| Post/Author/DateTime | Post |
|---|---|
| NeSoDak01-11-07, 01:17 PM | Okay, I live in the Shield Lands, and we are starting a new story arc. One of the benefits of being a Shieldlander (this is a metorg for the Shield Lands) is that you get access to the PrC Combat Medic (found in Heroes of Battle). I have been toying with the idea of creating a character with the intent of becoming a ComMed. I am open to any suggestion. I would like the character to worship a deity that allowed Healing as one of the domains; the character would be a medic after all. Other domains I have looked at are Protection, Celerity, Community, and Travel. Race can be anything, but I do realize that a Dwarf, Halfling, and Gnome would limit the speed at which you would aid your fallen alies. Also, I am curious as to what everyone thinks as far as a starting class. Cleric or Favored Soul? Haven’t considered stats too hard, but would probably depend more on starting class than race. Just curious what others think of this character build. Looking at it from a roleplaying concept, I have looked at playing a young Touv follower of Berna who is quick with emotional changes, but just as quickly can forgive someone who has wronged them. I’ve also looked at playing an elderly Backlunish follower of Al’Akbar who looks upon his fellow adventurer’s as their children whom they must protect as part of their duty as an adventurer. Stats I’ve considered for the above two concepts: STR – 10 DEX – 14 CON – 14 INT – 8 WIS – 16 CHA – 12 Any help is welcome. Please do not try to completely munchkin the character, I would like to try to make this character more balanced, but very good at healing/protecting the party. I know that last sentence sounds contradictive, but I’m not quite sure how to properly state it. Thanks, |
| CrystalBlue01-11-07, 02:53 PM | Combat medic goodness. ^.^ Might I have a moment of your time, good sir? I am the Honorable Remi Skyes, Knight of the Holy Shielding and Sacred Inquisitor of the Church of our most honored and holy Archpaladin, here in Critwall. Maybe I could offer you some tea? :D Combat medic should have two things. AC and HP. Because, after all, you'll be going into combat situations. It's a good thing you already are required to take Dodge and Mobility. Might I suggest answering the call to justice and taking up arms in the name of the Archpaladin? Reason I say this is that your combat medic levels will be focused on your healing. You also need to make sure you keep yourself alive. I like your stats, but might I change them a bit? STR – 10 DEX – 14 CON – 14 INT – 10 WIS – 16 CHA – 10 You won't be doing any damage in combat, and you shouldn't be expected to. Just keep the Str at 10. Dex is good for the AC you'll want. So is Con for the Consentration and HP. The only reason I switch your Int and Cha around is...let's face it, if you're not the Shinning Rays of Pelor, there's no way you're going to turn much anyways. Get the Int, give yourself a nice Heal and Religion check...and cross-class into Tumble. Why Tumble? Why not? Why take an AoO leaving or entering threatened areas when you don't have to? War and Glory for your domains. War, so you can pick up a long sword when needed, and Glory for the off-chance that you can turn something. Might as well spend it as a Greater Turning. Main reason for those two domains, though, is the spells they provide. I don't like the Healing domain because that's what Spontaneous Cure is for. Travel's great to get up to a person, but if you take AoO's and go down anyways...what's the point? And I think it would be interesting to be a Combat Medic of Heironeous. Come and join me and May The Axe Grow Great! :D *says the 16 year old Church Inquisitor* |
| UMiskatonic01-11-07, 03:49 PM | Moving slowly isn't a big deal. Vigor spells, sacred healing, and the insignia of healing spell all work at a distance, as does close wounds, if you find it. By 5th level, you can generally remain immobile and still do your job. |
| UMiskatonic01-11-07, 03:51 PM | You said that you wanted good balance. Of what? Turning undead Healing Utility spells Melee power Ranged power Useful skills Diplomacy with others Crafting magic items Trapfinding/disabling I think if you pick two primary, and one-two secondary choices, we can get you started. Vague statements like "Make him good" are hard to work from. |
| NeSoDak01-11-07, 04:13 PM | Okay, how about Healing, Utility spells as primary and Useful skills as secondary. |
| NeSoDak01-11-07, 04:14 PM | CrystalBlue I see in your signature that you have a griffon rider. You wouldn't happen to be a Halfling Griffon Rider? Ever stop by Dewey's? |
| CrystalBlue01-11-07, 04:31 PM | I have stopped by Dewey's for a bit, yes. ^.^ But, my griffon isn't big enough to ride, yet. (Got the access to him in May The Axe Grow Great...but the triad never got back to me untill October of this year. *sighs* Gotta wait long time now...) If you're going utility, I would still go Heironeous. Trust me, you'll never know how useful Magic Weapon will be until you have to put it on the BDF's weapon. If you're not going turning at all, then I would strongly suggest that you put the rest of your Cha into Int. This will give you more skill points (as clerics are SERIOUSLY lacking in this). And continue going human. Do take Sacred Healing when you can, and higher up, I'd take Skill Focus (Con) or Combat Casting. Come on...you know you want to serve Heironeous. *nudge, nudge* |
| NeSoDak01-11-07, 04:44 PM | I have stopped by Dewey's for a bit, yes. ^.^ But, my griffon isn't big enough to ride, yet. (Got the access to him in May The Axe Grow Great...but the triad never got back to me untill October of this year. *sighs* Gotta wait long time now...) Don't worry, it will happen. And when it does, WHOA! It is unbelievable. At least for my character it was a rush (spearchucker with mounted combat). And as a halfling, you get to ride your griffon sooner rather than later. Just be careful, those 3HD don't last long when you are playing APL8+, believe me, I've come darn close to losing my a couple of times. If you're going utility, I would still go Heironeous. Trust me, you'll never know how useful Magic Weapon will be until you have to put it on the BDF's weapon. If you're not going turning at all, then I would strongly suggest that you put the rest of your Cha into Int. This will give you more skill points (as clerics are SERIOUSLY lacking in this). And continue going human. Do take Sacred Healing when you can, and higher up, I'd take Skill Focus (Con) or Combat Casting. Come on...you know you want to serve Heironeous. *nudge, nudge* As far as Heironeous goes, I'm sure a good friend of mine, who's main character is an Undead destroying Heironeous cleric, would have a good laugh if I played a Heironeous cleric. I'll consider it, but I wouldn't want to steal his thunder. :D |
| CrystalBlue01-11-07, 04:53 PM | Oh no...you won't be stealing any thunder...the thunder and lightning is the Archpaladin's alone. We are just humble servants of his will, ready to route out evil where ever it hides. You shall be a shining blade along side him, a weapon for him to weild. An instrument through which his divine might may be channeled and, ultimately, struck down upon his foes. But...yeah...it's cool over here on the light side. :D |
| clannagh01-11-07, 06:48 PM | Okay, how about Healing, Utility spells as primary and Useful skills as secondary. if your focus is healing there are a number of complete divene feats that transform turn attempts into things like a burst of maximised heals for a round or fast healing 3 for every living thing in 60' (note this will likely help the bad guys as well if they arent constructs or undead) |
| Iswald01-14-07, 02:18 AM | With combat medic, you may want to consider druid or bard instead of cleric, heading for fochlucan lyrist (if you're looking for something different). Although, if you take favored soul, you can also join one of the Shield Lands meta-orgs to enter sacred exorcist so that you can use your high charisma with turning based feats. Combat medic has knowledge religion as a class skill. You'd need to get knowledge planes somehow, if I'm not mistaken (perhaps the well read feat, dragon 315). |
| The_Ryan02-24-07, 04:03 AM | Pretty much the character I am playing right now, but I only got access to the Combat Medic recently. So I will give you the build I would use if I could redo my Cleric. Str 10 Dex 14 Con 14 Int 10 Wis 16 Cha 10 Cleric to level five then move onto Combat Medic Domains: Healing Strength Skills: Concentration Heal Knowledge Religion maybe others Feats: Combat Casting Skill focus - Concentration Dodge Augment healing Sacred Healing This is the path of my character. I built him as a healing character, not made for fiighting. Armor Class and Hit Points are my main concern. Mostly my party members hit points. I could go in depth with a level by level guide as to my thoughts on this character if you want, but it is my character and you'll likely want more of a personal touch on it. Ryan |
| jstorrie02-24-07, 04:28 PM | Mass Lesser Vigor plus the Aid kicker is the 'trick' of combat medics - you can do this at character level 10. Since the kicker abilities are limited by wisdom, starting with Druid or Cleric is advised. I'd go with Cleric. Divine Ward is a good feat choice. |