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Person_Man
2013-12-06, 05:32 PM
This is a homebrew fix for the Healer from the Miniature's Handbook. I posted a very similar fix a couple of years ago, but a friend wants is considering playing one in an upcoming game, so I thought I'd revisit it and repost it to see if the Playground has any additional feedback.

This fix features:

1) Spontaneous Cha-only casting in place of memorized Wis/Cha based casting. You can cast every spell on your list, without having to choose a limited number of spells known. Now that one time out of a million that you have to cast Stone to Flesh or other similar status condition removal spells, you can, without wasting a slot to learn or memorize it. The spell list is improved, and includes thematically appropriate Wizard and Cleric spells, though I still kept it very short, since you can always cast all of them. Spell progression is on par with a Wizard, not the slower Sorcerer progression of most other spontaneous casters.

2) You gain a Celestial Companion at level 1, and not level 8. Thus you always have "something to do" because you basically have a second Tier 4ish melee character to control. A healer riding their Celestial Companion is also a great meat shield, since you can use Share Spells with it.

3) Class abilities don't duplicate spells, instead they add new abilities or make your spells quicker and more powerful.

4) Better Skills, to give you more out of combat utility.



The Healer



http://lh3.ggpht.com/_BirvUCzeN8s/TESpcp4A3DI/AAAAAAAADEc/w2JHSKg7jdQ/final_fantasy_-_white_mage.png

Alignment: Any Good.

Hit Die: d8

Class Skills: The healer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Speak Language (none), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points at 1st Level: (4 + Int modifier) Χ4.

Skill Points at Each Additional Level: 4 + Int modifier.

Class Features

All of the following are class features of the healer:

Weapon and Armor Proficiency: Healers are proficient with all simple weapons, light armor, and medium armor, and all shields (except tower shields).


Table: The Healer



Level
BAB
Fort Save
Ref Save
Will Save
Special
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
+0
+2
+2
+2
Spells, Aura, Celestial Companion
6
3
—
—
—
—
—
—
—
—


2nd
+1
+3
+3
+3
Skill Focus (Heal), Field Healer
6
4
—
—
—
—
—
—
—
—


3rd
+1
+3
+3
+3
Combat Medic
6
5
3
—
—
—
—
—
—
—


4th
+2
+4
+4
+4
Destroy Undead
6
6
4
—
—
—
—
—
—
—


5th
+2
+4
+4
+4
Healing Hands
6
6
5
3
—
—
—
—
—
—


6th
+3
+5
+5
+5
Transcendent Health
6
6
6
4
—
—
—
—
—
—


7th
+3
+5
+5
+5
Warded Healing
6
6
6
5
3
—
—
—
—
—


8th
+4
+6
+6
+6
Courage
6
6
6
6
4
—
—
—
—
—


9th
+4
+6
+6
+6
Overflowing Energy
6
6
6
6
5
3
—
—
—
—


10th
+5
+7
+7
+7
Evasion
6
6
6
6
6
4
—
—
—
—


11th
+5
+7
+7
+7
Transfer Suffering
6
6
6
6
6
5
3
—
—
—


12th
+6
+8
+8
+8
Reach Healing
6
6
6
6
6
6
4
—
—
—


13th
+6
+8
+8
+8
Divine Link
6
6
6
6
6
6
5
3
—
—


14th
+7
+9
+9
+9
Cleanse Spirit
6
6
6
6
6
6
6
4
—
—


15th
+7
+9
+9
+9
Negative Energy Immunity
6
6
6
6
6
6
6
5
3
—


16th
+8
+10
+10
+10
New Limb
6
6
6
6
6
6
6
6
4
—


17th
+8
+10
+10
+10
Maximized Healing
6
6
6
6
6
6
6
6
5
3


18th
+9
+11
+11
+11
Revival
6
6
6
6
6
6
6
6
6
4


19th
+9
+11
+11
+11
Quickened Healing
6
6
6
6
6
6
6
6
6
5


20th
+10
+12
+12
+12
Transfiguration
6
6
6
6
6
6
6
6
6
6





Class Abilities

Spells: The healer casts divine spells, which are drawn from the healer spell list below. When you gain access to a new level of spells, you automatically know all the spells for that level on the healer's spell list. A healer need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not used up your spells per day for that spell level. Essentially, your spell list is the same as your spell's known list.

To cast a healer spell, you must have a charisma of 10 + the spell's level. The difficulty class against a healer's spell is 10 + the spell level + the healer's charisma modifier. Like other spellcasters, a healer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Healer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–1, page 8 of the Player’s Handbook).

Healer Spell List:

0 Level: create water, cure minor wounds, deathwatch, detect magic, detect poison, light, mending, message, purify food and drink, read magic.

1st Level: alarm, bless water, cure light wounds, detect evil, expeditious retreat, goodberry, lesser vigor^, protection from evil, remove fear, remove paralysis, resurgence^, sanctuary, status, speak with animals.

2nd Level: calm emotions, close wounds^, cure moderate wounds, delay poison, gentle repose, healing lorecall^, protection from arrows, remove blindness/deafness, remove disease, lesser restoration, status.

3rd Level: close wounds^, create food and water, cure serious wounds, dispel magic, magic circle against evil, mass resurgence^, mass lesser vigor^, neutralize poison, protection from energy, remove curse, restoration, vigor^.

4th Level: cure critical wounds, death ward, freedom of movement, locate creature, mass cure light wounds, panacea^, restoration, revenance^, stoneskin, tongues.

5th Level: atonement, break enchantment, dismissal, greater vigor^, indomitability^, mass cure moderate wounds, plane shift*, raise dead, revivify^, stone to flesh, telepathic bond, true seeing.

6th Level: heal, heroes’ feast, greater dispel magic, mass cure serious wounds, regenerate, vigorous circle^.

7th Level: banishment, greater restoration, mass cure critical wounds, mass restoration^, refuge, repulsion, resurrection.

8th Level: death pact^, discern location, mass heal, mass death ward^, mind blank, protection from spells.

9th Level: antipathy, foresight, freedom, gate*, true resurrection.

^Spells from Spell Compendium.
*You are limited to traveling to and contacting Good planes of existence and the Prime Material Plane.


Aura: As per the Cleric class ability.

Celestial Companion (Ex): You gain an Animal Companion, as per the Druid class ability. In addition, your Animal Companion gains the Celestial template (http://www.d20srd.org/srd/monsters/celestialCreature.htm). If you have or later gain an Animal Companion or Special Mount from another class or prestige class, you may sacrifice that ability to have levels of that class or prestige class stack with levels of healer to determine the power/hit dice of your Celestial Companion. In addition to the normal options for Animal Companions, if you are of sufficiently high level your Celestial Companion may instead be a Unicorn (with a -7 adjustment to your effective healer level), lammasu, gynosphinx, water naga (with a -11 adjustment to your effective healer level), Androsphinx or Couatl (with a -15 adjustment). These alternative Companions also gain the Celestial template.

Skill Focus (Heal): At second level, you gain the Skill Focus (Heal) Feat as a bonus feat. If you already posses this feat, you may choose another feat that you qualify for in it's place.

Field Healer (Ex): At second level, you may always Take 10 when using the Heal Skill, even when threatened or rushed. You may use the Heal Skill as a Move Action (instead of a Standard Action) to provide first aid, treat a wound, or treat poison.

Combat Medic (Ex): At third level, you never provoke an attack of opportunity from an enemy for using the Heal Skill or casting a Conjuration (Healing) spell, even if they threaten you or have some other ability or Feat that would allow them to do so (such as the Mage Slayer Feat).

Destroy Undead (Su): Healers are fonts of life and enemies of the undead. At fourth level, positive energy damage that you deal against any undead creature is doubled. You may use this ability a number of times per day equal to your Charisma bonus. You choose whether or not to activate this ability as a free action immediately after the results of your normal action is determined. Thus it is never wasted if you miss a touch attack or if the undead creature in question would have been destroyed without using this ability.

You may use the Destroy Undead ability to qualify for any Feat or prestige class which requires the ability to Turn Undead. In addition, if you do not have the ability to Turn or Rebuke Undead, uses of the Destroy Undead ability may be used in place of Turn or Rebuke Undead uses for Feats which require it (such as Divine and Devotion Feats).

Healing Hands (Su): At fifth level, whenever a healer casts a spell that heals hit point damage with positive energy or deals damage to creatures harmed by positive energy, she adds her Charisma modifier as a bonus to the result. If the spell has a duration of multiple rounds (such as with any Vigor spell) this bonus is only applied on the first round. As a non-variable bonus, the Healing Hands bonus is doubled by the Destroy Undead ability when it is used appropriately.

Transcendent Health (Su): At sixth level, you and your Celestial Companion gain immunity to all disease, poison, sickened, and nauseated effects, both magical and non-magical.

Warded Healing (Su): At seventh level, an ally effected by a Conjuration (Healing) spell that you cast on them (including spells that effect yourself or your Celestial Companion using the Share Spells ability, when applicable) is also effected as if you had cast Sanctuary (http://www.d20srd.org/srd/spells/sanctuary.htm) on them. You may use this ability a number of times per day equal to your Charisma bonus. You choose whether or not to activate this ability as a free action immediately after the results of your normal action is determined. Thus it is never wasted if you fully heal an ally and don't feel that they needed to be Warded.

Courage (Ex): At eighth level, you and your Celestial Companion gain immunity to all fear and compulsion effects.

Overflowing Energy (Su): At ninth level, when a healer casts a spell that cures hit point damage above the target's normal maximum hit points, the target gains temporary hit points equal to the excess for a number of rounds equal to the healer's caster level. For example, if the target is currently at 10 hit points, has a maximum normal hit point total of 20, and your heal them for 15 points of damage, they gain 5 temporary hit points. Temporary hit points from multiple sources overlap, and do not stack. You may use this ability a number of times per day equal to your Charisma bonus. You choose whether or not to activate this ability as a free action immediately after the results of your normal action is determined. Thus it is never wasted if you roll poorly and the net result of this ability would not be useful to your ally.

Evasion (Ex): At tenth level you gain the Evasion ability, as per the Rogue ability of the same name, except that it also functions in medium armor.

Transfer Suffering (Sp): At eleventh level, if you or your Celestial Companion is damaged by an attack which deals hit point damage (including spells, psionics, etc), within 1 round of that attack you may take a Standard Action to heal the damage caused by that attack, and deal the same amount of damage that you healed to the enemy that caused the damage. The damage against your enemy is of the same type of the attack which damaged you. For example, if an enemy cast Polar Ray and dealt 30 points of damage against you, within one round you could take a Standard Action to heal 30 points of damage to yourself, and deal 30 points of Cold damage to the enemy who cast Polar Ray.

If an enemy makes multiple attacks against you in a given round (such as multiple melee attacks) this ability only functions on one attack of your choice. This ability does not transfer any effects of attacks other then hit point damage, such as being knocked Prone, Fear, Stun, etc. The target is entitled to a Willpower Save (DC = 10 + 1/2 your healer level + your Charisma bonus) to negate the damage dealt to them by this ability (but not the healing effect on the healer or their Celestial Companion). You may use this ability a number of times per day equal to your Charisma bonus.

Reach Healing (Su): At twelfth level, you gain the Reach Spell Feat as a bonus feat. If you already have this feat, you may choose another metamagic feat that you qualify for in it's place. In addition, a number of times per day equal to your Charisma bonus, you may apply Reach Spell to any Conjuration (Healing) spell that you cast without modifying the spell level or casting time of the spell.

Divine Link (Su): At thirteenth level, your ability to Share Spells with your Celestial Companion is increased to 100 feet.

Cleanse Spirit (Su): At fourteenth level, when you cast the Greater Restoration spell, you may do so as a Standard Action (instead of the normal casting time of 10 minutes), and doing so does not require any XP expenditure/cost.

Negative Energy Immunity (Su): At fifteenth level, you and your Celestial Companion gain immunity to Negative Energy spells and effects, such as Cause Wounds or Harm. You are and your Celestial Companion are also immune to Energy Drain and other effects which impose negative levels.

New Limb (Sp): At sixteenth level, when you cast Regenerate you may do so as a Standard Action (instead of the normal casting time of 3 full rounds).

Maximized Healing (Su): At seventeenth level, you gain the Maximize Spell Feat as a bonus feat. If you already have this feat, you may choose any other metamagic bonus feat that you qualify for in it's place. In addition, a number of times per day equal to your Charisma bonus, you may apply Maximize Spell to any Conjuration (Healing) spell that you cast without modifying the spell level or casting time of the spell. You choose whether or not to activate this ability as a free action immediately after the results of your normal action is determined. Thus it is never wasted if you roll poorly and the net result would be negligible.

Revival(Su): At eighteenth level, when you cast Raise Dead, Resurrection, or True Resurrection you may so so as a Standard Action (instead of the normal casting time of 10 minutes or 1 minute).

In addition, once every seven days when you attempt to revive a Good aligned creature, you may cast the Raise Dead, Resurrection, or True Resurrection spell without any material component, and the target of the spell does not lose any hit dice or Constitution points. It is essentially a "free" revival for both the caster and the target. (These spells normally requires a sprinkle of holy water and diamonds worth a considerable amount, and impose a hit dice or Constitution penalty on the target).

Quickened Healing (Su): At nineteenth level, you gain the Quicken Spell feat as a bonus feat. If you already have this feat, you may choose any other metamagic bonus feat that you qualify for in it's place. In addition, a number of times per day equal to your Charisma bonus, you may apply Quicken Spell to any Conjuration (Healing) spell that you cast without modifying the spell level of the spell.

Transfiguration (Su): At twentieth level, you gain the Celestial (http://www.d20srd.org/srd/monsters/celestialCreature.htm) template and the Good subtype (http://www.d20srd.org/srd/spells/imprisonment.htm). You no longer age normally, and cannot be magically aged. Any age penalties you may have already incurred, however, remain in place. You and your Celestial Companion do not suffer any of the negative environmental effects from any of the good aligned planes of existence. (For example, you do not explode from absorbing too much energy while on the Positive Energy Plane). Creatures native to those planes treat you and your Celestial Companion as if you were natives as well - they do not attack you or otherwise seek to hinder you from traveling or living on those planes unless you give them a reason to.

In addition, once per week when you are reduced below -10 hit points or otherwise slain, Imprisoned (http://www.d20srd.org/srd/spells/imprisonment.htm), placed in Temporal Stasis (http://www.d20srd.org/srd/spells/temporalStasis.htm), a Maze (http://www.d20srd.org/srd/spells/maze.htm), or any similar effect approved by your DM, you and your Celestial Companion (but no one else) may instead Plane Shift (http://www.d20srd.org/srd/spells/planeShift.htm) to a good aligned plane of existence of your choice and be restored to full hit points. This Plane Shift occurs immediately as a free action (with no casting time or other action needed for it to take place). You and your Celestial Companion simply disappear in a flash of white light when you would have otherwise died or have been utterly defeated. If you are slain or otherwise defeated before 7 full days have elapsed after using this ability, you die or are effected normally.

ngilop
2013-12-06, 05:44 PM
Woo healer fixes!

Healer is prob ( for me at least) the 2nd worse designed class in 3rd ed

So i love seeing new fixes/revision of it.


I don't like the capstone at all.. the whole class is about healing and preventing.. then you give them an ability that is basically a finger up to all their previous heal and supportive abilities. Im not saing the healer should get that ability.. but it kinda goes against the grain of what a helaer is as a capstone.

I also recommend deepening the spell list

I think some of the abilities can come online a lot sooner than you have them, for instance in my Healer Re-Tool (http://www.giantitp.com/forums/showthread.php?t=272245) i have the Quickened heal ability at 7th.. i think 19th is at the minimum 7 levels too late. In fact.. feel freee to peruse my own healer and take any ideas from it that you want.

Its a neat point you have giving the Healer a combat worhty celestial companion at 1st level. I have to say i find it ingenius and awesome.

I don't really get eh all good saves, but eh I guess that is not something I should really linger on

This is a fun class and you went in a pretty interestingly cool direction with it. while I do not agree 100% with some points. I still think overall this is a much bigger improvement over teh base healer!

Just to Browse
2013-12-07, 02:50 AM
This is a healer rewrite. It's super different from the original healer.

mass heal appears to be at levels 8 and 9.

Celestial template means it's harder to affect your animal companion (they have SR, and need to lower it as a standard action). Perhaps include a clause about overcoming that. Alternative companions should really be in a table.

Evasion and Healing Hands come way too late to be exciting.

Warded healing is still cool at the level you get it, and then becomes irrelevant as the save DC falls off.

Transfer Suffering is very powerful, but in a strange niche way, and is also very unexpected. All of a sudden you go from passive support guy to a walking bide effect, and now nobody wants to hit you with anything. At least work in this anti-tanking aspect somehow earlier, so it's not so much of a tactic flip at level 11.

Something I'd like to see is revival without incurring level cost for the target. You appear to mitigate the XP cost for the caster, but not for the beneficiary.

Overall, it's T3, pushing close to T2 like the dread necro. It gets a free tank and damage-dealer that scales, comes with good utility and combat spells, and has a fixed spell list so if you can squeeze into arcane disciple, contemplative, sovereign speaker, (etc) and get domains you have an even crazier list.

Djinn_in_Tonic
2013-12-07, 05:17 AM
Two things stand out to me (I'd comment more...but it's 5am, and I'm suffering from insomnia and thus inattentive):

#1: As written, Transfer Suffering allows the target to negate the effect, which includes the healing portion. Was this intentional? I suspect you didn't intend for that, in which case the sentence should probably read "the target is entitled to a Will save (DC X) to negate this damage."

#2: New Life should either work on you (automatically) or on allies. As-is it's most likely that the Healer is better served by saving the use for himself, allowing himself to cast resurrection spells for his allies once he has returned instead of banking on surviving himself and running the risk of everyone dying without a safe way to return.

Further, a player who revives an ally only to die thereafter and not have his self-saving ability up will feel pretty bad about the ability.

Finally, you should add Plane Shift (Good Aligned planes + normal reality only) to his spell list, so his ability to choose the plane of his liking when resurrecting isn't actually just an inconvenience. :smalltongue:

Chronos
2013-12-07, 07:40 PM
I like the basic chassis. It's a bit on the weak side compared to other casters, of course, but then that's presumably intentional.

I presume that you put Turn Undead in there primarily for purpose of fueling divine feats? It feels a bit off to me, like it's trying too hard to be like a cleric (and doing that makes the fact that it's worse than a cleric stand out too much). I think I would rather see some other ability with the same number of uses per day, and then include a clause that it can be used in place of Turn Undead for purposes of divine feats.

And for some abilities, you need to specify when a decision is made. Specifically:
With Overflowing Energy, do you decide whether to use it before or after you roll for the spell? Let's say that my ally's damage is a little less than the average Cure Moderate Wounds, and I cast it on him. If I luck out and roll a couple of 8s, I might want to use that ability, but if I just get a 1 and a 2, it'd be wasted.
With the self-raising ability, do you choose the location of your return at the time of your return, at the time of your death, or some time prior to that? If it's at the time of your return, do you know anything that's going on in the intervening time?

Person_Man
2013-12-09, 05:42 PM
Thanks for the feedback folks.

Change log:

Added shield proficiency. No reason they shouldn't have it, and it helps out a lot at low levels.

Mass Heal (http://www.d20srd.org/srd/spells/healMass.htm) is made into a 8th level spell. Currently it's a 9th level spell for Clerics, but I feel like Healers should get it a level early. (As a typo, I accidentally put it into both places).

Per Chronos's suggestion, changed Turn Undead Ability to Destroy Undead ability. I feel like the "massive positive energy" thing against a negative energy enemy fits thematically and gives them some offensive oomph, and is more unique then just tacking Turn Undead on top of the class.

Specified that most of the "Charisma per day" abilities can be invoked after normal results are determined. This way you can use them to maximum advantage, and never "waste" them.

Per Djinn's comment, fixed the Saving Throw on Transfer Suffering.

Capstone ability has been rewritten. Now it's hopefully more awesome and unique.

"No cost" True Resurrection has been added to the 17th level Revival ability, which has also been modified to remove the xp/Constitution cost of Raise Dead on the target.

Plane Shift and Gate added to spell list (limited to Good planes), which gives you a lot more versatility at higher levels.

AugustNights
2013-12-09, 08:24 PM
I usually don't like to comment if I don't have anything constructive to say, but I really just wanted to say that I really like this class-remix, and have every intention of using it.

Rakoa
2013-12-11, 11:30 AM
I really, really like this fix. It definitely seems more interesting to use, that's for sure. One thing that stands out to me is that the Healer has to be Good, but there is no mention of a punishment for changing alignments. Loss of class abilities? Unable to continue progression? Something else?

Person_Man
2013-12-11, 11:57 AM
I really, really like this fix. It definitely seems more interesting to use, that's for sure. One thing that stands out to me is that the Healer has to be Good, but there is no mention of a punishment for changing alignments. Loss of class abilities? Unable to continue progression? Something else?

Yeah, I struggle with this issue.

On one hand, if I don't include the "always Good" requirement, then it makes no sense to have a Celestial Companion, the capstone ability doesn't make any sense, and the spell list (with Protection From Evil, Magic Circle Against Evil, and Good planar stuff) would need more caveats.

On the other hand, I feel that alignment matters are best handled by the DM, and now RAW punishments like the Paladin and Knight.

I could try and build more flexibility into the class, but it doesn't make sense to have a Fiendish Companion for a Healer, and a generic Animal Companion or Special Mount or Familiar is decidedly weaker.

Thoughts?

Rakoa
2013-12-11, 12:08 PM
You're quite correct, now that I think about it. It is a tricky issue. I suppose you could just fluff it as the Healer is so good at channeling positive energy naturally, regardless of alignment, that being the most Evil person in all the planes doesn't change the fact. That would cover the capstone, anyway (and perhaps some of the spells).

As for the Celestial Companion...I don't know. Perhaps it is more enslaved than befriended in the case of an Evil one? It is a difficult call. I'd have to think on it a bit more.

3WhiteFox3
2013-12-11, 02:07 PM
Positive Energy is a Neutral force, not a Good one. Honestly the shoehorning of Positive and Negative energy into Good/Evil has always bothered me. They are simply natural forces, nothing inherently moral or immoral about them. Evil could very much want to heal and make use of the power of the Positive Energy plane.
Healing can be used on yourself, or on evil companions, or even to gain followers by promising to heal them of diseases and stuff.


About Celestial Companions...

The idea of a corrupted unicorn is not exactly out of line with folklore. The evil Healer creates a bond with the creature that shifts it's alignment towards evil, but keeps it's healing power. That gives you the excuse to have an evil Healer riding an evil black unicorn, which (to me at least) is all sorts of awesome.