AttilaTheGeek
2013-03-06, 01:16 PM
Before I do a full write-up, I wanted to bounce my ideas off the playground. Yes, I know there's a Healer class, but it's not very good.
The healer has 1/2 BAB, bad fort and ref, and good will saves.
The healer depends on two stats. Wisdom determines how many heals can be cast, and Charisma determines how strong heals are. This should let them not be completely SAD without being too MAD either.
A healer has a pool of energy/mana/spell points equal to WIS mod + level that they use to cast spells. They regenerate (CL/4) points (rounded up) each round, and have no daily maximum of spells cast. It lets them keep up with the melee and not run out of spells while still having to hold back.
A healer only knows a certain number of SLAs, which are all different enough to give several healing options in combat.
For example, the small heal might cost 2 points from the mana pool and heal for CL+CHA, but a bigger heal might cost 10 points and heal for 3*CHA+2*CL. A healer starts with that small heal at 1st level, and learns that particular bigger heal around 6th. There will also be heal-over-time spells, shields, or AoE heals.
A healer is always in a stance, and stances do different things, like healing an extra 1/3 of any heal you cast in temporary hit points, healing 1/4 of each spell's healing each round for the next 2 rounds, or having overhealing (healing above maximum hit points) jump to another party member.
Switching stances is a move action.
The healer has 1/2 BAB, bad fort and ref, and good will saves.
The healer depends on two stats. Wisdom determines how many heals can be cast, and Charisma determines how strong heals are. This should let them not be completely SAD without being too MAD either.
A healer has a pool of energy/mana/spell points equal to WIS mod + level that they use to cast spells. They regenerate (CL/4) points (rounded up) each round, and have no daily maximum of spells cast. It lets them keep up with the melee and not run out of spells while still having to hold back.
A healer only knows a certain number of SLAs, which are all different enough to give several healing options in combat.
For example, the small heal might cost 2 points from the mana pool and heal for CL+CHA, but a bigger heal might cost 10 points and heal for 3*CHA+2*CL. A healer starts with that small heal at 1st level, and learns that particular bigger heal around 6th. There will also be heal-over-time spells, shields, or AoE heals.
A healer is always in a stance, and stances do different things, like healing an extra 1/3 of any heal you cast in temporary hit points, healing 1/4 of each spell's healing each round for the next 2 rounds, or having overhealing (healing above maximum hit points) jump to another party member.
Switching stances is a move action.