World's Largest Dungeon Cleric

Neko the Lucky

First Post
My DM is running THE "World's Largest Dungeon" campaign and if my rogue dies I get to play the Cleric. I'm looking for some advice on how to build a healer or Battle Medic type character.
Anything is appreciated (Race, Prestige Class, Abilities, Domains, ect)!

Rules:
-No shops
-Any 3.5 Supplements
-No Vile Darkness or Revised 3.0 books (i.e. Song & Silence Thief-Acrobat vs. Complete Adventurer Thief-Acrobat)
-No summoning or divine intervention (except Cleric Spells)

My current level is 3.

There is a build I was thinking of using here:
Human Cleric build questions - Maxminis - maxminis.com- D&D minis, 4th edition D&D - Role Playing Games (RPG's) - Dungeons & Dragons 1e-3.5e

or here:
[3.5] Help me make a Cleric of Pelor - RPGnet Forums

I was thinking Radiant Servant of Pelor for Healing but we'll see.

Thanks a lot!
 

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Heh, welcome to the party. I loves me this module.

Couple of things.

First, no wands means you're going to spend a LOT of time blowing through healing spells. There's that 3.5 reserve feat Touch of Healing that lets you heal people so long as you have a healing spell memorized up to half their hit points. That's your best friend right there. Plus anything that bumps your healing on a per spell basis, like Augment Healing.

Those two feats right there will free up a lot of your spells slots from having to blow them all on healing.

No summoning means that buffing is also your friend. Make sure that everyone else is powered up and fights will go a lot easier.

Don't forget that it's not a bad idea to talk to the things you meet as well. Don't scrimp on diplomacy and the like. Often a lot of the intelligent monsters will talk to you and may not even necessarily view you as an enemy.
 

I would recommend the Mastery of Day and Night feat from Player's Guide to Eberron (pg. 125) to auto-maximize all the cure and inflict spells you cast.

Some skill ranks and Maximize Spell are all you need for prerequisites... and you can meet them all at level 3.
 



A little condemning of the heal-cleric, but still looking through it.

I would recommend the Mastery of Day and Night feat from Player's Guide to Eberron (pg. 125) to auto-maximize all the cure and inflict spells you cast.

Some skill ranks and Maximize Spell are all you need for prerequisites... and you can meet them all at level 3.

Sadly, DM hates Eberon and the feat only works in that setting. Otherwise I'd be all over this!

Heh, welcome to the party. I loves me this module.

Couple of things.

First, no wands means you're going to spend a LOT of time blowing through healing spells. There's that 3.5 reserve feat Touch of Healing that lets you heal people so long as you have a healing spell memorized up to half their hit points. That's your best friend right there. Plus anything that bumps your healing on a per spell basis, like Augment Healing.

Those two feats right there will free up a lot of your spells slots from having to blow them all on healing.

No summoning means that buffing is also your friend. Make sure that everyone else is powered up and fights will go a lot easier.

Don't forget that it's not a bad idea to talk to the things you meet as well. Don't scrimp on diplomacy and the like. Often a lot of the intelligent monsters will talk to you and may not even necessarily view you as an enemy.

Solid. Thanks!
 

You could also try cloistered cleric from UA if you have a quick target PrC in mind and don't mind having low BAB and getting proficency in only light armor.

That way you can get Knowledge as a third domain regardless of deity as well as a lot more skills and the Lore feature.
 

I had designed a "catch-all" healing focused Drow Eldritch Disciple (Complete Mage - basically a Warlock/Cleric booster). You'll want to check with your DM if he'll allow buying off your level adjustment.

My character was going to be focused on two shticks - mass healing (via feats from Complete Divine and Complete Mage) and ranged combat (via my Eldritch Blast). You can wear light armor and use all simple weapons, plus rapier and short sword (and hand crossbow), so you could step up if needs be; your lowish HP means you wouldn't be taking on Big Bads in melee but may be able to help with multiple weaker foes.

Touch of Healing (reserve feat): I can auto-heal everyone up to half their HP for free outside of combat.
Sacred Healing: gives everyone fast healing 3 for a bunch of rounds with a Turn (Turn Undead) burn.
Extra Turning: more Turn burnin'
Reach Spell: cast healing and other touch spells on anyone within 30' without needing to touch them.
Precise Shot: no -4 for shooting into melee (even with Touch attacks, -4 is gross; you could get Point Blank Shot for free with the Elf domain).

Also, the Eldritch Disciple gets the ability to turn their Eldritch Blast into a blast of healing energy several times a day (or with turning attempts, I forget which).
 

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