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No Man's Land (Recruitment Closed... Sort of)

moritheil said:
More healing, PLEASE! :D I welcome any and all efforts to add to the list of healing types.

Players playing healing characters:
Rathan
Insight
Kafkonia

Players playing characters that can heal but might be more optimal doing other things:
moritheil (backup)
Lord_Raven88 (possibly; theurge)
Necro_Kinder (backup)

Counting each backup healer as 1/2 a healer, we have 4.5 healers out of 20 chars. That falls short of the theoretical 1/4 of a party that should be healers.

Necro_kinder:
[sblock]You have two amulets; you might want to combine those.[/sblock]



[sblock]Yeah, I've been avoiding Leadership, but if you have such a high Cha, you may want to take it. Or you could just use Transdimensional spell and resign yourself to the fact that all your spells are going to be a level higher. (Or Divine Metamagic: transdimensional . . . )[/sblock]

My Ranger build will have access to a few cure spells and is sure to have a wand of cure serious on him. Maybe you could consider him a third string healer?
 

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Awesome. Looks like we've got enough fractional healing. Thanks for responding, guys!

I have another update to my char sheet, but I'll wait for the RG to post it. Boat 3, hrm . . .

About AC - I was one of the ones who posted that it should be possible to get 100 AC at 20, so I should point out that my char has nothing near that. Getting hit is what we have summons for! :p

Insight - [sblock]I just want to point out that you won't want use enemies as host bodies with regularity because we'll occasionally using MCvE, which will mess with your ability to control them. An enemy reverting in the middle of a battle could be very bad news. I hereby repeat my offer to call up a shambler with 10' reach for you to use to heal people. Even if you lose control of it, it's loyal to me to begin with, so there's no problem. ;) Also, I see everyone else voting for divine metamagic: reach as well. :p Consider it.[/sblock]

And now I have a question of my own for my fellow build tweakers: What does everyone consider to be adequate save bonuses? Doing the math in my head, I believe that preparing for DC 33 saves would be most prudent. However, I've run into some trouble getting my Fort saves into what I consider to be decent territory because I took the trouble to boost my Ref saves. (Ref saves see more use, but Fort saves tend to be more critical.) My Fort save is currently sitting in the low 20s. It would suck for Ichiru to die to the first Fort save spell he gets hit with . . .
 
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Save Bonues? I don't worry about them. I have strong Base saves, and can add +20 to any one of them each encounter, and each time I refresh a manuver. Everyone else...hmm...+22-+30 is never bad. I see Salimesh as one of the guys that aggro's casters so everyone else can do their work. *L*
 

Granted, it takes someone optimized for save DCs to throw a DC 33 save or die at 20th level, but assuming that will turn up sooner or later, a +22 to save has less than a 50% chance of surviving. I don't really consider those odds good. :uhoh: This is without accounting for Fatespinners, etc. that can push that DC up to around 40 and force you to save twice.

That +20 to saves is pretty sweet. Bo9S, eh?
 

moritheil said:
That +20 to saves is pretty sweet. Bo9S, eh?

Diamond Mind Defense, yeah. It lets you add your Initiator Level as an unnamed bonus to one save as an Immediate Action. And since I'm playing the Initiator Class with the easiest to accomplish refresh mechanic, it should generally be there when I need to use it.

*Grumbles* I need more Swift Actions in a turn...one just isn't cutting it. *L*
 

moritheil said:
Granted, it takes someone optimized for save DCs to throw a DC 33 save or die at 20th level, but assuming that will turn up sooner or later, a +22 to save has less than a 50% chance of surviving. I don't really consider those odds good. :uhoh: This is without accounting for Fatespinners, etc. that can push that DC up to around 40 and force you to save twice.

True, I wasn't doing my momentary math correctly. Level 9 Spell + 30 Casting Ability = 29 right off. Not counting Spell Focus, items, etc...I'd err more to the side of HIGH, as in +30 or higher, to be on the safe side.
 



moritheil said:
Insight - [sblock]I just want to point out that you won't want use enemies as host bodies with regularity because we'll occasionally using MCvE, which will mess with your ability to control them. An enemy reverting in the middle of a battle could be very bad news. I hereby repeat my offer to call up a shambler with 10' reach for you to use to heal people. Even if you lose control of it, it's loyal to me to begin with, so there's no problem. ;) Also, I see everyone else voting for divine metamagic: reach as well. :p Consider it.[/sblock]

[sblock=moritheil]If I stick with Ghost, which is at best a 50/50 proposition at this point, I'd be adding a Cohort that I could control. That way, I can tweak him to give me the physical stats I need to be useful. I don't like Reach Spell because it's two turn attempts per casting, and Divine Ward is only one.[/sblock]
 

Insight said:
[sblock=moritheil]If I stick with Ghost, which is at best a 50/50 proposition at this point, I'd be adding a Cohort that I could control. That way, I can tweak him to give me the physical stats I need to be useful. I don't like Reach Spell because it's two turn attempts per casting, and Divine Ward is only one.[/sblock]

[sblock]Extra turn attempts cost under 2,000 gp each. Blow 50k gp on Turn attempts and you can metamagic with impunity. The cohort is not a bad idea, though.[/sblock]
 

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