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Help w/ Cleric build
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<blockquote data-quote="Magesmiley" data-source="post: 3020358" data-attributes="member: 26292"><p>Um, the first big thing to decide is whether you want to channel positive or negative energy. There are some big pluses to both, but since you're talking about healing, I'll assume that you are looking for a positive channeler (if you're interested in considering one that channels negative energy, say something and we can discuss that option as well).</p><p></p><p>I'd go straight cleric myself - its generally considered one of the more powerful classes to begin with. Wisdom and Charisma both should be as high as you can manage.</p><p></p><p>Take a very very hard look at the divine metamagic feat (CD). In particular when combined with Reach Spell, Quicken Spell, and Persistent Spell. The ability to turn a cure spell into a ray on the fly, cast two in a single round, or have a spell last all day, is incredibly powerful. Get extra turning if you go this route - you'll find yourself using it.</p><p></p><p>If you're after a medic character, the aument healing feat (CD) is another feat to look at.</p><p></p><p>Consider your domains carefully, both for their spell list and the ability that they grant. A fun pair is air and fire, which gives you turn/rebuke abilities against all elemental creatures (and a few others as well, particularly with the fire subtype). Healing is another obvious domain selection for your case.</p><p></p><p>For spells, consider taking the vigor spells (CD again) for restoring HP. They're more effective than a cure spell of the same level, but just take more time. A wand of lesser vigor is a great idea, especially if you can get the other players to chip in on the cost. It's one of the most cost-effective ways of healing characters that can be had.</p></blockquote><p></p>
[QUOTE="Magesmiley, post: 3020358, member: 26292"] Um, the first big thing to decide is whether you want to channel positive or negative energy. There are some big pluses to both, but since you're talking about healing, I'll assume that you are looking for a positive channeler (if you're interested in considering one that channels negative energy, say something and we can discuss that option as well). I'd go straight cleric myself - its generally considered one of the more powerful classes to begin with. Wisdom and Charisma both should be as high as you can manage. Take a very very hard look at the divine metamagic feat (CD). In particular when combined with Reach Spell, Quicken Spell, and Persistent Spell. The ability to turn a cure spell into a ray on the fly, cast two in a single round, or have a spell last all day, is incredibly powerful. Get extra turning if you go this route - you'll find yourself using it. If you're after a medic character, the aument healing feat (CD) is another feat to look at. Consider your domains carefully, both for their spell list and the ability that they grant. A fun pair is air and fire, which gives you turn/rebuke abilities against all elemental creatures (and a few others as well, particularly with the fire subtype). Healing is another obvious domain selection for your case. For spells, consider taking the vigor spells (CD again) for restoring HP. They're more effective than a cure spell of the same level, but just take more time. A wand of lesser vigor is a great idea, especially if you can get the other players to chip in on the cost. It's one of the most cost-effective ways of healing characters that can be had. [/QUOTE]
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