| Post/Author/DateTime | Post |
|---|---|
| alexgondim09-21-07, 10:29 AM | Hi Folks, I am building a PC for a 21st level Campaing. He will be the Cleric of the group so I have to be aggod healer.. I was thinking abouy this progression: Divine cleric 7 (Alternative from cleric of Complete champion) Radiant Server of Pelor 10 Hierophant 2 Contemplative 2 What about feats and stuff? Any suggestions? |
| dman1123509-21-07, 02:45 PM | If you really want the ultimate healer, do healer 10/contemplative 1/healer 1/RSoP 8+. But I doubt that you really want that, as that's all you'd be able to do. If I were you, I'd hold off on Heirophant until after level 20, since it does not increase spells per day. Grabbing reach from it is probably the best thing to do, as is grabbing miracle as a spell like ability. Or heal, mass. As for feats, augment healing is a small boost, but it's a boost, and any little bit helps so you can devote more slots to non-healing spells, like conviction, mass. Grabbing extend and persist spell are great for making long-lasting buffs. You can get up to level three spells with persist, so that's mass conviction. And Ebon Eyes. Chain spell is also nice, lets you get deathward mass at a lower spell level, and lets you chain a superior resistance. Eschew materials is a must for when you get to level 25 to pick up Ignore Material Components. That's free true res. It will also require that you keep spellcraft maxed. The less damage your allies take, the less you need to heal, and the more you can do other things. |
| IdleAltruism09-21-07, 03:41 PM | My suggestion is to play just a regular cleric. In epic games if you need to seriously heal they are going to die anyways, the faster you kill foes the less damage they can dish out. Just running a standard cleric with superior fighting capabilities would be more beneficial to your party. |
| Sagetim09-21-07, 09:23 PM | If you really want the ultimate healer, do healer 10/contemplative 1/healer 1/RSoP 8+. But I doubt that you really want that, as that's all you'd be able to do. If I were you, I'd hold off on Heirophant until after level 20, since it does not increase spells per day. Grabbing reach from it is probably the best thing to do, as is grabbing miracle as a spell like ability. Or heal, mass. As for feats, augment healing is a small boost, but it's a boost, and any little bit helps so you can devote more slots to non-healing spells, like conviction, mass. Grabbing extend and persist spell are great for making long-lasting buffs. You can get up to level three spells with persist, so that's mass conviction. And Ebon Eyes. Chain spell is also nice, lets you get deathward mass at a lower spell level, and lets you chain a superior resistance. Eschew materials is a must for when you get to level 25 to pick up Ignore Material Components. That's free true res. It will also require that you keep spellcraft maxed. The less damage your allies take, the less you need to heal, and the more you can do other things. Go for craft staff, then craft epic staff. And when you have 'ignore material components' make a staff that gives true rez on command. Proceed to rez everyone you come across, even the old man that gets crushed by debris because your party's wizard likes to throw fireballs. If you're Really wanting some epic stuff though, get improved spell capacity to level 14 spells. Then get the nonepic feat of 'innate spell'. Sac one 14th level slot and get limitless use heal spells. |