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View Full Version : D&D 3.x Class Being the White Mage - Healer Class Fix [PEACH]



Zancloufer
2017-03-03, 05:37 PM
So in the miniature's handbook was a few new classes, one being the Healer. It's generally viewed as being kind of bad as it's pretty much a cloistered cleric with a worse spell list. Also the fact that healing is a kind of bad niche.

So here is a fix that hopefully helps with two issues; Healing being a waste of time in combat and the Healer class being useless outside of it.

Hit die
d8
Alignment
Any Good
Skill points
4 + Int
Class Skills
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana, nature, planes, religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis).

The Healer_____________________________________Spells Per Day


Level
BAB
Fort
Ref
Will
Special
0
1
2
3
4
5
6
7
8
9


1
0
+2
0
+2
Healing Hands (Su)
4
2
-
-
-
-
-
-
-
-


2
+1
+3
0
+3
Skill Application Heal
5
3
-
-
-
-
-
-
-
-


3
+1
+3
+1
+3
Touch of Vitality
5
4
2
-
-
-
-
-
-
-


4
+2
+4
+1
+4
Effortless Healing
6
5
3
-
-
-
-
-
-
-


5
+2
+4
+1
+4

6
5
4
2
-
-
-
-
-
-


6
+3
+5
+2
+5
Unicorn Companion
7
6
5
3
-
-
-
-
-
-


7
+3
+5
+2
+5

7
6
5
4
2
-
-
-
-
-


8
+4
+6
+2
+6
Healing Epiphany
8
7
6
5
3
-
-
-
-
-


9
+4
+6
+3
+6

8
7
6
5
4
2
-
-
-
-


10
+5
+7
+3
+7
Healing Epiphany
9
8
7
6
5
3
-
-
-
-


11
+5
+7
+3
+7

9
8
7
6
5
4
2
-
-
-


12
+6/+1
+8
+4
+8
Healing Epiphany
10
9
8
7
6
5
3
-
-
-


13
6/+1
+8
+4
+8

10
9
8
7
6
5
4
2
-
-


14
7/+2
+9
+4
+9
Healing Epiphany
10
10
9
8
7
6
5
3
-
-


15
7/+2
+9
+5
+9

10
10
9
8
7
6
5
4
2
-


16
8/+3
+10
+5
+10
Healing Epiphany
10
10
10
9
8
7
6
5
3
-


17
8/+3
+10
+5
+10

10
10
10
9
8
7
6
5
4
2


18
9/+4
+11
+6
+11
Healing Epiphany
10
10
10
10
9
8
7
6
5
3


19
9/+4
+11
+6
+11

10
10
10
10
9
8
7
6
5
4


20
10/+5
+12
+6
+12
Healing Epiphany
10
10
10
10
10
9
8
7
6
5



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

Weapon and Armour Proficiency: Healers are proficient with all simple weapons and with light armour.
No more "Metal Items are Bad for Healer" BS.

Spells: A healer casts divine spells, which are drawn from the healer spell list. A healer does not choose or prepare her spells in advance.
To cast a spell, a healer must have a Wisdom score of 10 + the spell's level. The Difficulty Class for a saving throw against a healer's spell is 10 + the spell's level + the healer's Wisdom modifier. Like other spell-casters, a healer can cast only a certain number of spells of each spell level per day. She receives bonus spells per day if she has a high Wisdom score. Healers do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them through their own strength of faith. Each healer must choose a time at which she must spend 1 hour each day in quiet Contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a healer can prepare spells. A healer may cast any spell on the healer spell list (see below), provided she can cast spells of that level.
The Healer reminded me a lot of those "fixed list casters" (Beguilers) so I changed their spell casting mechanics to reflect that. More spells per day, and can cast any spell they know on demand, but it is a much shorter list than a cleric or archivist.

Healing Hands (Su): Similar to the Paladin's Lay on Hands the Healer has the innate ability to heal wounds. She gains a daily pool of healing equal to 1d8*Her Healer Level*Her Wisdom. As a swift action she may heal anyone she is touching. This pool of healing may be spread out almost as many casts as the healer desires. As it is positive energy this healing power actually harms undead instead of healing them and can be used offensively. Should the recipient not want to be healed the healer must make a melee touch attack first. In case of a miss the healing power is not wasted.
It's Lay on hands, but instead of a static number it's a d8. This might seem better than Lay on Hands but I buffed the Paladin's to be 4*Level*Cha so this lines up with it. For the record it use to be "add your cha mod to any healing spell you cast". Terrifying. CLW now heals 1d8+9 instead of 1d8+5 IF you had stat points to throw at CHA. Much less MAD here.

Skill Application Heal (Ex): A healer's focused training allows her to use her medial skills to improve healing magic. Any spell, Spell-like-Ability (Including her Healing Hands Skill), Spell-completion item (Wand, Scroll, Staff etc) is effected by this skill. Magic that heals HP damage, heals +1 HP per dice per 4 ranks she has in the Heal skill. If healing ability damage she heals an extra 1 point per 6 ranks she has in the heal skill. If removing negative levels she heals an extra level per 8 ranks she has in the heal skill.
Use to be "Skill Focus : Heal". Because a class who's only class features where HEALING would totally throw skill points at the heal skill. At least this one give scaling benefits for investing in the skill. Not super good, but if you throw enough points into heal it isn't bad.

Touch of Vitality (Sp): At 3rd level, the healer can remedy a variety of aliments by using up some of her Healing Hands power. For every 2 dice used up she can heal 1 point of ability damage or remove the dazed, sicken or fatigued effect. For every 4 dice of healing expanded the Healer can remove the poisoned, exhausted, stunned, or nauseated effect. For every 6 dice she can remove the diseased, blinded, deafened, stunned, or an negative level. She can combine all these effect along with normal healing as long as it's on a single target.
You know all those abilities that where SLAs that cured poison 1/day? Now it's all rolled into one ability that takes advantage of what is essentially Lay on Hands. Also my Paladin fix I use has this ability to so it was only fair to give it to the healer.

Effortless Healing (Ex): At 4th level, a healer has learned to cast spells of the healing sub-school with minimal effort. She may cast such spells without provoking attacks of opportunity.
It's the exact ability the normally gain. Three levels earlier. Also applies to spells they cast of the healer sub-school that they didn't gain from their inherit spell-casting. Because WotC decided if a Healer 7+ dared to multi-class their healing talents should totally not work for other classes healing spells.

Unicorn Companion (Ex): When a healer attains 6th 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. Should she select a companion from one of these alternative lists, the creature gains abilities as if the Character's 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 to determine the companion's powers. (If this adjustment would reduce the healer's effective level to 0 or lower, she can't have the 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, unless the companion is somehow returned from the dead. During this 30-day period, the healer is distraught and takes a -2 penalty on attack rolls and weapon damage rolls.
Oh Yeah. The Unicorn. Probably the only thing that the original Healer had between levels 8 and 17 that wasn't complete crap. Now it's two levels earlier.

Healing Eiphany: At 8th level, and every 2 levels thereafter the Healer gains a powerful insight that significantly impacts her ability to preform her duty. She may choose any one of the following special abilities:

Note: "Healing Magic" is any magic that preforms one of the following: removes the dazed, sicken, fatigued ,poisoned, exhausted, stunned, nauseated, diseased, blinded, deafened, stunned, effect. Heals HP damage, grants regeneration or fast healing, or removes negative levels.

Ranged Healing: The Healer gains the ability to use Healing Magic that is normally limited to touch at short range. Any Spell, SLA, Spell-completion item, or her Healing Hand ability that would normally have a range of touch becomes a 30ft Ray ranged touch attack.

Meta-Healing Thesis: The Healer becomes much more efficient at applying meta-magic to Healing Magic. Any spell she casts can have meta-magic applied to it with the level increase reduced by 1. This stacks with other meta-magic reducers such as Arcane Thesis. However she can never reduce the cost of meta-magic below 0.

Rapid Magical Healing: The Healer gains the ability to infuse any spell she casts with Healing Magic. Any time the healer casts a spell she can include any healing magic spell she knows. The casting time for the base spell remains unchanged and the healing spell added uses the original spell's range and area of effect.

Turn Undead: The Healer gains the ability to turn undead just like the cleric. They gain a pool of turning attempts equal to 3+Cha mod and have an effective level equal to their Healer Class level -4. In addition the healer can take divine and meta-magic feats that require the Turn Undead class feature and qualify for Prestige classes the require it. The healer may select this Epiphany a second time to increase their effective turning undead level to equal their healer level and gain an extra 4 turning attempts.

Divine Domain: The Healer gains access to a cleric domain of their choice. They gain access to the domain's granted power and add all the domain spells to their list of spells known. This Epiphany can be selected multiple times, though a different domain is chosen each time.

Okay here is where the class REALLY gets better. Before now it was pretty much the same thing, but a little more level appropriate or more powerful. There are up to 7 of these they Healer can take, 3 of which can only be taken once, Turn Undead twice and the Domain can be taken multiple times up to 7. Ranged Healing and the Meta-Magic one are just nice little options if you want to continue being the pure white mage. Good but not super game changing. Rapid Magical Healing is definitely smelling of strong blue cheese, if in combat healing wasn't one of the worst constructive options to take. Still I think players can have some fun with that and it helps the whole "action economy of healing is bad" and helps them use up the pile of spell slots they probably have at this point. Turning Undead is a nice option, though I see it used more of a DMM cheese than actually turning zombies.

Divine Domain is the scary thing here. 9 new spells to add to the list. There are some GOOD domains out there that add options that the Healer didn't have. It's a mroe thematic version of Advanced Learning, but probably a lot more powerful.

Healer Spell List

Unlike many casters the Healer does not have a limited number of spells known. The Healer automatically knows any spell on the Healer list as long as she is high enough level to cast spells from that spell level. Should the Healer gain extra spells from feats or domains they are treated the same as any spell the Healer would know naturally.

Level 0 Spells:

Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.

Level 1 Spells:

Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water: Makes holy water.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Deathwatch: Reveals how near death subjects within 30 ft. Are.
Delay Disease: Ravages of disease staved off for a day.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Divine Favour: You gain +1 per three levels on attack and damage rolls.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can’t perceive one subject/level.
Ironguts: Subject gains +5 bonus on saving throws against
poison.
Light of Lunia: You radiate silvery light, which you can
expend as 2 bolts that deal 1d6 damage.
Magic Weapon: Weapon gains +1 bonus.
Nightshield: You gain resistance bonus on saves, and spell
absorbs magic missile damage.
Nimbus of Light: Light illuminates you until released as
an attack.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Vigour, Lesser: Creature heals 1 hp/round (max 15 rounds).

Level 2 Spells:

Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, lawful, or chaotic.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Close Wounds: Cure 1d4 damage +1/level, even on
another’s turn.
Consecrate: Fills area with positive energy, making undead weaker.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Delay Poison: Stops poison from harming subject for 1 hour/level.
Divine Insight: You gain insight bonus of 5 + caster level
on one single skill check.
Divine Protection: Allies gain +1 to AC, saves.
Eagle’s Splendour: Subject gains +4 to Cha for 1 min./level.
Healing Lorecall: If you have 5 or more ranks in Heal,
you can remove harmful conditions with conjuration
(healing) spells.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Protection from Negative Energy: Ignore 10 points of
negative energy damage per attack.
Protection from Positive Energy: Ignore 10 points of
positive energy damage per attack.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shield Other F: You take half of subject’s damage.
Status: Monitors condition, position of allies.
Zone of Truth: Subjects within range cannot lie.

Level 3 Spells:

Aid, Mass: Allies gain +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +15).
Air Breathing: Subjects can breathe air freely.
Align Weapon, Mass: Allies’ weapons become good, lawful, or chaotic.
Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits.
Continual Flame: Makes a permanent, heat-less torch.
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of bright light.
Dispel Magic: Cancels spells and magical effects.
Helping Hand: Ghostly hand leads subject to you.
Invisibility Purge: Dispels invisibility within 5 ft./level.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic Vestment: Armour or shield gains +1 enhancement per four levels.
Obscure Object: Masks object against scrying.
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Resist Energy, Mass: Creatures ignore damage from specified energy type.
Searing Light: Ray deals 1d8/two levels damage, more against undead.
Spark of Life: Undead creature loses most immunities.
Vigour: As lesser vigour, but 2 hp/round (max 25 rounds).
Vigour, Mass Lesser: As lesser vigour, but multiple subjects (max 25 rounds).
Wall of Light: Creates wall of light, can dazzle creatures.
Weapon of Energy: Weapon deals extra energy damage.
Weapon of Impact: As keen edge, but aids bludgeoning weapons.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.

Level 4 Spells

Assay Spell Resistance: +10 bonus on caster level checks to defeat one creature’s spell resistance.
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.
Discern Lies: Reveals deliberate falsehoods.
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Freedom of Movement: Subject moves normally despite impediments.
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Panacea: Removes most afflictions.
Planar Tolerance: Provides long-term protection against overtly damaging planar traits.
Restoration: Restores level and ability score drains.
Revenance: Restores dead creature to life for 1 minute/level.
Sending: Delivers short message anywhere, instantly.
Spell Immunity: Subject is immune to one spell per four levels.
Tongues: Speak any language.
Wall of Chaos/Evil/Good/Law: Wall blocks creatures of opposite alignment.

Level 5 Spells

Atonement F X: Removes burden of misdeeds from subject.
Blistering Radiance: Light dazzles creatures, deals 2d6 fire damage in 50-ft.-radius spread.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
Disrupting Weapon: Melee weapon destroys undead.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Hallow: Designates location as holy.
Mark of Justice: Designates action that will trigger curse on subject.
Plane Shift: As many as eight subjects travel to another plane.
Raise Dead: Restores life to subject who died as long as one day/level ago.
Revivify: Restore recently dead to life with no level loss.
Righteous Might: Your size increases, and you gain combat bonuses.
Sanctuary, Mass: One creature/level can’t be attacked, and can’t attack.
Spell Resistance: Subject gains SR 12 + level.
True Seeing: Lets you see all things as they really are.
Vigour, Greater: As lesser vigour, but 4 hp/round.
Wall of Dispel Magic: Creatures passing through a transparent wall become subjects of targeted dispel magic.
Zone of Respite: Prevents teleportation and similar effects from functioning in the area.
Zone of Revelation: Makes invisible and ethereal creatures visible.

Level 6 Spells

Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
Bot of Glory: Positive energy ray deals extra damage to evil outsiders and undead.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Eagle’s Splendour, Mass: As eagle’s splendour, affects one subject/level.
Energy Immunity: Subject and equipment gain immunity to damage of specified energy type.
Ghost Trap: Incorporeal creatures turn corporeal.
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Lucent Lance: Ambient light forms lance, deals various damage.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Revive Outsider: You restore life to a dead outsider.
Resistance, Superior: Subject gains +6 on saving throws.
Stone to Flesh: Restores petrified creature.
Vigorous Circle: As mass lesser vigour except 3 hp/round (max 40 rounds).
Undeath to Death: Destroys 1d4 HD/level undead (max 20d4).
Wind Walk: You and your allies turn vaporous and travel fast.
Word of Recall: Teleports you back to designated place.

Level 7 Spells

Brilliant Blade: Weapon or projectiles shed light, ignore armour.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Ethereal Jaunt: You become ethereal for 1 round/level.
Holy Star: Mote of energy protects you, attacks foes.
Holy Word: Kills, paralyses, blinds, or deafens non-good subjects.
Plane Shift, Greater: Plane shift accurately to your desired destination.
Refuge: Alters item to transport its possessor to you.
Repulsion: Creatures can’t approach you.
Restoration, Greater: As restoration, plus restores all levels and ability scores.
Restoration, Mass: As restoration, but multiple subjects.
Resurrection: Fully restore dead subject.

Level 8 Spells:

Anti-magic Field: Negates magic within 10 ft.
Brilliant Aura: Allies' weapons become brilliant energy ignoring armour.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Death Ward, Mass: As death ward, but more subjects.
Discern Location: Reveals exact location of creature or object.
Heal, Mass: As heal, but with several subjects.
Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
Shield of Law: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
Wall of Greater Dispel Magic: Creatures passing through a transparent wall become subjects of targeted greater dispel magic.

Level 9 Spells

Astral Projection: Projects you and companions onto Astral Plane.
Etherealness: Travel to Ethereal Plane with companions.
Foresight: “Sixth sense” warns of impending danger.
Miracle: Requests a deity’s intercession.
True Resurrection: As resurrection, plus remains aren’t needed.
Undeath’s Eternal Foe: Subjects receive negative energy protection and immunity to most undead special attacks.
You can probably notice a lot more buffs, along with a few offensive spells that are mainly anti-undead. Biggest things is they no longer have Gate (it honestly didn't fit the whole theme the list had going) but they do get MIRACLE! Also if you take the Healer until level 20 you probably have at least two new 9ths from domains alone. 100% certain you can get something as good as Gate. Or the Portal Domain. It has Gate on it along with other teleport spells.

The Healer's Companion
The healer's companion is different from a normal creature of its kind in many ways. The standard companion for a healer is a celestial unicorn. It is superior to a normal celestial unicorn and has special powers, as described below.


Class Level
Bonus HD
Nat Armour Bonus
Str/Dex/Int Bonus
Special


6th-8th
0
0
0
Empathic link, improved evasion, share saving throws, share spells


9th-11th
+2
+2
+2
Devotion


12th-14th
+4
+4
+4
Improved Speed


15th-17th
+6
+6
+6
Spell Resistance


19th-20th
+8
+8
+8



Healer's Companion Basics: Use the base statistics for a creature of the companion's kind, as given below or in the Monster Manual, but make the following Changes:
Healer Level: The Character's healer level, which has a direct effect on the extent of the companion's special powers.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Bonus Hit Dice improve the companion's base attack and base save bonuses. A companion's base attack bonus is the same as that of a cleric of a level equal to the companion's HD. A companion has good Fortitude and Reflex saves (treat it as a Character whose level equals the creature's HD). The companion gains extra skill points and feats for bonus HD as normal for advancing a monster's Hit Dice (see the Monster Manual).

Natural Armor Bonus: The number noted here is an improvement to the creature's existing natural armor bonus. It represents the preternatural toughness of a healer's companion.

Str/Dex/Int Bonus: Add this figure to the companion's Strength, Dexterity, and Intelligence scores.

Empathic Link (Su): The healer has an empathic link with her companion out to a distance of up to 1 mile. The healer cannot see through the companion's eyes, but they can communicate empathically. Note that unicorns 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 companion does, just as with a master and his familiar.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex save for half damage, a companion takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Saving Throws: For each of its saving throws, the companion uses its own base save bonus or the healer's, whichever is higher. The companion applies its own ability modifiers to saves, and it doesn't share any other bonuses on saves that the healer might have (such as from magic items or feats).

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 companion. The companion 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 companion if the creature moves farther than 5 feet away and will not affect the companion 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 companion (as a touch range spell) instead of on herself. A healer and her companion can share spells even if the spells normally do not affect creatures of the companion's type (magical beast).

Devotion (Ex): A companion's devotion to its master is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects.

Improved Speed (Ex): The companion's base speed increases by 10 feet.

Spell Resistance (Su): A companion's spell resistance equals its master's healer level +10. As a free action the companion may lower or raise this spell resistance.

Alternative Celestial Companions
Level -4
Lammasu, Gynosphinx, Water Naga
Level -8
Androsphinx, Couatl
I think it is a little better. I remember buffing the Paladin mount and iirc I just copy/pasted the buffs here. Lowering SR as a free action is definitely new though.



BWAH! Big post. Was looking through my D&D folder full of stuff and realized I had made this up like a year ago. Went through and fixed a few typos and decided I would gt some input. So what do people think? Would they use it? Anything that doesn't make sense or seems too powerful?