Redundant, but it should probably be here for those considering this class.
There are 2 problems I have encountered with the Combat Medic class that one should be aware of before taking it:
1) Combat Medic's Sanctuary kicker can be dangerous as it takes Agro from the one being healed and puts it on other people. In my experience, healing has become "extremely" dangerous to my healer and other support PCs. I have to travel primarily with warriors and chug an invisibility potion in every encounter, otherwise Abby's healing is a menace to my party and myself.
2) At level 15 with a maxed wisdom, the healing kicker's DC is nearly double my will save, so I fail to pass it nearly 50% of the time, resulting in two rounds that I cannot heal my companion. Sometimes the monster passes the will save and I fail, leaving me unable to heal them at critical times. I’ve experienced loosing party members to this.
By level 20, you should be able to get your will save much higher, but you'll still likley fail 10% to 20% of will saves against it as a cleric/combat medic.
Closing: The Sanctuary Kicker is great so long as you have unlimited access to invisibility, or else are a tank yourself and don’t mind attracting Agro. Though you’ll always be putting other support PCs at risk and also risk being unable to heal your pals. It’s a great class, and offers some good bonus feats, esspecially if you are a priest fond of melee combat because of the dodge and evasion. I find the class works best when used with more than one front line warrior in the group. With a solid group of warriors, you can even get away with healing without being invisable, so long as the warriors keep a tight formation so one can suck up agro after you heal the one next to him.
The bonus to the heal skill is great for RP, but by the way bandages function; it only gets you part way to a +1 increased tick in bandages mechanically.
My recommendation would be to either allow the sanctuary kicker as an effect you can toggle on and off so you could use it only when it was needed, or else use a force push effect instead so as not to break Agro. Either change would make the PrC amazing.
There are 2 problems I have encountered with the Combat Medic class that one should be aware of before taking it:
1) Combat Medic's Sanctuary kicker can be dangerous as it takes Agro from the one being healed and puts it on other people. In my experience, healing has become "extremely" dangerous to my healer and other support PCs. I have to travel primarily with warriors and chug an invisibility potion in every encounter, otherwise Abby's healing is a menace to my party and myself.
2) At level 15 with a maxed wisdom, the healing kicker's DC is nearly double my will save, so I fail to pass it nearly 50% of the time, resulting in two rounds that I cannot heal my companion. Sometimes the monster passes the will save and I fail, leaving me unable to heal them at critical times. I’ve experienced loosing party members to this.
By level 20, you should be able to get your will save much higher, but you'll still likley fail 10% to 20% of will saves against it as a cleric/combat medic.
Closing: The Sanctuary Kicker is great so long as you have unlimited access to invisibility, or else are a tank yourself and don’t mind attracting Agro. Though you’ll always be putting other support PCs at risk and also risk being unable to heal your pals. It’s a great class, and offers some good bonus feats, esspecially if you are a priest fond of melee combat because of the dodge and evasion. I find the class works best when used with more than one front line warrior in the group. With a solid group of warriors, you can even get away with healing without being invisable, so long as the warriors keep a tight formation so one can suck up agro after you heal the one next to him.
The bonus to the heal skill is great for RP, but by the way bandages function; it only gets you part way to a +1 increased tick in bandages mechanically.
My recommendation would be to either allow the sanctuary kicker as an effect you can toggle on and off so you could use it only when it was needed, or else use a force push effect instead so as not to break Agro. Either change would make the PrC amazing.
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