11th Level Cleric (Sun/Heal) Build? Suggestions [Archive] - Wizards Community

Post/Author/DateTimePost
Aristulous

12-27-05, 11:55 PM
Any suggestions or advice for this build? A classic... "Heal & Turn Undead" Cleric build. I'm thinking I should get Empower Turning in Complete Divine (?) in place of Combat Casting. I focused on Concentration to help me cast healing next to an enemy piece.

Are there any must have magic items besides ability buffs? I was thinking about getting Tunic of Steady Spellcasting from Complete Adventurer

All sources allowed except Unearthed Arcana.

Human or Strongheart Halfling: Cleric of Pelor
Domains (Heal, Sun)

(1) Cleric 1 - Sacred Healing, Empower Turning
(2) Cleric 2
(3) Cleric 3 - Extra Turning
(4) Cleric 4
(5) Cleric 5

(6.) Radiant Servant of Pelor 1 (Complete Divine pg52) - Imp. Turning
(7.) Radiant Servant of Pelor 2
(8.) Radiant Servant of Pelor 3
(9.) Radiant Servant of Pelor 4 - Augment Healing (CD pg79)
(10) Radiant Servant of Pelor 5
(11) Radiant Servant of Pelor 6
ninjarabbit

12-28-05, 12:10 AM
Ditch combat casting, it's a waste of a feat especially since you have SF: concnetration and I assume you're maxing your concentration skill. I'd take extend spell instead.

For items get a pair of nightsticks from Libris Mortis, they each give you 4 extra turning attempts a day.
Aristulous

12-28-05, 09:20 AM
Thanks. I will do this.
AviLazar

12-28-05, 09:26 AM
Actually, ditch the skill focus...just keep your concentration maxed out and you should be good to go.

Sacred healing isn't too bad if you have a good charisma. +3 fast healing for all allies within 60 foot burst for Charisma+1 rounds. Would help you out so you don't have to run to stabalize any fallen allies each time they fall.
Aristulous

12-28-05, 10:20 AM
Okay it's ditched. I'm just a little nervous being able to cast healing spells while next to an enemy target. I suppose I could always buy the Tunic of Steady Spellcasting in Complete Adventurer (+5 conc)
AviLazar

12-28-05, 10:47 AM
Assuming a Con of 10 (which, geez I hope you won't have that low of a con)...if you keep your concentration maxed out you will always be Concentration of your level +3....your spell levels can never be higher then your actual level. DC 15+ spell level, at WORST you will ever see is a DC 24 (level 9 spells) concentration check. At level 18 you will have at least 21 concentration.

At level 5 you will have at least 8 concentration...the DC at level 5 (for your level 3 spells is 18). At level 5 you will have to roll a 10 or better.

Trust me, you will be fine...is it possible for you to fail the concentration check, yes, will it always happen no. Don't blow a feat, let alone two feats on it.

Also, a good tactic to use (which you will be able to most of the time) is take a 5' step back, THEN cast the spell. No concentration needed.
FLAvatar

12-28-05, 11:51 AM
You can't qualify for Radiant Servant until 6th level, a level 5 cleric doesn't have the requisite +5 will save =(

I agree that you should lose at least one of the 2 concentration feats (Skill Focus especially). I know skill points are precious for a cleric, but there are many sexier feats to invest in than those. If you find yourself having to continually wade into the range of enemies to heal up your allies you can always take the feats later, or a nifty 1 level dip into Hierophant to cast Touch spells at a 30' range. There is also a feat in Races of Stone that negates you from generating AoO's from spellcasting if you have a readied shield - I forget the name but remember that Combat Casting is a pre-req.

Domain Spontaneity comes into its own as a good feat in the early teens with the Heal domain. Having the option to convert a spell to a Heal instead of a mere few d8's worth of a healing would be a bargain even if Heal didn't also remove just about every adverse condition in the game.

Finding a way to mix in Quicken spell + Divine Quicken is nice too. Often clerics (at least the ones playing it as dedicated healer/support) are forced to choose between a good buff or healing a comrade in need, and a few quickened-on-the-fly spells let you do both in the same round. It does eat up the turn attempts, so I also second the addition of Nightsticks to your equipment list.
Medicelious-Melharmonac

12-28-05, 12:16 PM
Grab two levels of Heirophant for Divine Reach 60ft without losing 9th level spells.

Grab the Steady Concentration Feat (allows you to take ten on concentration checks)
AviLazar

12-28-05, 01:15 PM
Yea I forgot about that. 2 levels of Arc Hirophant rock...

I think the steady concentration feat is kind hokey...yea in the early levels it will help more, but by higher levels you will never need and you will be thinking "damn, i could really use something else".

He can always get a cheap item to enhance his concentration for the early levels.
Horny_Ork

12-28-05, 02:17 PM
I would always take Combat Casting as a Cleric. It's a must-have for any cleric who wants to engage a lot in melee IMO.

Level 9 cleric, con 14: Concentration +14
Level 5 spell means level 20 check: you need at least a six, so you have 30% chance of failure. That means you'll blow every third attempt! Granted, at higher levels the chances get lower, but you still don't want to loose an important spell/screw a tight situation by loosing the dice roll.
I'm more a dungeon master actually than a player and I've seen players fail a concentration check and believe me, in one of those situations you'd wish you'd taken it.
Medicelious-Melharmonac

12-28-05, 02:22 PM
I think the steady concentration feat is kind hokey...yea in the early levels it will help more, but by higher levels you will never need and you will be thinking "damn, i could really use something else".

Actually I find it terribly useful because of the 2 skill points per level restriction on clerics. This way you can steal a skill point or two and not kill your ability to make concentration checks.

10 levels = 13 ranks + 3 (16 con) = 16 skill check + 10 (Steady Con) = 11 level spells for not more investment in Concentration.

There is a sceptre from Libris Mortis - Sceptre of the Netherworld which raises turning level +4 and a phalectry of undead turning for +4 more (they stack).
carnivore

12-28-05, 05:32 PM
for more look here:

http://boards1.wizards.com/showthread.php?t=415717


i would suggest this:


Strongheart Halfling

Cleric of Ehlonna 6/ Radient Servant of Ehlonna 5
domains......Sun,Plant

Cleric 1....................................... ..Extra turning,Extend spell
Cleric 2
Cleric 3....................................... ..Improved Turning
Cleric 4
Cleric 5
Cleric 6....................................... ..Persistant spell
Radient Servant of Ehlonna 1
Radient Servant of Ehlonna 2
Radient Servant of Ehlonna 3............Divine Metamagic(Persistant)
Radient Servant of Ehlonna 4
Radient Servant of Ehlonna 5


or this:


Cleric 1....................................... ..Extra turning,Divine Spellpower(Plant Turnings can power this feat)
Cleric 2
Cleric 3....................................... ..Improved Turning
Cleric 4
Cleric 5
Cleric 6....................................... ..Divine Energy Focus
Radient Servant of Ehlonna 1
Radient Servant of Ehlonna 2
Radient Servant of Ehlonna 3............Sacred Healing
Radient Servant of Ehlonna 4
Radient Servant of Ehlonna 5




for items:
several Metamagic rods: for the spells you cast
Metamagic Rod of Extend Spell 3000gp
Metamagic Rod of Extend Spell,lesser 11000gp
Metamagic Rod of Maximize Spell 14000gp
Metamagic Rod of Maximize Spell 54000gp

here are some more items:

Phylactery of Undead Turning (Dungeon Master's Guide, 11,000 gp)
+4 effective turning level

Nightstick Rod (Libris Mortis, 7,500gp)
Gives 4 extra turn attempts per day

Rod of Defiance (Libris Mortis, 13,000gp)
All undead within 30 ft suffer a penalty of 4 to their turn resistance

Scepter of the Netherworld (Libris Mortis, 9,000gp)
+3 effective turn levels

Lyre of the Restful Soul (Libris Mortis, 3,000gp)
all undead 60’ rad –4 turn resist, 10 rounds

Greater Holy Symbol (Defenders of the Faith, 5,040gp)
Empower turning at will

Larethian Protector (longbow) (Arms and Equipment Guide)
Use a turn attempt and get +1d6 bonus to damage per point of Cha mod on the next shot

Hand of Heironeous (longsword) (Arms and Equipment Guide)
Use a turn attempt to gain +1d6 bonus to damage per point of Cha mod on the next attack

Sword of Crypts (Arms and Equipment Guide, 42,315gp)
+2 Holy Longsword that gives 1 extra turn attempt each day, and adds +2 to turning damage

Circlet of persuassion (DMG, gp)
+3 to all Cha Checks, including Turn Undead Check

Breastplate of Command: (DMG, gp)
This finely crafted +2 breastplate radiates a powerful aura of magic. When worn, the armor bestows a dignified and commanding aura upon its owner. The wearer gains a +2 competence bonus on all Charisma checks, including turning checks and Charisma-based skill checks. The wearer also gains a +2 competence bonus to his Leadership score. Friendly troops within 360 feet of the user become braver than normal. Since the effect arises in great part from the distinctiveness of the armor, the wearer cannot hide or conceal herself in any way and still have the effect function.

Strong enchantment; CL 15th; Craft Magic Arms and Armor, mass charm monster; Price 25,400 gp; Cost 10,975 gp + 850 XP.

Flametouched Iron Holy Symbol (Eberron Campaign Setting, 750 gp)
+1 effective turning level

:D
Mistwell

12-28-05, 05:54 PM
Okay it's ditched. I'm just a little nervous being able to cast healing spells while next to an enemy target. I suppose I could always buy the Tunic of Steady Spellcasting in Complete Adventurer (+5 conc)

If it really concerns you, perhaps you should consider the Reach Spell feat from Complete Divine. It lets you cast a healing spell on a ally that is up to 30' from you, and it also has additional utility for your touch-attack spells.
Mistwell

12-28-05, 05:57 PM
I would always take Combat Casting as a Cleric. It's a must-have for any cleric who wants to engage a lot in melee IMO.

I disagree. In fact I think it's been pretty well statistically proven that combat casting is one of the worst feats in the game, and generally only good if you need it for a prerequisite for a prestige class.

Steady Concentration feat, an item, even Skill Focus are better.