CuttinCurt
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Has anyone used Combat Medic from Heroes of Battle in PRPG? I have a player taking it this level, and I think it needs a little something more. I want to allow channel energy to advance with CM levels, but I'm not sure that's sufficient. Does any one have some suggestions for me here?
I can say, without any hesitation, that the combat medic is a very nice class, especially in a military campaign, which I played one in. And if you allow the channel energy to scale with the CM levels, you are granting alot.
It is a 5 level prestige class that the PC will get 2 feats while leveling it. And, this is a specialty class for battlefield healing. Why allow the cleric to gain extra power dealing with undead when this class has nothing to do with them.
The save for the fear affect on channeling positive energy is (10 + 1/2 cleric level + chr bonus). If you allow this power to scale with the Combat medic, you give a +2 on the DC of this save. In addition, the cleric gets another 2d6 healing (or damage).
Instead of giving this away on a class that, I believe, does not constitue scaling the channel energy feature of the cleric for, why not approach the pc and offer him the ability to choose the "Healing Pool" Cleric alternate class feature from Complete Champion.
For the cost of (1) 4th lvl spell slot, the cleric can get a healing pool of positive energy. This energy total is equal to 1+ divine caster level x5. So at 7th lvl, that is a 40 point healing/damage pool of positive energy that can be unloaded as fast as (1) round with a melee touch attack.
Just an Idea.
| udalrich |
I'm not familiar with the class, so I can't say if it needs a power up or how much of a boost it should get.
It sounds like it's a healing oriented class, so if a full advancement of channel energy is too much, you might consider advancing only the amount that it heals. So a cleric 5/combat medic 2 with a charisma of 10 would heal 4d6 when channeling (like a 7th level cleric), but would affect undead like a 5th level cleric (3d6, save DC 12).
<fluff>
As for why his positive energy hurts undead relatively less, he's spending so much time doing healing, that he has a deeper sense of how positive energy supports life. As a result, rather than just blasting out more positive energy, he is sculpting it so that it aligns with the life-force and is more effective at healing.
Positive energy interacts with undead in a sufficiently different manner that the sculpting is ineffective, so undead only experience the brute force effects of the positive energy.
</fluff>
CuttinCurt
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Does healing pool replace turning in CC?
No. It is an alternative class feature. That means that at certain levels of a character's progression, they can give up a certain power or ability to gain something different in return.
Most 3.5 completes and many of the other suppliment books like Dungeonscape, sandstorm, frostfell, etc, have these alternate class features in their own section.
In this case, a cleric gives up (1) 4th level spell slot (forever) to get this pool. It is nice as it scales with divine caster levels. Where you would have a maximum of 4d8+20 for a cure critical wounds 4th lvl spell. When you are 20th lvl with this feature, you have 105 points to use for healing (or damage). The cure crit maxes out @ 52pts of healing only.
This is a nice addition to any player concentrating on healing.
I am still not 100% sold on the compromise allowing the extra damage/healing gained from CM levels to work on the pc's but not undead. Although, it is better than giving them the full effect.
CC
| Bitter Thorn |
Bitter Thorn wrote:Does healing pool replace turning in CC?No. It is an alternative class feature. That means that at certain levels of a character's progression, they can give up a certain power or ability to gain something different in return.
Most 3.5 completes and many of the other suppliment books like Dungeonscape, sandstorm, frostfell, etc, have these alternate class features in their own section.
In this case, a cleric gives up (1) 4th level spell slot (forever) to get this pool. It is nice as it scales with divine caster levels. Where you would have a maximum of 4d8+20 for a cure critical wounds 4th lvl spell. When you are 20th lvl with this feature, you have 105 points to use for healing (or damage). The cure crit maxes out @ 52pts of healing only.
This is a nice addition to any player concentrating on healing.
I am still not 100% sold on the compromise allowing the extra damage/healing gained from CM levels to work on the pc's but not undead. Although, it is better than giving them the full effect.
CC
I'm leaning toward allowing advancement on just the healing portion.
Did you play your combat medic in 3.5 or PRPG?
I think the player will like the Healing pool, but it is a separate issue, and she is only 6th level at this point.