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View Full Version : [3.5] help with mobile healer build please..



animewatcha
2012-02-27, 11:40 PM
Homebrew rolls for ability scores. No ToB and havn't 'proved' can be of evil alignment or goody-enough for exalted-things ( so no evil classes, vile feats, etc. ). Planned on half-ogre template ( drag 313 ) on a human with primordial tacked on the half-ogre. If not that then, primordial on half-giant race. Class choice being cloistered cleric of LG deity. Monk ( with holy variant from 310 or so ). If permitted, 2 class levels of paladin ( for cha bonus to saves ). Hoping for 3rd monk sub level for lay on hands instead of still mind. The complete divine turning variant of 1d6/cleric level is not done. Only those 2/3 classes and no else unless variants/subs. If no paladin class, then 1 level in cleric and rest levels in holy monk.

Feats being additional favored class ( if need be ), but mainly sacred healing ( fast healing ), and sacred purification ( burning cleric side turn attempts to fuel). and maybe kung fu genius.

Ilmator was the idea behind the character's deity ( and is requirement for monk lay hands sub level ). However, DMs that I play with accept different deities on a case by case basis ( with a no pelor it seems ). So what non-faerun deities could possibly substitute for ilmater or come close to?

Main idea assuming no party cleric. Often the sessions only on occasion had wizard or pseudo boomstick ( duskblade ). The players generally being the characters they wanna be ( we even had an all melee party once or twice ). I wanna be able to party tactics as needed by making use monk's mobility and added extras ( heal if need by via sacred purification or equipment ). Flanking, trying to trip/disarm ( use up opponent's attack of opportunity since they likely don't have combat reflex on most monsters in my experience ). Possibly even reserving move action for stepping in path of charging mob ( to stop the charge mid-charge ). I do not seek to be main damage dealer, main tank, main anything. Just support/bit of troubleshooter.

So what feat or two and items / domains would supplement turn undead ( not rebuke, Turn. Not seeking to gain more different pools ) and healing. I know multiple healing belts. Night sticks for more turn attempts. Inquis bracers and the cadu bracers. Unicorn pendant / relinquary symbol. Item familiar? Yes? No?

What else would help? What could be a suitable substitute for human but still qualify for half-ogre/prim. Wanting to keep at max LA 1 ( half-ogre ).

Biffoniacus_Furiou
2012-02-28, 12:27 AM
Half-Ogre was reprinted as a base race in Races of Destiny, so the template may not be valid any more depending on who you ask.

Skip the Monk class altogether and just wear a Monk's Belt.

If you want to mix Cleric and Paladin, dip three levels of Prestige Paladin (http://www.d20srd.org/srd/variant/classes/prestigiousCharacterClasses.htm#prestigePaladin) and don't lose any more than one level of spellcasting. In most cases, even one lost caster level is too many, but it's better than missing two.

Get Divine Metamagic: Persist, and use it with Mass Lesser Vigor. If anyone needs any healing during combat, they can waste their own actions on it by using a Healing Belt. If an enemy is hurting your party, and you heal your party, you leave that enemy alive and able to act to just hurt them again. You kill or disable the enemy first so he can't cause any more damage, and then the party heals after the fight for free with Persistent Mass Lesser Vigor.

If you try to do too much, you'll end up with a character who isn't good at anything. A character who's good at everything is one who specializes in one thing that enables them to be good at everything, i.e. spellcasting.

Ryu_Bonkosi
2012-02-28, 01:10 AM
Look into the Domains: Planning and Undeath. They provide you with the feats Extend Spell (required for Persist Spell and Divine Metamagic: Persist Spell) and Extra Turning (to fuel your DMM). Take the Destroy Undead Variant in Expeition to Castel Ravenloft and then take a Prc that grants Turn Undead. You now have two pools to fuel your DMM. Use DMM on Mass Lesser Vigor for 1 hp every round. If you take the feat Agument Healing, MLV would heal 7 points every round. You should never have to worry about healing ever again unless your mates are in dire straights durring combat, then convert your spells as needed.

As for monk levels, ignore them and go for the Monk's Belt to get Wis to AC.

If you can swing it, get access to BoED and the Spell Compendium. The Sanctified Spells have some pretty good buffs (and since you would be a divine caster the spells are divine and elegiable to be persisted by DMM) and with a single casting of Sheltered Vitality (from SC) you can ignore the hits to your stats. Your team will like you more if they can fly 100ft a round for 24 hours (Celestial Aspect: Wings of the Diva) and keep them healed up to full for free, then if you played a monk of any kind.