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I came upon as task to design, a class prefably a healer for D&D 3,5
here is a our team
barbarian/Blackguard
Rogue/wizard/trickster
ranger/ some ranger prestige class
as you can see our team is very chaotic, and quite violent!
so I did not wan't to make the standard neutral good pelor cleric
then I thought back to the orcs from Warhammer, they where quite chaotic and had goblin healers!
So I was wondering if you could help me make a sorta goblin healer.
I though about going Spirit shaman or Cleric, obviously. but pretty blank on prestige classes. I wan't him to be sort of a savage guy. With a very tribal belief!
I haven't really decide on anything, so the only requirements are the goblin race and could be use as a healer!
You could choose whichever class you like and would fit into the group, and just buy a wanfd of cure light wounds. This wand costs 15 times what a potion costs (750gp instead of 50gp), but can be used 50 times, by anyone with either cure light wounds in their spell list (ranger) or someone with UMD trained (Rogue). Dedicated healers aren't as crucial in a fight as people make them out to be.
is a druid okay? it happens that i designed one (Lvl12) for one of my campaigns..
his specialty is to deliver touch spells while flying on his dire bat (also healing for example) but take "reach spell" and you can shoot them around if you don't want to burn so many feats on the flyby attacks ..
Abilities:
DRUID ACF from UA p.58:
Gain:Bonus to Armor Class when unarmored (as monk, including Wisdom bonus to AC), fast movement (as monk), favored enemy (as ranger), swift tracker (as ranger), Track feat (as ranger).
Lose:Armor and shield proficiency, wild shape (all versions).
Animal Companion:
Suzy, Large Dire Bat
Initiative Modifier +7;
AC 25, touch 17, flat-footed 18 (–1 size, +7 Dex, +9 natural)
hp 68 (8 HD)
Saves Fort +14, Ref +15, Will +10
Speed 20 ft. (4 squares), fly 40 ft.(good)(8 squares)
Melee bite +10 (1d6+4)
Space 10 ft.;
Reach 5 ft.
Base Atk +6; Grp +14
Abilities Str 19, Dex 24, Con 18, Int 2, Wis 14, Cha 6
SQ Blindsense 40ft,
Feats Alertness, Stealthy, improved toughness
Skills Hide +4, Listen +12, Move Silently +13, Spot +10
Maglubiyet is the chief deity of the goblinoids, his domains are planning, destruction, evil, and trickery. His favored weapon is the battleaxe.
Of the domains listed, trickery is really quite good, while planning and destruction are not bad. Planning grants you "Extend Spell" which is a pre-requisite for persist spell through divine metamagic. Destruction grants a smite attack.
Just go straight cleric; it's one of the absolutely most versatile classes in the game. There are PrC's taken to extend the number of domains, but a well-made cleric is pretty awsome all by itself.
The hexer, from masters of the wild, is full casting full bab prestige class for monstrous races. Class abilities revolve around mostly and evil eye ability.
I second the goblin druid, though.
I had one in a goblinoid campaign. He rode around on a dire bat and hurled fire and lightning bolts at his enemies.
good is proberly not the best thing seeing i would be the only one in the party then.
Oracle could be really nice
I have seen the seer?
but, it requires some tweaking.
seeing we play 3,5
My GM said wildernes lore will be okay if I take know nature insted
and lightning bolt could be call lightning
then just need 10 ranks knowledge arcana. was thinking of just taking 1 bard level later?