| Post/Author/DateTime | Post |
|---|---|
| NotLestat02-02-08, 11:02 AM | I have a gnome sorcerer/wild soul named Gerkin who just made 9th level after completing Red Hand of Doom. We do not have a regular cleric, or rather, the cleric is quite often absent, but we have a full table at home games most of the time. There has been one or two occasions where the absence of a cleric has put the party in a serious bind. So, I was thinking of taking Leadership as my 9th level feat and getting a cohort to cover us for the times we have space at the table, but then again, the prospect of taking Extra-Spell and having a much needed second dispel magic or fly (as it is the cleric who uses it). I know a Healer (Miniatures Handbook) build would be kind of sucky for an everyday LG character, but what about as a healer? I was thinking of a straight 7th level Healer and giving her Mounted Combat and putting her on my hard-won Giant Owl to fly around on. For flavour the character should be another gnome (Gerking got himself a wifey), but the question is, am I better off with a radiant servant/cleric instead, if having a cohort at all? |
| Sieylianna02-02-08, 12:54 PM | It depends on your definition of viable. Healers can do lots of healing, but they can't affect undead or do any of the other useful things that a cleric can. A healer is more viable as a cohort than a PC because people don't expect as much from a cohort. I'd look at what gives your group problems when the cleric isn't there and decide whether the healer would have prevented those problems. Ed |
| NotLestat02-02-08, 02:24 PM | It depends on your definition of viable. Healers can do lots of healing, but they can't affect undead or do any of the other useful things that a cleric can. A healer is more viable as a cohort than a PC because people don't expect as much from a cohort. I'd look at what gives your group problems when the cleric isn't there and decide whether the healer would have prevented those problems. Ed Yeah, thinking about it, a 7th level cleric could cast some extra dispel magic and fly spells instead of me getting the feat for the extra spell of one. Maybe its worthwhile going that route instead, although a healer might fit in better... tough choice. Do you know of any good buílds for Healers though? I can't see any in my searches. |
| JamesMaissen02-02-08, 06:20 PM | For flavour the character should be another gnome (Gerking got himself a wifey), but the question is, am I better off with a radiant servant/cleric instead, if having a cohort at all? I think you're better off with a cleric. Are you locked into a deity choice? There are some very good domains out there. I would suggest Istus with Luck and Destiny. Go with Domain Spontaneity (Destiny) as a feat and spontaneously cast delay death as a 3rd level spell. -James |
| Timlagor02-02-08, 07:17 PM | Healers really suffer from not being able to ake Divine Ward. Getting spells early does help though. There were some nice ideas based aroudn Heightened Calm Emotions and I think someone even did a mounted combat Healer. |
| MwaO02-02-08, 09:01 PM | I think the big problem for Healers is that if the situation doesn't call for healing, they're sitting around waiting for someone to get hurt. They don't have a lot of great offensive or buff options, and the lack of the 2nd one is a huge deal. Then the lack of domains hurts on top of that. Recitation, Prayer, Righteous Wrath of the Faithful, Magic Circle, Magic Vestment, Greater Magic Weapon, Air Walk, etc...casting Recitation when you go before the bad guy means you likely won't need as much in combat healing. Luck, Destiny, Travel domains are all top-tier domains that can greatly affect combats - Celestian, Cyndor, Istus, and Rudd all get two of them - if you have access to Seeker of the Misty Isle and Ruathar, Istus and Rudd can get all 3... |
| NotLestat02-03-08, 04:14 AM | We are talking about a Gnome character here, but I don't understand how Ruthar plays into the build... I do have access to that, and quite possibly to seeker of the misty isle too. |
| bitznarf02-03-08, 05:49 AM | Ruathar gets you the skills you need to get into Seeker of the Misty Isle without losing any caster levels. |
| MwaO02-03-08, 10:07 AM | We are talking about a Gnome character here, but I don't understand how Ruthar plays into the build... I do have access to that, and quite possibly to seeker of the misty isle too. If you have to play a Gnome, then it doesnt work, because you can't go Seeker. But a Half-Elven Cleric of Istus who is Cleric 5/Ruathar 1/Seeker of the Misty Isle 1 can get a build like this: 1: Augment Healing 3: Domain Spontaneity(Destiny) 6: Extra Turning 9: Domain Spontaneity(Travel) 12: Divine Ward (Cleric 6/Ruathar 3/Seeker of the Misty Isle 4) Spontaneously casts Delay Death, Dimension Door, Teleport, and Fly. Immune to Evard's(for the most part), a real killer of cleric cohorts. Gets a free reroll and gives a free reroll. Lots of useful skill points eventually, too. You can do the Gnome version of this one by doing Celestian - Luck isn't that great of a thing with a Cohort, and it lets you switch Extra Turning with Domain Spont(Travel) Doesn't have Divine Ward until 12th, but way too often, casting Insignia of Healing + Augment Healing means the big problem goes away. Ruathar is good in any case because you're not going to really be a powerful undead turner, so you get lots of useful skill points for other abilities and decent saves. |
| NotLestat02-03-08, 01:28 PM | Looking good actually, but a question; why a Half-Elf? Because of Constitution? |
| MwaO02-03-08, 01:44 PM | Looking good actually, but a question; why a Half-Elf? Because of Constitution? Yes. Seeker of Misty Isle being Elf only and that lets you put a 15 in Wisdom and 14 in Con. Not to mention, it makes a little more sense for a half-elf to be worshipping a non-elven deity(not that there's anything innately wrong with an elf worshipping istus, but a half-baklunish half-elf...) |
| CdrcJsn02-03-08, 08:20 PM | A healer cohort is still viable. Remember that they get Mass Cure Light Wounds as a 4th level spell. With Augment Healing and their healing hands (assuming 18 charisma), that translates to 1d8+19 at 7th level to 7 targets. A cohort cleric won't really have an advantage over the healer when fighting undead because of the level difference. Your level 7 cleric won't be turning any APL10 undead. If all you really need is a healing class for when your real party cleric doesn't show up, then a healer is viable, even without multiclassing. At 7th it gets a unicorn mount. You can go half elf and take a single level of Seeker of the Misty Isles for the Travel domain. I'm currently playing a healer and unlike what others might think, I usually have something useful to do every round. My healer is going the "I'll use calm emotions to split up the bad guys" route, with high DCs and taking the Heighten Spell feat at 6th level. By the time the party deals with the non-calmed opponents, there should be enough people to heal. If all you need a cohort for is healing, then a Healer is not a bad way to go. Cleric has advantages, but the Healer is still better at healing, even with the cleric advantage of divine ward (at low levels, Healers can use mass lesser vigor and close wounds at range). If you want a buffer/healer/secondary dispeller though...might want to consider a bard. * Inspire Courage (with inspirational boost) will give everyone +2 to hit/dmg/save vs fear * With Harmonic Chorus, you can have a +2 to caster level/DCs for spells cast while your cohort concentrates (useful for hour long buffs in the morning). * Full Caster level, so dispel magic will be equal to his class level * Healing - has all the cure spells and most of the mass cure ones, Insignia of Healing (races of destiny) is an amazing spell that will be used even in endgame (though by then it will be quickened, empowered, etc). |
| NotLestat02-04-08, 01:26 AM | Looks like I've got a bit of decision making to make. I was considering healer/seeker, as 5 levels of healer is more than sufficient to cover the entry requirements, but it seems taking more than one level would be a waste of the middle tiers of Healer goodness. That AC problem is big though, I guess that's where the flying around on a giant owl comes in. Does anyone know if Expedition to the Demonweb Pits is Large-mount friendly? That's where my 9th level character and this healer cohort will be going. |
| _metz_02-04-08, 02:07 AM | Looks like I've got a bit of decision making to make. I was considering healer/seeker, as 5 levels of healer is more than sufficient to cover the entry requirements, but it seems taking more than one level would be a waste of the middle tiers of Healer goodness. That AC problem is big though, I guess that's where the flying around on a giant owl comes in. Does anyone know if Expedition to the Demonweb Pits is Large-mount friendly? That's where my 9th level character and this healer cohort will be going. It is clearly a trip to the Demonweb of Lolth and the abyss. Its up to you to work out whether that is mount friendly, to say otherwise would be too much of a spoiler. Think Demonweb. Then think as to whether that is really the kind of place you have a big owl flapping about, and use your own wisdom score ;) |
| JamesMaissen02-04-08, 03:09 AM | Looks like I've got a bit of decision making to make. Make them both up then compare them. The cleric might look a bit staid and 'bland' but I will guess that he will deliver more than the healer for you. Unless there is a strong reason to want the healer, I think you will work out your healing very well with just a cleric. -James |
| Iswald02-04-08, 10:05 AM | If you have access to combat medic, it is a good route for healing characters. |
| RanielK02-04-08, 11:19 AM | Yeah, thinking about it, a 7th level cleric could cast some extra dispel magic and fly spells instead of me getting the feat for the extra spell of one. Maybe its worthwhile going that route instead, although a healer might fit in better... tough choice. Do you know of any good buílds for Healers though? I can't see any in my searches. Add in making him a Human Clr of Pelor 6/Radiant Servant 1 with the Healing Domain, Extra Turning, Improved Turning, Empower Turning (I think it is open) and Augment Healing and you've got a fairly effective healer and turner. You don't even need to look for access to the items which improve both (Phylactry of Undead Turning, Sacred Armor, Ring of Mystic Healing, Armband of Maximized Healing, etc). If you do see this access, take it for the cohort (especially Close Wounds) and your cohort will be all the better. Add in Divine feats to use the turns for other things and Hey Presto really useful Cleric. |
| solbergb02-05-08, 04:03 PM | Does anyone know if Expedition to the Demonweb Pits is Large-mount friendly? That's where my 9th level character and this healer cohort will be going. without direct spoilers It's the DEMONweb. Many demons are size large or huge. It's also an expedition. Implying travel. Work it out for yourself :) |
| RanielK02-06-08, 10:49 AM | without direct spoilers It's the DEMONweb. Many demons are size large or huge. And they FLY! Or at least a fair number of them do. |
| Timlagor02-06-08, 01:08 PM | I'll pack my Anticipate Teleport :D |
| RanielK02-07-08, 11:56 AM | I'll pack my Anticipate Teleport :D Ooooh, yeah! Nothing like the look of confusion on a demon's face when it goes to ambush the party by 'portin' in only to find the party has somehow rearranged itself in anticipation of the demon's arrival and are out for blood! Or ichor, or whatever a demon's got. |
| Sieylianna02-07-08, 05:50 PM | Ooooh, yeah! Nothing like the look of confusion on a demon's face when it goes to ambush the party by 'portin' in only to find the party has somehow rearranged itself in anticipation of the demon's arrival and are out for blood! Or ichor, or whatever a demon's got. Except most demons have teleport at will. Once the demon teleports in and is surrounded, it's likely to teleport again. I think this tactic, while it may be effective, will slow combat to a crawl. Ed |
| _metz_02-07-08, 07:02 PM | Except most demons have teleport at will. Once the demon teleports in and is surrounded, it's likely to teleport again. I think this tactic, while it may be effective, will slow combat to a crawl. Ed Heh those three rounds have been enough in one game for us to complete our mission, then get out, before the demons popped in. Not bad when it was a marilith, 2 nalfeshnees, two hezrous, and 6 Vrocks at APL 14... (all ported in at the same time) Meant a really slow annoying encounter was avoided. Rather than slowing the encounter down it sped it up. |
| NiteCyper02-07-08, 08:40 PM | Read my sig for healing. |
| solbergb02-08-08, 01:28 PM | Except most demons have teleport at will. Once the demon teleports in and is surrounded, it's likely to teleport again. I think this tactic, while it may be effective, will slow combat to a crawl. Ed Sometimes you need to slow things down. Last night we had our cleric power word stunned, our biggest hitter dropped before he could move and the enemy we focused all our boom on in the first round still standing after taking nearly 200 hitpoints with four active enemies still on the board not considering the new arrivals. We were at a severe action deficit, and the four demons who ported in and were delayed a round...them losing actions was decisive, even though our response was mainly "we're too busy to deal with the incoming stuff yet". Plus knowing the anticipate teleport field was there meant that using solid fog on three of them got a couple more actions back, as one chose to move, one chose to teleport and risk the anticipate and one chose to fight and slowly exit fog, getting single attacks instead of full attacks. Had it been greater anticipate, we would have mopped up everything else and only had to fight the demons, and our two hitters incapacitated in the first round would have been back online. But anticipate was a whole lot better than nothing. (this is what happens when the players get macho and decide to fight two encounters at once, in spite of author's instructions on how the encounter is supposed to go, because these characters could project force to both sides of the battlefield simultaneously. Had we behaved as expected, we would have won either fight easily.) |
| Timlagor02-09-08, 09:33 AM | * Making combats take more rounds needn't necessarily make them take more game time. * Those that teleport in have to wait a whole round before they can teleport out again ..they can easily die in that time. [We fought a whole module simultaneously on one occasion. We sneaked past the first combat and initiated a third by launching a fireball at it, all the others came to see what the noise was about and we split up to kill the incoming groups simultaneously] |