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So I was watching Constantine last night and was mildly inspired to make a build based around the idea: very anti-demon, anti-undead, able to fix/heal those that have been possessed/harmed by them.

Then this morning, I find a thread here on the forums talking about "the Medic" role of the party. Seems fitting.

So. I'm interested in making a divine-powered support character. Healing is an obvious must, as would be things like Remove Poison/Disease/etc. I feel like focusing too much on Constantine would make it kind of a corner case (would have to be a campaign based on the idea of lots of undead/demons/possesions/etc.), but it is inspired in part by him, so feel free to suggest something if it fits with the overall theme as well. I know focusing too much on the healing side lease me kind of useless when everyone is healed, so some buffing would also be good to include.

One thing I got interested in while researching this is the Life Link revelation/hex from Oracle/Shaman. I like the idea of always being linked to my party members and giving them health back slowly, then dumping healing spells on myself. It kind of makes my HP pool a shared HP pool. It also means I can focus on getting things like fast healing and/or regeneration for myself, and it will benefit the entire party at the same time. Enhanced Cures and Spirit Boost both also seem useful and fun.

I'm not used to building these kinds of characters, so any help/suggestions are appreciated. I'm very interested in those revelations, so Oracle or maybe Shaman is what I'm looking at right now, though I wouldn't mind some kind of Cleric, Paladin, Warpriest, etc.

Lastly, my initial idea for the Constantine character was for a non-spellcaster; a divine character who still worked miracles, healed, etc., but did so without spells. I don't know if it's possible to make the above character idea work without being a spellcaster, but I'm open to the idea of using a spellcasting class with an archetype that gives up spellcasting for some other useful benefits.

Anyway, thanks in advance for any suggestions/ideas.


Tempered Champion + Hospitaler archetype Paladin.

You don't have spells, but you have Lay on Hands and you have condition removal through Mercies, a healing aura, and a separate non-lay on hands pool of Channel Energy.


While this concept is closer to Castiel from Supernatural Assimir Cleric or Life Oracle and then two level of Envoy and maybe one level of Holy Vindicator. The Assimir offer three channel feats I find intertsing and useful


A Cleric with a single level Monk dip might work, from memory Constantine is fairly handy in melee but not the most likeable chap (meaning low Cha fits better).
He also doesn't wear armour, so a level of Monk with decent Wis could work quite well.
Str 14, Dex 12, Con 14, Int 10, Wis 18, Cha 8
Still leaves you with a couple of channels as well as your spells for healing and AC 15 off the bat for a grand cost of zero gold, which only drops when flat-footed.
You'd probably want to take Fortune's Favoured and make the most of Divine Favour to get much out of him in melee, but at first level as a Monk he'd get three Feats plus the Monk included stuff like Unarmed Strike.

Personally I am building a reach Cleric based on the same class combo at the moment.


Skip dipping into Monk take Warpriest. You can then get Unarmed Strike as a free feat and it's damage improves comparable to a Monk. The class isn't bad had two players use them and liked them with only one complaint, low BAB. Another advantage of Warpriest their channel is Wisdom based.


:D Oddly enough, when I was typing up my original post, I thought about saying something along the lines of "bonus points if someone makes Monk fit, because, you know...Keanu knows kung fu"


I am less familiar with Warpriest, but DD may make a good point. Monk plus Warpriest is good because of the added Wisdom synergy, but the reduced casting may hurt your healer role, especially with the Monk dip (although the dip might be unnecessary with WP).

Scarab Sages

So, if you want to do things like "Fix those charmed by undead/demons", you may want to get better spellcasting. Being good at both combat and spellcasting is difficult, especially if you want the unarmed route, but there might be a way to do it by going STRAIGHT ORACLE.

Okay, hear me out on this one. It's a tad feat intensive, but it might just work.

So, you go life oracle. Just raw Life Oracle. You've got healing, but you're goal is to be good against undead and demons, right? So, you take the Alignment Channel feat to use channel positive energy against evil outsiders. But that's a later feat. The first few things you'll need are Extra Revelation and Improved Unarmed Strike.

Now, you COULD wait until you pick up a Monk's Robe at a later level, and it's what I would do, but if you want to punch people from level 1, this is the way to do it. So, there are 3 revelations that are an absolute MUST for you: Channel, Life Link, and Energy Body. Energy body REALLY isn't that great, but did you notice a little caveat when it's used against undead creatures?

Energy Body wrote:
...Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack.

Emphasis mine.

So, when you attack undead while energy body is active, not only do you have a positive energy version of flame shield, but your unarmed strikes deal 1d6+level damage! That's actually pretty respectable, and if you get spells that make you better at combat (Righteous Might, etc.), I think you'll find that your combat ability will be pretty substantial (against your chosen enemies). It turns Energy Body a little into a round/level version of a weak Smite Evil.

Now, you may not need Alignment Channel until 5th level, and the same goes for Energy Body via Extra Revelation, so depending on what you go with as your early fights, you need to consider your gear. I don't recommend the unarmored route, as much as it may fit your character concept. You get Medium Armor and Shield Proficiency, and I recommend that you use them. Your character probably makes sense with high Strength, and I recommend that you use it. A reasonable Dexterity score could work with the setup as well. I don't know how you're generating stats, but prioritizing Str=Cha>Dex>Con>Wis=Int would probably work in your favor.

An amulet of mighty fists is important, but you have access to enchantments that most users don't typically go for. Grayflame is something from which you can get a lot of mileage, giving you that Enhancement bonus to attacks AND counting them as good & silver for overcoming damage reduction (and the +1d6 extra damage is nice as well). Once you get extra attacks, it's probably a better way of dealing damage to your enemies than just channeling when there are few enemies around.

Remember, though that all of this is secondary next to your spellcasting. Spells like Protection from Evil (and Magic Circle Against Evil) will keep you guys safe from charms/compulsions, something vitally important against demons/undead. You give as many allies as needed your Life Link, and you can even use Energy Body to heal yourself while life-linked with allies, so in a single turn you could heal allies, yourself, and strike undead creatures for pretty reasonable damage (all with silvery, golden fists of righteous fury). Around 7th level, if you have your monk robe, you're looking at ~2d6+9 damage against undead per unarmed strike, which is pretty nice. It's not a ton, but you also have really solid defenses, likely a Magic Circle Against Evil up, and the ability to pulse heal your allies as needed. If you manage to get REALLY crazy stats, you could get Brawling Elven Chainmail eventually, which, combined with a decent dexterity, would keep your AC pretty high while also giving you that sweet +2 attack/damage with unarmed strikes.

Against normal enemies, you have lots of powerful spells/buffs, and your unarmed strike damage is small, but you're still defensive enough to hit the front lines without worrying too much. I will admit, there is a bit of question as to how some of the enchantments work with the damage component of Energy Body (I could see it reasonably argued either way), but there you go.


Im ok with skipping over the unarmed/unarmored aspect of Constantine. The build was more inspired by watching Constantine (and reading the Medic thread) than anything else.

The parts that actually seemed interesting to me were his use of various holy "gadgets" (holy water, bibles, crosses, silver bullets, etc.) which can be reproduced with gear, and his use of what would probably be classified as Knowledge (religion) or Knowledge (planes) (he knew enough about religion and religious history as well as procedures for performing exercisms in order to know what needed to be done to defeat demons, etc.).

In this case, I'm making an adventurer who has to worry about all manner of monsters, while being somewhat specialized in undead/demons, so it wouldn't be a stretch for him to be armored and armed for taking care of things that a bared holy symbol and a prayer don't fix.


If you want this kind of Specialist consider Inquisitor or Ranger. I'd take Inquisitor over Ranger but both give you skills and bonuses to figure out how to kill the monsters.


I think what you want is a Relic Hunter Inquisitor.


Enhanced Cures is a trap, once you do the math. The only spell that gets much benefit is Cure Light Wounds, benefiting from scaling up to higher levels. Cure Moderate already scales to level 10. If you're playing a level 11+ campaign and need to squeeze every last drop of healing out of your level 1 slots - then maybe. In normal play looks good superficially but is a *trap*.

Spirit Boost, similarly, looks good but is actually less effective than you'd hope. It only works with healing from spells - not from Channels, Life Link or other non-spell healing options. Unless you're throwing Mass Cure spells around it's unlikely to be very good.

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