trying to find a good feat for a 3rd level dedicated healer cleric

Ahrimon said:
Hmm, I saw creature collection, so your DM isn't anti SSS. I would suggest a feat that was originally in Relics and Rituals II and just recently reprinted for 3.5 in the Clerics and Druids guide for the scarred lands. I can't remember the name of it right now though. The gist of it is you can burn, as a free action, one of your turn undead ussages for the day in order to maximize as many dice in a cure spell as your cha modifier. So, with your cha of 14 you could maximize up to 2d8 of any cure spell. Which would mean that your clw would be curing 11+ points and your CMW would be pumping out 19+ points of healing goodness. It comes in very handy to have.

(The "+" is for whatever you said you have from your religion that increases your healing)

Ahrimon
Check my post above yours :D

Healers Benediction.
 

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Vraister said:
Its Off-Topic, but could anybody tell me what 'Spellcasting Prodigy' does.
Thanks
Vraister
3.0? There it gave you a +2 bonus on your spellcasting attribute concerning bonus spells and DCs.

3.5? Not sure, but they changed it somehow.... someone remembers?
 

Darklone said:
3.0? There it gave you a +2 bonus on your spellcasting attribute concerning bonus spells and DCs.

Thanks for the quick answer!
Does this bonus stack with the enhancement bonus from a periapt of wisdom and in which book is this feat?

Vraister
 


For 3rd level, I'd go with something to help the character survive. You do no good to other characters if you are dead.

To that end, I'd go with improved initiative (he who moves first, lives) or dodge. You did not list your constitution, but doing some quick math revealed that it should be fairly low. A hit point feat (either toughness or the new one from complete warrior that gives 1 hp/lvl, I think) might be a good idea. If not that, lightning reflexes might be a good idea. I know you did not list complete warrior, but your DM will likely come around and allow it, I'd guess.

At high levels, you might want to have empower spell. A 15th level caster casting an empowered mass cure light wounds spell (d8+15 X 1.5 = 29.25 average) is better than a mass cure serious wounds (3d8+15 = 28.5 average) and the disparity grows from there. If all you do is heal, you'll run out of heal spells and mass heal spells pretty fast at those levels (considering that the party will be 'down one man' in terms of offense, so the enemy will survive longer and do more damage to the party).
 

To that end, I'd go with improved initiative (he who moves first, lives) or dodge. You did not list your constitution, but doing some quick math revealed that it should be fairly low. A hit point feat (either toughness or the new one from complete warrior that gives 1 hp/lvl, I think) might be a good idea. If not that, lightning reflexes might be a good idea. I know you did not list complete warrior, but your DM will likely come around and allow it, I'd guess.

At high levels, you might want to have empower spell. A 15th level caster casting an empowered mass cure light wounds spell (d8+15 X 1.5 = 29.25 average) is better than a mass cure serious wounds (3d8+15 = 28.5 average) and the disparity grows from there. If all you do is heal, you'll run out of heal spells and mass heal spells pretty fast at those levels (considering that the party will be 'down one man' in terms of offense, so the enemy will survive longer and do more damage to the party).

At third level I should have 21 HP (CON of 10, 16 HP at level 2, 1/2 HD+1+CON bonus each level thereafter). My AC right now is 18 (+5 Breastplate, +2 Heavy Wooden Shield, +1 Dex bonus). As I said, my DEX is 12, so Dodge and Mobility are unavailable (unless I use my Ability increase at 4th to bump up my dex to 13, then choose dodge at 6th, and Mobility at 9th). I will ask my DM about Complete Warrior (the list I gave probably doesn't include the latest additions and approvals). Will probably take empower once I get up there in levels. The DM tries to keep about 8 people in the group, so being "down one man" in terms of offense isn't so bad.
 


Trainz, that's pretty much the standard method of breaking down an AC.

Randcorin, Have you considered using a Tower Shield? Ask your DM what 'give up all your attacks' means to them. If he will allow you can use it as total cover and still heal your comrades then I'd suggest that.

Even if he won't it's a better choice than tumble with that breastplate. Go total cover and move into position for this round then heal the next. At that point, go right into combat in cover mode and wait for the healing to be required. Healing while enjoying a +4 shield bonus to boot. You care nothing about that -2 to hit.

First time I think I've actually thought Tower Shields were worthwhile...

(Divine Might there jgsugden)
 
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