Experiences With the Healer Class?

Looks like I might finally have a chance to PLAY in a campaign again - it's been a loooooong time for me, getting to play a character - and I really like the idea of playing a healer character.

Unfortunately, looking at the Healer class (from the minis handbook) it just doesn't look... well, it just doesn't look all that great.


The spell list is really small (maybe overly focused is the word), and the class doesn't seem to get benefits solid enough, or interesting enough, to offset that.

However, I know very well that some classes just seem inferior/uninteresting until they're actually used in play.

So, does anyone have any experiences to share with the class?


Here's one important bit of background: the party this character might be joining is very magic light, and very warrior heavy. I believe it will be, at this point, 2 fighters, 1 paladin, and a rogue (my wife's character). So, it's very healing light. Also, the party starts at 3rd level.


On a side not, does anyone else think the power descriptions of the healer leave something to be desired?

Particularly Skill Focus (heal)? "A healer's focused training grants her this feat at 2nd level. If she already has this feat, she may choose a different one."

A different one? Like, say, ANY other one?


Two last questions:

On the companion animal, how are interpreting the bonuses to Str/Dex/Con? The other progressions, for hit dice and the like, have a clear progression (natural ac increases from +2 to +6 over time, for example). But the ability score progression says +2, +2, +2. Do you interpret that as a one time +2 bonus, or as a +2 bonus, then another +2 bonus, then a third +2 bonus. I'm inclined towards the former, because the Druid companion animal, for example, is worded to clearly progress from +1 to +6. But I can see a case for the latter, as a one time +2 bonus seems a little weak.

Thoughts on multi-classing Healer/Marshall? I see the character as a Captain America type, one concerned with guiding and protecting his allies in the fight against "evil". The combination seems a relatively effective one, as both rely on Charisma, and the marshall's auras would be very helpful. However, it would curtail spell levels, which might prove disastrous.


Patrick Y.
 

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Why the Healer don't Heal so Good

I haven't played on yet. But in my mind, the Healer doesn't even stack up to the Cleric in turns of healing ability, unless they completely any spellcasting flexibility they do have. Why? They can't spontaneously swap out prepared spells for Cure x Spells. So yes, they get bonus spell-like abilities, and the Healing Hands is great. But unless you prepare most or all of your slots as cures, you won't be nearly as effective as the cleric who prepares whatever spells they feel like.

I'm not really sure if this omission is by design or is a mistake, but its really unfortunate, becasue the Healer could be such a cool class.

-psi
 

I, too, believe you'd be better off with a Cleric with the Healing domain. Use the Cloistered Cleric variant in UA if you want to be sure you don't play it like a warrior-cleric.

AR
 

the thing that always bugged me about the healer was their severed limb restoration power. How often do you lose limbs in D&D? the game doesnt even have rules to cover such a scenario.
 

One of the players in a game I (infrequently) DM has a healer for a cohort, and it works out great for their party. I can't imagine playing one, though, as they don't seem like much more than bandaids. They really can't do much other than HEAL.
 

I liked the idea of the Healer class, but thought it wasn't quite flexible enough. So I made a few tweaks:

Sponaneous Healing - The Healer may switch out any prepared spell for a spell from the Cure series of equal level.

Non-lethal Combatant - The Healer may inflict non-lethal damage ,using otherwise lethal melee weapons, at no penalty.

Spells Know - Add these spells to the Healer's spell list:

0 - Lullaby
1 - Sleep
2 - Daze Monster
3 - Hold Person
4 - Deep Slumber
5 - Hold Monster
6 - Symbol of Sleep
7 - Hold Person, Mass
8 - Binding
9 - Hold Monster, Mass
 

Eh. If you want a toned down healer I'd go with Mystic with access to Healing, Protection and some other domain...

That's my vote.

(Yes Tal, I like Mystic. Sue me. :p ;) )
 


I just like it in terms of giving a different kind of "divine Spellcaster' instead of just cleric. (At least for divine slightly godly type of spellcaster.)
 

I thought the Healer class was for NPCs?

Anyhoo, we have a player who is looking for a cohort to provide him with religious training so that he may one day become a cleric. Do you think a Healer could provide that level of training? We'd rather have a healer than a cleric since a cleric would require more work (being more versatile and all).
 

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