Healing only Front-line Fighter [Archive] - Wizards Community

Post/Author/DateTimePost
Alpha_Nerd

12-21-06, 11:13 AM
I was thinking about a Divine Crusader of the healing domain. The basic thing is something like this

Paladin 4/Fighter 2/Marshal 2/Divine Crusader 7

feats:

1 Skill Focus: Diplomacy
1 Power Attack
3 imp bullrush
marshall: The divine one where you turn turn attempts into fast healing
ftr Weapon Focus: Whatever
ftr shock trooper
6 imp sunder
9 combat brute
12 practiced spellcaster
15 something

Pretty much a front-liner that can either heal himself if he needs to or heal one of his fellow melee fighters that is a little more Glass-Cannon than him like a big raging barbarian or a centaur or something like that.

EDIT: Bah mis-worded the title, but if you've read the whole post you probably figured that out by now.
jstorrie

12-21-06, 01:12 PM
My current character build is as follows, and I think is what you're looking for:

1 Human Paladin of Al'Akbar (or Pelor, if you want to go 1H+shield) Skill Focus: Diplomacy
2 Pal
3 Pal Improved Bull Rush
4 Pal
5 Mrsh Sacred Healing (Motivate Attack or Motivate Care)
6 Mrsh WF: Falchion (Force of Will)
7 Ftr Shock Trooper
8 Mrsh (Motivate Dexterity)
9 Divine Crusader Endurance
10 Divine Crusader
11 Divine Crusader
12 Divine Crusader Extra Turning
13 Divine Crusader Weapon Specialization: Falchion
14 Divine Crusader
15 Divine Crusader Leadership

My reasoning is as follows:
1. No divine might: hitting the high damage numbers is fun, but with only two attacks per round, the potential damage bonus is not worth the potential healing cost.
2. Mrsh3/Ftr1 over Mrsh2/Ftr2: if you can't stomach xp penalties, this is not for you, but I feel that Motivate Dexterity is basically a must-have for the high levels. The problem is that you'll want another aura to switch to, especially if you run into another Marshal (as every Marshal gets Motivate Dex, right?) APL8 is about where GP begins to outstrip XP anyway, so slowing your progression at this point is more of a bonus than a penalty.
3. No Practiced Spellcaster: +4 to healing spells? Not really worth a feat for this character.
4. Endurance = sleeping in mithril fullplate, at about the point where it's worth the expense. I actually have a favour that would make mithril fullplate cost-effective by CL6, but there's no way I'm delaying Shock Trooper.
5. Leadership: for retirement into notable-NPC purposes.
6. No PrCing out of Divine Crusader: first of all you will get table variation on whether or not you can expand your Divine Crusader spell list with bonus domains. Second, you want to stay in long enough to get Weapon Specialization, and the next two levels are full bab and have a save bump, so there's really no reason to leave - and you get Darkvision, too.

The one feat that is up for changing is Extra Turning, and I might consider taking Improved Buckler Defense at this point if I have access to +2 shields or nice magical shield modifiers. Improved Sunder/Combat Brute isn't a terrible idea if you really can't stomach the 20% xp penalty, and an awwwwesome idea if you want to petition your triad to turn your guy into a Blackguard recurring villain NPC after retirement...
CrystalBlue

12-22-06, 03:23 PM
Here's mine...and mine's not even a fighter. ^.^

Cleric 8 / Church Inquisitor 4

Why do I call this a front-line fighter and healer? Because I am a front-liner with my moderate AC of 24. Though, at my APL, I need to invest more, I think. Though, all of my feats went into 2 x Extra Turning, Maximize, Divine Metamagic (Max) and Skill Focus (Consentration). I'm a dumb cleric, so all of my points went into concentrate, spellcraft and knowledges.

If I was yous, I'd pull up with a good fighter cleric first, like Heironeous, and keep a fair strength and con. Go War and Glory and keep that for a few levels. Take Skill Focus (con) and Combat Casting. Then, I would take a few Extra Turnings, Metamagic (quick), then Divine Metamagic (quick). This way, you can stay up in the front lines, cast a spell, and take your full attack. I recommend the Divine Power spell and quicken it. That way, you can Divine Power as a free action and get up to where the action is. That's my idea, though. :P