Ultimate healer

Depending on what level range you are talking about, a Shugenja isn't terrible. Shugenja with access to water spells can cast Mass Heal as an 8th level spell at 16th character level. Also, with their huge access to knowledge skills, they can easily qualify for both Augment Healing and Magic of the Land. Throw in a level of cleric for some turning ability and you can start using divine metamagic plus nightsticks.
 

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Well, Imbued Healing is solid, especially for early heals. Temporary hitpoints for the win. And, no level bump-up. And, it satisfies the metamagic requirement that you need for Twinned spells.

Sacred Healing is indeed awesome -- a turn attempt for fast healing 3 for your whole party (which beats the Healing [Domain] feat hands down until you're 12th level, and probably even then, since it applies to everyone).

Touch of Healing (Reserve spell, heals 3 points per level of the highest level healing spell held in reserve, can do it all day) is just incredible -- for a campaign where the DM doesn't let you buy wands of lessor vigor. Free heals, all day long, as long as your target is below half hitpoints. The problem with it is that it becomes active (half hitpoints) just about the time you're needing to blow a clutch heal.

So, my plan is to go wands of lessor vigor for touch-up between fights, which leaves me as the clutch healer. An empowered, maximized, twinned Cure Critical, with Augment Healing, is going to top 150 hitpoints, unless I miss my math. That's enough clutch, I think. :-)

We'll see -- it feels insane not to take Touch of Healing, Augmented Healing, Magic of the Land, and just forget the whole Twinned Spell thing. But I want to throw twinned Slay Livings down the road, so, maybe the offensive side of this is worth it.

cheers,

Carpe
 
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green slime said:
What is the "Magic of the Land" feat? Which source book is it in?

It's in Races of the Wild. It allows a caster to make a knowledge (nature) check when in a natural setting and casting a targeted non-aligned, non-necromancy spell. If you succeed, the spell has its normal effect, plus heals 2hp/spell level. If you cast such a spell on undead, it deals positive energy damage to them at the same rate (Will negates).
 


boolean said:
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".
That was my recollection as well from earlier threads about this.
 

Sound of Azure said:
It's in Races of the Wild. It allows a caster to make a knowledge (nature) check when in a natural setting and casting a targeted non-aligned, non-necromancy spell. If you succeed, the spell has its normal effect, plus heals 2hp/spell level. If you cast such a spell on undead, it deals positive energy damage to them at the same rate (Will negates).
It doesn't have to be targeted, I think? You can use it on an area effect spell like fireball.
 

Carpe DM said:
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.
True, but it also stops you from using Divine Ward and Divine Metamagic on the same spell. You can heal even more damage, or you can heal safely from a distance, but you can't do both.

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?
Complete Divine, p. 77:
Regardless, you may activate only one divine feat (or use the ability to turn or rebuke undead once) per round, though overlapping durations may allow you the benefits of more than one divine feat at a time.
Of course, Rule Zero applies as always.
 
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