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<blockquote data-quote="DragonTurtle" data-source="post: 2840224" data-attributes="member: 26206"><p>At a quick glance it doesn't appear broken. However as an honest statement, as a player, I don't see the allure of playing one. Rumor is despite their other abilities, few want to play the cleric or "walking bandaid". I have played a few clerics and have enjoyed it, and even enjoy the healing, as I know that heal spells pumped into the barbarian is good for everyone. </p><p></p><p>This healer has no way of immediately effecting an outcome of a battle. Their main ability to heal takes an hour and resources. You added a couple of combat abilities which is great, but too little for me to want to risk my life against a dragon. In a grim and gritty campaign with little access to magic I might rethink this. However in a standard game with clerics, I would choose the cleric each time. </p><p></p><p>At the very least I would rethink the BAB, this class is an extension of the NPC expert and they have average BAB. That with the precision damage makes the class more viable. You may also want to add tumble to class skills, so that they can get to their patient without being hit. </p><p></p><p>And some random musings, how about something to do with potions, like the healer can administer potions to another as a move action, and they can brew potions with the word cure in the title as a cleric of the same level. That may be more magical then you want though, although flavor wise they could be nonmagical herbal remedies.</p></blockquote><p></p>
[QUOTE="DragonTurtle, post: 2840224, member: 26206"] At a quick glance it doesn't appear broken. However as an honest statement, as a player, I don't see the allure of playing one. Rumor is despite their other abilities, few want to play the cleric or "walking bandaid". I have played a few clerics and have enjoyed it, and even enjoy the healing, as I know that heal spells pumped into the barbarian is good for everyone. This healer has no way of immediately effecting an outcome of a battle. Their main ability to heal takes an hour and resources. You added a couple of combat abilities which is great, but too little for me to want to risk my life against a dragon. In a grim and gritty campaign with little access to magic I might rethink this. However in a standard game with clerics, I would choose the cleric each time. At the very least I would rethink the BAB, this class is an extension of the NPC expert and they have average BAB. That with the precision damage makes the class more viable. You may also want to add tumble to class skills, so that they can get to their patient without being hit. And some random musings, how about something to do with potions, like the healer can administer potions to another as a move action, and they can brew potions with the word cure in the title as a cleric of the same level. That may be more magical then you want though, although flavor wise they could be nonmagical herbal remedies. [/QUOTE]
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