Ultimate Curer Build [Archive] - Wizards Community

Post/Author/DateTimePost
LachlarlanIII

08-08-07, 10:12 PM
With the new options opened by Greyhawk Ruins, I've been toying around with the idea of making a character that can say "Stick with me and you shouldn't worry about dying."

NG Human Cleric/Radiant Servant of Pelor

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

Domains: Healing, Sun

1: Cleric 1 - Spontaneous Domain Casting (Healing), Extra Turning, Augment Healing
2: Cleric 2
3: Cleric 3 - Craft Wonderous Item
4: Cleric 4 - Wis 16
5: Cleric 5
6: Cleric 6 - Divine Ward
7: RSoP 1
8: RSoP 2 - Wis 17
9: RSoP 3 - Sacred Healing (Complete Divine)
10: RSoP 4
11: RSoP 5
12: RSoP 6 - Heighten Turning, Wis 18
13: RSoP 7
14: RSoP 8
15: RSoP 9 - Feat

If the build works as intended, I will be able to cast my Healing domain spells spontaneously and apply the various RSoP special Healing domain boosts every time I cast one.

Turning is secondary to the healing prowess the build can muster.

If I can get access to Sacred Healing from the PHB2, I will take that feat as well.
jstorrie

08-08-07, 10:23 PM
No Divine Ward? I'd rather have that than Sacred Boost. I'd probably skip Heighten Turning, too, since I can't see when it'd really be much of an advantage.
LachlarlanIII

08-08-07, 11:12 PM
No Divine Ward? I'd rather have that than Sacred Boost. I'd probably skip Heighten Turning, too, since I can't see when it'd really be much of an advantage.

Good call.

Also, in case anyone is wondering why I took Spontaneous Domain Casting (Healing), it's because it allows me to cast Heal spontaneously.
Donald_Cannith

08-09-07, 12:01 AM
Well it looks good. I would probably add divine ward at 6th and add sacred healing at 9thinstead, but only because divine ward= teh awesome
clannagh

08-09-07, 12:29 AM
Good call.

Also, in case anyone is wondering why I took Spontaneous Domain Casting (Healing), it's because it allows me to cast Heal spontaneously.

ETV on whether the RSoP domain abilities work with Spontaneous Domain Casting (Healing).

The last time this came up the majority of people said no.
CSHunt68

08-09-07, 12:38 AM
Yeah, IMHO this is one that shouldn't have too much table variation. A Domain Spell is pretty clearly defined, and it's NOT a spell that happens to be on one of your Domain lists. You have a single Domain slot per spell level. Domain Spontaneity (Healing) will not jazz up your RS spells.
Alpha_Nerd

08-09-07, 04:14 AM
Yeah, but it still offers the ability to spontaneously cast Heal instead of Mass Cure Moderate Wounds :)
sylvermyst

08-09-07, 08:58 AM
Yeah, but it still offers the ability to spontaneously cast Heal instead of Mass Cure Moderate Wounds :)

If that's what you're using it for, wouldn't it make more sense to take something else as the first level feat, and then retrain it for domain spontaneity when it becomes useful?

How are you taking 3 feats at first level? As far as I know, clerics don't do that.

And why the healer level? In a mainly cleric build, a single healer level will do more harm then good. If you wanted it for the healing hands ability, then I think you should know it only works on spells you cast as a healer.... ie, your 4 first levels a day. Not really worth it, methinks. If you're taking it for some other reason.... care to point it out? Cause it seems a little self-defeating, to be honest.
Iswald

08-09-07, 09:11 AM
If that's what you're using it for, wouldn't it make more sense to take something else as the first level feat, and then retrain it for domain spontaneity when it becomes useful?

How are you taking 3 feats at first level? As far as I know, clerics don't do that.


Spontaneous Domain Casting (Healing) is not a feat, it is an alternative class feature from PHB2 that is open to Domain of Greyhawk PCs.
LachlarlanIII

08-09-07, 09:33 AM
And why the healer level? In a mainly cleric build, a single healer level will do more harm then good. If you wanted it for the healing hands ability, then I think you should know it only works on spells you cast as a healer.... ie, your 4 first levels a day. Not really worth it, methinks. If you're taking it for some other reason.... care to point it out? Cause it seems a little self-defeating, to be honest.

Base Will Save +5 by 5th level. Otherwise I'd have to wait until 7th before taking my first RSoP level.
NeSoDak

08-09-07, 09:36 AM
If you want spontaneous HEAL, then take 5 levels of Combat Medic. Use your feat for something else. Plus with Combat Medic, you get healing kickers and no loss of spell progression. Mix it up with different domains, since you won't need the healing domain anymore, and you could get a better healer build. JAT
Arvagor

08-09-07, 09:42 AM
If you want spontaneous HEAL, then take 5 levels of Combat Medic. Use your feat for something else. Plus with Combat Medic, you get healing kickers and no loss of spell progression. Mix it up with different domains, since you won't need the healing domain anymore, and you could get a better healer build. JATFWIW, Combat Medic is not an Open class. IMHO, it is a bad idea to plan a build when there is no guarantee that one of your components is freely available...

OTOH, LachlarlanIII, you can't take RSoP before 7th level regardless; the class has a pre-req of 9 ranks in Knowledge (religion), which you can't get until you've taken your 6th level of something else (cleric, healer, whatever)...
CSHunt68

08-09-07, 09:52 AM
Base Will Save +5 by 5th level. Otherwise I'd have to wait until 7th before taking my first RSoP level.

You need nine ranks of Knowledge (religion), so you have to wait until 7th level in any case.
(Whoops: Beat me to it. ;) )
LachlarlanIII

08-09-07, 09:54 AM
You need nine ranks of Knowledge (religion), so you have to wait until 7th level in any case.

Ahh, didn't catch that.
UMiskatonic

08-09-07, 09:56 AM
I'm not sure you qualify for CWI at 3rd level. Healer 1/cleric 2 isn't the same as cleric 3.
TWG_Prometheus

08-09-07, 10:10 AM
They wouldn't qualify without Practised Spellcaster.

But I can't think of any reason why you'd possibly add a single level of healer to a Cleric build to begin with. Healer only adds its Charisma bonus to Healer healing spells, not Clerical healing spells. It's all kind of weird.
Arvagor

08-09-07, 10:13 AM
He would have CL3 when casting Healing domain spells -- your call on whether that is gouda, feta, cheddar, etc. ;)
LachlarlanIII

08-09-07, 10:20 AM
Okay, edited for qualification reasons.
TWG_Prometheus

08-09-07, 10:20 AM
I guess so, but I still think the Healer level is pointless. A 3rd level of Cleric by level 3 is far, far, far better (throughout the entire build) and doesn't open yourself up to table variation as a kicker bonus.

Edit: Sigh...nvm now I guess. Looks better.
NeSoDak

08-09-07, 10:59 AM
FWIW, Combat Medic is not an Open class. IMHO, it is a bad idea to plan a build when there is no guarantee that one of your components is freely available...

Easily solved. Not sure what region your from but, if you make the home region for the character the shield lands, you can join the Shieldlander metaorg, where Combat Medic is open. :D Check it out on the Shield Land website under the Meta-organizational Handbook.

Restored Holy Realm of the Shield Lands (http://www.shieldlands.net)
Mommy was an Orc

08-09-07, 11:23 AM
Why aren't you taking Divine Ward at 1st and Extra Turning at 6th? Is there a reason you need 9 turning attempts a day?
CrystalBlue

08-09-07, 01:12 PM
*whines* Where is Divine Ward? I keep seeing people talk about it, so I need to know if my cleric should be taking it as well.
bitznarf

08-09-07, 01:16 PM
http://www.wizards.com/default.asp?x=dnd/arch/lists
PHB2
CrystalBlue

08-09-07, 01:29 PM
Kay...a channel of divine energy...that's cryptic enough to make me eat the paper it's printed on. So I can create a link between me and another player...yay?
Arvagor

08-09-07, 01:34 PM
Kay...a channel of divine energy...that's cryptic enough to make me eat the paper it's printed on. So I can create a link between me and another player...yay?Try the lists at http://www.crystalkeep.com/d20 - the feat lets you create a connection that lets you cast touch spells on the warded creature at close range by expending a turn attempt...
bitznarf

08-09-07, 01:51 PM
Kay...a channel of divine energy...that's cryptic enough to make me eat the paper it's printed on. So I can create a link between me and another player...yay?
I thought that the actual rules text was quite clear.
Zarron

08-09-07, 02:00 PM
Divine Ward makes my small sized clerics very happy. Because the lightly armored skirmishers never stay close to me.

"Watch what my monk can do!"

"Medic!"
Eric Anondson

08-09-07, 02:10 PM
Kay...a channel of divine energy...that's cryptic enough to make me eat the paper it's printed on. So I can create a link between me and another player...yay?Spend 10 minutes in the morning setting up the link between the caster and the warded character, for every character after that is 10 more minutes plus a turn attempt. Then you are able to expend a turn attempt while casting to convert any touch range spell to close range when casting the spell on a warded character.

You can burn through your turn attempts pretty fast, so Extra Turning is often vital.
Iswald

08-10-07, 08:55 AM
Divine Ward makes my small sized clerics very happy. Because the lightly armored skirmishers never stay close to me.

"Watch what my monk can do!"

"Medic!"

That's when you say, "Ohhh, too bad!" I had two monks, run by two different players, die at tables my cleric was at one convention. There's not much you can do about some people.

If you can get into combat medic, it is extremely good for healers. Casting augmented insignias of healing with the aid kicker is better than doing mass cure lights. Combat medic also has knowledge (religion) as a class skill, handy for favored souls or even druids looking for ranks in that. If you want to make a fochlucan lyrist, you can get evasion without losing caster levels.