D&D 3E/3.5 [3.5] "White Mage" Type Character: My Version (Thus Far), Your Comments/Criticism?

Isiolith

First Post
All,

First of all, a great thanks to those who replied to my previous topic (and first post here!) re: seeking/incorporeal creatures. It quite helped solve a huge debate my gaming group was having. :)

Which brings us to this post! For the game I joined when I moved, I decided that I wanted to play a healer/protector-type character, but not the "traditional" cleric who runs around in plate mail wielding a morningstar. Thus, I decided to model my character somewhat after the Final Fantasy series' white mage (e.g., low-ish HP, STR, "physical stats", high INT, WIS, CHA, "magical stats", doesn't wear actual armor, fights with staves/a bow or other long-ranged weapon) because I figured it inverted the role enough from the traditional that I would have both a fun and frustrating time playing it, and I have--but regardless of the frustrations, it's still been very fun.

And, while I'm having fun, I keep second-guessing myself as to what I want to do next in terms of character development. Because of the unique role I've chosen to take, the options are rather vast. I figured I'd get people's opinions on how the character looks -in the context of the aforementioned restrictions- and suggestions on where you might take it in the future. We're playing primarily in the Forgotten Realms setting (although we've switched DM's for a short bit to give our original DM some time on the other side of the table, which he's missed and is enjoying), and in terms of what's allowed, it's basically everything 3.5 as long as the idea is run by the DM and he approves it.

Thus!

Briar Mistspinner (née Ghörn)
CG Human Cleric 13, Deity: Selûne, Domains: Moon, Protection

HP 108/108
AC 20

STR 13
DEX 21
CON 16
INT 16
WIS 20
CHA 18

Primary Weapon: Crescent Beam (+3 Seeking, Holy, Heavenly Burst Composite Longbow [+1 Str Bonus]) and Arrows
Secondary Weapon: The Rod of Four Moons
Armor: Robe of Moonlight (+3 AC, Heavy Fortification)

Other Items: Shirt of Angels (DR 3/evil)
Gloves of Dexterity +4
Cloak of Charisma +2 (given as a gift by another party member)
Periapt of Wisdom +4
Ring of Protection +2
Ring of Sustenance (as much as I hate the fact that it takes up a ring slot, we're in a mercenary company and -everyone- has them, so not having one slows the party down considerably)
Boots of Speed
MW Potion Belt (w/ 5x potion of cure light wounds),
Third Eye Dampening
Quiver of Ehlonna (w/ 20x normal arrows, 20x silver arrows, 20x cold iron arrows, wand of cure light wounds, wand of cure serious wounds)
Healer's Kit x5
MW Holy Symbol x2

Feats: Martial Weapon Proficiency (Longbow), Dodge, Mobility, Point-Blank Shot, Precise Shot, Aid Spell

Primary Skills: Concentration, Heal, Knowledge (Religion), Knowledge (The Planes), Spellcraft (also have significant ranks in Spot and Listen, regardless of the fact that they're CC skills)

Sample Spells (e.g. the ones memorized right at this moment)
0: Cure Minor Wounds x3, Detect Magic, Resistance x2
1: Bless, Conviction, Ebon Eyes, Resurgence x3, Endure Elements, D: Faerie Fire
2: Animalistic Power, Black Karma Curse, Close Wounds, Divine Protection x2, Hold Person, D: Shield Other
3: Demon Dirge, Devil Blight, Dispel Magic, Remove Curse, Invisibility Purge, D: Moon Blade
4: Aided Cure Serious Wounds, Moon Bolt, Panacea, Restoration, Assay Spell Resistance, D: Spell Immunity
5: Righteous Wrath of the Faithful, Triadspell, Commune (used for RP purposes, will switch out at next prayer), D: Spell Resistance
6: Bolt of Glory, Heal, D: Permanent Image
7: Greater Scrying (used for RP purposes this past session, usually Fortunate Fate), D: Insanity

There you have it. It's not perfect and I know it, but I'm having fun. Still, I'd be interested in how, perhaps, you'd have built it or what you might do in the future. I might take ideas and use them, I might not, but it do what it do.
 

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No revivify? It's a great spell that'll seriously save some party member from permanently dying, as long as you can cast it the round after they're killed.
 

Touch of Healing is a reserve feat from the Complete Champion which allows you to freely heal anyone up to half their HP total.

If you take the feats Divine Metamagic and Persist Spell, you can Persist Mass Lesser Vigor on everyone.
 

Sacred Healing- the original version in Complete Divine*- is a very nice feat for this kind of build: you burn Turn attempts to give everything in an area the equivalent of Fast Healing. It may not sound like much, but the more allies you have, the bigger the effect. Heck, in a party of 6, one burned Turn is at least the equivalent of hitting each PC with a CLW. Partnered with Extra Turning, you can keep your party rolling quite nicely without using a single spell. And with the large radius of the effect, you can heal dozens at a time of hundreds of HP of damage at a time. Very much on point for this concept. (I'm using this with my Geomancer PC.)


* the feat was completely changed in PHB2- in our campaign we regard the PHB2 feat as a completely different feat.
 
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Don't forget to use your moon blade spells for melee attacks. It lets you touch attack and you get to use feats such as weapon focus (any sword) with it. You can use any feat that can be applied to swords to the spell.
 

Thanks for the input so far, everyone. :)

[MENTION=90770]DumbPaladin[/MENTION]: I don't have any of the reviving spells prepared because we simply don't have the diamonds required. That's my biggest priority in terms of loot-gathering. Otherwise, yes, I'd definitely take that spell (and the others).

[MENTION=85158]Dandu[/MENTION]: When, in Touch of Healing's description, it says a spell "available to cast", am I reading that correctly in that it's been prepared, not another spell sacked to spontaneously cast?

[MENTION=19675]Dannyalcatraz[/MENTION]: I can see the benefit of both Sacred Healing feats but think I like the CD version better. I suppose this would depend on the DM, but would it be possible to take both? (Not that I'd do so, just simply wondering.)

[MENTION=26948]TanisFrey[/MENTION]: There have been many times I've -wanted- to use the Moon Blade for attacking, but I play with a group of people who tend to...charge first, think later, leaving both myself and our party's druid (though usually just me) to drop what we're currently doing and high-tail it over to them to make sure they don't die. It's incredibly frustrating sometimes, LOL. ._.
 

I can see the benefit of both Sacred Healing feats but think I like the CD version better. I suppose this would depend on the DM, but would it be possible to take both? (Not that I'd do so, just simply wondering.)

It depends on how your DM views the PHB2 version: is it a revision of the CD version- in which case the PHB2 one is a replacement- or if the PHB2 one was merely poorly named and is intended to be simply another feat (as we do in our campaign*). In the latter case, then you could take both versions.



* Our logic is that the two feats are so radically different that the latter one can't be interpreted as a revision of the original, and thus is merely a different feat with the same name as it's predecessor.
 

[MENTION=26948]TanisFrey[/MENTION]: There have been many times I've -wanted- to use the Moon Blade for attacking, but I play with a group of people who tend to...charge first, think later, leaving both myself and our party's druid (though usually just me) to drop what we're currently doing and high-tail it over to them to make sure they don't die. It's incredibly frustrating sometimes, LOL. ._.
At least they know when to run. One player in my current game does not know when to withdrawal, ever.

His character died last Saturday against the 16th fighter Gith Vamp who was doing 70-90 hp in a single blow against his character AC of 35+. He was playing a Deep Warden in full plate.
 

@Dandu: When, in Touch of Healing's description, it says a spell "available to cast", am I reading that correctly in that it's been prepared, not another spell sacked to spontaneously cast?
That's an interesting question. I'd be inclined to say you fulfill the requirement if you can spontaneously cast a healing spell.
 


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