Ok, so I need a level 20 UBER healer that can keep the party alive at all costs. That means the MOST MASS HEALS, AS OFTEN and as QUICKLY as possible. (think out of the box even - can we possibly get a chained revivify in the works?)
No, I don't want to hear about your theory that I can help kill the enemies before they hurt us (that just means your GM SUCKS); No I don't want to hear about some invulnerable combo that any rational GM will disallow; so without further adue, here are the restrictions:
Level 20 Elf or Dwarf (No dwarven based classes - or at least not untill level 19). I can have 2 base classes (or more, but watch those xp penalties) and 2 prestige classes. (The concept needs to make sense) To take the second prestige class, I must finish (take all levels in) the first. (I MIGHT be able to get a 3rd if I finish the other 2) The flavor is a 'priest' who was corrupted at one point and is now on his way to redemption (no I don't want to be undead and heal with negative energy). Gods are BOTH Moradin and Corellian. Weird prestige classes that make no sense (eg rainbow savant, radiant servant of pelor, are disallowed). Basically, imagine an Elf stuck in an enclosed area/temple for a thousand years, torturing those of different faiths.
Books: Core, Complete Books, Exhalted, BoVD, RoS, UA (but not everything in UA), Spell Compendium, MIC, Heroes of Horror, Heroes of Battle, PHb2, Monster Manual 1-5, Miniatures, Cityscape, Dragon Magic, DMG2, Fiendish Codex I&2, Frostburn, Libris Mortis, RoD, RoW, Sandstorm, Tome of Magic, Draconomicon, Dungeonscape (I think that is it)
NO ITEMS - That means NONE - ZERO - DON'T CONSIDER THEM. I have a fixed list of items and none of them relate to divine casting or even my character concept.
My Primary role is being a Healer. What this means: I need to output as many mass heals as often and as fast as I can.
Some starting suggestions of my own:
Use the Healer class from the Miniatures handbook gets me mass heal as a level 8 spell. (take 1 level of cleric for turn attempts?)
Use the UA spontaneous divine caster variant to get an extra spell/level.
Take the Combat Medic prestige class to get a sanctuary on party members every round (good for overall protection).
Use a combination of Residual Magic (feat) and Divine Metamagic:Repeat spell to cast repeating Mass Heals and get free extra repeating Mass heals. (EG, round 1: cast a repeating Mass heal, Round 2: Mass heal goes off, delay until end of round, cast a mass heal that is repeating for free due to residual magic)
Take the Protection Devotion to get a sacred bonus to everybody's ac???
Take contemplative to get extra domains (added to spell list since I may NOT be a cleric + extra possible turn attempts with, eg, earth domain)
Any good feats that add special effects to my heal spells and make them more powerful/add good kickers.
Aren't there some nice draconic heritage/bloodline feats that I can boost my spells with if it is a spontaneous divine caster?
Isn't there a feat somewhere that I can 'bond' a person by using a turning attempt, so I can cast touch spells at a range by expending a turning attempt? - Good for revivify etc.
Basically, I need an UBER healer who can do some nifty protective things for the party overall (think Sanctuary, repulsion, Anti-Life Shell + greater spell immunity:Anti-Life shell etc.)
Here is a sample combat to let you know what we are up against:
1. Scouts attempt to scout ahead, bring back information on the size and shape of the rooms - didn't see anybody - when they were scouting, a ton of contingent spells went off and they were lucky to return alive.
2. We arrive at the location with a strategy based on the lay of the land (military formation) and our strengths and the known defenses/resources of the enemies. What we are greeted with: 40+ NEW hallways made with walls of stone all over the place, traps every 5 ft, contingent spells in every square.
3. What we do: blast a 50ft hallway straight through with disintegrates, maintain our close formation with our counterspellers readying their actions and using anti-life shell to keep melee away from us.
4. What happens in response? 4-5 Mordenkainen's Disjunctions were thrown at the party, getting rid of all of our buffs, then various non-magical substances, from bugs with high poison, to contact poison were lobbed at the party. THEN, a few guys ran up and cast an evil version of a sacrifice spell from the BoED that caused them to explode, dealing 50+ their HP total damage to everybody. I died 3 times within 2 rounds there (Renewal Pact/Revivify/Contingency etc.). They knew what type of attacks we had, and had defenses against them. They focused on our most vulnerable (healers and casters), they used specialized tactics (Robilar's Gambit + that monk variant that deals double damage with each attack), they had cases of scrolls that their ppl with UMD were grabbing out and casting at us. Our counterspellers were overwhelmed. Sometimes, they would counterspell our healers, but not often. They tried to isolate the fighters individually and pin them down. They had HIGH SR and HIGH AC. (We needed a dispeller, but the casters decided that that was a waste of time . . . DOH).
5. Half the party dies, one character blows everything he has (including artifacts) and makes a sacrifice to take out the BBEG . . . we BARELY kill the remaining guys . . . and then a wall of intelligent animated swords starts flying toward us . . . and we run.
6. Other misc. notes: almost always dimensionally locked. Assume we are being scryed upon etc. Assume buff spells will be dispelled fairly regularly. Assume some players will be idiots and rush forward and get destroyed. Assume 100+ damage per round against each member of the party, if not more.