
ZeroCharisma |

When we played Monday (my experience as a Barbarian is briefly discussed elsewhere) we had a three man party. Our druid bemoaned his lack of healing skills.
Our cleric was absent and so we had to make do. Our method of coping was to mitigate damage with high AC and mobility, but wounds were still struck, twenties were still rolled and healing needed to be done (twice for NPC's no less).
The player who played the druid was advocating channeled energy for the druid. I think that's extreme. While it would be nice to have more healing if you play without a cleric you must be willing to address the lack of healing by being more cautious, sneaky or just planning more. As it was, the druid scribed several scrolls of cure light before we began and we were fine. I only took 4 hp of damage all session.
I believe that Healing domain should possibly be made available to the druid as a choice, representing their attunement with the rejuvenating powers of nature. It may be worth replacing the first level healing domain power as well, as it is a little weak comparatively.
I like it, don't get me wrong, but in a campaign where stabilize is available as a cantrip it's less than an optimal choice IMO. Maybe have the first level power read:
"You gain one additional use of channel energy (positive only) per day. If you do not have the class ability to channel energy you gain one use per day per charisma modifier."
Maybe a little OP, but... It would certainly heighten everybody's enjoyment.
The Cleric is still the best combat healer there is, so, play without one, but expect that you may have to do less encounters per day and be wise about placing yourself in harm's way.
I welcome discussion on this subject.

Ross Byers RPG Superstar 2008 Top 32 |

My recommendation for this problem is to take away Spontaneous Cure spells from clerics. Instead, allow them to cast spells from the old domain list spontaneously. (Thus a Cleric with the Healing domain wouldn't change, much, while a Fire cleric can belt out firey doom.)
Clerics would still have Channel Energy, a mechanic I like much more than spontaneous casting, to emphasize their skill as healers.
However, many clerics (at least those who don't worship Pelor/Sarenrae) would be forced to actually prepare cure spells, just like the Druid does.

ZeroCharisma |

Thanks for the prompt replies! I think there is a lot of potential to find a good balance here.
Another "fix" proposed was to make goodberries more powerful. Either 1d4 of healing, healing over time (1hp/rd per druid level- my favorite) or even some players suggested 1d8.
I don't think giving the druid the ability to essentially craft several cure light pots one or more times per day is necessarily the right direction, but I put it out there as it was mentioned.

Sannos |

I agree that healing should be one of the domain that a druid can choose in the Nature's Bond ability. If it not official, I am going to house rule it.
I think of a druid want to be the primary healer in a party they should be able to build there character to do so.
There a feat in Complete Divine that allows Divine caster to spontaneous cast heal or cure spells (I cannot remember which) that I think Paizo could create a feat like it.
Sannos

Selgard |

I disagree.
Clerics are not main healers. They are divine casters who have access to healing spells. The two are not the same thing and should not be considered the same.
If the druid wants to heal he needs to start preparing healing spells. A lot of them. The solution to your druid PC's problem isn't a new rule, but utilization of the rules that exist.
They do not have the same spell lists. They do not share the same roles.
If your player wants to play a primary healer then he needs to play the primary healer- not some secondary healer, while griping that he can't heal as well as the primary.
The party can make do with a druid rather than a cleric but there is some sacrifice to be made. Namely- that the druid must memorize healing spells instead of what he'd rather be memorizing. Such is the price for pounding a square peg into a round hole.
-S

Dennis da Ogre |

Such is the price for pounding a square peg into a round hole.
Why is the cleric the primary healer? Why couldn't a DM house rule an alternate class ability where a Druid can spontaneously cast Healing Spells instead of SNA? Or for that matter giving them the healing domain. That would undoubtedly be much more "balanced" than 90% of the nutty alternate class abilities published.
The cleric is the primary healer because the class is designed that way. There is no reason the druid class couldn't be altered slightly to fit this role for a specific campaign.
ZeroC - If you have Spell Compendium Vitality is a great druidic spell which you can use for healing. It's a slow working spell though, only healing 1HP/ round.

Selgard |

The DM can houserule anything he wants.
He suggested a rule change though, and that is what I was referring to.
He commented that the Druid wasn't nearly as effective a healer as the Cleric, and suggested that Druids be able to access the Healing domain in order to make up for that lack.
I disagree. The druid isn't a primary healer. We don't need new rules to make them primary healers. If a druid wants to spend his time taking the role of a primary healer then it'll come at the expense of the spells he could otherwise have chosen for the day.
The druid can try to be a decent healer but in so doing he'll largely fall behind in the role of being a druid.
Do I care if someone rolls a druid and wants to be the party's main healer? Not particularly. But the player needs to be aware that the class isn't really setup for it.
If you or the DM for your campaign wants to houserule otherwise then they are free to do so- but such changes really don't need to be made part of Core.
-S

Phasics |

1) Spontaneous Regen PHB II very handy for group healing
2) House Rule, Druids can have Sorcereor spell progression and casts/day, are however restricted by sorc known spells per level.
Couple them together and you get a druid that basically functions like any other druid but has enough casts/day to handle the majority of the party's healing while still having a few spells spare for more druidy action.
Either option works by itself, I'm just playing the combined version now and we get by without a cleric and without buying wands of cure light. But are by no mean a tanking powerhouse esp since I spend more time in melee than backup healing hehehe

ZeroCharisma |

In regards to the spells from SC or PHII: I have the books and love many of the spells contained therein, I just don't care to intermingle them with my PF playtesting for now. I have found that the spell compendium can be a pandora's box that the referee must be very careful with.
I see Pathfinder offering the core classes more flexibility, in ways that most of the playersin my groupare fairly comfortable with. The rogue can get a few spells, the fighter can kit out like crazy with his feat-o-matic progression, the Barbarian is afforded a greater degree of customization, etc.
I was merely offering up some feedback that I had gotten and perhaps a solution. I will always stand by the statement that the cleric is the ne-plus-ultra of combat healing, but that doesn't mean there are not negative energy channeling clerics or clerics of fire and sun (Sarenrae) or Buff-and-Tank clerics that may not utilize the healer potential of the class as well.
This is a player choice, like playing a Druid or Bard that wants to be the party healer, and as in so many cases, the exception almost helps prove the rule.
I merely think it is worth discussing whether it would be feasible to include such options in the class without directly affecting game balance.
Thanks again for all the feedback! Much appreciated.

Selgard |

If I misunderstood then I apologize, but I took the comment
"I believe that Healing domain should possibly be made available to the druid as a choice, representing their attunement with the rejuvenating powers of nature. It may be worth replacing the first level healing domain power as well, as it is a little weak comparatively. "
to be a proposition for a rules change. Again, if I am in error then I apologize, but that's how it read to me.
-S

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If I misunderstood then I apologize, but I took the comment
"I believe that Healing domain should possibly be made available to the druid as a choice, representing their attunement with the rejuvenating powers of nature. It may be worth replacing the first level healing domain power as well, as it is a little weak comparatively. "
to be a proposition for a rules change. Again, if I am in error then I apologize, but that's how it read to me.
-S
I've been in this situation before, and your Druid either needs to suck it up, or your party needs to invest in one of those happy sticks, or just adventure more conservatively. At least they HAVE a healing caster, I spent several months in a campaign where the only access to healing we had was a rogue with copius use of Use Magic Device.

ZeroCharisma |

If I misunderstood then I apologize, but I took the comment
"I believe that Healing domain should possibly be made available to the druid as a choice, representing their attunement with the rejuvenating powers of nature. It may be worth replacing the first level healing domain power as well, as it is a little weak comparatively. "
to be a proposition for a rules change. Again, if I am in error then I apologize, but that's how it read to me.
-S
No, not a complete misunderstanding. I was more proposing the discussion, as I am not convinced that it should be a rules change (Or I would have posted it in the appropriate forum) I was curious as to how people felt about it in general.
As "cool" as it might be to have the druid ramp up their healing, I more agree with Laz that it makes more sense to adjust to the lack of a cleric by playing more conservatively, using consumables and generally being aware that you don't have a heal-bot along. Which, I believe I stated in my original post.
As I said, I was fine with no healer. I took 4hp, under our house rules for resting, a good night's sleep ought to more than take care of my middling wounds. A tough (and smart) Barbarian like mine would think that wheedling to the healer to top up my hp would be effete and inefficient. I was @21/25hp, so its not like even a chance encounter in the middle of the night would make me all that nervous.
However, I think the subject merits some thought. Paizo has asked for open discussion on these things and since it was the one issue that dominated our weekly session's AAR, I thought it might be noteworthy enough to table for discussion with the boards.
*edit: I do think I will propose that they somewhat empower the healing domain. Whether or not it becomes available to a druid I feel less passionately about that than whether or not, in a world of firebolt hucking, doom-causing, smiting clerics, the healing domain cleric can heal an opponent for 1-4 hp while they are bleeding out, or make an undead creature be shaken.

Selgard |

That, I do agree with.
The healing spells (and damage spells, for that matter) were written back in 2nd edition and have never been updated. They harken back to an age where most people got small hit die and small con adjustments, with even smaller HP after 9th or 10th level.
In an age where it's very very easy to have a human fighter with a 16 or 18 con at first level not to mention max d10 HP, the 1d6+1 spell mentality doesn't really hold true. Especially not at level /2/ when you are getting 1d6+2 for the potential 16+1d10 HP the fighter potentially has. (and that's assuming you didn't use an HP doubler at first level, or the "add your constitution to your hp" adjustment).
Healing definately needs to be looked at in some fashion- whether its the healing domain specifically or healing spells overall.
-S

Sannos |

Let us take a look the 4 main healing classes (Bard, Cleric, Paladin, and Druid)
Let make everything simple. We have an 8th level party with 5 party members. The Bard, Paladin and Cleric all have Charisma of 16 (+3). The Druid and Cleric have Wisdom of 16 (+3). All classes use their spells and abilities for healing the party as LazarX and Selgard suggested for the druid. I also used average roll of 1d8=4.5 and 1d6=3.5. We are looking at straight class healing without magic items to keep thing simple.
We are only using the d20 SRD only.
8th level cleric
Spells will heals 257.5 hit points.
If the cleric took the healing domain, they can heals 97 more hit points.
Cleric with healing domain grand total is 354.5 hit points per day, which is 138% of CwoHD (Cleric without Healing Domain).
Cleric with out healing domain grand total is 257.5 hit points per day, which is our base line.
8th Druid
Spells will heals 162.5 hit points
Druid's grand total is 162.5 hit points per day, which is 63% of CwoHD.
8th level Bard
Spells will heals 149 hit points per day.
Bard's grand total is 149 hit points per day, which is 58% of CwoHD.
8th level Paladin
Lay of Hand heals 24 hit points.
Spells will heals 19 hit points.
Paladin's grand total is 43 hit points per day which is 17% of CwoHD.
Now let us look at Pathfinder.
8th level cleric
Spells will heals 257.5 hit points.
Channel Energy for a good cleric heals 420 hit points.
If the cleric took the healing domain, they can heal 118 more hit points.
Cleric with healing domain grand total is 795.5 hit points per day, which is 117% of PCwoHD (Pathfinder Cleric without Healing Domain) and 224% over their d20 SRD counterpart.
Cleric with out healing domain grand total is 677.5 hit points per day, which is our base line for Pathfinder and 263% over their d20 SRD counterpart.
8th level Paladin
Lay of Hand heals 56 hit points.
Spells will heal 19 hit points.
Channel Positive Energy heals 230 hit points.
Paladin's grand total is 305 hit points per day, which is 45% of PCwoHD and 709% over their d20 SRD counterpart.
8th level Bard
Spells will heal 197 hit points per day.
Bard's grand total is 197 hit points per day, which is 29% of PCwoHD and 132% over their d20 SRD counterpart.
8th Druid
Spells will heal 162.5 hit points
Druid's grand total is 162.5 hit points per days, which is 24% of PCwoHD and are equal to their d20 SRD counterpart.
Therefore, from pure healing a druid went from 2nd place to last place. IMHO, a druid got nerfed in wild shape and every healing class got buffed but druid. The nerf in wild shape I totally agree with.
Sannos

Ross Byers RPG Superstar 2008 Top 32 |

Sannos, I appreciate the math (and I do agree witht he point you are trying to make), but how many spells are you assuming are going into healing? All of them? 50%? This is relevant.
If you are assuming all spells go into healing, then its actually more unbalanced, because Bard and Druid would lose half their healing from using half their spells, while Cleric and Paladin would lose half their spells, but still have their full Channel potential.
Personally, I think the 'ideal' healer ranking should go:
Cleric w/Healing Domain
Cleric w/o Healing Domain
Druid
Paladin
Bard
Ranger
Paladin and Bard should be nearly tied: Bards might have more healing overall from spamming Cure Light, but Paladins should be able to heal more in one attempt.

Sannos |

Ross I totally agree with you on healing order.
I also thought about my Pathfinder testing and I feel that the cleric healed on average 75% of the party while channeling. Therefore, the channeling numbers should be multiplied by 75% and I will correct the math ASAP.
I would feel go if the druid could heal 65 to 75% of a cleric without the healing domain.

Sannos |

Now let us look at the fixed number for Pathfinder.
8th level cleric
Spells will heals 257.5 hit points.
Channel Energy for a good cleric heals 315 hit points.
If the cleric took the healing domain, they can heal 118 more hit points.
Cleric with healing domain grand total is 690.5 hit points per day, which is 121% of PCwoHD (Pathfinder Cleric without Healing Domain) and 224% over their d20 SRD counterpart.
Cleric with out healing domain grand total is 572.5 hit points per day, which is our base line for Pathfinder and 222% over their d20 SRD counterpart.
8th level Paladin
Lay of Hand heals 56 hit points.
Spells will heal 19 hit points.
Channel Positive Energy heals 172.5 hit points.
Paladin's grand total is 247.5 hit points per day, which is 43% of PCwoHD and 576% over their d20 SRD counterpart.
8th level Bard
Spells will heal 197 hit points per day.
Bard's grand total is 197 hit points per day, which is 34% of PCwoHD and 132% over their d20 SRD counterpart.
8th Druid
Spells will heal 162.5 hit points
Druid's grand total is 162.5 hit points per days, which is 28% of PCwoHD and are equal to their d20 SRD counterpart.
I do not know the fix but IMHO Druid needs to heal better then they currently version or cleric need to heal less.
Sannos

Sannos |

I had all classes cast as many cures spell as they can. Paladins has a left over level 2 spell and druids had 4 3rd level spells left over.
A cleric is the best healer in the game. If the cleric did not cast one cure spell and only healed the party with Channel Positive Energy at 50% capacity and the druid every cure spell possible at 8th level. The cleric will out heal the druid.
I think 3.5 had it right with druids having about 68% a cleric's healing capacity.
I think that a druid is too powerful in 3.5 but all the other classes were buffed and Druid did not. In fact, they got wild shape got nerfed (which I like the new polymorph and wild shape rules)
As it stands right now… even if you give the druid the healing domain, they would be 48% of the healing capacity of a cleric. The cleric will still be number one healer.
So add it to the list of domains in Nature Bond and the cleric is still way ahead in healing.
Sannos

Sannos |

Random question;
Are the Vigor/Lesser Vigor/Mass Vigor spells from the Spell Compendium usable? I find that they go a long way to giving the Druid some healing oomph.
Set,
I did not use anything for Spell Compendium. I just used the core 3.5 books from SRD. This is not saying the a druid is 28% of a cleric. This is saying that a 8th druid throwing everything at healing ... still is less healing than a cleric.
I think a druid should be play tested more. I think that giving them healing domain in the Nature Bond is not over the top. I to justify my answer.. I did a little math.
Sannos
PS - if a GM want to add the Vigor/Lesser Vigor/Mass Vigor spells from the Spell Compendium, I would say do it.
Sannos

ZeroCharisma |

Sannos- very thorough and much appreciated. This is precisely what I mean when I say it merits discussion. I had no idea that the gulf between the classes was that wide. and I'm not talking about the current world economic situation.
I would personally allow the vigor family of spells in my campaigns. I enjoy the flavor value of the Druid's healing being slow steady healing vs. spike heals. Those and the minor trans-location spells (dimension step , benign transposition, etc.) seem like logical extensions of the spirit of the rules.
I would be inclined to agree that Healing Domain would help shore up a druid somewhat. Three quarters of a cleric is about right for a PC that can summon a variety of useful creatures and cast a few other truly useful spells, in terms of healing. Cleric is the benchmark for healing. I strongly agree that the most logical choice for secondary healer or substitute healer should be Druid and/or Paladin.
As your calculations show, Paladin is OK comparatively, having received a significant boost in healing. Druid shouldn't be dead last.
Furthermore as pointed out correctly, with the infusion of hp PC's have received, the state of healing should bear some serious examination.
I simply can't express sufficient appreciation of the discussion here, as I find it both edifying and extremely helpful for planning future games and campaigns.
Thanks!

Quentyn |

It’s a comparatively minor point, but Channel Energy can greatly complicate your math. If, for example, two parties of five, each with their own cleric, are cooperating with each other, the two mages do twice as much damage with their spells as either would alone, the two fighters do two times as much damage, and so on - but a few effects, such as Prayer, multiply differently because they can affect the entire group. Two clerics using Channel Energy can heal four times as much damage to this larger party - twice as many uses and twice as many characters to be affected by each use. It can get out of control very quickly if you’ve got a dozen players, and five or six clerics, in a session, especially if they (wisely) invest in Selective Channeling, additional uses of Channeling, and Channeling-Enhancing devices (In a large party the rest of the group is usually willing to chip in on those for them).
Paladins also get a notable boost at L20, when their Channel Energy abruptly goes from an average of 8d6 x 3.5 (28) to 48 when Holy Champion - and that automatic maximization effect - comes into play.

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One thing that hasn't been brought up for Druids healing abilities is the Goodberry spell. At 2nd level this spell lasts more than 1 day, so you can stock up on some goodberries before the adventure starts, which adds to their healing capacity. It might not change the numbers much, but it does make druids better healers, sicne they can effectively borrow spells from yesterday to heal today.

DougErvin |

Playing a 15th level cleric (Sun, Good) in a very combat intensive campaign I spend most of my time being a medic. Complete Divine has a feat, Augment Healing, which has been the best thing my character could have taken. The +2/spell level is a much needed boost. A similar feat could be added in the final PF RPG.
I also play a 15th level Bard in another campaign based on Goodman Games Dungeon Crawl modules. Due to having concepted the Bard as a traveling Zen monk he has been extremely effective as a healer in those games where the cleric has not been able to play.
Final point, a Staff of Healing is very inexpensive for what it does and has been a recurring purchase in both campaigns.
Doug

Ross Byers RPG Superstar 2008 Top 32 |

Hmm...How would lowering the spell level of cure mod and up for the druid so that they match the cleric's affect those numbers?
I'd agree with this. In the pre-Channel days, this was necessary to show that Clerics really were much better healers than Druids. Now? They're very obviously much better, even without the spell level difference.
That change would help out Druids immensely.
I'd still like to champion taking Spontaneous Cure away from Clerics, though.

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One thing that helped Druids a lot was a feat from Compleat Divine called Divine Healing??? a Druid for example taking this feat would have the ability to spontaneously cast cure spells like a cleric.
Something like this would be a compromise instead of giving the whole Healing Domain which I feel should be cleric only.

Kirth Gersen |

One thing that helped Druids a lot was a feat from Compleat Divine called Divine Healing??? a Druid for example taking this feat would have the ability to spontaneously cast cure spells like a cleric.
That's a start. One thing we also need to consider is that druids have had their # of low-level spell slots decreased in 3.PF vs. 3.5, whereas bards have stayed the same, and paladins (if I remember correctly) have somewhat more of them at high levels. So if, even he converts ALL his spells to sponataneous cure spells, the druid ends up way behind the bard and the paladin -- if that's true, things are still somewhat out of whack even with that feat.

ZeroCharisma |

One thing that hasn't been brought up for Druids healing abilities is the Goodberry spell. At 2nd level this spell lasts more than 1 day, so you can stock up on some goodberries before the adventure starts, which adds to their healing capacity. It might not change the numbers much, but it does make druids better healers, sicne they can effectively borrow spells from yesterday to heal today.
Another "fix" proposed was to make goodberries more powerful. Either 1d4 of healing, healing over time (1hp/rd per druid level- my favorite) or even some players suggested 1d8.
These are some of the options my group discussed in regards to goodberry.

Emperor7 |

JoelF847 wrote:One thing that hasn't been brought up for Druids healing abilities is the Goodberry spell. At 2nd level this spell lasts more than 1 day, so you can stock up on some goodberries before the adventure starts, which adds to their healing capacity. It might not change the numbers much, but it does make druids better healers, sicne they can effectively borrow spells from yesterday to heal today.ZeroCharisma wrote:Another "fix" proposed was to make goodberries more powerful. Either 1d4 of healing, healing over time (1hp/rd per druid level- my favorite) or even some players suggested 1d8.These are some of the options my group discussed in regards to goodberry.
Interested in the goodberry power-up. The 1hp is so low to make it a waste of time at high levels. Even though they last a day per level they still need to be gathered from fresh berries. My high level druid pretty much uses them as trail rations as it stands.
Even though the SC added some better healing options for the druid goodberies are pretty outdated. I think 1d8 is too high but so might the 1hp per round/per level. The MiC has some variants of goodberry items that do a straight 2 or 3 points. Maybe a straight power up on the berries doing say 1hp/2 or 3 levels. An 8th level druid would create berries that do 3 or 4 points. You could also limit them to 1 berry per round. Just an idea.

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I do think that druids should get a healing boost, but I don't want to see their healing work the same way as clerics. I like the goodberry boost as an option, and would also like to see a spell on their list that would augment natural healing so that you'd heal double the normal hp with an overnight or full day rest. This could stack with using the heal skill for long term care. Since it's not as powerful as direct healing spells, it should probably be a spell that can affect 1 target/caster level.

Dreaming Warforged |

Thank you Sannos for the analysis.
As I've mentionned on this thread, I partly disagree with some of your hypotheses.
I evaluate the healing coming from channeling as much smaller. I get 168 hp instead of 420 hp.
This huge difference underlines the varying conditions in which the channeling can be done. It also reduces substantially the amount healed by the paladin.
Nevertheless, I agree that the druid could benefit from access to the Healing domain, without forgetting that it is one domain amongst several and that it implies the loss of an animal companion.
DW

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That's a start. One thing we also need to consider is that druids have had their # of low-level spell slots decreased in 3.PF vs. 3.5, whereas bards have stayed the same, and paladins (if I remember correctly) have somewhat more of them at high levels. So if, even he converts ALL his spells to sponataneous cure spells, the druid ends up way behind the bard and the paladin -- if that's true, things are still somewhat out of whack even with that feat.
If you're converting all your spells to heal spells, then what you're effectively playing is a healbot. That's your cleric of Pelor, not your Druid of Obad-hi. When it's just some spells then the answer become far more situational. Thing is these days, very few people enjoy playing healbots any more. That's why the spontaneous curing mechanic was put in for clerics to actually give them reason to prep things other than Cure X Wounds and to give them the possibility of casting things other than cure spells.

Kirth Gersen |

If you're converting all your spells to heal spells, then what you're effectively playing is a healbot.
True, which no one would really want do. So if the druid is only using half his slots for healing, the discrepancy is twice as bad -- instead of 20% as effective as a cleric (or whatever), he's only 10% as effective -- which means he may as well not bother with it at all. So why not just remove all his healing spells altogether and be done with it? Or, if their inclusion means he's supposed to be able to be a backup healer, then give him some backup healing capability that scales with the other backup healers.

Ross Byers RPG Superstar 2008 Top 32 |

My suggested fix for the imbalance:
Reduce channel from d6s to d4s.
Take Spontaneous Cure away from clerics, since Channel still handles this role, as well as the postive/negative energy link. (Remember, it's bad game design to model something twice.) If necessary, give spontaneous domain lists to clerics.
Give the druid a few Heal over time type spells to improve their overall healing ability, while making them still reliant on Cure spells for in-combat healing.

Sannos |

First off, my numbers are guessing at potential healing capacity. I would not suggest anyone just memorize just cure spells.
I agree that figuring out the healing for Channel Energy is complicated and my number most likely not precise. If we use Dreaming Warforged number of 168 (I am assuming 168 is a 8th level cleric), it is 37% of the potential. We would see the change…
8th level cleric
257.5 (spell) + 168 (Channel Energy) = 425.5 (base)
8th level cleric with healing domain
257.5 (spell) + 168 (Channel Energy)+118(domain) = 543.5 (127% of base)
8th level Bard
197(spells) (46% of base)
8th level Paladin
56(LoH) + 19(spells)+85.1(Channel Energy)=160.1 (38% of base)
8th level druid
162.5 (spells) (38% of base)
I agree that healing spell should be looked at again. I am putting some figures behind a suggestion I will post in combat and magic area.
If we move CMW, CSW and CCW down one level for the druid like clerics and bards, we would get the druid at 60% of a cleric (using the number above).
My suggestion is we create a line of regeneration spells like Regeneration Light Wounds. These spells give the target fast healing for a number of round + level of the druid. Then changed the druid Spontaneous Casting to let the druid choose (at 1st level) to either cast the Regeneration Wounds spell of summon nature’s ally.
So the Regeneration Light Wounds could be …
Give the target fast healing 1 for 5 rounds plus caster level of druid with maximum of 5.
This might be like Vigor/Lesser Vigor/Mass Vigor spells from the Spell Compendium. I own a Spell Compendium, but I have not used much. I have mostly flipped thru it reading random spells the caught my eye.

Cabral |

One thing I do like about 4e is the move away from "If you're a cleric doing something interesting, it's time not spent healing." I personally would like to see this notion going away in Pathfinder as well. For the druid, I think some form of regenerative ability (a la fast healing or a reversed bleeding touch) would fit best. For the cleric, perhaps a spell that heals X amount Y times as a free action during the duration at most once per round.
While 3.x clerics were potential powerhouses due to their limitless "spells known", in my experience we never had one because no one wanted to be a dedicated medic.
Clerics and Druids are religious leaders, not paramedics. Unless you are talking about a Healing domain Cleric (or Druid, if that becomes an option), healing should be a limited portion of their actions taken.
As an aside, it would be helpful if the option to choose a domain stood out more, perhaps changing Nature Bond (Ex): to Animal Bond (Ex) or Domain Power (Su):. This also more clearly defines that the Domain Power ability is a supernatural ability, like a clerics. However, perhaps extraordinary is more appropriate since the actual domain powers themselves vary.

Ross Byers RPG Superstar 2008 Top 32 |

One thing I do like about 4e is the move away from "If you're a cleric doing something interesting, it's time not spent healing."
Honestly, I've never had that particular problem. At my table, usually what happened during combat was the cleric either hitting things with a mace, or, more likely, nuking the board with Searing Light and Flame Strike. Unless someone was going to die this turn, healing waited until after combat.

Emperor7 |

My suggestion is we create a line of regeneration spells like Regeneration Light Wounds. These spells give the target fast healing for a number of round + level of the druid. Then changed the druid Spontaneous Casting to let the druid choose (at 1st level) to either cast the Regeneration Wounds spell of summon nature’s ally.
So the Regeneration Light Wounds could be …
Give the target fast healing 1 for 5 rounds plus caster level of druid with maximum of 5.
This might be like Vigor/Lesser Vigor/Mass Vigor spells from the Spell Compendium. I own a Spell Compendium, but I have not used much. I have mostly flipped thru it reading random spells the caught my eye.
This is just like the SC Vigor spells, but they are more limited in potency.

Emperor7 |

Right, except that we can't use the SC spells, because they are not Open Content.
But the new and improved Regeneration spells can be! And you can get up to 5hp per round! Yay!
Actually we probably need a different name. Regenerate takes me back to AD&D and regrowing limbs severed by swords of sharpness. Ahh the good old days.........
How about Earth Healing, or Blood/Touch of the Earth?

Kalyth |
Ross Byers wrote:Right, except that we can't use the SC spells, because they are not Open Content.But the new and improved Regeneration spells can be! And you can get up to 5hp per round! Yay!
Actually we probably need a different name. Regenerate takes me back to AD&D and regrowing limbs severed by swords of sharpness. Ahh the good old days.........
How about Earth Healing, or Blood/Touch of the Earth?
Spring's Blessing? Vitality? Renewal?
or
Circle of Spring
Conjuration (Healing)
Level: Drd 2
Components: V, S
Casting time: 1 minute
Range: 20ft
Target: 20ft emenation
Duration: Concentration (up to 5 rounds +1 round per level, maximum 15 rounds)
Saving Throw: Will half (harmless)
Spell Resistance: Yes (harmless)
With this spell the druid invokes the essense and spirit of spring and uses it to revitalize and heal his allies. All creatures in the area of this spell gain fast healing 1 as long as they remain with 20ft of the druid. The druid must concentrate to maintain this effect.
The numbers may need messed with to balance it but it would provide a way for a druid mend his party between combats. This would still leave the cleric as your combat medic.