Healing Judgement Kind of Weak


Round 3: Alchemist and Inquisitor


Compared the the rest of the judgments the healing judgment is kind of mediocre. With most combats lasting 3-10 rounds and averaging around 4-5. Since the ability doesn't kick in until you are injured you are likely only getting 3-5 hit points back. The only time I can really see this being useful is if you know you are going to lose consciousness shortly (in which case it's pretty nice actually).

So I guess as an emergency auto-wake up it's decent. It would be nice if it lasted for a few rounds after combat.

Paizo Employee Director of Game Design

The value of this one is limited, but I like having it as an option... it stops bleed damage, wakes you up if you are dropped into unconsciousness, and generally gives you a small hp boost. Once you hit 10th, you can get back 22 hp in a 5 round combat... which is not too shabby. Jump that up to 10 rounds and it becomes 52 hp.

I am open to thoughts...

Jason Bulmahn
Lead Designer
Paizo Publishing


I would say the question is how much healing do we want the Inquisitor to get in one combat and at what level.

Perhaps starting the Fast Healing at 2 and giving +1 per round up to 4, which means in a five round combat (assuming he is hit in the first round) he would get back 2,3,4,4= 13 HP across 4 rounds, which is maximum for a cure light wounds spell. In a ten round combat he would get 20 more points coming in at 33 HP.

When it doubles at level 10 this would be 4,6,8 meaning in a five round combat he would get 4+6+8+8=26 HP (a cure moderate wound heals a maximum of 26). In ten rounds he would get back an extra 40 HP for a total of 66 HP.

So in an average combat starting with a bit bigger fast healing we end up with five rounds coming out equal to a first level spell or second level spell.

Protection is equivalent to the shield of faith spell, Resistance to Resist Energy, and Destruction and Justice together are equal to a Divine favor spell... each of which are either first or second level.


One possible thought which would make it more useful and less abusable is just putting a fixed duration on it.

It definitely shines in longer combats where you get injured early. Maybe that plus the ability to use it as an auto-wake up is enough to make it good. Thinking back to a recent combat which was long and I went unconscious it would be very nice to have in the right circumstances... maybe it's ok as it is.


Abraham spalding wrote:
I would say the question is how much healing do we want the Inquisitor to get in one combat and at what level.

It's unlikely you will see that much healing unless you got injured in the beginning of the encounter.


Dennis da Ogre wrote:
It's unlikely you will see that much healing unless you got injured in the beginning of the encounter.

I've had a DM that began entire games like that. Everyone sits down, and he rolls a d4, then points at someone and simply says, "Give me a Reflex save."

Fun times.


Jason Bulmahn wrote:

The value of this one is limited, but I like having it as an option... it stops bleed damage, wakes you up if you are dropped into unconsciousness, and generally gives you a small hp boost. Once you hit 10th, you can get back 22 hp in a 5 round combat... which is not too shabby. Jump that up to 10 rounds and it becomes 52 hp.

I am open to thoughts...

Jason Bulmahn
Lead Designer
Paizo Publishing

I dont find this underpowerd at all.But i guess it depends on what type of combat your group sees. The part about canceling bleed is huge, and if your group has drawn out slugfests against hordes of mobs like we do sometimes its amazing, its similiar to the dragon shaman 3.5 healing aura which was way overpowered so having it be self only and slow for the first 2 rounds is great and more balanced.

RPG Superstar 2009 Top 16, 2012 Top 32

Dennis da Ogre wrote:
It's unlikely you will see that much healing unless you got injured in the beginning of the encounter.

Or in the previous encounter. An inquisitor who gets beat down while winning a tough fight can then pick a fight with an easy opponent and pass judgment in order to heal the damage from the previous encounter.

"Foul squirrel! I judge thee worthy of providing me with arbitrary healing! I shall now grapple you repeatedly until I am restored to full health!"


Epic Meepo wrote:
"Foul squirrel! I judge thee worthy of providing me with arbitrary healing! I shall now grapple you repeatedly until I am restored to full health!"

Ah, Honorable Kuno-sama.. I had wondered where you had gotten to.. Please, let us return to Nerima before your father begins to worry.


In general, I'm not thrilled with the amount of self-buffing the inquisitor gets from Judgment. A little is fine, but Judgment should ultimately be about the guy you're judging. I'd rather see it debuff a bit more or even somehow remove the creature's power so they can be stabbed.

Exploit weakness is closer to what I saw judgment doing.

Could judgment deprive a monster of their energy resistance? Or even maybe their immunity? Could it remove a supernatural power or even, at very very high levels, disenchant weapons or create an antimagic zone.

I really like the idea behind this power, I think there's a lot more we could do with it.

Dark Archive

I think it's fine. It's free healing. You may not get much use out of it during the first fight of the day, but each subsequent fight( as long as you enter it below full hp ) you receive immediate benefits. There aren't a lot of things that currently give you fast healing. I haven't play tested it yet( and I am assuming the OP hasn't either ) so I am not sure, but I think it will prove to be very useful. Possibly increase the max Fast Healing before level 10, but that's what play tests determine. At first level you probably have around 10 hp. 3 per round is huge.


Draeke Raefel wrote:
I think it's fine. It's free healing. You may not get much use out of it during the first fight of the day, but each subsequent fight( as long as you enter it below full hp ) you receive immediate benefits. There aren't a lot of things that currently give you fast healing. I haven't play tested it yet( and I am assuming the OP hasn't either ) so I am not sure, but I think it will prove to be very useful. Possibly increase the max Fast Healing before level 10, but that's what play tests determine. At first level you probably have around 10 hp. 3 per round is huge.

To be honest, it looks weak at first shake and that was my impression but the more I look at it the more I think it's decent. It would be a big help in longer combats and you generally need healing in longer combats. Hoping to play it soon.

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