Healer Builds [Archive] - Wizards Community

Post/Author/DateTimePost
Ralis

05-07-07, 11:25 AM
I've looked, and I don't see any builds for the healer class from the MH. Here's the build I have at first level.

Halfling Healer of Yondalla
str 8, dex 16, con 14, int 10, wis 14, cha 14

Feat: I havn't decided yet, but I'm leaning towards Weapon focus Light crossbow, or point blank shot.
Genghis Cohen

05-07-07, 11:56 AM
A few things. LG is a 28 point buy. I think you statted out a 24 point buy. Definitely put two more points into Con. 2 more points into strength is not a bad idea due to encumberance issues (like wearing armor.)

As for a feat, Augment Healing would be my first choice.

I'd avoid any combat feats because your ability to contribute as a combatant will be sub-par at APL2, and it will only get worse. I'd concentrate on your strengths. Unfortunately I'm at work and I don't have my books to look over.
Ralis

05-07-07, 12:05 PM
Your right about the stats, I must have added them up wrong. Thank you for the feat suggestion. Edited stats.
Mommy was an Orc

05-07-07, 12:10 PM
Healer tends to be a relatively weak class - the inability of a Healer to buff his own party, do divination, or help take down an opponent makes harder for him to contribute - if you go first, no one usually needs healing. He also lacks the spells necessary to take advantage of CWI - no resistance, owl's wisdom or eagle's splendor? That's a huge disadvantage against a Cleric capable of crafting his own items.

He's also got that weird mount capability. I'd look at doing one or more of the following things:
Healing: Spontaneous Healer(probably one of the most important ones - frees up the ability to not always take lots of cure spells), Augment Healing
Mount: Mounted Combat, Ride-By-Attack, Spirited Charge, Power Attack, Improved Bullrush, Shock Trooper. Might mean a level of Seeker for proficiency in Lance.
Domains: Seeker of the Misty Isle, Divine Oracle, Contemplative - 1 level dips in one or more of them.
amnuxoll

05-07-07, 12:26 PM
I shared a table with a Healer for the first time this weekend during an intro mod. The character had the Augment Healing feat and used a longspear to aid melee types on their AC. She was fairly effective.
Ralis

05-07-07, 12:39 PM
I was thinking about multiclassing into an arcane caster to help with item creation (probably sorcerer) and I have thought about the mounted combat option.

As for longspear, Since I'm using a halfling she couldn't use it (at least according to the older book since I don't have 3.5 phb, its just too big)
Mommy was an Orc

05-07-07, 01:19 PM
I shared a table with a Healer for the first time this weekend during an intro mod. The character had the Augment Healing feat and used a longspear to aid melee types on their AC. She was fairly effective.

I'm not saying they're useless - but you're looking at a Healer at the height of their power - spells per day are very limited, charisma to spells is most significant, and CWI hasn't come into play(Pearls, Vests of Resistance and Stat Items) - having 4 CLW during a day isn't a bad thing especially when the cleric is only casting 2 CLWs. Once the Cleric crafts 5 Pearls in a TU, the balance greatly shifts.

You generally only have so many rounds to heal in combat and they're not that much better at doing it than a cleric. But there are a lot of combats where the Cleric buffs the party, blasts the opponent, or readies an action, and the combat therefore ends one or two rounds faster as a result.

And a round or two where you're not being swung at means you don't need as much healing and you likely don't die as often.
Japangirl

05-07-07, 10:07 PM
I personally like the Spell Focus (Conjuration), Reach Spell, Metamagic School Focus (Conjuration) combination so that you can Heal people as a 7th level spell from 30 feet away. Take Augment Healing as well, of course. You do nothing but heal, but you do it extremely well. Spontaneous Healer is also a great feat for this build.

I also like Contemplative and Divine Oracle for domains, so that you can pick up some utility and/or blasting. A healer of Yondalla could pick up Oracle and then Plant from contemplative for Barkskin, or various other domains that have either damage or buff utility in them.
Morgen

05-10-07, 08:15 PM
Don't worry too much about compairing yourself to clerics. What you should worry about is if your enjoying the game, playing the healer and all that.

Folks, I've often had to sit down at tables where it was almost all clerics, where my level of warmage was the only arcane at the table, and even a few without any divine or healing of any sort. All those games wen't just fine, we didn't TPK, no one died.

So I would like to ask you all to please stop going on about this like you are. If people wanted to make clerics, then they would have. If they want to try something different, help them out and don't try to talk them into playing something that doens't have anything to do with the class they're asking about.

/rant
Mommy was an Orc

05-10-07, 08:41 PM
So I would like to ask you all to please stop going on about this like you are. If people wanted to make clerics, then they would have. If they want to try something different, help them out and don't try to talk them into playing something that doens't have anything to do with the class they're asking about.

They were wondering where the Healer builds were. There aren't very many because the class is relatively weak. Healer's the class you play because you want to play it, not because you're a relatively new player and someone tossed out the idea at you.

If you're the 2nd, Healer's a horrible choice. Simply because you won't get to experiment a lot over time with different spells.
paigeoliver

05-11-07, 12:07 AM
Ok, here is a healer build that both heals and can lay the smack down in some fights.

Race Human

Str 14
Dex 8
Con 14
Int 8
Wis 14
Cha 16

The character will have a terrible armor class. Healers almost always do, we aren't even going to bother wasting stat points trying to improve that. If you can find some dragonhide plate then wear it, otherwise have armor class 11 and like it. This build requires eventually getting 3 more wisdom points, I suggest a +2 item and the 12th level stat bump. 4th and 8th bumps should go into charisma. This is a lance charging healer.

1. Marshall. Mounted Combat, Ride by Attack. - Charge damage aura.
2-15 all healer.
3. Spirited Charge
6. Augment Healing
9. Magic of the Land
12. Power Attack
15. Doesn't matter, whatever it is you probably won't even ever use it or get to this level.

Alternate charging Healer build.

Same stats as above.

1-8 Healer. Mounted combat, ride by attack, spirited charge
9. Cleric with strength domain. Practiced spellcaster.
10-15 - Healer, take a couple feats.

The alternate build doesn't use a lance, but enlarges both himself and his unicorn mount and then charges in for decent damage.
paigeoliver

05-11-07, 12:26 AM
Also Monk/Healer/Sacred Fist is fairly functional as well. It heals pretty good and fights ok.
jstorrie

05-11-07, 02:19 AM
Healers are not going to make mounted combatants unless you multiclass with fighter and/or hospitaler. They have 1/2 bab! If you go for your unicorn companion, you lose 4 bab already, so I don't think unicorn charging is a great idea. If it was your aim, though, you'd have to go Fighter 1 / Healer 8 / Hospitaler 6 (but don't.)

The unicorn companion is really good, though. So I wouldn't multiclass out before Healer 8. After that point, any of the usual cleric suspects will work–and if you could get access to all of them, Sacred Exorcist/Contemplative/Radiant Servant would be okay. Or just Sacred Exorcist/Master of Radiance?
CdrcJsn

05-11-07, 03:27 AM
I've looked, and I don't see any builds for the healer class from the MH.

Here's one I plan on playing sometime

Half Elf

Str 8, Dex 12, Con 14, Int 10, Wis 14, Cha 16 all stat bumps to Charisma

1) Augment Healing
3) Spontaneous Healer
6) Spell Focus: Enchantment
9) Heighten Spell
12) Chain Spell
15) Greater Spell Focus: Enchantment

Skills: Handle Animal (5 ranks should suffice), Diplomacy, Heal (because a healer without ranks in heal is just embarassing). The rest is up to your taste, though ranks in survival/knowledge nature and religion are recommended in case you find access to Seeker of the Mistly Isle or Contemplative. Concentration would still be useful though you get the ability to cast healing spells without AoOs at 7th level.

Gear: You can fulfill your primary role in the party with just your spells, so you don't really need anything. A few pearls would be nice for out of combat healing. You'll need to use item access to provide defense and mobility since this is where you'll be lacking.

Tactics;
APL 2 - Max out Handle Animal. Buy a riding dog with barding. You're a pretend druid for now. Shoot a xbow if you have nothing else better to do. Once the fight gets going, you're sure to have friends that will need your healing ability. You get 4 cure lights per day at 1d8+6. Your four 0 lvl cure minors heal for 4 points each.

APL 4 - Your dog will still see some use, but you also get your only offensive spell - Calm Emotions. Use it at the beginning of combat to split up the bad guys and have your allies concentrate on the ones not calmed. After a few rounds, you can drop the spell and get to healing. You can cast Mass Lesser Vigor at close range at this point for decent healing (at 4th level, assuming a cloak of charisma +2, you heal 9 points the first round and 1 pt for the next 13 rounds to two targets).

APL6 - Basically same tactics as APL4. You get Mass Cure Light Wounds at level 7 (1d8+19).

APL8 - Pretty much the same as APL6. You get a unicorn mount at level 8 which is like a 4th level fighter cohort that can heal people, has DR and has a permanent magic circle vs evil. At level 9, you can heighten your Calm Emotions to even greater effect and keep it APL appropriate (DC 21). You also get access to Mass Cure Moderate Wounds at lvl 9 (2d8+24, assuming 20 charisma).

APL10 - Same tactics as APL8. At 11th level, you get access to Heroes Feast, an adventuring staple and the primary reason some people want clerics at their tables.

APL12 - ***CHEESE ALERT*** You have access to a Gynosphinx mount at 12th level. That means you get access to all the symbol spells...as spell like abilities. Symbols by themselves are not inherently too powerful, but being able to use them without component costs is...well, it's nice.

Oh, and at 13th level, you can cast a Chained Delay Death at the beginning of every fight.

APL14/16 - Pretty much the same tactics as earlier. At 15th level, you get access to Mass Heal, the only class capable of casting such magic until you get to the high level campaign.

If you can, I highly recommend getting dips into Seeker of the Mistly Isle (main reason the character is a half elf), or Contemplative to add a useful domain.

The spell focus/greater spell focus is there because I can't think of anything more useful. Feel free to take them out (or possibly retrain them out if you find anything more useful).
berpo

05-11-07, 08:34 AM
Here is my future Healer of Zodal named Tenzin Gyatso.
Just to find the meaning of that name.

Human,

STR 8
DEX 14
CON 12
INT 8
WIS 15 (stats boost)
CHA 16

1-8 Healer
9-13 Combat Medic
14-15 (??) not defined. Probably healer.


Feat and ability:

1 (Augment Healing - Spontaneous Healer)
3 (Dodge)
6 (Combat casting)
9 (Extend Spell)
11 (Mobility Free)
12 (chain Spell) (Evasion Free)
13 (spontaneous Heal !!)
15 (??) too far to think about it.
clik_ml

05-11-07, 09:19 AM
CdrcJsn, you may wish to consider slipping the feat Magic of the Land (from RotW) into that build since it effectively can add another +2HP/spell level to any spell your character casts in a naturey setting. Hell, I recommend that feat to any buffing type caster (including arcane) who can put max ranks in knowledge:nature. Healing 6 HP to everyone who gets hasted or 10 HP to everyone who gets Righteous Wrath of the Faithful is just spiffy.

I've been tempted by a healerish cleric who can also summon critters (so that he has some offensive capability when the rest of the table can't be relied upon to bring it in the first round of combat)... but this is at least 5 or 6 down the deck on my stack of characters to start.

Human
10/14/14/14/15/8 (bumps to Wis)
15 Clr of Ehlonna (Animal/Celerity)

Feats:
1-AugmentHealing
1-SpellFocus(Conj)
3-MagicOfTheLand
6-AugmentSummon
9-SpontaneousSummoner
12-RapidSpell or CraftWonderous
15-RapidSpell or CraftWonderous
(I do miss out on crafting til way late, which is a build deficiency, but it should be fun anywho, and this character isn't very dependent upon equipment anyway)

Odd level benchmarks for healing spells:
Level 1
CureLight 1d8+3 (avg 7)
Level 3
CureMod 2d8+11 (avg 20)
Level 5
CureSerious 3d8+17 (avg 30)
Level 7
CureCrit 4d8+23 (avg 41)
Level 9
Mass CureLight 1d8+29 (avg 33)
Level 11
Heal 134
Mass CureMod 2d8+35 (avg 44)
Level 13
Mass CureSerious 3d8+41 (avg 54)
Level 15
Mass CureCrit 4d8+47 (avg 65)
amnuxoll

05-11-07, 12:50 PM
Here's one I plan on playing sometime

...

APL 4 - Your dog will still see some use, but you also get your only offensive spell - Calm Emotions. Use it at the beginning of combat to split up the bad guys and have your allies concentrate on the ones not calmed.



My favored soul uses this approach. I just made 4th level though so I can't tell you how effective it is. The one interactive I played her in I failed all four of my SR checks with Calm Emotions. In fact, I rolled seven d20s in a roll that came up single digits. Unfortunately, that's the norm for me.

I am planning on skipping Chain Spell and sticking with Sculpt spell for the Calm Emotions. I'm not sure if that's wise or not.

:AMN:
Timlagor

05-12-07, 11:36 PM
I'd think Quicken might be worth a slot over SF(E) -a retraining option.

I'd also worry about starting with Wis 14 and not advancing it. Presumably you intend to wear a Periapt...

A Heavy Warhorse (or multiple) is great at APL4 and still useful at APL6 though you will sometimes have space issues.


Berpo: where are you getting your Combat Medic Access?
MeepoTheMighty

05-13-07, 02:54 AM
Berpo: where are you getting your Combat Medic Access?

Combat Medic is open for any character with the "Shield Lander" meta-org. Requirements: Home region of the Shield Lands, 100 gp tithe, 4 TUs
Timlagor

05-13-07, 11:22 PM
Combat Medic is open for any character with the "Shield Lander" meta-org. Requirements: Home region of the Shield Lands, 100 gp tithe, 4 TUs

Thanks.. I may just have an out-of-Region character soon.
CdrcJsn

05-14-07, 01:27 AM
CdrcJsn, you may wish to consider slipping the feat Magic of the Land (from RotW) into that build since it effectively can add another +2HP/spell level to any spell your character casts in a naturey setting. Hell, I recommend that feat to any buffing type caster (including arcane) who can put max ranks in knowledge:nature. Healing 6 HP to everyone who gets hasted or 10 HP to everyone who gets Righteous Wrath of the Faithful is just spiffy.

The only problem with Magic of the Land is that it's unreliable to cast in combat unless you have high int and/or have skill focus(knowledge nature).

The DC to apply the effect is 15+spell level.

So to apply the effect to a first level spell is DC16. A 1st level healer will fail that about half the time, which will use up the spell slot and an action.

Even at higher levels, there's a significant chance of failure. A 10th level healer with 13 ranks trying to apply the feat to a 5th level spell still has a 30% chance of failure unless he has high intelligence (DC20 needed). Way too high to chance wasting an action during combat. Imagine an arcane caster trying to fulfill the role of a primary caster with a 30% arcane spell failure.

Might still be worth taking though, because you still have a good chance of applying it when taking 10 on knowledge checks outside of combat.
Timlagor

05-14-07, 06:28 AM
There's not much point out of combat. It's still a nice little addition then but it doesn't come close to being worth the investment.
clik_ml

05-14-07, 07:56 AM
My overzealousness with that feat is largely due to the fact that I totally glazed over the sentence that sez you lose the spell if you fail the skill check. Harsh.

A druid could still use it fairly reliably thanks to the free +4 they get from Survival and being a druid, and a wizard could too I suppose (though for a wizard to be a decent healer in LG it needs to burn a lot feats... a war weaver healing wizard might be interesting)... it's a lot more grim for the cleric I posted.

It stinks that War Weaver doesn't work for divine casters, since it would be an ideal prestige class for a Healer. Losing a caster level sucks tremendously, but if you can swing it, you can be effectively casting a mass-cure crit as a 4th level spell at character level 10 and Mass Heal as a 6th level spell at character level 12. This capability makes me think that a healing wizard could potentially out-rock most healing builds short of a radiant servant (at least during battles... lesser vigor still wins outside of combat).
Bold

05-14-07, 11:08 AM
Thanks.. I may just have an out-of-Region character soon.

Please note that Shield Lands meta-orgs can only be joined after a Shield Lands regional adventure.