Healing Discretely

Post/Author/DateTimePost
#1

sirindigo

Sep 08, 2009 18:01:16

One of my group members had decided a few weeks back that he had a campaign he wanted to run and I helped him through it because it is his first time, as a result he wanted me to play a specific role and I was fine with that. However he felt it would be best for people to make characters ahead of time and everyone showed up last night with characters that we agreed did not work well together. Now none of them feel like changing the characters they worked on, but the DM told me I can forget about that role and build another character to help round us out.


So Here is the group I am in:
Elf            Warlock 5 (the only player besides me who really knows how to optimize)
Halfling     Bard 3/Paladin of Freedom 2
Elf            Ninja 5
Half-Orc    Barbarian 5

I was playing a regular paladin but due to the need for a healer and the clash against the other characters I am being allowed to switch.

The problem is that the thing we need the most is obviously a healer, which is the only type of character I dislike and have no experience with. I really want to not play like a Cleric or Favored soul just because I don't like them. No real reason I just dislike healers in general. I just need some round about way to heal well enough as a different kind of purpose.
I enjoy psionics but know that there are some pretty narrow selections for how to get healing that route. Maybe just a really cool cleric or something so that it doesn't feel like a healer.
I was trying to find cheap enough magical item loop holes to get around it without avail. Something like Summon Nature's Ally IV Ring to get a Unicorn to do the healing. Still that kind of stuff is way too expensive for a 5th level character so I need help. 

#2

jgumbyrx

Sep 08, 2009 18:24:06

I really hate to be the one to do this --- go Druid.


and I'm not joking.


first -- dedicated healers are over-rated.  if you don't want to spend a bunch of cash on wands, etc., then anyone with healing on their list will do.  out of healing spells for the day? -- summon a unicorn; and at higher levels, make it a celestial charger (SNA7) and now you have a 7th level cleric.


also, druid has loads of spells for attack and battlefield control.  you're party looks really weak on that.  a solid b.c. caster can be an exponential boost to party effectiveness.


never mind that you also contribute an extra attacker.  and then you still have wildshape.  plus, it fits thematically with the barbarian.


 


another option is a cleric with strength/war domains (maybe with warpriest?).  now you feel like the mighty fists of the gods, who can also heal.


 

#3

phaedrusxy

Sep 08, 2009 22:16:42

Cleric 5 with Divine Metamagic (Persistent Spell). Cast a Persistent Mass Lesser Vigor. Now your whole party has fast healing 1 all day, and you can do other stuff, like smash people's skulls in with your morning star.

#4

miningmonk

Sep 09, 2009 2:28:50

If you can get your DM to remove some of the negatives of Truenamers (mainly reducing the penalty per utterance used) they get cool healing (fast healing 20 to any ally for as long as they concentrate) damage (20d6 over the course of 2 rounds) a gate spell, and even a few battlefield control utterances.


community.wizards.com/go/thread/view/758...


 


Oh, and that.

#5

sirindigo

Sep 09, 2009 15:25:56


Cleric 5 with Divine Metamagic (Persistent Spell). Cast a Persistent Mass Lesser Vigor. Now your whole party has fast healing 1 all day, and you can do other stuff, like smash people's skulls in with your morning star.




But assuming I can make it to 6th level before needing that doesn't that mean I have to cast it twice to effect all party members meaning 14 spent turning attempts. Until 10th level it wouldn't really be viable assuming everyone took damage. I guess by 8th it would be ok since the Warlock hopefully won't take much damage.


If you can get your DM to remove some of the negatives of Truenamers (mainly reducing the penalty per utterance used) they get cool healing (fast healing 20 to any ally for as long as they concentrate) damage (20d6 over the course of 2 rounds) a gate spell, and even a few battlefield control utterances.


community.wizards.com/go/thread/view/758...


 


Oh, and that.




DM would be hesitant and I have a tradition to optimize more than the others so he would think I cheated him into giving me too good of bonus'. Still looks interesting I hadn't seen this much before now.


I really hate to be the one to do this --- go Druid.


and I'm not joking.


first -- dedicated healers are over-rated.  if you don't want to spend a bunch of cash on wands, etc., then anyone with healing on their list will do.  out of healing spells for the day? -- summon a unicorn; and at higher levels, make it a celestial charger (SNA7) and now you have a 7th level cleric.


also, druid has loads of spells for attack and battlefield control.  you're party looks really weak on that.  a solid b.c. caster can be an exponential boost to party effectiveness.


never mind that you also contribute an extra attacker.  and then you still have wildshape.  plus, it fits thematically with the barbarian.


 


another option is a cleric with strength/war domains (maybe with warpriest?).  now you feel like the mighty fists of the gods, who can also heal.





The DM won't allow it because it doesn't fit his story. The barbarian player really had to work with him to make it ok and I am not going to push the issue.

 


The thing I found today that intersted me was Touch of Healing. The party will probably be able to live until we are out of combat at which point I can just use this to heal everyone to half and then the bard and I can take them the rest of the way right. Also I feel I should mention the bard is playing the hymnal variant from complete champion. I also noticed the poor field control and was thinking about using a spiked chain? It is something I haven't done before so I was wanting opinions on this set-up. Here is what I have so far.


Cleric 3/Fighter 2

Feats:
(Flaw 1)Combat Expertise
(Flaw 2)Combat Reflexes
(1st) Improved Trip
(3)Touch of Healing
(fighter 1)Weapon Finesse
(fighter 2)????????

1. I am thinking of making the other feat either dodge(to get karmic strike), Improved disarm, WF: Spiked Chain, or something you guys could suggest.
2. I also need advice for what prestige class to take. I had been looking into getting Exotic Weapons master for Flurry and Uncanny but would like some other class that increases my caster level. Pretty sure evil is not allowed.
3. I also need a race preferably without LA that can give a bonus to dex, while working with the classes if possible. Human is not allowed so cross classing is basically out unless there is something with Favored Class Cleric with a Dex bonus.
4. What do you think of switching Fighter to Swashbuckler? Still get Weapon Finesse just have to stay a level later for the INT to damage. If so then the race preferences slim even more.

#6

snakeman830

Sep 09, 2009 15:42:30

Crusaders can heal and also work as battlefield control.  The only problem is, their healing is really in-combat only.  For out of combat, you have to invest in chickens or rats.  Gruesome, but it gets the job done.


 Another interesting possibility is the first level stance Martial Spirit (one dip in Crusader can get you this, or two feats).  You or an ally within 30ft is healed 2 hp whenever you make a successful melee attack.  Funny thing is, it says nothing about having to hit an enemy.  I'm not reccommending you beat on your friends either, but it's easy to pick up a stick (club) and just keep whacking the floor until you and all of your friends are healed.  your DM might look at you wierd, but RAW, it works.


EDIT: It does say you need to strike an opponent to change allies that you're healing, though.  Still, probably the most entertaining method of healing your buddies.

#7

phaedrusxy

Sep 09, 2009 15:59:11



Cleric 5 with Divine Metamagic (Persistent Spell). Cast a Persistent Mass Lesser Vigor. Now your whole party has fast healing 1 all day, and you can do other stuff, like smash people's skulls in with your morning star.




But assuming I can make it to 6th level before needing that doesn't that mean I have to cast it twice to effect all party members meaning 14 spent turning attempts. Until 10th level it wouldn't really be viable assuming everyone took damage. I guess by 8th it would be ok since the Warlock hopefully won't take much damage.


 



Why wait till 6th level? You can get this going immediately, at 5th. Extend Spell, Persistent Spell, and DMM: Persistent Spell are all that is required. You can get all of those by 1) Being human, 2) taking Planning as one of your domains, and/or 3) using flaws.

Invest in some ways to temporarily boost your caster level to cover your whole party. Divine Spell Power is one, but it would cost you more turn attempts. As a human with flaws and the Planning domain, you could add that and Extra Turning, though. Buy a Reliquary Holy Symbol for 1000 gp for another 2 turn attempts. Cast Eagle's Splendor before buffing for another 2.


You could also be an Illumian instead, and take the Naen and Hoon sigils, for basically the same result as Divine Metamagic, but it costs 1 less turn attempt per use.

#8

Endarire

Sep 10, 2009 23:08:57

Mass lesser vigor affects 1 target per 2 caster levels. That's the big downer.

You could be a Cleric or Druid with the feat Touch of Healing (Complete Champion 62). As a Druid, prepare lesser restoration in a level 2 slot and you can heal everyone to half between fights. As a Cleric, you can already spontaneously convert any spell to a cure, meaning you're set!

+1 on the notion of boosting offense to end fights sooner to prevent damage.

Finally, please don't multiclass Cleric with a class that doesn't progress its casting!  You're a mighty combatant with judicious spell use and no feat investment.

#9

miningmonk

Sep 11, 2009 2:50:03



Cleric 5 with Divine Metamagic (Persistent Spell). Cast a Persistent Mass Lesser Vigor. Now your whole party has fast healing 1 all day, and you can do other stuff, like smash people's skulls in with your morning star.




But assuming I can make it to 6th level before needing that doesn't that mean I have to cast it twice to effect all party members meaning 14 spent turning attempts. Until 10th level it wouldn't really be viable assuming everyone took damage. I guess by 8th it would be ok since the Warlock hopefully won't take much damage.


If you can get your DM to remove some of the negatives of Truenamers (mainly reducing the penalty per utterance used) they get cool healing (fast healing 20 to any ally for as long as they concentrate) damage (20d6 over the course of 2 rounds) a gate spell, and even a few battlefield control utterances.


community.wizards.com/go/thread/view/758...


 


Oh, and that.




DM would be hesitant and I have a tradition to optimize more than the others so he would think I cheated him into giving me too good of bonus'. Still looks interesting I hadn't seen this much before now.


I really hate to be the one to do this --- go Druid.


and I'm not joking.


first -- dedicated healers are over-rated.  if you don't want to spend a bunch of cash on wands, etc., then anyone with healing on their list will do.  out of healing spells for the day? -- summon a unicorn; and at higher levels, make it a celestial charger (SNA7) and now you have a 7th level cleric.


also, druid has loads of spells for attack and battlefield control.  you're party looks really weak on that.  a solid b.c. caster can be an exponential boost to party effectiveness.


never mind that you also contribute an extra attacker.  and then you still have wildshape.  plus, it fits thematically with the barbarian.


 


another option is a cleric with strength/war domains (maybe with warpriest?).  now you feel like the mighty fists of the gods, who can also heal.





The DM won't allow it because it doesn't fit his story. The barbarian player really had to work with him to make it ok and I am not going to push the issue.

 


The thing I found today that intersted me was Touch of Healing. The party will probably be able to live until we are out of combat at which point I can just use this to heal everyone to half and then the bard and I can take them the rest of the way right. Also I feel I should mention the bard is playing the hymnal variant from complete champion. I also noticed the poor field control and was thinking about using a spiked chain? It is something I haven't done before so I was wanting opinions on this set-up. Here is what I have so far.


Cleric 3/Fighter 2

Feats:
(Flaw 1)Combat Expertise
(Flaw 2)Combat Reflexes
(1st) Improved Trip
(3)Touch of Healing
(fighter 1)Weapon Finesse
(fighter 2)????????

1. I am thinking of making the other feat either dodge(to get karmic strike), Improved disarm, WF: Spiked Chain, or something you guys could suggest.
2. I also need advice for what prestige class to take. I had been looking into getting Exotic Weapons master for Flurry and Uncanny but would like some other class that increases my caster level. Pretty sure evil is not allowed.
3. I also need a race preferably without LA that can give a bonus to dex, while working with the classes if possible. Human is not allowed so cross classing is basically out unless there is something with Favored Class Cleric with a Dex bonus.
4. What do you think of switching Fighter to Swashbuckler? Still get Weapon Finesse just have to stay a level later for the INT to damage. If so then the race preferences slim even more.





I'm not entirely sure, but if you're going to make a spiked chain fighter, some of the Crusader maneuvers and stances would probably be better than touch of healing, as you get offence and healing in battle. After the fight you can even go punch a friend with some gloves of -5 damage (is that possible to make?) to heal them :P
#10

pechvarry

Sep 18, 2009 16:02:19

I suppose no one cares a week later, but I wanna toss this out there --


Level 1 Dragon Shaman (PHBII) nets you Fast Healing 1 for you and all allies within 30' but it can't heal over half health.  Much easier than DMMing your cleric and likely less broken (we don't allow it in our games).  Then with the rest of your levels, go Crusader.  Tank/heal/control to heart's content.   Now you have decent heals in combat and an easy out-of-combat upkeep heal.  That, and auto-stabilizing everyone within 30' of you is neat (by virtue of granting fast healing).

#11

snakeman830

Sep 18, 2009 18:47:52

Possible to get the same aura by taking the Draconic Aura (Vigor) feat (Dragon Magic) at 3rd level or later.  If you have the Dragonblood subtype, the rate of fast healing increases as you level up, but the 50% health cap doesn't increase.

#12

Delusionist1

Sep 18, 2009 21:42:17

Adding on to the above post, a great way to get the dragonblooded subtype is to take Dragonfire Adept. This gets you lots of fun options including a breath weapon from first level that ignores allies, and some great invocations.

#13

innabinder

Sep 19, 2009 9:31:56


Possible to get the same aura by taking the Draconic Aura (Vigor) feat (Dragon Magic) at 3rd level or later.  If you have the Dragonblood subtype, the rate of fast healing increases as you level up, but the 50% health cap doesn't increase.




+1.  Silverbrow Human Crusader with Devoted Spirit maneuvers and the Draconic Aura (Vigor) feat should provide ample healing for the group.  This is especially true when considering your Bard/Paladin of Freedom's ability to provide some healing as well.  Pick up Iron Heart Surge for the restoration - and work with your DM for a reasonable interpretation of its abilities so you're not ending the 'condition' of sunlight.

Other points to consider: a Healing Belt (MIC) is a good, cheap investment for ever character at the low-to-mid levels; strongly encourage everyone to spring for one for themselves.  If available, an Eternal Wand of (Lesser)Vigor or two pairs well with the healing already outlined to more than cover any needs you might have.

#14

pechvarry

Sep 21, 2009 17:00:36

I'm not seeing Vigor in the list of choose-able auras for Draconic Aura.


Also:


community.wizards.com/go/thread/view/758...

#15

snakeman830

Sep 21, 2009 20:11:32


I'm not seeing Vigor in the list of choose-able auras for Draconic Aura.




You have to go to PHB2 for the aura.  The Draconic Aura feat never specifies a list that you have to choose from, just "Choose a Draconic Aura".  Vigor is a perfectly good choice.

 


Heck, the page refrenced in the feat description has no auras on itat all, just the general mechanics of draconic auras in general.

#16

blinddagger95

Sep 21, 2009 21:56:47

Archivist wizard with the class that increments divine and arcane casting... mystic theurge i believe? It's a powerful character who can heal when he isn't busy doing EVERYTHING else magical in nature. Archivist is a sweet int based divine caster that can learn any divine spell, from any divine spell list... so good.

#17

vistarius

Sep 22, 2009 4:19:07

I'd second the Archivist from above, but instead of wizard, you can either go straight Archivist and get a boat load of awesome support abilities plus full cleric/druic casting, or try to play Malkonvoker. I did pretty decent as a Malkonvoker/archivist that could heal, and spawn plenty of monsters to keep the other enemies busy, though I did feel like at later levels it got a bit tiresome, I wish I'd gone Loremaster instead, which is another very nice option. If you're going with healing caster I'd absolutely recommend Archivist.