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Diegodod
2018-05-19, 09:48 AM
I am joing a new campaign . In this history whe can create our own weapon and mine is:

Light knife 1d6 18-20x 3x pirsing 15 stacks
Light knife 1d4 18-20x 3x pirsing 12 stacks

when I hit a enemie I earn 2 stacks, I can use this stacks to heal players (1 to 1)


I am thinking in:

Cleric 3/fighter 2/Morninglord of Lathander 1/radiant servant of pelor 10

feats:
Improved Turning (lv 1)
Divine metamagic[extend power] (flaw 1)
Augment Healing (flaw 2)
Two-Weapon Fighting (flaw 3) (the master allows 3 flaws)

I whant to extract the max of this weapons, and be a masive healer
how can I do that?

My weapon
Ty guys <3https://i.imgur.com/GzIHc7p.jpg

MeimuHakurei
2018-05-19, 10:22 AM
You want to maximize healing? Even though it's not too strong of a combat role, there's a few nice things you can do to optimize that:

(Before any of this, you want to have good Charisma to boost some of these things)

1. The Healer class - one level dip grants you access to Healing Hands, which causes your healing spells to heal more equal to your Charisma modifier.
2. Take those feats in order: Extend Spell, Persist Spell, Divine Metamagic (Persist Spell) - this lets you burn seven turning attempts for the day (get Improved Turning to help yourself) to let a spell with a fixed range or that targets only you for 24 hours - Mass Lesser Vigor is a good option that makes your party regen 1 HP per round, basically taking care of all out-of-combat healing.
3. Don't actually prepare any of your healing spells - Clerics can spontaneously convert any of them into cure spells. Focus your spell selection on buffs, condition removal and battlefield control (in that order)
4. Consider taking levels in Crusader instead of Fighter - the Devoted Spirit manuevers allow you heal/protect your allies while you're attacking. You even get higher level manuevers for dipping it late since half your other levels count for your initiator level.
5. Chain Spell and Quicken Spell are helpful metamagic feats to boost your action economy when using buffs and heals.

Vizzerdrix
2018-05-19, 10:30 AM
(Before any of this, you want to have good Charisma to boost some of these things).

If you do this, you may wish to also add stunning to your weapon. Could buy you some time to top off your crew when they get busted up.

Diegodod
2018-05-19, 10:48 AM
I have 85 attributes to use: minimum 8(6 race) max 18 (20-22 race)

so i am thinking in:Human

STR 12
Dex 15
Con 16
int 10
wis 16
cha 16

Biffoniacus_Furiou
2018-05-19, 11:11 AM
Drop the Fighter levels, make it Cleric 5/ Morninglord 1/ Radiant Servant 5/ Morninglord 9 for your final build. Cloistered Cleric (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#clericVariantCloistere dCleric) may be better in the long run, trade the free Knowledge domain for Knowledge Devotion and put at least one rank in each of the Knowledge skills that identifies a creature type.

Domains should be Sun and Healing, use the PH2 spontaneous domain casting ACF for the Healing domain so you can convert any prepared spell into a Healing domain spell. This should allow your Radiant Servant empower healing to work on those, since it only works on Healing domain spells you cast, which would normally be limited to spells from that domain that you cast from domain spell slots. Your extra domain from Radiant Servant should be Glory.

Be a Human and take two flaws (http://www.d20srd.org/srd/variant/buildingCharacters/characterFlaws.htm) to get two extra feats. Vulnerable and Weak Will should have the lowest drawbacks. Get Extend Spell, Persistent Spell, Divine Metamagic: Persistent, Improved Turning, Extra Turning, and Two-Weapon Fighting by 6th level. Your 9th level feat can be Craft Rod so you can make your own pile of Nightsticks.

Use DMM: Persist on spells like Divine Power, Magic Circle Against Evil, Mass Lesser Vigor (on the whole party), Elation (on the whole party), Righteous Wrath of the Faithful (on the whole party), etc. Get a bunch of Nightsticks from Libris Mortis, their benefit is not expressed as a bonus so the rules on stacking bonuses from the same source won't apply, plus it's based on Extra Turning which explicitly stacks with itself. Every two Nightsticks you get will be another Persistent spell plus one more turn undead use.

Get a Reliquary Holy Symbol and be sure to have enough spare TU uses to use Greater Turning to destroy any undead you encounter. Get a Rod of Defiance, Scepter of the Netherworld, Ephod of Authority, Phylactery of Undead Turning, etc. to make your effective Cleric level so high that your Greater Turning will automatically destroy any level-appropriate undead encounter in a single action. Get Gloves of the Balanced Hand to have Improved TWF without spending a feat or needing the Dex prerequisite, don't bother trying to get Greater TWF.

Buff yourself with (Extended) (Greater) Luminous Armor every day, get a Rod of Bodily Restoration to fix the Str damage sacrifice you take when the spell ends. Get a Monk's Belt to add your Wis bonus to your AC. You can eventually use DMM: Persist with Holy Star (three times, one for each mode, when one's Spell Turning runs out switch it to a different mode and put another one on that mode), Stormrage, Greater Visage of the Deity, etc. Get a Greater Rod of Chain Spell and use it with Destruction, since the spell deals hp damage the secondary targets won't have an easier saving throw.

Edit: Go Str 18 or 16, Dex 15, Con 12 or 14, Int 10, Wis 18, Cha 12

Diegodod
2018-05-19, 02:11 PM
now I realize
the healer can not be a combatant
I'd like a class that can heal and be a 2 weapons fighter.
any ideas for this?

ty gain guys

Falontani
2018-05-19, 03:32 PM
Strongheart Halfling (25 pt buy)
6 str
12 dex
14 con
12 int
14 Wis
15 Cha (Level ups here!)



Level

Class

Base Attack Bonus

Fort Save

Ref Save

Will Save

Skills

Feats

Class Features


1st

Healer

+0

+2

+0

+2

20 points, get prerequisites for classes, max heal

Sacred Vow, Vow of Chastity

Healing Hands



2nd

Healer

+1

+3

+0

+3


Skill focus Heal(B)




3rd

Healer

+1

+3

+1

+3


Least Dragonmark of Healing

Cleanse Paralysis



4th

Healer

+2

+4

+1

+4



Cleanse Disease



5th

Healer

+2

+4

+1

+4



Cleanse Fear



6th

Healer

+3

+5

+2

+5


Lesser Dragonmark of Healing

Cleanse Poison



7th

Healer

+3

+5

+2

+5

Should be done with prerequisites other than ride


Effortless Healing



8th

Healer

+4

+6

+2

+6



Unicorn Companion



9th

Healer

+4

+6

+2

+6


Mounted Combat

Cleanse Blindness



10th

Healer

+5

+7

+3

+7



Cleanse Spirit



11th

Soldier of Light

+6

+9

+3

+7



Turn Undead, Detect Undead



12th

Prestigious Paladin

+7

+11

+3

+7

Should be done with ride requirement

Greater Dragonmark of Healing

Smite Evil 1/day, Turn Undead, Detect Evil



13th

Beloved of Valarian

+8

+13

+3

+7



Call Unicorn, Telepathic Bond, Timelessness



14th

Prestigious Paladin

+8

+14

+3

+7



Divine Grace, Lay on hands, Special Mount



15th

Soldier of Light

+9

+15

+3

+7


Augment Healing

Divine Grace, Smite Undead



16th

Soldier of Light

+10

+15

+4

+8



Positive Fortitude



17th

Soldier of Light

+11

+16

+4

+8



Energon Companion



18th

Healer

+11

+16

+4

+8


Healing Strike




19th

Healer

+12

+17

+4

+9






20th

Healer

+12

+17

+5

+9



Cleanse Petrification





What this character gets!
2 (maybe 3 depending on DM) Unicorn Companions, and an Energon Companion.
Unicorn Companions each can cast Cure Light Wounds 3/day and Cure Moderate Wounds 1/day, giving you 6-9 extra uses of cure light wounds, and 2-3 extra uses of Cure moderate wounds, and allows you to break action economy with this healing. Along with 2-3 Circle against Evils just roaming the battlefield. Not to mention the fact that you have 2-3 unicorns… just following you. Like who doesn’t want unicorns!
Next we have our energon Companion! The Energon Companion is an incorporeal ball of positive energy. Able to use it’s Positive Energy Lash 5 times per day (and less well known) it’s positive energy ray at will! Positive Energy Lash adds 2d8+5 positive energy as part of a touch or ranged attack (like their positive energy ray). Their Positive Energy Ray is a ranged attack that deals 1d8 positive energy damage to any creature it hits. That is all healing for living creatures. They can also perform 2 touch attacks in a round as a full attack action that does 1d6 points of damage (incorporeal touch). That one doesn’t heal, so doesn’t matter as much.

So now for 4 rounds straight you are able to cast 4-5 different healing effects each round on different or the same targets.

Now for the main reason we’re here. The healer herself! With the dragonmark of healing we get 3 uses of Cure Light Wounds, 2 uses of Cure Serious Wounds, 1 use of Heal, and access to Healing Strike. Healing Strike is a lovely feat that whenever you hit someone with a melee strike you can heal yourself or an adjacent ally as a swift action by spending action points (which you have an absurd amount of if you haven’t been using them for anything). Not to mention your a CL 14 Healer, which gives us access to Resurrection, Raise Dead, Heal, Regenerate, and every cure spell in the game. With 1 more caster level we can grab Mass Heal. Your spell list pretty much consists of healing spells, and you excel at them.

Strongheart Halfling (25 pt buy)
13 str
15 dex
14 con
10 int
8 Wis
13 Cha



Level

Class

Base Attack Bonus

Fort Save

Ref Save

Will Save

Skills

Feats

Class Features


1st

Crusader

+1

+2

+0

+0


Two Weapon Fighting

Furious Counterstrike, Steely Resolve 5



2nd

Crusader

+2

+3

+0

+0



Indomitable Soul



3rd

Crusader

+3

+3

+1

+1


Power Attack

Zealous Surge



4th

Crusader

+4

+4

+1

+1



Steely Resolve 10



5th

Crusader

+5

+4

+1

+1






6th

Soldier of Light

+6

+6

+1

+1


Sacred Healing

Detect Undead, Turn Undead



7th

Soldier of Light

+7

+7

+1

+1



Divine Grace, Smite Undead



8th

Soldier of Light

+8

+7

+2

+2



Positive Fortitude



9th

Soldier of Light

+9

+8

+2

+2


Improved Two Weapon Fighting

Energon Companion



10th

Soldier of Light

+10

+8

+2

+2



Divine Vengeance



11th

Soldier of Light

+11

+9

+3

+3






12th

Soldier of Light

+12

+9

+3

+3


Extra Turning

Positive Energy Burst, Energon Companion



13th

Heir of Syberies

+12

+11

+5

+5


Action Surge

Additional Action Points



14th

Heir of Syberies

+13

+12

+6

+6


Mark of Stars

Syberies Mark



15th

Heir of Syberies

+14

+12

+6

+6


Healer’s Strike

Improved Syberies Mark



16th

Crusader

+15

+13

+7

+7



Smite 1/day



17th

Crusader

+16

+13

+7

+7






18th

Crusader

+17

+14

+7

+7


Greater Two Weapon Fighting

Steely Resolve 15



19th

Hellreaver

+18

+16

+7

+9



Holy Fury, Furious Strike



20th

Hellreaver

+19

+16

+7

+10



Divine Succor





1: 5 known, 1 stance
Crusader's Strike, Douse the Flames, Leading the Attack, Charging Minotaur, Stone Bones
Martial Spirit
2: 2 stance
Leading the Charge
3: 6 known
Battle Leader's Charge
5: 7 known
Revitalizing Strike
16: IL: 11
17: IL: 12, 8 known
War Leader's Charge
18: IL: 13, 3 stances
Aura of Triumph

__
What this guy does: Wielding 2 weapons he charges to the front with 2 Energon companions flanking him. On each of his turns whenever he uses either Crusader’s Strike or Revitalizing Strike he heals allies on his team for 1d6+5 and 3d6+10 respectively. Whenever he hits with an attack he can activate his Healer’s Strike to heal nearby allies or himself for up to 3d6. At the beginning of an encounter he enters a Holy Fury which gives him 2+cha mod points which he can use to either do smitelike attacks against evil creatures, or heal creatures within 20 ft of him as a swift action. Mark of Stars makes it so that he is never surprised. As a full round action he can grant all allies within 60 ft fast healing 3 for 1+cha mod number of rounds. Add to the fact that whenever he successfully strikes an evil creature he heals himself for 4 points, or he can heal someone nearby for 2. He won’t heal for a lot in one amount, but he will constantly have low numbers of healing stream out throughout the combat. He has a mix of damage when charging and healing when just fighting. When the situation looks dire he can cast Mass Heal at CL 15 twice per day, healing all allies within 60 ft of him for 150 points and curing them of most ailments. He is definitely able to be a primary healer up until someone dies. If playing in Eberron since he has the Syberies Mark of Healing he could theoretically carry a Beir of Resurrection in his portable hole, and be able to cast resurrection up to twice per day, although it is costly! Finally his Energon Companions each can heal 3d8+5 up to 5 times/day each, and 1d8 an unlimited number of times per day.



Both work as healers, one will do better at healing, one will do better as a melee combatant that has a heavy focus on healing.

Goaty14
2018-05-19, 10:24 PM
1. The Healer class - one level dip grants you access to Healing Hands, which causes your healing spells to heal more equal to your Charisma modifier.

No. That ability only applies to spells cast by healer spell slots, so a dip shouldn't be advised.

animewatcha
2018-05-19, 11:23 PM
Will need to check with DM as morninglord and radiant servant both have conflicting patron deities.

Eldariel
2018-05-19, 11:25 PM
now I realize
the healer can not be a combatant
I'd like a class that can heal and be a 2 weapons fighter.
any ideas for this?

ty gain guys

Cleric fights extremely well, so just go with that. You don't need Fighter levels; indeed, Cleric buffs actually make the Cleric a better class for fighting than the Fighter. Taking more Cleric levels gets you better buffs thus allowing you to both, fight and heal more. Just cast or persist Divine Favor, Divine Power and Righteous Might and go to town. TWF is a bit hard on a caster since you need a hand free to cast spells, but Somatic Weaponry [Complete Mage] works to that end for instance.

Biffoniacus_Furiou
2018-05-20, 12:26 AM
Will need to check with DM as morninglord and radiant servant both have conflicting patron deities.

Pelor is a Greyhawk deity, while Lathander is a Forgotten Realms deity. On page 9 of the Forgotten Realms Campaign Setting there's a list for converting core (Greyhawk) deities to Forgotten Realms equivalents. Pelor corresponds to Ilmater, Lathander, and Torm, so it would definitely be possible to have a Morninglord of Pelor or a Radiant Servant of Lathander. The two are interchangeable.

Diegodod
2018-05-20, 01:28 AM
Ty you guys, i am reading everyting

How can I buff mass vigor more then persistent metamagic?

The combat medic buffs persists with the vigor time heal?

Ty again for the help

darkdragoon
2018-05-20, 04:19 AM
Ask if the Therapeutic Mantle soulmeld would boost those stacks.