| Fenzl |
These are the healer feats I'm considering adding to my games:
Cure Focus
Prerequisite: Ability to cast Cure Light Wounds.
Benefit: You may add +2 points of healing per level of the cure spell being cast. (This is pretty much just a remake of the 3.5 feat "Augmented Healing")
Cure Specialization
Prerequisite: Cure Focus, ability to cast level 3 divine spells.
Benefit: Add your Wisdom bonus to cure spells.
Cure Mastery
Prerequisite: Cure Focus, Cure Specialization, ability to cast level 5 divine spells.
Cure spells now use a d10 instead of a d8.
I realize the names are a bit cheesy/overused so those are open for suggestion. I just really feel that healer feats are severely lacking and this is my attempt at filling that gap.
Thoughts?
| Parka |
So perhaps it should be:
Cure Focus being the d10 instead of d8
Cure Spec being the ability modifier
Cure Mastery being the 2 per spell level?
I would almost go ability modifier, then 2 per spell level. Don't really need a third feat on it- let them have some feats left for character growth.
Also, would like to see it non-specific to divine magic- any divine caster focused on healing probably has class abilities they use more often than the Cure spells (Channel Energy, Lay on Hands). This can help a rather magnanimous Bard stand out if he wants to. Or Witch.
Edit: Maybe even something for Alchemists, who technically don't cast. A religious, trans-humanist Alchemist, who thinks mortality is a test the gods intended the races to surpass, would be likely to develop his Cure infusions to new heights.