Help Build Cleric of Healing...

JoeGKushner

Adventurer
Well, one of my friends is going to start a Savage Tide campaign.

So far we have...

Sorcerer, Human

Fighter, Dwarf

Ranger, Human

Barbarian, Human

So I'm making a cleric to go into the radiant servant of pelor. Starting point buy 42 points but everything must be at least 10.

Whose got suggestions?
 

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Are you looking for all manner of advice or specifically the placement of points, multiclass options, or the selection of skills, spells, items and/or feats?

If you are a buffer/controller, 2nd rank kind of guy I'd go with Wis/Cha/Con/Int/Str/Dex
(though I'd switch the order of Cha and Con if you aren't pursuing turning/divine feats)

For a more melee oriented build, I'd go with Wis/Str/Con/Cha/Int/Dex (though you could shuffle Str - Con - Cha pretty easily to minimal effect)

I'm a big fan of augment healing, imbued healing and divine ward for feats.

Spells differ greatly between people, and we can get into that later if that's what you need.
 

JoeGKushner said:
So I'm making a cleric to go into the radiant servant of pelor.
If your DM allows it, that's a very strong choice already.

What are you looking for in terms of advice?

-- N
 

Well, the Touch of Healing (Complete Champion) is handy - saves on those wands of Cure Light Wounds (but the healing is limited to 1/2 their max HP) - plus it gives you a +1 caster level for Conjouration(Healing) spells, which is a plus when you want to focus on healing.

It's cheesy, but as a healer, you can eliminate expenses for out-of-combat healing entirely by way of Divine Metamagic(Persistent Spell) Mass Lesser Vigor - fast Healing 1 for the whole party all day - no more Wands of Cure Light Wounds. It's only Fast Healing 1, so it won't affect any given combat much, but it lets the Fighter it up all day - which is a useful feature for selling it to your DM, as most recognize that the Fighter is one of the lower-powered classes, and the Fast Healing lets the at-will nature of the Fighter's attacks shine.
 

Combat Medic from Heroes of Battle is money.

Heal as a move action (that you can take 10 on), Combat medic level bonus to concentration on casting defensively, Bonus feat of Mobility, Bonus Feat of Evasion, and the ability to drop a 6th level spell or higher to spontaneously cast Heal.

The real awesomeness is in their main ability, the Healing Kicker. You can add a healing kicker to one of your conjuration (healing) spells equal to your combat medic level + wisdom modifer times per day. The kickers are as follows:

1st level: Sanctuary: Sanctuary for one round, DC is 15 + Combat medic level + Wisdom Modifier. Our Aasimar Combat Medic at level 8 has a DC of 26 on his Sanctuary kicker. Lesser Vigor, mass + Sanctuary kicker + holding initiative so that it goes Healer, Enemy, rest of party = WIN.

3rd level: Reflex save: Target gains a Reflex save bonus equal to the Combat Medic level. This one isn't so great, since it only last a round, but our DM ruled that the Combat Medic could focus on the enemy caster, and if he successfully made a spellcraft check to determine he was casting, say, fireball, the Combat Medic would be able to cast the lesser vigor, mass and add the reflex kicker.

5th level: Aid: Imbue the spell with 8 + Combat Medic class level temporary hit points, that last for 1 minute or until the hit points are depleted, whichever is first.

The 3rd and 5th abilities are not super, but the Sanctuary for one round with the high DC is awesome.
 

I'll have to take another look at the old combat medic.

One of my friends said I should just make a healer out of the miniatures handbook. I gave him a good smack in the back of the head. Useful class for an NPC but not my favorite by far.

Feat suggestions would be great. We're starting off at 2nd level and have a 42 point build (from the DMG) but have to have a minimum of 10 in all stats.
 

Or, if you're willing to go into a completely different class that's focused exclusively on healing, I would say the Healer class, from the Miniatures Handbook. Just about Sorcerer level spell-progression, tons of healing-related special abilities, Cleric Hit die, BAB and skills, and a Unicorn companion at level 8!
 

If your DM is allowing a lot of things, ask about the Mystic from the Dragonlance Campaign Setting. Essentially a Cleric with Sorceror spellcasting, which makes for lots of healing spells. You chose one domain (Healing, clearly, or you can pick a Domain that will allow you access to Radiant Servant of Pelor later on), and from there you can move on to Combat Medic.

My suggestion would be to make a 1st level Aasimar Mystic, and be VERY careful for your first few levels. Buy back the level adj ASAP, and then rock and roll. Your starting states could look something like this:

STR: 10
DEX: 12
CON: 16
INT: 14
WIS: 20
CHA: 14

By level 8 you should have base of 22 Wis, plus a +2 Wis item for a total of 24, which will grant you 2 1st, 2nd and 3rd level spells, and 1 4th through 7th spells. DC's on your Hold Persons start to cause serious trouble for fighters, and the DC from the sanctuary spell start to hit mid 20s. This build, after the first initial levels, is REALLY STRONG.

Re-read my post above: At level 8 he was casting Mass Vigor, Lesser, and the ENTIRE party had sanctuary for a round that can only be broken with a will save of 26. 26!

At level 9, with Augment healing and the healing domain, he's healing Cure Critical at 4d8 + 18, and can cast 8 0 level, 8 1st level spells, 8 2nd, 8 third and 5 4th. Next level it becomes 8/8/8/8/6/4
 


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