Psionic Healer [Archive] - Wizards Community

Post/Author/DateTimePost
Malcaor

03-02-08, 11:25 AM
I'm considering making a psionics-only campaign, but I'm worried about the lack of healing. What i'm thinking of doing, is having a school of psionics for healing abilities. This would be the only way to heal. It will have a psionic version of the Cure spells, and other healing abilities. Any other ideas?
Lycanthromancer

03-02-08, 11:29 AM
Look at my powers revision, in my sig.

I changed the levels of several powers, made some more powerful, and consolidated many. Check out psionic revivify and body purification, especially.

I did this primarily to cover a psi-only campaign.
Malcaor

03-02-08, 12:45 PM
Wow, you really did a lot of work there. I'll have to ge around to looking at it soon, thanks for sharing.
InkBlot

03-02-08, 04:36 PM
What i'm thinking of doing, is having a school of psionics for healing abilities. This would be the only way to heal. It will have a psionic version of the Cure spells, and other healing abilities. Any other ideas?

There's already the psychometabolism (healing) discipline. It covers healing well, except for the hit point healing. If you want to heal hit points, you can use the round-about method involving empathic transfer, share pain, vigor, and a psicrystal. It actually is as efficient as a Cleric using her highest level cure x wounds spell (but not as efficient as a Cleric using her lower level cure x wounds spells).

The Sangehirn (http://www.wizards.com/default.asp?x=dnd/psm/20040625c) prestige class helps a ton.

Ardents, from Complete Psionics, get a couple direct healing powers. Touch of health (1st level) heals 2 hit points per power point. Mend wounds (6th level) heals 5 hit points per power point.

If you want to directly convert the cure spells to psionics, it's pretty easy. You'd have one or two powers, depending on whether you want the mass versions to be augmentations.


Cure Wounds
Psychometabolism (Healing)
Level: Egoist 1, Life 1
Display: Material and olfactory
Manifesting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Power Resistance: Yes (harmless); see text
Power Points: 1

When laying your hand upon a living creature, you take control of their metabolism to cure 1d8 + 1 points of damage.

If you chose, you can use this power to cause wounds on the target instead of curing their wounds. The creature can apply spell resistance, and can attempt a Will save to take half damage.

Augment: For every 2 additional power points you spend, this power cures (or deals) an additional 1d8+2 points of damage.

The mass version can either be an augment --

"If you spend 8 additional power points, the range of this power becomes Close (25 ft. + 5 ft./2 levels), and you can affect one living creature per level (no two of which can be more than 30 ft. apart)."

-- or a separate power. I prefer having it as a separate power, to set a larger difference between Egoist and any manifester who takes Expanded Knowledge (cure wounds).


Cure Wounds, Mass
Psychometabolism (Healing)
Level: Egoist 5, Life 5
Display: Material and olfactory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature/level, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Will half (harmless) or Will half; see text
Power Resistance: Yes (harmless) or Yes; see text
Power Points: 9

You emit psychic vibrations which energize the metabolism of nearby creatures, curing of 1d8 + 1 points of damage in each selected creature.

Like cure wounds, you can use mass cure wounds to deal damage to creatures in the area rather than curing them. Each affected creature may attempt a Will save for half damage.

Augment: For every 2 additional power points you spend, this power cures (or deals) an additional 1d8+2 points of damage.

Heal is similarly easy.

Heal
Psychometabolism (Healing)
Level: Egoist 6, Life 6
Display: Material and olfactory
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 11

Heal enables you to take control of a creature's body to restore it to an ideal state, wiping away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 110 hit points of damage.

Heal does not remove negative levels, restore permanently drained levels, restore permanently drained ability score points, or restore ability burn.

Augment: For every additional power point you spend, this power heals another 10 hit points.


Heal, Mass
Psychometabolism (Healing)
Level: Egoist 6, Life 6
Range: Close (25 ft. + 5 ft./2 levels)
Target: One or more creatures, no two of which can be more than 30 ft. apart
Power Points: 17

This power functions like heal, except as noted here. It cures 170 hit points of damage.

Augment: For every additional power point you spend, this power heals another 10 hit points.
calronmoonflower

03-02-08, 05:37 PM
Well, there is a way to do this that doesn't need Rule 0 if you cannot get your DM to budge.

The Sangehirn (http://www.wizards.com/default.asp?x=dnd/psm/20040625c) can use personal healing powers on others. You also get damage reduction, hast healing, and a nice progression.
Lycanthromancer

03-02-08, 05:38 PM
I'm considering making a psionics-only campaign, but I'm worried about the lack of healing. What i'm thinking of doing, is having a school of psionics for healing abilities. This would be the only way to heal. It will have a psionic version of the Cure spells, and other healing abilities. Any other ideas?He's gonna be the DM.
calronmoonflower

03-02-08, 06:06 PM
opps.
Wharin

03-02-08, 06:19 PM
Yeah, if you can get your dudes to survive till level 5 (or simply start at 5th level), a properly built Ardent could be a killer Healer. With Empathetic Transfer and Hostile Empathetic Transfer as your main arsenal, I would heal peeps for massive amounts of healing in one shot, and then take all that hurt and throw it on some baddie the next round, healing myself of all the damage I took from healing my buddies in the process.

Its a bit risky, to be fair, but with some strategery, it can work wonders.
DracoPhoenix

03-03-08, 03:22 PM
My £0.02:

Double the healing effects of touch of life and mend wounds and the Ardent's fine. (might need to check it has full range of other healing effects though)

The Ardent's current 1/4 healing rate of the cleric (not counting CL bonus either) kinda screams "clerics are the only class that is allowed to heal".

Which sucks for at least one party member if no one wants to play the cleric...
calronmoonflower

03-04-08, 02:50 AM
I've thought of two other things that might help.

The draconic aura (vigor) feat at 3rd.

Or port over the healing surges from 4th.
From what I have gathered you get a fixed amount per day (5 + con modifier for the rogue) and each time you use one (standard action) you recover 1/4th your max hit points with the minimum equal to your constution score and gain +2 to to saves for that round.

They are limited to one per round, but you could easily come a power that allows extra trigger or even allows such as a swift action.
AntiDjinn

03-04-08, 03:04 AM
I'm considering making a psionics-only campaign, but I'm worried about the lack of healing. What i'm thinking of doing, is having a school of psionics for healing abilities. This would be the only way to heal. It will have a psionic version of the Cure spells, and other healing abilities. Any other ideas?
If you are making a psionics-only campaign to try something different, then don't start by porting all the same old stuff. Healing is a bit harder to come by with psionics. Manifesters heal themselves well, but have trouble healing others without transfering wounds or taking the Sangehirn PrC. Psychic Warriors heal themselves best by using their opponents' hits with Vampiric Weapon or simiilar. But the fact that healing is less ubiquitous is inherent in a game without divine magic and it will cut both ways; the bad guys won't be healing any better in most cases. And your PCs will adjust to the change and will find ways to cope. You may want to add cheaper potions or boost the healing skill. But if the game turns out to be a little more lethal, then players will have be more careful in their choices and won't be able to count on a full health reset between fights. You will then have a game that is different instead of a psionic X version of your old game.