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Character Builds & Optimization
[3.5] help with mobile healer build please..
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<blockquote data-quote="animewatcha" data-source="post: 5833783" data-attributes="member: 6688745"><p>Homebrew rolls for ability scores. No ToB and havn't 'proved' can be of evil alignment or goody-enough for exalted-things ( so no evil classes, vile feats, etc. ). Planned on half-ogre template ( drag 313 ) on a human with primordial tacked on the half-ogre. If not that then, primordial on half-giant race. Class choice being cloistered cleric of LG deity. Monk ( with holy variant from 310 or so ). If permitted, 2 class levels of paladin ( for cha bonus to saves ). Hoping for 3rd monk sub level for lay on hands instead of still mind. The complete divine turning variant of 1d6/cleric level is not done. Only those 2/3 classes and no else unless variants/subs. If no paladin class, then 1 level in cleric and rest levels in holy monk.</p><p></p><p>Feats being additional favored class ( if need be ), but mainly sacred healing ( fast healing ), and sacred purification ( burning cleric side turn attempts to fuel). and maybe kung fu genius.</p><p></p><p>Ilmator was the idea behind the character's deity ( and is requirement for monk lay hands sub level ). However, DMs that I play with accept different deities on a case by case basis ( with a no pelor it seems ). So what non-faerun deities could possibly substitute for ilmater or come close to?</p><p></p><p>Main idea assuming no party cleric. Often the sessions only on occasion had wizard or pseudo boomstick ( duskblade ). The players generally being the characters they wanna be ( we even had an all melee party once or twice ). I wanna be able to party tactics as needed by making use monk's mobility and added extras ( heal if need by via sacred purification or equipment ). Flanking, trying to trip/disarm ( use up opponent's attack of opportunity since they likely don't have combat reflex on most monsters in my experience ). Possibly even reserving move action for stepping in path of charging mob ( to stop the charge mid-charge ). I do not seek to be main damage dealer, main tank, main anything. Just support/bit of troubleshooter.</p><p></p><p>So what feat or two and items / domains would supplement turn undead ( not rebuke, Turn. Not seeking to gain more different pools ) and healing. I know multiple healing belts. Night sticks for more turn attempts. Inquis bracers and the cadu bracers. Unicorn pendant / relinquary symbol. Item familiar? Yes? No?</p><p></p><p>What else would help? What could be a suitable substitute for human but still qualify for half-ogre/prim. Wanting to keep at max LA 1 ( half-ogre ).</p></blockquote><p></p>
[QUOTE="animewatcha, post: 5833783, member: 6688745"] Homebrew rolls for ability scores. No ToB and havn't 'proved' can be of evil alignment or goody-enough for exalted-things ( so no evil classes, vile feats, etc. ). Planned on half-ogre template ( drag 313 ) on a human with primordial tacked on the half-ogre. If not that then, primordial on half-giant race. Class choice being cloistered cleric of LG deity. Monk ( with holy variant from 310 or so ). If permitted, 2 class levels of paladin ( for cha bonus to saves ). Hoping for 3rd monk sub level for lay on hands instead of still mind. The complete divine turning variant of 1d6/cleric level is not done. Only those 2/3 classes and no else unless variants/subs. If no paladin class, then 1 level in cleric and rest levels in holy monk. Feats being additional favored class ( if need be ), but mainly sacred healing ( fast healing ), and sacred purification ( burning cleric side turn attempts to fuel). and maybe kung fu genius. Ilmator was the idea behind the character's deity ( and is requirement for monk lay hands sub level ). However, DMs that I play with accept different deities on a case by case basis ( with a no pelor it seems ). So what non-faerun deities could possibly substitute for ilmater or come close to? Main idea assuming no party cleric. Often the sessions only on occasion had wizard or pseudo boomstick ( duskblade ). The players generally being the characters they wanna be ( we even had an all melee party once or twice ). I wanna be able to party tactics as needed by making use monk's mobility and added extras ( heal if need by via sacred purification or equipment ). Flanking, trying to trip/disarm ( use up opponent's attack of opportunity since they likely don't have combat reflex on most monsters in my experience ). Possibly even reserving move action for stepping in path of charging mob ( to stop the charge mid-charge ). I do not seek to be main damage dealer, main tank, main anything. Just support/bit of troubleshooter. So what feat or two and items / domains would supplement turn undead ( not rebuke, Turn. Not seeking to gain more different pools ) and healing. I know multiple healing belts. Night sticks for more turn attempts. Inquis bracers and the cadu bracers. Unicorn pendant / relinquary symbol. Item familiar? Yes? No? What else would help? What could be a suitable substitute for human but still qualify for half-ogre/prim. Wanting to keep at max LA 1 ( half-ogre ). [/QUOTE]
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[3.5] help with mobile healer build please..
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