Cleric for Greyhawk ruins. [Archive] - Wizards Community

Post/Author/DateTimePost
fghj171983

07-26-07, 02:12 PM
A friend of mine came up with some interesting ideas for a traditional radiant servant of Pelor build. Starts of taking the domain spontaneity alternate class feature from PHBII for the healing domain. So he can use the RSoP healing abilities with all his heals. He also takes the fiery burst reserve feat for use with the Sun domain. This gives him some offensive ability when hes not healing or buffing. I would appreciate any feedback you guys have.

Human - NG Cleric of Pelor

Str 8
Dex 10
Con 14
Int 14
Wis 15
Cha 14

Domains: Healing and Sun

1 Cleric - Augment healing, Extra Turning
2 Cleric
3 Cleric - CWI
4 Cleric - pump wis
5 Cleric
6 Cleric - Fiery Burst
7 RSoP
8 RSoP - pump wis
9 RSoP - Divine Ward
10 RSoP - extra domain Glory or Strength?
11 RSoP
12 RSoP - Quicken Spell, pump wis
13 RSoP
14 RSoP
15 RSoP - Feat?
Franco Un-American

07-26-07, 03:56 PM
I'd be careful with that 8 strength. You only have a 10 dex, making Heavy Plate your best armor option, and you'll need a bit more strength to carry it.

I'd also be a little wary about crafting for your Greyhawk Ruins character. They're already going to need all the TU's they can get to qualify for Expedition, and crafting could leave you too far behind the level curve to qualify.

Otherwise, the build looks good. Very similar to what I was planning.
Alpha_Nerd

07-26-07, 04:30 PM
Fiery Burst requires that you be able to cast second level spells, so your first 4 feats would have to be arranged like this.

1 Augment Healing, Extra turning
3 Fiery Burst or CWI
6 Fiery Burst or CWI

Also, since this guy never plans on swinging a weapon, he was going to use interlocking plate non-proficiently.
Jay_Ibero_911

07-26-07, 04:38 PM
Fiery Burst requires that you be able to cast second level spells, so your first 4 feats would have to be arranged like this.

1 Augment Healing, Extra turning
3 Fiery Burst or CWI
6 Fiery Burst or CWI

Also, since this guy never plans on swinging a weapon, he was going to use interlocking plate non-proficiently.

Since you only gain the extra benefit of interlocking plate if you move 5ft or less, you may want to pick up Divine Ward so you can heal at range and not always have to move to the wounded.
fghj171983

07-26-07, 04:55 PM
Divine Ward is in the build at nine but I suppose it could be switched with Augment Healing. I'm betting I would get more mileage out of Augment Healing which is why I took it before Divine Ward but I'm not sure. Thoughts?
bitznarf

07-26-07, 05:03 PM
I'm of the opinion that Divine Ward is more important that either Extra Turning or Firey Burst, giving you Augment Healing and Divine Ward at 1st, CWI at 3rd Extra Turning at 6th and Firey Burst at 9th. I think. What exactly does Firey Burst do? 1d6 per spell level in a radius around the caster?
Alpha_Nerd

07-26-07, 05:42 PM
30 ft range. 5 ft radius burst 1d6 per spell level reflex for half.
Jay_Ibero_911

07-26-07, 05:51 PM
I'm of the opinion that Divine Ward is more important that either Extra Turning or Firey Burst, giving you Augment Healing and Divine Ward at 1st, CWI at 3rd Extra Turning at 6th and Firey Burst at 9th. I think. What exactly does Firey Burst do? 1d6 per spell level in a radius around the caster?

You kinda need the extra turning to power divine ward for a full party though. You have yourself needing now ward, and the first party member is free, but then you need 4 turns attempts to ward the other 4 party members, and then additional turn attempts for every spell to be sent through the ward.
bitznarf

07-26-07, 05:57 PM
True, but you don't *need* to ward everyone. And by the time you have enough spells, and everyone has the mobility that makes Divine Ward even better, you will have taken Extra Turning.
Jay_Ibero_911

07-26-07, 06:39 PM
True, but you don't *need* to ward everyone. And by the time you have enough spells, and everyone has the mobility that makes Divine Ward even better, you will have taken Extra Turning.

Yeah, I guess you're right...I just prefer being able to do it from the start...
UMiskatonic

07-26-07, 07:17 PM
Yeah, but you can easily ward the front line, and there will be a number of party members within 5ft anyway.
Genghis Cohen

07-26-07, 09:22 PM
One nice thing about that 14 int is that you now have the skill points available to keep diplomacy maxed out. If you choose to do this, your character will have another dimension with which he can contribute.


Here's how I would build this type of character:

1 Cleric - Augment Healing, Divine Ward
2 Cleric
3 Cleric - Extra Turning
4 Cleric - pump wis
5 Cleric
6 Cleric - CWI
7 RSoP
8 RSoP - pump wis
9 RSoP - Domain Spontaneity (Healing)
10 RSoP - extra domain Glory
11 RSoP
12 RSoP - Quicken Spell, pump wis
13 RSoP
14 RSoP
15 RSoP - Pick a feat
fghj171983

07-27-07, 10:02 AM
He doesn't need the feat domain spontaneity he has the alternate class feature at first lvl for the healing domain which works with RSoP.
Genghis Cohen

07-27-07, 01:56 PM
He doesn't need the feat domain spontaneity he has the alternate class feature at first lvl for the healing domain which works with RSoP.I missed that. You can slide something cool in like Quicken Turning. Its nice to be able to turn undead to dust and cast a spell in the same round.
Rurik_KingoftheDurgeddin

07-30-07, 06:34 AM
Don't you have to be a 5th level caster to take Divine Ward?
Genghis Cohen

07-30-07, 05:55 PM
Don't you have to be a 5th level caster to take Divine Ward?PHB2, Page 88. You just need the ability to turn or rebuke undead.
Donald_Cannith

07-30-07, 11:52 PM
I would take Divine ward at first with augment healing, Extra Turning at 3, FIery burst at 6 and CWI at 9, y that pont youll be in the ruins and not need to worry about qualification
Rurik_KingoftheDurgeddin

08-03-07, 02:27 PM
PHB2, Page 88. You just need the ability to turn or rebuke undead.

Thanks for clearing that up.