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Thank god the boards are back up! So what feat for 12th cleric.
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<blockquote data-quote="Elder-Basilisk" data-source="post: 1811638" data-attributes="member: 3146"><p>Augment Healing:</p><p></p><p>The biggest argument in favor of this is probably the way that it changes your capabilities.</p><p></p><p>Without Augment healing, you can provide minor healing at range (mass cure mod for 2d8+12 (avg 21)) or major healing up close (Cure critical for 4d8+12 (avg 30)) or Heal). With Augment healing, you gain the ability to provide major combat healing to groups of allies at range. (An augmented mass cure mod would provide 2d8+24 (avg 33) which is more than an unaugmented cure critical and an augmented mass cure light wounds provides 1d8+22 (for an average of 26.5 points).</p><p></p><p>The exponential effect of augment healing applied to mass cure spells can't be over-estimated.</p><p></p><p>The dramatic effect on spells like lesser restoration (1d4+4 instead of 1d4) is also worth noting.</p><p></p><p>Divine Spellpower: With your charisma, you would never do worse on your caster level and you'd pretty reliably add 3 or 4 points. That would add up when you started applying it to Flame Strike, Magic Vestment, Greater Magic Weapon, etc. It would pay off in spades when you start tossing out Holy Word spells.</p><p></p><p>Domain Substitution: What would you take it in? Healing domain would just duplicate abilities you already have (spontaneous casting). Sun domain could be nice--cast all the flame strikes, Searing Lights, and Fire Seeds you want. However, if you don't want to transition your party role into an offensive spellcaster bringing down the wrath of Pelor, it would be really nifty capabilities that you just don't use.</p><p></p><p>Quicken Spell: This could be useful to you--even more so with the +3 levels houserule, but its primary use is for battle clerics to get their buffs up quickly. For non-battle clerics, you could pack a quickened Resurgence, quickened shield of faith, quickened divine favor, quickened protection from evil (though you're better off just packing a magic circle), quickened Remove Paralysis, quickened Spiritual Weapon, quickened Resist Energy, quickened searing light, quickened blindness/deafness, quickened bestow curse, and next level, quickened mass resurgence, quickened Divine Power, quickened Freedom of Movement (though the duration is long enough you don't really need to), or quickened death ward.</p><p></p><p>The thing to observe about all of those, however, is that the vast majority of them are either offensive or highly situational. If you prep a quickened remove paralysis, it'll be great when your party is hit by a mass hold monster but if you don't run into paralysis it's wasted. The offensive stuff is a bit more reliable--quickened spiritual weapon or quickened searing light is useful in most combat situations. However, using it would again, mean transitioning your role into more of an offensive spellcaster. That's not necessarily a bad thing but you should walk into it with both eyes open. (And it's somewhat hard to sustain if you're already short on spell slots).</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 1811638, member: 3146"] Augment Healing: The biggest argument in favor of this is probably the way that it changes your capabilities. Without Augment healing, you can provide minor healing at range (mass cure mod for 2d8+12 (avg 21)) or major healing up close (Cure critical for 4d8+12 (avg 30)) or Heal). With Augment healing, you gain the ability to provide major combat healing to groups of allies at range. (An augmented mass cure mod would provide 2d8+24 (avg 33) which is more than an unaugmented cure critical and an augmented mass cure light wounds provides 1d8+22 (for an average of 26.5 points). The exponential effect of augment healing applied to mass cure spells can't be over-estimated. The dramatic effect on spells like lesser restoration (1d4+4 instead of 1d4) is also worth noting. Divine Spellpower: With your charisma, you would never do worse on your caster level and you'd pretty reliably add 3 or 4 points. That would add up when you started applying it to Flame Strike, Magic Vestment, Greater Magic Weapon, etc. It would pay off in spades when you start tossing out Holy Word spells. Domain Substitution: What would you take it in? Healing domain would just duplicate abilities you already have (spontaneous casting). Sun domain could be nice--cast all the flame strikes, Searing Lights, and Fire Seeds you want. However, if you don't want to transition your party role into an offensive spellcaster bringing down the wrath of Pelor, it would be really nifty capabilities that you just don't use. Quicken Spell: This could be useful to you--even more so with the +3 levels houserule, but its primary use is for battle clerics to get their buffs up quickly. For non-battle clerics, you could pack a quickened Resurgence, quickened shield of faith, quickened divine favor, quickened protection from evil (though you're better off just packing a magic circle), quickened Remove Paralysis, quickened Spiritual Weapon, quickened Resist Energy, quickened searing light, quickened blindness/deafness, quickened bestow curse, and next level, quickened mass resurgence, quickened Divine Power, quickened Freedom of Movement (though the duration is long enough you don't really need to), or quickened death ward. The thing to observe about all of those, however, is that the vast majority of them are either offensive or highly situational. If you prep a quickened remove paralysis, it'll be great when your party is hit by a mass hold monster but if you don't run into paralysis it's wasted. The offensive stuff is a bit more reliable--quickened spiritual weapon or quickened searing light is useful in most combat situations. However, using it would again, mean transitioning your role into more of an offensive spellcaster. That's not necessarily a bad thing but you should walk into it with both eyes open. (And it's somewhat hard to sustain if you're already short on spell slots). [/QUOTE]
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Thank god the boards are back up! So what feat for 12th cleric.
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