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Brain-jammer #3 (Healer)

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whaddon View Drop Down
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William Haddon

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Post Options Post Options   Quote whaddon Quote  Post ReplyReply Direct Link To This Post Topic: Brain-jammer #3 (Healer)
    Posted: 11 July 2012 at 9:53am
The Healer would take the anti-undead, healing and buffing side of the Cleric.

Some thoughts:
Healing Touch (6th): This spell heals 10 points of damage.  It has no invocation time.
Divine Protection (7th):  This spell enhances the benefits of other protections on the target.  Missile Protection and Spell Protection both grant an additional 3 points of protection.  Elemental Defenses give one additional point of protection for every 5 they would normally grant.  E-spells grant one additional point of defense or damage.
Lend Healing (8th):  At the time this spell is cast, the caster immediately casts another spell which must be Heal or Cure Serious Wounds.  The target of this spell may then cast that spell, once, with its normal cast time.  No target may be under more than one Lend Healing spell.
Healing Trigger (9th): The caster puts this spell on a target, and then casts either a healing spell (Heal or Cure Serious Wounds) or a life-giving spell (Life Spark, or Raise Dead).  He also sets a trigger (with the same stipulations that exist for Autoactivate).  The chosen spell goes off when the autoactivate condition is met.


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Post Options Post Options   Quote Malrubius Quote  Post ReplyReply Direct Link To This Post Posted: 11 July 2012 at 10:24am
ChEapen: (6th) E-spells cost 1pt less.

FrEepen: (7th) Healing spells get a 'free' point. So Healing for 2 (cost of 1sp) does 4 pts. Cure Serious for 9 (3sp) does 12 pts. The Healer must still expend points, they just get a lil extra each time. Folks could minmax it by doing exclusively minimum point Cure Serious for all out-of-combat healings but I think you'd see pretty minimal effects over the course of a game.

AoE Healing:(9th) 1:1 healing in a 3ft radius.

Rebalance: (10th) Standard 30pt Disrupt which also heals the caster or a single target of their choice in the range of the spell 15pts. Healing is only effective if the Disrupt is effective.

Ranged Haven: (8th) Caster can cast a Haven on another WILLING target at a distance. So if your Fighter\Knight goes down in the front you can make the bad nasty things stop beating on their corpse or something.

Heh.

Necromancer = All kinds of neat\whack stuff! = Movement Monk
Warpriest = Uh...like...damage? I guess...? = Killing Monk
Healer = Well...there's healing and then...um.... = Spirit Monk


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Post Options Post Options   Quote wader Quote  Post ReplyReply Direct Link To This Post Posted: 11 July 2012 at 5:57pm
Since they will do healing, buffs, whack undead how about a dfferent name maybe? Avatar, or Guardian, or ?


Sense of Corruption:
6th lev, no cost, the Healer/protector can is aware of any undead that come within 30 ft.  (notified by sk,gm). 

lordly limbs: 8th level, all hit points are amorphous.  Sounds great? well keep in mind that I can now kill you by pounding that foot you keep leaving exposed so.....

Earth's embrace: 7th cost 7sp, area effect, duration 1min per lev the earth will try to reclaim the bodies of any undead in area of effect.  undead below caster's LI are knocked down and held for
 the duration, undead of the caster's LI are held in place by their feet for the duration, undead higher then the caster's LI more at halfed speed through the area of effect for the duration of the spell. 

Holy respite: 9th lev, group cast, allows recipients to resist a LI effect once per cast. To resist they must immediately flee from the source of the spell, at least 50 feet

Thwart the Void: 10th lev, reverse ashes to ashes

 Lordly Light: 7th A flash centered on the cleric will blind all undead at LI or lower within 360 degree line of sight of cleric

Blood Breathren: 6th, 6pts The cleric will perform a blood sharing ritual between two willing targets, the ritual allows 1 lost life point (permanent) to be returned to target, when other target voluntarily gives up a permanent life point for them. Thereafter the targets will always know if each other are lying or dead. 
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Post Options Post Options   Quote wader Quote  Post ReplyReply Direct Link To This Post Posted: 12 July 2012 at 11:42am
how about "Templers"?  because the body is a temple, and they heal and defend that temple when it is defiled (undead) ???
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Post Options Post Options   Quote Seth Quote  Post ReplyReply Direct Link To This Post Posted: 12 July 2012 at 1:03pm
Just a thought, but why does Healer have to be a Cleric deal?  Could it be a Druid deal?  Or either/or?  
I also have characters! They have classes and levels.
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Post Options Post Options   Quote Malrubius Quote  Post ReplyReply Direct Link To This Post Posted: 12 July 2012 at 2:56pm
I think he's just going class by class at this point. I certainly think there is a pretty strong argument for having a Healing specialty for Druids as well. 
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William Haddon

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Post Options Post Options   Quote whaddon Quote  Post ReplyReply Direct Link To This Post Posted: 12 July 2012 at 2:58pm
And the idea is to try and look at the things each class is already built towards.  So Healer is definitely one of the Cleric roles.   The argument could be made that it is also a Druid role, but...  well, Druid is next, so we can wait for that one.
If IFGS could just get rid of the games so it could focus on sustaining its own bureaucracy... we would finally be living the Dream.
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Post Options Post Options   Quote wader Quote  Post ReplyReply Direct Link To This Post Posted: 12 July 2012 at 7:49pm
After some thought, drop lordly limbs, for two reasons:

1) clearly knock-off of jeff's badass idea for gravegroupies

2) By changing it to: Lordly Limbs: 8th level 8sp, double the hit points residing in the limbs of the target for the duration of the spell; game day or 1 combat. Additional points dissipate at the end of combat and are not counted towards the target's total hit points. 

So by changing it, Lordly Limbs becomes more of a Warpriest suitable spell, to my eyes



Oh and my early vote for druids?  Tree-hugger, Weather-witch, and Shamen. Okay! okay, tree-hugger was just a joke, how about Land Laird?

Land Laird,  specializes in plants and earth effects

Weather-Witch, specializes in water,air, fire, electrical spells for buffs, attacks, info (whisperin wind etc..)

Shamen,  specializes in heals, animals, and limited transforms

Feel free to kick me now
 


Edited by wader - 12 July 2012 at 7:55pm
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