Ultimate healer

Not sure if it is worth it as it takes two feats to get there but for a lesser cost to your turn attempts you can get these two feats from the PHBII

Sacred Healing - burn turn attempt to gain bonus to healing check - will give you ->
Sacred Purification - burn turn attempt to heal 1d8+cha to every living creature in a 60 foot radius & deal damage to undead the same
 

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Diirk said:
I looked at the combat medic and wasn't really impressed; spontaneous heal you can pick up by using the cleric alternate class feature from PHB2 and choosing Healing as your domain for spontaneously casting.
It is gold for Favoured Soul, since you effectively get an extra spell known. The main feature of Cambat Medic is Mobility, Evasion and high Ref save. If you are playing healer, you are likely to end up near someone almost every round. Makes you a very tempting target for an area effect, and Evasion will help you survive longer and spend less resources healing yourself.
 

Carpe DM said:
With flaws, I would have Reach Spell, Divine Metamagic (Reach Spell), Twin Spell, Divine Metamagic (Twin Spell), Extra Turning by third level.
If you're using it for healing and buffs, Divine Ward from PHB2 is better than Reach Spell. It only needs one feat, it has a longer range, and you don't need to make a ranged attack roll.

The overall plan is to take Domain Spontaneity (Healing Domain) at sixth level, when I go into Radiant Servant, then convert my heals into twinned, empowered domain spells, per the Radiant Servant abilities to empower domain heals for free.
Check with your DM. Many people (including myself) only allow the Empower/Maximize/Supreme Healing abilities to work on spells prepared in your domain slots. There's debate about whether spells cast with the Domain Spontaneity feat (or the Spontaneous Domain Casting alternate class feature) fit the definition of a "domain spell".

Also, you can only turn undead once per round. This include spending turn attempts to power divine feats. So you can't simultaneously spend turns to use both Domain Spontaneity and Divine Metamagic on the same spell.
 

Some really great advice here. I will certainly look into Magic of the Land and Augmented Healing, and will probably drop Divine MM / Reach Spell for Divine Ward.

boolean said:
Also, you can only turn undead once per round. This include spending turn attempts to power divine feats. So you can't simultaneously spend turns to use both Domain Spontaneity and Divine Metamagic on the same spell.

Well, if I'm using the variant from PHBII, this won't be a deal-killer, since that does not require burning a turn attempt to fuel a feat.

But -- is this correct? I know you can only turn undead once a round. But that's not the same as using a turn attempt to fuel a feat. The feats themselves state what kind of action it is to use the feat; the cost is a turn attempt.

Do you have some clear text on this issue?
 

boolean said:
If you're using it for healing and buffs, Divine Ward from PHB2 is better than Reach Spell. It only needs one feat, it has a longer range, and you don't need to make a ranged attack roll.
Whoa.

No kidding: nice feat!
 

QuaziquestGM said:
Have you checked out the healer class from the Mini's Handbook?

I decided that the class was rather underpowered, and the unicorn was silly, so built up a variant for my somewhat lower-magic PBP game. Here's what I came up with. Though a disclaimer here is that the only full casters in that game are healers, archivists, and dread necromancers...
 

So --

As I'm currently looking at things, I'm going --

Divine Ward
Extra Turning
INSERT HERE
Twin Spell
Divine Metamagic - Twin Spell

Flaws are (Non-Combatant) and (Vulnerable). This is at third level.

At 6th and 9th I will pick up Augmented Healing and Magic of the Land.

My thinking --

Augmented Healing and Magic of the Land are both awesome (especially for a Knowledge: Nature maxxed Cloistered Cleric). But they depend of spell levels to get bang for the buck. Whereas twinning a heal is a big deal from the beginning.

My one question -- what metamagic feat should I pick to let me get the prerequisite for Twin Spell? Are there any "healing oriented" metamagic feats? I was thinking Sudden Still (since this guy is a total non-fighter, and may need to cast a utility spell to escape a grapple) or Sudden Extend (for those 1 round / level buffs), but frankly neither of those seem to really grab me.

Also, what magic items ought I to be going for? Several Nightsticks seem to be absolutely necessary. What else out there gives you extra turn attempts?

Thoughts?

Carpe
 

Consider Repeat spell rather than Twin spell. You'll be healing the same, only spread over two rounds (which is both bad and good, since you can heal people which isn't so low on hit points knowing they'll be eventually healed the next turn after they likely take more damage) and IIRC the metamagic cost is lower.

edit: there are also healing oriented feats in complete champion you should check out. Imbued healing can be very good for you: it's a metamagic feat without level increase, and can grant the target of a healing spell temporary hit points equal to hit dice if you use the Healing domain effect (effectively even more healing), or other benefits for the Knowledge and Sun domains you'll have.

edit 2: Forget repeat spell. Doesn't work with Touch range spells.
 
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It's a [metamagic] feat that imbues healing spells with one relatively small beneficial effect that depends on the domains you have, so one of the spell targets benefit from it. If you choose the Healing domain effect, the target gains 1 temporary hit point for every hit die he has, for 1 hour. The Sun domain effect is low light vision and +2 to spot checks, and the Knowledge domain effect is +2 insight bonus to skill checks. I don't know it it's a typo, but looks like the spell's level isn't increasedl.
 

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