minimized healing is increased by half your Charisma modifier instead.

Additionally, once per day, you can loose the full force of an Outpouring of Life as a full-round action. Positive energy radiates out in a 120' radius from you. Everyone within receives a Healing Gift of your choice with an amount of Essence worth of Rites equal to one-third your class level, and anyone who has been killed in the past one round per point of your Charisma modifier is revived as if by a Ritual of Revival. Anyone who receives healing from this ability becomes unable to attack anyone under the protection of your Ward of Peace for one day per point of your Wisdom modifier (though a character may forego the healing if it does not wish to be subject to this limitation). Using this ability sets your current Essence to 0, but your Essence recovers normally.

Honestly, not too much to say here. Healing capstone. Big boom. Except healing doesn't really go boom. Big hallelujah? Whatever.

Epic Healers

Epic Healers continue to gain Rites at every odd level. Essence use per round and other effects that scale with class level continue to increase normally. They get a bonus epic feat at 22nd level and every four levels thereafter. At 24th level and every four levels thereafter, they get an extra daily use of Spirit of Life and Outpouring of Life.

Supplemental Rules (http://www.giantitp.com/forums/showsinglepost.php?p=16079196&postcount=3)

TheFamilarRaven
2013-09-23, 04:47 AM
I like the class, definately does it's job of keeping the party moving, while a cleric may have burned all his spells per day in one encounter. I just have a few critiques/suggestion. Do what you will with them.


GAME RULE INFORMATION
Healers have the following game statistics.
Abilities: Charisma drives most of a healer's supernatural powers, making it their most important ability score. Wisdom also has value, as it drives the Will saves that are important for Ward of Peace, as well as Heal checks. Consitution is also nice, for Concentration checks and overall durability, and to improve your Healing Pool.
Alignment: Any.
Hit Die: d8.
Starting Age: As cleric.
Starting Gold: As fighter.

Class Skills
The Healer's class skills (and the key ability for each skill) are...
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana, Nature, Planes, Religion) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (N/A), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).

A few suggestions here.
1) I don't think The Healer has the armor/weapon proficiencies to justify having the starting gold of a fighter, since fighters are among the highest starting gold to pay for their armor and weapons.
2) Personally I think he has more skills than he knows what to do with. And some seem out of place. A man who studies medicine I don't think would have Tumble as a class skill. like-wise, spot makes sense because as a medicine-man, he is a trained observer, however Listen might not make sense.


Healing Hands (Su): You have the ability to lay hands on others to soothe pain and restore vigor. This ability is usable at will as a standard action. You touch a target, who receives temporary hit points equal to 1d6 per odd-numbered healer level, plus your Charisma modifier. Alternately, you can spend these temporary hit points to remove nonlethal damage on a one-for-one basis.

Temporary hit points received from this ability do not stack with other temporary hit points. Additionally, they cannot exceed the target's maximum hit points minus its current hit points; a character with 30/50 hit points could receive no more than 20 temporary hit points from this ability.

If the character receives actual healing while it possesses these temporary hit points, each point of healing received also converts one of these temporary hit points into another point of healing (this effect is not recursive). For example, a character with 30/50 hit points, and 16 temporary hit points from this ability, who receives five points of healing, would be left with 40/50 hit points and 11 temporary hit points (which would then be reduced to 10, since the extra point overflows the character's maximum).

Normally, these temporary hit points last for one minute. If you wish, however, you may maintain up to two instances of temporary hit points per point of your Charisma modifier. If you do so, the temporary hit points last for an hour, and at the end of the hour, any that remain are converted to actual healing. If you wish to maintain an instance of temporary hit points when you are at your limit, you can end maintenance on another instance, which then lasts for one minute and does not provide healing when it expires. Maintenance ends if the temporary hit points being maintained fall to zero.

Healing Hands is a positive energy effect, and so can be used to damage undead.

I like it



Ward of Peace (Su): You can use your powers to erect a ward that discourages violence. Creating a ward, or modifying its parameters, requires performing a five-minute ritual. You can only maintain one Ward at a time, but the Ward affects yourself and two other characters (who must be in Close range while the ritual is being performed) per point of your Wisdom modifier.

The first time that any character protected by the ward is intentionally attacked (that is, subject to any action that would break an Invisibility spell), takes damage, or suffers a negative condition, your Essence (see the Rites ability) resets to full. This only happens once per Ward, regardless of how many characters are affected by it. To renew this capability, you can recreate the Ward.

Thereafter, if a character protected by the ward takes damage or suffers a negative effect or condition, you regain one Essence. This can only occurs once per round per character, and each point of Essence you regain in this way lowers your maximum Essence expenditure for that round by 1 (if you have spent all the Essence you can that round, you don't regain any). Initially, you can only regain a maximum of one Essence per round, but this increases by one at every tenth level.

Additionally, you may target a character with your ward twice. Any character so protected is placed under the influence of a Sanctuary spell until it attacks or the ward expires. The DC to resist the Sanctuary effect is 10 + 1/2 your class level + your Wisdom modifier. If you make an attack, the Sanctuary ends for everyone affected (even if you were not, yourself, protected by the Sanctuary).

If, prior to combat, you made a sincere attempt to resolve the encounter peacefully (with a member of the party rolling a Diplomacy check to do so), and actual hostilities were initiated by an enemy, the DC to resist the Sanctuary becomes equal to the Diplomacy check result. You do not have to be the one who rolled the Diplomacy check, but whoever did has to be protected by the Ward (it does not need to have a Sanctuary itself, however).

These are nice effects, took me awhile to wrap my head around the essence regen though. Just to clarify, you're saying that prior to level 5, The Healer can't regen essence in combat with Peace Ward, correct?


Rites (Su): As you advance, you will learn a number of additional options for channeling positive energy. These options are collectively called Healing Rites. When using Healing Hands, you can add Rites you know to the action to improve the effect. You begin knowing two Healing Rites, and learn an additional Rite at every odd-numbered class level.

A single use of Healing Hands and the Rites that modify it is referred to as a Gift. When a Rite mentions "this Gift" it means the healing itself as modified by any other Rites used.

Healing Rites are powered by Essence. Your Essence pool is equal to 1 + your Charisma modifier. Unless otherwise stated, each Rite costs one Essence to add to a Gift, and many Rites can be made more powerful by spending more Essence. In any given round, you can spend a maximum of one Essence, plus one Essence per four class levels beyond first (so, two Essence at fifth level, three at ninth, and so on).

Rites marked by an asterisk are mutually exclusive; you cannot place more than one such Rite in any Gift. Rites that create effects that last on a duration (such as Contingent Rite, Lifebound Rune, Sheath of Life, etc) require some investment; you cannot recover the Essence spent on the Gift by any means until the duration ends. The duration of temporary hit points provided by the Gift do not count as part of its duration.

Unless the Rite itself changes the action to something else, using a Healing Rite changes the action for the Gift to a full-round action.

Some Rites cause the healing to be minimized. This means that only one hit point is healed per d6 normally rolled.

Your Essence naturally replenishes at the rate of one Essence per hour. The time required is divided by the maximum Essence you can spend per round (a 9th level healer, for example, would recover one Essence every twenty minutes). Your Ward of Peace also allows you to recover Essence quickly in the midst of battle.

Augmented Healing: You provide more healing. For each point of Essence spent on this Rite, you provide two additional temporary hit points per level or per point of your Charisma modifier, whichever is higher. If the Gift is minimized, you only provide additional temporary hit points equal to half your Charisma modifier.

Contingent Healing*: You are able to prepare healing to activate later. When you use a Gift affected by this Rite, there is no immediate effect. Rather, you choose a hit point total or a negative effect or condition. When the target's hit points fall below this number, or when the target suffers the chosen effect or condition, the Gift triggers and the contingency ends. This can prevent secondary negative effects (for example, if the healing heals the target above -10 hit points it doesn't die, or if it heals poison as it is inflicted no ability damage is sustained, etc). The contingency lasts until triggered or until you choose to dismiss it to allow yourself to recover the spent Essence.

Healing Aura: Instead of affecting a single target, your healing affects any number of chosen targets within 5' per two points of your Charisma modifier of your initial target. For each extra point of Essence spent, the radius is doubled.

Healing Word: This Rite does not increase the action required to perform the healing (although adding other Rites to the Gift still might), nor does it always cost Essence. Simply knowing this Rite allows you to use your Healing Hands at Close range. By spending one Essence, this changes to Medium range. By spending two Essence, this changes to Long range.

Invigorate: Your healing fills your allies with vigor. Allies may sacrifice temporary hit points provided by your healing to get a bonus on an attack roll, saving throw, or damage roll (whether with weapons, spells, or other abilities). Each 5 temporary hit points sacrificed provides +1 on an attack roll or saving throw, or each 2 temporary hit points sacrificed provides +1 on a damage roll.

Forked Healing: Rather than affect a single target, your healing affects up to one target per point of your Charisma modifier within range. Each extra point of Essence spent doubles the number of targets. This Rite can be combined with Healing Aura (each target of the Forked Healing gives off an aura), but no character can be affected by the Gift more than once.

Lifebound Rune*: This Gift targets squares, rather than creatures, allowing you to place a glowing rune on the targeted squares (use the normal targeting method of the Gift, so one touched square if no other Rites are in play to improve targeting). The rune lasts for one minute. Any character who is protected by your Ward of Peace and is within or adjacent to a square with the rune may take a standard action to receive the effects of this Gift. For two Essence, this requires a move or swift action. For three Essence, this requires a free action. A given recipient cannot benefit from this Gift more than once per round.

Lifebound Spirit*: You summon up a spirit of life in a body of positive energy. The spirit is identical to a Small Fire Elemental, and remains for one minute. Each extra point of Essence spent increases the elemental's size by one step. The spirit can attack normally, or can provide healing equal to the damage it would normally cause by "attacking" allies (no attack roll is required to hit willing targets). Additionally, anyone affected by your Ward of Peace receives Fast Healing equal to twice the Essence spent on this Rite while within the elemental's reach.

Mending: This Gift can also heal objects and constructs. You may even heal undead with it if you wish, rather than harming them.

Persistent Healing: Rather than providing temporary hit points, this Gift provides Fast Healing. The Fast Healing provided is equal to the minimized temporary hit points the Gift would normally provide, and lasts for one round per two points of your Charisma modifier (rounded up) per Essence spent on this Rite. Multiple Persistent Healing Gifts don't stack.

Purging: Targets of this gift are subject to a targeted Dispel Magic that only removes detrimental spell effects. For two Essence, this also carries with it a Remove Curse. For three Essence, a Break Enchantment, and it can remove effects subject to Greater Dispel Magic. For four Essence, it can also remove spells that can only be removed by Limited Wish. For five Essence, it can also remove spells that can only be removed by Wish or Miracle.

Any caster level checks required by the spells indicated have their maximums removed, always using your full caster level.

Purification: Your healing also removes one of the following conditions from the target, plus one condition per three points of your Charisma modifier: Asleep, Charmed, Dazzled, Deafened, Entangled, Fascinated, Fatigued, Fear, Sickened. Alternately, you can heal one point of ability damage per two points of your Charisma modifier, as one condition.

For two Essence, you can also heal: Blinded, Confused, Dazed, Diseased, Exhausted, Flat-Footed, Immobilized, Nauseated, Panicked, Poisoned, Slowed, Staggered. Alternately, you can heal one negative level per three points of your Charisma modifier, as one condition.

For three Essence, you can also heal: Cowering, Stunned, Paralyzed, Unconscious. Alternately, you can heal one point of ability drain per four points of your Charisma modifier, as one condition.

Quickened Healing: For one Essence, a Gift that is normally a full-round action becomes a standard action, or a Gift that is normally a swift action becomes an immediate action. For two Essence, a Gift that is normally a standard action becomes a swift action. You may apply this Rite multiple times to further alter the action required.

Rejuvenation: This Rite also restores one use of an ability with limited uses, or expended spellcasting. Generally, this restores a single available use of the ability, although some DM discretion may be required for abilities with unique resource systems (for example, Psionics would recover PP appropriate to the spell level you can restore, while Truespeech would reduce one instance of the Law of Resistance for the affected power, etc). If this Gift affects multiple targets, the Essence cost of this Rite doubles. The Essence spent determines the resource you can renew:
For 1 Essence, you can renew an ability with at least three per-encounter uses, a refresh time of three rounds or less, at least ten daily uses, or a level 0-1 spell.
For 2 Essence, you can renew an ability with at least one per-encounter use, a refresh time of more than three rounds, five daily uses, or a level 2-3 spell.
For 3 Essence, you can renew an ability with at least three daily uses, or a level 4-5 spell.
For 4 Essence, you can renew an ability with at least one daily use, or a level 6-7 spell.
For 5 Essence, you can renew an ability with at least one weekly use, or a level 8-9 spell.

Sheath of Life*: You target weapons with this Gift rather than characters (use the normal targeting method of the Gift, so one touched weapon if no other Rites are in play to improve targeting); targeted weapons are sheathed in healing magic for one minute. Attended items receive a Will save to resist. Each time the weapon hits, its damage is reduced by the temporary hit points provided by this Gift. The weapon does not ever provide actual healing, but the damage can be reduced to 0. If the damage is reduced to 0, no other special effects from the attack are delivered. Multiple Sheath of Life Gifts do not stack.

Shield of Life*: You shield the target of this Gift with an aura of life for one minute. The target does not receive any immediate healing or temporary hit points. However, every time the target takes damage, it receives the normal effects of this Gift, albeit minimized. This never results in actual healing or temporary hit point gain, but the damage can be reduced to 0. If the damage is reduced to 0, no other special effects from the attack are delivered. Multiple Shield of Life Gifts do not stack.

Sword of Life*: You target weapons with this Gift rather than characters, as with Sheath of Life; targeted weapons are imbued with life energy for one minute. Attended items can make a Will save to resist. This has two effects; first, when used against living targets, all damage caused by the weapon becomes nonlethal (unliving targets take normal damage). Second, whenever someone takes damage from the weapon, the wielder receives the effects of this Gift, albeit minimized and halved. If the target of the attack is undead or otherwise takes damage from positive energy, any healing or temporary hit points the wielder receives is also applied as bonus damage. At the wielder's option, it may also lower the damage done to its target to increase the temporary hit points received on a one-for-one basis, though this cannot more than double the temporary hit points provided. Multiple Sword of Life Gifts do not stack.

True Healing: Perhaps the most basic Rite; the Gift now provides actual hit point healing, rather than temporary hit points.

Vitalization: The temporary hit points provided by this Gift can exceed the target's maximum hit points minus damage taken. If the Gift also possesses the True Healing Rite, healing in excess of the target's maximum hit points spills over as temporary hit points.

What's the age-old complaint about playing a healing-focused character? It's boring. Especially when your allies aren't taking a lot of damage. Now, a good option for dealing with that is giving them other things to do, like protection and buffing. Rites do a little of that, but mainly it's all through the filter of healing. They let you have some startegic options - heal a lot of damage, or heal multiple targets, or prepare for incoming damage, or create persistent sources of healing, etc. And as you level, you can mix and match your Rites to get quite a bit of versatility in how you apply your healing.

When I first read through this I was all like, "Dude I can summon a large fire elemental at level with a charisma of only 14!" Then I had to remind myself that there's a limit to the amount of essence you can spend per round and I was very sad. That being said I have some suggestion regarding Lifebound rune and Persistant healing
1)Lifebound rune is too situational, the only time i see it being used is if you can't target an ally with the holy word gift, because he's not in your line of sight, but you know he's around the corner, plus said ally needs to have your peace ward on. i would change it to make any creature passing by triggers the rune. That way it can have a little more versatility, (like a nice trap for undead)
2) The text says that the fast healing lasts 1 round for every two points of CHA mod (rounded up). Does that mean if I had a CHA mod of +3 it would last for 2 rounds?


Healing Pool (Su): Your spirit is a wellspring of positive energy, but starting at second level, you can gather and stoke that power. You gain a Healing Pool capable of containing a number of points of positive energy equal to your Constitution score plus your maximum hit points. Your Healing Pool begins empty. Every time you receive temporary hit points, healing, or positive energy damage from any source, you can convert it to points in your Healing Pool on a point-for-point basis, if you wish. Any positive energy in your Healing Pool is consumed when your Essence refreshes to full, resetting the pool to 0.

Whenever you provide healing or temporary hit points, you may spend points from your Healing Pool to increase the healing or hit points provided on a point-for-point basis, though this cannot more than double any instance of healing. If you heal multiple targets, this bonus healing must be divided among them.

While some Rites give you ways to spend actions on future healing, not everyone will have them, and they cost Essence. This gives you something to do even when the whole party is at full health; just pump healing into yourself, and be ready to heal more damage in the future. Since the Healing Pool resets when Essence refreshes, it's not generally something you can fill up pre-combat (I mean, you could forego your Ward of Peace if you really want the extra healing available, but I expect that losing the Essence recovery would hurt).

Nice ability, because it allows you to be more prepared (especially higher level) to heal more damage in combat


Herbalist (Ex): Starting at second level, you are capable of using herbal lore to produce potent healing potions. Producing a healing potion takes an hour of work. By default, the potions only remain potent for one day. However, a number of times per day equal to your Wisdom modifier, you can invest one of your potions with some magical energy (which requires touching the potion and taking a standard action), extending its duration by twenty-four hours. You may also purchase rare herbs and reagents which, when used in the potion-brewing process, greatly extend the potion's shelf life (while they might eventually spoil, it won't happen in any meaningful time frame). These reagents cost 5 gold pieces per hit point the potion heals.

Your healing potions restore hit points equal to your total Heal check modifier plus the higher of your Knowledge (Nature), Profession (Herbalist), or Survival check modifier. These potions are particularly potent and generally stored in small, easily-quaffed vials. Resultantly, it is possible to drink the potion in the same action as drawing it, to a minimum of a swift action.

Your healing potions also allow an immediate new saving throw against poison or disease, with a +1 bonus per five hit points the potion heals.

Your herbal knowledge and basic medical skill also allows you to provide the benefits of one of your healing potions directly to an injured character. This takes half an hour of work, during which the character being treated must remain still and at rest.

Herbalist makes sure that the skills of mundane healing have value to you, as well as giving your party some emergency healing. While not quite as efficient as wands for pure gold-piece-to-hit-point conversion, they are decent burst healing, you can have a few to spread around without burning WBL on perishables, and most importantly, you can typically drink one as a move or swift action, which makes them, you know, potions that are actually worth drinking in combat.

I agree, always nice to have a contingency


Armored in Life (Su): Your Ward of Peace manifests as a protective halo, warding off enemy attacks and harmful spells. Any character under the Sanctuary effect of your Ward of Peace adds your Wisdom modifier as a Sacred bonus to all saves. This bonus does not stack with any ability that adds an ability modifier to saves, such as Divine Grace. Such characters also gain your Wisdom bonus as a bonus to AC. This can stack with either armor or with a single ability that adds an ability modifier to AC, but not both. Additionally, in the former case, it is capped by the armor's maximum Dexterity bonus. The bonus is lost along with the Sanctuary if the character attacks.

Additionally, you may restore the Sanctuary (and thus the Armored in Life benefit) to an ally who has lost it as a full-round action that costs a point of Essence. You yourself no longer lose Sanctuary benefits by causing damage to undead with your healing.

Finally, any opponent who fails to resist the Sanctuary effect three times in a row automatically fails any future Will saves against the Sanctaury (for all targets affected) for the duration of that Ward, and becomes immediately subjected to a Calm Emotions effect (no save is allowed against the latter - it's already failed three saves in a row to get that far).

This is a powerful personal defense, basically on par with a swordsage's AC bonus and Divine Grace as far as you're concerned, since you'll almost always have the Sanctuary on. The fact that it can also protect allies (albeit, often only until the first round of combat, unless you burn turns and Essence keeping it going) is also helpful.

Allowing you to hurt undead while they will have huge trouble hurting you is simply unfair. Which is fine, because they're undead horrors and deserve to be cleansed in the purifying light of Life.

The ability for the Sanctuary to eventually take the opponents out of combat also makes it theoretically possible (though not easy, although preliminary Diplomacy can help substantially) to win a fight entirely nonviolently. Passive resistance for the win!

Nice buff, I like it.


Self Healing (Su): Your healing powers have become strong enough that there is a constant charge of positive energy radiating out from your spirit, allowing you to heal at a rapid rate. Starting at sixth level, as long as you are below 50% of your normal maximum hit points, you gain Fast Healing equal to your Wisdom modifier. At twelfth level, this applies regardless of your hit point total, as long as you are alive. At eighteenth level, this becomes Regeneration, overcome by negative energy damage.

Basic, but fits the theme and helps to keep you upright when enemies go after you to try and stop the constant stream of healing to your allies.

Why stop there? why not make it an aura that heals nearby allies as well? Maybe a bit overpowered, but the way i'm looking at it, wisdom seems to be a secondary stat to CHA, lets say a WIS mod of +7 at the higher levels is marginal.


Ritual of Revival (Sp): An eighth level healer is able to restore life to the dead, with a short timeframe. This requires a short but complex ritual with a one-round casting time (not a full-round action). You must touch the target's body as part of the ritual, and the body must be sufficiently in-tact that it could be restored by Raise Dead. At the start of the ritual, you must spend a number of points of Essence equal to the number of rounds that have passed since the target's death (this is subject to your normal per-round Essence limit). If you complete the ritual, the target is returned to life as if from a Raise Dead spell, but with no loss of level or Constitution. If the ritual is interrupted, the Essence is wasted.

Essence spent on a successful Ritual of Revival does not rejuvenate naturally or through a Ward of Peace. Rather, you recover one point after a number of days have passed equal to the total such points spent (so if you've spent four Essence on Rituals of Revival, it will take ten days to recover it all). Essence wasted on a failed ritual recovers normally.

Coming in a level before Revivify and having a somewhat-longer window and no component cost, this is a potent life-restoring ability, though it has its costs with the one-round cast time and long-term Essence depletion. On one hand, Essence is passively renewable. On the other, you can't just buy up 25,000 gold worth of diamonds and be fine even if every member of your party is killed in every encounter of a standard adventuring day.

Good to have a resurrection spell as a healer. Although the time frame seems a bit short to me (maximum of 2 rounds before the target can't be raised at level 8) but that's the price you pay for not having an omnipotent entity granting you almighty powers I suppose



On Angel's Wings (Su): At tenth level, your devotion to the forces of Life is rewarded by the upper planes. You grow a pair of white, feathered wings that allow you to fly at twice your base land speed with Good maneuverability.

Mobility is good, and wings are cool. Nothing more really needs to be said here.

I'd be careful with placing this ability at this level, permanent flight is a powerful buff, and the only other class I can think of that gets wings is the Favored Soul, which doesn't get wings until level 17


Ritual of Resurrection (Sp): A fourteenth level healer is even more adept at restoring life to the dead. When using a Ritual of Revival, you can work with remains sufficient to be affected by Resurrection, and can revive characters killed by Death effects. Characters you revive are treated as restored to life by Resurrection rather than Raise Dead, though still with no loss of level or Constitution. Additionally, you can perform a full-fledged Ritual of Resurrection. This functions as a Ritual of Revival, but the ritual is an elaborate, eight-hour affair, the Essence expenditure is two Essence, plus once Essence per full day the target has been dead (minimum one), and you are not limited to your per-round Essence cap.

Good to have a more reliable way of Resurrection, nice progression, although you can simplify this by just adding on to ritual of rival instead of creating another entry


Little tangent? The way resurrections work in D&D kinda annoy me. It's a conventient power to have, but too easy in a lot of ways, and the costs (level loss in particular) are annoying. And being able to perform multiple resurrections on a daily basis is just kinda insane when you think about it. Don't get me wrong; if a healer is the only survivor of a TPK by virtue of Sanctaury or something, yeah, you can probably bring back your whole party, but it'll likely be over a month before your Essence has fully recovered from such a stunt. At three Essence minimum per resurrection, you're looking at about one per week unless you want a significant Essence loss for a prolonged period.

I agree that level loss is annoying, but it's there to make dying a little more traumatic to the players. If there was no level loss from the get go with the Raise Dead spell I feel like it would make player death feel like "Oh, darn I died", rather than "NOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!"

Just a little tangent to comment on your tangent


Spirit of Life (Su): The positive energy within your spirit allows it to sustain itself without a body weighing it down. You may become Incorporeal as a full-round action once per day, but your Essence does not recover while you are incorporeal, even with Ward of Peace. While incorporeal, you shed light as if from a Daylight spell, your Fly speed is doubled, and your maneuverability increases to perfect. By moving through a creature's space, that creature is affected by your Healing Hands ability with no additional action required on your part. This applies once per round per character, and you cannot improve the effect with Essence (but you can use Healing Hands normally). You may not attack in any way while incorporeal, except for causing damage to undead with your healing abilities.

If you wish, you can enter another character's body. You gain no control over that character, and may still take your normal actions, but your powers can only affect your host (though area powers can emanate out from the host). Your host receives the benefits of your Armored in Life bonuses to AC and saves (even if it is not protected by your Sanctuary), as well as your On Angels Wings and Self Healing abilities. Any time your host makes a Fortitude or Will save, you may make one as well, and your host uses the best results. Any effects that provide lasting mind control over the target are suppressed as if by Protection from Evil while you occupy its body. You may leave that character's body at any time, and suffer no harm from damage it takes.

Effects that forcibly eject you from the target immediately return you to corporeal form and leave you Stunned for 1d4 rounds.

I really like this ability, but I would be careful with some of the wording. Once again I was about to say something totally incorrect until I re-read the passage.


Outpouring of Life (Su): A twentieth level healer can command vast amounts of positive energy, and even unleash them in a massive wave of healing power. The Essence cost for performing a Ritual of Revival or Ritual of Resurrection is halved, and the temporary hit points provided by your Healing Hands is maximized (Rites that minimize the healing simply result in a normal roll).

Additionally, once per day, you can loose the full force of an Outpouring of Life as a full-round action. Positive energy radiates out in a 120' radius from you. Everyone within receives a Healing Gift of your choice with up to six Essence worth of Rites, and anyone who has been killed in the past one round per point of your Charisma modifier is revived as if by a Ritual of Revival. Anyone who receives healing from this ability becomes unable to attack anyone under the protection of your Ward of Peace for one day per point of your Wisdom modifier (though a character may forego the healing if it does not wish to be subject to this limitation). Using this ability sets your current Essence to 0, but your Essence recovers normally.

Nice capstone, however, "rites that minimize healing now results in a normal roll (which at level 20 should be 11d6? if I got my math wrong), does that mean creatures under the rite of Persistant Healing gain 11d6 hitpoints back every round for the duration? If so that's pretty epic, I'm only commenting on this in case that's not what you intended


As far as the feats a concerned I have nothing really to add. They're all solid.

Over all I enjoyed the class. You did a good job making a full on healer. If I said anything incorrect or out of line feel free to slap me across the face.

Quellian-dyrae
2013-09-23, 05:29 AM
I like the class, definately does it's job of keeping the party moving, while a cleric may have burned all his spells per day in one encounter. I just have a few critiques/suggestion. Do what you will with them.

Much appreciated!


A few suggestions here.
1) I don't think The Healer has the armor/weapon proficiencies to justify having the starting gold of a fighter, since fighters are among the highest starting gold to pay for their armor and weapons.

I think at one point I was going to give them heavy armor, changed that, and didn't go back and fix the gold. Good catch!


2) Personally I think he has more skills than he knows what to do with. And some seem out of place. A man who studies medicine I don't think would have Tumble as a class skill. like-wise, spot makes sense because as a medicine-man, he is a trained observer, however Listen might not make sense.

I see your points. Listen I tend to feel just goes with Spot. Tumble could probably be removed; Ward of Peace and Healing Word, and the fact that most of the abilities are Su, should be sufficient AoO protection.


These are nice effects, took me awhile to wrap my head around the essence regen though. Just to clarify, you're saying that prior to level 5, The Healer can't regen essence in combat with Peace Ward, correct?

Prior to level 5, the Healer can either spend or recover one Essence per round.


1)Lifebound rune is too situational, the only time i see it being used is if you can't target an ally with the holy word gift, because he's not in your line of sight, but you know he's around the corner, plus said ally needs to have your peace ward on. i would change it to make any creature passing by triggers the rune. That way it can have a little more versatility, (like a nice trap for undead)

Lifebound Rune also has a one minute duration, and multiple allies can activate it in the same round (though any given ally can only receive healing from it once per round). It's basically a way to let your allies spend the actions to heal themselves if they need to.


2) The text says that the fast healing lasts 1 round for every two points of CHA mod (rounded up). Does that mean if I had a CHA mod of +3 it would last for 2 rounds?

Yep, although that is per point of Essence.


Why stop there? why not make it an aura that heals nearby allies as well? Maybe a bit overpowered, but the way i'm looking at it, wisdom seems to be a secondary stat to CHA, lets say a WIS mod of +7 at the higher levels is marginal.

If it were an aura, it would be unlimited out of combat healing for the entire party by twelfth. Not necessarily a bad thing in itself, but some DMs take issue with it so I didn't want to give the class any out of the box ability to do that. As it stands, they're more for flavor (and to ensure that you aren't absorbing healing resources better spent on your allies) than a really big power (although Regeneration, even as late as eighteenth level, is always a big win).


Good to have a resurrection spell as a healer. Although the time frame seems a bit short to me (maximum of 2 rounds before the target can't be raised at level 8) but that's the price you pay for not having an omnipotent entity granting you almighty powers I suppose

Yep, and regardless, that's still a round better than Revivify a level earlier.


I'd be careful with placing this ability at this level, permanent flight is a powerful buff, and the only other class I can think of that gets wings is the Favored Soul, which doesn't get wings until level 17

Long duration flight spells are actually fairly common around this level (Air Walk comes online at 7th, Overland Flight at 9th). I have some inkling that things like Raptoran grant constant flight around...12th maybe? Anyway, I think there's a fair bit of precedent for it.


Nice capstone, however, "rites that minimize healing now results in a normal roll (which at level 20 should be 11d6? if I got my math wrong), does that mean creatures under the rite of Persistant Healing gain 11d6 hitpoints back every round for the duration? If so that's pretty epic, I'm only commenting on this in case that's not what you intended

10d6 I believe, but otherwise that is correct. Part of me wonders if that isn't too much, but meh, considering the damage that can be thrown around at 20th level...


Over all I enjoyed the class. You did a good job making a full on healer. If I said anything incorrect or out of line feel free to slap me across the face.

Awesome, thanks!

Healer Feats

Extra Rites:

You have mastered additional Healing Rites.

Prerequisites: At least three Rites (other than True Healing).

Benefit: You gain two additional Rites.

Special: You may take this feat multiple times. Its effects stack.

Extra Essence:

Your spirit is stronger than most.

Prerequisites: Rites.

Benefit: Your Essence increases by two.

Special: You may take this feat multiple times. Its effects stack.

Field Medic:

You can quickly treat multiple subjects.

Prerequisites: Herbalist, Heal 6 ranks.

Benefit: When using the Herbalist ability to directly heal someone (rather than brew a potion), you may increase the time required to an hour to apply the benefits to one target per two Heal ranks.

Guardian Angel:

You are always ready to protect those in your charge.

Prerequisites: Ward of Peace, On Angel's Wings.

Benefit: Whenever you regain Essence due to a Ward of Peace you placed on an ally, you may, as an Immediate action, teleport adjacent to that ally. You may do so as long as you are on the same plane. This functions as a Greater Teleport.

Life-charged Spirit:

The wellspring of positive energy in your spirit helps ablate negative energy effects.

Prerequisites: Healing Pool.

Benefit: Whenever you are subject to a negative energy attack, you may spend points from your Healing Pool to offset it, at the following rates. For this purpose, any attack that deals negative energy damage or channels negative energy, any Supernatural ability of an undead creature, any spell of the Necromancy school, or any effect with the [Death] descriptor functions as a negative energy attack.

Damage: 1 point from your Healing Pool per point of damage negated.
Ability Damage: 10 points from your Healing Pool per point of ability damage negated.
Ability Drain: 25 points from your Healing Pool per point of ability drain negated.
Negative Levels: 25 points from your Healing Pool per negative level negated.
Other Effects: 5 points from your Healing Pool per point your saving throw failed by, to treat the saving throw as a success. 50 points from your Healing Pool to negate an effect that does not allow a saving throw.

Life-charged Body:

The wellspring of positive energy in your spirit is so strong, that it can instantly heal you when attacked.

Prerequisites: Healing Pool, Life-charged Spirit, Healer Level 6+.

Benefit: Whenever you take damage, you may spend points from your Healing Pool to offset the damage, on a point-for-point basis.

Passive Resistance:

The sanctuary provided by your Ward of Peace can more actively dissuade violence.

Prerequisites: Ward of Peace, Armored in Peace.

Benefit: Any time a living character fails a save against the Sanctuary effect of your Ward of Peace, it must roll another Will save (against the same DC) or it also receives the effects of a Calm Emotions spell. Undead characters who fail a save against the Sanctuary must roll a new save or be Turned. Both effects last for one minute per level. However, if you break your Sanctuary by attacking, these effects likewise immediately expire. Additionally, you may substitute your Charisma modifier for your Wisdom modifier to determine the Sanctuary DC.

Additionally, anyone who has been subject to the Calm Emotions or the Sanctuary within the past 24 hours takes a penalty on saves against your Ward of Peace (including the secondary saves against the effects of this feat) equal to half your Charisma modifier.

Alternate Class Features

Champion's Training (Ex) [1st - Modifies Stat Progressions]: Not all healers forego violence. Sometimes, the best way to curtail harm is to eliminate its cause. You receive a full BAB, d10 Hit Die, and proficiency in martial weapons and medium and heavy armor. However, you begin with knowledge of only one Healing Rite, and do not gain a Healing Rite at levels 5, 9, 13, or 17.

Champion's Strike (Su) [1st - Replaces Ward of Peace]: You are trained for battle, and the rush of the fight brings your powers quickly to your call. The first time in any ten-minute period that you make a weapon attack against a serious opponent, your Essence refreshes. Thereafter, each time you make a successful weapon attack, you recover one Essence. You may do so once per round, plus once per ten levels gained, and each point of Essence recovered counts against your limit of Essence spent per round (if you have already spent your maximum Essence for the round, the recovery is lost).

A "serious opponent" means someone who is sincerely attempting to harm you or others around you, and capable of doing so. In other words, this ability requires attacking actual enemies in actual combat, not any random creature you're able to swing a weapon at.

Additionally, you may use Healing Hands as a swift action at the cost of one Essence in any round that you hit with a weapon attack. If you use a Gift that normally requires a full-round action in conjunction with this ability, it instead requires a move action.

Although taking this ability means you can't create a Ward of Peace normally, you are considered to be under its effects for purposes of abilities that have special effects for characters who are affected by your Ward of Peace, and you may select up to two characters per point of your Wisdom modifier to likewise receive this benefit. Changing this choice requires a five-minute ritual.

Life-blessed Blade (Su) [4th - Replaces Armored in Peace]: Positive energy is typically used to heal, but when channeled without care, it can be a devastating weapon. Starting at fourth level, any weapon you wield deals additional positive energy damage equal to your Charisma modifier, and you may substitute your Charisma modifier for your Strength or Dexterity modifier on attack rolls. Your weapon attacks ignore the miss chance of incorporeal undead, and deal double damage to undead targets. Further, any undead reduced to 0 hit points or below by your blade must make a Fortitude save (DC 10 + 1/2 your class level + your Charisma modifier) or lose the benefit of any ability to self-revive it might possess (such as a ghost's rejuvenation or a vampire's ability to disperse and return to its coffin).

Self Healing Mastery (Su) [16th - Replaces Spirit of Life]: At sixteenth level, your ability to heal yourself improves substantially. You now receive 50% more healing or temporary hit points from any source that provide such (including fast healing or regeneration), and any time you provide healing or temporary hit points to another character, you receive half as much yourself (75% after counting the first effect of this ability). Finally, your Self Healing speeds up to the point that it instantly closes wounds as they are inflicted; you reduce the damage you take from each attack or damaging effect by the Fast Healing or Regeneration from your Self Healing ability (after the +50% modification).

Morph Bark
2013-09-23, 10:07 AM
Well, this is a weak Tier 4 indeed, but Rejuvenation makes it wonky and very dependable on the party you're working with, effectively making a Healer a Tier 2 if it's in a party with at least one Tier 2 character. Smart usage of it and high initiative counts at the start of combat will effectively push every character in the party to the height of their Tier, especially from level 13 onwards.

Combined with Guardian Angel, I'd see no reason why there wouldn't be Healers of this sort setting up agencies that charge adventurers to recharge them after teleporting in to save them, or makes for some cheap teleport shenanigans.

Don't get me wrong, I think the class is okay by itself, and while I might call it Tier 4, I'd do so with hesitance.

Gadzooks27
2013-09-23, 10:21 AM
Is everyone ignoring the fact that there's already a healer 3.5 base class?

qwertyu63
2013-09-23, 12:06 PM
Is everyone ignoring the fact that there's already a healer 3.5 base class?

I do believe we are all ignoring that class, as this one does the job better.

No real comments to give here, other then this class looks awesome.

Quellian-dyrae
2013-09-23, 01:55 PM
Well, this is a weak Tier 4 indeed, but Rejuvenation makes it wonky and very dependable on the party you're working with, effectively making a Healer a Tier 2 if it's in a party with at least one Tier 2 character. Smart usage of it and high initiative counts at the start of combat will effectively push every character in the party to the height of their Tier, especially from level 13 onwards.

It might be worth toning Rejuvenation down some. On one hand, it does ensure that the class has value in higher-powered parties and games more prone to rocket tag. On the other, even limited per-encounter casting is potent. Perhaps scaling it so it only goes up to sixth level spells would be a better move. I'll go back and do that.

I'm not sure I agree that it would otherwise be a weak Tier 4. Healing can be as valuable as damage, if it comes in similar quantities (although strictly analyzing without Rejuvenation, it does mean that other party members are likely expending more resources due to a longer encounter). Even in high-powered rocket tag games, though, Shield of Life provides functionally universal DR, immediate action healing is available by ninth level, and Ward of Peace and Armored in Life provide a significant defense if the characters get unlucky with initiative or surprise rounds.

To be fair, it won't be able to output as much healing as a well-built barbarian or rogue can output damage, but it can also remove negative effects, and can spread its healing around a lot more easily.


Combined with Guardian Angel, I'd see no reason why there wouldn't be Healers of this sort setting up agencies that charge adventurers to recharge them after teleporting in to save them, or makes for some cheap teleport shenanigans.

He he, that would be an interesting trick. Then have the wizard teleport them back home and Rejuvenate its teleport slot, maybe?


Is everyone ignoring the fact that there's already a healer 3.5 base class?

I gave a nod to that in my introduction. But yeah, I decided the name fit well enough and that class is mediocre enough that it wasn't worth using a synonym.


I do believe we are all ignoring that class, as this one does the job better.

No real comments to give here, other then this class looks awesome.

Thanks!

Quellian-dyrae
2013-09-23, 03:45 PM
Thinking about it some, I also went ahead and limited Rejuvenation to within five minutes of the ability being used, and limited daily abilities restored to having to be used within five minutes. Basically so that the healer doesn't just wait around for a combat encounter and then do nothing but restore all the spells the mage used over the day, or just restore a spell every hour or something. Also made it so you can't restore an ability more often than it could be used, so a healer can't actually make a wizard into a spontaneous caster by restoring the same spell over and over.

And added the "this should be obvious, but let's be clear" rule that Ward of Peace only triggers in response to legitimate threats :smallamused:.

ironwizard
2013-09-23, 04:48 PM
I really like this class. Though I'd suggest/request some clarifications in your wording, it's kinda confusing in places.

Specifically:

Essence Recovery and the Healing Pool.

That said, I'd love to play this class sometime, if I get the chance I'll let ya know how it goes.

Quellian-dyrae
2013-09-23, 05:21 PM
That'd be great! I'll see if I can come up with clearer wording. Any specific things that were making it harder to understand?

Carl
2013-09-23, 06:17 PM
I think what morph bark is saying is that the class is very dependent on how well it synergises with the rest of the party for it's tier. get the right class and it could be T2 or better, but the wrong class and it's quite weak.

One of the bigger issues is that in a rocket tag game there's a lot of SoD and SoL effect's going about. You have to expend a lot of essences to remove the SoL effect's and you have few options for preventing SoD effect's. Getting a permanent self Death Ward and ideally being able to easily place a long duration form on allies is important here i think.

Unless you get someone you synergise well with you can't really deal with mass mind control either, they can just control the rest of the party and hack you and/or the guy your possessing down. At later levels you need a way to deal with SoD, Mind Control, as well as cheaper way's of dealing with most of the condition's purification fixes.

Quellian-dyrae
2013-09-23, 07:07 PM
Purging is probably going to be the Rite of choice for dealing with large-scale SoL effects. One Essence, and every negative spell on an ally that doesn't specifically call for advanced dispelling measures has at least a chance of going away. By fifth level, you can even add Healing Aura or Forked Healing to purge the whole party.

The Death Ward is a fairly gaping hole though, since you can't deal with Death Effects until 14th level (and even then, it's expensive, though that's how Death Effects are supposed to be). Still, I can see how a party would really regret having a Healer rather than a Cleric because of that, and it's thematically something they should be able to deal with. I'll see how I can fit it in.

Hopefully the Rejuvenation changes should keep it out of Tier 2+.

EDIT:

Added a new Rite:


Lifeguard: This Gift also staves off death. For each point of Essence spent on this Rite, the character can ignore death for one round, which may be divided up as needed. This ability lasts for as long as the Essence remains committed to the Gift, or until all uses are discharged. The ability to ignore death provides immunity to instantaneous Death effects and other situations that would instantly kill the character (such as a Coup de Grace or Death from Massive Damage). However, if the character is still in a fatal situation when the protection ends (for example, below -10 hit points) it dies normally. The character can be healed normally if its hit points are below -10 while under the protection of this ability.

Not quite a Death Ward; it's ablative rather than full immunity, and only protects against death rather than all negative energy. Plus side, it lasts as long as you commit the Essence, is available early, and protects against mundane death too. So more like a contingent, short-duration Delay Death, really.

Carl
2013-09-23, 09:14 PM
The problem is by top level there are AoE SoD and SOL effects, and a number of the latter are nasty enough to require higher level purifications.

To make it worse with quicken they can hit you with more than 1 spell a turn. Multiple enemies can achieve the same effect more easily, or even worse if they're all specialised builds.

You could be in a situation of having to drop a death immunity AoE a round, (since it lasts 1 round), and an AoE multi-essence purification. You just can't keep that up for many rounds before it drain's you dry.

Don;t get me wrong there's a need to be careful of overdoing it at low level's, but well there's a reason mass death ward is 7th level and a lot of common conditions can be cured by 5th level or lower spells.

Quellian-dyrae
2013-09-23, 10:21 PM
Hmm...I don't want to push it too far. A 9th level Healer, for example, can already drop a Purging, Lifeguarding Healing Aura for three Essence, getting a chance to dispel every hostile spell on its allies, protecting them against the next single Death effect they suffer, and giving them some quasi-healing to boot. Sure, it uses up three Essence, so without recovery that's happening maybe two to three times an encounter (pushing four at high levels), but that's still a lot of SoD and SoL mitigation on a per-encounter basis, and with recovery that can happen substantially more frequently.

I do think that Purification may not compare too well to Purging, so I think I'll go back and allow it to remove its full list (barring a couple explicitly hard to remove ones, like Negative Levels and Ability Drain), but make it remove one effect per Essence spent, rather than one plus one-third your Cha modifier. That'll ensure it's more broadly useful, since status effects can be a threat right out the gate anyway.

Belial_the_Leveler
2013-09-25, 05:22 PM
I like this class. The warlock-like healing effects are nice and the class is balanced overall in a balanced party. My main issue is that it has no real offensive ability that would allow it to function on its own. Why not give it some effects like the following;


Chains of Life
You may use your healing as a medium range touch attack. Creatures hit must make a will saving throw or be wrapped up in bonds of healing magic, gaining temporary HP that reset every round. In addition to working as temporary hp, any damaging attack the creature makes is opposed by the chains and subtracts from that pool of temporary hp before dealing damage normally. If an attack has multiple targets, subtract from its base damage not damage dealt to individual targets. Chains of Life last for 1 round/level or can be sustained. Multiple Chains of Life are cumulative; a determined healer can eventually wrap up even the greatest threats in too much healing magic to deal damage, even to themselves.

Wall of Life
You create a usually transparent wall of life-energy similar in dimensions, range and duration to a wall of fire. Unlike a wall of fire, it does not deal damage; when a damaging attack or effect crosses the wall, roll your healing and subtract your roll from the attack's damage, to a minimum of 0. Alternatively, when a harmful attack or effect would cross the wall, you can have it turn momentarily into opaque silver-white fire. That form does not provide healing but it does block line-of sight, generating a miss chance or even foiling the targeting of the harmful effect.


Bolstering Bolt
You may use your healing as a medium range touch attack. Creatures hit gain temporary hp as normal for your healing. Unlike normal temp HP they only absorb half the damage from attacks, the other half still dealt to the creature. A creature reduced to -10 hp under the effects of Bolstering Bolt still dies normally.
In addition, Bolstering Bolt overcharges creatures with positive energy. Multiple bolts are cumulative similar to the effects of being in a positive energy plane. Just like with the positive energy plane, a creature taking more than its maximum HP total in temporary HP explodes under its own overwhelming life-force.

Quellian-dyrae
2013-09-25, 05:43 PM
Yeah, the Ward of Peace can help when traveling alone, but there could be a bit more to it. The positive energy explosion thing seems like it'd be really tricky to work with...although maybe one where the temporary hit points trigger an explosion if they exceed your current hit points might. Still, it's an awkward enough way to attack that I'm not sure it would really be worth taking.

The Chains of Life is a cool idea. I might tweak it some, but I like the premise.

I love the Wall of Life idea. Probably won't actually include the miss chance part (just because, I am trying to keep these guys working strictly off of healing), but definitely worth adding. Maybe a bit more shapeability with higher Essence, as well...

Good ideas. Thanks!

Quellian-dyrae
2013-09-25, 10:04 PM
Okay, added Curse of Life and Wall of Life to Rites. I also realized that Sanctuary didn't work quite like I thought it did (once they fail or succeed, that's that), so I specified that that applies to anyone under the effect of the sanctuary, and rehashed the Calm Emotions function and moved it to a feat.

Also renamed Armored in Life to Armored in Peace, because it's based off the Ward of Peace anyway.