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I was inspired by this thread to try and create the ultimate healer build, here is my attempt.

Healy McHealface

Dwarf Unbreakable Fighter 1/ Inquisitor 8

CON > WIS > CHA > Everything Else

1: Fey Foundling
B: Endurance, Diehard
3: Fast Healer
Teamwork: Shielded Caster
5: Judgement Surge
Teamwork: Combat Medic
7: Leadership
9: Righteous Healing

Inquisition: Healing Domain
Traits: Rescued (Campaign), Sun Blessed (Magic)
Items: Inheritor's Light, Wayfinder, Boots of the Earth, Belt of Mighty Constitution (+4)

Take a healing focused paladin for the cohort from leadership and find an ioun stone with resonant power #34 (Cure spells heal an additional 2 points per dice). Favored class bonus goes to the Dwarf racial option (+ 1/2 level for purposes of one judgement, for a level 12 healing judgement).

The character can now heal an extra 5 hitpoints per die rolled for a cure spell (2 more if he cast it), 3 per die for LoH from the companion and adds half of his CON modifier to what he heals from all sources (+4 healing at this level, more as he gets higher level). Plus the healing judgement will give fast healing 5, and Righteous Healing will add another 5 to his self heals, both of which increase to +6 on both with Judgement Surge. The boots of the earth probably don't stack with the judgement, but provide an out of combat option. Additionally Sun Blessed lets a small amount of overflow healing become temporary HP.

Altogether he can be in combat and fast heal for 10, cast Cure Serious Wounds on himself for 1.5*(3d8+8 Base Spell) +15 (Fey foundling, Inheritor's Light & Wayfinder) +4 (Fast Healer) +6 (Righteous Healing) +2 (Rescued), for a total of 1.5*(3d8+8)+25 (Some may interpret the empower as being after the bonuses from feats and items).
After this he can be healed by his companion, for whatever the cohort's base is +3 per die and +4 after that.

Maybe round things out by maxing Diplomacy, Bluff, and Intimidate ranks to make him good at getting NPCs to cast healing spells on him as well.

There are probably a few tricks I missed, but I figure this is a good candidate for the ultimate healer. I haven't seen any builds that are better at being healed.


The Noble Scion(Peace) feat allows a character who takes 10 with a wisdom based skill to take 13 instead. The Magnum Opus feat is only for Craft and Perform but makes it 15. I think I've seen a trait somewhere that gives a bonus when taking 10 as well.

Creatures with a Swim or Climb speed can always take 10 on those skills, and there is an advanced rogue talent that allows taking 10 on some skills as well.

The challenge is this: make a character that does better when taking 10 than rolling, which means we want situational bonuses up to +10 when taking 10, ideally better. On top of that we'll want to make that apply to as many skills as possible, and be able to take 10 as often as possible. Bonus points for taking 10 in unusual cases like the Balanced Determination trait.


If a paladin with the Iroran Paladin archetype (or its open content version, the Enlightened Paladin) takes a dip in Lore Oracle for Sidestep Secret, would the abilities stack? It is technically adding the same ability score bonus twice, but it seems odd for the features to weaken the character in combination.

Confident Defense (Ex) wrote:
At 1st level, when wearing light or no armor and not using a shield, an Iroran paladin adds 1 point of his Charisma bonus (if any) per class level to his Dexterity bonus to his Armor Class. If he is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. This ability replaces his proficiency with medium armor, heavy armor, and shields.
Sidestep Secret (Su) wrote:
Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity.

Less importantly, is there any way for a character to have two patron deities so that Celestial Obedience (Arshea) can be thrown in as well?


An Eldritch Archer Magus can fairly easily meet the prerequisites for the Arcane Archer prestige class. If one were to do so, could the Ranged Spell Combat ability be combined with Imbue Arrow from the prestige class?

Imbue Arrow says that the spell uses its standard casting time and that the arrow can be fired as part of the casting.

Spell Combat says that a magus can make all of his iterative attacks and cast a single spell with a casting time of one standard action.

It seems to me that if the Imbue Arrow is a replacement for a standard casting, then it couldn't be combined with the separate action of Spell Combat. But if it works more like a alternate way of using the same action it seems that it would work, with whatever penalties would normally be associated with that attack.


1) How does the feat interact with Pounce? Can I use the extra damage on all of my attacks, or only the first one?

2) If I somehow make the weapons I'm using Agile (such as with an Amulet of Mighty Fists and a monk), do I apply double my dexterity modifier or do I have to choose which effect applies?

3) If I am applying this feat to a weapon which benefits from an improved (1:3) ratio for power attack, such as a two handed weapon, does the increase to x2 strength modifier make Power Attack drop down to a 1:2 ratio?


I was inspired by this blog post

I'm thinking about building an Android Wild Rager, using Unchained Barbarian to allow me to benefit from rage bonuses, (and eliminating the worst of rage cycling cheese). I picture him as an awkward nerdy fellow who in combat goes glowing red-eyes merciless killer.

Looking at the Wild Rager's main drawback I'm thinking Iron Will, and Nanite Surge for when I really need to make the will saves (for example to not smash the cleric).
I'm also planning on using the beast totem line for pounce and a natural weapon to build around for extra attacks early on. Superstitious archetype is to trade out minor abilities for an initiative bonus and minor abilities to make him seem scarily perceptive.

Build:

Android Unchained Monk1/Unchained Barbarian 19
Archetypes: Wild Rager, Superstitious
Traits: Trap Finder, Awakened From Stasis (for flavor/backstory reasons)

20 Point Buy
STR: 16 (2nd-5th stat increases)
DEX: 16
CON: 13 (1st stat increase)
INT: 12
WIS: 13
CHA: 7

Brb1: Iron Will
Brb2: Lesser Beast Totem
Brb3: Power Attack
Brb4: Accurate Stance?
Mnk1: Improved Unarmed Strike, Stunning Fist, Combat Reflexes, Weapon Focus (Claw)
Brb5:
Brb6: Feral Combat Training (Claw), Beast Totem
Brb7:
Brb8: Dragon Style, Sharpened Accuracy?
Brb9:
Brb10: Dragon Ferocity, Greater Beast Totem
Brb11:
Brb12: Elemental Fist, Taunting Stance
Brb13:
Brb14:???, Bloody Fist (Because its the most metal rage power ever)
Brb15:
Brb16: ???, ???
Brb17:
Brb18: ???, ???
Brb19:

Items:
Cloak of Resistance
Ring of Deflection
Belt/Headband of Stat boosting
Magic Armor
Amulet of Mighty Fists

Deliquescent Gloves, Azata's Whimsy (possibly in magic tattoo form?)

Suggestions on items, different feats/rage powers and so on would be greatly appreciated!