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Still The Best Healer In The Game

Veep

First Post
Originally posted by era:


Still The Best Healer In The Game:
Pacifist Guide


There has been some discussion lately concerning whether a pacifist cleric build is still optimal following the may errata to surgeless healing. It is my aim here to present the most optimal pacifist cleric, and show that it remains at the top of the healing ladder. The first section fully details the build at level 10, because that is as far as my in game experience extends. In time I hope to add a level 20 and level 30 version as well.
I also aim with this guide to provide some insight into how to play a pacifist cleric effectively. Many guides tell you how good or bad a power is, but don't often provide more useful information about why it is good or bad, or how best to utilise the power once you decide to select it for your build. In this guide I consider only, in my opinion, the best options, but go into detail about how to get the most out of them in play. However, I have colored many of the powers and features according to the rating given to them in Holy Smoke! A Cleric's Handbook(x) to provide a point of reference. Lastly, this is still a work in progress, so please forgive me for any temporary omissions or sloppy formating. As always, feedback is welcome and greatly appreciated.


Level 10 Kalashtar Cleric


Build Basics and Feats


Class: Cleric - Still the best healer in the game.
Race: Kalashtar - Boosts wis and cha, rest of features and feats are solid too.


Ability scores at level 10:
Str: 11 - Fort defense, scales to give scale armor proficiency in epic.
Con: 11 - Hit points, etc, scales to give scale armor proficiency in epic.
Dex: 12 - Reflex defense, initiative.
Int: 08 - Dump stat.
Wis: 20 - Will defense, hit bonus, boosts healing and other powers.
Cha: 20 - Boosts debuffing, surgless healing, and other powers.


Cleric: Ritual Caster - There are a couple of handy rituals that you will actually use.
Level 1: Pacifist Healer - Bonus to surge healing.
Level 2: Mark of Healing - Helps provide saving throws.
Level 4: Power of Life - Boosts Astral Seal with the addition of temp hit points.
Level 6: Versatile Expertise* (Holy Symbol, Mace) - Boosts accuracy.
Level 8: Superior Implement Training (Accurate symbol) - Boosts accuracy.
Level 10: Weapon Proficiency (Cutting Wheel) - Cheapest feat to boost defenses.
*If your DM gives Expertise Feats for free by house-rule, I would suggest taking the other feats sooner and then Distant Advantage at level 10.


AC: 26 (level 10 monsters hit with roll of 9+ - 13+)
Fort: 17 (level 10 monsters hit with roll of 2+ - 6+)
Refl: 19 (level 10 monsters hit with roll of 4+ - 8+)
Will: 24 (level 10 monsters hit with roll of 9+ - 13+)


Hit Points: 68
Surge Value: 17
Surges: 7
Initiative: 6
Speed: 5


Encounter Tactics and Powers


[sblock Powers:]Note: Level 10 monsters have about 22 Fort, Refl, and Will defense.


At-Will Attacks:


Astral Seal
Statistics: 16 vs refl. Hit: Target takes -2 to all defenses for a round, give 3 temporary hit points to an ally, and the next ally to hit the target heals for 11 hit points and can roll a save.
Utility: Use this whenever you don't have something better to do with your standard action (quite often). You can also use the debuff to help coordinate the rest of your party to focus their damage onto a single target. If you want to improve the chance that a certain ally gets the heal, you can ready an action to attack their target just before they do, do this after you have spent your minor and move actions.
Limits: You cannot get the temp hit points or healing for yourself. Also, it does not stack with itself so there is no point in action pointing to put it on the same target twice.


Sacred Flame
Statistics: 14 vs refl. Hit: Target takes 1d6 + 7 radiant damage, and an ally can roll a save or get 10 temporary hit points.
Utility: Use this when you urgently need to grant an ally a save, or against unbloodied enemies when all of your allies are at maximum health.
Limits: You cannot grant the save or temporary hit points to yourself. Stuns you for a round when you hit a bloodied target.


Encounter Attacks:


Bane
Statistics: 14 vs will. Hit: Target takes -6 to all defenses and attack rolls for a round.
Utility: Use this during the second round of a nova to help allies land more encounter or daily attacks.


Hymn of Resurgence
Statistics: 14 vs Fort. Hit: Targets take a -2 to all defenses and are knocked prone when hit by allies for a round. Effect: Allies in burst get 5 temp hit points or can roll a save.
Utility: Use this if your allies all have some nasty save ends effect on them to help get it off some of them, or otherwise to help lock down a group of enemies for a round.
Limits: You do not get a saving roll or temp hit points yourself.


Denunciation
Statistics: 14 vs will. Hit: Target takes -5 to all defenses and attack rolls and is dazed for a round.
Utility: Use this to open a nova round to help your allies land their big encounter or daily attacks. The target will also be granting CA to all your allies because it is dazed.


Encounter Powers:


Healing Word
Statistics: Effect: Target can spend a healing surge and regain surge(+1*) + 14 + 3d6 hit points and make a saving roll. *Their surge values will have a +1 bonus from the belt of sacrifice. Additionally, the battle standard of healing will heal everyone in its zone for 1 hit point if the target is also in the zone. You and all nearby allies get 7 temporary hit points.
Utility: Use these when the target is well below bloodied and ideally even below their surge value. Try to keep one of these to heal yourself if your DM focuses fire on you, because many of your other healing powers apply only to allies and not yourself. With any luck the other one will probably end up on the main defender somewhere during mid-late encounter.
Limits: Two per encounter.


Healer's Mercy
Statistics: Effect: Each bloodied ally within 5 squares of you can spend a healing surge and regain surge (+1*) + 14 + 1d6 hit points, and make a saving roll. *Their surge values will have a +1 bonus from the belt of sacrifice. Additionally, the battle standard of healing will heal everyone in the zone for 1 hit point for each ally that spends a surge.
Utility: Use this late in an encounter when most of your party is bloodied or dying. During encounters in which you haven't used Benefactor Armor's encounter power on one of your dailies, then use it now.
Limits: Does not target yourself, costs a standard action, and leaves you weakened for a round.


Battle Standard of Healing
Utility: Use this in the first round of combat, placing it somewhere central so that the zone covers the main area of the battle field. Also use during short rests to boost up your healing.
Limits: Costs a standard action to plant, can be disabled by a minion or other enemy spending a standard action.


Bastion of Mental Clarity
Utility: Use this the first time you are hit with an attack targeting your will. However, if you are included in an area attack targeting will, then ask your DM to roll against you first so you can trigger this.


Benefactor Armor
Utility: Use this with Stream of Life, Spirit of Healing, or Consecrated Ground, to add your char mod to all the heals from those powers. In encounters where you haven't used one of those power, then use it with Healer's Mercy to get the most benefit out of it.


Phylactery of Action
Utility: Use this when it is first triggered. It combines well with the Kalashtar racial feature that lets you roll saves against daze and dominate at the beginning of your turn.


Divine Fortune
Utility: Don't use this, Healer's Mercy is a much better use of your channel divinity, so you can safely forget you even have this for now.[/sblock]
Most of your turns will consist of asking your allies if they're badly bloodied, casting Astral Seal on the current focus target, sustaining any powers, and moving if you need to. Try to get into the habit of taking your turns quickly. Ask allies about health status and work out the current focus target just before your turn comes up.


If one of your party members is below bloodied, either try to get the Astral Seal heal on them, or if you have a daily healing power active then heal them with that. If one of your party members is below their surge value, then do the same as above, or consider using a Healing Word on them. If the majority of your party is bloodied, then use Healer's Mercy to heal them all at once. Often you will be able to foresee the situation being ripe for Healer's Mercy a couple of rounds before hand, so you should inform your party of your intention so they don't burn their second winds putting themselves above bloodied.


You are a short range character, to be effective with most of your powers you need to be within 5 squares of your allies and your Astral Seal target. Because you will always be an attractive target for your DM, you should be careful to make sure a defender blocks the way between the front line and yourself.


Because you don't contribute much, if any, damage to a fight, you need to compensate for this by making sure your party is getting the most benefit out of your debuffs. Talk with your party about tactics, and suggest that whenever possible you will 'mark' the current focus target with Astral Seal, and they will all focus their attacks on it until it dies. Then you will select a new focus target and repeat.


When you come up against an elite or solo monster that you want to die quickly, it is important to coordinate a nova round with your party. By casting Denunciation on a target one round, then Bane on it the next, you can ensure two full rounds of your party having a very high hit rate. This means they can be confident that their big encounter or daily powers will land for maximum effect. It is also possible to action point and add Astral Seal to either of these to boost the debuff even more.
Daily Tactics and Powers


[sblock Powers]
Daily Attacks


Moment of Glory
Statistics: 14 vs Will. Hit: Push enemies away. Effect: You and nearby allies gain resist 5 all damage.
Utility: Use this in encounter containing a large number of enemies. Or a solo with a zone or other ways of giving out many small doses of damage.
Limits: Sustain minor.


Consecrated Ground
Statistics: Effect: Zone that heals you and allies beginning their turn in the zone for 10 hit points, deals 1d6 + 5 radiant damage to enemies beginning their turn in the zone.
Utility: Use this power in an encounter where you think the DM has his eye set on you. This power can heal you from negative hitpoints at the beginning of your turn, making you semi-invulnerable. Use with Benefactor's encounter power to make this heal for 15. If you are still sustaining this at the end of the encounter, make sure to heal everyone in your party up to just past bloodied.
Limits: Sustain minor, though that minor action should be at the top of your priority list. Because close bursts have no range, you only need line of effect to sustain this. (Don't let you DM try push you out of the zone and say you can't sustain it, see this thread(x) for more discussion.)


Divine Power
Utility: You this power with Stream of life to negate the ongoing 5 damage. Because you won't often hit with this power due to your low strength, it is better to not even try. Just use it early in combat to get the AC bonus onto as many allies as possible and get your regeneration going.


Daily Powers


Life Transference
Statistics: Effect: Take 17 damage, then heal yourself or an ally for 38 hit points.
Utility: Use this on yourself as a last resort heal when you are below your surge value in hit points and don't have any Healing Words left. The first part of the effect will take you to negative hit points, making you fall unconscious and prone, but will then instantly heal you back up again to just past your bloodied value.
Limits: Costs a standard action and has a range of melee touch.


Stream of Life
Statistics: Effect: Heals an ally for 19 hit points and grants a save when you take the ongoing 5 at the start of your turn.
Utility: Use with Divine Power and Benefactor Armor's Encounter power. Enjoy giving out 24 hit points to a nearby ally at the beginning of each of your turns for a whole encounter. If you still have this on at the end of combat make sure to heal your allies up to full before saving, then waiting till you are at full to end divine power.
Limits: Cannot self heal.


Spirit of Healing
Statistics: Effect: Create conjuration in a square which heals adjacent allies for 9 hit points whenever they hit with an attack.
Utility: Use in a more static fight where your allies are crowded around a solo or elite monster. If you allies have multi-hitting powers, like area attacks, then this has the potential to add up to a lot of healing. Use the benefactor's armor encounter power to boost the heal up to 14.
Limits: Sustain minor, cannot self heal.


Power Jewel
Utility: Use after a milestone to get a double use of Bane or Hymn of Resurgence in a harder encounter.


Benefactor Armor
Utility: If the opportunity and need to use this power arises, then do.


Belt of Sacrifice
Utility: This might be useful if an ally is about to die because they have no surges. In other situations the trade isn't worth it when there are other ways to share surges amongst the party.[/sblock]
You are the master of encounter long surge free healing. You will always have Astral Seal ticking over, but on top of that you have three daily powers that provide encounter long surge free healing, and one daily that provides encounter long damage reduction on your whole party. Basically, you have to learn to make good guesses about which power to use in which encounter, and which encounters you can get by without any of them. Depending on how long your DM likes to make your adventuring days, you might even be able to use one every single encounter. Even with long adventuring days you should get to use one at least every second encounter. Keep this in mind, and if the situation looks like it calls for one of them, don't hesitate.


With so much reliance on sustaining these powers with minor actions, you can expect your DM to try to cut your powers short by using dazing or stunning attacks on you. You're going to have to learn to be smart about avoiding this. Being a Kalashtar can really help though, especially with your Phylactery of Action. If worst comes to worst, remember that your allies can aid you to give you a saving throw before your turn comes up.


[More to come]
Items and Rituals


I have outfitted this character using gold equivalent to one level 11 item, one level 10 item, and two level 9 items. The total gold value comes to 224,000.


Ritual Book, Adventurer's Kit, Belt of Sacrifice (heroic tier), Phylactery of Action (heroic tier), Symbol of the Holy Nimbus +2, Healer's Brooch +2, Benefactor Finemail +2, Battle Standard of Healing (heroic tier), Mace of Healing +2, Rhythm Blade Cutting Wheel +1, Power Jewel (heroic tier), Cannith Goggles (heroic tier)


Gentle Repose - you get this for free, hope you never have to use it.
Comrades' Succor - Lets you redistribute surges amongst your party, it's cheap and quick too.


Character Development


Note on leveling and character development through heroic, and possible other power choices.
 

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Veep

First Post
Originally posted by era:

Under construction: Level 20 Kalashtar Cleric

Build Basics and Feats

Class: Cleric - Still the best healer in the game.
Race: Kalashtar - Boosts wis and cha, rest of features and feats are solid too.
Paragon Path: Messenger of Peace - 

Ability scores at level 20:
Str: 12 - Fort defense, scales to give scale armor proficiency in epic.
Con: 12 - Hit points, etc, scales to give scale armor proficiency in epic.
Dex: 13 - Reflex defense, initiative.
Int: 09 - Dump stat.
Wis: 23 - Will defense, hit bonus, boosts healing and other powers.
Cha: 23 - Boosts debuffing, surgless healing, and other powers.

Cleric: Ritual Caster - There are a couple of handy rituals that you will actually use.
Level 1: Pacifist Healer - Bonus to surge healing.
Level 2: Mark of Healing - Helps provide saving throws.
Level 4: Power of Life - Boosts Astral Seal with the addition of temp hit points.
Level 6: Versatile Expertise* (Holy Symbol, Mace) - Boosts accuracy.
Level 8: Superior Implement Training (Accurate symbol) - Boosts accuracy.
Level 10: Weapon Proficiency (Cutting Wheel) - Cheapest feat to boost defenses.
Level 11: Paragon Defenses
Level 12: Spirit Talker
Level 14: Mending Spirit
Level 16: Gambler's Word/Retrain to Reserve Maneuver at 17
Level 18: Gambler's Word
Level 20: Healer's Implement
*If your DM gives Expertise Feats for free by house-rule, I would suggest taking the other feats sooner and then Distant Advantage at level 10.

AC: 37 (level 20 monsters hit with roll of 10+ - 14+)
Fort: 28 (level 20 monsters hit with roll of 3+ - 7+)
Refl: 29 (level 20 monsters hit with roll of 4+ - 8+)
Will: 35 (level 20 monsters hit with roll of  10+ - 14+)

Hit Points: 119
Surge Value: 29
Surges: 8
Initiative: 13
Speed: 5

Encounter Tactics and Powers

[sblock Powers:]Note: Level 20 monsters have about 32 Fort, Refl, and Will defense.

At-Will Attacks:

Astral Seal
Statistics: 25 vs refl. Hit: Target takes -2 to all defenses for a round, give 5 temporary hit points to an ally, and the next ally to hit the target heals for 16 hit points and can roll a save.
Utility: Use this whenever you don't have something better to do with your standard action (quite often). You can also use the debuff to help coordinate the rest of your party to focus their damage onto a single target. If you want to improve the chance that a certain ally gets the heal, you can ready an action to attack their target just before they do, do this after you have spent your minor and move actions.
Limits: You cannot get the temp hit points or healing for yourself. Also, it does not stack with itself so there is no point in action pointing to put it on the same target twice.

Sacred Flame
Statistics: 23 vs refl. Hit: Target takes 1d6 + 10 radiant damage, and an ally can roll a save or get 16 temporary hit points.
Utility: Use this when you urgently need to grant an ally a save, or against unbloodied enemies when all of your allies are at maximum health.
Limits: You cannot grant the save or temporary hit points to yourself. Stuns you for a round when you hit a bloodied target.

Encounter Attacks:

Bane
Statistics: 23 vs will. Hit: Target takes -7 to all defenses and attack rolls for a round.
Utility: Use this during the second round of a nova to help allies land more encounter or daily attacks.

Remorse
Statistics: 23 vs Will. Hit: Targets in the area gain vulnerable 10 to all damage and are dazed. Effect: Allies in burst can spend a healing surge and regain surge 24 + 2d6 hit points and can roll a save (a single ally also gains an extra 1d6 hit points).
Utility
Limits: Does not self heal.

Denunciation
Statistics: 23 vs will. Hit: Target takes -6 to all defenses and attack rolls and is dazed for a round.
Utility: Use this to open a nova round to help your allies land their big encounter or daily attacks. The target will also be granting CA to all your allies because it is dazed.

Sever the Source
Statistics: Effect: Target gains vulnerable 16 to all damage and cannot regain hit points.
Utility:
Limits: Does not require a hit roll so does not give you +2 defenses for a round from pp feature.

Peacemaker's Pronouncement
Statistics: Effect: One effect on target instead lasts until end of your next turn.
Utility:
Limits:
Encounter Powers:

Healing Word
Statistics: Effect: Target can spend a healing surge and regain surge(+1*) + 14 + 3d6 hit points and make a saving roll. *Their surge values will have a +1 bonus from the belt of sacrifice. Additionally, the battle standard of healing will heal everyone in its zone for 1 hit point if the target is also in the zone. You and all nearby allies get 7 temporary hit points.
Utility: Use these when the target is well below bloodied and ideally even below their surge value. Try to keep one of these to heal yourself if your DM focuses fire on you, because many of your other healing powers apply only to allies and not yourself. With any luck the other one will probably end up on the main defender somewhere during mid-late encounter.
Limits: Two per encounter.

Healer's Mercy
Statistics: Effect: Each bloodied ally within 5 squares of you can spend a healing surge and regain surge (+1*) + 14 + 1d6 hit points, and make a saving roll. *Their surge values will have a +1 bonus from the belt of sacrifice. Additionally, the battle standard of healing will heal everyone in the zone for 1 hit point for each ally that spends a surge.
Utility: Use this late in an encounter when most of your party is bloodied or dying. During encounters in which you haven't used Benefactor Armor's encounter power on one of your dailies, then use it now.
Limits: Does not target yourself, costs a standard action, and leaves you weakened for a round.

Battle Standard of Healing
Utility: Use this in the first round of combat, placing it somewhere central so that the zone covers the main area of the battle field. Also use during short rests to boost up your healing.
Limits: Costs a standard action to plant, can be disabled by a minion or other enemy spending a standard action.

Bastion of Mental Clarity
Utility: Use this the first time you are hit with an attack targeting your will. However, if you are included in an area attack targeting will, then ask your DM to roll against you first so you can trigger this.

Benefactor Armor
Utility: Use this with Stream of Life, Spirit of Healing, or Consecrated Ground, to add your char mod to all the heals from those powers. In encounters where you haven't used one of those power, then use it with Healer's Mercy to get the most benefit out of it.

Phylactery of Action
Utility: Use this when it is first triggered. It combines well with the Kalashtar racial feature that lets you roll saves against daze and dominate at the beginning of your turn.

Divine Fortune
Utility: Don't use this, Healer's Mercy is a much better use of your channel divinity, so you can safely forget you even have this for now.[/sblock]
Most of your turns will consist of asking your allies if they're badly bloodied, casting Astral Seal on the current focus target, sustaining any powers, and moving if you need to. Try to get into the habit of taking your turns quickly. Ask allies about health status and work out the current focus target just before your turn comes up.

If one of your party members is below bloodied, either try to get the Astral Seal heal on them, or if you have a daily healing power active then heal them with that. If one of your party members is below their surge value, then do the same as above, or consider using a Healing Word on them. If the majority of your party is bloodied, then use Healer's Mercy to heal them all at once. Often you will be able to foresee the situation being ripe for Healer's Mercy a couple of rounds before hand, so you should inform your party of your intention so they don't burn their second winds putting themselves above bloodied.

You are a short range character, to be effective with most of your powers you need to be within 5 squares of your allies and your Astral Seal target. Because you will always be an attractive target for your DM, you should be careful to make sure a defender blocks the way between the front line and yourself.

Because you don't contribute much, if any, damage to a fight, you need to compensate for this by making sure your party is getting the most benefit out of your debuffs. Talk with your party about tactics, and suggest that whenever possible you will 'mark' the current focus target with Astral Seal, and they will all focus their attacks on it until it dies. Then you will select a new focus target and repeat.

When you come up against an elite or solo monster that you want to die quickly, it is important to coordinate a nova round with your party. By casting Denunciation on a target one round, then Bane on it the next, you can ensure two full rounds of your party having a very high hit rate. This means they can be confident that their big encounter or daily powers will land for maximum effect. It is also possible to action point and add Astral Seal to either of these to boost the debuff even more.
Daily Tactics and Powers

[sblock Powers]
Daily Attacks

Moment of Glory
Statistics: 14 vs Will. Hit: Push enemies away. Effect: You and nearby allies gain resist 5 all damage.
Utility: Use this in encounter containing a large number of enemies. Or a solo with a zone or other ways of giving out many small doses of damage.
Limits: Sustain minor.

Consecrated Ground
Statistics: Effect: Zone that heals you and allies beginning their turn in the zone for 10 hit points, deals 1d6 + 5 radiant damage to enemies beginning their turn in the zone.
Utility: Use this power in an encounter where you think the DM has his eye set on you. This power can heal you from negative hitpoints at the beginning of your turn, making you semi-invulnerable. Use with Benefactor's encounter power to make this heal for 15. If you are still sustaining this at the end of the encounter, make sure to heal everyone in your party up to just past bloodied.
Limits: Sustain minor, though that minor action should be at the top of your priority list. Because close bursts have no range, you only need line of effect to sustain this. (Don't let you DM try push you out of the zone and say you can't sustain it, see this thread(x) for more discussion.)

Divine Power
Utility: You this power with Stream of life to negate the ongoing 5 damage. Because you won't often hit with this power due to your low strength, it is better to not even try. Just use it early in combat to get the AC bonus onto as many allies as possible and get your regeneration going.

Daily Powers

Life Transference
Statistics: Effect: Take 17 damage, then heal yourself or an ally for 38 hit points.
Utility: Use this on yourself as a last resort heal when you are below your surge value in hit points and don't have any Healing Words left. The first part of the effect will take you to negative hit points, making you fall unconscious and prone, but will then instantly heal you back up again to just past your bloodied value.
Limits: Costs a standard action and has a range of melee touch.

Stream of Life
Statistics: Effect: Heals an ally for 19 hit points and grants a save when you take the ongoing 5 at the start of your turn.
Utility: Use with Divine Power and Benefactor Armor's Encounter power. Enjoy giving out 24 hit points to a nearby ally at the beginning of each of your turns for a whole encounter. If you still have this on at the end of combat make sure to heal your allies up to full before saving, then waiting till you are at full to end divine power.
Limits: Cannot self heal.

Spirit of Healing
Statistics: Effect: Create conjuration in a square which heals adjacent allies for 9 hit points whenever they hit with an attack.
Utility: Use in a more static fight where your allies are crowded around a solo or elite monster. If you allies have multi-hitting powers, like area attacks, then this has the potential to add up to a lot of healing. Use the benefactor's armor encounter power to boost the heal up to 14.
Limits: Sustain minor, cannot self heal.

Power Jewel
Utility: Use after a milestone to get a double use of Bane or Hymn of Resurgence in a harder encounter.

Benefactor Armor
Utility: If the opportunity and need to use this power arises, then do.

Belt of Sacrifice
Utility: This might be useful if an ally is about to die because they have no surges. In other situations the trade isn't worth it when there are other ways to share surges amongst the party.[/sblock]
You are the master of encounter long surge free healing. You will always have Astral Seal ticking over, but on top of that you have three daily powers that provide encounter long surge free healing, and one daily that provides encounter long damage reduction on your whole party. Basically, you have to learn to make good guesses about which power to use in which encounter, and which encounters you can get by without any of them. Depending on how long your DM likes to make your adventuring days, you might even be able to use one every single encounter. Even with long adventuring days you should get to use one at least every second encounter. Keep this in mind, and if the situation looks like it calls for one of them, don't hesitate.

With so much reliance on sustaining these powers with minor actions, you can expect your DM to try to cut your powers short by using dazing or stunning attacks on you. You're going to have to learn to be smart about avoiding this. Being a Kalashtar can really help though, especially with your Phylactery of Action. If worst comes to worst, remember that your allies can aid you to give you a saving throw before your turn comes up.

[More to come] 
Items and Rituals

I have outfitted this character using gold equivalent to one level 11 item, one level 10 item, and two level 9 items. The total gold value comes to 224,000.

Ritual Book, Adventurer's Kit, Belt of Sacrifice (heroic tier), Phylactery of Action (heroic tier), Symbol of the Holy Nimbus +2, Healer's Brooch +2, Benefactor Finemail +2, Battle Standard of Healing (heroic tier), Mace of Healing +2, Rhythm Blade Cutting Wheel +1, Power Jewel (heroic tier), Cannith Goggles (heroic tier)

Gentle Repose - you get this for free, hope you never have to use it.
Comrades' Succor - Lets you redistribute surges amongst your party, it's cheap and quick too.

Character Development

Note on leveling and character development through heroic, and possible other power choices.
 

Veep

First Post
Originally posted by era:

General Discussion

[sblock Why play a pacifist cleric?]Firstly I want to point out that a pacifist cleric is not right for every group, but this is true of any specialized build. There are however some situations in which a pacifist healer can really shine above other possible candidates for the role.

  • Your Dungeon Master is a known player/party killer. We all know the type, they think they aren't doing their job if the lives of some or all of the party members aren't constantly in peril. By playing a pacifist cleric you make it almost impossible for any of your party members to die, and if the DM really wants someone to die, it'll be over your dead body. In this case your defenses and your ability to self heal become quite important.
  • You are playing in a larger party and no one else wants to play a leader. In a party of six or more, having a single leader that is able to provide enough healing to keep the entire party going means that another player is free to play a striker, defender, or controller, instead of a leader. If you are playing a pacifist in a smaller party (four-five) and you find you have excess healing, then you might want to select some more damage dealing powers to use early in encounters against unbloodied enemies. If you are the only healer in the party then it is important that your party members have some way to heal you if you fall unconscious, either with potions or with a multi-class feat that gives them a healing power.
  • You want to play a highly optimized character, but don't want to ruin the fun for a group of more causal players. It can be quite disheartening for a group of players when the highly optimized wizard is consistently putting out loads more damage than the normally built strikers. An optimized striker can be even worse, entirely stealing the lime light from the rest of the players. If you enjoy optimizing your character, but don't want to ruin your friends enjoyment, then you might want to consider playing a pacifist cleric. The better you are at your job, the more fun the rest of the party will have. It's a win-win situation.
  • You want a relatively simple character to play who has quick turns and keeps the speed of battle up. Paradoxically, I believe, a pacifist cleric can actually speed battles up. Most of your turns will consist of quickly working out what target should die next, putting astral seal on it, asking if anyone is badly bloodied, sustaining any powers, and ending your turn. In my games my turns are consistently the shortest, thus speeding up combat.
  • Related to the last point, simple and quick characters are ideal for newer players who don't want to, or aren't able to, get their head around complicated powers, rules, and tactics.[/sblock]

[sblock Note to Role-Players]Role-playing a pacifist cleric in the world of dungeons and dragons can present some dilemmas. Why is it okay to directly damage unbloodied creatures, but not bloodied ones? Why is it okay to indirectly damage any creature at all? Why is it okay to kill minions? Why is it okay to directly assist your party in killing creatures? Why would a pacifist even want to be part of a party that kills creatures on an almost daily basis?

This is where role playing can really begin to shine, your character by its very nature begs to be given an interesting personality and back-story to justify it at all. What follows are some possible ideas to help you think of interesting ways to resolve some of the dilemmas. Most importantly, talk with your DM and fellow players. Ask them to help create a plot line with hooks that would still motivate your character to join the party. Remember, the greater good can motivate a lot of small indiscretion. If the world is going to end unless your party succeeds, then you have a strong motivation to assist them even if thier means aren't always agreeable to you.
  • Refluff the pacifist feat. Perhaps your character just has a very a weak stomach. Think of a vegetarian who doesn't eat meat just because they think it is gross. This isn't really moral reasoning, but it comes to the same thing in action. Such vegetarians are normally happy for their friends to do gross things, they just can't stomach doing it themselves. With this fluff, it would be the fact that an enemy is covered in blood that makes you queasy, and thus make you feel stunned for making them bleed even more. On the flip side, you'll be extra good at closing those wounds up.
  • Perhaps your character is stuck with a pacifist vow that they no longer strongly believe in. For instance, I roleplay my Kalashtar as inhabiting the body of an old pacifist grandma, he is stuck with her vow, but actively pursues adventures with pretty much the same mindset as any normal character.
  • You can have your character make a strong distinction between offense and defense. You might strongly believe it is wrong to harm another being, except in self-defense. I use consecrated ground in this way; "This is my space, leave me alone! If you come too close you'll get hurt for your trouble."
  • You can describe your debuffs as encouragements for the enemies to surrender and lay down their arms.
  • Even in most historical nonviolent movements there has still been a strong dose of active action. Real pacifists don't just sit at home, they actively go out into the world to try to improve it, often getting themselves involved in violent situations.
  • Try to temper your parties behavior. In fact it makes sense that a pacifist would hang out with the most violent people, because that is where they can be most effective at making the world a better place.
  • You might be a captive of your party, maybe they have some leverage over you, in which case you'd be forced to help them least they hurt the people you care about.[/sblock]

[sblock Note to Party Members][/sblock]
[sblock Note to Dungeon Masters][/sblock]
[sblock Note to Devs]Please don't nerf us again.[/sblock]
 

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