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General Tabletop Discussion
*Pathfinder & Starfinder
Opinion of Healer Class
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<blockquote data-quote="Petey7" data-source="post: 5517268" data-attributes="member: 6673421"><p>I'm wondering what members on here think of the Healer class from the Miniatures Handbook. I know that the class is limited but I want to put things in context. </p><p></p><p></p><p>A couple friends of mine asked me to join a campaign after there cleric left. I decided to make a Leonal (augmented by the DM to make it basically a human with natural weapons, minus the bonuses for being human), neutral, cleric of Obad-hai, positive energy, and took the spontaneous wounder feat. Basically, a jack of all trades in terms of a cleric. I also built him more towards fighting than healing. I started at level 14 (everyone in the party was between level 13 and 17). Unfortunately, I didn't know that the DM made almost every battle a boss battle. The very first fight I was in we were fighting some high level liches that had absolutely nothing to do with the story line. The next time we played we were supposed to be finding these clerics that each had a piece of the weapon were finding the pieces of. Turns out they were level 23 clerics of Vecna who wanted to kill us just cause. I spent almost the entire time healing people. The only reason we lived was because I and the bard's cohort decided to sacrafice ourselves while the others escaped. I then used Bull's Strength on the cohort (a fighter), but in a couple of turns we were both at negetive health. The DM decided that the clerics decided to leave via the spell Gate instead of kill us (which made no sense in character). Luckily the wizard decided to stay in the tunnel the rest of the group left through (we were underground) to slow the clerics down after we died, and eventually came looking for us (the DM didn't say the clerics left so the wizard kept the same action prepared for 20 or so rounds). We leveled up, but it was still bull****. </p><p></p><p>The next session the DM had us fight these creatures of chaos (can't remember the actual name of them, but they come in different colors if that helps anyone figure out what I'm talking about), and told us that he used the far more more powerful 4E version converted to work in 3.5. I showed up late, with most of the party with negative levels, ability damage, insane, and bloodied. Again I spent the entire time healing people, we manged to win, and the DM had to resort to a Dues Ex Machina for us to get back to perfect health. The out of game result? Half the party being mad at me for showing up late and "being a crappy healer" in one persons words. A friend and I talked to the DM, who we are both friends with, about the difficulty of the encounters and he said that that was how he liked to run his game and that he refused to change anything. So, I see two options. Quit the campaign since I'm not enjoying it and the DM doesn't want to change things, or find a way to be better at what the party needs me to be and hope that that will make it more fun for me. This made me think of the healer class.</p><p></p><p>I've read the general complaints about healers. Limited range of spells, one trick pony, limited to light armor, etc. I even read one comment that claimed healing during combat was completely useless. But heres the thing, all of done so far is use nothing but healing spells, and occasionally been screwed up by attacks of opp while trying to do so. I was thinking of doing a gnome healer, with the augment healing feat and a bunch of defensive feats like dodge and mobility. Since I'd be starting it at 15th level I figure I should be able to afford a cloak of charisma +6, and studded leather with fortification. I also think that being able to caste Heal, Mass as an 8th level spell and have Greater Restoration as a supernatural ability would be extremely helpful. Not to mention that I would get more high level spells each day.</p><p></p><p>Sorry for the long post and thank you in advance for any replies.</p></blockquote><p></p>
[QUOTE="Petey7, post: 5517268, member: 6673421"] I'm wondering what members on here think of the Healer class from the Miniatures Handbook. I know that the class is limited but I want to put things in context. A couple friends of mine asked me to join a campaign after there cleric left. I decided to make a Leonal (augmented by the DM to make it basically a human with natural weapons, minus the bonuses for being human), neutral, cleric of Obad-hai, positive energy, and took the spontaneous wounder feat. Basically, a jack of all trades in terms of a cleric. I also built him more towards fighting than healing. I started at level 14 (everyone in the party was between level 13 and 17). Unfortunately, I didn't know that the DM made almost every battle a boss battle. The very first fight I was in we were fighting some high level liches that had absolutely nothing to do with the story line. The next time we played we were supposed to be finding these clerics that each had a piece of the weapon were finding the pieces of. Turns out they were level 23 clerics of Vecna who wanted to kill us just cause. I spent almost the entire time healing people. The only reason we lived was because I and the bard's cohort decided to sacrafice ourselves while the others escaped. I then used Bull's Strength on the cohort (a fighter), but in a couple of turns we were both at negetive health. The DM decided that the clerics decided to leave via the spell Gate instead of kill us (which made no sense in character). Luckily the wizard decided to stay in the tunnel the rest of the group left through (we were underground) to slow the clerics down after we died, and eventually came looking for us (the DM didn't say the clerics left so the wizard kept the same action prepared for 20 or so rounds). We leveled up, but it was still bull****. The next session the DM had us fight these creatures of chaos (can't remember the actual name of them, but they come in different colors if that helps anyone figure out what I'm talking about), and told us that he used the far more more powerful 4E version converted to work in 3.5. I showed up late, with most of the party with negative levels, ability damage, insane, and bloodied. Again I spent the entire time healing people, we manged to win, and the DM had to resort to a Dues Ex Machina for us to get back to perfect health. The out of game result? Half the party being mad at me for showing up late and "being a crappy healer" in one persons words. A friend and I talked to the DM, who we are both friends with, about the difficulty of the encounters and he said that that was how he liked to run his game and that he refused to change anything. So, I see two options. Quit the campaign since I'm not enjoying it and the DM doesn't want to change things, or find a way to be better at what the party needs me to be and hope that that will make it more fun for me. This made me think of the healer class. I've read the general complaints about healers. Limited range of spells, one trick pony, limited to light armor, etc. I even read one comment that claimed healing during combat was completely useless. But heres the thing, all of done so far is use nothing but healing spells, and occasionally been screwed up by attacks of opp while trying to do so. I was thinking of doing a gnome healer, with the augment healing feat and a bunch of defensive feats like dodge and mobility. Since I'd be starting it at 15th level I figure I should be able to afford a cloak of charisma +6, and studded leather with fortification. I also think that being able to caste Heal, Mass as an 8th level spell and have Greater Restoration as a supernatural ability would be extremely helpful. Not to mention that I would get more high level spells each day. Sorry for the long post and thank you in advance for any replies. [/QUOTE]
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