RedWarlock
2014-03-21, 02:47 PM
I'm currently running a 2-years-strong Eberron game, with the general assumption that the game is mostly by-the-book rather than modified all to hell, as is my usual modus operandi. Minor tweaks are in place to ease play and reduce general cheese, and suggestions are in place (like, "Use warblade instead of fighter; fighter is not disallowed, but you'll have a better time with a WB.")
With that said, I started with a general tweak to the Healer of making it a fixed-list caster (like the dread necromancer, warmage, & beguiler), with the general suggestion of "ask me and we can add any appropriate healing spells to the list". I got it in my head to try and make up an actual list from sources.
To start, here are the changes to the basic class:
Healer: Casts from its entire list as a full-list spontaneous caster (just like the Beguiler, Warmage, or Dread Necromancer). Gains Advanced Learning as a Beguiler (at 3rd, 7th, 11th, 15th, and 19th level), with access to any (healing) subdomain spell, or any other spell that revives or restores hit points for non-construct living creatures.
Now, depending on what the direct focus of the class becomes (straight healing, or maybe a bit of buffing, minor summoning, etc.) the extra spells either add some versatility to the list, or they just enhance the specifics of the list. I'm inclined to add to the buffing capability of a healer, although I'm cautious about them becoming a self-buffing tank rather than a team-buffer as is the intent. (another issue is, should we exhaust all the excess healing spells in other sources, and thus would render the Advanced Learning ability useless? Maybe it would be better to expand this to an Eclectic Learning feature, but then, to what options?)
I'd appreciate some comments on these choices. I've already got a couple marked with question marks where I'm not sure if it fits.
Spell Compendium
0-
1-
Blessed Aim
Conviction
Delay Disease
Healthful Rest
Ironguts
Resurgence
Vigor, Lesser
Vision of Glory
2-
Close Wounds
Divine Protection
Healing Lorecall
Protection from Negative Energy
Quick March
Stabilize
Summon Elysian Thrush
3-
Aid, Mass
Cloak of Bravery
Conviction, Mass
Resist Energy, Mass
Resurgence, Mass
Safety
Spark of Life
Vigor
Vigor, Mass Lesser
4-
Astral Hospice
Delay Death
Make Manifest -?
Positive Energy Aura
Resistance, Greater
Sheltered Vitality
Shield of Faith, Mass
5-
Life's Grace
Revivify
Sanctuary, Mass
Vigor, Greater
Zone of Respite
6-
Revive Outsider
Resistance, Superior
Vigorous Circle
7-
Fortunate Fate
Renewal Pact
Restoration, Mass
8-
Death Ward, Mass
Cocoon
9-
Complete Champion
2-
Benediction
Body Ward
Master Cavalier -?
Soul Ward
4-
Seed of Life
5-
Healing Circle
With that said, I started with a general tweak to the Healer of making it a fixed-list caster (like the dread necromancer, warmage, & beguiler), with the general suggestion of "ask me and we can add any appropriate healing spells to the list". I got it in my head to try and make up an actual list from sources.
To start, here are the changes to the basic class:
Healer: Casts from its entire list as a full-list spontaneous caster (just like the Beguiler, Warmage, or Dread Necromancer). Gains Advanced Learning as a Beguiler (at 3rd, 7th, 11th, 15th, and 19th level), with access to any (healing) subdomain spell, or any other spell that revives or restores hit points for non-construct living creatures.
Now, depending on what the direct focus of the class becomes (straight healing, or maybe a bit of buffing, minor summoning, etc.) the extra spells either add some versatility to the list, or they just enhance the specifics of the list. I'm inclined to add to the buffing capability of a healer, although I'm cautious about them becoming a self-buffing tank rather than a team-buffer as is the intent. (another issue is, should we exhaust all the excess healing spells in other sources, and thus would render the Advanced Learning ability useless? Maybe it would be better to expand this to an Eclectic Learning feature, but then, to what options?)
I'd appreciate some comments on these choices. I've already got a couple marked with question marks where I'm not sure if it fits.
Spell Compendium
0-
1-
Blessed Aim
Conviction
Delay Disease
Healthful Rest
Ironguts
Resurgence
Vigor, Lesser
Vision of Glory
2-
Close Wounds
Divine Protection
Healing Lorecall
Protection from Negative Energy
Quick March
Stabilize
Summon Elysian Thrush
3-
Aid, Mass
Cloak of Bravery
Conviction, Mass
Resist Energy, Mass
Resurgence, Mass
Safety
Spark of Life
Vigor
Vigor, Mass Lesser
4-
Astral Hospice
Delay Death
Make Manifest -?
Positive Energy Aura
Resistance, Greater
Sheltered Vitality
Shield of Faith, Mass
5-
Life's Grace
Revivify
Sanctuary, Mass
Vigor, Greater
Zone of Respite
6-
Revive Outsider
Resistance, Superior
Vigorous Circle
7-
Fortunate Fate
Renewal Pact
Restoration, Mass
8-
Death Ward, Mass
Cocoon
9-
Complete Champion
2-
Benediction
Body Ward
Master Cavalier -?
Soul Ward
4-
Seed of Life
5-
Healing Circle