Talk:Healer (3.5e Class)

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Please Discuss before changing![edit]

Before editing please talk to Kuraku first. I say this because recently some people came on and completely changed this class. I would have possibly looked at some of the abilities except none were detailed and resembled the Healer from the Miniatures Handbook. I would like to remind people that this isn't the Healer class from the miniatures handbook, simply a new class. Kuraku 20:45, 23 December 2010 (MST)

Rating[edit]

Power - 5/5 I give this class a 5 out of 5 because this rating should be potency in the game rather than power. This class fills the needed spot of healer and allows the party to adventure on ever more dangerous quests because they can take stupid risks and have the mistakes fixed by this class. This class description was right. No Cleric or Paladin Can hope to compare. --70.104.241.203 04:03, 13 August 2010 (UTC)

Wording - 4/5 I give this class a 4 out of 5 because it seems like you got tired or frustrated and stopped partway. The first part isn't as descriptive as it could be. --70.104.241.203 04:03, 13 August 2010 (UTC)

Formatting - 5/5 I give this class a 5 out of 5 because Good job with following guidelines for spells, saves, and base attack. --70.104.241.203 04:03, 13 August 2010 (UTC)

Flavor - 3/5 I give this class a 3 out of 5 because You haven't explained much of the flavor yet, but I sense great flavor in the making. --70.104.241.203 04:03, 13 August 2010 (UTC)

Power - 3/5 I give this class a 3 out of 5 because it seems as though overall, a cleric still makes a better healing class. The cleric has their spontaneous casting as well as domain spells, and if you take the healing domain, then you cast 'cure' spells at a level higher than normal. If you give the healer those abilities then it would easily make them the better choice, but without them I'll just stick to the basic cleric. 68.205.226.58

Thanks for the input![edit]

However I would like to point out all of the Healers spells are spontaneous and they get Cure spells at a faster rate than clerics. I decided to leave domains off because healing and portection are the only ones that would apply to the Healer class. However I'm not sure how to counter the +1 caster level that the healing domain grants... any suggestions? I added a new feat. Kuraku

Feat[edit]

I don't think the feat that this class gains is on this site so just in case here it is:

Augment Healing[edit]

Prerequisite[edit]

Heal 4 ranks.

Benefit[edit]

Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] spell that you cast. For example, a first-level Cleric with this feat casting Cure Light Wounds would restore 1d8+3 hp. An 8th-level Cleric with the Healing Domain and this feat casting Cure Moderate Wounds would restore 2d8+13 hp (9 for his caster level including the +1 caster level bonus for the Healing domain, +4 for the feat). A 13th-level Druid casting Heal would restore 144 hp (130 for her caster level +14 for the feat since Heal is a 7th-level Druid spell). Kuraku

Rating[edit]

Power - 1/5 I give this class a 1 out of 5 because all it can do is heal, and you can buy a wand to do that for you. --24.63.225.190 14:33, 24 December 2012 (MST)

Wording - 5/5 I give this class a 5 out of 5 because its written well> --24.63.225.190 14:33, 24 December 2012 (MST)

Formatting - 5/5 I give this class a 5 out of 5 because its format is correct

Flavor - 1/5 I give this class a 1 out of 5 because they already have a healer class, and naming a class after its role isn't very inventive. --24.63.225.190 14:33, 24 December 2012 (MST)

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