8wGremlin
2013-02-18, 04:01 PM
This was a build I had converted over from a played character in another thread, it showed that Healers could be made to be effective Tier 5 characters, pulling them up, to a higher tier.
It adds spells to the healers list in a number of ways, SPC has suggestions, as well as BoED. I also added in Gold Dwarf Dweomercrafter, as I've wanted to do that for a while...
anyhow I give you
Dorydd and Company
Dorydd and Company, is a unit of Healers, come to help out the stricken The Village of Highpass, they are devoted followers of Galaeros
From out of the near by woods, robed figures appear. Each wearing a wooden masks of the green faced man with sad looking eyes, and each carrying a quaterstaff.
The slow as they some to the main gate, a lone dwarf female removed her mask and call out a welcome,
"We are here to lend you our assistance"
Dorydd
Trans "Red Queen", NG Gold Dwarf, Female
Dorydd is a worshipper of Galaeros, the wood god, but an unusual one as she is a dwarf
Dorydd is a healer, she is a very charismatic individual, and as such has a number of followers.
Gold Dwarf: +2 Con -2 Dex, medium, 20 ft., fighter, humanoid (dwarf), dungeon master's guide pg.171
Stats: STR: 8 DEX: 10 CON: 14 INT: 10 WIS: 18 CHA: 14
@4th +1 Wis
Healer 1 - Craft 2 Ranks, Diplomacy 4 ranks, Knowledge(Nature) 2 ranks, Knowledge(Planes) 2 ranks Perform 2 ranks =16pts
Healer 2 - Craft 3 Ranks, Diplomacy 5 ranks, Knowledge(Nature) 2 ranks, Knowledge(Planes) 2 ranks Perform 2.5 ranks = 3
Healer 3 - Craft 3 Ranks, Diplomacy 6 ranks, Knowledge(Nature) 2 ranks, Knowledge(Planes) 2 ranks Perform 3 ranks = 2
Healer 4 - Craft 3 Ranks, Diplomacy 7 ranks, Knowledge(Nature) 2 ranks, Knowledge(Planes) 2 ranks Perform 3 ranks = 1
Healer 4 - Craft 3 Ranks, Diplomacy 8 ranks, Knowledge(Nature) 2 ranks, Knowledge(Planes) 2 ranks Perform 3 ranks = 1
Mystic Wanderer 1
feats
Circle Magic @1st
Gold Dwarf Dweomersmith @3rd
Leadership @6th
Glory of the Divine(Su): The mystic wanderer who wears no armour gains a sacred(or profane if her deity is evil) bonus to AC equal to her charisma bonus.
Bonus Domain: If you are a cleric, you gain the Charm Domain as a third domain. If you already have the Charm domain, you can instead choose any other domain granted by your deity as your third domain. If you have no cleric levels,you can add the Charm Domain Spells to your class spell list,but you do not gain its domain ability or any extra spell slots for domain spells.
Spells
0 level:
create water, cure minor wounds, dawn, deathwatch, detect magic, detect poison, foraging charm, light, mending, purify food and drink, read magic, resistance, virtue.
1st level:
bless water, conviction, cure light wounds, delay disease, endure elements, faith healing, foundation of stone, goodberry, healthful rest, invest light protection, lesser vigor, protection from evil, remove fear, remove paralysis, resurgence, sanctuary, shield of faith, spell flower, speak with animals, touch of jorasco. bless weapon, magic stone, magic weapon, shillelagh,Charm Person,
2nd level:
benediction, body ward, calm emotions, close wounds, consecrate, cure moderate wounds, divine insight, divine protection, delay poison, ease pain, estanna's stew, false life, gentle repose, ghost touch armor, healing lorecall, protection from negative energy, protection from positive energy, remove addiction, remove nausea, remove blindness/deafness, remove disease, resist energy, shared healing, shield other, soul ward, stabilize, summon elysian thrush, lesser restoration. flame blade, Melf's acid arrow, spiritual weapon, Calm Emotions
3rd level:
antidragon aura, attune form, channelled divine shield, create food and water, crown of protection, cure serious wounds, energy aegis, heart's ease, invest moderate protection, magic circle against evil, magic vestment, mass conviction, mass lesser vigor, mass resist energy, neutralize poison, protection from energy, refreshment, remove curse, remove fatigue, restoration, safety, shield of warding, status, tiny hut, vigor. flame arrow, keen edge, Suggestion
4th level:
astral hospice, channelled divine health, convert wand, cure critical wounds, death ward, delay death, freedom of movement, greater resistance, healing spirit, mass cure light wounds, mass shield of faith, panacea, planar tolerance, positive energy aura, revenance, secure shelter, seed of life, sheltered vitality, stoneskin, sustain. greater magic weapon, holy sword, Good Hope
5th level:
atonement, aura of evasion, break enchantment, contingent energy resistance, dance of the unicorn, darts of life, greater status, greater vigor, healing circle, indomitability, invest heavy protection, life's grace, mass cure moderate wounds, mass sanctuary, raise dead, renewed vigor, revivify, stalwart pact, stone to flesh, true seeing, warding gems, Charm Monster
6th level:
energy immunity, greater restoration, heal, heroes' feast, mass cure serious wounds, regenerate, revive outsider, secure corpse, superior resistance, vigorous circle. blade barrier, spellstaff, Geas/Quest
7th level:
energetic healing, fortunate fate, mage's magnificent mansion, mass cure critical wounds, mass restoration, rejuvenating light, renewal pact, repulsion, resurrection, changestaff, Mordenkainen's sword, Insanity
8th level:
discern location, holy aura, mass heal, death pact, mass death ward, protection from spells, Demand
9th level:
gate, foresight, pavilion of grandeur, prismatic sphere, true resurrection, sublime revelry, undeath's eternal foe, Dominate Monster
Equipment
WBL: 13,000gp
Custom Item: Vestment version of a 'Domain Idol' of Galaeros (Faith of Eberron) (plant domain),
usable by Healers only ( -30% reduction in cost) = 7000gp
slot less to body slot.. 1/2 cost - Vestment (body) = 3500gp
taking this slot as is most in keeping to effect
Leadership
Leadership = cha (2) + stronghold (2) + fair & generous (1) + Special power(1) + level (6) = 12
Which gives me:
1 x 4th level cohort "Sir Cadus" is a 4th level Dwarven Knight
8 x 1st level Gold Dwarf Healers of Galearos, and all have the circle feat,
Gold Dwarf Dweomersmiths
You gain +1 caster level when casting a spell that creates a weapon or enhances an existing one. An 11th-level caster with this feat, for example, grants a weapon a +4 enhancement bonus when she casts greater magic weapon, not just a +3 enhancement bonus. This bonus caster level allows you to exceed the normal maximum effect allowed by a spell.
The tradition of gold dwarf dweomersmiths includes the following spells at each level:
1st--bless weapon, magic stone, magic weapon, shillelagh;
2nd--flame blade, Melf's acid arrow, spiritual weapon;
3rd--flame arrow, keen edge;
4th--greater magic weapon, holy sword;
6th--blade barrier, spellstaff;
7th-- changestaff, Mordenkainen's sword.
Other spells gain this benefit if they target a weapon. Additionally, any magic weapons you fashion cost 5% less in gold pieces to make. The experience point cost is unaffected
Build Concepts
Every day we performance circle, this gives me 8 spell levels, which she heighten one spell to 9th level! The rest she use to raise my caster level by 2
Every evening up leading up to the battle she spontaneously convert the heightened spell in to the 9th level Plant Domain Shambler This summons 1d4+2 shambling mounds, and if set to guard the city against attackers, they will guard for 7 months! This averages out to 4 Shambling mounds a night (4.5 x 7 = 31 Shambling Mounds), whilst in guard mode, they can only roam with in 100+ 10'/cl range (so 260 ft) from each specific guard point. The last 3 days I have them guarding me, and can roam freely, but it only lasts for 7 days
My cohort and followers will use any and all means to create defences,
They will create their own circles (if they have spells left to use)
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