Lay on Hands + Sanctuary?


Classes: Cleric, Druid, and Paladin

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

I was thinking about an interesting and simple rule note that would make Lay on Hands more appealing as a rescue option that not only cured some damage but also helped both the paladin sacrificing his action and the person getting healed from getting whacked in the bargain.

How about this:

When a paladin uses Lay on Hands, both the paladin and the target of the healing gain the benefit of a sanctuary spell (DC 10 + CHA modifier + 1/2 paladin level). This effect lasts for 1 minute or until an attack is made, as normal for sanctuary. The effect applies separately to the paladin and the receipient; an attack by one of them does not end the effect for the other.

This helps the paladin soak up potential attacks, because creatures have to spend their attack and THEN make a save; if they fail the save (which will be pretty tough at lower levels for a good-CHA paladin, since most low-level foes don't have great Will saves, and hardly automatic even at higher levels), the paladin has soaked up attacks (achieving the design goal of defending other party mates) without punishing the paladin (by making her take damage when she has already foregone an attack).

This also achieves a hopeful design goal of having people not get immediately re-whacked as soon as they take get healed.

[Please note, I'm also in favor of LoH doing more curing than it does in 3.5, so you needn't point out that "LoH is teh suXXor." This idea is meant to be both atmospheric, relevant to the idiom of the paladin class, and also an effective and useful side benefit when using an ability that, because it is not great in terms of big healing, the paladin might not otherwise use except out of combat.]

I like the base idea, and I think it has utility throughout the levels.

If you think it needs some more oomph, though...

As I thought about it some more, I thought this could perhaps scale up with levels. Most effects, would be purely defenSay, something like this:

At 5th level, the paladin and the recipient gain the effect of a combined sanctuary and protection from evil. Both effects end if a protected creature attacks.

At 10th level, the paladin and the recipient gain the effect of a combined sanctuary and stoneskin (maximum 100 hit points of damage absorption). Both effects end if a protected creature attacks.

At 15th level, the paladin and the recipient gain the effect of a combined sanctuary and holy aura. Both effects end if a protected creature attacks.

At 20th level, the paladin and the recipient gain the effect of a combined sanctuary, spell resistance (SR 32), and stoneskin (maximum 200 hit points of damage absorption). Both effects end if a protected creature attacks.

Something like that. I dunno, could be overkill at higher levels, but the "goes away if you attack" limitation does present certain difficulties (except for summoners). Could use a little work, but as a concept I think I like it.

Thoughts?

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

As a side note, I should offer these up:

1. Perhaps one of a paladin's auras, even at a low level, should be "Aura of Sanctuary." Allies within 10' gain the benefit of a sanctuary spell. This would be broken if ANY of them attack, but the paladin could renew it on his turn as a standard action.

2. Much conversation has been spent on whether the paladin's "aura of good" should mean anything. Maybe what it could or should mean is that a paladin basically has a perpetual sanctuary spell in effect, perhaps against everybody, or maybe just against evil. Sure, it's broken as soon as he attacks, but I would let the paladin resume it as a standard action (so you couldn't do that and attack in the same round).

The point of the ability would be that the paladin's incredibly GOOD presence, this aura of divine power, actually would give his enemies pause. The evil hooligan raising his sword to strike the paladin by surprise is suddenly awed by the light of heaven (or the fires of the fanatic, if you prefer) in the eyes of the paladin and so cowed that he stutteringly fails to follow through on the attack and it is easily brushed aside by the paladin without harm. Even neutrals would fear to raise their hands against the anointed of heaven.

In effect, it becomes a sort of "holy uncanny dodge" type of ability that protects the paladin when he is flat-footed or before he's gotten to act in the combat. Consider:

a. Most paladins will have crummy dex and no Improved Init and will be losing initiative right and left.

b. If we accept the notion that paladins can or should buff before combat, this provides a certain window for them to be able to do it with some pretense of safety before they unleash holy hell on their enemies.

Thoughts?

Dark Archive

The Combat Medic PrC in Heroes of Battle has an interesting notion they call a 'healing kicker' that adds some protective spell or effect alongside any healing spell they cast.

That sounds pretty similar to this idea, and I kind of liked the notion (since healing by itself is, IMO, a zero-sum game in a fast-paced combat, with the Cleric / healer 'wasting' his actions just reactively trying to undo something that the NPC has actively done).

That being said, I think Sanctuary, as perfect for the mechanical role as it might be (making sure that the wounded person isn't immediately pummeled again, undoing the Paladin's action), is overly powerful for this particular effect. Having the LoH / healed recipient instead simply have a side-effect of being Blessed (+1 to attacks and saves vs. fear) for 1 minute would be a bit more balanced, while still providing a form of benefit along with the healing hands. Even then, I'm not sure it would be something worth adding to the current Paladin, save perhaps as a Trait / Feat / PrC class ability, or whatever.

It's a neat idea, but I don't think it really fits the Paladin, particularly if he's using LoH on himself during a tough fight, as the enemy might turn off of him and start laying into one of the squishier party members, making it kind of an 'anti-taunt'...

Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Pathfinder Roleplaying Game / Design Forums / Classes: Cleric, Druid, and Paladin / Lay on Hands + Sanctuary? All Messageboards
Recent threads in Classes: Cleric, Druid, and Paladin