I'm A Banana
Potassium-Rich
Here's the rough draft of a class I want to stick up on FFd20 pretty soon. I thought I'd let the vultures here pick it apart first. The suggestions here led me to change the Black Mage, so I'll see what you guys can do. 
A bit of explanation: this class is meant to be a pure healer without any of the extra bells and wistles of the cleric class. It's spells are limited to the kind that give you bonuses (bull's strength, magic weapon, etc.), the kind that give you protection (wall spells, abjurations, etc.), and the kind that heal you. It uses this magic arcane, but the class is still closest to the Cleric in flavor and mechanics.
Here's the run-down:
BAB = Cleric
Saves = Will good
Skills = 2 points/level
Specials:
*Insight Armor: Add wisdom bonus to AC like a Monk.
{This makes up for the fact that they're arcane casters and thus can't wear armor...right now they're about equal to the cleric, with worse saves}
*Cure Conversion: Allow a White Mage to spontaneously cast the following spells: (zero level) cure minor wounds, (first level) cure light wounds, remove fear, (second level) cure moderate wounds, lesser restoration, remove paralysis, (third level) cure serious wounds, dispel magic, remove blindness/deafness, remove curse, remove disease, (fourth level) cure critical wounds, neutralize poison, restoration, (fifth level) atonement, break enchantment, raise dead, (sixth level) greater dispelling, heal, (seventh level) greater restoration, regenerate, resurrection, (eight level) mass heal, (ninth level) true resurrection.
{This gives them a slight edge, perhaps making up for the bad saves, even}
*Magic Choice: They can cast spells as either a Wizard or a Sorcerer. If they opt for Wizard, they get bonus feats at levels 5, 10, 15, and 20. Either way, their spellcasting is based on Wisdom, not Int or Cha.
{This is crucial to keep in, but I can water down the bonus feats...I'm a bit worried about somebody with a sorcerer's spells per day and a cleric's BAB....but maybe unnessecarily}
*Pray: They can heal 1d4 hp within 15 ft of them. Every 3 levels, this goes up by a die (1d6 at level 3, 1d8 at level 6, 1d10 at level 9, 1d10 at level 12, 2d8 at level 15, 2d10 at level 18).
{Also crucial to keep in, but open to alterations on it}
*Heal Skill: They can do supernatural things with a high enough Heal check, including healing people for resting for a day, healing poison or disease damage, and even restoring a bleeding character to 1 hp. Each check takes a full round, and all are fairly difficult (in the 20-30 range).
{Perhaps superfluous, but...}
Currently, I've got a campaign that's got a white sorcerer in it, and I added a few powers (such as insightful armor and heal skill) because she felt rather useless....
So, sound okay? Does missing out on Turn Undead, any capability of damage, a good Fort save, and domain powers justify the prayer, heal skill, and higher spontaneous casting?
I wish to know!
--Jacob

A bit of explanation: this class is meant to be a pure healer without any of the extra bells and wistles of the cleric class. It's spells are limited to the kind that give you bonuses (bull's strength, magic weapon, etc.), the kind that give you protection (wall spells, abjurations, etc.), and the kind that heal you. It uses this magic arcane, but the class is still closest to the Cleric in flavor and mechanics.
Here's the run-down:
BAB = Cleric
Saves = Will good
Skills = 2 points/level
Specials:
*Insight Armor: Add wisdom bonus to AC like a Monk.
{This makes up for the fact that they're arcane casters and thus can't wear armor...right now they're about equal to the cleric, with worse saves}
*Cure Conversion: Allow a White Mage to spontaneously cast the following spells: (zero level) cure minor wounds, (first level) cure light wounds, remove fear, (second level) cure moderate wounds, lesser restoration, remove paralysis, (third level) cure serious wounds, dispel magic, remove blindness/deafness, remove curse, remove disease, (fourth level) cure critical wounds, neutralize poison, restoration, (fifth level) atonement, break enchantment, raise dead, (sixth level) greater dispelling, heal, (seventh level) greater restoration, regenerate, resurrection, (eight level) mass heal, (ninth level) true resurrection.
{This gives them a slight edge, perhaps making up for the bad saves, even}
*Magic Choice: They can cast spells as either a Wizard or a Sorcerer. If they opt for Wizard, they get bonus feats at levels 5, 10, 15, and 20. Either way, their spellcasting is based on Wisdom, not Int or Cha.
{This is crucial to keep in, but I can water down the bonus feats...I'm a bit worried about somebody with a sorcerer's spells per day and a cleric's BAB....but maybe unnessecarily}
*Pray: They can heal 1d4 hp within 15 ft of them. Every 3 levels, this goes up by a die (1d6 at level 3, 1d8 at level 6, 1d10 at level 9, 1d10 at level 12, 2d8 at level 15, 2d10 at level 18).
{Also crucial to keep in, but open to alterations on it}
*Heal Skill: They can do supernatural things with a high enough Heal check, including healing people for resting for a day, healing poison or disease damage, and even restoring a bleeding character to 1 hp. Each check takes a full round, and all are fairly difficult (in the 20-30 range).
{Perhaps superfluous, but...}
Currently, I've got a campaign that's got a white sorcerer in it, and I added a few powers (such as insightful armor and heal skill) because she felt rather useless....
So, sound okay? Does missing out on Turn Undead, any capability of damage, a good Fort save, and domain powers justify the prayer, heal skill, and higher spontaneous casting?
I wish to know!

--Jacob