style="font-family: tahoma;">The Master Healer

By
Darkgolem




Yes, it is the much reviled heal
bot.  However, point for point, a healing built cleric is probably
the most beneficial to a party compared to other cleric builds. 
Clerics can be excellent combatants if built so, but you end up with
good combatant who can do some healing.  With a good healing
build, you end up with a single member of a party who can keep an
entire party of good combatants up for a long time.  In the end, the
trade off of combat power for healing ability is worth it, if your comfortable with a supportive role in an
adventure.



In combat, the master healer should concentrate on supporting party
members.  If crowd control is already taken care of via other
spell casters (or a bard), then well and good, otherwise, taking
greater command or symbol of fear is a viable alternative to this
approach, since a little crowd control is more cost efficient (if
effective) in keeping party damage to a minimum.  Otherwise, the
master healer should find a position where they can see all party
members, so as to be able to target with healing spells effectively,
and tell party members when they are out of sight of the healer.



Outside of combat, using wands and in some cases, scrolls to heal is a
good way to save on spell points.  A cure serious wounds wand may
be slow, but as you keep up with your party, it is an effective way to
keep them "topped off" as you move around.  When party members
(especially impetuous party members) move into combat, don't hesitate
to hit them with divine healing.  It is a good "fire and forget"
healing effect so that when they get themselves in a pickle, out of
range or sight of your healing, they still are kept up in hit
points.  Remember divine healing works through gates, which is a
little known but very useful benefit for this enhancement.



style="font-family: tahoma; font-weight: bold;">Starting
abilities:

cellpadding="2" cellspacing="2">
style="font-family: tahoma;">Dwarf (28 pt) style="font-family: tahoma;">Dwarf (with
Bonuses)
style="font-family: tahoma;">Dwarf (32 point) style="font-family: tahoma;">Str 10  

style="font-family: tahoma;">Str
10
style="font-family: tahoma;">Str 10 style="font-family: tahoma;">Dex 10 

style="font-family: tahoma;"> Dex
10
style="font-family: tahoma;">Dex 10 style="font-family: tahoma;">Con 16 style="font-family: tahoma;">Con
16
style="font-family: tahoma;"> Con
10

style="font-family: tahoma;">Int 10 style="font-family: tahoma;">Int
10
style="font-family: tahoma;">Int 10

style="font-family: tahoma;">Wis 18

style="font-family: tahoma;">Wis 24

style="font-family: tahoma;">Wis 18 style="font-family: tahoma;">Cha 6 style="font-family: tahoma;">Cha 6

style="font-family: tahoma;">Cha 14



Note on ability
scores:  The reason I take a 14 charisma with the 32 point build
is because it is worth it.  With the 28 point build, you get more
benefit from having a higher constitution, however with a 14 charisma,
you get 2 additional turns, gaining you 2 additional uses of divine
healing, which is worth it.  With a 28 build, this benefit really
isn't attainable (the most you could get doing the same thing is a
charisma of 12, which isn't worth the trade off from personal hit
points compared to  healing ability).
style="font-weight: bold; font-family: tahoma;"> style="font-family: tahoma;">       
   


(Below information based upon 28
point build, level 14)



Hit Points: 174



Armor Class: 10  +
Items/spells



Saving Throws:

Fortitude: +12

Reflex: +4

Will: +15



Class/Race Features:

Turn Undead (3/day)

+2 Con, -2 Cha

+4 Balance

+2 Search

+2 saves vs poison

+2 save vs spells

+1 to hit goblinoids and orcs

+4 Dodge bonus against giants



Skills:

Concentration +20

Heal +23



Feats: Mental Toughness,
Empower Healing Spell, Improved Mental Toughness, Extend Spell, Enlarge
Spell



Enhancements:

Cleric Energy of the Zealot 3

Cleric Heal 1

Cleric Wisdom 3

Cleric Concentration 1

Cleric Diplomacy 1

Cleric Prayer of Life 1

Cleric Divine Healing 3

Cleric Improved Empower Healing 3

Dwarven Faith 3

Cleric Life Magic 4



Spells

(DC 16 + spell level)

Spell Points: 1276 (680 Base  + 110 Feats  +  125
Enhancements  +  161 Ability bonuses)

Level 1: Cure Light Wounds, Divine Favor, Romove Fear, Bless, Command

Level 2: Cure Moderate Wounds, Remove Paralysis, Resist Energy, Bull's
Stregnth, Cat's Grace

Level 3: Cure Serious Wounds, Mass Aid, Remove Curse, Magic Circle
Against Evil, Remove Blindness

Level 4: Cure Critical Wounds, Death Ward, Freedom of Movement,
Neutralize Poison, Mass Shield of Faith

Level 5: Mass Cure Light Wounds, Raise Dead, True Seeing, Break
Enchantment

Level 6: Mass Cure Moderate Wounds, Mass Bears Endurance, Heal, Heroes
Feast

Level 7: Mass Cure Serious Wounds, Resurrection. Greater Restoration
size="-1">
style="font-family: tahoma;">



style="font-family: tahoma;"> style="font-weight: bold;">Detailed progression by level:



Level 1

Class: Cleric

Feats: Mental Toughness

Skills: Concentration +4, Heal +4

Enhancements: Cleric Energy of the Zealot 1, Cleric Life Magic 1, 
Cleric Heal 1



href="http://ddo.tentonhammer.com/modules.php?full=1&set_albumName=album102&id=Master_Healer_gets_ready_to_work&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Master Healer gets ready to work."
src="http://ddo.tentonhammer.com/files/gallery/albums/album102/Master_Healer_gets_ready_to_work.jpg"
style="border: 2px solid ; width: 250px; height: 172px;" align="right">Level
2


Class: Cleric

Skills: Concentration +1, Heal +1

Enhancements: Cleric Wisdom 1



Level 3

Class: Cleric

Feats: Empower Healing Spell

Skills: Concentration +1, Heal +1

Enhancements: Cleric Concentration 1, Cleric Diplomacy 1, Cleric Prayer
of Life 1, Cleric Divine Healing 1, Cleric Improved Empower Healing 1,
Dwarven Faith 1



Level 4

Class: Cleric

Ability Score: Wisdom +1

Skills: Concentration +1, Heal +1

Enhancements: Cleric Life Magic 2



Level 5

Class: Cleric

Skills: Concentration +1, Heal +1

Enhancements: Cleric Energy of the Zealot 2



Level 6

Class: Cleric

Feats: Improved Mental Toughness

Skills: Concentration +1, Heal +1

Enhancements: Cleric Wisdom 2, Cleric Improved Empower Healing 2



Level 7

Class: Cleric

Skills: Concentration +1, Heal +1

Enhancements: Cleric Divine Healing 2, Dwarven Faith 2, Cleric Life
Magic 3



Level 8

Class: Cleric

Ability Score: Wisdom +1

Skills: Concentration +1, Heal +1



href="http://ddo.tentonhammer.com/modules.php?full=1&set_albumName=album102&id=Master_healer_heals_himself&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Master Healer heals himself"
src="http://ddo.tentonhammer.com/files/gallery/albums/album102/Master_healer_heals_himself.jpg"
style="border: 2px solid ; width: 250px; height: 172px;" align="right">Level
9


Class: Cleric

Feats: Extend Spell

Skills: Concentration +1, Heal +1

Enhancements: Cleric Energy of The Zealot 3



Level 10

Class: Cleric

Skills: Concentration +1, Heal +1

Enhancements: Cleric Wisdom 3



Level 11

Class: Cleric

Skills: Concentration +1, Heal +1

Enhancements: Cleric Life Magic 4

       

Level 12

Class: Cleric

Ability Score: Wisdom +1

Feats: Enlarge spell

Skills: Concentration +1, Heal +1

Enhancements: Cleric Divine Healing 3



Level 13

Class: Cleric

Skills: Concentration +1, Heal +1

Enhancements: Dwarven Faith 3



Level 14

Class: Cleric

Skills: Concentration +1, Heal +1

Enhancements: Cleric Improved Empower Healing 3



style="font-family: tahoma;">

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Last Updated: Mar 13, 2016

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