So what's next? Cleric/Radiant Servant Cohort Level 9

Post/Author/DateTimePost
#1

Tellack

Jul 01, 2008 12:44:08
Never really playing with clerics much, I'm quite unsure what to do with my cohort...

Here are his stats and items:

Str 10
Dex 12
Con 13
Int 8
Wis 19
Cha 14

Feats:
Extra Turning
Augment Healing
Domain Spontaneity
Combat Casting
Divine Ward

]

Items:
+1 Full Plate
+1 Heavy Steel Shield
Periapt of Wisdom
6 Lesser Restoration Scrolls
3 Remove Blindness/Deafness Scrolls
Heward's Handy Haversack
Anklet of Translocation




Current Spell Selection:
Sun and Healing Domain:

0 Level:
Light (4)
Detect Magic
Create Water

1 Level
Lesser Vigor (2)
Comprehend Languages
Remove Fear (2)
[domain] Endure Elements

2 Level
Lesser Restoration (2)
Delay Poison
Sound Burst
[domain] Heat Metal

3 Level
Insignia of Healing
Remove Blindness/Deafness
Invisibility Purge
Mass Aid
[domain] Searing Light

4 Level
Delay Death (2)
Recitation
[domain] Fire Shield

5 Level
Righteous Wrath of the Faithful
Stalwart Pact
[domain] Flame Strike




Basically, I use Domain Spont. to spont. cast healing spells for the Healing Domain in order to best use the Radiant Servant's empowered healing.

The cleric cohort is mainly the group's only healer, or otherwise only buffer in the party, save an arcane's haste.

He is, by no means, a melee or otherwise a "combat cleric".
#2

bitznarf

Jul 01, 2008 14:56:06
I would suggest retraining Combat Casting into something else. If nothing else appeals, Skill Focus (concentration) is better in almost every respect as it is used on *every* concentration check, not just ones to cast defensively.
#3

Tellack

Jul 01, 2008 15:08:07
Yah, Combat Casting is "outdated" now, really, my character is not in melee much.

When moving into melee, though, to heal vs. creatures with reach, it helps.

I think, though, there are better feat options.
#4

tetsujinoni

Jul 01, 2008 15:37:27
Yah, Combat Casting is "outdated" now, really, my character is not in melee much.

When moving into melee, though, to heal vs. creatures with reach, it helps.

I think, though, there are better feat options.

Two thoughts would be these:

Extra Turning again for more turn attempts to power divine ward
Sacred Healing for +2 per die of the healing spell

Unless he has the Turning Kit (phylactery, ephod, sacred, sacred, rod), the down-2-HD problem will limit his ability to turn big baddies.
#5

jamesmaissen

Jul 01, 2008 18:36:13
Yah, Combat Casting is "outdated" now, really, my character is not in melee much.

When moving into melee, though, to heal vs. creatures with reach, it helps.

I think, though, there are better feat options.

It looks to be the 6th level feat.. so go with 'steady concentration' (or caster I can never recall which the real name is) from Races of Stone.

It lets you 'take 10' on concentration checks.. and a 23 concentration check should work for almost anything you need to do.

-James
#6

timlagor

Jul 01, 2008 21:28:00
Sacred Healing for +2 per die of the healing spell.

That's Augment Healing and he already has it.

Extra Turning again isn't a bad idea.
It's also time to look at Metamagic.
- Extend would be nice now
- Quicken is going to get better and better (you almost certainly want it by 12th).
- Empower is very nice in a Rod but you probably don't want it as a Feat.
#7

tetsujinoni

Jul 02, 2008 1:48:53
That's Augment Healing and he already has it.

No, he has Augment Healing - +2 to the damage healed on conjuration(healing) spells. I'm suggesting

Sacred Healing - PH2 p 89 - Benefit: Swift action to expend a turn attempt and get +5 on Heal checks and +2 per die for conjuration(healing) spells

Augment Healing - CD p 79 - All Conjuration (Healing) heal +2 points of damage per spell level.

For example, Sacred Healing wouldn't do anything with heal, and would only give +2 points on mass cure light wounds, while Augment Healing would give +10 points of healing to mass cure light wounds and +12 points to heal.
#8

bitznarf

Jul 02, 2008 11:56:31
Sacred Healing - PH2 p 89 - Benefit: Swift action to expend a turn attempt and get +5 on Heal checks and +2 per die for conjuration(healing) spells

Just as a note here, Sacred Healing from Complete Divine is Open, Sacred Healing from PH2 is NONC - they *are* 2 different feats despite having the same name.
#9

ranielk

Jul 08, 2008 9:18:29
Two thoughts would be these:

Extra Turning again for more turn attempts to power divine ward
Sacred Healing for +2 per die of the healing spell

Unless he has the Turning Kit (phylactery, ephod, sacred, sacred, rod), the down-2-HD problem will limit his ability to turn big baddies.

You can also throw in Improved Turning for another +1 bump to the turn. I forget if Empowered Turning is Open or NONC, but I've not regreted it when faced with a fair number of mid level undead. It was the difference between one a round and two to three a round. Now it is just sick with Glory Domain's extra die on damage.

Also, expect table variation on having Sacred Armor and Sacred Shield. Some judges rule that it is the same thing from two different sources (kinda like having Fortification on both shield and armor, you only get the better bonus, the other was a waste of money).

Also get extremely luck and see the Light of . . . spells from Complete Cheese, er Champion. They are swift spells you cast on your holy symbol to gain bonuses to the turn check (1stie), your effective level (2nd) and extrad d6's to damage (4th). There is a 5th or 6th level that slaps on damage, kinda making the turn a holy fireball rather than the "undead all run away/esplodie" that turning is now. Course they're NONC. My sorcerer has access to the first level one. Yippee. So that is more, go over your AR's and see if you hit the jackpot versus expect to see access in the future.

Radiant Assault is a nice one. It is most definitely a "we win" if your cohort's save DC is decent. Again see "Light of" spells above.
#10

Tellack

Jul 08, 2008 16:30:17
Thanks for the help!
Cohort gets another domain soon
#11

ranielk

Jul 09, 2008 8:04:30
Thanks for the help!
Cohort gets another domain soon

yep, that extra domain at RSoP 5. One word, Glory. It will give the +2 to the check and +1d6 to the damage. Not to be missed for a turning cleric. I also ran into an item from the MIC last night. Forget what it is called, but it is on 188 of the MIC under tools. One of those 3 charges per day, get a slightly increasing boost based on the number of charges used, which then bumps Cleric Level for turns.

Another thing a friend does is use quicken turning. He then turns at the begining of every combat as he has nothing better to do with the swift action. Ended a few fights that way when the vampire monks with the excellent disguise check made to look like living beings are hiding amongst the mooks (or worse are the mooks). Having DMs sit in stunned silence when said vampires dust and then meekly asking, "How did you know?" is priceless. Answer, "I didn't. I always do that." Beside it is harmless to everything else, so it hurts nothing to do.

It did end one mod for him though. Raiders of the Lords' Tombs, IIRC. You need a ghost dog to lead you to the right tomb. Papa John sees a ghost and being an RSoP turns it to "put down the unnatural thing." They then spent the rest of the mod wasting time to find the right tomb and failed.

Quickened turning also lets you cast Consecrate and then turn in the same round to get a little bump to the check (+3 sacred). All you need is to be in the zone for it to help the turn check.
#12

hariman

Jul 09, 2008 9:52:25
yep, that extra domain at RSoP 5. One word, Glory. It will give the +2 to the check and +1d6 to the damage. Not to be missed for a turning cleric. I also ran into an item from the MIC last night. Forget what it is called, but it is on 188 of the MIC under tools. One of those 3 charges per day, get a slightly increasing boost based on the number of charges used, which then bumps Cleric Level for turns.

Another thing a friend does is use quicken turning. He then turns at the begining of every combat as he has nothing better to do with the swift action. Ended a few fights that way when the vampire monks with the excellent disguise check made to look like living beings are hiding amongst the mooks (or worse are the mooks). Having DMs sit in stunned silence when said vampires dust and then meekly asking, "How did you know?" is priceless. Answer, "I didn't. I always do that." Beside it is harmless to everything else, so it hurts nothing to do.

It did end one mod for him though. Raiders of the Lords' Tombs, IIRC. You need a ghost dog to lead you to the right tomb. Papa John sees a ghost and being an RSoP turns it to "put down the unnatural thing." They then spent the rest of the mod wasting time to find the right tomb and failed.

Quickened turning also lets you cast Consecrate and then turn in the same round to get a little bump to the check (+3 sacred). All you need is to be in the zone for it to help the turn check.

That was actually Desecrators of the Lord's Tomb. It's one of my favorite mods.

Poor Boney the skeleton dog, pet of a ghost. I weep for him.
#13

ranielk

Jul 09, 2008 12:00:46
That was actually Desecrators of the Lord's Tomb. It's one of my favorite mods.

Poor Boney the skeleton dog, pet of a ghost. I weep for him.

Oh, yeah. That was it.

Papa John: Ghostdoggiesayboom?
Boney: arrrrffff?
Papa John *Quickened Greater Turn*
Boney *go Boom*
#14

tetsujinoni

Jul 09, 2008 12:00:55
It did end one mod for him though. Raiders of the Lords' Tombs, IIRC. You need a ghost dog to lead you to the right tomb. Papa John sees a ghost and being an RSoP turns it to "put down the unnatural thing." They then spent the rest of the mod wasting time to find the right tomb and failed.

Yeah, sometimes you need those non-evil undead to stick around...