Help me prepare my Half-Elf Cleric for Paragon path...

Eyes of Nine

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I started with the basic Half-Elf Cleric that was given in KotS. Have since raised him to 7th level. He is a healer - that is his focus. My Paragon path will most likely by Compassionate Healer. Also, any suggestions as to magic Items I should be including in my wishlists, or looking to buy would be welcome as well. Note: We seem to be a pretty low Magic item group compared to what I see in characters out here. I would like some magic armor someday...

Here are his stats:
Init: +3
Str: 13 Con 15 Dex 11 Int 10 Wis 17 Cha 16

AC: 19 Fort 15 Ref 13 Will18

Feats: Dual Heritage, Group Diplomacy, Channel Divinity, Healer's Lore, Healing Word, Ritual Casting, Ritual Caster, Armor of Bahamut, Group Insight, Implement Expertise (Holy Symbol), Distant Advantage

Powers: At Will: Lance of Faith, Sacred Flame
Encounter: Second Wind, Avenging Light, Armor of Bahamut, Divine Glow, Divine Fortune, Turn Undead, Daunting Light, Zealous Sanction
Daily: Beacon of Hope, Consecrated Ground
Utility: Healing Word, Cure Light Wounds, Stream of Life

Magic Items: Belt of Sacrifice, Symbol of Life +2, potions of healing and focus potions from Thunderspire Labyrinth

Scroll of Tenser's Floating Disc
Ritual: Gentle Repose

Thanks in advance.

Chris
 

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If your DM isn't going to follow the treasure rules for 4e he should implement Inherent bonuses. For reference, at 7th, your party should have received 4x7 magic items for a 5 person party, totaling 28 magic items, at least three of which should have been a weapon or implement, armor, and neck for each of you (so 5 person party = 15 of those are weapon/implement, armor, neck). Potions don't count, as they come out of the gold portion of the treasure parcels.

Also should have gotten 10,395+ gold as a party.

I'm willing to bet combat drags and you guys notice a lot of accuracy issues, and monsters hardly ever seem to miss.

Half-Elves get +Wis in place of +Cha as an option now, should switch.

Also:

http://community.wizards.com/go/thread/view/75882/19648946/Holy_Smoke_A_Clerics_Handbook
http://community.wizards.com/go/thr...-_the_healic_guide?sdb=1&post_num=2#416182065
 
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As long as your DM adjusts monsters properly, you don´t need inherent bonuses and combats should rather speed up than drag out...

it is however important to use masterwork heavy armors or some other compensation so that heavy armor users don´t fall behind by level 8.

They need +1 AC at level 8, 14, 21 and 28. The rest can be compensated by your DM by using monsters of 1-8 levels lower. You should expect to level up slower and only be able to kill foes of 2/3 your level easily.
 


Thanks all for your replies. Interesting, I now have heard both KotS and Thunderspire are both under-itemed, and those are the two adventures we have played in so far. So maybe that is why we haven't had much issue yet. We are now moving onto a Pathfinder module mashedup to fit the background campaign with I have to assume converted encounters (gotta love DMs who are willing to go that extra mile! :) that are appropriately scaled for our low magic item count. Maybe I'll come back to this thread down the line to report after our first real combat heavy session in this new module (last 2 sessions have been mostly set-up).

[MENTION=86312]Aulirophile[/MENTION] - thanks for the handbook links. I think I'm actually running a Lazer cleric as opposed to a Healic. We've got an Inspiring Warlord in the party too, so I'm leaning towards being able to do some forward damage.
 

@Aulirophile - thanks for the handbook links. I think I'm actually running a Lazer cleric as opposed to a Healic. We've got an Inspiring Warlord in the party too, so I'm leaning towards being able to do some forward damage.
You said he was healing focused. ^.^ Radiant powers are a good source of damage. There is a PP that allows you to inflict vuln radiant 10. $$
 

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