Converting dragon shaman's touch of vitality to PF


Conversions

Dark Archive

Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Accessories, Starfinder Roleplaying Game Subscriber

alright, dragon shaman from PHBII is pretty much good to go for PF with a few changes to skills. Now, they have an ability very similar to lay on hands from a paladin in 3.5 it reads...

Touch of Vitality (Su): At 6th level, you can heal the
wounds of living creatures (your own or those of others) by
touch. Each day you can heal a number of points of damage
equal to twice your class level × your Charisma bonus. For
example, a 7th-level dragon shaman with a Charisma score of
14 (+2 bonus) can heal 28 points of damage. You can choose
to divide your healing among multiple recipients, and you
don’t have to use it all at once. Using your touch of vitality
is a standard action. It has no effect on undead.
Beginning at 11th level, you can choose to spend some
of the healing bestowed by your touch of vitality to remove
other harmful conditions affecting the target.
For every 5 points of your healing ability you expend,
you can cure 1 point of ability damage or remove the dazed,
fatigued, or sickened condition from one individual.
For every 10 points of your healing ability you expend, you
can remove the exhausted, nauseated, poisoned, or stunned
condition from one individual.
For every 20 points of your healing ability you expend,
you can remove a negative level or the blinded, deafened, or
diseased condition from one individual.
You can remove a condition (or more than one condition)
and heal damage with the same touch, so long as you
expend the required number of points. For example, if you
wanted to heal 12 points of damage and remove the blinded
and exhausted conditions from a target, you would have to
expend 42 points (12 hit points restored plus 20 points for
blinded plus 10 points for exhausted).

it's a lot to read but it breaks down as double your level times your cha mod in healing HPs. now paladins were level times cha mod. so We're thinking about making it very similar to paladin's in pf. however, since they had double the pool a paladin did in 3.5, we were thinking same as paladin, except you get twice as many uses a day (double to healing per touch seemed too powerful). as for the ability to remove conditions and ability damage and neg levels, we figured for the first level (the one that cost 5 healing before) would remove 1d6 from the healing touch, the second removes 2d6, and the third removes 4d6. Also when you get it, at 6th level, it comes in at 3d6 healing per touch. does this sound fair?

The Exchange

Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Doubling the healing really isn't that much more powerful. My own group is doing that exact way but just using 1d12 instead of 1d6.

EDIT: 1/2 class times per day + Cha Mod. 1d12 per 2 levels. 1d12 is lost for every 5 points that would of been spent just like you're doing. Standard Action or Swift Action just like paladin.

In my opinion, increasing the times per day is actually STRONGER! because that gives you more dice you can spend on healing conditions. Whereas just increasing the dice to 1d10 to 1d12 does increase the average healing which is pretty good but it doesn't get rid of more negative levels or more con damage.

Dark Archive

Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Accessories, Starfinder Roleplaying Game Subscriber

Sounds good. We're gonna go with instead of d12s, 2d6 for every other level. that'll equal only .5 more per two levels in healing, and our DS player hates D12s xD


I'd suggest just giving them lay on hands plus mercy as a Paladin of their level. The Paladin's lay on hands is already more powerful than the 3.5 Paladin's or Dragon Shaman's healing abilities, and they have the Vigor aura on top of it.


Xavier319 wrote:
Sounds good. We're gonna go with instead of d12s, 2d6 for every other level. that'll equal only .5 more per two levels in healing, and our DS player hates D12s xD

It would look and scale better to give them 1d6 per level instead of 2d6 every other level. I agree with Viktyr Gehrig to go with Regular Lay On Hands with Mercies instead. There are some very nice options to go with when building healing-focused characters (like Greater and Ultimate Mercy).

Dark Archive

Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Accessories, Starfinder Roleplaying Game Subscriber

except mercies cant get back ability damage, drain, or lost levels. where would we work that in? i dont think dragon shamans are so overpowered that they'd really be broken with a more powerful version of lay on hands. just giving them lay on hands and mercies more or less takes away the one thing they could do better than the pally, and more or less says "play a paladin". heh. Since the dragon shaman is supposed to be a tank type class. pallys already have better saves,better attack, better proficiencies and better offense.

but going with your suggestion, if you make hte other stuff mercies, exactly what when would ability damage, drain and level drain be available as mercies? I am against reducing their lay on hands to the same amount as the pally for the reasons above. That and the vigor arua is only useful out of combat to save money on happy sticks. you cant really consider that when talking about in-combat healing.


An interesting thought occurred to me while: what if the breath weapon and touch of vitality were linked together?

Breath weapon and touch of vitality would be gained at 2nd level dealing/healing 1d6 points of damage plus 1d6 points per two levels beyond 2nd. Much like current Lay On Hands and very close to 3.5 D.Shaman breath weapon.

Breath weapon would be used with a standard action. Touch of vitality could be activated as a swift action to heal oneself, as a standard action to affect touched creature or as a part of breath weapon standard action. It would target respectively self, touched creature or any number of creatures within the area of the breath selected by the character. Such creatures would suffer no damage from the breath and instead they'd be healed by the same amount and affected by any Mercies known by the character.

Breath weapon would keep unlimited number of uses with 1d4 rounds delay and the saving throw DC would be determined by the D.Shaman Constitution modifier.

Touch of vitality would have a number of uses equal to 1/2 D.Shaman level plus his Constitution modifier with additional uses available through feats and could be improved with feats that modify Lay On Hands.
I think that using breath weapon combined with touch of vitality might negate delay on the breath weapon but it would have to be given extra thought.

Additional ability/mercy would have to be added to allow healing ability damage.

Dark Archive

Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Accessories, Starfinder Roleplaying Game Subscriber

yeah... i just dont like changing it too much, now we're not converting, but we're doing a homebrew. All i'm talking about is the best way to change over the DS's touch of vitality, while keeping it's effectiveness in relation to the paladin's in tact. so essentially twice as effective. along with the ability to heal ability damage and lost levels. NOw... healing 1d6 per level works just fine. how do we handle the status stuff. reduce the touch by a certain ammount of dice (1, 2 or 4)? Or do we go to the mercy system, and give them a mercy every 3 levels that lets them eliminate status effects without losing dice? that's the real question. my inclination is to keep it as in, as it's not supposed to be a paladin, and just take away dice to heal effects, with 1d6 healing per DS level.

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