| Elandral |
So I wanted to hear peoples thoughts on this arch type I tried making .
What are every ones opinion , over powered ? Just about right or just worthless lol . Thanks in advance .
Divine Summoner Archtype
Healing Hands
at levels 1 , 3 ,5 , 7 , 9 , 11 , 13 , 15 , 17 , the summoner can channel divine engery into him self or his eidolon .
This is a standard action that is a super natural ablitiy ( su ) that does not provoke a attack of oppurtunity .
Healing 1d6 points of damage for each lvl of the ablitiy the summoner has . ( 2d6 at lvl 3 , 3d6 at lvl 5 so on and so forth max of 9d6 at level 17 ) .
This healing is delivered as a touch spell .
The healing charge is a free action to deliver on the round it is channeled . On rounds after it is channeled, it is a standard action to deliver the healing .
The summoner may desinate his eidiolon as the toucher of this healing hand , as long as they are both with in 30 ft of each other at the time the ablitiy is used .
On the round healing hands is channeledd if the summoner desinates his ediolon as the toucher it is a free action for the ediolon to deliver the touch . On subsequinet rounds it is a standard action for the ediolon to deliver the ablity .
If the summoner cast a spell or channels healing hand before delivering a charge he or the ediolon is currently holding the charge being held is lost .
Healing hands delivers positive engery and may be used to damage undead as a armed touch attack .
This ablitiy can be used 3+ the summoner charisma modifier in times per day .
the summoner only needs 1 had free to use this ablitiy .
healing hands replaces the summon monster 1 - 9 ablities of the summoner class .
I had thought about adding in that the summoner's ediolon must take and maintain the celestial appearance evolution . But that might be a little much .