chkflip |
Just joined a game looking for a healer and a tank option (the rest of the party consists of a monk [new player], a rogue, and a wizard) so I took a dive into an option I've been meaning to play for a while, the Hospitaler slash Oath of Charity Paladin. I'm just looking for tips on how to get the most bang for my healing buck. We did sort of an introductory session with myself and the rogue and, suffice it to say, the DM doesn't have kid gloves. We leveled. I love it. Anywho, the build:
Macias, Human Paladin II
25 point buy
16 (+3)
14 (+2)
10 (+0)
10 (+0)
10 (+0)
18 (+4)
Feats
1: Weapon Focus (Long sword), Extra Traits
Traits
Blessed Touch - +1HP for LoH, Channel Positive Energy, and Cure spells
Blade of Mercy - no penalty to go non-lethal damage, +1 nonlethal damage
Magical Knack - +2 CL
Rich Parents - 900gp starting
So, I clearly took Rich Parents for the lulz (and the healing potions, of which I used 3/4); however, I've based everything else off of getting as much heal as possible. Currently, I've got LoH at 1d6+50%+1 five times, one casting of CLW at 1d8+2, and one potion of CLW.
Basically, I think I've got a decent lock on it, but I'd like some feat/item suggestions if at all possible. I appreciate any input from you guys. You've always been very helpful in the past.
Mysterious Stranger |
Since you took blade of Mercy it looks like your GM is using material from Legacy of Fire. If that is the case start tracking how much you heal and try qualify for the Achievement feat Healer’s Touch. It will be difficult to do with a paladin but if you can pull it off it will significantly boost your healing spells.
Maybe take improves Sunder to give you more ways to end combat without having to deal damage. If your GM does not count non-lethal damage against you than you may be able to get Healer’s Touch without too much difficulty.
chkflip |
That's what I'm talking about! Help!
Since you took blade of Mercy it looks like your GM is using material from Legacy of Fire. If that is the case start tracking how much you heal and try qualify for the Achievement feat Healer’s Touch. It will be difficult to do with a paladin but if you can pull it off it will significantly boost your healing spells.
Maybe take improves Sunder to give you more ways to end combat without having to deal damage. If your GM does not count non-lethal damage against you than you may be able to get Healer’s Touch without too much difficulty.
I had no idea that even existed. Seems pretty powerful, so I'll definitely ask about it and how they feel about non-lethal being counted against the requirement.
If you can rebuild your character, take fey foundling at level 1 and rework your stats to have a 14CON.
Fey Foundling I understand, but why as a healer do I want 14con over str or dex? That would mean I'm there merely as a meat shield healer instead if adding to the fight as well. Unless I'm missing something.
Extra Mercies, extra LoH, Greater Mercy. And get the Sanctuary Mercy (lvl6 Targeted).
Extra Ch Pos Energy can be nice too.
Greater Bull Rush is great for non-dmg combat as well. It provokes AoO's from nearby allies and you can get quite a bit of battlefield control.
The thing with putting feats into a combat maneuver like bull rush or sunder is that it takes more away from healing than my slight pinch in actual combat already does and then the character wouldn't be particularly good at any of the three things.
I love where you guys are going, though. The "extra" feats were already on my list, and I've considered Fey Foundling but I want to focus on others than just boosting myself.
nicholas storm |
You want a 14 CON for more HP. If you die because of lucky GM rolls, you don't get to heal yourself. You can do something like 16 12 14 10 8 18. If you wear full plate, you won't get any AC benefit from more than 12 DEX. Paladins can dump Wisdom due to divine grace.
Fey foundling is a 57% increase to healing of your lay on hands to yourself. It's probably the best feat a paladin can take.
Rattleingpython |
I would say consider not doing oath of charity. Especially with Hospitaler already. You are super focused upon healing which is great but the action economy of Lay on Hand on yourself is so useful especially if you take Greater and ultimate mercy feats. If you live you save the cost of a raise dead per person with ultimate mercy. If you die then you have to get raised for a raise dead spell.
How I look at level 4 is 10.5 over 7 HP healing going to win you a fight that hitting it with a weapon wouldn't have helped more. At level two how much better is 5.25 over 3.5 HP really.
However you healing by 7(9 with Fey Foundling) and casting a spell like shield other on an ally. That is gaining you something. In addition that gets even better for using your channels because now damage is spread out.
Another way to look at it a two handed warrior using a great club with 14 str will deal 1d10 + 3. If he power attacks he will dea 1d10 + 9 That means if he hits the person you healed he will do as much if not more then your heal just accomplished.
I love healer paladins I just don't think oath of charity is a great way to do it sacrifices the best feature of lay on hands for one of its weakest.
Mysterious Stranger |
Fey Foundling is usually the best feat a paladin can take, but it has become somewhat of a cliché. The standing joke is that all paladins are found abounded in the woods. The Hospitaler archetype means you only heal half what you would normally heal if you use your lay one hand on yourself. This also includes the bonus from Fey Foundling. You may want to consider Rewards of Life instead. This would mean you heal yourself every time you heal someone else.
The advice on the stats is spot on. In order for you to be a healer you need to survive. Dead and unconscious healers cannot heal anyone. Also keep in mind that preventing someone from taking damage is usually better than healing the damage afterwards. With your party make up you are going to end up being one of the primary damage dealers. Monks usually lack the raw damage potential of a full martial. Rogues are even worse at damage, and the wizard will also probably use other methods besides damage to overcome challenges. If you want to play the non-combat healer a paladin is the wrong class to do it with. Paladins can make effective healers, but they are still heavily focused on combat.
Improved Sunder would be a better feat than weapon focus. The +1 to hit is not really that significant but the ability to shutdown spell casters is always useful. Keep in mind that most casters use some sort of focus when casting. Sundering a wizards spell component pouch or a clerics holy symbol will significantly reduce their power and may even take them out of the combat entirely. You don’t really have to invest much more than the first feat for it to be useful. Don’t bother with greater sunder or any other feats besides improved sunder.
If you can I would change your first level feats to power attack and improved sunder. Rich Parents is only really useful at 1st level anyways. Magical knack is also something that will be of limited use.