A Monster for Every Season: Summer 2
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    Ogre in the Playground
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    Default Healer Re-tooled {please critique}

    The Healer
    Level BaB Fort Ref Will Special 0 1 2 3 4 5 6 7 8 9
    1 +0 +2 +0 +2 Healing hands, Healing Burst 4 3
    2 +1 +3 +0 +3 Skill Focus (Heal) 4 4
    3 +1 +3 +1 +3 Cleanse paralysis 5 4 3
    4 +2 +4 +1 +4 Cleanse disease 5 4 4
    5 +2 +4 +1 +4 Cleanse fear,Unicorn companion 5 5 4 3
    6 +3 +5 +2 +5 Cleanse poison 5 5 4 4
    7 +3 +5 +2 +5 Effortless healing 6 5 5 4 3
    8 +4 +6 +2 +6 Potent Healing 6 5 5 4 4
    9 +4 +6 +3 +6 Cleanse blindness 6 6 5 5 4 3
    10 +5 +7 +3 +7 Cleanse spirit 6 6 5 5 4 4
    11 +5 +7 +3 +7 Divine Insight 6 6 6 5 5 4 3
    12 +6 +8 +4 +8 Vigorous Heals 6 6 6 5 5 4 4
    13 +6 +8 +4 +8 Cleanse petrification 6 6 6 6 5 5 4 3
    14 +7 +9 +4 +9 Improved Effortless Healing 6 6 6 6 5 5 4 4
    15 +7 +9 +5 +9 New limb 6 6 6 6 6 5 5 4 3
    16 +8 +10 +5 +10 6 6 6 6 6 5 5 4 4
    17 +8 +10 +5 +10 Spell Inspiration 6 6 6 6 6 6 5 5 4 3
    18 +9 +11 +6 +11 6 6 6 6 6 6 5 5 4 4
    19 +9 +11 +6 +11 New life 6 6 6 6 6 6 6 5 5 4
    20 +10 +12 +6 +12 Font of Life 6 6 6 6 6 6 6 5 5 4

    Alignment: Any good.
    Hit Die: d8.
    Class Skills
    Class skills (and the key ability for each skill) are Concentration (Con), Craft
    (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).

    Skill Points at 1st Level: (4 + Int modifier) × 4.
    Skill Points at Each Additional Level: 4 + Int modifier.
    Weapon and Armor Proficiency: Healers are proficient with
    all simple weapons and with light armor. As well as bucklers and small sheild.

    Spells: A healer casts divine spells (the same type of spells available to clerics), which are drawn from the healer spell list given below. A healer casts divine spells, which are drawn from the healer spell list below. She can cast any spell she knows without preparing it ahead of time. When a healer gains access to a new spell list, she automatically learns all the spells for the level listed on the healer’s spell list. Essentially, her spell list is the same as her spells known list.
    To cast a spell, a healer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a healer’s spell is 10 + the spell level + the healer’s Wisdom 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 Wisdom score.
    As noted above, a healer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

    Spell List
    Healer Spell List
    Healers choose their spells from the following list.
    0: create water, cure minor wounds, deathwatch, detect magic,detect poison, disrupt undead, guidance, light, mending, purify food and drink, read magic.
    1st: bless, bless water, conviction, cure light wounds, delay disease, endure elements, faith healing, goodberry, healthful rest, incite, inhibit, light of lunia, nimbus of light, omen of peril, protection from evil, remove fear, remove paralysis, resurgence, sanctuary, shield of faith, speak with animals, lesser vigor, vision of glory.
    2nd: aid, augury, bear's endurance, bull's strength, calm emotions, cat's grace, close wounds, consecrate, cure moderate wounds, delay poison, divine insight, divine protection, eagle's splendor, fox's cunning, gentle repose, hand of divinity, healing lorecall, healing sting, hold person, light of mercuria, living undeath, owl's wisdom, protection from negative energy, resist energy, remove blindness/deafness, remove disease, lesser restoration, lesser spell immunity, stabilize.
    3rd: mass aid, air breathing, cloak of bravery, mass conviction, create food and water, cure serious wounds, daylight, grace, haste, heroism, holy storm, mass lesser vigor, light of venya, neutralize poison, prayer, remove curse, mass resist energy, restoration, shield of warding, slow, spark of life, status, tongues, vigor.
    4th: cure critical wounds, crushing despair, death ward, delay death, divinaion, freedom of movement, glowing orb, mass cure light wounds, panacea, positive energy aura, recitation, greater resistance, restoration, sheltered vitality, spell immunity, stoneskin.
    5th: atonement, break enchantment, greater command, commune, cure grevious wounds, mass cure moderate wounds, hallow, greater heroism, hallow, heal, incorporeal nova, life's grace, raise dead, rejuvenation cocoon, revivify, mass sanctuary, stone to flesh, true seeing, greater vigor.
    6th: anger of the noonday sun, anti-life shell, banishment, mass bear's endurance, mass bull's strength, bolt of glory, mass cat's grace, mass eagle's splendor, mass fox's cunning, greater restoration, forbiddance, heroes’ feast, mass cure serious wounds, mass owl's wisdom, regenerate, superior resistance, righteous wrath of the faithful, undead to death, vigorous circle.
    7th: aura of vitality, banishment, mass cure critical wounds, eyebite, fortunate fate, holy star, holy word, renewal pact, repulsion, resurrection, mass restoration.
    8th: cocoon, mass death ward, discern location, holy aura, mass heal, mind blank, greater spell immunity.
    9th: foresight, gate, true resurrection, undeath's eternal foe, wail of the banshee.

    Healing Hands (Ex): Whenever a healer casts a spell that cures hit point damage, she adds her Charisma modifier each die. For instance, if a 5th-level healer with an 18 Charisma casts cure light wounds, she cures 1d8+5 points of damage normally, plus an additional 4 points of damage due to her Charisma bonus. This bonus applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.

    Healing Burst {Su}: A Healer can release a wave of energy by channeling the power of her faith through herself. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. Healing those that are living or damaging those that are undead respectively.

    Healing Burst causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the Healer. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two healer levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the healer's level + the Healer's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A Healer may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A Healer can choose whether or not to include herself in this effect.

    Skill Focus (Heal): A Healer’s focused training grants her this bonus feat at 2nd level. If she already has that feat, she may choose a different one.

    Cleanse Paralysis (Su): A Healer deals with certain kinds of maladies
    so often that eventually she can cure them without resorting to a spell. At 3rd level, a healer gains the ability to cleanse paralysis once per day, as if casting a remove paralysis spell. A Healer gains an additional use per day for every 4th level afterwards.

    Cleanse Disease (Su): At 4th level, a healer gains the ability to cleanse disease once per day, as if casting a remove disease spell. A Healer gains an additional use per day for every 5th level afterwards.

    Cleanse Fear (Su): At 5th level, a healer gains the ability to cleanse fear once per day, as if casting a remove fear spell. A Healer gains an additional use per day for every 5th level afterwards.

    Unicorn Companion (Ex): When a healer attains 5th level, the deities recognize her devotion and grant her a celestial unicorn companion as her mount and aide. The unicorn, a symbol of healing and purity, serves the healer willingly and unswervingly. Once per day, as a full-round action, the healer may magically call her companion from the celestial realms in which it resides. The companion immediately appears adjacent to the healer and remains for 2 hours per healer level. It may be dismissed at any time as a free action. The companion is the same creature each time it is called, though the healer may release a particular companion from service to gain a companion of a different kind. Each time the companion is called, it appears in full health, regardless of any damage it may have taken previously. The
    companion also appears wearing or carrying any gear it had when it was last dismissed.
    Calling a companion is a conjuration (calling) effect. A healer of 12th level or higher may select from alternative lists of companions (see the sidebar). Should she select a companion from one of these alternative lists, the creature gains abilities as if the character’s healer level were lower than it
    actually is. Subtract the value indicated in the appropriate list header from the character’s healer level and compare the result with the healer level entry on the table in the sidebar to determine the companion’s powers. (If this adjustment would reduce the healer’s effective level to 0 or lower, she can’t have that creature as a companion.) For example, a 12th-level healer could select a lammasu as a companion. The lammasu would have characteristics and special abilities as if the healer were 8th level (taking into account the –4 adjustment) instead of 12th level.
    Should the healer’s companion die, it immediately disappears, leaving behind any equipment it was carrying. The healer may not call another companion for 30 days or until she gains a healer level, whichever comes first, even if the companion is somehow returned from the dead. During this 30-day period, the healer is
    distraught and takes a –4 penalty on attack rolls and weapon damage rolls.

    {table=head]{colsp=2} Alternate Companions
    Level-5 |Dragonne, Lammasu, Gynosphinx, Water Naga
    Level-10 |Androsphinx, Couatl [/table]


    Cleanse Poison (Su): At 6th level, a healer gains the ability to cleanse poison once per day, as if casting a neutralize poison spell. A Healer gains an additional use per day for every 6th level afterwards.

    Effortless Healing (Ex): At 7th level, a healer has learned to cast healing spells with minimal effort. She may cast such spells as a swift action and only once per round. This ability applies only to the following spells Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, and Cure Greivous Wounds and only those that she casts as a healer, not those that she may have by virtue of levels in another class. At 14th level the Healer can cast Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, and Cure Greivous Wounds at a range of 25 feet.

    Potent Healing {Ex}: Upon reaching 8th level, everytime a Healer cast a spell that heals hit point damage, she can make a heal check as a free action at DC 15+ twice the HD of the creature healed. (so a 7th level fighter being healed would have a DC of 29) Successfully making the heal check increases the amount healed by 50% as if the Empower meta magic feat had been used.

    Cleanse Blindness (Su): At 9th level, a healer gains the ability to cleanse blindness/deafness once per day, as if casting a remove blindness/ deafness spell. A Healer gains an additional use per day for every 5th level afterwards.

    Cleanse Spirit (Su): At 10th level, a healer gains the ability to restore a creature to health once per day, as if casting a greater restoration spell. A Healer gains an additional use at 16th level.

    Divine Insight {Ex}: Any target healed by the Healer's Healing Burst gains a +3 insight bonus to AC and Saves for a number of rounds equal to 2+ the number of dice rolled.

    Vigorous Heals {Su}: AT 12th level a Healer's ability to heal gives her target's even more endurance. Any extra HP healed over the targets maximum is instead of being lost is turned into temporary hit points, these last for 1 minute.

    Cleanse Petrification (Su): At 13th level, a healer gains the ability to restore a petrified creature to health once per day, as if casting a stone to flesh spell. A Helaer gains an additional use of this ability at 17th level.

    New Limb (Su): At 15th level, a healer gains the ability to regrow a creature’s lost or damaged body part once per day, as if casting a regenerate spell.

    Spell Inspiration {Ex}: At 17th level a Healer learns and places 20 spells from the clerics spell list into his spellbook as Healer spells of their cleric level. She gains two of spells of each spell level of the following cleric spells not on the Healer spell list: 1st-level, 2nd-level, 3rd-level, 4th-level, 5th-level, 6th-level, 7th-level, 8th-level,and 9th-level.
    As well as 2 additional spells she may place amongst her spell levels.

    New Life (Su): Once per day, a 19th-level healer can bring a dead creature back to life, as if casting a true resurrection spell.

    Font of Life {Su}: A healer finds herself continuously protected as if by a Death Ward spell. In addition a healer can also put to rest undead. Upon a successful touch attack any undead finds themselves obliterated, and its sould returned to its final destination. A successful fortitude saving throw of DC 10+1/2 the Healer's Level +Wisdom Modifier negates. Mindless undead such as skeleton and zombies as well as Haunts, spectres, phantoms, poltergeists, and revenants do not recieve a saving throw. DOing this requires a full-round action and a successful touch attack. While there is no limit on the number of times a Healer can use this ability she can only use it on a particular undead once a day.

    If a healer has 10 or more ranks in Knowledge:religion the DC in increased by 2, 10 ranks in Heal increases the CD by another 2.

    THE HEALER’S COMPANION

    {table]Healer Level|Bonus HD|Natural Armor Adj.|Str/Dex Adj.|Int|Special

    5th–7th|+0|+1|+1|6|Empathic link, improved evasion, share spells, share saving throws

    8th–10th|+3|+2|+2|7|Improved speed, Command creatures of its kind

    11th–14th|+6|+3|+3|8|Spell resistance

    15th–17th|+9|+4|+4|9| Fast Healing.

    18th-20th|+12|+5|+5|10| Improved Spell Reistance, Spell-Like Abilities.
    [/table]

    Healer’s Mount Basics: Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.

    Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.

    Natural Armor Adj.: The number on the table is an improvement to the mount’s existing natural armor bonus.

    Str Adj.: Add this figure to the mount’s Strength score.

    Int: The mount’s Intelligence score.

    Empathic Link (Su): The Healer has an empathic link with her mount out to a distance of up to 1 mile. The Healer cannot see through the mount’s eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.

    Because of this empathic link, the Healer has the same connection to an item or place that her mount does, just as with a master and his familiar (see Familiars).

    Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

    Share Spells: At the Healer’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the Healer before the duration expires. Additionally, the Healer may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A Healer and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).

    Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the Healer’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.

    Improved Speed (Ex): The mount’s speed increases by 10 feet.

    Command (Sp): Once per day per two Healer levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself, as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 Healer’s level + Healer’s Cha modifier) to negate the effect.

    Spell Resistance (Ex): A mount’s spell resistance equals its master’s Healer level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.

    Fast Healing (Ex): The mount gains Fast Healing 2

    Improved Spell Resistance (Ex): The mount's spell resistance increases by an amount equal to the Healer's Charisma Modifier.

    Spell-Like Abilities (Sp): The mount gains the following spell-like abilities
    Bless at will, Sanctuary 5/day, Cure Light Wounds 5/day, Aid 3/day, Lesser Restoration 3/day, Mass Cure Light Wounds 1/day, Prayer 1/day

    this is still a work in progress sorry for not having more
    Last edited by ngilop; 2014-05-20 at 09:36 PM.

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Jan 2012

    Default Re: Healer Re-tooled {please critique}

    there I have the majority of the class done, I'll finihs the rest up tomorrow.

  3. - Top - End - #3
    Ogre in the Playground
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    Default Re: Healer Re-tooled {please critique}

    Looks alright in general, here are some points to look at:

    1: Unicorn Companion (EX) isn't bolded. The section also needs formatting work.
    2: Add some new feature at level 20, or there is no reason not to take some other class.
    3: Put something in the 16-18 gap.
    4: What is Divine Insight? It's not in the text.
    5: You need to provide the spell list.

    Right now, I give it a 7/10, but I think you have the potential for a 10/10 class if you work a little more.

    EDIT: I did see you said you would finish up tomorrow, so hopefully that will help here.
    Last edited by qwertyu63; 2013-02-19 at 11:02 PM.

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  4. - Top - End - #4
    Ogre in the Playground
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    Default Re: Healer Re-tooled {please critique}

    Quote Originally Posted by qwertyu63 View Post
    Right now, I give it a 7/10, but I think you have the potential for a 10/10 class if you work a little more.

    EDIT: I did see you said you would finish up tomorrow, so hopefully that will help here.
    Id agree with this so far, excellent usage of a mount.
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  5. - Top - End - #5
    Dwarf in the Playground
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    Default Re: Healer Re-tooled {please critique}

    Just going over a few critiques:

    Healing Hands: Great in the first few levels, but grows substantially worse as the cure spells become obsolete. A better option would be CHA*Spell level.

    Healing Burst: I like it.

    Effortless Healing: This is great. Perhaps you can add an improved version at around 14th that makes the spells immediate actions?

    Also, what is cure grievous wounds? 5d8+CL?

    Mount: I only glanced over it, but it seems good.

    What it should have:
    • Some way to cast healing spells at range
    • The spell list, which should include most buffs, debuffs, and likely some battlefield control.
    • A way to turn excess healing into temporary hit points at higher levels.

  6. - Top - End - #6
    Ogre in the Playground
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    Default Re: Healer Re-tooled {please critique}

    Ok gave a capstone ability added in the spell list and filled in the last abilities that I did not have wrote up.


    I am at a loss though on what to put in at 17th level I definately want something to go there, but I cannot think of anything

    basically I came into this Healer fix with these 9 ideas

    a) steal a page from pathfinder and let the healer do some d6s of healing in an AOE X times per day
    b) get rid of that no shield and no metal armor crap.. healers aren't druids they are healers foo!
    c) have their casting me like a warmages POW spontaneous and knowing their full list
    d) make the unicorn companion come at 5th level
    e) finagle the spell list to make Heal a 5th level spell
    f) buff healing hands to be per die not total.
    g)make effortless healing cast cure X wounds as swift actions instead of that no AoO crap.
    h) make the various cleanse abilities usable more than once per day.
    i) add more spells to the spell list including the vigor line and other defensive oriented and buff oriented spells

    I think I have accomplished my initial goals but of coruse there is still fine tuning to do.
    Last edited by ngilop; 2013-02-20 at 02:20 PM.

  7. - Top - End - #7
    Firbolg in the Playground
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    Default Re: Healer Re-tooled {please critique}

    Ok, figured I'd take a look and here is my take.

    What are the problems with the Healer? They only do one thing well, very well actually, but that one thing is often far less effective than its opportunity cost and is easily purchased. Youve done a good job with the spell selection and it certainly is a viable class.

    I would honestly condense this class into a 10 level PrC. I would add a form of my Divine Understanding Ability(from my Paladin Fix) for some low level spell versatility. I'd also watch the big ticket spells, ie gate and condense the spell list into say a 5 level list, with the good spells being 5th level, etc.

    Requirements, say 8 ranks in Heal, Skill Focus in Heal.

    Thats my take. I like where you've gone with the class but feel that its role is the problem and really shouldn't be a 20 level base class.

    Hope that helped.

  8. - Top - End - #8
    Troll in the Playground
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    Default Re: Healer Re-tooled {please critique}

    Quote Originally Posted by ngilop View Post
    I am at a loss though on what to put in at 17th level I definately want something to go there, but I cannot think of anything
    You're not the only one. Just saying...

    basically I came into this Healer fix with these 9 ideas

    a) steal a page from pathfinder and let the healer do some d6s of healing in an AOE X times per day
    b) get rid of that no shield and no metal armor crap.. healers aren't druids they are healers foo!
    c) have their casting me like a warmages POW spontaneous and knowing their full list
    d) make the unicorn companion come at 5th level
    e) finagle the spell list to make Heal a 5th level spell
    f) buff healing hands to be per die not total.
    g)make effortless healing cast cure X wounds as swift actions instead of that no AoO crap.
    h) make the various cleanse abilities usable more than once per day.
    i) add more spells to the spell list including the vigor line and other defensive oriented and buff oriented spells

    I think I have accomplished my initial goals but of coruse there is still fine tuning to do.
    1. I'd take another page from Pathfinder and combine the Channel Positive Energy trait with the Mercies from the Paladin, as I'd expect the Healer, of all things, to have these traits. Because they don't have a Lay on Hands effect, this could easily apply to Healing Bursts, thus providing a set of customized healing that differs between users. Eventually, you can add Regeneration and Resurrection to the list, which are not part of the Paladin's Mercies.
    2. Usually, when you want to specify proficiency, the way to indicate armor proficiency is "with light armor and light shields". It is assumed that, if you're proficient with light shields, you're also proficient with bucklers, so that should cover it up.
    3. As Zman states, if you're going to take a page from the Warmage, you have to add Advanced Learning to it. The reasons are more than varied: the Warmage has a very limited spell list, and this is the way it provides for build-up. While they get more spells (and more offensive spells, at that...), they lack the buffing that makes Clerics superior at their work (well, they also lack real offensive spells and Turn Undead/Channel Positive Energy and whatnot, but they're healers, not clerics; that doesn't mean they can buff in order to prevent having to expend so much healing, tho. It's important to add Advanced Learning to the progression, but I leave to you which spell school you can provide, as limiting Healers to mostly conjuration spells won't really cut it.
    4. So the unicorn companion comes closer, like the Paladin. Still, it has seen very little change, and the spell-like abilities appear way too late, when they're no longer that useful. I mean, at early levels, sure: Bless is pretty decent (and the way to counter Bane), Sanctuary is a decent protective spell, Lesser Restoration for free is always good...but at 18th level, when you can do them effortlessly? Not the best trick for a Unicorn to have. By that level, they should at least have something along the lines of Mass Cure Light Wounds or Greater Restoration.
    5. Not much to say here, aside from "you're giving the Archivist a strong spell at a level earlier" and "they get 1 free level for metamagic", which isn't saying much.
    6. Healing Hands works nice for CLW and so. Not so much for Heal (which doesn't have an actual dice; ergo, it wouldn't work). Nor with Lesser Restoration, which doesn't heal HP. It would be somewhat weak for Close Wounds (which heals only 1 die), and you lack some spells that could take advantage of it (say, Healing Spirit, which heals as much as a Flaming Sphere would, but per round).
    7. Casting CXW spells as swift actions won't work if they need to be touch spells. How about that for a 17th level ability (or perhaps lower!): free Reach Spell, but only for a small list of spells (namely, the first four Cure Wounds spells). That improves healing to the point it becomes actually viable, because you're healing effortlessly AND without having to move, which allows you to use another spell as you desire.
    8. As I said before: the Healer, if going by the page of Pathfinder (and if you want to, eventually, make it PF-compatible), should have gone with the Mercies. I really don't know why the Paladin has it, while the Healer, which SHOULD be the best healer around, can't simply release a burst and heal HP plus a lot of conditions.
    9. The spell list could be a bit more robust. Perhaps you don't want to buff for damage, because you feel that the oath of a Healer prevents someone from taking advantage from others violently. However, how about Bear's Endurance (and its Mass version), which actually SHOULD have been on the MMiniatures' Handbook Healer in the first place? It grants a temp. boost to Constitution, which means extra HP for a limited time AND better Fortitude. That's almost the same as healing and buffing at the same time, while also extending their utility life by increasing their HP. Since you're so willing to add from Spell Compendium, you might want to raid it a bit more. For everything else, there's Advanced Learning. Noticed how the Warmage spellcasting system works?
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  9. - Top - End - #9
    Ogre in the Playground
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    Default Re: Healer Re-tooled {please critique}

    there I added in an ability that lets a healer customize their spell loadout

    as well as made effortles healing better at 14th level wiht ranged healing.

    any other ideas ?

  10. - Top - End - #10
    Ogre in the Playground
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    Default Re: Healer Re-tooled {please critique}

    whew! finally bolded Unicorn companion (yaay to me)

    and I am actually happy with the way this is, though I would not be averse to a couple more mount options.

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    Default Re: Healer Re-tooled {please critique}

    added in a score or so new spells to round out the supportaive side of the healer.

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    Default Re: Healer Re-tooled {please critique}

    This seems to have come a long way. 10/10. Small formatting note: I would move the spell list to the end of the post.

    My Homebrew-Estote clementes, et numquam desinete discere.-FanAdv

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    Default Re: Healer Re-tooled {please critique}

    Alright I want to get one thing out of the way first.

    Quote Originally Posted by ngilop
    Hey I saw that you critiqued TG's retooled healer and am just wondering if you could critque my own version of a healer

    for my healer i went with a healing is somewhat relevant and anit undead.

    while you seem to think ( to me at least) that healing is pointless I do think that the way i set up the buffs to healing make it at least almost worthwhile in your eyes.
    I am here by request.

    And here is my critic.

    This is actually what I would consider a positive idea behind the healer...however it has the same problem that most healers do. It lacks versatility.

    Healing and buffing is not bad. And the fact it has so many buff spells does it make it lateral to the healer, rather than just a demotion.

    I would consider it on par with the normal healer. It looks better on paper, but the lack of the sanctified spells again, leave it with no offense.

    Say what you will, but if it boiled down to "do I cast cure moderate wounds and heal 2d8 plus bonuses" or "do I cast radiant burst and blind the enemy so all their attacks have a 50% miss chance"

    It's not a hard choice.

    The way I would make this a pure upgrade to the healer, and possibly into tier 4, would be to make it cast like a cleric.

    Prepare the spells, and cast spells with the healing descriptor spontaneously.

    At least this one is on par with the healer, unlike the other healers I've seen, which to buy a term from the fiendish codex 2, are "Lateral demotions".

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    Default Re: Healer Re-tooled {please critique}

    I guess we have much much different ideas on what a Healer is supposed to be..

    I just will never be able to see a class called the healer to be an ofensive powerhouse like you want it to be.

    The class has plenty of crowd control spells, and of course an abundance of healing and supportive spells.

    It has a lack of battle-field control and especially damaging spells for a reason.. that is to me at least, completely out of line with what a healer is.

    im sorry if i do not feel that the need to slap on blast spells is whatis needed to make the healer decent like you believe.

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    Default Re: Healer Re-tooled {please critique}

    Quote Originally Posted by ngilop View Post
    I guess we have much much different ideas on what a Healer is supposed to be..

    I just will never be able to see a class called the healer to be an ofensive powerhouse like you want it to be.

    The class has plenty of crowd control spells, and of course an abundance of healing and supportive spells.

    It has a lack of battle-field control and especially damaging spells for a reason.. that is to me at least, completely out of line with what a healer is.

    im sorry if i do not feel that the need to slap on blast spells is whatis needed to make the healer decent like you believe.
    Not an offensive powerhouse. In fact very few of the sanctified spells do a ton of brutal damage, but they often have side effects. Banishment, blinding, and so on.

    Being a healer isn't just about removing the damage, it about preventing it from the get-go. It's why the medic in TF2 has Ubercharge, and why the support class in X-com still carries a gun. It's also why the White mage in Final Fantasy has the holy spells.

    The simple fact is, when you're up against an enemy warrior, hitting him with a blinding spell then healing the damage done prior is a great option. What's the point of casting cure, if your healing is literally going to be undone the very next turn?

    Like I said, I consider this build lateral, rather than a straight upgrade. Which is better than most healers I've seen. If that's all you were trying to do, great, but if you were actually trying to make the healer better? Not yet done in my opinion.

    Also at least your healer actually has the gate spell. Why the hell you would try to do a healer upgrade and remove their most powerful spell is beyond me.
    Last edited by Morithias; 2013-11-12 at 02:46 AM.

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    Default Re: Healer Re-tooled {please critique}

    You've got an eclectic spell list. Stuff like divine insight means this Healer can handle some skill-monkey checks, which is neat.

    Spells like bolt of glory and holy storm are strictly combat-oriented -- I'm curious why you include these but not holy smite from core.


    Too many "cleanse x (su)" abilities. Since your Healer can spontaneously cast any known spell, and thus just cast remove paralysis or whatever, these are worth much less relative to what the original gained from having similar abilities. Just get rid of them. New Limb is in this boat, too -- at level 11 she can just cast regenerate, then at level 15 she can emulate regenerate. Why bother?


    Spell Inspiration is a good feature, but it comes too late. Maybe give +2 bonus spells every even level instead, up to a total of 20 extra spells known at level 20. That gives you some solid advancement perks and means your table won't look so sparse without the worthless "cleanse x" clutter.

    Find some way to give access to Sanctified spells, too, if you use them. The original Healer was able to use Sanctified spells thanks to being a prepared caster.


    Consider stealing a mechanic from the Combat Medic PrC and adding free buff effects when you do healing -- that might help to make in-combat healing actually worthwhile. Obviously the Healer should do more different buff types. Maybe have options selected at level-up from a list.

    Consider adding some non-lethal damage spells from the Beguiler list, like whelm.

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