| Warriorking9001 |
I recently saw a rules question thread about the Godless Healing feat, and heard that apparently it's not very good. I thought to stop and ask how to make this work better within the rules and thought I'd throw some ideas at the wall to see what sticks
1: Make it a Percent Heal, like you gain 1/4 of your total HP when you use it or something.
Pros: It will always be useful and still scales
Cons: it becomes directly less useful based on how much HP you have, since a Barbarian at 10 (120 hp we'll say) would get 30 hp whilst a wizard would get 15, making it closer to what the original is.
2: Use the Spheres of Might Salve rules (but with hit dice instead of alchemy ranks)
You create a poultice that can be used as a standard action to heal yourself or a target within your natural reach for 1d8 points of damage per 2 ranks in Craft (alchemy) you possess (minimum 1d8) plus your practitioner modifier. You can only attempt to heal a particular creature with this ability a number of times per day equal to 1/2 the number of ranks you possess in the Craft (alchemy) skill (minimum 1) plus your practitioner modifier.
Pros: Kept in line with other limited per day use things
3:Make it a Percent Heal, but give Casters a bonus from this.
Granted casters get a lot as is, but hear me out. Taking godless healing allows wizards to take cure spells.
Pros: it would still have the advantage of scaling and being just good enough to help keep you alive just like with original percent heal, it removes the issue that wizards have no use for it.
Cons: Well... Giving a Wizard a Healing spell is somewhat one of pathfinder's Sacred Cows.
| Goth Guru |
I need to look at the godless healing feat. Where is it?
Also, I like the idea that atheist clerics are secretly being empowered by the hydralike false goddess of Lamias. If they get reincarnated they come back as a Lamia with some of their levels converted into Lamia hit dice.
At lower levels that would necessitate squirrel lamias that have one dice, only the at will spell like powers, and the wisdom drain. They have the bushy tail, the ratlike face, and +4 climb skill.
| GM Rednal |
Inner Sea World Guide.
Godless Healing
Prerequisites: Cannot have a patron deity.
Benefit: Once per day when you have half your total hit points or fewer, you may heal yourself of an amount of damage equal to 1d8 plus your total Hit Dice as a move action. This is a supernatural ability.
Special: You can take this feat more than once. Each time you do, you may heal yourself one additional time per day.
Honestly, I don't think it's worth the feat slot. If Spheres of Might is available, Extra Combat Talent (for Alchemy + Salve) is waaaaaaay better than Godless Healing currently is. XD
| Goth Guru |
You could make it a fighter feat, and call it toughing it out.
As a metamagic feat you could burn a spell slot, healing yourself 1D6 per spell level. You would lose any spell that might be in that slot. To shoehorn in your ideas, First level spell slot is 20%, second spell level is 30% and so on.
I'm thinking of giving every character an extra class bonus feat for their first class level. If a class has no bonus feats, I'll give them the list that is closest to their class. Case by case basis. You have gotta throw the non atheists some kind of bone.
| Warriorking9001 |
Inner Sea World Guide.
Quote:Honestly, I don't think it's worth the feat slot. If Spheres of Might is available, Extra Combat Talent (for Alchemy + Salve) is waaaaaaay better than Godless Healing currently is. XDGodless Healing
Prerequisites: Cannot have a patron deity.
Benefit: Once per day when you have half your total hit points or fewer, you may heal yourself of an amount of damage equal to 1d8 plus your total Hit Dice as a move action. This is a supernatural ability.
Special: You can take this feat more than once. Each time you do, you may heal yourself one additional time per day.
That's why I made this thread, to find a way to rework godless healing into a worthwhile ability.
| GM Rednal |
Yup. o wo
I think the main thing to keep in mind is that, as a feat, it should not be better than what a true healing class (*Glances at Clerics*) can do. Spheres of Might has a limit on the number of salves you can hold, the number of times each person can benefit from them per day, a decent crafting time, and a relatively hard crafting check at low levels. If Godless Healing totally replaces the need for other curatives, it's way too strong. XD
Maybe do it as a Salve-style ability that only applies to you? Take out the crafting DC, perhaps, since you can't heal the rest of your party with it...
| Louis IX |
Hi,
As we are on the Homebrew forum, anything goes...
...such as 3rd-party material. An example is the Mystical Healer, from Rite Publishing, which grands additional dice of healing even for Ex abilities (link)
...and new feats/races/classes, and archetypes. As such, I proposed an archetype package called the Mundane Doctor (link)
$0.02