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    Troll in the Playground
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    Default The Disciple (3.5, Healer fix-ish, PEACH)

    While this class doesn't really resemble the old Healer from the Miniatures Handbook at all, it's meant to fix/replace it as a Healer.

    -------------------------------------------------------------------------

    Disciple


    We are the Disciples of Blind Mercy. Our mission is to bring mercy upon this wretched world, help to those that would accept us, and a merciful death to those that would oppose us.

    GAME RULE INFORMATION
    Disciples have the following game statistics.
    Abilities: Wisdom is paramount for all Disciples as it determines the strength of their spells and how many extra spells they may cast in a day. It also affects the strength of some of their abilities. Constitution and Dexterity help a Disciple stay alive if worst comes to worst.
    Alignment: Any.
    Hit Die: d4
    Starting Age: As cleric.
    Starting Gold: 4d10 x 5 (125 gp)

    Class Skills
    The Disciple's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
    Skill Points at First Level: (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier

    THE DISCIPLE
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Power Word: Shield, Domain Casting, Divine Reach|5|3|-|-|-|-|-|-|-|-

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Penance|6|4|-|-|-|-|-|-|-|-

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Soul Warding|6|5|-|-|-|-|-|-|-|-

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |-|6|6|3|-|-|-|-|-|-|-

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Renewed Hope, Advanced Learning|6|6|4|-|-|-|-|-|-|-

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |-|6|6|5|3|-|-|-|-|-|-

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Holy Fire|6|6|6|4|-|-|-|-|-|-

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Atonement|6|6|6|5|3|-|-|-|-|-

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Rapture|6|6|6|6|4|-|-|-|-|-

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Advanced Learning|6|6|6|6|5|3|-|-|-|-

    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Borrowed Time|6|6|6|6|6|4|-|-|-|-

    12th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |-|6|6|6|6|6|5|3|-|-|-

    13th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Strength of Soul|6|6|6|6|6|6|4|-|-|-

    14th|
    +7/+2
    |
    +4
    |
    +4
    |
    +9
    |-|6|6|6|6|6|6|5|3|-|-

    15th|
    +7/+2
    |
    +5
    |
    +5
    |
    +9
    |Grace, Advanced Learning|6|6|6|6|6|6|6|4|-|-

    16th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |-|6|6|6|6|6|6|6|5|3|-

    17th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |Divine Aegis|6|6|6|6|6|6|6|6|4|-

    18th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |-|6|6|6|6|6|6|6|6|5|3

    19th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |Power Word: Barrier|6|6|6|6|6|6|6|6|6|4

    20th|
    +10/+5
    |
    +6
    |
    +6
    |
    +12
    |Pain Suppression, Advanced Learning|6|6|6|6|6|6|6|6|6|6[/table]

    Class Features
    All of the following are class features of the Disciple.

    Weapon and Armor Proficiencies: Disciples are proficient with all simple weapons. They are not proficient with any type of armor or shield. Neither armor nor shields actually interfere with their spellcasting, however.

    Power Word: Shield (Su): Disciples first learn how to draw upon a soul to create a temporary barrier, keeping the material body safe from harm. Beginning at 1st level, a Disciple may, as a standard action once every 2 rounds, create a shield around a single ally within 60 yards of herself. This barrier lasts for 3 rounds and absorbs damage equal to 2 + the Disciple's Wisdom modifer x her Disciple level (so a 1st level Disciple with 18 Wisdom would create a Shield that absorbs 6 damage, while a 10th level Disciple with 26 Wisdom would create a Shield that absorbs 100 damage). Power Word: Shield cannot absorb more damage than the ally has hit points, and disappears once it absorbs its full amount. Unlike other supernatural abilities, Power Word: Shield can be dispelled, but it cannot be counterspelled nor does it provoke attacks of opportunity.

    An ally that receives the benefit of Power Word: Shield also suffers from a weakened soul, and cannot receive another Power Word: Shield until 1d4+1 rounds have passed after their current Power Word: Shield wears off.

    Domain Casting: A Disciple's spellcasting differs from most others' in that their spell list is highly restricted. She spontaneously casts Divine spells as a Favored Soul would, but may only cast spells from the Healing domain and may choose any three of the following domains: Good (if she is Good), Law (if she is Lawful), Evil (if she is Evil), Chaos (if she is Chaotic), Protection, Repose (SRD, Additional Domains), Liberation (SC 276) and Community (SC 271) domains. She also is able to cast Raise Dead when she gains 5th level spells, Resurrection when she gains 7th level spells, and True Resurrection when she gains 9th level spells. A Disciple need not meet any Divine Focus or Holy Symbol requirements for any Divine spells she casts, but she still must supply required material components (such as diamonds for a Resurrection spell).

    Other than being restricted in their Alignment-based domains to their own alignment, a Disciple may cast spells with any alignment descriptor from any other domain she has access to (such as a Chaotic Good Disciple preparing Deathwatch, an Evil spell, from her Repose domain). Unlike other spontaneous spellcasters, the Disciple may cast Sactified spells as if they were on her spell list and does not increase the casting time of spells by applying metamagic to them.

    Divine Reach: A Disciple may cast all spells with the Healing descriptor that have a range of "Creature Touched" from as far away as 60 feet. She still must have line of effect to her target to cast the spell.

    Penance (Su): Calling the power of her Faith, the Disciple can deliver unto her foes a merciful death. Beginning at 2nd level, the Disciple may, as a standard action that provokes attacks of opportunity, subject an enemy to sanctified punishment, inflicting 1d6 damage plus 1d6 damage for every 3 levels of Disciple she has beyond her 2nd (1d6 added in at 5th, 8th, 11th, 14th, 17th and 20th, for a total of 7d6). This damage results directly from divine energies and bypasses all forms of Damage Reduction and Resistance.

    Soul Warding (Su): Beginning at 3rd level, the Disciple learns how to better protect her allies by drawing power from multiple allies at once. Whenever she uses her Power Word: Shield ability, she may choose to grant a second ally an identical Shield that lasts for 1 round. Both allies are subjected to the normal soul weakening effect for being the recipient of Power Word: Shield.

    Renewed Hope (Ex): The Disciple's connection to the healing arts intensifies as she grows in power, allowing her to occasionally heal an ally for an increased amount. Beginning at 5th level, whenever the Disciple casts a spell with the Healing descriptor on a creature also affected by her Power Word: Shield, she rolls 1d20. On a 20, the spell heals for an additional amount equal to the Disciple's Wisdom modifier per die of damage healed. There are no negative consequences for rolling anything below 20.

    Advanced Learning: At 5th level, and again at 10th, 15th, and 20th level, the Disciple may add a Conjuratin [Healing] spell or Abjuration spell with a range of Personal or Creature Touched of a level up to the highest spell level she can cast to her list of spells known. The spell added can be either Arcane or Divine, but if it is Arcane, the Disciple casts it as if it were Divine.

    Holy Fire (Su): By presenting her faith to the heavens, the Disciple may call down a column of divine flame onto a foe, searing the victim. Beginning at 7th level, the Disciple may, as a standard action that requires a ranged touch attack, call down a pillar of flame onto a single enemy for 1d6 damage for every 2 levels the Disciple has. For the next 5 rounds, the victim suffers damage equal to the Disciple's class level. Half of the damage dealt in the 5 rounds after the initial attack is fire damage; all other components of Holy Fire inflict damage resulting directly from divine power, and ignore all forms of Damage Reduction and Resistance. Once used, the Disciple must wait 5 rounds before she can use Holy Fire again.

    Atonement (Su): Beginning at 8th level, whenever the Disciple deals damage to an opponent using Penance or Holy Fire, she may choose to heal an ally within 60 feet of herself for half the damage inflicted.

    Rapture (Su): Upon the release of a soul's energy when the Disciple's Power Word: Shield fades due to being destroyed, the Disciple enters a trance that restores some of her divine power. Beginning at 9th level, whenever the Disciple's Power Word: Shield absorbs enough damage to fade or is dispelled, she may choose to regain a spell she has cast. This spell must have been cast in the same encounter that the shield was dispelled or destroyed. She may only regain a number of spells per day in this way equal to her Wisdom modifier, and may only regain up to two spells per encounter. If the shield fades due to damage dealt by an ally or a dispel spell cast by an ally, she does not regain a spell.

    Borrowed Time (Su): After drawing upon an ally's soul to protect them, the Disciple experiences a rush of power that allows her to quickly cast her next spell. Beginning at 11th level, whenever the Disciple grants Power Word: Shield to an ally, the next spell she casts is automatically quickened as if with the Quicken Spell feat if cast within 5 rounds. If the spell is already quickened (if she spontaneously applies Quicken Spell to it, for example) or is already a swift or immediate action, that spell does not consume Borrowed Time. If the Disciple grants Power Word: Shield to an ally when she has not yet used up her Borrowed Time, the duration is reset to 5 rounds.

    Strength of Soul (Su): A Disciple's healing mends souls as well as flesh. Beginning at 13th level, whenever the Disciple casts a spell with the Healing descriptor that affects a creature whose soul has been weakened by her Power Word: Shield, the duration of the weakening is reduced by 1 round.

    Grace (Su): The Disciple's healing blesses herself with divine power that slowly accumulates, allowing her to cast a mighty spell afterwards. Beginning at 15th level, each time the Disciple casts a spell with the Healing descriptor, she gains a single point of Grace, up to a maximum of 5 points. She may expend any number of Grace points as a free action to spontaneously apply a metamagic-like effect to a spell she casts or to either Penance or Holy Fire. At the end of each encounter, the number of Grace points she has is reduced to 0.

    Graceful Tenacity: Infuses a spell with endurance, causing the spell to resist attempts to dispel it. If the spell affected with Graceful Tenacity would be dispelled, it instead remains on the recipient for 1d4+1 rounds afterward and then is dispelled. If its natural duration would run out before 1d4+1 rounds are up, it fades naturally. Graceful Tenacity uses up 1 point of Grace.

    Graceful Empower: Empowers a spell with variable, numeric effects, Penance or Holy Fire's initial damage to heal or inflict half-and-again as much healing or damage. Graceful Empower uses up 2 points of Grace.

    Graceful Maximize: Maximizes a spell with variable, numeric effects, Penance or Holy Fire's initial damage to heal or inflict maximum possible healing or damage. Graceful Maximize uses up 3 points of Grace.

    Graceful Quicken: Quickens a spell, Penance or Holy Fire. The affected spell or ability can be used as a free action. Graceful Quicken uses up 4 points of Grace.

    Graceful Twincast: Copies a spell that targets a single ally or enemy, Penance or Holy Fire to affect a second ally or enemy without using up a spell slot or action for the Disciple. Graceful Twincast uses up 5 points of Grace.

    Divine Aegis (Su): Beginning at 17th level, whenever the Disciple rolls for her Renewed Hope ability, her spells heal extra when she rolls a 19 or a 20. In addition, whenever she casts a spell with the Healing descriptor that gains the additional healing as per Renewed Hope, she creates a shield from the latent power around the recipient of the spell. The shield absorbs an amount of damage equal to half the healing done by the spell that created the shield. Divine Aegis stacks with Power Word: Shield and itself, and absorbs damage before Power Word: Shield does. Divine Aegis lasts for 3 rounds.

    Power Word: Barrier (Su): Beginning at 19th level, the Disciple learns how to transform her Power Word: Shield into an even greater barrier. As a standard action, the Disciple may create a stationary sphere of protection with a 20 ft. radius. Allies within the range of Power Word: Barrier take 20 less damage from all sources for the duration of the ability. This barrier lasts for 5 rounds and may be used once per encounter.

    Pain Suppression (Su): At 20th level, a Disciple learns how to directly influence and negate the feelings of pain and injury on an ally. As an immediate action, the Disciple may expend a spell slot of 7th level or higher to provide a special kind of shield to an ally. The ally ignores all incoming damage for 1 round, then takes only half damage for 4 rounds. She may only use this ability once per ally per day.

    -------------------------------------------------------------------------

    Disciple Feats

    Chastise
    Requirements: Penance 3d6 damage
    Benefit: You may choose to reduce the damage your Penance inflicts by 2d6 and cause its victim to be dazed for 1 round on a failed Will save (DC = 13 + the Disciple's Wisdom score) and fatigued for 1 round per per point of Wisdom score you have afterwards.

    Repentance
    Requirements: Penance 3d6 damage
    Benefit: You may choose to reduce the damage your Penance inflicts by 2d6 and cause its victim to be stunned for 1 round on a failed Will save (DC = 13 + the Disciple's Wisdom score).

    Terror
    Requirements: Penance 3d6 damage
    Benefit: You may choose to reduce the damage your Penance inflicts by 2d6 and cause its victim to cower for 1 round on a failed Will save (DC = 13 + the Disciple's Wisdom score) and be shaken for 1 round per point of Wisdom score you have afterwards. This shaken effect does not stack with other shaken effects and does not elevate previous levels of fear.

    Purification
    Requirements: Penance 4d6 damage
    Benefit: By using Penance on an ally, you may reduce the damage inflicted by 1d6 to attempt to remove a magical effect from them as if by a targetted Greater Dispel Magic spell. Alternatively, you may use Penance on an enemy and reduce the damage inflicted by 3d6 to attempt to remove a magical effect from them in the same way.

    Heavenly Voice
    Requirements: Penance 5d6 damage
    Benefit: You may choose to reduce all damage dealt by your Penance to affect a single creature with the effects of a Holy Word spell if you are Good, Blasphemy spell if you are Evil, Dictum spell if you are Lawful, Word of Chaos spell if you are Chaotic or Word of Balance (SC, 242) spell if you are Neutral. Only the victim of your Penance suffers the effects of these spells. For the purposes of caster level for these abilities, use the Disciple's class levels.

    Blinding Light
    Requirements: Holy Fire 5d6 damage
    Benefit: You may choose to reduce the damage your Holy Fire inflicts by half and to no longer inflict damage over a series of rounds to instead blind the victim for 1 round.
    Last edited by Derjuin; 2012-01-26 at 03:21 PM.
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  2. - Top - End - #2
    Dwarf in the Playground
     
    BlueWizardGirl

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    Default Re: The Disciple (3.5, Healer fix-ish, PEACH)

    First, I love the idea of a class, dedicated healing is something that doesn't really work in 3.5, and every new base class designed to fix it is good in my good.

    Now, onto the P.E.A.C.H.ing

    Power Word: Shield is a very strong effect, right from level 1. The first issue is that it uses a 1/2 attribute modifier, which is not usually done in 3.5; at its level of power, it should be written as 5 x wis modifier x level.

    Second, granting that many (essentially temporary hit points) is pretty ridiculous, especially as a swift action. Consider a Paladin's lay on hands class feature. Each day, they can heal 2 x charisma modifier x level hit points. This ability is 2x5 times as effective, can be used on multiple allies, at range, it has no limit of uses per day, and can be invoked as a swift action. Fixing the class feature is going to require a lot of work.

    I would make the shield grant 3 + Wis modifier temporary hit points as a standard action to an ally within 60 feet. The temporary hit points last 3 rounds. The temporary hit points do not stack with each other, but overlap, causing them to be reset to the highest value. I would restrict the ability so that it either has uses per day (maybe once per day per class level), or ensure the ability has a 5-round recharge.

    The spell list is pretty restricted, but I understand the need to keep them roughly as healers. I would allow them to sacrifice 2 of their 3 optional domains to select a domain of their choice from their deity (for example, only gaining Healing and Protection, and exchanging the other two for Madness). It would be decent as a feat option at 1st level, or simply an option inherent to the class.

    Smite is an interesting choice of class feature, letting them do about as much damage as a Warlock. I'm not sure the class needs it, with all the class features that boost your ability to heal and protect your allies, plus your massive number of spells prepared, perhaps an ability that allows you to deal damage to enemies who strike you in combat would be better. Any competent enemy will ALWAYS Kill The Medic first. Perhaps 1d6 retributive damage at 2nd level, plus 1d6 at level 6, 10, 14, and 18 for a total of 5d6. It would activate whenever you are stuck with a melee weapon, give no save, and be untyped damage.

    The rest of the abilities seem fine, so long as activating Power Word: Shield is a standard action, otherwise they get out of hand very quickly. Borrowed Time in particular is pretty ridiculous, getting quickened spells for free every round will get out of hand very quickly. Power Word: Barrier is nice, but only protects against physical damage. Perhaps a better version would instead target all allies within 60 feet, last 3 rounds, have a 5 round recharge, and instead reduce all damage they take from any source by 20.

    The capstone is both awesome and underwhelming, when you're burning spells of that level you expect something very powerful, and while it's powerful, it's not something that makes the class any more durable.

    It's a good class in my opinion, and something that I'd actually want to take all 20 levels of.

  3. - Top - End - #3
    Troll in the Playground
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    Default Re: The Disciple (3.5, Healer fix-ish, PEACH)

    Quote Originally Posted by Chronologist View Post
    First, I love the idea of a class, dedicated healing is something that doesn't really work in 3.5, and every new base class designed to fix it is good in my good.

    Now, onto the P.E.A.C.H.ing

    Power Word: Shield is a very strong effect, right from level 1. The first issue is that it uses a 1/2 attribute modifier, which is not usually done in 3.5; at its level of power, it should be written as 5 x wis modifier x level.

    Second, granting that many (essentially temporary hit points) is pretty ridiculous, especially as a swift action. Consider a Paladin's lay on hands class feature. Each day, they can heal 2 x charisma modifier x level hit points. This ability is 2x5 times as effective, can be used on multiple allies, at range, it has no limit of uses per day, and can be invoked as a swift action. Fixing the class feature is going to require a lot of work.

    I would make the shield grant 3 + Wis modifier temporary hit points as a standard action to an ally within 60 feet. The temporary hit points last 3 rounds. The temporary hit points do not stack with each other, but overlap, causing them to be reset to the highest value. I would restrict the ability so that it either has uses per day (maybe once per day per class level), or ensure the ability has a 5-round recharge.
    Thanks for the comparison - I'm actually going to go with 2 + Wis x level, where at level 20 that's something like 240 HP on average (assuming 30+ Wis). It absorbs a lot, but remember that they can't receive a new Shield until 1d4+1 rounds after their current one ends, so it's a minimum of 3 rounds from the turn they get it before they can get a new one.

    Quote Originally Posted by Chronologist View Post
    The spell list is pretty restricted, but I understand the need to keep them roughly as healers. I would allow them to sacrifice 2 of their 3 optional domains to select a domain of their choice from their deity (for example, only gaining Healing and Protection, and exchanging the other two for Madness). It would be decent as a feat option at 1st level, or simply an option inherent to the class.
    I could see this as an ACF, the only problem I have with it is some domains are much stronger than others, and trading out, say, Good and Law for Celerity might be a problem.

    Quote Originally Posted by Chronologist View Post
    Smite is an interesting choice of class feature, letting them do about as much damage as a Warlock. I'm not sure the class needs it, with all the class features that boost your ability to heal and protect your allies, plus your massive number of spells prepared, perhaps an ability that allows you to deal damage to enemies who strike you in combat would be better. Any competent enemy will ALWAYS Kill The Medic first. Perhaps 1d6 retributive damage at 2nd level, plus 1d6 at level 6, 10, 14, and 18 for a total of 5d6. It would activate whenever you are stuck with a melee weapon, give no save, and be untyped damage.
    Smite, Holy Fire and Atonement all exist basically to give the Disciple more to do than heal, or so they can heal while they help vanquish a foe. I really want all three to exist in a careful harmony, where spamming Smite and using Holy Fire every 5 rounds doesn't become more throughput-efficient than using healing spells, otherwise there'd be no point to having spells at all.

    ...

    A spell-less healer...hmm. Hmm.

    Quote Originally Posted by Chronologist View Post
    The rest of the abilities seem fine, so long as activating Power Word: Shield is a standard action, otherwise they get out of hand very quickly. Borrowed Time in particular is pretty ridiculous, getting quickened spells for free every round will get out of hand very quickly. Power Word: Barrier is nice, but only protects against physical damage. Perhaps a better version would instead target all allies within 60 feet, last 3 rounds, have a 5 round recharge, and instead reduce all damage they take from any source by 20.
    The main reason I made Power Word: Shield a Swift action is because a quickened spell is also a swift action, so you can't use both in the same turn without shenanigans to get extra swift actions. There'll also be a qualifier that you can't build up uses of Borrowed Time added in now, so you have to use one Borrowed Time before you can get any more.

    For Power Word: Barrier, I can't believe I left the recharge off. It was originally planned to be once per encounter.

    Quote Originally Posted by Chronologist View Post
    The capstone is both awesome and underwhelming, when you're burning spells of that level you expect something very powerful, and while it's powerful, it's not something that makes the class any more durable.
    It's more to save allies who are taking a very large amount of damage per turn (such as someone immersed in lava while a dragon grapples them or something).

    Quote Originally Posted by Chronologist View Post
    It's a good class in my opinion, and something that I'd actually want to take all 20 levels of.
    Thanks! I actually aim for most of my base class homebrew (see signature link for more of them, but don't pay attention to the past projects ) to be "I wanna be level 20 in this class!". I'm looking forward to making it better and more balanced. A lot of these abilities I haven't tested yet, only did some crude comparisons.
    Last edited by Derjuin; 2012-01-24 at 10:55 PM.
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  4. - Top - End - #4
    Bugbear in the Playground
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    Default Re: The Disciple (3.5, Healer fix-ish, PEACH)

    I like this. The cleric needs knocked down a peg (I've always thought the holy warrior and healer should be separate classes).
    May I suggest creating feats or abilities to drop damage die with smite for special effects (sort of like the rogue does with sneak attack)?
    And what if you lose spells and use a system like the clerics turn undead. What I mean by that is grant an ability with limited uses and allow it to be expended to get spell-like effects. While I'm all for this class, I'm also all for removing vanacian spellcasting (which you seemed to be thinking about).

  5. - Top - End - #5
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    Default Re: The Disciple (3.5, Healer fix-ish, PEACH)

    Just breezed over this, and I think your onto a winner here.

    Ill post some more complete thoughts later on, but may i suggest you change the name for smite? It seems to be too different from normal smites to be named like them. Something following the fluff of mercy, perhaps?
    Last edited by Kane0; 2012-01-24 at 11:39 PM.
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    Troll in the Playground
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    Default Re: The Disciple (3.5, Healer fix-ish, PEACH)

    Quote Originally Posted by eftexar View Post
    I like this. The cleric needs knocked down a peg (I've always thought the holy warrior and healer should be separate classes).
    May I suggest creating feats or abilities to drop damage die with smite for special effects (sort of like the rogue does with sneak attack)?
    And what if you lose spells and use a system like the clerics turn undead. What I mean by that is grant an ability with limited uses and allow it to be expended to get spell-like effects. While I'm all for this class, I'm also all for removing vanacian spellcasting (which you seemed to be thinking about).
    Hmm, I think I can come up with some feats for trading smite/penance damage. Not really sure about the no spellcasting, though. The idea would be neat, but it might just turn into "it's magic but not". I'll have to do some thinking on it.

    Quote Originally Posted by Kane0 View Post
    Just breezed over this, and I think your onto a winner here.

    Ill post some more complete thoughts later on, but may i suggest you change the name for smite? It seems to be too different from normal smites to be named like them. Something following the fluff of mercy, perhaps?
    Hm...good idea. I've switched all references to Smite over to Penance, which I think fits a little better.
    Last edited by Derjuin; 2012-01-25 at 01:12 AM.
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  7. - Top - End - #7
    Troll in the Playground
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    Default Re: The Disciple (3.5, Healer fix-ish, PEACH)

    Updated with some new feats. Originally, Chastise, Repentance and Terror had alignment requirements, but I'm not so sure that would be a good idea (Chastise being Good, Repentance being Neutral and Terror being Evil) since I've generally tried to avoid alignment separation with this class (except Heavenly Voice).
    Last edited by Derjuin; 2012-01-26 at 10:51 PM.
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    Default Re: The Disciple (3.5, Healer fix-ish, PEACH)

    This is awesome. It's the defensive mage I've always wanted to play :>.

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