View Full Version : PRC for healers

2007-08-13, 11:20 PM
This is the first PRC I have done so i am very much looking for some constructive criticism.
Base attack +6
Heal 10 ranks
able to cast divine spells

HD d8

Field medic
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells

+2|First Aid 2d6, Feed back|+1 level of existing spellcasting class

+3||+1 level of existing spellcasting class

+3|First Aid 4d6|+1 level of existing spellcasting class

+4||+1 level of existing spellcasting class

+4|First aid 6d6|+1 level of existing spellcasting class[/table]

First aid (ex) as a move action the field medic may touch an injured ally and heal them for 2d6 at 1st level 4d6 at 3rd and 6d6 at 5th.

Feedback (ex) when the field medic performs a First Aid move action record the number of d6 healed and add this to any other feedback d6. as a full attack action the Field Medic may make a touch attack against any enemy that has attacked or dealt damage this encounter. the touched enemy takes xd6 damage where x is equal to or less than the amount of D6 in feedback. Will for half damage DC = 10 + field medic level + main spell casting ability modifyer. Feedback D6 may be held for as many rounds equal to your field medic level + your main divine spell casting ability modifier. at the end of the time feedback D6 are allowed to be held you take a damage roll equal to the remaining D6 in feedback will for half damage

2007-08-13, 11:43 PM
question first add it can be used indefinitely, it should have some type of limit on it

Gwyn chan 'r Gwyll
2007-08-13, 11:53 PM
Feedback seems a bit complicated. I'm confused as to the actual math. COuld you simplify please?

2007-08-14, 12:07 AM
First aid needs a limit, and the class shouldn't have full BAB.

2007-08-14, 06:00 PM
Ok i posted late last night and was tired so let me clarify some things.

first aid has its limit because the damage healed does not just go away, you take it into yourself and hold onto it and then touch an enemy and it is inflicted onto them. the real limit is if you don't get rid of the damage fast enough it will be inflicted onto yourself. so if you want to heal everyone in the group you could but if you could not get rid of it you will probably die.
for example
cleric 8 field medic 1 Wis mod 4
you perform first aid, heal 2d6 from an ally. you then have 5 rounds to touch an enemy once and deal 2d6 damage to them or touch two separate enemies for 1d6 each (will for half). at the end of 5 rounds any D6 left will inflict you (will for half).

But thinking about it, it is still a tad powerful so what about
you may only do it as many times as your Main spellcasting ability modifier + field medic level.

2007-08-14, 07:29 PM
Ah. That's better. Perhaps a number of rounds before using it again? Like 10 - class level? Maybe 8 - class level?

Still, the class should have medium BAB (as cleric), and probably require a base Will save bonus of +6 instead of a BAB of +6. Still would require 8 levels of cleric, but it'd make much more sense. Also maybe at least 2nd/3rd level divine spells, not just divine spells?

2007-08-14, 09:14 PM
I like it but it seems slightly OP, you still get full spellcasting progression, and those extras.

2007-08-15, 06:51 AM
I'd remove the first level of casting to slow dipping.
Drop the BAB to cleric BAB. (Even subtract one from it)
Grant the Healing domain at 3rd level if they don't already have it. (or make it a prereq.)
Make First Aid 1d6 per PRC level, per day, split any way the cleric wants.
Allow healer levels to stack with cleric levels for the bonus to CLW etc...
Finally I'd expressly grant some of the 'white' necromancy spells as cleric spells in a specialized spell list.

just my .02

2007-08-15, 03:09 PM
Sigurd's analysis seconded. But the healing domain should definitely be a prerequisite.
And I'd lose the feedback ability, too. These people should specialize in positive energy only.

Also, first aid should only be usable on allies who are below zero hitpoints.
And it should be at least a standard action, if not a full-round action.

I like it, though. I'd use it... if I ever played divine casters.

2007-08-15, 03:13 PM
Oh, I almost forgot-- what's with the good reflex saves? I don't see why a combat medic would be adept at jumping out of the way of fireballs and such.

2007-08-15, 11:06 PM
Well the idea behind this was sort of based on taking damage from one person and putting it on another a sort of damaging balancing act, originally Feedback was called Karma when i first wrote it but renamed it because i did not like the name. the reason for the high Ref is because as a field medic your more up on the front lines dodging in and out helping any way you can. I wanted the BAB high but i think lowering it to a 0,1,2,3,4 progression would be better, my reasoning behind having good BAB was that he was getting more adept at touching enemies. I don't think healing domain as a prerec is the idea i had in mind, he is more of a manipulator of negative energy than a provider of positive energy, sort of making the negative energy flow from his ally through him to his enemy, an out with the bad-beans in with the good-beans sort of feel.

perhaps making it so you cant use another first aid until the feedback dice have been depleted? or if you aid someone you cant aid them again the following round? also Limiting it to non-dying targets would be good.
I did not state this earlier, but it makes sense to say, he cant touch himself with first aid.

Just had another idea, You can only first aid your field medic level times/perday but may spend a wild shape/smiting/turn attempt as a free action to perform First Aid again?

2007-08-16, 12:29 AM
Broken... either have Feedback hit the healer (effectively trading hps from himself to the one being healed) or give it some sort of a save as well (i.e. Empathic Transfer, Hostile)

Personally, I see this as overpowering and pointless at the same time. Radiant Servant of Pelor does a better job with better flavor.

2007-08-16, 06:52 AM
Okay.. So we take a lawful good cleric of wee-jas with the death domain, some specialisation in necromancy, and give her field medic caster levels. Cast spectral hand, and start healing! Once you've healed like hell, go for the minigun-damage battery on negative energy and you have a master necromancer. A friendly one, yes, but this will result in a spell-flux and dpr-rating nearly nothing can surpass, while healing like hell.