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Old 03-23-2011, 08:18 PM   Top  -  End  -  #1
jiriku
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Default [3.5] Healer Remix: God's Left Hand

HEALER


“Healing is a matter of time, but it is sometimes also a matter of opportunity.”

- Hippocrates





The healer is a steadfast supporter of his friends and allies. Armed with powerful buffing and healing spells, he readies his team for battle, cures their wounds, cleanses their afflictions, and even raises them from the dead if the need should arise. Confident and wise, most healers don't seek attention, instead preferring to let others take the spotlight while they assume an advisory role. However, healers are a varied lot, and most pick up a secondary talent or two, becoming able negotiators, strategic battlefield controllers, stealthy scouts, or deadly blasters. A healer eventually gains a divine companion much like a paladin does, which may act as a mount, bodyguard, or adjunct for him.

The healer is a class for cautious or quiet players who prefer to follow along with whatever the other players are doing, supporting as needed. It is also the go-to class for DMs who want to include a DMPC in the party to advise and heal the PCs without overshadowing them or reducing them to mere accessories (as a powerful cleric might do).

Overview / Design Notes:
Spoiler


Credits:
Spoiler


Version Log:
Spoiler



GAME RULE INFORMATION
Healers have the following game statistics.

Abilities: Wisdom determines how many spells a healer can cast, while Charisma determines how powerful his spells are. Constitution and Dexterity help the healer survive attacks.

Alignment: Any, but most healers tend to be of Good alignment, since the class revolves around helping others. Neutral healers appreciate the wealth and respect that a healer’s power brings, while Evil healers view a healer’s talents as a means of making others beholden to them. Good-aligned healers have a broader choice of divine companions than do healers of other alignments.

HIT DIE: d8

LevelBase AttackFortRefWillSpecial-0--1--2--3--4--5--6--7--8--9-
1st+0+0+0+2Domain casting, healing hands43
2nd+1+0+0+3Augment healing44
3rd+1+1+1+3Divine surge (cleansing)543
4th+2+1+1+4Master surgeon544
5th+2+1+1+4Extra domain, healer feat5543
6th+3+2+2+5Divine surge (healing reach)5544
7th+3+2+2+5Effortless healing65543
8th+4+2+2+6Divine companion65544
9th+4+3+3+6Divine surge (metamagic surge)665543
10th+5+3+3+7Extra domain, healer feat665544
11th+5+3+3+7Impenetrable casting6665543
12th+6/+1+4+4+8Divine surge (immediate healing)6665544
13th+6/+1+4+4+8Healing buffer66665543
14th+7/+2+4+4+9Improved healer magic, last rites66665544
15th+7/+2+5+5+9Divine surge (ward), extra domain, healer feat666665543
16th+8/+3+5+5+10Improved metamagic666665544
17th+8/+3+5+5+10Font of life6666665543
18th+9/+4+6+6+11Divine surge (fortified healing)6666665544
19th+9/+4+6+6+11Eternal rest6666666554
20th+10/+5+6+6+12Extra domain, healer feat6666666554


CLASS SKILLS (4 + Int mod per level, x4 at 1st level)
A healer's 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), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).



“In nothing do men more nearly approach the gods than in giving health to men.”

~ Cicero




CLASS FEATURES
In combat, your spells and class features make you an effective buffer and healer, and an occasional battlefield controller. While you don’t fight well with a weapon and have few offensive magics, your magic usually ensures that your allies will achieve victory. However, your powerful spells combined with your poor defenses make you a tempting target, so try to stick close to your friends rather than playing the lone wolf. Depending on your choice of divine companion, you might use your companion as a bodyguard, or ride it as a mount and use its mobility to stay out of trouble. In non-combat situations, you have the skills, magic and personality to serve as an able negotiator and a valuable contributor to group efforts.

Weapon and Armor Proficiency: The healer gains proficiency with all simple weapons. He gains proficiency with light armor and light shields.

Spells: A healer casts divine spells, which are drawn from the healer spell list (below). However, his alignment may restrict him from casting certain spells that are opposed to his moral or ethical beliefs. A healer must choose and prepare his spells in advance, but gains the ability to spontaneously cast spells from his domains (see Domain Casting, below).
To prepare or cast a healer spell, you must have a Wisdom score of at least 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 Charisma modifier. Like other spellcasters, a healer can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given in the table above. In addition, you receive bonus spells for 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 much as a cleric does. A healer may prepare and cast any spell on the healer spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. A healer may not prepare or cast a healer spell with an alignment that opposes his own (e.g., a lawful neutral healer may not cast mantle of chaos).
Domain Casting: Choose a deity for your healer. Sample deities are listed on Table 3—7: Deities in the Player’s Handbook, and described on page 106-108 of that book. The healer’s deity influences his alignment, what magic he can perform, his values, and how others see him.
If typical worshipers of a deity include the members of a race, a healer must be of the indicated race to choose that deity as his own (the god may have occasional worshipers of other races, but not healers). When you have chosen an alignment and a deity for your healer, choose one domain from the following list: you may choose the Cure, Life, Renewal, Restoration, or Ward domain (all described in the post below). You gain the domain’s granted power, and you may stack your levels in the cleric, healer, and prophet classes when determining the effectiveness of your domain granted powers.

You can also channel stored spell energy into domain spells that you did not prepare ahead of time. You can “lose” any prepared divine spell to cast any domain spell of the same spell level or lower. For example, a healer with the Cure domain who has prepared command (a 1st-level divine spell), may lose command in order to cast cure light wounds (a 1st-level spell from the Cure domain). Healers can cast domain spells in this way because their devotion to healing, protecting, and furthering their deity’s interests makes them especially proficient with their domain spells.
Healing Hands (Ex): All of your healer spells that provide one or more dice of healing or temporary hit points provide twice as many dice (of the same die size) of healing or temporary hit points. All of your mass cure spells instead provided three times as many dice. Additionally, the spells listed below provide the following benefits instead of their usual effects. These benefits apply only to spells you cast yourself, not to spells you cast from items.
SpellEffect
Cure minor woundsheals 1d8
Cure minor wounds, massHeals 1d8+1/caster level (max +20)
Faith healingheals 16+1/caster level (max +5)
Virtueprovides 1d8 temp hp
Augment Healing: Upon reaching 2nd level, the healer gains Augment Healing (CD 79) as a bonus feat, ignoring prerequisites.

Divine Surge (Su): A healer of 3rd level or higher can manipulate positive energy to cleanse afflictions, heal his allies, counter baneful magic, and more. To use this ability, the healer must be wielding or prominently wearing a holy (or unholy) symbol. Each use of divine surge described below requires both a minimum healer level and a minimum number of ranks in the Heal skill to qualify. If the healer does not have at least 6 ranks in Heal, he does not gain Divine Surge class feature until he acquires the needed ranks.
Divine surge qualifies a healer for divine feats as if it was the Turn Undead ability, and the healer can expend divine surge uses in place of turn undead uses when using divine feats. However, some divine feats may not be usable for a healer, since he cannot actually turn undead – good judgment should be used in deciding which divine feats are appropriate.

The healer can use divine surge a number of times per day equal to his class level + his Charisma modifier.
Divine Surge Options:
Spoiler


Master Surgeon (Ex): A healer’s training begins with the mundane arts of the apothecary and the chirurgeon, and he practices such skills with dedication, for inevitably he will face vile wounds, exotic poisons, and strange diseases that cannot be healed through magical means. He may Take 10 on Heal checks even when rushed, threatened, or distracted.

Additionally, he gains a number of new uses for the Heal skill, as shown on the table below:
Spoiler


Extra Domain (Ex): At 5th level, and every five levels thereafter, a healer may select an additional domain. You may select any domain from your list of allowable Healer domains (see Domain Casting, above), or any domain granted by your deity. You can select an alignment domain for your healer only if his alignment matches that domain. You gain the granted power for each of these domains and can spontaneously convert prepared divine spells to spells of this domain.

Healer Feat: At 5th level, and every five levels thereafter, a healer may select any divine feat or metamagic feat as a bonus feat.

Effortless Healing (Ex): At 7th level, the healer has learned to cast Conjuration (healing) spells with minimal effort. He does not provoke attacks of opportunity when casting such spells.

Divine Companion (Su): When a healer attains 8th level, his deity recognizes his devotion and grants him a mystical companion to aid him in his endeavors, typically a celestial unicorn.

See the spoiler below for details on the healer’s companion.
Spoiler


Impenetrable Casting (Ex): Upon reaching 11th level, a healer has perfected his defensive training. He no longer provokes attacks of opportunity for his spellcasting.

Healing Buffer (Ex): A healer of 13th level or higher can use his curative magic to buttress his allies against future injuries. When one of his Conjuration (healing) spells would heal damage in excess of the target’s current injuries, the excess healing is gained as temporary hit points, up to a maximum of the 50% of the creature’s full normal hit point total. These temporary hit points last for one hour. Temporary hit points gained from multiple sources (whether the same or a different source) overlap and do not stack.

Improved Healer Magic (Ex): Whenever a healer of 14th level or higher casts a spell that cures hit point damage, he adds his Charisma modifier to the amount of damage healed. If the spell affects multiple creatures (e.g. mass cure light wounds), each receives the benefit. If the spell provides multiple instances of healing (e.g. darts of healing), the benefit applies to each instance of healing. Improved healer magic only improves spells that directly cure damage; it provides no benefit for spells that grant a creature the fast healing ability (e.g. lesser vigor). These benefits apply only to spells you cast yourself, not to spells you cast from items.

Last Rites (Su): A healer of 14th level can administer last rites to a dead creature, allowing its soul to depart unhindered to its final destination. This at-will ability is a full-round action with a range of Touch that provokes attacks of opportunity. Dead creatures who have received last rites will not return as undead, even if subjected to a spell such as animate dead. Dead creatures that are currently in possession of another creature that is unwilling to permit the rite (e.g. the bodies pinned to a carcass crab or corpse gatherer) receive a saving throw using the possessing creature’s save modifier (as if they were attended objects), and the healer may need to succeed on a melee attack to touch the dead creature. Dead creatures that would normally return to life under their own power (such as a lich or a xorvintaal dragon with the rejuvenation ability) are entitled to a save as well. Other sorts of dead creatures do not receive a saving throw. The save DC is Fortitude based (DC = 10 + ½ healer level + Charisma modifier). A healer with at least 5 ranks in Knowledge (religion) gains a +2 to the save DC of this ability.

Improved Metamagic (Ex): At 16th level, a healer has mastered metamagic to such a degree that whenever he uses a metamagic feat to augment a Conjuration (healing) spell, the required increase in spell level (if any), is reduced by 1 to a minimum of +1 spell level).
This benefit also applies to the healer’s other class abilities, such as divine surge. Thus, using his metamagic surge option to quicken a heal spell would cost three uses of divine surge rather than four.
Font of Life (Su): A healer of 17th level or higher is an unending font of positive energy, and is continuously protected from negative energy and death effects as if by the death ward spell. The healer does not suffer Constitution loss when he casts the death pact spell on himself.

Eternal Rest (Su): Upon reaching 19th level, the healer can now administer last rites from close range instead of touch range. The healer can now use last rites to release tormented spirits that have been denied access to the afterlife, such as ghosts, haunts, the essence trapped by a devourer, or the guardian souls of a death giant. Unquiet spirits receive a saving throw (see Last Rites, above), and trapped spirits save as attended objects (using the saving throw of the creature binding them). If the healer wishes, any creature that receives last rites can be granted eternal rest; the creature is forever dead, and will not return to life even if powerful magic such as miracle, wish, or true resurrection is used.


“The physician should look upon the patient as a besieged city
and try to rescue him with every means that art and science place at his command.”


~ Alexander of Tralles

HEALER SPELL LIST
The healer spell list appears below. All spells are notated with the name and page number of the sourcebook in which they appear.

Spoiler
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Last edited by jiriku : 06-21-2011 at 06:20 PM.
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Old 03-23-2011, 08:21 PM   Top  -  End  -  #2
jiriku
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Default New options for healer characters

NEW HEALER DOMAINS

Spoiler


NEW HEALER SPELLS

Spoiler
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Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


Last edited by jiriku : 03-31-2011 at 02:07 PM.
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Old 03-23-2011, 08:29 PM   Top  -  End  -  #3
jiriku
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Default Healer Variants and Alternate Class Features

Reserved for future development.

Corrupted Healer:
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Old 03-27-2011, 04:22 PM   Top  -  End  -  #4
Teln
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Default Re: [3.5] Healer Remix: God's Left Hand

Since ranks in Heal (and to a lesser extent Ride) are a must-have for this class, I find myself wondering if 4+Int modifier skill points/level are enough.
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Old 03-28-2011, 06:18 PM   Top  -  End  -  #5
jiriku
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Default Re: [3.5] Healer Remix: God's Left Hand

That's a valid concern. I'm hoping that spells like divine insight, insight of good fortune, lore of the gods, and share talents are sufficient to close the gap. With these, the caster can gain significant bonuses to certain skills, or reroll a failed skill check. Plus, since they're all pretty low-level, a high-level healer can use them a lot. What do you think?
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Old 03-28-2011, 06:44 PM   Top  -  End  -  #6
Seerow
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Default Re: [3.5] Healer Remix: God's Left Hand

First, why doesn't the Healer get the Cure domain as a free domain? Having a healer who can't spontaneously heal because he picked a different domain at level 1 seems funny to me. I doubt it would overpower anything to give it Cure Domain plus one more at level 1.

Second, why do 3 of your new healer domains have Heal, Mass as their 9th level spell? Seems kind of a waste, given that's the primary method for spontaneous casting for the Healer.

I'd also recommend making the Advanced Learning spells castable spontaneously. Additionally, since you have a focus on metamagic here, allowing metamagic to be applied to spontaneous spells without the extra cast time being incurred would be pretty nice.
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Old 03-29-2011, 10:03 PM   Top  -  End  -  #7
jiriku
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Default Re: [3.5] Healer Remix: God's Left Hand

Wow. You want *more*? I was figuring with the spontaneous domain casting and the built-in discounted divine metamagic and the cheaper metamagic and the easy immediate ranged heals that it was maybe too much.

What other 9th level domain spells would you suggest?
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Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!

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Old 03-29-2011, 10:19 PM   Top  -  End  -  #8
Seerow
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Default Re: [3.5] Healer Remix: God's Left Hand

Quote:
Originally Posted by jiriku View Post
Wow. You want *more*? I was figuring with the spontaneous domain casting and the built-in discounted divine metamagic and the cheaper metamagic and the easy immediate ranged heals that it was maybe too much.
You do have a lot of neat toys in here, but remember, healing in of itself is a pretty weak role. Giving spontaneous quickened heals isn't anywhere near the same power level of spontaneous quickened Dominate Monster, or Wail of the Banshee.

Also, I'm comparing it to the base healer, which is a pretty weak class, but has 100% spontaneity. While I like the direction you went with giving prepared spells, and a smaller selection of spontaneous spells, I find it funny to imagine a Healer who can't actually spontaneously cast healing spells, while any cleric who's CoDzillaing it up without actually caring about healing can. Giving the cure domain as the first domain 100% of the time, or making it a bonus domain in addition to the others.

The rest of what I mentioned falls under the realm of "would be nice". The advanced learning spells becoming spontaneous would translate into 5 extra spontaneous spells known, and chances are those spells won't be affected by the majority of your class features.

Quote:
What other 9th level domain spells would you suggest?
Honestly, I'm not sure. I just know when I looked through the domains and saw more than half with the same 9th level spell, something seemed off. I mean, someone could avoid that problem by taking deity domains instead of the overlapping domains, but it still seems... wasteful. There may be something in spell compendium, or really even make something up that is fitting with the domains in question, since you're already homebrewing.
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Old 03-29-2011, 10:53 PM   Top  -  End  -  #9
jiriku
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Default Re: [3.5] Healer Remix: God's Left Hand

Quote:
Originally Posted by Seerow View Post
Also, I'm comparing it to the base healer, which is a pretty weak class, but has 100% spontaneity.
The original healer is a prepared caster and cannot cast cure spells spontaneously. Does that change your assessment any?
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Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


Last edited by jiriku : 03-29-2011 at 10:53 PM.
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Old 03-30-2011, 10:48 AM   Top  -  End  -  #10
Seerow
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Default Re: [3.5] Healer Remix: God's Left Hand

Quote:
Originally Posted by jiriku View Post
The original healer is a prepared caster and cannot cast cure spells spontaneously. Does that change your assessment any?
Oh wow it sucked harder than I thought then. I'm comparing it to the other specialized classes which -can- spontaneously cast from their full specialized spell lists.


If you tell me all of them are prepared as well, then I've lost my mind and probably should stop talking.
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Old 03-30-2011, 11:53 AM   Top  -  End  -  #11
DaTedinator
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Default Re: [3.5] Healer Remix: God's Left Hand

I echo the sentiment that it should be a spontaneous caster, along the lines of the Beguiler or Dread Necromancer.

Also, it could really use a capstone. Right now, the closest thing it has is the ability to prevent people from being resurrected. It can be useful in the right situations, sure, but when your entire class is focused around a single function, and you've stuck with it for twenty levels, I feel like you deserve Regeneration, or the ability to cast True Resurrection for free, or something.
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Old 03-30-2011, 01:25 PM   Top  -  End  -  #12
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Default Re: [3.5] Healer Remix: God's Left Hand

Quote:
Originally Posted by DaTedinator View Post
I echo the sentiment that it should be a spontaneous caster, along the lines of the Beguiler or Dread Necromancer.

Also, it could really use a capstone. Right now, the closest thing it has is the ability to prevent people from being resurrected. It can be useful in the right situations, sure, but when your entire class is focused around a single function, and you've stuck with it for twenty levels, I feel like you deserve Regeneration, or the ability to cast True Resurrection for free, or something.
This'll sound like shameless self-promotion, but...

Notice that jiriku mentioned he wanted to do the Healer "in the flavor of the original", which means he intended to make it Wis-based prepared spellcaster instead of spontaneous specialist (which is the term I use to distinguish sorcerers and bards from beguilers, dread necros and warlocks). To resemble the original, he needs to make it a prepared spellcaster.

If not, and if he had the capstone you suggest...well, notice the first spoiler he has? That's basically suggesting he rips off my job; he decided that the capstone (basically, having none) and the abilities would be strikingly different from mine, echoing the original (which was basically prepared spells, a plethora of spells cast as spell-like abilities 1/day, and the unicorn companion which was the only ability that really progressed alongside spellcasting).

Besides, the class does have a capstone...basically it ends a chain of three level based abilities, gaining a plethora of spells, more powers, an extra feat and one more 9th level spell. Just because it doesn't have a named, unique capstone doesn't mean he doesn't has one (the level is quite certainly not-dead, and adding a capstone to that 20th level would make it really cluttered)

jiriku, one thing tho: text states that you learn new spells at 3rd level and then every 4 levels afterwards, table states you learn new spells at 4th level and then every 4 levels afterwards. Does 1st one apply, or does 2nd one apply?
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Old 03-31-2011, 08:18 AM   Top  -  End  -  #13
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Default Re: [3.5] Healer Remix: God's Left Hand

I've been browsing your stuff for the past few days, and I have to say I'm really impressed. I made some changes to my planning for upcoming game to use your elemental classes as the main arcane orders of the setting, because they fit so exactly with what I wanted them to feel like. Kudos!

One design note...please don't give in to people asking for 20th level capstones. I feel they're one of the worst design flaws in Pathfinder, simply because they're conceptually fun but gameplay irrelevant, as virtually no one plays at 20th level. Put game changing class abilities between 8-12th level, so they can actually get some use!
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Old 03-31-2011, 08:40 AM   Top  -  End  -  #14
Seerow
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Default Re: [3.5] Healer Remix: God's Left Hand

Quote:
Originally Posted by Renchard View Post
I've been browsing your stuff for the past few days, and I have to say I'm really impressed. I made some changes to my planning for upcoming game to use your elemental classes as the main arcane orders of the setting, because they fit so exactly with what I wanted them to feel like. Kudos!

One design note...please don't give in to people asking for 20th level capstones. I feel they're one of the worst design flaws in Pathfinder, simply because they're conceptually fun but gameplay irrelevant, as virtually no one plays at 20th level. Put game changing class abilities between 8-12th level, so they can actually get some use!
The main argument in favor of a big capstone is that it discourages multiclassing. No matter what you're doing, there's probably a prestige class out there that does what you're trying to do with the base class, that has some really cool unique features you can pick up by going into it.


By introducing a lategame capstone, you introduce a real tradeoff for multiclassing. Also, as you mention, so few games continue past 20, having a really cool gamebreaking capstone is largely irrelevant, so you can make that capstone exceedingly good and cool, without worrying too much about balance (and even if you are worried about balance, compare it to some of the stuff you get from multiclassing out and you figure 'eh, this really isn't that over the top afterall).


I'm not saying the Healer specifically needs something more than it already has at level 20. Eternal Rest is pretty cool. Having an at will make undead go away is always nice. It could easily be shifted up to 20 and be good... but then that leaves 19 as a dead level (and dead levels always suck). Maybe shift the Healer Bonus feats from level 5 + 1/5 levels to level 4+1/5 levels. This also solves the minor annoyance of the bonus feat and extra domain coming at the same level every time.
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Old 03-31-2011, 10:38 AM   Top  -  End  -  #15
Renchard
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Default Re: [3.5] Healer Remix: God's Left Hand

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Originally Posted by Seerow View Post
The main argument in favor of a big capstone is that it discourages multiclassing. No matter what you're doing, there's probably a prestige class out there that does what you're trying to do with the base class, that has some really cool unique features you can pick up by going into it.

By introducing a lategame capstone, you introduce a real tradeoff for multiclassing. Also, as you mention, so few games continue past 20, having a really cool gamebreaking capstone is largely irrelevant, so you can make that capstone exceedingly good and cool, without worrying too much about balance (and even if you are worried about balance, compare it to some of the stuff you get from multiclassing out and you figure 'eh, this really isn't that over the top afterall).
While I've heard the capstone logic before, I disagree with it. The best way to discourage multi-classing is to have cool features that are dependent on your class level to improve. I mean, if you want to throw a capstone on, that's fine, but don't make it distinct from every other ability you've gained. Make it a natural extension of a previously existing class feature series. If you're going to have a capstone, Eternal Rest is a pretty good one. Powerful in a narrative sense as much as a gameplay sense, and a fitting growth to earlier existing powers.
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Old 03-31-2011, 12:56 PM   Top  -  End  -  #16
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Default Re: [3.5] Healer Remix: God's Left Hand

I honestly don't see why this thing would need any more power than it currently has. It's already looks like a very solid tier 2 class.

Though it does have a limited spell list, spontaneous casting from 5 domains allows you to snare most spells that you'd want (if you plan ahead), Advanced learning gets you additional buffs that you'd need, and you have more uses per day of your divine feats (and you get bonus divine/metamagic feats).

Unless I'm missing something, a healer can battle as a persist spell self-buffer fairly well (especially as there are so many buffs in the spell list). Even if the bad BAB looks like it prevents this, simply persisting Divine Power is enough to be a brawler anyways.

In fact, a combination of bonus metamagic feats, better spells per day, and more versatile spontaneous casting (even a cleric spontaneously casting from domains has only two domains to choose from while this class can get 5 domains, 5 cleric spells of choice, and cure spells if they select spontaneous healer as a feat) may make this class a bit more powerful than the cleric in certain situations.
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Old 04-02-2011, 12:30 PM   Top  -  End  -  #17
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Default Re: [3.5] Healer Remix: God's Left Hand

Spontaneous Casting: My philosophy is that if you want a healer with spontaneous casting and a capstone, you should use Oskar's healer. It's really quite good. But my schtick when remixing weak classes is to preserve the playstyle and feature set of the original class as much as possible. I want the class to play the same way as the original healer and do the same things as the original healer, but simply fill its role better and pull its weight in a party of Tier 3 classes. Still, spontaneous casting of at least some spells is a design goal since I'm blending a little more cleric into the healer (see below for notes on that).

Oskar: Good catch. The table is wrong. I'll correct it.

Renchard: Thank you! I'm really pleased. The elemental classes haven't seen much playtesting, so please give me your feedback. I'm open to adjusting them if they prove over/underpowered at any level.

Realms of Chaos: I had the same concern. It's no godling, but I'm worried that I overshot the mark. I'm considering one or more of the following possible nerfs to reduce the power somewhat:
  1. Eliminate metamagic surge and improved metamagic for domain spells.
  2. Eliminate spontaneous domain casting and grant Spontaneous Healer as a bonus feat at level 1.
  3. Eliminate the free domain slot at level 1 and automatically grant the Cure domain at that level.
  4. Bar healers from taking the Death, Destruction, Strength, Undeath, or War domains.

What do you think?
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Old 04-03-2011, 11:34 AM   Top  -  End  -  #18
Realms of Chaos
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Default Re: [3.5] Healer Remix: God's Left Hand

Having you considered getting rid of advanced learning (or letting the healer choose between a domain and a doubled advanced learning at 5th level and every 5 levels afterwords)? Although it seems good to do it and keep in step with other healing specialists, your domains pretty much do the exact same job and then some.

Restricting the metamagic effects to healing spells is probably a good idea (if I'm reading your first suggestion properly).

Combining your second and third idea, perhaps keep spontaneous domain access but replace the first level domain with spontaneous healer? Giving the cure domain wouldn't grant any new spells known and though the boost to the healing dice is nice, healing hands seems like more than enough for 1st level.

The last idea sounds interesting. I'd definitely say yes to death/undeath but I could imagine a healer of Hextor/Heironous wanting the strength/war domains to serve on the battlefield so... do as you see fit.

Also, have you considered giving this class a way to sneak in buffs to allies along with heals (beyond temporary hit points) such as through temporary buffs like field medic from heroes of battle or through a reversed duskblade channeling ability (letting you target someone targeting by your healing spell with an additional spell).
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Old 04-03-2011, 11:56 PM   Top  -  End  -  #19
Zaydos
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Default Re: [3.5] Healer Remix: God's Left Hand

Looks neat. I was going to suggest that you don't allow metamagic surge and improved metamagic for domain spells but it seems that you've already thought of that so I'll second the idea instead.
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Old 04-04-2011, 10:12 PM   Top  -  End  -  #20
jiriku
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Default Re: [3.5] Healer Remix: God's Left Hand

WHACK goes the nerf-bat!
  • Eliminated Advanced learning.
  • Removed the interactions between domains and the features that mitigate metamagic costs.
  • Restricted domain choices for the domains granted at 1st level.

With these restrictions, I think the Healer still has the freedom to define secondary roles for himself outside of mere healing, but he's not likely to be ABSOLUTELY AWESOME at them, and certainly won't be as strong as he is when operating within the intended core class function of healing and buffing.

I'm also considering the idea of heal w/buff rider. I like the concept, just need to decide on how to implement, and what I might be willing to sacrifice to make room for it.

Feedback from all and sundry is still welcome.
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Old 04-07-2011, 09:16 AM   Top  -  End  -  #21
Renchard
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Default Re: [3.5] Healer Remix: God's Left Hand

Jiriku,

Still looking over your changes for evaluation.

Question 1. Why does the Divine Surge ability require level+2 ranks in Heal, when all of your elemental casters, for example, require the more customary level+3 max ranks in a skill?

Second question, if you were going to make a Tier 3 campaign based around your classes, what other core classes would you add in to support?

My current list is:
Bard
Beguiler
Dread Necromancer
Warblade
Crusader
Swordsage
Barbarian(?)

Last edited by Renchard : 04-07-2011 at 09:26 AM.
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Old 04-07-2011, 03:57 PM   Top  -  End  -  #22
jiriku
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Default Re: [3.5] Healer Remix: God's Left Hand

1. That was a holdover from an earlier version of the healer that gained divine surge at level 2. I usually spend about 20-30 hours building these classes before posting them, and the extensive revision process sometimess bites me in the ass. It's now corrected.

2. I'd add factotum to that list, and warlock can be made suitable with a very minor fix (we give it an eldritch blast of 1d6/level, and two invocations at 1st level + 1 new invocation every level thereafter -- works great!). Barbarian is not really functional.

I've been working on a fighter remix for the past six months (fighter is much harder to fix than the other classes) which upgrades/replaces the barbarian, fighter, marshal, and samurai. I'll be posting it in Homebrew for further feedback and review once I finalize the dawnblade and the healer.

Down the road, I also expect to be writing the Prophet, an aggressively focused divine caster, the Shapeshifter, an arcane transmutation specialist, the Seer, an arcane divination/abjuration specialist, and probably a rewrite of the warmage.

Near term, you could also look into some other homebrew. T.G. Oskar has a decent warmage fix, Frog Dragon has a good Seer class, and Benly has made the Divine Soul, a domain caster that I particularly like.


Edit: I have added a fortified healing option to divine surge, allowing you to add a lower-level buff spell to a higher-level healing spell once per round. I removed the immediate counterspell divine surge option to make room for it, since that ability didn't really mesh well with the rest of the class features anyhow.
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Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters!


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