Argus Decimus Mokira
First Post
Hey,
There's a thread over in General about the Healer, here . Rather than hijack that thread, I decided to start this concerning some proposed changes to the Healer class. I'll explain my reasonings following each change.
1.) Drop the Unicorn companion. There are only male gamers around the table, and not one of them likes Legend. It's sexist, but that's the way we are.
2.) Add the spells from the Cleric Fire Domain to the spell list. What's this? Attack-y fire spells in the HEALER's spell list? Here's the thing - Healer's in my campaign are associated with an uber-being (a la Dark Sun Sorcerer-Kings) called the Phoenix (aka X-men rip off #194). The healing, therefore, kinda goes along with some dead-shooty fire stuff.
3.) The Healer is a spontaneous spell caster. Replace current spells per day table with sorcerer's, and add sorcerer's spells known table. This just seems to fit better.
4.) Drop the useless armor restrictions, and add wizard weapon restrictions. I don't understand why the Healer isn't one of the best protected guys around. Having said that, I don't really picture them getting a lot of weapons training.
5.) At 8th level, capable of casting Touch-ranged spells of the Healing subschool at a range of up to 30 ft. Just makes sense.
And the last change, not so much to the Healer, but to the campaign at large.
6.) No Clerics at all. Period. They don't fit. The role of clergy members will be played by an adapted version of the Courtier class from the Rokugan Campaign setting.
I understand that people may question some of the decsions that I've made, but I assure you it all works in the campaign world. I'm interested in if people agree that this makes the Healer better at what he does and more attractive as a potential character class. As a final side note, I'll also be adding any additonal healing-type spells I can locate to the available spell list.
Thanks for your time,
-Matt
There's a thread over in General about the Healer, here . Rather than hijack that thread, I decided to start this concerning some proposed changes to the Healer class. I'll explain my reasonings following each change.
1.) Drop the Unicorn companion. There are only male gamers around the table, and not one of them likes Legend. It's sexist, but that's the way we are.
2.) Add the spells from the Cleric Fire Domain to the spell list. What's this? Attack-y fire spells in the HEALER's spell list? Here's the thing - Healer's in my campaign are associated with an uber-being (a la Dark Sun Sorcerer-Kings) called the Phoenix (aka X-men rip off #194). The healing, therefore, kinda goes along with some dead-shooty fire stuff.
3.) The Healer is a spontaneous spell caster. Replace current spells per day table with sorcerer's, and add sorcerer's spells known table. This just seems to fit better.
4.) Drop the useless armor restrictions, and add wizard weapon restrictions. I don't understand why the Healer isn't one of the best protected guys around. Having said that, I don't really picture them getting a lot of weapons training.
5.) At 8th level, capable of casting Touch-ranged spells of the Healing subschool at a range of up to 30 ft. Just makes sense.
And the last change, not so much to the Healer, but to the campaign at large.
6.) No Clerics at all. Period. They don't fit. The role of clergy members will be played by an adapted version of the Courtier class from the Rokugan Campaign setting.
I understand that people may question some of the decsions that I've made, but I assure you it all works in the campaign world. I'm interested in if people agree that this makes the Healer better at what he does and more attractive as a potential character class. As a final side note, I'll also be adding any additonal healing-type spells I can locate to the available spell list.
Thanks for your time,
-Matt