Hello everyone,
I recently started playing in a new campaign as the party healer/generic support character. Most of the party is new to D&D, and I didn't want to play the same class as others and step on any toes. I'm there to keep them alive during their plans. I've been talking with the DM about long term goals for my character. So far most of my plans are things that can happen in the background while the new players have their fun. The main thing I want to do is build a stronghold that can heal the general public (and party members if we walk in). I've had the basic idea of a building some sort of healing stronghold for a while now and I asked the DM if I could build one over the course of the campaign. He said it would be interesting, and allowed me to take Leadership and Landlord to build it. To justify it in character, I plan on joining the healer's guild and getting their approval to build this hospital.
My plan so far:
- Join the guild before level 6 and start gaining their favor
- Take Leadership at level 6 and start training followers to be capable of some sort of healing (either using the heal skill or spells if they can cast)
- Talk to head of the guild before level 9 and get their approval to build the stronghold
- Take Landlord at level 9 and begin construction
- Levels 9-20, dump gold into the stronghold using the Landlord matching bonus to upgrade everything
I need help finding useful items for a hospital. The DM has allowed all un-updated 3.0 content, all 3.5 books, but no dragon magazines, custom magic items, or resetting traps. Ideally, I would like to have the capability to heal nigh-unlimited people each day with this stronghold (that is almost impossible though). I need to find any healing magic items/architecture that aren't limited to uses per day. I also need ways to protect the hospital from intruders and sabotage. I know it will never be perfect, and a dedicated person could always get in. I'm mainly looking to deter low level criminals and mages from causing trouble.
Things I have found so far (will update as I search books):
Platform of healing (SBG) - Can cure more than enough damage for NPCs, can remove a few conditions, and can affect multiple people at once
Bed of Restoration (SBG) - Can remove a few conditions the platform cannot, limited to 1 person at a time
Bed of Regeneration (SBG) - Can regenerate limbs, 1 person limit again though
Bier of Resurrection (SBG) - Can cheaply bring people back, will be more useful for the party than generic public
Guardian Statue (SBG) - Can act as basic alarm
Everful Larder (SBG) - Can provide food for everyone
Everful Basin (SBG) - Can provide water for everyone (harder to steal than decanter of endless water)
Hall of Speech (SBG) - Solves translation problems
Table of Freshness (SBG) - Purifies food and reduces potential poisoning problems
Sanctum Sanctorum (SBG) - Reduces threats of would be attackers
Room of Reading (SBG) - Great for medical library
Ambassado's Chamber (SBG) - Can help calm people down when they enter
Chamber of Comfort (SBG) - Keep air at acceptable levels without using fires
Reverse Lock (S+S) - Great for frustrating rogues when paired with DC 40 locks
Nondescript Box (S+S) - Great for locking up things you don't want disappearing (like keys)
Caryatid Column (FF) - Can act as alarm and a guard
Basic description of the design:
With a healing platform outside the main doors, most NPCs can get most of their healing just by passing by. The few conditions that the platform can't take care of will need to be cured inside. The front door will have the Guardian Statue alert everyone when someone walks inside. I can also throw a donation box by the door in case people want to donate. To keep thieves from breaking in during the night, the doors will be made out of some strong material and have amazing reverse locks. Inside the building, the main lobby has a Caryatid Column to guard the staff and eject people with weapons. The main hall may also use Hall of Speech and Ambassador's Chamber to allow staff to talk peacefully with patients. One wing off the main hall will contain the other magic beds to cure people as needed. It will also have the medical library that contains books on various diseases, conditions, and curses. Since the kitchen will produce more than enough food, I will open up a small wing for homeless people to get off the streets at night. It will keep people warm and sheltered which is great for preventing diseases from becoming lethal. I can also use that wing for AA style meetings and helping people turn their life around. No need to just heal physical wounds here, it can also help with addictions. Another wing will have the kitchen, office, and staff bedrooms. The kitchen will provide all the food and water needed using the everful larder and basin. The tables will purify food so poisoning someone during a meal will be difficult. The office will include the nondescript box to store important items or documents.
The DM has said that I can create a network of buildings as long as I have the funds. If these are cheap enough I will create several and scatter them around the continent. I would appreciate any suggestions for upgrades or changes. If you know any other ways to deter break-ins, please let me know. I would also appreciate it if you find any redundant effects or items that can be removed. Thanks for making it to the end of the post. Sorry it was so wordy. I did my best to shorten it.