THE HEALER!


Conversions


In the Miniatures Handbook there was a class called "Healer" and it was a barebones healbot. It might be the weakest class in 3.5 Dungeons and Dragons. But man is it flavorful!

I just want to see what the limits are to conversions to Pathfinders, and how much you can "fix" or patch a class until it just gets silly.

Has anybody here ever attempted to bring it to Pathfinder?

Grand Lodge

Wow, um. I don't know. I really have no idea how to make it playable. The first thing to do is make it a spontaneous caster that can cast from its entire spell list. Beyond that.... :/

Silver Crusade

I'm bringing it to PF for my campaign, but it isn't seriously intended for PC use. Mostly NPCs and follower options.


I would definitely look at the Oracle (secifically the Life mystery) as a starting point - or if you're lazy, just play one. They make very, very potent healers. Frankly, a character traveling with a life Oracle has no business dying.

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TriOmegaZero wrote:
Wow, um. I don't know. I really have no idea how to make it playable. The first thing to do is make it a spontaneous caster that can cast from its entire spell list. Beyond that.... :/

I have a DMPC that does that. She's actually really useful, since it's for a party of 8 PCs with only a druid and bard for healing.

The other, probably obvious, thing to do to make it Pathfinderized is to add Channel Energy to channel positive energy, possibly with the option to apply paladin Mercies to all affected.

Maybe give it an offensive capability by letting it use Channel Energy to cause non-lethal damage? And maybe even the ability to counterspell enemy spellcasters when they cast Conjuration (healing) spells as an immediate action. And maybe even Counter-Channel Energy?

Grand Lodge

SmiloDan wrote:

I have a DMPC that does that. She's actually really useful, since it's for a party of 8 PCs with only a druid and bard for healing.

That's exactly what I used the class for in my first Shackled City campaign, with exactly that houserule. The only time she ever had a moment of outshining the party in combat was spontaneously hitting the dracolich with Heal spells.

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TriOmegaZero wrote:
SmiloDan wrote:

I have a DMPC that does that. She's actually really useful, since it's for a party of 8 PCs with only a druid and bard for healing.

That's exactly what I used the class for in my first Shackled City campaign, with exactly that houserule. The only time she ever had a moment of outshining the party in combat was spontaneously hitting the dracolich with Heal spells.

Hahaha!!! If we ever play again, the next BBEG in my campaign is a dracolich!


One person did, and there was a bit of discussion for it, but I've not had the chance to playtest it yet.

See HERE

Alternately, the subdomains of rest and healing might approach it differently, but again, not something I've had the chance (yet) to play and compare.

Dark Archive

It was a full caster?

If so it wasnt a weak class by any means, maybe weaker than the cleric but if it was a 9th level spells caster, saying it was weak would make the figther cry.

Coparing it to one of the most powerful classes and saying weak dont make a lot of sense.

Grand Lodge

Really?

Healer Spell List wrote:


Healers choose their spells from the following list.
0 Level: create water, cure minor wounds, deathwatch, detect magic,
detect poison, light, mending, purify food and drink, read magic.
1st Level: bless water, cure light wounds, goodberry, protection from
evil, remove fear, remove paralysis, sanctuary, speak with animals.
2nd Level: calm emotions, cure moderate wounds, delay poison, gentle
repose, remove blindness/deafness, remove disease, lesser restoration.
3rd Level: close wounds*, create food and water, cure serious wounds,
neutralize poison, remove curse, restoration, status.
4th Level: cure critical wounds, death ward, freedom of movement,
mass cure light wounds, panacea*.
5th Level: atonement, break enchantment, mass cure moderate
wounds, raise dead, revivify*, stone to flesh, true seeing.
6th Level: greater restoration, heal, heroes’ feast, mass cure serious
wounds, regenerate.
7th Level: mass cure critical wounds, repulsion, resurrection.
8th Level: discern location, holy aura, mass heal.
9th Level: foresight, gate, true resurrection.
* New spell described in Chapter 2 of this book.

The only thing the Healer is strong against is undead. If you could do something more with this list, I'm all ears. Having full spellcasting doesn't help if you have a narrow, useless spell list.


I don't think the healer was really considered weak, they're just overspecialized. They're incredibly potent at the one or two things they do, but that's it.

To Pathfinderize them, you'd have to add in some extra functionality, and I really think you'd essentially wind up with something too close to an Oracle to bother.

RPG Superstar 2012 Top 32

Yeah, the Healer class is very reactive and very specialized. It lacks spells of utility, offensive, and defense. It is primarily healing, with very few divinations and some feeding spells. At the very least, you won't have to pay for food, but it doesn't even provide shelter. Only repulsion and gate are in any way pro-active, and they are not available until at least 13th and 17th level.

It is a passive healer. It has no role outside of combat, and even then, it works best AFTER combat.

To Pathfinderize it, it would probably be necessary to give it a host of new class features or really expand its spell list.

I designed a class based exclusively on channeling energy, and I think you could add the Healer's spell list and full casting to it, and it wouldn't unbalance it!

Hedgewitch:

Hedgewitch

Alignment: Non-evil.

BAB: +1/2 (as wizard)
Good Saves: Fortitude and Will
Hit Dice: 1d6

Class Skills: Appraise, Craft, Diplomacy, Handle Animal, Heal, Knowledge (arcana, history, local, nature, religion), Profession, Sense Motive, Survival, Use Magic Device.

Skill Ranks Per Level: 4 + Intelligence modifier.

Hedgewitches are proficient in all Simple Weapons. They are proficient in Light Armor but not with Shields.

LEVEL ABILTIY

1. Channel Energy 1d6, Channel Types, Hedgewitch’s Health
2. Bonus Feat, Channel Type
3. Channel Energy 2d6, Mercy
4. Ability Damage Healing, Channel Type
5. Channel Energy 3d6, Channel Shaping
6. Bonus Feat, Channel Type, Mercy
7. Channel Energy 4d8
8. Ability Drain Healing, Channel Type, Improved Channel
9. Channel Energy 5d8, Mercy
10. Bonus Feat, Channel Type
11. Channel Energy 6d8, Channel Shaping
12. Channel Type, Mercy, Meta-channeling Talent
13. Channel Energy 7d10
14. Bonus Feat, Channel Type, Greater Channel
15. Channel Energy 8d10, Mercy
16. Channel Type, Meta-channeling Talent
17. Channel Energy 9d10, Channel Shaping
18. Bonus Feat, Channel Type, Mercy
19. Channel Energy 10d12
20. Channel Energy Mastery, Channel Type, Meta-channeling Talent, Ultimate Channel

Channel Energy (Su). At 1st level, a hedgewitch learns how to channel positive energy. He can do this a number of times per day equal to 3 + ½ his class level + his Charisma bonus. The Save DC, if any, of the hedgewitch’s channel energy ability is equal to 10 + ½ his class level + his Charisma modifier. As a standard action, the hedgewitch can channel energy to heal an amount of damage equal to 1d6, plus 1d6 per 2 levels thereafter. At levels 7, 13, and 19, the size of his channel energy dice increase to 1d8, 1d10, and 1d12, respectively. Alternatively, the hedgewitch can cause damage to undead equal to this amount; they receive a Will Save for half damage.

Channel Types (Su). At 1st level, the hedgewitch learns 2 additional channel energy types from the list of Channel Types. At 2nd level, and every 2 levels thereafter, he learns an additional channel energy type. Beginning at 8th level, he can select a channel energy type from the list of Improved Channel Energy Types. At 14th level, he can begin to select channel energy types from the list of Greater Channel Energy Types. At 20th level, he may select a channel energy type from the list of Ultimate Channel Energy Types.

Hedgewitch’s Health (Ex). A hedgewitch’s constant exposure to positive energy has infused his body with extraordinary durability. Beginning at first level, every time the hedgewitch gains a level, he adds his Charisma bonus, if any, to his hit point total in addition to his Constitution modifier. This ability only applies to levels gained in hedgewitch; if a hedgewitch multi-classes, he does not add his Charisma bonus to the hit points gained from any non-hedgewitch class.

Bonus Feats. At levels 2, 6, 10, 14, and 18, the hedgewitch gains a bonus feat from the following list: Alignment Channel, Channel Smite, Command Undead, Elemental Channel, Extra Channel, Extra Mercy, Improved Channel, Selective Channeling, Turn Undead, or any other channeling feat he qualifies for.

Mercy (Su). At 3rd level, and every 3rd level thereafter, the hedgewitch can add a Mercy effect to the targets of his channel energy ability. See the paladin class ability of the same name for the effects of the various Mercies.

Ability Damage Healing (Su). At 4th level, a hedgewitch can reduce ability damage by an amount equal to their number of channel energy dice.

Channel Shaping (Su). Beginning at 5th level, the hedgewitch learns how to change the shape of his channel energy bursts. At 5th, 11th, and 17th level, the hedgewitch chooses one of the following Channel Shapes:
Cone. The hedgewitch can channel energy in a cone with a radius equal to double their normal channel energy sphere’s radius. The apex of the cone must be adjacent to the hedgewitch.
Line. The hedgewitch can channel energy in a line with a range equal to Medium Range (100 feet + 10 feet per level).
Ray. The hedgewitch can channel energy in a ray with a range of Long Range (400 feet + 40 feet per level). The hedgewitch must make a ranged touch attack to successfully target a creature with the channel energy ray.
Starburst. The hedgewitch can channel energy so that it affects 1 target per class level within Close Range (25 feet + 5 feet per 2 levels) of himself.

Ability Drain Healing (Su). At 8th level, a hedgewitch can reduce ability drain by an amount equal to 1/2 their number of channel energy dice.

Meta-channeling Talent (Su). At levels 12, 16, and 20, the hedgewitch learns how to alter his channel energy ability by applying meta-channeling effects to his channel energy uses. At level 12, 16, and 20, he selects one of the following effects: Empower, Enlarge, Extend, Maximize, Quicken, or Widen. This allows him to Empower, Enlarge, Extend, Maximize, Quicken, or Widen his channeling by increasing the number of channel energy uses proportionate to the meta-magic feats of the same name. For example, an Empowered Channel Energy uses up 3 daily uses of the hedgewitch’s daily allotment of channel energy uses. A hedgewitch can apply multiple meta-channeling talents to a single instance of channel energy; the extra amount of daily uses stacks. A hedgewitch can forgo one of his bonus feats at level 14 or 18 to select an additional meta-channel talent in its place.

Channel Energy Mastery (Ex). At 20th level, the hedgewitch gains the ability to spend one daily use of his channel energy ability and apply a number of channel energy types equal to ½ his Charisma bonus (minimum 2) to those affected by the channeled energy.

Channel Effects:

CHANNEL TYPES

Channel Air
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect of your channel energy ability the benefits of a feather fall spell for a number of rounds equal to your Charisma bonus (minimum 1 round). In addition, they gain a sacred bonus on Constitution checks to hold their breath equal to your Charisma bonus for a number of minutes equal to your caster level.

Channel Animal
You can spend one of your daily uses of channel energy as a standard action and affect all animals within the area of effect of your channel energy ability with a Wild Empathy check with a bonus equal to your caster level + your Charisma modifier. In addition, you can spend one of your daily uses of channel energy as an immediate action and grant all animals in the area of effect of your channel energy ability the use of any 1 trick, as described in the Handle Animal skill description.

Channel Artifice
You can spend one of your daily uses of channel energy as a standard action and choose to either restore hit points to any constructs in the area of effect or damage any constructs in the area of effect equal to your normal channel energy amount.

Channel Chaos
You can spend one of your daily uses of channel energy as a standard action and grant all allies within the area of effect of your channel energy ability with the benefits of a protection from law spell for a number of rounds equal to your Charisma bonus (minimum 1 round).

Channel Charm
You can spend one of your daily uses of channel energy as a swift action and grant yourself a bonus to a Diplomacy, Intimidate, or Perform check equal to your caster level.

Channel Community
You can spend one of your daily uses of channel energy as a swift action and all allies in the area of effect increase the bonus granted by the Aid Another action by an amount equal to your Charisma bonus (minimum 1) for a 1 round. The attack and damage bonus of flanking allies also increase by an amount equal to your Charisma bonus (minimum 1) during this time.

Channel Damage Reduction
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect of your channel energy ability DR 5/- for 1 round. At 8th level, this increases to DR 10/-. At 14th level, this increases to DR 15/-. At 20th level, this increases to DR 20/-.

Channel Darkness
You can spend one of your daily uses of channel energy as a standard action and increase the level of darkness within the area of effect of your channel energy by 1 step for every point of Charisma bonus you have (minimum 1 step). This darkness persists for a number of rounds equal to your Charisma bonus (minimum 1 round). You can spend one of your daily uses of channel energy and grant your allies the ability to see through normal and magical darkness for a number of rounds to your Charisma bonus (minimum 1 round).

Channel Death
Any creature killed by your ability to channel negative energy is animated as a skeleton or zombie (your choice) for a number of rounds equal to your caster level. While it is animated, you can command the undead creature. You can command a maximum of 4 HD of undead per caster level at any one time; any excess undead created by this feat or any other means act independently according to their nature.

Channel Destruction
You can spend one of your daily uses to channel energy as a swift action and grant all allies within the area of effect the benefits of the Improved Sunder feat for a number of rounds equal to your caster level. They also gain a bonus equal to your Charisma bonus (minimum 1) on their CMB to Sunder.

Channel Earth
You can spend one of your daily uses to channel energy as a standard action and create a region of difficult terrain in the area of effect. You also grant your allies the flawless stride ability and a bonus to their CMD against bull rush, overrun, and trip attempts equal to your Charisma bonus (minimum 1). Both effects last for a number of rounds equal to your caster level.

Channel Elemental Energy Resistance
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect of your channel energy ability energy resistance 10 to acid, cold, electricity, fire, or sonic for 1 round. At 8th level, this increases to energy resistance 20. At 14th level, this increases to energy resistance 30. At 20th level, this increases to immunity to the selected energy.

Channel Evil
You can spend one of your daily uses of channel energy as a standard action and grant all allies within the area of effect of your channel energy ability with the benefits of a protection from good spell for a number of rounds equal to your Charisma bonus (minimum 1 round).

Channel Fire
You can choose to change the energy type you channel into fire, causing damage equal to the amount normally healed or caused by your channel energy type. Targets within the area of effect can make a Reflex Save with a DC equal to 10 + ½ your caster level + your Charisma modifier for half damage.

Channel Glory
You can spend one of your daily uses of channel energy as a standard action and grant all allies within the area of effect a sacred bonus to AC equal to your Charisma bonus (minimum 1 round) for a number of rounds equal to your Charisma bonus (minimum 1 round).

Channel Good
You can spend one of your daily uses of channel energy as a standard action and grant all allies within the area of effect of your channel energy ability with the benefits of a protection from evil spell for a number of rounds equal to your Charisma bonus (minimum 1 round).

Channel Healing
You can spend one of your daily uses to channel energy as a standard action and grant Fast Healing equal to your Charisma bonus (minimum 1) to all your allies within the area of effect for a number of rounds equal to your caster level.

Channel Knowledge
You can spend one of your daily uses to channel energy as a swift action and gain a bonus on a single Knowledge check equal to your caster level. You must be trained in the Knowledge check you make.

Channel Law
You can spend one of your daily uses of channel energy as a standard action and grant all allies within the area of effect of your channel energy ability with the benefits of a protection from chaos spell for a number of rounds equal to your Charisma bonus (minimum 1 round).

Channel Liberation
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect the benefits of a freedom of movement spell for a number of rounds equal to your Charisma bonus (minimum 1 round).

Channel Luck
You can spend one of your daily uses of channel energy as an immediate action and grant a single ally the ability to reroll any one roll that they have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll.

Channel Madness
You can spend one of your daily uses of channel energy as a standard action and target all opponents within the area of effect with a confusion spell for a number of rounds equal to your Charisma bonus (minimum 1 round). They are allowed a Will saving throw with a DC of 10 + ½ your cleric level + your Charisma modifier to negate the confusion.

Channel Magic
You can spend one of your daily uses of channel energy as a swift action and gain a bonus equal to your caster level on a single Spellcraft or Use Magic Device skill check. You can spend one of your daily uses of channel energy as a swift action and gain a bonus equal to your Charisma bonus (minimum 1) on a single caster level check.

Channel Negative Energy
You can spend one of your daily uses of channel energy and cause negative energy damage to all creatures in the area of effect. Creatures in the area of effect may make a Will save for half damage. Alternatively, you can choose to heal undead in the area of effect.

Channel Nobility
You can spend one of your daily uses of channel energy as a standard action and target all opponents in the area of effect with a command spell effect for a number of rounds equal to your Charisma bonus (minimum 1). The targets of this effect are allowed a Will Save with DC of 10 + ½ your caster level + your Charisma modifier to negate this effect; they are allowed a save every round until they are successful or the duration is completed.

Channel Non-lethal Damage
You can spend one of your daily uses of channel energy and cause an amount of non-lethal damage equal to the amount of healing it normally would cause. Creatures in the area of effect may make a Will save for half damage.

Channel Plant
You can spend one of your daily uses of channel energy as a full-round action and target at least one fruit or seed bearing plant. This plant grows a bounty of delicious and nutritious fruits and/or seeds, providing enough food to feed 1 person per point of channeled energy.

Channel Protection
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect a sacred bonus equal to your Charisma bonus (minimum 1) for 1 round.

Channel Repose
You can spend one of your daily uses of channel energy as a standard action and cause a number of hit dice worth of creatures equal to the result of your channel energy roll to fall asleep for a number of rounds equal to your Charisma bonus (minimum 1) if they fail a Will Save with a DC of 10 + ½ your caster level + your Charisma modifier.

Channel Rune
You can spend one of your daily uses of channel energy as a full-round action and create a channel rune in any adjacent square. Any creature entering this square is targeted by the effects of your channel energy ability (usually positive or negative energy, but possibly the effects of a different channel energy feat). The rune is invisible and lasts a number of minutes equal to your caster level or until discharged. You cannot create a channel rune in a square occupied by another creature. It can be discovered with a Perception check and disabled with a Disable Device check, both with a DC of 25 + ½ your caster level.

Channel Strength
You can spend one of your daily uses of channel energy as an immediate action and grant your allies within the area of effect a sacred bonus (if you channel positive energy) or profane bonus (if you channel negative energy) a bonus to Strength checks and attack and damage rolls equal to your Charisma bonus for 1 round.

Channel Sun
Whenever you channel positive energy to harm undead creatures, they must make a Will Save with a DC of 10 + ½ your caster level + your Charisma modifier or be blinded for 1 round. Whenever you channel positive energy to heal living creatures, they gain darkvision 60 feet, lowlight vision, and see invisibility for 1 round.

Channel Travel
You can spend one of your daily uses of channel energy as an immediate action and grant your allies within the area of effect an enhancement bonus to speed equal to your Charisma bonus times 5 for 1 round. You can spend one of your daily uses of channel energy as a full round action and grant all allies in the area of effect Damage Reduction equal to your Charisma bonus (minimum 1) against the non-lethal damage caused by Hustling or Forced Marches for a number of hours equal to your caster level.

Channel Trickery
You can spend one of your daily uses of channel energy as a swift action and grant yourself a bonus to a Bluff, Disguise, or Stealth check equal to your caster level.

Channel War
You can spend one of your daily uses of channel energy as an immediate action and grant your allies within the area of effect the use of one combat feat that you know for 1 round.

Channel Water
You can spend one of your daily uses of channel energy as an immediate action and grant your allies within the area of effect racial bonus to Swim checks equal to your caster level + your Charisma modifier for 1 round per caster level; when this bonus reaches +8, your allies also gain a swim speed equal to ½ their normal land speed. You can spend one of your daily uses of channel energy as a full round action to get a create water effect.

Channel Weather
You can spend one of your daily uses of channel energy as a standard action and create a whirlwind within the area of effect, targeting all creatures within the area of effect with a bull rush attempt with a CMB equal to your caster level + your Charisma bonus, with a size bonus of +8 for being a colossal whirlwind. Targets are moved away from the center of the channel energy burst and take 1d6 points of non-lethal damage for every 10 feet they are moved; movement stops once the target is outside the area of effect.

IMPROVED CHANNEL TYPES

Improved Channel Air
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect of your channel energy ability the benefits of a fly spell for a number of rounds equal to your Charisma bonus (minimum 1 round). In addition, they gain a sacred bonus on Constitution checks to hold their breath equal to your level for a number of minutes equal to your level.

Improved Channel Animal
You can spend one of your daily uses of channel energy as a standard action and affect a number of hit dice of animals and magical beasts equal to your channel energy result with an animal trance spell. Alternatively, you can spend a full round action to channel energy and affect a number of animals equal to your Charisma bonus with a dominate animal effect.

Improved Channel Artifice
You can spend one of your daily uses of channel energy as a standard action and choose to use either a minor creation or fabricate effect.

Improved Channel Chaos
You can spend one of your daily uses of channel energy as a standard action and subject all opponents within the area of effect of your channel energy ability with a chaos hammer effect.

Improved Channel Charm
You can spend one of your daily uses of channel energy as a swift action and target a number of humanoids equal to your Charisma bonus with charm person for a number of rounds equal to your level or target a single creature with a charm monster effect with a duration of 1 hour per level.

Improved Channel Community
You can spend one of your daily uses of channel energy as a swift action and all allies in the area of effect increase the bonus granted by the Aid Another action by an amount equal to your level for a 1 round. The attack bonus of flanking allies also increase by an amount equal to your level during this time. The damage bonus of flanking allies increase by a number d6s equal to your Charisma bonus.

Improved Channel Damage Reduction
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect of your channel energy ability DR 5/- for a number of rounds equal to your Charisma bonus. At 14th level, this increases to DR 10/-. At 20th level, this increases to DR 15/-.

Improved Channel Darkness
You can spend one of your daily uses of channel energy as a swift action and increase the level of darkness within the area of effect of your channel energy by 1 step for every point of Charisma bonus you have (minimum 1 step). This darkness persists for a number of rounds equal to your level. You can spend one of your daily uses of channel energy and grant your allies the ability to see through normal and magical darkness for a number of rounds to level.

Improved Channel Death
Any creature killed by your ability to channel negative energy is animated as a skeleton or zombie (your choice) for a number of hours equal to your caster level. While it is animated, you can command the undead creature. You can command a maximum of 4 HD of undead per caster level at any one time; any excess undead created by this feat or any other means act independently according to their nature.

Improved Channel Destruction
You can spend one of your daily uses to channel energy as a swift action and grant all allies within the area of effect the benefits of the Improved Sunder and Greater Sunder feats for a number of rounds equal to your caster level. They also gain a bonus equal to your Charisma bonus (minimum 1) on their CMB to Sunder.
They also ignore a number of points of hardness equal to your level on items they use the Sunder combat maneuver against.

Improved Channel Earth
You can spend one of your daily uses to channel energy as a standard action and create a region of spike stones in the area of effect. You also grant your allies the flawless stride ability and a bonus to their CMD against bull rush, overrun, and trip attempts equal to your level. They also gain DR equal to your level against the spike stones effect. These effects last for a number of rounds equal to your caster level.

Improved Channel Elemental Energy Resistance
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect of your channel energy ability energy resistance 20 to acid, cold, electricity, fire, or sonic for a number of rounds equal to your Charisma bonus (minimum 1 round). At 14th level, this increases to energy resistance 30. At 20th level, this increases to immunity to the selected energy.

Improved Channel Evil
You can spend one of your daily uses of channel energy as a standard action and subject all opponents in the area of effect with an unholy blight effect.

Improved Channel Fire
You create a Wall of Fire effect with radius up to 30 feet and a duration of 1 round per level. You can choose if it burns towards or away from the center. Alternatively, you can grant all allies with in the area of effect of your channel energy the benefits of a fire shield spell with a duration equal to your Charisma bonus.

Improved Channel Glory
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect a sacred bonus to AC equal to your Charisma bonus (minimum 1 round) for a number of rounds equal to your caster level.

Improved Channel Good
You can spend one of your daily uses of channel energy as a standard action and subject all opponents in the area of effect with a holy smite effect.

Improved Channel Healing
You can spend one of your daily uses to channel energy as an immediate action and grant all your allies within the area of effect a number of bonus hit points equal to your Charisma bonus multiplied by your level for 1 round.

Improved Channel Knowledge
You can spend one of your daily uses to channel energy as a swift action and gain a bonus on a single Knowledge check equal to your caster level. You may take 10 on this knowledge check, and you do not need to be trained in the Knowledge check you make.

Improved Channel Law
You can spend one of your daily uses of channel energy as a standard action and subject all opponents in the area of effect with an order’s wrath effect.

Channel Liberation
You can spend one of your daily uses of channel energy as an immediate action and subject all opponents to your choice of a dimensional anchor or dismissal effect.

Improved Channel Luck
You can spend one of your daily uses of channel energy as an immediate action and grant a single ally or force a single opponent to make a reroll on any one roll that they have just made before the results of the roll are revealed. You may choose to add your Charisma bonus to your ally’s roll or subtract your Charisma bonus from your opponent’s roll. You must take the result of the reroll, even if it’s worse than the original roll.

Improved Channel Madness
You can spend one of your daily uses of channel energy as a standard action and target all opponents within the area of effect with a confusion spell for a number of rounds equal to your level as well as take a penalty on all Will Saves equal to your Charisma bonus (minimum 1). They are allowed a Will saving throw with a DC of 10 + ½ your cleric level + your Charisma modifier to negate the confusion and halve the penalty to their Will Saves.

Improved Channel Magic
You can spend one of your daily uses of channel energy as a an immediate action and automatically counterspell a single spell cast by an opponent. You can spend one of your daily uses of channel energy and use a dispel magic effect.

Improved Channel Negative Energy
You are healed by negative energy and harmed by positive energy as if you were undead.

Channel Nobility
You can spend one of your daily uses of channel energy as a standard action and target all opponents in the area of effect with a suggestion spell effect for a number of mnutes equal to your Charisma bonus (minimum 1). The targets of this effect are allowed a Will Save with DC of 10 + ½ your caster level + your Charisma modifier to negate this effect.

Improved Channel Non-lethal Damage
You can spend one of your daily uses of channel energy as a standard action and cause all opponents within the area of effect that fail a Fortitude to become stunned for 1 round.

Improved Channel Plant
You can spend one of your daily uses of channel energy as a full-round action use a plant growth effect.

Improved Channel Protection
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect a sacred bonus to their Saving Throws equal to your Charisma bonus (minimum 1) for 1 round per level.

Improved Channel Repose
You can spend one of your daily uses of channel energy and grant all allies within the area of effect a death ward effect for a number of rounds equal to your Charisma bonus.

Improved Channel Rune
You can spend one of your daily uses of channel energy as a full-round action and create a channel rune in a number of squares equal to your Charisma bonus. Any creature entering one of these squares is targeted by the effects of your channel energy ability (usually positive or negative energy, but possibly the effects of a different channel energy type). The rune is invisible and lasts a number of minutes equal to your caster level or until discharged. You cannot create a channel rune in a square occupied by another creature. It can be discovered with a Perception check and disabled with a Disable Device check, both with a DC of 25 + ½ your caster level.

Improved Channel Strength
You can spend one of your daily uses of channel energy as an immediate action and grant your allies within the area of effect a sacred bonus a bonus to Strength checks and attack and damage rolls equal to your Charisma bonus for 1 a number of rounds equal to your level.

Improved Channel Sun
Whenever you channel positive energy to harm undead creatures, they lose their Turn Resistance, if any, and they must make a Reflex Save with a DC of 10 + ½ your caster level + your Charisma modifier or take damage equal to 1 channel energy die each round until they successfully save. Whenever you channel positive energy to heal living creatures, they gain darkvision 60 feet, lowlight vision, and see invisibility for a number of rounds equal to your Charisma bonus.

Improved Channel Travel
You can spend one of your daily uses of channel energy as an immediate action and grant your allies within the area of effect a haste effect for a number of rounds equal to your Charisma bonus. You can spend one of your daily uses of channel energy as a full round action and grant all allies in the area of effect Damage Reduction equal to your level against the non-lethal damage caused by Hustling or Forced Marches for a number of hours equal to your caster level.

Improved Channel Trickery
You can spend one of your daily uses of channel energy as a swift action and grant yourself the benefits of Alter Self, Glibness, or Greater Invisibility with a caster level equal to your class level.

Improved Channel War
You can spend one of your daily uses of channel energy as an immediate action and grant your allies within the area of effect the use of two combat feats that you know for a number of rounds equal to your Charisma bonus.

Improved Channel Water
You can spend one of your daily uses of channel energy as an immediate action and grant your allies within the area of effect water breathing for a number of hours equal to your level. You can spend one of your daily uses of channel energy to use a control water effect.

Improved Channel Weather
You can spend one of your daily uses of channel energy as a standard action and create a whirlwind within the area of effect, targeting all creatures within the area of effect with a bull rush attempt with a CMB equal to your channel energy result, with a size bonus of +8 for being a colossal whirlwind. Targets are moved away from the center of the channel energy burst and take 1d6 points of non-lethal damage for every 10 feet they are moved; movement does not stop when the target is outside the area of effect.

GREATER CHANNEL TYPE

Greater Channel Air
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect of your channel energy ability the benefits of a fly spell for a number of minutes equal to your level. In addition, they gain a sacred bonus on Constitution checks to hold their breath equal to your level for a number of hours equal to your level.

Greater Channel Animal
You can spend one of your daily uses of channel energy as a standard action and affect a number of hit dice of animals and magical beasts equal to your channel energy result with an animal trance spell. Alternatively, you can spend a full round action to channel energy and affect a number of animals equal to your Charisma bonus with a dominate animal effect.

Greater Channel Artifice
You can spend one of your daily uses of channel energy as a standard action use either an animate objects or major creation effect.

Greater Channel Chaos
You can spend one of your daily uses of channel energy as a standard action and subject all opponents in the area of effect to a word of chaos effect.

Greater Channel Charm
You can spend one of your daily uses of channel energy as a swift action and target a number of creatures equal to your Charisma bonus with charm monster for a number of minutes equal to your level or target a single creature with a dominate person effect with a duration of 1 hour per level.

Greater Channel Community
You can spend one of your daily uses of channel energy as a swift action and all allies in the area of effect increase the bonus granted by the Aid Another action by an amount equal to your level for a 1 round. The attack bonus of flanking allies also increase by an amount equal to your level during this time. The damage bonus of flanking allies increase by a number d6s equal to your Charisma bonus.

Greater Channel Damage Reduction
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect of your channel energy ability DR 10/- for a number of rounds equal to your level. At 20th level, this increases to DR 15/-.

Greater Channel Darkness
You can spend one of your daily uses of channel energy as a standard action and fill the area of effect with a black tentacles effect with a duration equal to a number of rounds equal to your level. In addition, the area is filled with negative energy that causes 2 points of Constitution drain per round.

Greater Channel Death
Any creature killed by your ability to channel negative energy is animated as if subjected to a create undead effect. While it is animated, you can command the undead creature. You can command a maximum of 4 HD of undead per caster level at any one time; any excess undead created by this feat or any other means act independently according to their nature.

Greater Channel Destruction
You can spend one of your daily uses to channel energy as a standard action and use a disintegrate effect.

Greater Channel Earth
You can spend one of your daily uses to channel energy as a standard action and use either move earth, stone shape, or wall of stone.

Greater Channel Elemental Energy Resistance
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect of your channel energy ability energy resistance 20 to a number of energy types (acid, cold, electricity, fire, or sonic) equal to ½ your Charisma bonus for a number of rounds equal to your level. At 20th level, these increase to energy resistance 30.

Greater Channel Evil
You can spend one of your daily uses of channel energy as a standard action and subject all opponents in the area of effect to a blasphemy effect.

Greater Channel Fire
You can spend 1 of your daily uses of channel energy as a standard action and fill the area of effect with fire that causes damage equal to your channel energy amount each round for a number of rounds equal to your Charisma bonus. This damage is half fire damage and half divine energy that is not subject to energy resistance or immunity. Targets within the area of effect can make a Reflex Save for half damage each round. Targets that have taken fire damage and manage to leave the area of effect may have caught on fire. They must make a Reflex save every round until successful or take an amount of damage equal to one of your channel energy dice.

Greater Channel Glory
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect an aura of shining light that grants each of them a 20% miss chance for a number of rounds equal to your level.

Greater Channel Good
You can spend one of your daily uses of channel energy as a standard action and subject all opponents in the area of effect with a holy word effect.

Greater Channel Healing
You can spend one of your daily uses to channel energy as a standard action and grant all your allies within the area of effect your choice of restoration or regeneration.

Greater Channel Knowledge
You can spend one of your daily uses to channel energy as a swift action and gain a bonus on a single Knowledge check equal to your caster level. You may take 20 on this knowledge check, and you do not need to be trained in the Knowledge check you make. Alternatively

Greater Channel Law
You can spend one of your daily uses of channel energy as a standard action and subject all opponents in the area of effect with a dictum effect.

Greater Channel Liberation
You can spend one of your daily uses of channel energy as an immediate action and subject all opponents to your choice of a banishment or repulsion effect.

Greater Channel Luck
You can spend one of your daily uses of channel energy as an immediate action and grant a single ally or force a single opponent to make a reroll on any one roll that they have just made before the results of the roll are revealed. You may choose to add your level to your ally’s roll or subtract your level from your opponent’s roll. You must take the result of the reroll, even if it’s worse than the original roll.

Greater Channel Madness
You can spend one of your daily uses of channel energy as a standard action and target all opponents within the area of effect with an insanity effect as well as take a penalty to Wisdom equal to your Charisma bonus. They are allowed a Will saving throw to negate the insanity and halve the penalty to their Wisdom.

Greater Channel Magic
You can spend one of your daily uses of channel energy as a an immediate action and grant all your allies in the area of effect spell resistance equal to 12 + your level. You can spend one of your daily uses of channel energy and use a greater dispel magic effect.

Greater Channel Negative Energy
You can spend one of your daily uses of channel energy and subject all opponents within the area of effect with a number of negative levels equal to your Charisma bonus. They are allowed a Fortitude Save for half damage. These negative levels persist for a number of hours equal to your Charisma bonus.

Greater Channel Nobility
You can spend one of your daily uses of channel energy as a standard action and target all opponents in the area of effect with a suggestion spell effect for a number of minutes equal to your Charisma bonus (minimum 1). The targets of this effect are allowed a Will Save to negate this effect.

Greater Channel Non-lethal Damage
You can spend one of your daily uses of channel energy as a standard action and cause all opponents within the area of effect that fail a Fortitude Save to become paralyzed for 1 round per level.

Greater Channel Plant
You can spend one of your daily uses of channel energy as a standard action to fill the area of effect with your choice of a wall of thorns or repel wood effect.

Greater Channel Protection
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect immunity to spells of a level that is less than or equal to half your Charisma bonus for 1 round.

Greater Channel Repose
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect a breath of life effect.

Greater Channel Rune
You can spend one of your daily uses of channel energy as a full-round action and create a channel rune in a number of squares equal to your class level. Any creature entering one of these squares is targeted by the effects of your channel energy ability (usually positive or negative energy, but possibly the effects of a different channel energy type). The rune is invisible and lasts a number of hours equal to your caster level or until discharged. You cannot create a channel rune in a square occupied by another creature. It can be discovered with a Perception check and disabled with a Disable Device check, both with a DC of 25 + ½ your caster level.

Greater Channel Strength
You can spend one of your daily uses of channel energy as a swift action and grant your allies within the area of effect a sacred bonus to their Strength scores equal to your level a number of rounds equal to your level.

Greater Channel Sun
Whenever you channel positive energy to harm undead creatures, they lose their Turn Resistance, if any, and they must make a Reflex Save with a DC of 10 + ½ your caster level + your Charisma modifier or take damage equal to 3 channel energy dice each round until they successfully save. Whenever you channel positive energy to heal living creatures, they gain darkvision 120 feet, lowlight vision, and true seeing for a number of rounds equal to your Charisma bonus.

Greater Channel Travel
You can spend one of your daily uses of channel energy as an immediate action and dimension door your allies within the area of effect. You can spend one of your daily uses of channel energy as a full round action and use greater teleport on a number of allies equal to your level that are within the area of effect.

Greater Channel Trickery
You can spend one of your daily uses of channel energy as a swift action and grant yourself the benefits of mislead, polymorph, or seeming with a caster level equal to your class level. You can spend one of your daily uses of channel energy as a full round action and grant all your allies the benefits of Disguise Self or Invisibility for a number of rounds equal to your class level.

Greater Channel War
You can spend one of your daily uses of channel energy as an immediate action and grant your allies within the area of effect the use of three combat feats that you know for a number of rounds equal to your level.

Greater Channel Water
You can spend one of your daily uses of channel energy as a standard action and fill the lungs of the creatures in the area of effect with water for a number of minutes equal to your Charisma bonus. They must hold their breath or drown. Typically, they can hold their breath for a number of rounds equal to twice their Constitution score, then each round they must make a Constitution check DC 10 + 1 per previous check, or begin to drown.

Greater Channel Weather
You can spend one of your daily uses of channel energy as a standard action and for a number of rounds equal to your level, you can call down a number of lightning strikes. Each lightning strike does damage equal to your channel energy amount, with a Reflex Save for half damage. You can call down as many lightning strikes in a round as you wish, up to your level; each time you call down a lightning strike, it reduces the duration by 1 round. You can only target a single creature with each lightning strike (swarms count as a single creature for the purposes of this effect).

ULTIMATE CHANNEL TYPES

Ultimate Channel Air
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect of your channel energy ability the benefits of an overland flight or wind walk effect for a number of hours equal to your level. In addition, they do not need to breathe for a number of hours equal to your level.

Ultimate Channel Animal
You can spend one of your daily uses of channel energy as a standard action and grant your allies the benefits of the animal shapes effect.

Ultimate Channel Artifice
You can spend one of your daily uses of channel energy as a standard action and grant all targets you choose with in the area of effect an iron body or polymorph any object effect

Ultimate Channel Chaos
You can spend one of your daily uses of channel energy as a standard action and subject all within the area of effect to a cloak of chaos effect.

Ultimate Channel Charm
You can spend one of your daily uses of channel energy as a swift action and target a number of humanoids equal to your Charisma bonus with dominate person for a number of days equal to your level or target a single creature with a dominate monster effect with a duration of 1 day per level.

Ultimate Channel Community
You can spend one of your daily uses of channel energy as a standard action and all allies in the area of effect benefit from a telepathic bond with a duration of one hour per level.

Ultimate Channel Damage Reduction
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect of your channel energy ability DR 20/- for a number of minutes equal to your Charisma bonus.

Ultimate Channel Darkness
You can spend one of your daily uses of channel energy as a standard action either fill the area of effect with a black tentacles effect combined with a field of negative energy that gives 1 negative level a round for a number of round equal to your level, or a weird effect.

Ultimate Channel Death
Any creature killed by your ability to channel negative energy is animated by a greater create undead effect. While it is animated, you can command the undead creature. You can command a maximum of 4 HD of undead per caster level at any one time; any excess undead created by this feat or any other means act independently according to their nature.

Ultimate Channel Destruction
You can spend one of your daily uses to channel energy as a standard action and subject all opponents in the area of effect to a destruction spell effect.

Ultimate Channel Earth
You can spend one of your daily uses to channel energy as a standard action cause an earthquake effect to fill the area of effect. You can spend one of your daily uses of channel energy and target a number of creatures in the area of effect with a flesh to stone or stone to flesh effect.

Ultimate Channel Elemental Energy Resistance
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect of your channel energy ability immunity to acid, cold, electricity, fire, and sonic damage for a number of rounds equal to your Charisma bonus.

Ultimate Channel Evil
You can spend one of your daily uses of channel energy as a standard action and grant all allies within the area of effect with an unholy aura effect.

Ultimate Channel Fire
You can spend 1 of your daily uses of channel energy as a standard action and fill the area of effect with fire that causes damage equal to your channel energy amount each round for a number of rounds equal to your Charisma bonus. This damage is half fire damage and half divine energy that is not subject to energy resistance or immunity. Targets within the area of effect can make a Reflex Save for half damage each round. Targets that have taken fire damage and manage to leave the area of effect may have caught on fire. They must make a Reflex save every round until successful or take an amount of damage equal to five of your channel energy dice.

Ultimate Channel Glory
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect a shining aura that grants them a 50% miss chance for a number of rounds equal to your level.

Ultimate Channel Good
You can spend one of your daily uses of channel energy as a standard action and grant all allies within the area of effect with a holy aura effect.

Ultimate Channel Healing
You can spend one of your daily uses to channel energy as a standard action and grant all your allies within the area of effect your choice of either greater restoration or heal.

Ultimate Channel Knowledge
You can spend one of your daily uses to channel energy as a swift action grant each of your allies in the area of effect the benefit of either moment of prescience or foresight.

Ultimate Channel Law
You can spend one of your daily uses of channel energy as a standard action and grant all allies within the area of effect with a shield of law effect.

Ultimate Channel Liberation
You can spend one of your daily uses of channel energy as a standard action and grant all allies within the area of effect the benefits of a mindblank effect.

Ultimate Channel Luck
You can spend one of your daily uses of channel energy as an immediate action and replace the results of any d20 roll (either yours or another’s) with either a natural 20 or a natural 1. You may choose to add or subtract your level to the results of the roll as well.

Ultimate Channel Madness
You can spend one of your daily uses of channel energy as a standard action and target all opponents within the area of effect with an insanity effect as well as take a penalty to Wisdom equal to your level. They are allowed a Will saving throw to negate the insanity and halve the penalty to their Wisdom.

Ultimate Channel Magic
You can spend one of your daily uses of channel energy as a an immediate action and target a single creature. It must make a Fortitude Save or be unable to cast spells, use spell-like abilities, or use supernatural abilities for a number of rounds equal to your Charisma bonus. You can spend one of your daily uses of channel energy as a standard action and fill the area of effect with an antimagic field for 1 round.

Ultimate Channel Negative Energy
You can spend one of your daily uses of channel energy as a standard action and target all opponents with in the area of effect. They take a number of negative levels equal to your Charisma bonus. 24 hours later, they must make a Fortitude Save for each negative level or it becomes permanent.

Ultimate Channel Nobility
You can spend one of your daily uses of channel energy as a standard action and target all opponents in the area of effect with a suggestion spell effect for a number of hours equal to level. The targets of this effect are allowed a Will Save to negate this effect.

Ultimate Channel Non-lethal Damage
You can spend one of your daily uses of channel energy as a standard action and cause all opponents within the area of effect to take an amount of non-lethal damage equal to their current hit points. They can make a Fortitude Save to suffer half damage.

Ultimate Channel Plant
You can spend one of your daily uses of channel energy as a standard action use an animate plants or command plants effect.

Ultimate Channel Protection
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect immunity to spells of a level that are less than or equal to your Charisma bonus for 1 round.

Ultimate Channel Repose
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect a true resurrection effect. They must have died within 1 round to benefit from this effect.

Ultimate Channel Rune
You can spend one of your daily uses of channel energy as a full-round action and create a channel rune in a number of squares equal to your Charisma bonus multiplied by your level. Any creature entering one of these squares is targeted by the effects of your channel energy ability (usually positive or negative energy, but possibly the effects of a different channel energy type). The rune is invisible and lasts a number of days equal to your caster level or until discharged. You cannot create a channel rune in a square occupied by another creature. It can be discovered with a Perception check and disabled with a Disable Device check, both with a DC of 25 + ½ your caster level.

Ultimate Channel Strength
You can spend one of your daily uses of channel energy as a swift action and grant your allies within the area of effect a sacred bonus to their Strength scores equal to your level for a number of hours equal to your level.

Ultimate Channel Sun
Whenever you channel positive energy to harm undead creatures, they lose their Turn Resistance, if any, and they must make a Reflex Save with a DC of 10 + ½ your caster level + your Charisma modifier or take damage equal to 5 channel energy die each round until they successfully save. Whenever you channel positive energy to heal living creatures, they gain darkvision 240 feet, superior lowlight vision, and true seeing for a number of rounds equal to your level.

Improved Channel Travel
You can spend one of your daily uses of channel energy as an immediate action and teleport your allies within the area of effect. You can spend one of your daily uses of channel energy as a full round action and use plane shift on a number of allies equal to your level that are within the area of effect.

Improved Channel Trickery
You can spend one of your daily uses of channel energy as a standard action and grant your allies within the area of effect the benefits of Alter Self, Glibness, or Greater Invisibility with a caster level equal to your class level.

Ultimate Channel War
You can spend one of your daily uses of channel energy as an immediate action and grant your allies within the area of effect the use of four combat feats that you know for a number of minutes equal to your level.

Ultimate Channel Water
You can spend one of your daily uses of channel energy as a standard action and fill the lungs of the creatures in the area of effect with water for a number of minutes equal to your Charisma bonus. They must hold their breath or drown. They must make a Constitution check DC 10 + 1 per previous check, or begin to drown.

Ultimate Channel Weather
You can spend one of your daily uses of channel energy as a standard action and fill the area of effect with a reverse gravity effect that is 10 feet high per level.


Well, a healer character in Pathfinder could be a cleric and get metal armor, metal weapons, better BAB, etc.

Then it can take a domain like Healing Domain, Restorative Touch, and then you are casting healing spells that are Empowered the whole time.

I would say you need to really pump it up.

I thought things like...

Making everything an action quicker, making everything one step further on ranges, etc.

Dark Archive

TriOmegaZero wrote:

Healers choose their spells from the following list.

0 Level: create water, cure minor wounds, deathwatch, detect magic,
detect poison, light, mending, purify food and drink, read magic.
1st Level: bless water, cure light wounds, goodberry, protection from
evil, remove fear, remove paralysis, sanctuary, speak with animals.
2nd Level: calm emotions, cure moderate wounds, delay poison, gentle
repose, remove blindness/deafness, remove disease, lesser restoration.
3rd Level: close wounds*, create food and water, cure serious wounds,
neutralize poison, remove curse, restoration, status.
4th Level: cure critical wounds, death ward, freedom of movement,
mass cure light wounds, panacea*.
5th Level: atonement, break enchantment, mass cure moderate
wounds, raise dead, revivify*, stone to flesh, true seeing.
6th Level: greater restoration, heal, heroes’ feast, mass cure serious
wounds, regenerate.
7th Level: mass cure critical wounds, repulsion, resurrection.
8th Level: discern location, holy aura, mass heal.
9th Level: foresight, gate, true resurrection.

Ugh! And still its better than a PHB fighter by a wide margin.

Gate,foresight,discern location, break enchantement, true seeing, freedom of movement are nice and not hit points related, but still... most of them are high level, and is too narrow even with them.

Anyway I dont think weakness is the real issue, a rogue or fighter are weaker, the problem here is lack of options, a too narrowed role.

RPG Superstar 2012 Top 32

Maybe give them some interesting skills? And enough skill points so they can have some options that way? I don't have my Miniatures book handy, but didn't they get Diplomacy, Perception (Listen/Spot 3.5), and Survival? Those can be really useful. Maybe Sense Motive too? What were their Knowledges?

Maybe update their skill list to include:

Craft, Diplomacy, Handle Animal, Heal, Knowledge (all), Perception, Profession, Ride, Sense Motive, Spellcraft, Survival, and Use Magic Device.

Skill Ranks per Level: 6 + Intelligence modifier.

Grand Lodge

ESCORPIO wrote:


Ugh! And still its better than a PHB fighter by a wide margin.

I disagree in that a early level Healer has no combat capability compared to an early level Fighter. Yes, at higher levels those few spells give the Healer an edge over the Fighter in his bellhop stage, but the Healer is just as useless as a Fighter then as well.

I'll have to double check SmiloDan, but I doubt bumping skills will make a difference. The class just doesn't have much to offer in combat save for status removal and Heal, and the few minor buffs it has.

RPG Superstar 2012 Top 32

TriOmegaZero wrote:
ESCORPIO wrote:


Ugh! And still its better than a PHB fighter by a wide margin.

I disagree in that a early level Healer has no combat capability compared to an early level Fighter. Yes, at higher levels those few spells give the Healer an edge over the Fighter in his bellhop stage, but the Healer is just as useless as a Fighter then as well.

I'll have to double check SmiloDan, but I doubt bumping skills will make a difference. The class just doesn't have much to offer in combat save for status removal and Heal, and the few minor buffs it has.

I think the skills I suggested will give the Healer something to do outside of combat, but I don't know what the Healer can do pro-actively in combat.

Grand Lodge

Take a hit? :3


Wizards base attack, fort and will are the good saves i didn't touch the spell progression.

Weapon and Armor Proficiency: Healers are proficient with all simple weapons and with light armor. Additionally, a healer who uses metal armor or any kind of shield is severely hampered. The armor of a healer is restricted by traditional oaths, not simply training. A healer knows how to wear light metal armor and could become proficient with medium or heavy armor, but wearing metal armor or bearing a shield would violate her oath and suppress her healer powers. Her ethos requires a certain vulnerability that allows her to more fully empathize with those in their care. A healer who uses prohibited armor is unable to cast healer spells or use any of her supernatural or spell-like class features while doing so and for 24 hours after the armor is taken off.
Spells: A healer casts divine spells (the same type of spells available to clerics), which are drawn from the healer spell list given below. A healer must choose and prepare her spells in advance (see below).
To prepare or cast a spell, a healer must have a Wisdom score of 10 + the spell’s level (Wis 10 for 0-level spells, Wis 11 for 1stlevel spells, and so forth). The Difficulty Class for a saving throw against a healer’s spell is 10 + the spell’s level + the healer’s Charisma modifier.
Like other spellcasters, a healer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–4: The Healer. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–1, page 8 of the Player’s Handbook).
Healers do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them through their own strength of faith. Each healer must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a healer can prepare spells. A healer may prepare and cast any spell on the healer spell list (see below), provided she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Healing Hands (Ex): Whenever a healer casts a spell that cures hit point damage, she adds her Charisma modifier to the amount of damage healed. For instance, if a 5th-level healer with an 18 Charisma casts cure light wounds, she cures 1d8+5 points of damage normally, plus an additional 4 points of damage due to her Charisma bonus. This bonus applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.
Treat Deadly Wounds (Su): At 1st level, a healer can heal wounds by touch. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two healer levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from treatment (such as undead) receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the healer's level + the healer's Charisma modifier. Creatures healed by the treatment cannot exceed their maximum hit point total—all excess healing is lost. A healer may treat a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity.
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table 3–5 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Skill Focus (Heal) (Ex): A healer’s focused training grants her the Skill Focus (Heal) bonus feat at 2nd level. If she already has that feat, she may choose a different one.
Shield Other (Sp): The healer can cast shield other as a Immediate Action, The healer may do this a number of times per day equal to 3 + her Wisdom modifier; however she may only ward one creature at a time with it.
Subduing Strike (Ex): At 5th level the healer has become adept at striking to deal nonlethal damage even with normal weapons. The healer can use any melee weapon to deal nonlethal damage with no penalty on your attack roll. This ability does not allow you to deal nonlethal damage with ranged weapons.
Field of Peace (Su): At 6th level, a healer can designate an area of peace around her that discourages fighting. She can use this supernatural ability once per day and it lasts one round per level. The field of peace covers a 10-ft. radius around the healer and moves with her. Enemies and allies within the field attempting to strike or otherwise act in aggression must make a Will save (DC 15 + healer’s Wisdom modifier). Failing the save means that the creature cannot attack or take any aggressive action in that round. A successful save means that a character is not affected by the field of peace for that round attack. If the healer takes any aggressive action while the field is active, the effect immediately ends and the character is considered fatigued for the rest of the battle.
Effortless Healing (Ex): At 7th level, a healer has learned to cast spells of the healing subschool with minimal effort. She may cast such spells without provoking attacks of opportunity. This ability applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.
Unicorn Companion (Ex): When a healer attains 8th level, the deities recognize her devotion and grant her a celestial unicorn companion as her mount and aide. The unicorn, a symbol of healing and purity, serves the healer willingly and unswervingly.
Once per day, as a full-round action, the healer may magically call her companion from the celestial realms in which it resides. The companion immediately appears adjacent to the healer and remains for 2 hours per healer level. It may be dismissed at any time as a free action. The companion is the same creature each time it is called, though the healer may release a particular companion from service to gain a companion of a different kind. Each time the companion is called, it appears in full health, regardless of any damage it may have taken previously. The companion also appears wearing or carrying any gear it had when it was last dismissed. Calling a companion is a conjuration (calling) effect.
A healer of 12th level or higher may select from alternative lists of companions (see the sidebar). Should she select a companion from one of these alternative lists, the creature gains abilities as if the character’s healer level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s healer level and compare the result with the healer level entry on the table in the sidebar to determine the companion’s powers. (If this adjustment would reduce the healer’s effective level to 0 or lower, she can’t have that creature as a companion.) For example, a 12th-level healer could select a lammasu as a companion. The lammasu would have characteristics and special abilities as if the healer were 8th level (taking into account the –4 adjustment) instead of 12th level.
Should the healer’s companion die, it immediately disappears, leaving behind any equipment it was carrying. The healer may not call another companion for 30 days or until she gains a healer level, whichever comes first, even if the companion is somehow returned from the dead. During this 30-day period, the healer is distraught and takes a –4 penalty on attack rolls and weapon damage rolls.
Sacred Ground (Su): At 10th level, once per day, a healer can declare an area around her to be consecrated. This creates a supernatural barrier that covers a 20-ft. radius around the healer. This barrier does not move until the character leaves it or wills it to end, or when someone within the barrier takes an aggressive action. Undead creatures and evil outsiders that come into contact with the barrier will find it an impassable wall.
Eyes of the Healer (Ex): Beginning at 12th level, a healer has complete mastery over her healing magic. All her healing spells that required touch can be cast with range of Close (25 ft. + 5 ft./2 levels).
Fear of Redemption (Sp): At 14th level, a healer can project an impression of supernatural wonder that inspires fear in those who would cause great harm. Three times per day as a spell-like ability, a healer can target an enemy with the fear of redemption. This power floods the enemy’s mind with images of eternal punishment and divine wrath. This ability acts in all ways as a symbol (fear) spell cast by a 20th-level sorcerer.
Cleanse Spirit (Su): At 16th level, a healer gains the ability to restore a creature to health once per day, as if casting a greater restoration spell.
New Life (Su): Once per week, a 20th-level healer can bring a dead creature back to life, as if casting a true resurrection spell.


So why not just have a cleric

Grand Lodge

Oliver McShade wrote:
So why not just have a cleric

Cause a Cleric ain't a Healer. :)

Dark Archive

TriOmegaZero wrote:
I disagree in that a early level Healer has no combat capability compared to an early level Fighter. Yes, at higher levels those few spells give the Healer an edge over the Fighter in his bellhop stage, but the Healer is just as useless as a Fighter then as well.

Well its a matter of levels of power, a fighter is not useless in a high level game even if far less powerful than other classes, so dumping everything in the useless class and make them the same is not fair.

About what a healer could do, maybe protection spells and charm effects to difuse potencially hostile situations(charm, calm emotions)could give him more variety, some divinations related to protection could work (find traps,augury, zone of truth, status)and unrelated spells wich are fitting(YMMV)(silence,speak with the dead)

Silver Crusade

Focusing primarily on healing, with a secondary focus on defensive buff abilities and spells, is what I tend to look for in a "healer" archetype.

Another angle.

Scarab Sages

The original Healer was a NPC hireling that tagged along with the party. The main point of the character was NO COMBAT. The Healer had NO weapons and NO armor. The only "weapon" was a knife for surgery.

So with that in mind... From the start the healer takes a vow to never attack living creatures. The first time the healer attacks, even in defense of his patient, then he looses his class.

You would have maybe a monk with high hit points and healing spells that could be used like a sorcerer. Someone who could move in, dodging and tumbling to avoid getting hit and then slap a heal on the downed PC. He would be able to drag unconscious people out of combat without getting tagged by the bad guys.

Or do you want a combat medic? For that I would go with straight cleric.


Ok, how about adding some flavour to them?

Why couldn't healers be the party leaders, able to infuse much more than a few people with healing, buffs and inspiration? Try giving them the social skills and leadership for free, and let their spells work the same as normal, but used on an area, or have several targets. The key here is that a healer should allow for strategies that aren't viable without them. Set being a noble as a requirement for training as a healer. Make healers a mainstay in infantry combat.

Then you can also have two different orders of healers, one as described above and who don't use violence personally, the other, a splinter organisation that is completely pacifist (and considered a terrorist organisation by the authorities).


SPCDRI wrote:

Well, a healer character in Pathfinder could be a cleric and get metal armor, metal weapons, better BAB, etc.

Then it can take a domain like Healing Domain, Restorative Touch, and then you are casting healing spells that are Empowered the whole time.

I would say you need to really pump it up.

I thought things like...

Making everything an action quicker, making everything one step further on ranges, etc.

I think this is a FINE idea, actually!

Let Healers have more class-features to accommodate that tiny spell list, (maybe expand it a *tiny* bit more?) and let them cast Healing-type spells and magic as a "move" rather than "standard" action and NOW we're talking about someone that's pretty useful in-combat.

Maybe even add in a few new, HEALER-specific spells, too. Some more mass-effect things maybe? (not sure here)

If such a character-type were to be invested in the Vital Strike line of feats he/she could do OK in combat while *at the same time* keeping the other party members in good shape.

I'm not sure what to do with that "never harm anything" bit, though - that's crazy-talk and sounds more modern society in "do no harm" to me than anything fit for adventuring, though.

RPG Superstar 2012 Top 32

Mass Lesser Restoration (5th), Mass Remove Blindness/Deafness (5th), Mass Remove Disease (5th), Mass Remove Fear (4th), Mass Neutralize Poison (7th), Mass Restoration (7th), Mass Raise Dead (8th), Mass Revivify (8th), Mass Death Ward (7th), Mass True Seeing (8th), Mass Greater Restoration (9th), Mass Regenerate (9th).

Fast Healer (Ex). Healers can cast spells of the conjuration (healing) sub-school that normally have a casting time of 1 standard action as a move action.

Quick Healer (Ex). Healers can cast spells of the conjuration (healing) sub-school that normally have a casting time of 1 standard action as a swift action.

Sudden Healer (Ex). Healers can cast spells of the conjuration (healing) sub-school that normally have a casting time of 1 standard action as an immediate action.

I would also like to expand their spell list to include the Shelter spells: Tiny Shelter and Secure Shelter, and maybe even Rope Trick and Magnificent Mansion.

I would also like to see them shape their Mass Spells. Most are 30 foot diameters, so maybe some 60 foot cones, 120 foot lines, and 240 foot rays.

And maybe reduced spell levels to Empower and Maximized conjuration (healing) spells....or a number of free Empowered and Maximized conjuration spells equal to their Charisma bonus?


Wow! Nice stuff, Smilo!!!

*applauds loudly*

Now I want to go and write it up all nice-like to throw at my players as an option to play. The fast-healing *should* keep 'em quite viable for the duration of their careers, I'd think, no?

Can't they take the same "shape" feats from the APG as any other caster, though for that stuff you mentioned?


Wow! Nice stuff, Smilo!!!

*applauds loudly*

Now I want to go and write it up all nice-like to throw at my players as an option to play. The fast-healing *should* keep 'em quite viable for the duration of their careers, I'd think, no?

Aren't there feats for shaping spells in the APG, now, though?


Okay.. so, how many versions of the class are there in this thread?

Grand Lodge

Over 9000.


My full-scale healer rewrite. I made it a spontaneous specialist, like Beguiler, Warmage, or Dread Necro (also in that document) with a slew of additional powers and abilities. I saw one in play once, in a gestalt game. It certainly didn't steal the show, but it did do the things it should have done rather well, and it was much more fun. Feel free to use any of the attached classes if you like.

RPG Superstar 2012 Top 32

SmiloDan's version of the Healer:

HEALER

Alignment: Any non-evil

BAB: +½
Good Saves: Fortitude and Will
Hit Dice: 1d6

Class Skills: Climb, Craft, Diplomacy, Handle Animal. Heal, Knowledge (all), Linguistics, Perception, Profession, Ride, Sense Motive, Spellcraft, Survival, Swim, Use Magic Device.

Skill Ranks per Level: 6 + Intelligence modifier.

Healers are proficient in all Simple Weapons. Healers are not proficient in any armor or shields.

LEVEL ABILITY
1. Channel Energy 1d6, Healer’s Health, Healing Touch, Unarmored Defense
2. Fast Healer, Skill Focus Heal
3. Channel Energy 2d6, Mercy
4. +1 AC, Lesser Restore Energy
5. Channel Energy 3d6, Shape Healing
6. Mercy, Channel Effect
7. Channel Energy 4d8, Empower Healing
8. +2 AC, Swift Healer
9. Channel Energy 5d8, Mercy
10. Restore Energy, Shape Healing
11. Channel Energy 6d8
12. +3 AC, Channel Effect, Mercy
13. Channel Energy 7d10, Maximize Healing
14. Sudden Healer
15. Channel Energy 8d10, Mercy, Shape Healing
16. +4 AC, Greater Restore Energy
17. Channel Energy 9d10
18. Channel Effect, Mercy
19. Channel Energy 10d12, Intensify Healing
20. +5 AC, Free Healer, Shape Healing

Channel Energy (Su): At 1st level, a healer learns how to channel positive energy. He can do this a number of times per day equal to 3 + ½ his class level + his Charisma bonus. The Save DC, if any, of the healer’s channel energy ability is equal to 10 + ½ his class level + his Charisma modifier. As a standard action, the healer can channel energy to heal an amount of damage equal to 1d6, plus 1d6 per 2 levels thereafter. At levels 7, 13, and 19, the size of his channel energy dice increase to 1d8, 1d10, and 1d12, respectively. Alternatively, the healer can cause damage to undead equal to this amount; they receive a Will Save for half damage. This energy is centered on the healer and has a radius of 30 feet.

Healer’s Health (Ex): A healer’s constant exposure to positive energy has infused his body with extraordinary durability. Beginning at first level, every time the healer gains a level, he adds his Charisma bonus, if any, to his hit point total in addition to his Constitution modifier. This ability only applies to levels gained in healer; if a healer multi-classes, he does not add his Charisma bonus to the hit points gained from any non-healer class.

Healing Touch (Su): Whenever a healer restore’s hit points using the Heal skill check or using a spell of the conjuration (healing) sub-type, he adds his Charisma bonus to the number of hit points restored.

Unarmored Defense (Ex): Because healers dedicate their lives to healing and protecting others, they receive a sacred bonus to their AC equal to their Wisdom bonus when not wearing armor. This bonus applies to the healer’s touch AC and even applies when the healer is flat-footed. This bonus increases by +1 at 4th level and every 4 levels thereafter.

Fast Healer (Ex): Beginning at 2nd level, the healer learns how to cast spells of the conjuration (healing) sub-type more efficiently. The healer can cast spells of the conjuration (healing) sub-type that normally have a casting time of a standard action as a move action.

Skill Focus Heal: At 2nd level, the healer gains Skill Focus Heal as a bonus feat. If he already has this feat, he may select another.

Mercy (Su): At 3rd level, and every 3 levels thereafter, the healer learns a mercy from the list of mercies found under the paladin description. Every time the healer uses his Channel Energy ability, he applies the effects of his mercies to the targets of his Channel Energy ability.

Lesser Restore Energy (Su): At 4th level, the healer can spend 1 of his daily uses of Channel energy and restore an amount of ability damage equal to the number of Channel Energy dice he has to all targets within the area of effect.

Shape Healing (Ex): At 5th level, the healer can change the shape of his Channel Energy burst. He chooses 1 alternative shape at 5th level, and one additional shape at 10th, 15th, and 20th level.
Cone: The healer can project his Channel Energy effect in a 60 foot cone.
Line: The healer can project his Channel Energy effect in a 120 foot line.
Ray: The healer can project his Channel Energy as a ray (that requires ranged touch attack) with a range of 240 feet.
Starburst: The healer can project his Channel Energy into a number of 5 foot squares equal to his level; each square can be within Close range (25 feet + 5 feet/2 levels).

Channel Effect (Su): At 6th level, and every 6 levels thereafter, the healer learns a new Channel Effect from the following list:

Damage Reduction: The healer’s Channel Energy provides DR 1/- per die to all within the area of effect.

Energy Resistance: The healer’s Channel Energy provides energy resistance 5 per die against one of the following energy types for a number of rounds equal to the healer’s Charisma bonus: acid, cold, electricity, fire, or sonic.

Fast Healing: The healer’s Channel Energy provides fast healing 1 per die for a number of rounds equal to the healer’s Charisma bonus.

Negative Energy Protection: The healer’s Channel Energy protects against negative energy 5 per die or 1 negative level per die for a number of rounds equal to the healer’s Charisma bonus.

Non-lethal Damage: The healer’s Channel Energy causes non-lethal damage; those in the area of effect can make a Will Save for half damage.

Empower Healing (Ex): At 7th level, the healer applies the Empower Spell feat to all conjuration (healing) spells he casts without increasing the casting time or level of the affected spell.

Swift Healing (Ex): Beginning at 8th level, the healer learns how to cast spells of the conjuration (healing) sub-type more efficiently. The healer can cast spells of the conjuration (healing) sub-type that normally have a casting time of a standard action as a swift action.

Restore Energy (Su): At 10th level, the healer can spend 1 of his daily uses of Channel energy and restore an amount of ability drain equal to ½ the number of Channel Energy dice he has to all targets within the area of effect.

Maximize Healing (Ex): At 13th level, the healer applies the Maximize Spell feat to all conjuration (healing) spells he casts without increasing the casting time or level of the affected spell. The healer cannot apply this to a spell he applies the Empower Spell feat to.

Sudden Healing (Ex): Beginning at 14th level, the healer learns how to cast spells of the conjuration (healing) sub-type more efficiently. The healer can cast spells of the conjuration (healing) sub-type that normally have a casting time of a standard action as an immediate action.

Greater Restore Energy (Su): At 16th level, the healer can spend 1 of his daily uses of Channel energy and restore an amount of ability drain equal to the number of Channel Energy dice he has to all targets within the area of effect.

Intensify Healing (Ex): At 19th level whenever the healer casts a spell of the conjuration (healing) sub-school, he treats the results as if they were maximized, and then doubled. This ability replaces the Empower Healing and Maximize Healing abilities of the healer.

Free Healing (Ex): Beginning at 20th level, the healer learns how to cast spells of the conjuration (healing) sub-type more efficiently. The healer can cast spells of the conjuration (healing) sub-type that normally have a casting time of a standard action as a free action.


Ooh.. I am impressed and now torn between which versions I would like to use between Orthos' or SmiloDan's...

SmiloDan, you've definitely got the compact package going on. Nice work.


Chris P. Bacon wrote:
I would definitely look at the Oracle (secifically the Life mystery) as a starting point - or if you're lazy, just play one. They make very, very potent healers. Frankly, a character traveling with a life Oracle has no business dying.

Life Oracle = Heal Cannon. Plain and simple.

Shadow Lodge

Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
TriOmegaZero wrote:
Over 9000!

FIXED for the better.

RPG Superstar 2012 Top 32

Me'mori wrote:

Ooh.. I am impressed and now torn between which versions I would like to use between Orthos' or SmiloDan's...

SmiloDan, you've definitely got the compact package going on. Nice work.

Thanks!!!

I want to fix it up a little, though.

I want to add the "Don't need to make Concentration checks when healing" bit.

I want to add a Shield Other ability, possibly at 4th level with the bonus granted equal to the AC bonus increase as the healer advances.

I want to add some additional Channel Effects, such as one that gives an enhancement bonus to Constitution equal to the number of Channel Energy dice for Charisma bonus minutes.

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
SmiloDan wrote:
Me'mori wrote:

Ooh.. I am impressed and now torn between which versions I would like to use between Orthos' or SmiloDan's...

SmiloDan, you've definitely got the compact package going on. Nice work.

Thanks!!!

I want to fix it up a little, though.

I want to add the "Don't need to make Concentration checks when healing" bit.

Oracle of Life already has that one. Seriously, there's just no real need for the Healer class when we have the Oracle of Life. Maybe swap out the d8 HD and medium BAB for d6/poor BAB and get Channel Energy automatically, instead of having to select it as a Revelation as an Oracle of Life would have to right now.

Grand Lodge

Kvantum wrote:
Oracle of Life already has that one. Seriously, there's just no real need for the Healer class when we have the Oracle of Life.

Just like there is no need for a Ninja class when we have the Rogue.

What we want is often not what we need.


Pathfinder Adventure Path, Lost Omens, Maps, Starfinder Adventure Path Subscriber
TriOmegaZero wrote:
What we want is often not what we need.

I think this sums up why there's an entire area for conversions. I come here looking for conversions of 3.X material that I liked. Some of it wasn't always practical, but I liked it anyways. Sure there's stuff that can do it better, but when it's play time, I don't find that the point.

Bring on more conversions!

Grand Lodge

TriOmegaZero wrote:
Oliver McShade wrote:
So why not just have a cleric
Cause a Cleric ain't a Healer. :)

An Oracle of Life is and she'll outheal the Healer six ways from sunday.

And do other stuff to!

Grand Lodge

LazarX wrote:


An Oracle of Life is and she'll outheal the Healer six ways from sunday.

And do other stuff to!

No, she's a healer, not a Healer. And what if I don't want to be a cripple? :P


SPCDRI wrote:
Has anybody here ever attempted to bring it to Pathfinder?

I play a Healer at level 9 in a homebrew campaign. We've been on hiatus for a while, but we're about to return to it, so I've had to take my 3.5 Healer and convert him to Pathfinder post-beta. Here's the problems I've run into with the GM:

1.) The Reach Spell feat in the Advanced Player Guide is much better than the Reach Spell feat from Complete Divine, and also renders Close Wounds from the Miniatures Handbook a moot spell. With this reworded feat, all your healing spells become as long-ranged as you want to make them. The only benefit to Close Wounds is the wording that makes it Quickened and able to cast not on your turn, which might be feat'ed out elsewhere, I'm not sure.

2.) The GM is mulling over replacing Revivify (MHB) with Breath of Life (Core). I'm hoping for the transfer, since I've read how several clerics use BoL almost daily in the high-level games. I'd also like to switch Panacea (4th) for Cleanse (5th).

3.) We homebrewed changing the Unicorn companion at level 7 into a Hound Archon, since my character is male, and a canine companion is a bit more manly than the virgin-specific unicorn.

And that's it. I don't really care about Channeling Energy with the Healer, since they're not a cleric. (What do you think all those Mass cure spells are for?) All I really want is an updated spell list from Pathfinder for the Healer. (Lots of new healing spells in Pathfinder and btw, the Healer doesn't get Shield Other? Really?) I'm good with everything else, since I can take feats to improve his healing in battle. My character's making a few potions to hand out to the other players and a few wands to expand the number of low-level spells per day, just in case.

The GM did have to give my Healer a Staff of Healing at 3rd level to keep the party alive in a city that was quickly turning into a Dawn of the Dead movie. But with the Spontaneous Healer feat from Complete Divine he's ready to cure ability drains and diseases as well as hit points all day. (There's a feat that needs retranslation to Pathfinder.) The only prestige class I can see my Healer qualifying for is Contemplative from Complete Divine.

It's refreshing after so many years of having a character's worth determined by how many hit points you can do in a single round to use a character that has zero offensive capability save for a crossbow or heavy mace. It's my job to keep everyone else alive. Now if I had a couple of Shield Other paired rings, I'd be in business. But others are correct, outside of healing there's not much the Healer can do but make food and water. My Healer in the game is on a ship making sure the barrels of fruit don't spoil with Purify Food and Drink every day.

If I had to do the Healer over again, I'd have to pick a blabbering Oracle of Life. That unlimited shield other ability is something else.

Grand Lodge

jhpace1 wrote:
All I really want is an updated spell list from Pathfinder for the Healer.

Which is of course something they can't give you since the Healer is not open material for anyone to work with.

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