| Post/Author/DateTime | Post |
|---|---|
| #1CanineLordMar 09, 2009 1:08:53 | I know in-combat healing is sub-optimal, but I'd like to try it. And I don't just want to heal--I want to be able to remove a variety of conditions: level-drained, stunned, ability-score-damaged. I figure divine metamagic would be required. Only sticking point--one party member is undead. But I don't want to have the whole party go tomb-tainted. 35 point buy Gestalt up to 4th level, regular after that (we're starting at fourth) All published WotC material is fair game. I appreciate any ideas. |
| #2destined_infamyMar 09, 2009 3:54:44 | I'd stick with favoured soul and maybe the divine bard (though I forget what their spell list looks like). Basically keep your spells to spontanious castings, and make sure to know bot cure and inflict spells. As for the ability drain and such curing, just read a spell list EDIT, if you want more then just healer, you could go druid for a few levels, utilize the gestalt and your high point buy allowance (don't forget the +1 score from 4th level) to access Fochluchan Lyrist. Get arcane (don't forget, arcane can be transmuted into healing spells, however unoptimal it is. Most likely stick to blasting) and divine full progression, and full BAB, and as a druid you can still wear metal armor, etc etc bow and feel the might |
| #3carnivoreMar 09, 2009 5:20:54 | also try some reserve feats: Mitigate Suffering[Reserve](Complete Champion)Prerequisite: Ability to cast 2nd-level spells. Benefit: As long as you have any restoration spell or another conjuration (healing) spell that cures ability damage available to cast, you can confer temporary ability points on yourself or an ally. As a standard action, you can create 2 points + 1 point per level of the highest-level such spell you have available to cast. These ability points can be applied to any single damaged ability, raising it to a maximum of its starting score. Temporary ability points granted in this way disappear after 10 minutes, returning the subject to its previous damaged state unless some other effect restores the lost ability points first. You can use this effect on the same individual as many times as you wish. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (healing) spells. Touch Of Healing[Reserve](Complete Champion)Prerequisite: Ability to cast 2nd-level spells. Benefit: As long as you have a conjuration (healing) spell of 2nd level or higher available to cast, you can spend a standard action to touch a target creature and heal 3 points of damage per level of the highest-level conjuration (healing) spell you have available to cast. You can use this ability only on a target that has been reduced to one-half or fewer of its total hit points. The effect ends once you've healed the subject up to half its normal maximum hit points. This ability has no effect on creatures that can't be healed by cure spells. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (healing) spells. also here are some other feats that will help: Divine Ward[Divine](Player's Handbook II)Prerequisite: Ability to turn or rebuke undead. Benefit: Once every 24 hours, you can spend 10 minutes creating a magical ward between you and one willing target. For the rest of the 24-hour period, you can increase the range of a touch spell to short range (25 feet + 5 feet per two caster levels) if you target the warded creature, and only the warded creature. When you cast a spell in this manner, you must expend a turn or rebuke undead attempt. You can create a ward between you and more than one target, so long as you expend the necessary time and turning attempts. You must expend a turn or rebuke undead attempt to create each ward beyond the first. :D |
| #4ikildkennyMar 09, 2009 7:18:21 | the most important spell for in combat healing imho is close wounds (SpellComp) short range, d4+lvl (max+5) HP healed, immidiate action, 2nd level spell your undead buddy on the other hand could have a problem ... but as you are going gestalt ... dipping one level of necromancer on one side gives you a negative energy touch, one thing you could consider in your group |
| #5khorusMar 09, 2009 7:38:42 | um Diving metamagic Quicken, Inflict / Cure wounds? |
| #6dawnmorMar 09, 2009 12:48:14 | Just go with the healer base class in Miniatures handbook |
| #7jameswilliamogleMar 09, 2009 19:27:56 | I know in-combat healing is sub-optimal, but I'd like to try it. And I don't just want to heal--I want to be able to remove a variety of conditions: level-drained, stunned, ability-score-damaged. Dang, the Dragon Shaman is absolutely awesome at in-combat healing and status effect removals, but not until L7 and L11, respectively... They do have an Aura that heals to 50% (as fast healing). Oh well... |
| #8jopustopinMar 09, 2009 22:31:32 | Combat Medic prestige class is in the Heroes of Battle |
| #9carnivoreMar 10, 2009 4:55:08 | Dang, the Dragon Shaman is absolutely awesome at in-combat healing and status effect removals, but not until L7 and L11, respectively... They do have an Aura that heals to 50% (as fast healing). if you are Dragonblooded.... you can just take the feat: Draconic Aura(Vigor) and gain the same effect :D |
| #10jameswilliamogleMar 10, 2009 6:37:39 | if you are Dragonblooded.... you can just take the feat: Well, thats debatable, but he could ask the DM regardless. |
| #11khorusMar 12, 2009 7:23:44 | Pool of Healing from Complete Champion. Lvl 7 option for clerics, 5 x Caster Level +1. Refreshes daily and can be given out as touch action with as many or as few points as you wish. |
| #12BalthanonMar 12, 2009 7:49:07 | Gestalt to 4 is probably one of the few ways that Fochlucan Lyrist could be entered without caster level loss-- I would take a look at that more closely. Something like Cleric 4//Rogue 2/Bard 1/Druid 1 would give you 90% of what you need. Take the spontaneous restoration alternate class feature for your cleric, giving up one domain power, and combined with your spontaneous healing you should be able to take care of most in-combat healing needs. Just keep some of your spell slots as inflict spells and the undead party member should be fine. If you can get away with dominating a druid or picking up the druidic language in some other fashion, you could go with Cleric 4//Rogue 2/Bard 2, which gets you the arcane portion. Or even Cleric 4//Rogue 2/Bard 1/Sorcerer or Wizard 1 so you're progressing something better than bard spells. |
| #13iamthatguyMar 12, 2009 16:54:34 | If you have access to magic items and some cash, the healing belt (forget which book, possibly CDiv) is absolutely awesome. |
| #14grim_sageMar 12, 2009 19:03:04 | If you have access to magic items and some cash, the healing belt (forget which book, possibly CDiv) is absolutely awesome. Magic Item Compendium. And yes, it's awesome at 750 gp and can be used by anyone. |
| #15iamthatguyMar 13, 2009 16:16:27 | Right...I'm AFB's for like a month now so I don't have much specifics. But from experience I would higly reccomend the healing belt. It is probably the most effective way to replace a band aid dispenser ant low-mid levels. Also any healer in the party loves when his work load is halved. |
| #16trednisMar 13, 2009 20:49:23 | the spell "healing lorecall" (clr 2, dru 2, ran 1)from the spell compendium is great. 10min/ lv use low level conjuration healing spells to remove: daze, dazzle, fatigue, exhausted, nauseated, or sickened. you can also use your skill ranks instead of caster level to determine amount healed. the removing daze + close wounds is great for anyone else in the party who can cast celerity. |
| #17BalthanonMar 15, 2009 11:41:53 | If you go the Bardic route, you might also want to consider the Healing Hymn alternate class feature in Complete Champion. That can bump the healing that each of your spells provides drastically and with a harmonizing weapon, you should be able to use that and cast spells. |