New Healer Feats


Homebrew and House Rules


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?


Should be casting ability modifier, not wisdom. The cure mastery feat is basically just +1 for each die roll. I'd be fine with it at level 1.


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?


Fenzl wrote:

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.

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