Best Cleric Buffer/Healer?

Post/Author/DateTimePost
#1

Endarire

May 26, 2009 21:01:05
Intro
Since I didn't see this on Surreal's list, I figured it's fair game.

One of my players wants to be a healing- and buffing-oriented Cleric who would vastly prefer not to lose any caster levels. I wanted to ensure he was at the top of his game, that being buffing people to prevent them damage and patching them up when they get hurt. I don't yet know who else will be in the party.

Character Creation & Relevant House Rules
-32 point buy. All material allowed at DM's discretion. No infinite or near infinite loops.
Chunk o' House Rules
Alignment
-We aren't using alignment. Alignment-specific spells like detect evil or holy word don't exist. Abilities, items, and classes requiring a specific alignment probably exist in some altered form. We'll talk should you be concerned.

Classes
General
-No favored classes or XP penalty for multiclassing.
-Classes use fractional BAB.

Cleric
-We're using the Turn Undead Level Check variant from Unearthed Arcana.

Wizard
-Abrupt Jaunt uses a swift action, not an immediate action.

Feats
-These feats are banned! Sanctum Spell.
-Normal and greater turning attempts can be used to fuel Divine Metamagic.
-Touch range spells are also legal targets for Persistent Spell.

Item Creation
-There are no slot affinities nor extra costs for using an unaffiliated slot.

Items
-Nightsticks don't stack with each other.

Races
-These races are banned! Warforged.
-The overwhelming majority of elves in Xeen are gray elves. Gray elves are like standard elves from Player's Handbook but also have +2 INT and -2 STR.
-Half-elves also receive either bonus skill points (as human) or weapon proficiencies (as elf). Half-elf stats are otherwise as normal.
-Half-orcs also receive either bonus skill points (as human) or rage 1/day (as orc). Regardless, half-orcs are +2 STR and either -2 INT or -2 CHA as the player chooses. Half-orc stats are otherwise as normal.
-Kobolds are -2 STR and +2 CHA and aren't light-sensitive. Their stats are otherwise as normal.
-Orcs are able to rage once per day as a Barbarian. This rage stacks with Barbarian rage and similar abilities. Also, orcs get +4 STR and -2 to two mental stats (INT, WIS, and CHA). Orc stats are otherwise as normal.
-Kobolds and orcs aren't light sensitive.

Skills
-All classes get a minimum of 4+INT mod skill points per level.
-Normally, all skills have a max rank of a creature's hit dice+3.
-Disable Device also affects locks. There is no skill Open Lock.

Spells
-Material components with a trivial cost aren't needed to cast spells.
-These spells are banned! astral projection, celerity, genesis.
-Any creature called such as with gate or planar binding requires 1 minute before it can start to call another creature.
-Inflict spells have no saves.

Misc.
-Expect any effect that produces an infinite or a nearly infinite loop to be banned or drastically changed.
-On all accuracy rolls, rolling a natural 20 then a natural 20 then confirming will automatically slay your target.
-When you have enough experience to level, you need at least 8 continuous hours of sleep to level up.
#2

jgumbyrx

May 26, 2009 21:40:11
Intro
Since I didn't see this on Surreal's list, I figured it's fair game.

One of my players wants to be a healing- and buffing-oriented Cleric who would vastly prefer not to lose any caster levels. I wanted to ensure he was at the top of his game, that being buffing people to prevent them damage and patching them up when they get hurt. I don't yet know who else will be in the party.

Character Creation & Relevant House Rules
-32 point buy. All material allowed at DM's discretion. No infinite or near infinite loops.
Chunk o' House Rules
Alignment
-We aren't using alignment. Alignment-specific spells like detect evil or holy word don't exist. Abilities, items, and classes requiring a specific alignment probably exist in some altered form. We'll talk should you be concerned.

Classes
General
-No favored classes or XP penalty for multiclassing.
-Classes use fractional BAB.

Cleric
-We're using the Turn Undead Level Check variant from Unearthed Arcana.

Wizard
-Abrupt Jaunt uses a swift action, not an immediate action.

Feats
-These feats are banned! Sanctum Spell.
-Normal and greater turning attempts can be used to fuel Divine Metamagic.
-Touch range spells are also legal targets for Persistent Spell.

Item Creation
-There are no slot affinities nor extra costs for using an unaffiliated slot.

Items
-Nightsticks don't stack with each other.

Races
-These races are banned! Warforged.
-The overwhelming majority of elves in Xeen are gray elves. Gray elves are like standard elves from Player's Handbook but also have +2 INT and -2 STR.
-Half-elves also receive either bonus skill points (as human) or weapon proficiencies (as elf). Half-elf stats are otherwise as normal.
-Half-orcs also receive either bonus skill points (as human) or rage 1/day (as orc). Regardless, half-orcs are +2 STR and either -2 INT or -2 CHA as the player chooses. Half-orc stats are otherwise as normal.
-Kobolds are -2 STR and +2 CHA and aren't light-sensitive. Their stats are otherwise as normal.
-Orcs are able to rage once per day as a Barbarian. This rage stacks with Barbarian rage and similar abilities. Also, orcs get +4 STR and -2 to two mental stats (INT, WIS, and CHA). Orc stats are otherwise as normal.
-Kobolds and orcs aren't light sensitive.

Skills
-All classes get a minimum of 4+INT mod skill points per level.
-Normally, all skills have a max rank of a creature's hit dice+3.
-Disable Device also affects locks. There is no skill Open Lock.

Spells
-Material components with a trivial cost aren't needed to cast spells.
-These spells are banned! astral projection, celerity, genesis.
-Any creature called such as with gate or planar binding requires 1 minute before it can start to call another creature.
-Inflict spells have no saves.

Misc.
-Expect any effect that produces an infinite or a nearly infinite loop to be banned or drastically changed.
-On all accuracy rolls, rolling a natural 20 then a natural 20 then confirming will automatically slay your target.
-When you have enough experience to level, you need at least 8 continuous hours of sleep to level up.
#3

Endarire

May 26, 2009 21:57:08
All stats are changeable, but considering we start at L1, +1 AC, Reflex, and initiative seems better than +1 daily turning.
#4

jgumbyrx

May 26, 2009 22:03:29
All stats are changeable, but considering we start at L1, +1 AC, Reflex, and initiative seems better than +1 daily turning.

seems short-term. with DMM, you're gonna need all the turnings that you can get. unless this campaign is only going a few levels, you'll be better-off thinking long term (to a degree).

but that's just my opinion.
#5

Sinatar

May 27, 2009 10:15:08
Just a quick something on turning attempts:

A good way to help rack up the number of turning attempts you get per day is to buy a Holy Reliquary Symbol from MiC. At level 3 (if you can afford it), if you already have DMM, that should be 2 extra turning attempts. If you plan on getting more Divine feats than a single DMM, you will get even more turning attempts. Since you get a turning attempt for every 5 ranks in KnwRlgn, it scales decently with leveling also.

As for healing/buffing, 6 CLR / 10 RSoP / X is just about as good as they come. Just don't sacrifice spellcasting progression for anything, and keep the number of high level spells you can cast at a maximum somehow (i.e. always keeping your WIS as high as possible).
#6

phaedrusxy

May 27, 2009 10:22:14
Since you get a turning attempt for every 5 ranks in KnwRlgn, it scales decently with leveling also.

That's not right. The item only grants one more turn attempt for having at least 5 ranks in religion, not one for every 5 ranks in religion.