Healing domain 1st level power, well.. underpowered?


New Rules Suggestions


Rebuke Death is fine, but it doesn't seem as powerful as a lot of the other 1st level domain powers. I would like to see something slightly better, perhaps additional use(s) of channel energy or an aura of vitality (all creatures within 30' heal 1hp/rd for a number of rounds equal to your caster lvl, 1x/day per + of charisma modifier) or even somethign nice and simple such as faith healing: use holy water (giving it a material component) to heal a party member for oh let's say 1d6 hp, perhaps scaling it somewhat for later levels.

I am not saying these are the best fixes but I am curious about how people feel about this and would be interested in suggestions on the matter. I merely provide them as examples of something I view as more equivalent to the ability to chuck flaming bolts at will.

I'll try out some options as soon as I can and post if I have anything to add to the discussion.


ZeroCharisma wrote:

Rebuke Death is fine, but it doesn't seem as powerful as a lot of the other 1st level domain powers. I would like to see something slightly better, perhaps additional use(s) of channel energy or an aura of vitality (all creatures within 30' heal 1hp/rd for a number of rounds equal to your caster lvl, 1x/day per + of charisma modifier) or even somethign nice and simple such as faith healing: use holy water (giving it a material component) to heal a party member for oh let's say 1d6 hp, perhaps scaling it somewhat for later levels.

I am not saying these are the best fixes but I am curious about how people feel about this and would be interested in suggestions on the matter. I merely provide them as examples of something I view as more equivalent to the ability to chuck flaming bolts at will.

I'll try out some options as soon as I can and post if I have anything to add to the discussion.

I agree I really dislike the 1st level power of the Healing Domain compared to others it just seems to be lacking. Also the 8th level power that grants Fast Healing. I wish this would be changed so that it was not limited to only healing damaged caused while the aura was opperating it just seams to be easily wasted. It requires a standard action to activate and then what if no one was even injured during that time. Hopefully in Beta they will tweek these.

RPG Superstar 2009 Top 16, 2012 Top 32

Kalyth wrote:
Also the 8th level power that grants Fast Healing. I wish this would be changed so that it was not limited to only healing damaged caused while the aura was opperating it just seams to be easily wasted.

Not to mention the bookkeeping. Everyone now has to record damage taken while the aura is up separately from damage taken before the aura was up. And just imagine what happens when there are two Healing clerics using this power for overlapping but not identical durations.


Epic Meepo wrote:
Kalyth wrote:
Also the 8th level power that grants Fast Healing. I wish this would be changed so that it was not limited to only healing damaged caused while the aura was opperating it just seams to be easily wasted.
Not to mention the bookkeeping. Everyone now has to record damage taken while the aura is up separately from damage taken before the aura was up. And just imagine what happens when there are two Healing clerics using this power for overlapping but not identical durations.

Agreed to both the above posters, and good feedback! Thanks.

While I hate to delve into non-ogl materials (I believe PH2 is such, right?) the Dragon Shaman had an aura that gave the parties fast healing (I think it scaled 1/2/3 by some modifier) only if they were below 50% hp. An interesting concept. Maybe suitable for Healing domain?


ZeroCharisma wrote:
Epic Meepo wrote:
Kalyth wrote:
Also the 8th level power that grants Fast Healing. I wish this would be changed so that it was not limited to only healing damaged caused while the aura was opperating it just seams to be easily wasted.
Not to mention the bookkeeping. Everyone now has to record damage taken while the aura is up separately from damage taken before the aura was up. And just imagine what happens when there are two Healing clerics using this power for overlapping but not identical durations.

Agreed to both the above posters, and good feedback! Thanks.

While I hate to delve into non-ogl materials (I believe PH2 is such, right?) the Dragon Shaman had an aura that gave the parties fast healing (I think it scaled 1/2/3 by some modifier) only if they were below 50% hp. An interesting concept. Maybe suitable for Healing domain?

I dont understand why it would need to be limited in any way. I mean a 10th level cleric is only going to be able to heal 20hps with the ability and then only over the course of 10 rounds. I dont see that as game breaking or overpowered so not sure why they felt the need to limit it to only wounds suffered while the aura was up or why they would need to limited it to only healing up to 50% etc....Its not that powerful.


Kalyth wrote:
I agree I really dislike the 1st level power of the Healing Domain compared to others it just seems to be lacking.

The first level abilities are all over the map in terms of power.

Some start off pretty good and get weaker with time (like the 1d6+[level/2] fire bolt, from the Fire domain).

Some start off pretty good and stay strong (like the ability to let your buddies "take 11" on any roll they want, from the Law domain).

Some start off weak and get stronger with time (like the ability to add +[level] to any roll you want, from the Good domain).

Some start off weak and stay weak (like the ability to do a 1d8+[level/2] touch attack vs. undead, from the Sun domain).

Frankly, I'd rather have the Healing domain ability than the Sun domain ability! The ability to make an undead shaken (with no save or SR) is better than 1d8+[level/2] damage at higher levels, IMO.


@ Kalyth: I am not sure why, but I suspect it is because fast healing/regen have long been somewhat of a DM/baddy-only sacred cow. Most of the abilities that allow it for PC's are non-ogl expansion material. I still worry about it. There is little difference mechanically from DR in many cases, except that it works even if you don't get wounded that turn.

@ Hogarth. I respect what you are saying (and it is clearly well thought out), but I feel that most of the domain abilities, weaker/stronger/jury is still out- are still more useful in more situations. And the L1 domain power for healing is almost equivalent in power to a slightly enhanced cantrip, whereas most of the other domain powers at 1st are equivalent to at least 1st level spells. Furthermore, other domains with "weak -seeming 1st level powers make up for it later with some pretty spectacular fireworks.

Thanks for engaging in this discussion. I remain, as ever, eager to get different points of view on these subjects and find the middle path.


I wrote a decent rant about it but don't think it could be used in a constructive manner.
Anyway, you seem to be missing a point. This is not supposed to be a powerful effect or anything like that. As they kicked out Cure, Minor from the freebie 0-league you will either have an option of spending a 1st or higher level spell just to stabilize your poor fighter or spending 25gps to buy items that can do the same, once.
Instead you get a lousy Power which you can abuse to death in many different ways. The undead scare being the most obvious one.
Which leads me back to my rant that pointed out that you do not take Healing domain for a powerhouse. At best it serves as duck tape, keeping your weak team somehow working.

It still turned out as a negative post with no real reason but clerics are my soft spot. And I'm anti-healing.


I'd rather see an Healing Domain ability (which level, I don't know) which let you also Spontaneously Cast Remove Disease, Remove Curse, etc, in addition to the Cure Wound spells everyone can.

This makes Healing Domain useful for all those situations where you WISHED you had prepared those spells, but didn't for whatever reason. It also lets you have those spell splots for other spells the 95% of the time when you DON'T need to Remove Disease or whatever.

It also would make sense for Death/Sickness to spontaneously cast Cause Disease/ Curse/ etc...

Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Pathfinder Roleplaying Game / Alpha Playtest Feedback / Alpha Release 3 / New Rules Suggestions / Healing domain 1st level power, well.. underpowered? All Messageboards
Recent threads in New Rules Suggestions