Particle_Man said:
I disagree. Here's why:
5 ranks in Heal doesn't break the bank, and is actually a good investment for a low level cleric who might run out of spells. 5 ranks of knowledge religion helps turn undead, so we are talking about 4 more ranks of knowledge religion.
5 ranks of Heal is pretty ridiculous. I've never seen a cleric run out of heal spells... cure minor wounds is like a Heal check to stabilize, only better, and 0 level spells are like candy. If you don't have a decent Int, you could end up spending half your skill points on this skill. Obviously, humans and gray elves don't have it so bad.
Your domains get chosen for you. Sun domain is rather nice, though. The healing domain isn't the best, but you get a bonus domain with the class, which means you now have 3 domain powers.
Healing Domain is pretty weak. The bonus domain is nice, true.
Extra turning is a good feat for a cleric to have. In a "lots of undead" campaign, just keep turning. In a "not so much undead" campaign, you can use a feat to turn those turn undeads into something else (and some of those are quite good, and themselves have extra turning as a prereq. anyhow).
It's an expensive feat to have. First of all, you're not fighting undead all the time. Second, even if you are, your base number of turning attempts is probably enough. Third, turning those uses into something else uses even more feats.
The lower hit die is effectively a "negative feat" (vs. improved toughness) but doesn't retroactively reduce previsous cleric hd, so you lose a maximum of 10 hp on average). The martial weapon proficiencies open up the "cleric archer" option, as well as give you much greater access to magic weapons that are randomly determined. To learn proficiency is one martial weapon is one feat. You get them all.
So do fighters. And blackguards get armor proficiency. Frankly, 5th level is late in the game to be getting started on "cleric archer."
A fairly common cleric trope is the "heal and turn undead" guy. It is not the only trope but it is far from rare (in fact, I would be tempted to say it is the default cleric that most people playing D&D think of first when they hear the word "cleric" - note I did not say all people). If you play a cleric of this trope, why would you *not* take this prestige class? In fact, a cleric of this trope will likely take the feats and most of the skill ranks needed for prerequisites anyhow, so it is effectivley cost free except for the lost of 10 hp.
Greater turning, from the Sun domain, is 1/day, so although nice, it's no great thing on its own. Healing is a rare domain to take, although it's handy enough. Almost always, when I see a cleric, I see domains chosen to open up the spell list and other options beyond "heal and turn undead." If you plan on healing and turning undead, it's true, the Radiant Servant is a pretty good deal, but the fact that it is not for anyone else pretty much means it's not broken. For instance, Radiant Servant as a bump on the way to War Priest would not be all that great.
I won't say "broken" in the sense of "breaks the game" but I will say "broken" in the sense of "almost every cleric of the default cleric trope should take this prestige class because the positives so greatly outweigh the negatives".
I disagree. I suggest avoiding divine feats unless you have a specific domain in mind, I recommend Protection and either Strength, Magic, or Knowledge as domains, I suggest you take no more than 1 rank in Heal, and I can name a number of other Prestige Classes offering good domains and powers.