Ultimate Cure-battery Builds (post yours!)

Remathilis

Legend
Lets see the "ultimate cure-battery" builds you have for healing your friends. Only WotC resources, please.

Classes, Feats, PrCs, Domains, Spell Selections (aside from Cure_Wounds) and anything else.
 

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I'd go with Cleric 1/Favored Soul (PHBII Divine Favor variant) or Cleric/Radiant Servant of Pelor. Feats: Augment healing (CD), Sacred healing (PHBII), Touch of healing (CC), and Healing devotion (CC), plus maybe Improved Turning to power the divine feats (you already must have IT to enter the Radiant Servant class)

For spells Close wounds (SC) is a very good one, and there are several others in Complete Champion easily abusable with Augment healing, like Darts of life.
 

Spontaneous Domain Casting with the Healing Domain is a good way to go. It's a wash up to 10th level, but at high levels replacing spontaneous mass cure moderate wounds with spontaneous heal is a good deal. And if you can convince your DM that those spontaneously cast spells are domain spells for the purposes of the Radiant Servant's abilities, you're really in business.
 

Augment Healing, Magic of the Land are both highly recommended. Empower if you can't use Radiant Servant of Pelor class ability with sponted spells or to fill in the gap when he can't empower things.

While Sacred Healing appears good at first, its only +2 per die which is actually pretty horrible when you consider all the most efficient healing spells have few die. (eg. Mass Cure Light Wounds, Heal)

A properly tweaked cure light wounds mass is capable of 50+ healing to each person it affects at level 9, when you first get it.

(Note: I don't have access to Complete Champion, so quite possibly more by now)
 

Diirk said:
While Sacred Healing appears good at first, its only +2 per die which is actually pretty horrible when you consider all the most efficient healing spells have few die. (eg. Mass Cure Light Wounds, Heal)

Augment healing is of course better than sacred healing, but you can use both at the same time and we're doing an excersise on maximizing total damage healed. And there are some conjuration (healing) spells that use many dice, like Circle of healing and Darts of life, both from Complete Champion.
 


Sacred Healing from BoED gives fast healing 3 to everyone within 60ft for a 1+Cha rounds. Add Pool of Healing from complete champion, you permanently lose 1 4th level spell slot and pick up a recharging pool of healing points you can dole out as you like equal to 5x(1+divine caster level)
Not bad bumps to your healing repertoire.
 

You're going to want to mix Combat Medic from Heroes of Battle. Full clerical spellcasting progression, ability to stack useful bonuses like Sanctuary on any healing and at the end you can spontaneously convert to Heal spells.
 

Divine Metamagic(Persistant Spell) Mass Lesser Vigor.

Unless your DM rules that the duration limit in the spell overrides the 24 hour nature of Persistant Spell (or your DM rightfully bans Divine Metamagic(Persistant Spell)), that's fast healing 1 all day for the entire party at 5th (Human Cleric: Extend Spell, Persistent Spell, Divine Metamagic(Persistant Spell), base Charisma 14, Eagle's Splendor, Mass Lesser Vigor - cast Eagle's Splendor in the morning to bump your Charisma to 18, and thus your Turning Attempts to the 7 needed for DMM(Persistant Spell), cast DMM(Persistant) Mass Lesser Vigor). Upgrade to Vigorous Circle (fast Healing 3) at 11th. Dispel Magic effects are the bane of the party, and you'll still want the occasional Cure spell for in-combat healing, but as long as you're not ability damaged/drained/similar and you can get your hour of prayer in daily, out of combat healing is not an issue.
 

So do PCs actually choose things like this or is this just an exercise in what can be done? In my current group I am the only person that would play a healer at all, and I am generally DMing. Guess it'd work for cohorts. :D
 

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