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Shadow_Elf
2008-07-29, 02:27 PM
I noticed that there wasn't a dedicated healer paragon path for Clerics (which is honestly what i like them best for) so i gave it a shot. Ideas?

Combat Medic
"Worry not for your wounds, for my god is with me!"

Prerequisites: Cleric class, trained in Heal, Good Alignment

You are the greatest healer you can be and your mobility on the battlefield is unmatched. You run between allies, giving healing and encouragement to all around. Despite your healing specialisation, you can still defend your allies or damage your enemies efficiently.

Features
Combat Medic Mobility (11)
Increase your movement speed by 1 square
Combat Mobility Action (11)
When you spend an action point to take an extra action, you may also take an extra move action.
Medical Training (11)
You may use healing word one additional time per encounter, but still only once per round
Medical Experience (16)
You add your Charisma modifier (minimum 1) to the strength of any healing you perform

Powers

Astral Retreat
"You let loose a blinding flash, and by the time your enemies recover, you are gone"
Encounter Power * Divine, Implement, Teleportation
Immediate Reaction Close burst 1
Trigger: You are bloodied
Target: All enemies in burst
Attack: Charisma vs. Reflex
Hit: 3d8 + Charisma modifier damage and the targets are dazed until the end of your next turn
Effect: You may teleport an amount of squares equal to your unencumbered speed.

Cure Lethal Wounds
"You utter a simple prayer and gain the power to instantly heal wounds, and your touch momentarily suffuses you or a wounded creature with a blinding silver light"
Daily Utility * Divine, Healing
Standard Action Melee Touch
Target: You or one creature
Effect: The target regains hit points as if it had spent three healing surges

Divine Note
"You utter a single note of the utmost purity that represents the commandments of your patron deity"
Daily Power * Divine, Implement, Healing, Radiant
Standard Action Close Burst 5
Target: All creatures in burst
Attack: Charisma vs. Will
Hit: You deal 6d8 + Charisma modifier radiant damage to evil creatures
You deal 3d8 + Charisma modifier radiant damage to chaotic evil creature
You heal 1d8 + Charisma modifier damage to unaligned creatures
You heal 3d8 + Charisma modifier damage t0 lawful good creatures
You heal 6d8 + Charisma modifier damage to good creatures

Shades of Gray
2008-07-29, 02:32 PM
Medical Experience is identical to Healer's Lore, the ability that clerics already get.

Paragon Paths only get two level 11 abilities.

Shadow_Elf
2008-07-29, 02:37 PM
Medical Experience is identical to Healer's Lore, the ability that clerics already get.

Thanks, i didn't realise that. Any suggestions for an alternative?


Paragon Paths only get two level 11 abilities.

Check out Warpriest and Angelic Avenger. They get three level 11 features, because not all features are created equal.

Zocelot
2008-07-29, 03:53 PM
Hmm. For the 16th level ability, maybe make it Cha instead? Most clerics have a decent Cha, and it would represent comforting the wounded.

For the Astral Retreat power, make it so that the dazed effect only lasts until the start of your next turn. It's functionally the same, except you don't gain combat advantage. Also, lower the distance teleported from your unencumbred speed to your current speed. It makes sense that if more armour is used, the same amount of magic can teleport it less far.

Shadow_Elf
2008-07-29, 07:33 PM
I like the idea for 16th level feature, and the teleporting thing is logical I guess. The dazing thing is sort of moot because the idea is that they grant CA to your allies while you escape and recuperate or something. You aren't going to retreat from a losing situation only to reenter it because they are dazed.
Also, should the medic have to roll an attack against the targets he/she heals (unaligned/lawful good/good creatures)? Or should he have to roll an attack the people he/she heals?

Zocelot
2008-07-30, 10:13 AM
If you say that the Cleric won't enter the area anyway, just make it to the start of their next turn. If what you say is true, then it won't hurt, but it also prevent the Cleric from using it's combat advantage.

Like any healing spell, you don't have to roll to hit your allies.

You might want to make the alignment prerequisite LG or LG and G.

Shades of Gray
2008-07-30, 10:39 AM
Why? "Evil" characters could become Combat Medics. Or Unaligned.

Shadow_Elf
2008-07-30, 11:57 AM
Sorry about that inconsistency. I've since changed my copy to add a "good alignment" prerequisite. Cause what are evil characters going to care about allies, let alone wounded ones?

Zocelot
2008-07-30, 12:45 PM
If your allies die, they can't fight to protect you, which means you die. It's no fun, really.