| Post/Author/DateTime | Post |
|---|---|
| Mokopolis04-25-05, 05:52 PM | I'm about to start a 10th level campaign, and I drew the healer out of the 4 iconic roles. I'd like to be a bit tougher than your average cleric and possibly make a notable contribution in fighting. Stats are 4d6 or 32 point buy and only core, complete and races books are available. Setting is greyhawk. I'm thinking about a human Pal1/Clr1/Favored Soul xx or maybe something with Fist of Raziel levels. All helpful suggestions are welcome and appreciated. :) |
| GaffeR04-25-05, 06:06 PM | i'm in love with the cleric/FoR builds. 10 cleric/10 FoR gets you BAB 17 and CL 19 8 Cleric/2 Pal/10 FoR gets you BAB 18, CL 17, Divine grace and another smite Hell, with the right feats and spells any cleric can be a melee machine (Note, i only mention FoR because you did :D ) |
| Mokopolis04-26-05, 02:23 PM | Thanks for the advice GaffeR. I agree FoR is just too good to pass up. The thing with this build is, I doubt we're going much further than level ten. This is basically a one-to-two session dungeon crawl to test out Fantasygrounds as a viable web-based gaming tool. So its main focus is just the numbers really. Since I got nominated (by process of elimination, actually) to be the healer, I need to do decent healing, but I also want to share to "bringing the wood" So for this reason, I turn to you, O Optimization Community, to build something effective in combat (which is going to be the crux of this short campaign, and still able to stitch four characters back together. |
| imneuromancer04-26-05, 04:12 PM | Druid 10. Memorize all (or mostly) CURE and VIGOR spells, spontaneously make them Summon Nature's Ally if you need some combat assitance. Between Wildshaping and you animal companion, you can do a lot of damage, too, because you can now be a "large" animal. |
| tafkamhokie04-26-05, 05:59 PM | One thing that may help is the Sacred Boost feat from complete divine. You burn a turn undead attempt to maximize all cure spells cast on anyone within 60 feet in the next round. If you are the only healer, this helps you heal the party back up with the fewest cure spells possible...which leaves more spells available to buff yourself. It is really handy outside of combat when you are bandaiding everyone back together. If you have rangers, paladins, druids, bards, or even rogues with a good Use Magic Device bonus, you can have everyone take out their Wand of Cure Light Wounds and they will all heal 9 hit points for the next round. A very cost-effective way to heal a party after a nasty fight. If you can combine it with Quicken Turning so you can activate the Sacred Boost as a free action instead of as a standard action, even better. But that is two feats and feats tend to be precious to a cleric. |