WhatGravitas
Explorer
1) Right... that's a catch, a healing arcanist powers the cleric... - never thought of this (on the other hand, what do you think about a party with two clerics?)frankthedm said:IMHO the Cleric's main balancing factor is that the party drains their spells for healing. If you let the parties other casters be able to take some of that burden off the cleric, you add more power to the cleric.
If done at all, I'd say let the wizard have pseudo healing spells that convert normal damage to non lethal.
Cauterize 0th level Stabilizes a dying creature in the most painful way imaginable.
Stitch light wounds 1st level 1d8+level [Max +5] damage converted to non lethal.
Stitch moderate wounds 2nd level 2d8+level [Max +10] damage converted to non lethal.
Stitch serious wounds 3rd level 3d8+level [Max +15] damage converted to non lethal.
Stitch Critical wounds 4st level 4d8+level [Max +20] damage converted to non lethal.
2) The spells are a bit too sucky, because... well, they mak rescue creatures from dying, but nothing else - it works wonder in conjunction with clerical healing, but as stand-alone... not so good. Perhaps half healed, half subdual?