Post by lala on Jul 23, 2006 19:33:51 GMT
Note:
This class is unbalanced but for a very good reason; it has NO offensive capability, resulting in a lot of difficulties levelling when solo - definitely a support class)
Description
----------------
All clerics are known to have the aid of their diety to heal, and even to inflict great pain.
Some manipulate the power bestowed upon them by their god to also cause great affects, while others are strengthened for war.
A very rare few walk a path that is usually considered a myth by most folks, that of the Healer.
The healer forsakes all weapons and conflict to focus on the art of medicine and healing.
So great is their sacrifice they become formidable in these arts that they seemly godly in their domain of healing and strenghtening the mind, body, and spirit.
In fact the Healer is a humble person walking the land, not judging anyone and aiding those who need their help.
Requirements
-------------------
- Domains must be Healing & Protection
- By level 22 must have the following:
* Must have 7 levels of Monk, 9 levels of Cleric
* Feats; Skill Focus end Epic Skill Focus Healing
Restrictions to abilities/benefits
---------------------------------------------
- For all benefits apart from Monk related abilities, the Cleric spell Sanctuary MUST be active on the character.
This spell is round based and can be dispelled. So is a designed weakness to the class for balance.
This ensures the player remains passive and not try to get the benefits of this quasiclass when wanting to play offensive.
- Character limited to robes and must not use a shield
Benefits
-----------
- For certain spells (see below), caster level is equal to Cleric level + Monk level
- Use of heal skill; Hit points healed = Heal skill + Healing Kit * Charisma bonus.
- Healing kits +10 upwards when used affect area size large. It heals the amount above for the one targeted and 1/2 for others in area of affect.
- Cure spells are multiplied by the respective Spell Focus/s Conjuration, eg:
* Spell Focus Conjuration multiples hit points healed by 2
* Greater Spell Focus Conjuration multiples hit points healed by 4
* Epic Spell Focus Conjuration multiples hit points healed by 6
* Legendary Spell Focus Conjuration multiples hit points healed by 8
- Monsterous Regen & Regen improved; Regens per round also now gain +1 for each Conjuration spell focus/s + Charisma bonus, to a maximum of 45.
- Turn Undead through the arts of healing has been re-channeled;
* Turn undead no longer turns or affects undead, now it Greater Restores all party members anywhere on the same map. This ability can only be used 1 per 6 rounds, uses a Turn Undead ability and requires rest once all are used.
- Monk feats (Monk SR and Monk conceal) are level based on Monk level + Cleric level
- Implosion, the healer has learnt how to redirect the powerful forces of destruction to what creates life. Casting Implosion now does a Mass Ressurect.
Spells affected by Monk and Cleric levels:
---------------------------------------------------------
0.
- Cure Minor Wounds
1.
- Bless
- Cure Light Wounds
- Endure Elements
- Entropic Shield
- Protection from Alignment
- Sanctuary
- Shield of Faith
- Summon Creature 1
2.
- Aid
- Bull Str
- Cure Moderate Wounds
- Darkness
- Eagle Splendor
- Endurance
- Fox's Cunning
- Owls Wisdom
- Remove Paralysis
- Resist Elements
- Silence
- Ultravision
3.
- Clarity
- Cure Serious Wounds
- Negative Energy Protection
- Magic Vestment
- Prayer
- Protection from Elements
- Remove Blindness/Deafness
- Remove Curse
- Summon Creature 3
4.
- Cure Critical Wounds
- Deathward
- Freedom of Movement
- Neutralise Poison
- Restoration
- Summon Creature 4
5.
- Monsterous Regen
- Energy Buffer
- Raise Dead
- Spell Resistance
- Summon Creature 5
- True Seeing
6.
- Heal
- Planar Ally
- Summon Creatur 6
7.
- Greater Restoration
- Regenerate
- Resurrection
- Summon Creature 7
8.
- Mass Heal
- Summon Creature 8
9.
- Implosion (changed for this quasi-class)
- Summon Creature 9
- Undeaths Eternal Foe
This quasi-class is very powerful but then it sacrifices ALL offensive capability for it.
Furthermore it has weaknesses such as AC being compromised (Wis bonus for Monk) by needing Charisma for some benefits, and restricted to robes and no shield.
Another key balance is that you either go high on Monk for SR-conceal-etc, or high Cleric for the legendary Summon and ress spell. You cannot get both.
I would love to see it, I have played Healer chars in the past and they are much tougher to keep alive and play well than nearly any other build.
Also its great for Roleplay
This class is unbalanced but for a very good reason; it has NO offensive capability, resulting in a lot of difficulties levelling when solo - definitely a support class)
Description
----------------
All clerics are known to have the aid of their diety to heal, and even to inflict great pain.
Some manipulate the power bestowed upon them by their god to also cause great affects, while others are strengthened for war.
A very rare few walk a path that is usually considered a myth by most folks, that of the Healer.
The healer forsakes all weapons and conflict to focus on the art of medicine and healing.
So great is their sacrifice they become formidable in these arts that they seemly godly in their domain of healing and strenghtening the mind, body, and spirit.
In fact the Healer is a humble person walking the land, not judging anyone and aiding those who need their help.
Requirements
-------------------
- Domains must be Healing & Protection
- By level 22 must have the following:
* Must have 7 levels of Monk, 9 levels of Cleric
* Feats; Skill Focus end Epic Skill Focus Healing
Restrictions to abilities/benefits
---------------------------------------------
- For all benefits apart from Monk related abilities, the Cleric spell Sanctuary MUST be active on the character.
This spell is round based and can be dispelled. So is a designed weakness to the class for balance.
This ensures the player remains passive and not try to get the benefits of this quasiclass when wanting to play offensive.
- Character limited to robes and must not use a shield
Benefits
-----------
- For certain spells (see below), caster level is equal to Cleric level + Monk level
- Use of heal skill; Hit points healed = Heal skill + Healing Kit * Charisma bonus.
- Healing kits +10 upwards when used affect area size large. It heals the amount above for the one targeted and 1/2 for others in area of affect.
- Cure spells are multiplied by the respective Spell Focus/s Conjuration, eg:
* Spell Focus Conjuration multiples hit points healed by 2
* Greater Spell Focus Conjuration multiples hit points healed by 4
* Epic Spell Focus Conjuration multiples hit points healed by 6
* Legendary Spell Focus Conjuration multiples hit points healed by 8
- Monsterous Regen & Regen improved; Regens per round also now gain +1 for each Conjuration spell focus/s + Charisma bonus, to a maximum of 45.
- Turn Undead through the arts of healing has been re-channeled;
* Turn undead no longer turns or affects undead, now it Greater Restores all party members anywhere on the same map. This ability can only be used 1 per 6 rounds, uses a Turn Undead ability and requires rest once all are used.
- Monk feats (Monk SR and Monk conceal) are level based on Monk level + Cleric level
- Implosion, the healer has learnt how to redirect the powerful forces of destruction to what creates life. Casting Implosion now does a Mass Ressurect.
Spells affected by Monk and Cleric levels:
---------------------------------------------------------
0.
- Cure Minor Wounds
1.
- Bless
- Cure Light Wounds
- Endure Elements
- Entropic Shield
- Protection from Alignment
- Sanctuary
- Shield of Faith
- Summon Creature 1
2.
- Aid
- Bull Str
- Cure Moderate Wounds
- Darkness
- Eagle Splendor
- Endurance
- Fox's Cunning
- Owls Wisdom
- Remove Paralysis
- Resist Elements
- Silence
- Ultravision
3.
- Clarity
- Cure Serious Wounds
- Negative Energy Protection
- Magic Vestment
- Prayer
- Protection from Elements
- Remove Blindness/Deafness
- Remove Curse
- Summon Creature 3
4.
- Cure Critical Wounds
- Deathward
- Freedom of Movement
- Neutralise Poison
- Restoration
- Summon Creature 4
5.
- Monsterous Regen
- Energy Buffer
- Raise Dead
- Spell Resistance
- Summon Creature 5
- True Seeing
6.
- Heal
- Planar Ally
- Summon Creatur 6
7.
- Greater Restoration
- Regenerate
- Resurrection
- Summon Creature 7
8.
- Mass Heal
- Summon Creature 8
9.
- Implosion (changed for this quasi-class)
- Summon Creature 9
- Undeaths Eternal Foe
This quasi-class is very powerful but then it sacrifices ALL offensive capability for it.
Furthermore it has weaknesses such as AC being compromised (Wis bonus for Monk) by needing Charisma for some benefits, and restricted to robes and no shield.
Another key balance is that you either go high on Monk for SR-conceal-etc, or high Cleric for the legendary Summon and ress spell. You cannot get both.
I would love to see it, I have played Healer chars in the past and they are much tougher to keep alive and play well than nearly any other build.
Also its great for Roleplay