Post by evilkittenofdoom on Apr 20, 2012 18:13:21 GMT
So, based on a comment made in another thread, here's my more fleshed out suggestion for the Quasi.
I'm structuring this as best I can as per the Journal Documentation, so please pardon any oddities in here. I may re-organize this later if it's too confusing.
My Comments are in { } on the reasoning behind certain things.
Requirements : To be met before level 35
16 Levels of Bard
16 Levels of Cleric
Skill Focus : Heal
Skill Focus : Perform
Epic Skill Focus : Perform
Epic Skill Focus : Heal
Greater Spell Focus : Conjuration
Greater Spell Focus : Divination
Base WIS of 20
Base CHA of 20
Medics cannot ever have a level of Paladin or Monk.
Upon Achieving Medic Status at level 32, 33 or 34, the Medic recieves the following :
Great CHA I and II
Great WIS I and II
Epic Spell Focus : Divination
Epic Spell Focus : Conjuration
Drawbacks :
-20 Disicipline
-6 STR
Medics cannot cast spells from the Evocation or Necromancy schools. {Disables Implosion and Necro instas from Cleric CC Medics, as well as Inflict Wounds and a few others - arguably, the Spell Penetration penalty would also do this. Thoughts?}
Medics cannot use Curse Song.
All damage dealt by medics is reduced to 1/5th of normal, after Immunity and Resistance calculations. {Not sure how viable this is from a coding standpoint, but the basis on this methodology is that they can do *some* damage, but not a lot. Reducing damage dealt before those calculations would likely result in 0s from most spells due to Resistances}
Benefits - Overview :
Medics use their combined Cleric and Bard levels when calculating their Caster Level for certain spells.
Medics have access to modified Bard Song.
Overhealing : Medics whose spells would otherwise heal a target above their maximum Hit Points will grant Temporary Hit Points to their target instead.
Medics have reduced requirements for the Healing Spirit Epic Spell and the Miracle Epic Spell.
Benefits - Detailed :
Medics use their Bard Level + Cleric Level when calculating Caster Level for the following spells. { Placed in ( ) is to save some time and space in the typing of all this for spells that are modified versions of others. }
(Greater) Sanctuary
(Mass) Cure Minor / Light / Moderate / Serious / Critical Wounds
(Mass) Heal
(Mass / Lesser / Greater) Restoration
Remove Blindness/Deafness
Remove Curse / Disease / Paralysis / Fear
Neutralize Poison
(True) Ressurection
Raise Dead
Break Enchantment
Energy Buffer
Spell Resistance
Regenerate / Monstrous Regeneration
Augury
Death Ward
Freedom of Movement
Frost/Cold/Sonic Weapon {Shorthand, but I think you get the idea}
Aid
Endure Elements
(Mass) Clairaudience/Clairvoyance
Displacement
Keen Edge / Needle Point
Ghostly Visage
Balagarn's Iron Horn
Joyful Noise
Remove Fear, when cast by a Medic, also grants affected targets 1 Turn of feat-level immunity to Fear effects.
Sanctuary, when cast by a Medic, grants Etherealness for 2 rounds instead of its normal effects.
Remove Blindness/Deafness, in addition to its normal effects, also grants affected target Immunity to those effects for 5 rounds, as well as removing all inflicted skill penalties to Listen, Spot and Search.
Greater Restoration, when cast by a Medic, always grants 1 turn of immunity to Area Penalties. Extending this spell has no effect on duration for Medics.
Balagarn's Iron Horn, when cast by a Medic, instead of its normal effects will 'Pick Up' all allies in the area of effect and grant them 2 rounds of Feat-Level Knockdown Immunity.
Raise Dead, when cast by a Medic, restores a dead target to 50% of their maximum Hit Points rather than to 1 Hit Point.
Cure Wounds spells, when cast by a Medic, have their effective Heal skill improved by 20% when calculating healing done. Furthermore, these spells will reduce any Persistent Wounds the targets are suffering from by an amount equal to 1/6 of this amplified Heal Skill.
Joyful Noise, when cast by a Medic, instead of its normal effects, removes Silence and Deafness effects from all allies in the area of effect and grants them 4 rounds of immunities to these effects.
Overhealing :
When casting Curing Spells that do not restore the target to Full HPs, Medics grant affected targets 1/10th of the healing that would heal the target above their Maximum Hit Points to the target as Temporary Hit Points. This effect will stack but cannot be raised past 100 temporary Hit Points or 10% of the target's Maximum Hit Pouints, whichever is higher. This effect cannot occur on targets who are already at full Hit Points.
This caps on these totals are increased by 25 Hit Points / 5 Max Hit Points % for every 10 points of Base WIS the Medic has above 30.
The Amount of Overhealing applied is improved to 1/5th at base CHA 30 and again to 1/3 at base CHA 50.
Bard Song :
Instead of its normal effects, Medics grant all targets affected by their Bard Song +3 Regeneration per 6 Medic levels, reaching +30 Regeneration at Medic Level 60. This effect lasts for 1 round per Medic Level. In addition, all affected targets are restored, as per Lesser Restoration. With a Perform skill of 70, this is improved to a Restoration spell. With a Perform skill of 127, this effect also cures 25% of affected targets HPs, not granting Overhealing.
A Medic's Bard Song will also cast Raise Dead on all targets in a Medium Radius, centered on the Medic. Targets revived by this effect are restored to 1/4 of their maximum Hit Points and are granted 3 seconds of Invulnerability. For each ally raised in this manner, 2 uses of Bard Song will be drained. {The 3 Sec Invuln is to provide the target with the time to pop a heal pot without the worry of area-KB dropping them again instantly. This part may need some tweaking for the specifics of ; comments appreciated on this especially. }
Epic Spells :
Medics with 20 Bard are able to learn the Healing Spirit Epic Spell.
Medics with 20 Cleric are able to learn the Miracle Epic Spell.
Both of these spells must be learned with a Character Level of 40.
Medics with a Bard CC are able to learn the Elucidate Paragon Spell without meeting the other requirements. The Paragon Spell Knowledge feat will only grant this spell, not granting additional uses of any other spells or any other benefits.
Medics with a Cleric CC are able to learn the Serendipitous Forethought Paragon Spell. The Paragon Spell Knowledge feat will only grant this spell, not granting additional uses of any other spells or any other benefits.
[Other Notes]
I wrote this up in an attempt to make a true 'healer' which is something that HG lacks. By sacrificing Offense, a Medic would be able to remove just about anything in game from targets, as well as keeping everyone alive much more effectively by the use of Healing spells and a modified Bard Song to fit the theme.
The exchange for this is that you'd have to sit behind your allies. You will lack the defenses to stay alive anywhere else.
A few more requirements/penalties might be in order, but at current I'm running out of steam for this writing. Any suggestions/comments to these ends would be appreciated.
Conj and Div were chosen for the Spell Focuses as most of the Curing spells are either Conj or Div.
The Div foci would give access to the Immunity granting effects of the remaining Remove X spells, thus I added it only to the above spells to complete the theme.
I avoided adding offensive buffing, as I felt a Medic is there to keep their allies alive, not make them better killing machines. The weapon buffs are one of the few spells I disregarded in that aspect, as weapon buffs are very valuable and some added flexibility in those regards is always welcome, especially with Cold and Sonic (IMO).
The epic/paragon spells listed would be given to them as they very well fit the theme. The only issue I can foresee is the issues that may arise when trying to code them having the feats but not the other effects (as from my current observation, the PSK feats replace PSF in the character sheet)
A little more differential between CHA and WIS focused Medics would be great, but I'm having trouble finding a good place to put it beyond the Overhealing.
So, thoughts / comments on this anyone?
I'm structuring this as best I can as per the Journal Documentation, so please pardon any oddities in here. I may re-organize this later if it's too confusing.
My Comments are in { } on the reasoning behind certain things.
Requirements : To be met before level 35
16 Levels of Bard
16 Levels of Cleric
Skill Focus : Heal
Skill Focus : Perform
Epic Skill Focus : Perform
Epic Skill Focus : Heal
Greater Spell Focus : Conjuration
Greater Spell Focus : Divination
Base WIS of 20
Base CHA of 20
Medics cannot ever have a level of Paladin or Monk.
Upon Achieving Medic Status at level 32, 33 or 34, the Medic recieves the following :
Great CHA I and II
Great WIS I and II
Epic Spell Focus : Divination
Epic Spell Focus : Conjuration
Drawbacks :
-20 Disicipline
-6 STR
Medics cannot cast spells from the Evocation or Necromancy schools. {Disables Implosion and Necro instas from Cleric CC Medics, as well as Inflict Wounds and a few others - arguably, the Spell Penetration penalty would also do this. Thoughts?}
Medics cannot use Curse Song.
All damage dealt by medics is reduced to 1/5th of normal, after Immunity and Resistance calculations. {Not sure how viable this is from a coding standpoint, but the basis on this methodology is that they can do *some* damage, but not a lot. Reducing damage dealt before those calculations would likely result in 0s from most spells due to Resistances}
Benefits - Overview :
Medics use their combined Cleric and Bard levels when calculating their Caster Level for certain spells.
Medics have access to modified Bard Song.
Overhealing : Medics whose spells would otherwise heal a target above their maximum Hit Points will grant Temporary Hit Points to their target instead.
Medics have reduced requirements for the Healing Spirit Epic Spell and the Miracle Epic Spell.
Benefits - Detailed :
Medics use their Bard Level + Cleric Level when calculating Caster Level for the following spells. { Placed in ( ) is to save some time and space in the typing of all this for spells that are modified versions of others. }
(Greater) Sanctuary
(Mass) Cure Minor / Light / Moderate / Serious / Critical Wounds
(Mass) Heal
(Mass / Lesser / Greater) Restoration
Remove Blindness/Deafness
Remove Curse / Disease / Paralysis / Fear
Neutralize Poison
(True) Ressurection
Raise Dead
Break Enchantment
Energy Buffer
Spell Resistance
Regenerate / Monstrous Regeneration
Augury
Death Ward
Freedom of Movement
Frost/Cold/Sonic Weapon {Shorthand, but I think you get the idea}
Aid
Endure Elements
(Mass) Clairaudience/Clairvoyance
Displacement
Keen Edge / Needle Point
Ghostly Visage
Balagarn's Iron Horn
Joyful Noise
Remove Fear, when cast by a Medic, also grants affected targets 1 Turn of feat-level immunity to Fear effects.
Sanctuary, when cast by a Medic, grants Etherealness for 2 rounds instead of its normal effects.
Remove Blindness/Deafness, in addition to its normal effects, also grants affected target Immunity to those effects for 5 rounds, as well as removing all inflicted skill penalties to Listen, Spot and Search.
Greater Restoration, when cast by a Medic, always grants 1 turn of immunity to Area Penalties. Extending this spell has no effect on duration for Medics.
Balagarn's Iron Horn, when cast by a Medic, instead of its normal effects will 'Pick Up' all allies in the area of effect and grant them 2 rounds of Feat-Level Knockdown Immunity.
Raise Dead, when cast by a Medic, restores a dead target to 50% of their maximum Hit Points rather than to 1 Hit Point.
Cure Wounds spells, when cast by a Medic, have their effective Heal skill improved by 20% when calculating healing done. Furthermore, these spells will reduce any Persistent Wounds the targets are suffering from by an amount equal to 1/6 of this amplified Heal Skill.
Joyful Noise, when cast by a Medic, instead of its normal effects, removes Silence and Deafness effects from all allies in the area of effect and grants them 4 rounds of immunities to these effects.
Overhealing :
When casting Curing Spells that do not restore the target to Full HPs, Medics grant affected targets 1/10th of the healing that would heal the target above their Maximum Hit Points to the target as Temporary Hit Points. This effect will stack but cannot be raised past 100 temporary Hit Points or 10% of the target's Maximum Hit Pouints, whichever is higher. This effect cannot occur on targets who are already at full Hit Points.
This caps on these totals are increased by 25 Hit Points / 5 Max Hit Points % for every 10 points of Base WIS the Medic has above 30.
The Amount of Overhealing applied is improved to 1/5th at base CHA 30 and again to 1/3 at base CHA 50.
Bard Song :
Instead of its normal effects, Medics grant all targets affected by their Bard Song +3 Regeneration per 6 Medic levels, reaching +30 Regeneration at Medic Level 60. This effect lasts for 1 round per Medic Level. In addition, all affected targets are restored, as per Lesser Restoration. With a Perform skill of 70, this is improved to a Restoration spell. With a Perform skill of 127, this effect also cures 25% of affected targets HPs, not granting Overhealing.
A Medic's Bard Song will also cast Raise Dead on all targets in a Medium Radius, centered on the Medic. Targets revived by this effect are restored to 1/4 of their maximum Hit Points and are granted 3 seconds of Invulnerability. For each ally raised in this manner, 2 uses of Bard Song will be drained. {The 3 Sec Invuln is to provide the target with the time to pop a heal pot without the worry of area-KB dropping them again instantly. This part may need some tweaking for the specifics of ; comments appreciated on this especially. }
Epic Spells :
Medics with 20 Bard are able to learn the Healing Spirit Epic Spell.
Medics with 20 Cleric are able to learn the Miracle Epic Spell.
Both of these spells must be learned with a Character Level of 40.
Medics with a Bard CC are able to learn the Elucidate Paragon Spell without meeting the other requirements. The Paragon Spell Knowledge feat will only grant this spell, not granting additional uses of any other spells or any other benefits.
Medics with a Cleric CC are able to learn the Serendipitous Forethought Paragon Spell. The Paragon Spell Knowledge feat will only grant this spell, not granting additional uses of any other spells or any other benefits.
[Other Notes]
I wrote this up in an attempt to make a true 'healer' which is something that HG lacks. By sacrificing Offense, a Medic would be able to remove just about anything in game from targets, as well as keeping everyone alive much more effectively by the use of Healing spells and a modified Bard Song to fit the theme.
The exchange for this is that you'd have to sit behind your allies. You will lack the defenses to stay alive anywhere else.
A few more requirements/penalties might be in order, but at current I'm running out of steam for this writing. Any suggestions/comments to these ends would be appreciated.
Conj and Div were chosen for the Spell Focuses as most of the Curing spells are either Conj or Div.
The Div foci would give access to the Immunity granting effects of the remaining Remove X spells, thus I added it only to the above spells to complete the theme.
I avoided adding offensive buffing, as I felt a Medic is there to keep their allies alive, not make them better killing machines. The weapon buffs are one of the few spells I disregarded in that aspect, as weapon buffs are very valuable and some added flexibility in those regards is always welcome, especially with Cold and Sonic (IMO).
The epic/paragon spells listed would be given to them as they very well fit the theme. The only issue I can foresee is the issues that may arise when trying to code them having the feats but not the other effects (as from my current observation, the PSK feats replace PSF in the character sheet)
A little more differential between CHA and WIS focused Medics would be great, but I'm having trouble finding a good place to put it beyond the Overhealing.
So, thoughts / comments on this anyone?