| Kalrik |
First answer: don't. You tie your hands really. A healing focused cleric is reactionary. What this means is that you do next to nothing while the party is fighting; knocking the standard party to 3 on enemy down from 4 on enemy.
Second: If you really want to go this route, go healing and Protection domain. Healing gives you free empower on all your conjuration(healing) spells and Protection gives the party a buff and you a free cloak of resistance.
Invest in feats like extra channeling and selective channeling so that your channel energy becomes useful. Ask if your GM will allow the Rapid Metamagic feat(allows spontaneous casting to cast spells using metamagic normally). If so, take that and Reach Spell. That way, you can use your heal spells at a range of close for a spell level higher. It may seem unnescessary, but only moving at 20ft means that you may not be able to get where you are going fast enough to save a party members life.
Investing in Armor Proficiency: Heavy isn't a bad idea either. Protect yourself first so that you can protect the party.
Marc Radle
|
If Third Party stuff is allowed, you might want to check out Exalted Domains from Super Genius Games.
LINK.
If you take Healing as your exalted Domain, you get some very nice abilities etc that makes your cleric very healing focused :)
| stringburka |
My suggestion is: Don't focus on being a healer, solely. At least mix it upp with buffs, and preferably offensive buffs or stuff that protects other things than hit points (remove fear and the like).
Selective Channeling is a must. Extra channeling can be useful. Decent Cha (14+), if you go buffs you don't need a top wisdom.
| EWHM |
The big problem with in-combat healing is that typically you can't even heal the damage from one attacker (the Heal spell eventually becomes somewhat useful in that regard). Out of combat, the low cost of the ever popular wand of cure light wounds makes it almost criminal to waste much of your spell potential there. My suggestion, go for travel domain and liberation domain. The extra movement from travel and the ability to ignore difficult terrain when needed and the on-demand free action of libration will give you terrific mobility to move to heal if that's what you're determined to do, or to prevent your party from being channeled and/or control the battlefield yourself.
| Dragonsong |
You might want to look into the oracle. An oracle of life can heal the heck out of the party.
This. They get some healing type spells(restoration type ones) a spell level earlier than clerics, all "cure" spells are instantly added to spells known at the approp levels, the channel revelationlets you play wiht the channel enrgy, combat healing(cures spells dont provoke in melee), and the ability to add your whole level to cure spells means at 10th level your "throw away" cure light does 1d8+10 for a first level slot. Then you pick spells you want to use for the ones known a buff here, searing light there. It is a spontaneous caster class with all the benefits and drawbacks of that. Be human and add extra spells known for your favored class option to broaden your spell casting options.
Mcarvin
|
My favorite heal build is an oracle of life with the life link revelation, a high con modifier, the fast healer feat, and shield other and sacred bond as spells.... it's pretty cool. You basically only have to heal yourself and you get a bonus for doing so. You might also take a level in fighter to get heavy armor and shield and such... your the heal tank =D. The enemies can't kill your party with you healing them and they can't kill you because you have a huge AC.
calagnar
|
If your going to focus on healing.
1. Make sure you have somthing else you can bring to the party.
2. Live Orical works better. ( Alows you to focus on one stat only. )
3. Healing in combat or out of combat IMO. Is a wast of divine spell power. Bring wands and potions for healing dose a much better job, and cheaper then casting a spell.
4. Wand and scroll DC's are junk. Use them for healing and restoration only.
5. Divine spells like hold person, curse, blindness, comand, mass comand, and the list gose on. Are better they prevent damage.
Divine casters are not healing battery. They are very powerfull casters. IMO divine casters are as good if not better then arcane casters.
One trick ponys don't work in small groups.
Two is the least amount of jobs one character can do for a small group.
Over lap of abilitys is a good thing.
Example
Oricle of battle (15 point buy)
Reach weapon for melee damage starting Str 17. check
Diplomacy +6 and sense motive +2 for socal skills. check
Trait vagabond child (disable device) traps +4 Perception +2. check
| Kierato |
(20 point buy)
Half-Elf Cleric/5 of Sarnarae
Str 14, Dex 10, Con 10, Int 10, Wis 17, Cha 16
Scimitar
Breast Plate
Light shield
Feats: Skill Focus (Heal), Selective Channeling, Reach Spell, Extra Channeling
Skills:
Special Features: Healing Domain (Restoration sub domain), Glory Domain (Honor Sub domain), Channel Energy 8/day, 3d6 healing
Thoughts: Glory increases the save DC for channel energy by 2. Restoration sub domain allows you to cure dazed, fatigued, shaken, sickened, and staggered 3 + cha mod per day. Honor grants a subject another save vs enchantment (charm) or enchantment (compulsion) effects , and can be activated to grant you another save. Can only be used once per effect, though. Remember that you can switch your scimitar to your shield hand and back as a free action. The Skill Focus heal will allow you to treat deadly wounds easier.
| SmiloDan RPG Superstar 2012 Top 32 |
In 3.5, I played a cloistered cleric of Pelor/Radiant Servant of Pelor. Very good at healing, very good at hurting undead. I saved the party on more than one occasion. Even took out the BBEG at 20th level: a lich that had disintegrated one PC, Prismatic Walled the swashbuckler (he got planeshifted), and petrified another. I got lucky and natural 20ed my attack roll to touch the lich on a mass heal and the lich natural 1ed on its saving throw.
But being a one-trick pony can be both boring and counter productive. Remember to prepare useful spells, and only convert them to spontaneous healing if you need to. With Channel Energy and the extra healing spells from the healing domain, you should be OK.
| Kierato |
In 3.5, I played a cloistered cleric of Pelor/Radiant Servant of Pelor. Very good at healing, very good at hurting undead. I saved the party on more than one occasion. Even took out the BBEG at 20th level: a lich that had disintegrated one PC, Prismatic Walled the swashbuckler (he got planeshifted), and petrified another. I got lucky and natural 20ed my attack roll to touch the lich on a mass heal and the lich natural 1ed on its saving throw.
But being a one-trick pony can be both boring and counter productive. Remember to prepare useful spells, and only convert them to spontaneous healing if you need to. With Channel Energy and the extra healing spells from the healing domain, you should be OK.
I created something similar, but went straight cleric. I had so many ways to heal and could utterly destroy undead. Never got to play her.
EDIT: When you can, pick up the phylactery that increases your channel energy by 2d6.
| Grey Lensman |
The 3 best pure healers I have seen are the Healing Domain Cleric, the Life Oracle, and the Hospitaller Paladin.
The Healing Domain Cleric gets a free empower on all healing spells at level 6.
The Life Oracle gets to focus on charisma, putting spells AND channel energy on the same stat. In addition they get to add their entire level to cure wounds spells. While this ability is good, it isn't as good as the healing domain. However, the increased uses per day of channel energy and other abilities help to make up for it.
The Hospitaller Paladin can also focus on charisma, plus they get both Lay on Hands AND a slightly reduced channel energy. Extra Channel Energy can be chosen only once as a feat, whereas Extra Lay on Hands does not have this restriction.
| james maissen |
In an upcoming campaign, I am considering playing a Cleric who focuses on healing. I am looking for suggestions on how to get the most healing out of my Cleric…or another class if there is one that does better at healing.
What levels are you looking to play this character at, what materials do you have available, what is the rest of your party like, etc?
-James
Chris Ballard
|
The Miniatures Handbook from 3.5 has the Healer class. It gets some pretty good spell-like abilities like Remove Fear. At about 3rd level, a healer doesn't provoke opportunity attacks when casting healing spells. Also, healing spells get a bonus to hp healed equal to the character's CHA modifier. Get Skill Focus (Healing) as a bonus feat at 2nd level.
| Father Dale |
I'd also second the Life Oracle as a better 'healer' character than a cleric.
Primarily, the oracle uses Cha as his primary stat. The benefit here is that this allows you to be exceptional in social situations, giving you an additional role to play and thus not being subjected to the sole status of a walking hospital. You can use traits and feats to add a few Cha based class skills and you can have all the social skills needed to be a very effective party face. Plus oracles get more skill points each level, letting you do more and various things.
Also, since you will gain many good healing/restoartion spells via the bonus spells, you don't really need to use any of your regular spells known for healing. You can thus use them for buffs, debuffs, offense, etc.
The benefit for the oracle is that as a spontaneous caster he can call upon any of his spells when needed, whereas the cleric cannot do this (except for cure spells). Thus, if your party needs a restoration or a Heal spell, you can do it right then as long as you have spell slots available of the appropriate level. The cleric has to actually have the spell prepared, or must wait a day to do it.
But really, being able to have an additional role to play aside from just a healing battery is important, so that you can have more to do and can enjoy the game more. And also to free up your other party members to focus on other things.
So I'd personally suggest a Human Life Oracle, taking the human oracle favored class bonus for extra spells known. Pick up some traits to add say Bluff, Perception, and/or Use Magic Device to your class skills. (Or use the Cosmopolitan feat to do this). Focus skills on some social skills and your spellcasting skills. You can pick up heavy armor proficiency with a feat if so desired to give extra defenses. Focus on being a primary spellcaster, and use your feats to this end. Some metamagic feats would be good to have, as would spell focus in say Enchantment (for Hold Person, Grtr Command, etc.), or even Augment Summoning and pick up a summoning spell or two.
| KaeYoss |
The oracle of life is a great suggestion! Whoever suggested that should get a medal and a whole bunch of groupies! <_<
Anyway, the advantage is that the oracle gets its fair share of spells known, and between the automatic cure spells and the focus bonus spells, you hardly need any of your regular spells known to use on healing stuff.
And while you don't get any abilities (except spells) that aren't focussed on healing, those abilities are quite nice (you can get channel energy, an ability that lets you add your whole level to cure spells, and other things) and mean that in addition to requiring only a few spells known for your healing, you don't need too many spell slots to heal, either - especially if you add some cheap Happy Sticks (wands of cure light wounds)
That means you can devote a lot of your spell power to things other than healing.
You can do the divine spell-slinger thing, using your magic directly on enemies. You can focus on charisma almost as well as a wizard on intelligence, so you'll have great DCs, and the cleric spell list does have some nice direct offence spells.
You can also do a decent battle medic. One thing clerics are good at with their magic is buffing themselves, and oracles aren't that much different with their cleric spell list. Invest in some str and con, maybe a bit in dex, and while you're not quite as focussed on cha that way, you can still do nicely enough.
You could also become an oracle with a different focus instead. It would mean using a few more resources on healing (since you don't get those nice healing-focused revelations), but you can excel in other stuff and still do a decent job as a healer. If you want to do the warrior, the oracle of battle is simply devastating, and there are foci to make you a decent spell-slinger, too.
| CourtFool |
What levels are you looking to play this character at, what materials do you have available, what is the rest of your party like, etc?
I am assuming we will be started at 1st level. I have the Pathfinder PRD, my friend who will be running has the book. At this point, I have no idea what the rest of the party will look like. I will likely being creating my daughter's character. She is 7, so I was thinking of giving her a Fighter. I am open to suggestions on this as well. The other player is 9. I was leaning healbot to try and cover a lot of missteps I am sure we will make.
| Kalyth |
james maissen wrote:What levels are you looking to play this character at, what materials do you have available, what is the rest of your party like, etc?I am assuming we will be started at 1st level. I have the Pathfinder PRD, my friend who will be running has the book. At this point, I have no idea what the rest of the party will look like. I will likely being creating my daughter's character. She is 7, so I was thinking of giving her a Fighter. I am open to suggestions on this as well. The other player is 9. I was leaning healbot to try and cover a lot of missteps I am sure we will make.
Actually hearing that your players are young and I am assuming you are older than 9. Also going with the assumtion that neither the 7 yo or 9 yo have much experience with the game. I think a Healing focused cleric might be the way to go.
I will explain. Hit points is one of the easier concepts to grasp. You take damage you subtract when hitpoints are at 0 your out of combat. The rules can be a bit overwhelming to grasp all at once. Doing all the math on party buffs can get a bit complicated. A healer also focusing on debuff/crowd control would give the safety net the younger players may need until they get a feel for the rules and tactics.
| james maissen |
I am assuming we will be started at 1st level. I have the Pathfinder PRD, my friend who will be running has the book. At this point, I have no idea what the rest of the party will look like. I will likely being creating my daughter's character. She is 7, so I was thinking of giving her a Fighter. I am open to suggestions on this as well. The other player is 9. I was leaning healbot to try and cover a lot of missteps I am sure we will make.
Okay, focusing on buffing & healing can work well.
An oracle of life can do this just fine (I'd suggest a deaf halfling that maxes stealth, look at the feat hellcat stealth for 7th level).
Are there just going to be 3 of you? If so, I'd suggest that you also focus on Use Magic Device to augment your own spells with some scrolls/wands of sorcerer/summoner spells.
As to the fighter, on a 20pt buy I would do the following:
STR 19 (13pts) (17+2 racial, level bumps go here)
INT 07 (-4pts)
WIS 14 (5pts)
DEX 14 (5pts)
CON 14 (5pts)
CHA 07 (-4pts)
I would go towards using a big twohanded weapon, getting the heaviest armor as I could, and then get defended via buffs/healing.
Feats: Power attack, Cleave, Furious Focus (if leveling slowly, if leveling quickly a fighter will outgrow this feat quickly), 2nd level pick WF in a weapon, by 4th either stay with that weapon or swap out that focus for another weapon focus & specialize. Iron Will & Improved Iron will should be 'default feats' for when no other feat jumps out at you for that level.
Skills: just dips into class skills & trained only skills. Later pick up a INT headband +2 for perception when 4k is cheap.
Favored Class: Fighter, into hps.
-James
| Kalyth |
I wouldnt optimaize the fighter that much. Fighters can do a decent job without maxing strength. The youngins may be just as interested in the roleplaying and story interaction as they are in combat. I wouldnt go below 10 in INT or CHA. Get the fighter a few skills dont pigeon-hole the fighter into just being a combat gumby.
I would ask what type of fighter they invision and build around that. Ask them what weapons they see their character using. If your character will be there for healing and buff, fights can carry on a bit longer and the fighter doesnt need to be min-maxed. You could get away with a starting strength of 17 (15+2) it could be raised to 18 at level 4.
I would stick to simple feats that add static modifiers, Weapon Focus, Weapon Spec. Go ahead and actually enter a second weapon/attack block on the character sheet if they take Power Attack so the math is done for them already.
However if the game is going to be nothing but a dungeon crawl then min-maxing may be the route to go.
| james maissen |
I wouldnt optimaize the fighter that much. Fighters can do a decent job without maxing strength. The youngins may be just as interested in the roleplaying and story interaction as they are in combat. I wouldnt go below 10 in INT or CHA. Get the fighter a few skills dont pigeon-hole the fighter into just being a combat gumby.
I don't really see one more skill point/level impacting things overmuch.
I would ask what type of fighter they invision and build around that.
Likewise I'm not sure how much the 7 year old is envisioning for the fighter, but I do agree that keeping things simple is a good goal.
I disagree with not maxing strength. There's nothing wrong with giving her a top notch strength.. in fact letting her shine early on by having a top notch strength I think will be a good thing all around.
-James
| KaeYoss |
KaeYoss wrote:The oracle of life is a great suggestion! Whoever suggested that should get a medal and a whole bunch of groupies! <_<You are gonna get killed by the Maenads after going all Charlie Sheen so there is no reason to become a groupie. :)
Seeing how long it takes them to kill Charlie, I think I'm save for another century or two.
Mcarvin
|
I should have said that to begin with. Obviously, it does change the dynamics significantly. The GM will go easy on us, no doubt.
For the record, I am 40, 280 in dog years.
The youngens makes the Life link oracle of life even better! =D you can absorb their damage so they can learn good tactics and bad tactics without being traumatized by character death =D
| Kalyth |
Kalyth wrote:I wouldnt optimaize the fighter that much. Fighters can do a decent job without maxing strength. The youngins may be just as interested in the roleplaying and story interaction as they are in combat. I wouldnt go below 10 in INT or CHA. Get the fighter a few skills dont pigeon-hole the fighter into just being a combat gumby.
I don't really see one more skill point/level impacting things overmuch.
Kalyth wrote:
I would ask what type of fighter they invision and build around that.Likewise I'm not sure how much the 7 year old is envisioning for the fighter, but I do agree that keeping things simple is a good goal.
I disagree with not maxing strength. There's nothing wrong with giving her a top notch strength.. in fact letting her shine early on by having a top notch strength I think will be a good thing all around.
-James
One more skill point means another skill maxed or two skills with half your level in ranks. This can add alot of variety to the character. In the few games I have played or witnessed run for young children they cared alot more about things other than combat.
With a 7 INT that fighter will have what 2 skill points per level? 1 for minimum and +1 for Human. Not a whole lot of options out of combat.
a 19 str vs a 17 str we are only looking at a +1 att/dam. I think the extra skills and getting rid of the -2 penalties to both INT and CHA rolls more than out weighs that +1. She can still shine with an 18 STR she will just be able to do a few things out of combat a little better also. I know it frustrates me when I want to do something but cant because I have no ranks in the skill. Kids are going to come up with alot of off the wall things they want to try more skill points will give them at least a chance of trying those things.
Also she may not want to play a character that is kind of dumb and not really likeable. So I would say discribe the concepts to her without the rules and let her make the calls on it. Dont worry about the rules or mechanics just have her discribe her character and then try to get the numbers to match up.
I doubt the DM is going to be throwing them into The Temple of Elemental Evil or some other meat grinder dungeon like that. So Im just thinking options over optimization may be the better route for a new player especialy a younger player.
| james maissen |
a 19 str vs a 17 str we are only looking at a +1 att/dam. .
Actually you're suggesting a 16 STR (14+2 racial, 5pts) and a 10INT/CHA. Otherwise you'd have to lower WIS, DEX or CON to afford 10s in both.
Whether the fighter gets 2 skill points level or 3, the fighter is not going to have huge amounts of ranks to spend.
Likewise unless the fighter is going for CHA skills, the CHA range we're talking about here is not something to impact things. And even then, only slightly while they'll be using the STR much more often.
Perhaps for some of us we'd see the lower INT & CHA as problematic, but I don't think the same should be true or be made to hold true for a young kid.
Lastly it's not +1 att/dam, but rather +1 att/ +2 dam, as well as a big break point for when you will one shot things at low level rather than not. At level 4 it will become even more pronounced, as it will be a difference of +2 att/ +3 dam which you can translate as around 9 more damage than the other (or about half again as much).
Regardless, to the OP, pick whatever will fit for your child. My advice would be to have the fighter simply dip into a lot of different skills for the first few levels. Take a rank in each class skill, then advance one that you like from then on. Later on pick up full ranks in perception via a headband.
I think that others have perceptions on low stat PCs that someone knew to the game need not have.
-James