White Mage Redux: Kalashtar cleric/Messenger of Peace/Chosen, heal/buff/debuff-bot extraordinaire.

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What the following build brings to the table is a leader focused on healing allies, increasing the defenses of allies, allowing allies to make saving throws, and debuffing enemies such that the remainder of the party can lay the opposition low more efficiently, at the cost of never making a damage roll. In other words, this build allows you to play a technical pacifist who leads from the rear, keeps her party hale and hearty, and ensures that her enemies are neutered to an extent. This is not a build that should be handed off to player new to the game, as a tactical mind is needed to judge when, where, and how all of the healing, buffing, and debuffing should be distributed across the combatants on the battlefield; rather, this build is more suited to experienced players or those who wish to hone their tactical savvy. 

This is an updated and fully-fleshed out version of my previous build of a similar vein.


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Race: Kalashtar, Eberron Player's Guide, pages 30-31
Class: Cleric, Player's Handbook, pages 60-62
Channel Divinity: Healer's Mercy, Divine Power, page 30
Paragon Path: Messenger of Peace, Divine Power, page 49
Epic Destiny Choice A: Demigod, Player's Handbook, pages 174-175
Epic Destiny Choice B: Chosen, Divine Power, pages 152-153
Epic Destiny Choice C: Chosen, Forgotten Realms Player's Guide, pages 72-73

Ability Scores:
Level 1: Strength 8, Constitution 12, Dexterity 10, Intelligence 12, Wisdom 16+2, Charisma 16+2
Level 4: Strength 8, Constitution 12, Dexterity 10, Intelligence 12, Wisdom 17+2, Charisma 17+2
Level 8: Strength 8, Constitution 12, Dexterity 10, Intelligence 12, Wisdom 18+2, Charisma 18+2
Level 11: Strength 9, Constitution 13, Dexterity 11, Intelligence 13, Wisdom 19+2, Charisma 19+2
Level 14: Strength 9, Constitution 13, Dexterity 11, Intelligence 13, Wisdom 20+2, Charisma 20+2
Level 18: Strength 9, Constitution 13, Dexterity 11, Intelligence 13, Wisdom 21+2, Charisma 21+2
Level 21: Strength 10, Constitution 14, Dexterity 12, Intelligence 14, Wisdom 22+2+2, Charisma 22+2+2
Level 24: Strength 10, Constitution 14, Dexterity 12, Intelligence 14, Wisdom 23+2+2, Charisma 23+2+2
Level 28: Strength 10, Constitution 14, Dexterity 12, Intelligence 14, Wisdom 24+2+2, Charisma 24+2+2

Feats:
Level 1: Pacifist Healer, Divine Power, page 136
Level 2: Defensive Healing Word, Divine Power, page 131
Level 4: Mark of Healing, Eberron Player's Guide, page 91
Level 6: Power of Life, Divine Power, page 114
Level 8: Pacifist's Reward, Dragon Magazine #379, page 55
Level 10: Healer's Implement, Divine Power, page 135
Level 11: Student of Artifice, Eberron Player's Guide, page 94
Level 11 (replaces Healer's Implement): Potent Restorables, Eberron Player's Guide, page 92
Level 12: Healer's Implement, Divine Power, page 135
Level 14: Implement Expertise (Holy Symbols), Player's Handbook 2, page 185
Level 16: Assured Healing, Dragon Magazine #379, page 56
Level 18: Shielding Word, Dragon Magazine #378, page 65
Level 20: Toughness, Player's Handbook, page 201
Level 21: Reinforcing Healing, Eberron Player's Guide, page 94
Level 21 (replaces Toughness): Supreme Healer, Divine Power, page 143
Level 22: Beatific Healer, Divine Power, page 140
Level 24: Robust Defenses, Player's Handbook 2, page 194
Level 26: Epic Fortitude, Player's Handbook 2, page 194
Level 28: Epic Reflexes, Player's Handbook 2, page 194
Level 30: Epic Will, Player's Handbook 2, page 194

At-Will Attack Powers:
Level 1: Astral Seal, Divine Power, page 31
Level 1: Sacred Flame, Player's Handbook, page 63

Encounter Attack Powers:
Level 1: Bane, Divine Power, page 31
Level 3: Hymn of Resurgence, Divine Power, page 33
Level 7: Denunciation, Divine Power, page 35
Level 11: Pacify, Divine Power, page 49
Level 13 (replaces Bane): Remorse, Divine Power, page 37
Level 17: N/A
Level 23: N/A
Level 27: N/A

Daily Attack Powers:
Level 1: Moment of Glory, Divine Power, page 32
Level 5: Iron to Glass, Divine Power, page 34
Level 9: Dismissal, Divine Power, page 35
Level 15 (replaces Moment of Glory): Brilliant Censure, Divine Power, page 37
Level 19 (replaces Iron to Glass): Moment of Peace, Divine Power, page 39
Level 20: End to Strife, Divine Power, page 49
Level 25 (replaces Dismissal): Life Lanterns, Divine Power, page 41
Level 29 (replaces Brilliant Censure): Enforced Surrender, Divine Power, page 43

Utility Powers:
Level 2: Divine Aid, Player's Handbook, page 64
Level 6: Bastion of Health, Player's Handbook, page 66
Level 10: Shielding Word, Player's Handbook, page 67
Level 12: Peacemaker's Pronouncement, Divine Power, page 49
Level 16: Unexpected Return, Divine Power, page 38
Level 22: Ramparts of Light, Divine Power, page 40

Snapshot, Level 1



Race: Kalashtar, Eberron Player's Guide, pages 30-31
Class: Cleric, Player's Handbook, pages 60-62
Channel Divinity: Healer's Mercy, Divine Power, page 30

Ability Scores: Strength 8, Constitution 12, Dexterity 10, Intelligence 12, Wisdom 16+2, Charisma 16+2
Heroic Feat: Pacifist Healer, Divine Power, page 136

Main Hand: Mace (Level 0, 5 gp)
Holy Symbol: Symbol (Level 0, 10 gp)
Armor: Chainmail (Level 0, 40 gp)

Initiative: +0
Size: Medium
Speed: 5 squares (chainmail)
Vision: Normal
Passive Insight: 21 (10 base + 4 Wisdom modifier + 5 training + 2 racial)
Passive Perception: 14 (10 base + 4 Wisdom modifier)
Trained Skills: Diplomacy (+2 racial bonus), Heal, Insight (+2 racial bonus), Religion
Languages: Common, telepathy 5

Hit Points: 24 (12 cleric + 12 Constitution score)
Bloodied: 12
Healing Surge Value: 6
Healing Surges per Day: 8 (7 cleric + 1 Constitution modifier)
Saving Throws (Dual Soul): At the start of your turn, you can make a saving throw against each effect currently rendering you dazed or dominated. If you fail the saving throw, you do not make a saving throw against the effect at the end of your turn.

AC: 16 (10 base + 6 chainmail)
Fortitude: 11 (10 base + 1 Constitution modifier)
Reflex: 11 (10 base + 1 Intelligence modifier)
Will: 16 (10 base + 4 Wisdom modifier + 2 class)

Attack Bonus (Implement): +4 (Wisdom modifier)

At-Will Attack Power: Astral Seal, Cleric Attack 1, Divine Power, page 31
Divine, Healing, Implement * Standard Action * Ranged 5 * Target: One creature
Attack: +6 vs. Reflex
Hit: Until the end of your next turn, the target takes a -2 penalty to all defenses. The next ally who hits it before the end of your next turn regains 10 hit points.
Upgrades: Healer's Lore
Healing: 2 base + 4 Charisma modifier (base) + 4 Wisdom modifier (Healer's Lore)

At-Will Attack Power: Sacred Flame, Player's Handbook, page 63
Divine, Implement, Radiant * Standard Action * Ranged 5 * Target: One creature
Attack: +4 vs. Reflex
Hit: 1d6+4 radiant damage (crit 10), and one ally you can see chooses either to gain 4 temporary hit points or to make a saving throw.
Upgrades: N/A

Encounter Attack Power: Bane, Cleric Attack 1, Divine Power, page 31
Divine, Implement * Standard Action * Ranged 10 * Target: One creature
Attack: +4 vs. Will
Hit: Until the end of your next turn, the target takes a -5 penalty to attack rolls and all defenses.
Upgrades: N/A

Encounter Feature: Healing Word, Cleric Feature, Player's Handbook, page 62
Special: You can use this power twice per encounter, but only once per round.
Divine, Healing * Minor Action * Close burst 5 * Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 2d6+8 hit points.
Upgrades: Healer's Lore, Pacifist Healer
Healing: 1d6 base + 4 Wisdom modifier (Healer's Lore) + 1d6 Pacifist Healer + 4 Charisma modifier (Pacifist Healer)

Encounter Feature: Channel Divinity: Divine Fortune, Cleric Feature, Player's Handbook, page 62
Divine * Free Action * Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
Upgrades: N/A

Encounter Feature: Channel Divinity: Healer's Mercy, Cleric Feature, Divine Power, page 30
Divine, Healing * Standard Action * Close burst 5 * Target: Each bloodied ally in burst
Effect: Each target can spend a healing surge and regain an additional 1d6+8 hit points. You are weakened until the end of your next turn.
Upgrades: Healer's Lore, Pacifist Healer.
Healing: 4 Wisdom modifier (Healer's Lore) + 1d6 Pacifist Healer + 4 Charisma modifier (Pacifist Healer)

Encounter Racial Power: Bastion of Mental Clarity, Kalashtar Racial Power, Eberron Player's Guide, page 30
Immediate Interrupt * Close burst 5 * Trigger: An enemy hits or misses you with an attack against your Will * Target: You and each ally in burst
Effect: Each target gains a +4 power bonus to Will until the end of your next turn.
Upgrades: N/A

Daily Attack Power: Moment of Glory, Cleric Attack 1, Divine Power, page 32
Divine, Fear, Implement * Standard Action * Close blast 5 * Target: Each enemy in blast
Attack: +4 vs. Will
Hit: You push the target 3 squares and knock it prone.
Effect: You and each ally in the blast gain resist 5 to all damage until the end of your next turn.
Sustain Minor: The effect persists.
Upgrades: N/A

Analysis, Level 1



At this level, you are nothing overtly impressive. With your accurate Astral Seal at-will power, you can significantly boost the survivability of your allies, as 10 hit points is roughly equivalent to a third of a level 1 character's maximum hit points. This is a power that you need to coordinate with your compatriots very carefully, as targeting (which enemy to impose the defense penalty on) and timing (delaying such that the right ally can receive the healing) is crucial. You shall not be using your Sacred Flame at-will very often, save for the occasional minion-popping endeavor which shall not, in fact, stun you, as the Barbarian Essentials article of Dragon Magazine #381 points out that minions are never considered bloodied.

Your Bane encounter power can absolutely cripple a single enemy, so do save it for an elite or solo monster that you wish for your allies to obliterate. Your Healing Word feature is so effective at this level that you should use it only on an ally in critical condition (or an unconscious ally), and you happen to have backup healing in the form of Healer's Mercy as well. You can also turn one encounter per day into an absolute cakewalk thanks to your Moment of Glory level 1 daily power, which provides an impregnable resist 5 to all damage for practically the majority of the encounter.

Overall, a fair start.

Snapshot, Level 4



Race: Kalashtar, Eberron Player's Guide, pages 30-31
Class: Cleric, Player's Handbook, pages 60-62
Channel Divinity: Healer's Mercy, Divine Power, page 30

Ability Scores: Strength 8, Constitution 12, Dexterity 10, Intelligence 12, Wisdom 17+2, Charisma 17+2
Heroic Feat: Defensive Healing Word, Divine Power, page 131
Heroic Feat: Mark of Healing, Eberron Player's Guide, page 91
Heroic Feat: Pacifist Healer, Divine Power, page 136

Main Hand: Mace (Level 0, Free)
Off Hand: Mage's Parrying Dagger +1 (Level 2, 520 gp), Adventurer's Vault, page 72
Holy Symbol: Symbol of Divine Reach +1 (Level 3, Free), Adventurer's Vault, page 88
Armor: Healer's Chainmail +1 (Level 5, Free), Adventurer's Vault 2, page 9
Neck: Healer's Brooch +1 (Level 4, Free), Adventurer's Vault, page 152
Loose Change: 160 gp

Initiative: +2 (half level)
Size: Medium
Speed: 5 squares (chainmail)
Vision: Normal
Passive Insight: 23 (10 base + 2 half level + 4 Wisdom modifier + 5 training + 2 racial)
Passive Perception: 16 (10 base + 2 half level + 4 Wisdom modifier)
Trained Skills: Diplomacy (+2 racial bonus), Heal, Insight (+2 racial bonus), Religion
Languages: Common, telepathy 5

Hit Points: 39 (27 cleric + 12 Constitution score)
Bloodied: 19
Healing Surge Value: 9
Healing Surges per Day: 8 (7 cleric + 1 Constitution modifier)
Saving Throws (Dual Soul): At the start of your turn, you can make a saving throw against each effect currently rendering you dazed or dominated. If you fail the saving throw, you do not make a saving throw against the effect at the end of your turn.

AC: 20 (10 base + 2 half level + 1 enhancement + 6 chainmail + 1 parrying dagger)
Fortitude: 14 (10 base + 2 half level + 1 enhancement + 1 Constitution modifier)
Reflex: 14 (10 base + 2 half level + 1 enhancement + 1 Intelligence modifier)
Will: 19 (10 base + 2 half level + 1 enhancement + 4 Wisdom modifier + 2 class)

Attack Bonus (Implement): +7 (2 half level + 1 enhancement + 4 Wisdom modifier)

At-Will Attack Power: Astral Seal, Cleric Attack 1, Divine Power, page 31
Divine, Healing, Implement * Standard Action * Ranged 6 * Target: One creature
Attack: +9 vs. Reflex
Hit: Until the end of your next turn, the target takes a -2 penalty to all defenses. The next ally who hits it before the end of your next turn regains 11 hit points and can make a saving throw.
Upgrades: Healer's Brooch +1, Healer's Lore, Mark of Healing, Symbol of Divine Reach +1
Healing: 2 base + 4 Charisma modifier (base) + 1 Healer's Brooch + 4 Wisdom modifier (Healer's Lore)

At-Will Attack Power: Sacred Flame, Player's Handbook, page 63
Divine, Implement, Radiant * Standard Action * Ranged 6 * Target: One creature
Attack: +7 vs. Reflex
Hit: 1d6+5 radiant damage (crit 1d10+11), and one ally you can see chooses either to gain 6 temporary hit points or to make a saving throw.
Upgrades: Symbol of Divine Reach +1

Encounter Attack Power: Bane, Cleric Attack 1, Divine Power, page 31
Divine, Implement * Standard Action * Ranged 11 * Target: One creature
Attack: +7 vs. Will
Hit: Until the end of your next turn, the target takes a -5 penalty to attack rolls and all defenses.
Upgrades: Symbol of Divine Reach +1

Encounter Attack Power: Hymn of Resurgence, Cleric Attack 3, Divine Power, page 33
Divine, Implement * Standard Action * Close blast 5 * Target: Each enemy in blast
Attack: +7 vs. Fortitude
Hit: The target takes a -2 penalty to all defenses. When any ally hits the target before the end of your next turn, the target is knocked prone.
Effect: Each ally in the burst can choose either to gain 5 temporary hit points or to make a saving throw.
Upgrades: Symbol of Divine Reach +1

Encounter Feature: Healing Word, Cleric Feature, Player's Handbook, page 62
Special: You can use this power twice per encounter, but only once per round.
Divine, Healing * Minor Action * Close burst 5 * Target: You or one ally
Effect: The target can spend a healing surge, regain an additional 2d6+10 hit points, and make a saving throw. In addition, the target gains a +4 bonus to all defenses against the next attack made against him or her.
Upgrades: Defensive Healing Word, Healer's Chainmail +1, Healer's Brooch +1, Healer's Lore, Mark of Healing, Pacifist Healer
Healing: 1d6 base + 1 Healer's Chanmail + 1 Healer's Brooch + 4 Wisdom modifier (Healer's Lore) + 1d6 Pacifist Healer + 4 Charisma modifier (Pacifist Healer)

Encounter Feature: Channel Divinity: Divine Fortune, Cleric Feature, Player's Handbook, page 62
Divine * Free Action * Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
Upgrades: N/A

Encounter Feature: Channel Divinity: Healer's Mercy, Cleric Feature, Divine Power, page 30
Divine, Healing * Standard Action * Close burst 5 * Target: Each bloodied ally in burst
Effect: Each target can spend a healing surge, regain an additional 1d6+10 hit points, and make a saving throw. You are weakened until the end of your next turn.
Upgrades: Healer's Chainmail +1, Healer's Brooch +1, Healer's Lore, Mark of Healing, Pacifist Healer
Healing: 1 Healer's Chainmail + 1 Healer's Brooch + 4 Wisdom modifier (Healer's Lore) + 1d6 Pacifist Healer + 4 Charisma modifier (Pacifist Healer).

Encounter Racial Power: Bastion of Mental Clarity, Kalashtar Racial Power, Eberron Player's Guide, page 30
Immediate Interrupt * Close burst 5 * Trigger: An enemy hits or misses you with an attack against your Will * Target: You and each ally in burst
Effect: Each target gains a +4 power bonus to Will until the end of your next turn.
Upgrades: N/A

Encounter Utility Power: Divine Aid, Player's Handbook, page 64
Divine * Standard Action * Ranged 6 * Target: You or one ally
Effect: The target makes a saving throw with a +4 bonus.
Upgrades: Symbol of Divine Reach +1.

Daily Attack Power: Moment of Glory, Cleric Attack 1, Divine Power, page 32
Divine, Fear, Implement * Standard Action * Close blast 5 * Target: Each enemy in blast
Attack: +7 vs. Will
Hit: You push the target 3 squares and knock it prone.
Effect: You and each ally in the blast gain resist 5 to all damage until the end of your next turn.
Sustain Minor: The effect persists.
Upgrades: Symbol of Divine Reach +1

Analysis, Level 4



The Mark of Healing is a godsent upgrade to your healing powers, as it allows your allies to make a saving throw in addition to the healing that they receive. Although this is limited to removing ongoing damage and minor conditions (such as slowed) at the heroic tier, its value quickly escalates into a gem that you could not live without. As well, your Healing Word is boosted through the Defensive Healing Word feat, which places an imposing bonus to all defenses against the next attack targeting the recipient, potentially negating an attack, and it lasts for as long as it needs to.

You also have an assortment of magic items to toy with at this point in your career. A Mage's Parrying Dagger +1 boosts your AC by 1 point, and a Healer's Brooch +1 and Healer's Chainmail +1 confer a little more oomph to your healing, though the latter unfortunately does not apply to Astral Seal. A Symbol of Divine Reach increases the range of your admittedly dangerously short-range powers by 1 square too.

Your Hymn of Resurgence encounter power allows you to slam a close blast 5 of enemies with a solid defense debuff and proning, and your allies in the blast receive a small benefit as well. Bane for the big bad, Hymn of Resurgence for clumps of pesky standard monsters. Although Divine Aid requires a standard action to use, it can potentially save an ally from the clutches of a highly debilitating condition or penalty.

Vita mortis careo.

Snapshot, Level 9



Race: Kalashtar, Eberron Player's Guide, pages 30-31
Class: Cleric, Player's Handbook, pages 60-62
Channel Divinity: Healer's Mercy, Divine Power, page 30

Ability Scores: Strength 8, Constitution 12, Dexterity 10, Intelligence 12, Wisdom 18+2, Charisma 18+2
Heroic Feat: Defensive Healing Word, Divine Power, page 131
Heroic Feat: Mark of Healing, Eberron Player's Guide, page 91
Heroic Feat: Pacifist Healer, Divine Power, page 136
Heroic Feat: Pacifist's Reward, Dragon Magazine #379, page 55
Heroic Feat: Power of Life, Divine Power, page 114

Main Hand: Mace of Healing +2 (Level 8, Free), Adventurer's Vault, page 72
Off-Hand: Mage's Parrying Dagger +1 (Level 2, 520 gp), Adventurer's Vault, page 72
Holy Symbol: Magic Holy Symbol (Level 6, 1,800 gp), Player's Handbook, page 236
Armor: Healer's Finemail +2 (Level 10, Free), Adventurer's Vault 2, page 9
Neck: Healer's Brooch +2 (Level 9, Free), Adventurer's Vault, page 152
Feet: Acrobat Boots (Level 2, 520 gp), Player's Handbook, page 246
Loose Change: 560 gp

Initiative: +4 (half level)
Size: Medium
Speed: 5 squares (finemail)
Vision: Normal
Passive Insight: 26 (10 base + 4 half level + 5 Wisdom modifier + 5 training + 2 racial)
Passive Perception: 19 (10 base + 4 half level + 5 Wisdom modifier)
Trained Skills: Diplomacy (+2 racial bonus), Heal, Insight (+2 racial bonus), Religion
Languages: Common, telepathy 5

Hit Points: 64 (52 cleric + 12 Constitution score)
Bloodied: 32
Healing Surge Value: 16
Healing Surges per Day: 8 (7 cleric + 1 Constitution modifier)
Saving Throws (Dual Soul): At the start of your turn, you can make a saving throw against each effect currently rendering you dazed or dominated. If you fail the saving throw, you do not make a saving throw against the effect at the end of your turn.

AC: 24 (10 base + 4 half level + 2 enhancement + 7 finemail + 1 parrying dagger)
Fortitude: 17 (10 base + 4 half level + 2 enhancement + 1 Constitution modifier)
Reflex: 17 (10 base + 4 half level + 2 enhancement + 1 Intelligence modifier)
Will: 23 (10 base + 4 half level + 2 enhancement + 5 Wisdom modifier + 2 class)

Attack Bonus (Implement): +11 (4 half level + 2 enhancement + 5 Wisdom modifier)
Special (Pacifist's Reward): When you hit with an attack that doesn't deal damage, if you didn't deal any damage by the end of your turn, you gain 2 temporary hit points at the end of the turn.


At-Will Attack Power: Astral Seal, Cleric Attack 1, Divine Power, page 31
Divine, Healing, Implement * Standard Action * Ranged 5 * Target: One creature
Attack: +13 vs. Reflex
Hit: Until the end of your next turn, the target takes a -2 penalty to all defenses. The next ally who hits it before the end of your next turn regains 16 hit points and can make a saving throw. Also, one ally within 10 squares of you gains 3 temporary hit points.
Upgrades: Healer's Brooch +2, Healer's Lore, Mace of Healing +2, Magic Holy Symbol +2, Mark of Healing, Pacifist's Reward, Power of Life
Healing: 2 base + 5 Charisma modifier (base) + 2 Healer's Brooch + 5 Wisdom modifier (Healer's Lore) + 2 Mace of Healing

At-Will Attack Power: Sacred Flame, Player's Handbook, page 63
Divine, Implement, Radiant * Standard Action * Ranged 5 * Target: One creature
Attack: +11 vs. Reflex
Hit: 1d6+7 radiant damage (crit 2d6+13), and one ally you can see chooses either to gain 9 temporary hit points or to make a saving throw.
Upgrades: Magic Holy Symbol +2

Encounter Attack Power: Bane, Cleric Attack 1, Divine Power, page 31
Divine, Implement * Standard Action * Ranged 10 * Target: One creature
Attack: +11 vs. Will
Hit: Until the end of your next turn, the target takes a -6 penalty to attack rolls and all defenses.
Upgrades: Magic Holy Symbol +2, Pacifist's Reward

Encounter Attack Power: Hymn of Resurgence, Cleric Attack 3, Divine Power, page 33
Divine, Implement * Standard Action * Close blast 5 * Target: Each enemy in blast
Attack: +11 vs. Fortitude
Hit: The target takes a -2 penalty to all defenses. When any ally hits the target before the end of your next turn, the target is knocked prone.
Effect: Each ally in the burst can choose either to gain 5 temporary hit points or to make a saving throw.
Upgrades: Magic Holy Symbol +2, Pacifist's Reward

Encounter Attack Power: Denunciation, Cleric Attack 7, Divine Power, page 35
Divine, Implement * Standard Action * Ranged 5 * Target: One creature
Attack: +11 vs. Will
Hit: Until the end of your next turn, the target is dazed and takes a -6 penalty to attack rolls and all defenses.
Upgrades: Magic Holy Symbol +2, Pacifist's Reward

Encounter Feature: Healing Word, Cleric Feature, Player's Handbook, page 62
Special: You can use this power twice per encounter, but only once per round.
Divine, Healing * Minor Action * Close burst 5 * Target: You or one ally
Effect: The target can spend a healing surge, regain an additional 3d6+16 hit points, and make a saving throw. In addition, the target gains a +5 bonus to all defenses against the next attack made against him or her.
Upgrades: Defensive Healing Word, Healer's Finemail +2, Healer's Brooch +2, Healer's Lore, Mace of Healing +2, Mark of Healing, Pacifist Healer
Healing: 1d6 base + 2 Healer's Finemail + 2 Healer's Brooch + 5 Wisdom modifier (Healer's Lore) + 2 Mace of Healing + 1d6 Pacifist Healer + 5 Charisma healer (Pacifist Healer)

Encounter Feature: Channel Divinity: Divine Fortune, Cleric Feature, Player's Handbook, page 62
Divine * Free Action * Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
Upgrades: N/A

Encounter Feature: Channel Divinity: Healer's Mercy, Cleric Feature, Divine Power, page 30
Divine, Healing * Standard Action * Close burst 5 * Target: Each bloodied ally in burst
Effect: Each target can spend a healing surge, regain an additional 1d6+16 hit points, and make a saving throw. You are weakened until the end of your next turn.
Upgrades: Healer's Finemail +2, Healer's Brooch +2, Healer's Lore, Mace of Healing +2, Mark of Healing, Pacifist Healer
Healing: 2 Healer's Finemail + 2 Healer's Brooch + 5 Wisdom modifier (Healer's Lore) + 2 Mace of Healing + 1d6 Pacifist Healer + 5 Charisma modifier (Pacifist Healer)

Encounter Racial Power: Bastion of Mental Clarity, Kalashtar Racial Power, Eberron Player's Guide, page 30
Immediate Interrupt * Close burst 5 * Trigger: An enemy hits or misses you with an attack against your Will * Target: You and each ally in burst
Effect: Each target gains a +4 power bonus to Will until the end of your next turn.
Upgrades: N/A

Encounter Utility Power: Divine Aid, Player's Handbook, page 64
You beseech your deity to grant you or one of your allies the strength to overcome a hindrance.
Divine * Standard Action * Ranged 5 * Target: You or one ally
Effect: The target makes a saving throw with a +5 bonus.
Upgrades: N/A

Encounter Utility Power: Bastion of Health, Cleric Utility 6, Player's Handbook, page 66
Divine, Healing * Minor Action * Ranged 10 * Target: You or one ally
Effect: The target can spend a healing surge, regain an additional 1d6+21 hit points, and make a saving throw.
Upgrades: Healer's Finemail +2, Healer's Brooch +2, Healer's Lore, Mace of Healing +2, Mark of Healing, Pacifist Healer
Healing: 5 Charisma modifier (base) + 2 Healer's Finemail + 2 Healer's Brooch + 5 Wisdom modifier (Healer's Lore) + 2 Mace of Healing + 1d6 Pacifist Healer + 5 Charisma modifier (Pacifist Healer)

Daily Attack Power: Moment of Glory, Cleric Attack 1, Divine Power, page 32
Divine, Fear, Implement * Standard Action * Close blast 5 * Target: Each enemy in blast
Attack: +11 vs. Will
Hit: You push the target 3 squares and knock it prone.
Effect: You and each ally in the blast gain resist 5 to all damage until the end of your next turn.
Sustain Minor: The effect persists.
Upgrades: Magic Holy Symbol +2, Pacifist's Reward

Daily Attack Power: Iron to Glass, Cleric Attack 5, Divine Power, page 34
Divine, Implement * Standrd Action * Ranged 10 * Target: One creature
Attack: +11 vs. Reflex
Hit: Until the end of the encounter, the target takes a -4 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 2 to a maximum of -10.
Miss: Until the end of the encounter, the target takes a -2 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 1 to a maximum of -5.
Upgrades: Magic Holy Symbol +2, Pacifist's Reward

Daily Attack Power: Dismissal, Cleric Attack 9, Divine Power, page 36
Divine, Implement, Teleportation * Standard Action * Ranged 10 * Target: One creature
Attack: +11 vs. Will
Hit: The target disappears into an extraplanar prison (save ends). The target takes a -2 penalty to saving throws against this effect, or a -5 penalty if it is an aberrant, elemental, fey, immortal, or shadow creature. When the target saves against this effect, it reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space.
Aftereffect: The target is dazed until the end of its next turn.
Miss: The target disappears into an extraplanar prison until the end of your next turn. The target then reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space.
Upgrades: Magic Holy Symbol +2, Pacifist's Reward

Analysis, Level 9



Your two new feats, Power of Life and Pacifist's Reward, let you distribute buffers galore. The former allows you to grant temporary hit points to an ally whenever you hit with Astral Seal, and the latter means temporary hit points for you in each round wherein you deal no damage (in other words, nearly every round). These temporary hit points ensure that your masterpieces of healed comrades are not sullied as easily by enemy attacks.

With regards to magic items, you now have access to a key item: the Mace of Healing +2. This, along with a Healer's Brooch +2 and Healer's Finemail +2, greatly enhance the effectiveness of your healing powers. Why, your Astral Seal should heal for 16 hit points, while your Healing Word shall grant an additional 3d6+15 hit points of healing, which is very impressive. Unfortunately, we must forego the Symbol of Divine Reach, but that is a small price to pay. At least we now have Acrobat Boots, which should save us from opportunity attacks in those dire exigencies involving being knocked prone while adjacent to a melee enemy.

Denunciation is basically Bane Redux, and is something you should be thankful for, as it defangs and cracks the armor of an enemy with even greater potency. Bastion of Health is a truly useful level 6 encounter utility power for ensuring an ally's recovery when your Healing Words are expended. Iron to Glass and Dismissal are two daily powers that can neuter the battlefield presence of an elite or solo monster as well.

Snapshot, Level 14



Race: Kalashtar, Eberron Player's Guide, pages 30-31
Class: Cleric, Player's Handbook, pages 60-62
Channel Divinity: Healer's Mercy, Divine Power, page 30
Paragon Path: Messenger of Peace, Divine Power, page 49

Ability Scores: Strength 9, Constitution 13, Dexterity 11, Intelligence 13, Wisdom 20+2, Charisma 20+2
Heroic Feat: Defensive Healing Word, Divine Power, page 131
Heroic Feat: Healer's Implement, Divine Power, page 135
Heroic Feat: Implement Expertise (Holy Symbols), Player's Handbook 2, page 185
Heroic Feat: Mark of Healing, Eberron Player's Guide, page 91
Heroic Feat: Pacifist Healer, Divine Power, page 136
Heroic Feat: Pacifist's Reward, Dragon Magazine #379, page 55
Heroic Feat: Potent Restorables, Eberron Player's Guide, page 92
Heroic Feat: Power of Life, Divine Power, page 114
Multiclass Feat: Student of Artifice, Eberron Player's Guide, page 94

Main Hand: Mace of Healing +3 (Level 13, Free), Adventurer's Vault, page 72
Off-Hand: Mage's Parrying Dagger +1 (Level 2, 520 gp), Adventurer's Vault, page 72
Holy Symbol: Symbol of the Warpriest +3 (Level 15, Free), Adventurer's Vault, page 90
Armor: Imposter's Braidmail +3 (Level 11, 9,000 gp), Adventurer's Vault, page 46
Neck: Healer's Brooch +3 (Level 14, Free), Adventurer's Vault, page 152
Feet: Heroic-Tier Boots of Quickness (Level 8, 3,400 gp), Adventurer's Vault, page 126
Waist: Heroic-Tier Belt of Vim (Level 8, 3,400 gp), Adventurer's Vault, page 164
Loose Change: 680 gp

Initiative: +7 (half level)
Size: Medium
Speed: 5 squares (braidmail)
Vision: Normal
Passive Insight: 30 (10 base + 7 half level + 6 Wisdom modifier + 5 training + 2 racial)
Passive Perception: 23 (10 base + 7 half level + 6 Wisdom modifier)
Trained Skills: Arcana, Diplomacy (+2 racial bonus), Heal, Insight (+2 racial bonus), Religion
Languages: Common, telepathy 5

Hit Points: 90 (77 cleric + 13 Constitution score)
Bloodied: 45
Healing Surge Value: 22
Healing Surges per Day: 8 (7 cleric + 1 Constitution modifier)
Saving Throws (Dual Soul): At the start of your turn, you can make a saving throw against each effect currently rendering you dazed or dominated. If you fail the saving throw, you do not make a saving throw against the effect at the end of your turn.

AC: 29 (10 base + 7 half level + 3 enhancement + 8 braidmail + 1 parrying dagger)
Fortitude: 22 (10 base + 7 half level + 3 enhancement + 1 Constitution modifier + 1 Belt of Vim)
Reflex: 22 (10 base + 7 half level + 3 enhancement + 1 Intelligence modifier + 1 Boots of Quickness)
Will: 28 (10 base + 7 half level + 3 enhancement + 6 Wisdom modifier + 2 class)
Special (Vow of Nonviolence): When you hit with an attack that doesn't deal damage, you gain a +2 bonus to all defenses until the start of your next turn. Triggering this effect is not limited to once per round.

Attack Bonus (Implement): +17 (7 half level + 3 enhancement + 6 Wisdom modifier + 1 Implement Expertise)
Special (Pacifist's Reward): When you hit with an attack that doesn't deal damage, if you didn't deal any damage by the end of your turn, you gain 3 temporary hit points at the end of the turn.

Special (Symbol of the Warpriest +3): Once per round, when you hit with an attack, one conscious ally within 5 squares of you regains 3 hit points.
Special (Vow of Nonviolence): When you hit with an attack that doesn't deal damage, you gain a +2 bonus to all defenses until the start of your next turn. Triggering this effect is not limited to once per round.
Special (Peacemaker's Action): When you spend an action point to make an attack, you gain a +4 bonus to attack rolls with attacks that don't deal damage. This bonus lasts until the end of your turn.

At-Will Attack Power: Astral Seal, Cleric Attack 1, Divine Power, page 31
Divine, Healing, Implement * Standard Action * Ranged 5 * Target: One creature
Attack: +19 vs. Reflex
Hit: Until the end of your next turn, the target takes a -2 penalty to all defenses. The next ally who hits it before the end of your next turn regains 27 hit points and can make a saving throw. Also, one ally within 10 squares of you gains 5 temporary hit points.
Upgrades: Healer's Brooch +3, Healer's Implement, Healer's Lore, Implement Expertise (Holy Symbols), Mace of Healing +3, Mark of Healing, Pacifist's Reward, Potent Restorables, Power of Life, Symbol of the Warpriest +3
Healing: 2 base + 6 Charisma modifier (base) + 3 Healer's Brooch + 3 Healer's Implement + 6 Wisdom modifier (Healer's Lore) + 3 Mace of Healing + 4 Potent Restorables

At-Will Attack Power: Sacred Flame, Player's Handbook, page 63
Divine, Implement, Radiant * Standard Action * Ranged 5 * Target: One creature
Attack: +17 vs. Reflex
Hit: 1d6+9 radiant damage (crit 3d6+15), and one ally you can see chooses either to gain 13 temporary hit points or to make a saving throw.
Upgrades: Implement Expertise (Holy Symbols), Symbol of the Warpriest +3

Encounter Attack Power: Hymn of Resurgence, Cleric Attack 3, Divine Power, page 33
Divine, Implement * Standard Action * Close blast 5 * Target: Each enemy in blast
Attack: +17 vs. Fortitude
Hit: The target takes a -2 penalty to all defenses. When any ally hits the target before the end of your next turn, the target is knocked prone.
Effect: Each ally in the burst can choose either to gain 5 temporary hit points or to make a saving throw.
Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Symbol of the Warpriest +3

Encounter Attack Power: Denunciation, Cleric Attack 7, Divine Power, page 35
Divine, Implement * Standard Action * Ranged 5 * Target: One creature
Attack: +17 vs. Will
Hit: Until the end of your next turn, the target is dazed and takes a -6 penalty to attack rolls and all defenses.
Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Symbol of the Warpriest +3

Encounter Attack Power: Pacify, Messenger of Peace Attack 11, Divine Power, page 49
Divine, Implement * Standard Action * Ranged 5 * Target: One creature
Attack: +17 vs. Will
Hit: If the target hits or misses with an attack before the start of your next turn, it is stunned until the end of its next turn.
Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Symbol of the Warpriest +3

Encounter Attack Power: Remorse, Divine Power, page 37
Divine, Healing, Implement * Standard Action * Area burst 1 within 5 squares * Target: Each enemy in burst
Attack: +17 vs. Will
Hit: Until the end of your next turn, the target gains vulnerable 10 to all damage and is dazed.
Effect: Each ally in the burst can spend a healing surge, regain an additional 2d6+25 hit points, and make a saving throw.
Upgrades: Healer's Brooch +3, Healer's Implement, Healer's Lore, Implement Expertise (Holy Symbols), Mace of Healing +3, Mark of Healing, Pacifist Healer, Pacifist's Reward, Potent Restorables, Symbol of the Warpriest +3
Healing: 3 Healer's Brooch + 3 Healer's Implement + 6 Wisdom modifier (Healer's Lore) + 3 Mace of Healing + 2d6 Pacifist Healer + 6 Charisma modifier (Pacifist Healer) + 4 Potent Restorables

Encounter Feature: Healing Word, Cleric Feature, Player's Handbook, page 62
Special: You can use this power twice per encounter, but only once per round.
Divine, Healing * Minor Action * Close burst 10 * Target: You or one ally
Effect: The target can spend a healing surge, regain an additional 5d6+25 hit points, and make a saving throw. In addition, the target gains a +6 bonus to all defenses against the next attack made against him or her.
Upgrades: Defensive Healing Word, Healer's Brooch +3, Healer's Implement, Healer's Lore, Mace of Healing +3, Mark of Healing, Pacifist Healer, Potent Restorables
Healing: 3d6 base + 3 Healer's Brooch + 3 Healer's Implement + 6 Wisdom modifier (Healer's Lore) + 3 Mace of Healing + 2d6 Pacifist Healer + 6 Charisma modifier (Pacifist Healer) + 4 Potent Restorables

Encounter Feature: Channel Divinity: Divine Fortune, Cleric Feature, Player's Handbook, page 62
Divine * Free Action * Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
Upgrades: N/A

Encounter Feature: Channel Divinity: Healer's Mercy, Cleric Feature, Divine Power, page 30
Divine, Healing * Standard Action * Close burst 5 * Target: Each bloodied ally in burst
Effect: Each target can spend a healing surge, regain an additional 2d6+25 hit points, and make a saving throw. You are weakened until the end of your next turn.
Upgrades: Healer's Brooch +3, Healer's Implement, Healer's Lore, Mace of Healing +3, Mark of Healing, Pacifist Healer, Potent Restorables
Healing: 3 Healer's Brooch + 3 Healer's Implement + 6 Wisdom modifier (Healer's Lore) + 3 Mace of Healing + 2d6 Pacifist Healer + 6 Charisma modifier (Pacifist Healer) + 4 Potent Restorables

Encounter Racial Power: Bastion of Mental Clarity, Kalashtar Racial Power, Eberron Player's Guide, page 30
Immediate Interrupt * Close burst 5 * Trigger: An enemy hits or misses you with an attack against your Will * Target: You and each ally in burst
Effect: Each target gains a +4 power bonus to Will until the end of your next turn.
Upgrades: N/A

Encounter Utility Power: Divine Aid, Player's Handbook, page 64
Divine * Standard Action * Ranged 5 * Target: You or one ally
Effect: The target makes a saving throw with a +6 bonus.
Upgrades: N/A

Encounter Utility Power: Bastion of Health, Cleric Utility 6, Player's Handbook, page 66
Divine, Healing * Minor Action * Ranged 10 * Target: You or one ally
Effect: The target can spend a healing surge, regain an additional 2d6+31 hit points, and make a saving throw.
Upgrades: Healer's Brooch +3, Healer's Implement, Healer's Lore, Mace of Healing +3, Mark of Healing, + Potent Restorables
Healing: 6 Charisma modifier (base) + 3 Healer's Brooch + 3 Healer's Implement + 6 Wisdom modifier (Healer's Lore) + 3 Mace of Healing + 2d6 Pacifist Healer + 6 Charisma modifier (Pacifist Healer) + 4 Potent Restorables

Encounter Utility Power: Shielding Word, Cleric Utility 10, Player's Handbook, page 67
Divine * Immediate Interrupt * Ranged 5 * Trigger: An ally in range is hit by an attack
Effect: The ally gains a +4 power bonus to AC until the end of your next turn.
Upgrades: N/A

Encounter Utility Power: Peacemaker's Pronouncement, Messenger of Peace Utility 12, Divine Power, page 49
Divine * Minor Action * Close burst 5 * Target: One creature in burst
Effect: One effect on the target that would otherwise end at the end of your current turn instead lasts until the end of your next turn.
Upgrades: N/A

Daily Attack Power: Moment of Glory, Cleric Attack 1, Divine Power, page 32
Divine, Fear, Implement * Standard Action * Close blast 5 * Target: Each enemy in blast
Attack: +17 vs. Will
Hit: You push the target 3 squares and knock it prone.
Effect: You and each ally in the blast gain resist 5 to all damage until the end of your next turn.
Sustain Minor: The effect persists.
Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Symbol of the Warpriest +3

Daily Attack Power: Iron to Glass, Cleric Attack 5, Divine Power, page 34
Divine, Implement * Standrd Action * Ranged 10 * Target: One creature
Attack: +17 vs. Reflex
Hit: Until the end of the encounter, the target takes a -4 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 2 to a maximum of -10.
Miss: Until the end of the encounter, the target takes a -2 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 1 to a maximum of -5.
Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Symbol of the Warpriest +3

Daily Attack Power: Dismissal, Cleric Attack 9, Divine Power, page 36
Divine, Implement, Teleportation * Standard Action * Ranged 10 * Target: One creature
Attack: +17 vs. Will
Hit: The target disappears into an extraplanar prison (save ends). The target takes a -2 penalty to saving throws against this effect, or a -5 penalty if it is an aberrant, elemental, fey, immortal, or shadow creature. When the target saves against this effect, it reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space.
Aftereffect: The target is dazed until the end of its next turn.
Miss: The target disappears into an extraplanar prison until the end of your next turn. The target then reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space.
Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Symbol of the Warpriest +3

Daily Feature: Healing Infusion: Curative Admixture, Artificer Feature, Eberron Player's Guide, page 45
Arcane, Healing * Minor Action * Close burst 10 * You or one ally in burst
Effect: The target regains hit points equal to its healing surge value plus 20 and can make a saving throw.
Upgrades: Healer's Brooch +3, Mace of Healing +3, Mark of Healing, Potent Restorables
Healing: 4 base + 6 Wisdom modifier (base) + 3 Healer's Brooch + 3 Mace of Healing + 4 Potent Restorables

Analysis, Level 14



Thanks to the Healer's Implement and Potent Restorable feats, the amount of healing you bring to the table is overwhelmingly high. This may be overkill, but we shall soon rectify that. With the Student of Artifice feat, you gain one free surgeless heal each day, that is, Healing Infusion: Curative Admixture, and you also gain training in Arcana as a bonus. The Implement Expertise (Holy Symbols) feat increases your accuracy as well, which helps you trigger the cascade of effects that your attack powers have. Your Vow of Nonviolence paragon path feature greatly enhances your defenses whenever you hit (and is absurd when used with an area or close power), and Peacemaker's Action boosts your accuracy whenever you spend an action point as well.

The Symbol of the Warpriest +5 is the pièce de résistance of magic items at this levels. It results in each and every one of your successful attacks granting minor healing to a nearby ally, which can spiral into a good chunk of restoration through a close or area power such as Hymn of Resurgence or Remorse (see below). Alas, we must give up Healer's Braidmail for the Symbol, but at the very least, we are able to purchase miscellaneous trinkets such as Boots of Quickness and a Belt of Vim for a slight increase in Fortitude and Reflex.

Remorse, otherwise known as the vulnerability/dazing/saving throw/healing grenade, replaces Bane in your repertoire of encounter powers. It throws down all four of the above effects when used, and it shall be your most effective encounter power by far. Shielding Word (the power) can easily negate an attack against AC that has hit one of your allies, after-the-fact, at that. Pacify shall prove useful against elite or solo monsters who utilize multiattacks. Lastly, Healing Infusion: Curative Admixture can come in handy as a once-per-day surgeless heal.

Snapshot, Level 19



Race: Kalashtar, Eberron Player's Guide, pages 30-31
Class: Cleric, Player's Handbook, pages 60-62
Channel Divinity: Healer's Mercy, Divine Power, page 30
Paragon Path: Messenger of Peace, Divine Power, page 49

Ability Scores: Strength 9, Constitution 13, Dexterity 11, Intelligence 13, Wisdom 21+2, Charisma 21+2
Heroic Feat: Defensive Healing Word, Divine Power, page 131
Heroic Feat: Healer's Implement, Divine Power, page 135
Heroic Feat: Implement Expertise (Holy Symbols), Player's Handbook 2, page 185
Heroic Feat: Mark of Healing, Eberron Player's Guide, page 91
Heroic Feat: Pacifist Healer, Divine Power, page 136
Heroic Feat: Pacifist's Reward, Dragon Magazine #379, page 55
Heroic Feat: Potent Restorables, Eberron Player's Guide, page 92
Heroic Feat: Power of Life, Divine Power, page 114
Heroic Feat: Shielding Word, Dragon Magazine #378, page 65
Paragon Feat: Assured Healing, Dragon Magazine #379, page 56
Multiclass Feat: Student of Artifice, Eberron Player's Guide, page 94

Main Hand: Mace of Healing +4 (Level 18, Free), Adventurer's Vault, page 72
Off-Hand: Mage's Parrying Dagger +1 (Level 2, 520 gp), Adventurer's Vault, page 72
Holy Symbol: Symbol of the Warpriest +4 (Level 20, Free), Adventurer's Vault, page 90
Armor: Imposter's Forgemail +4 (Level 16, 45,000 gp), Adventurer's Vault, page 46
Neck: Healer's Brooch +4 (Level 19, Free), Adventurer's Vault, page 152
Waist: Cincture of Vivacity (Level 14, 21,000 gp gp), Adventurer's Vault, page 164
Wondrous: Dice of Auspicious Fortune (Level 11, 9,000 gp), Dragon Magazine #381, Winning Races: Halflings
Wondrous: Dice of Auspicious Fortune (Level 11, 9,000 gp), Dragon Magazine #381, Winning Races: Halflings
Loose Change: 480 gp

Initiative: +9 (half level)
Size: Medium
Speed: 5 squares (forgemail)
Vision: Normal
Passive Insight: 32 (10 base + 9 half level + 6 Wisdom modifier + 5 training + 2 racial)
Passive Perception: 25 (10 base + 9 half level + 6 Wisdom modifier)
Trained Skills: Arcana, Diplomacy (+2 racial bonus), Heal, Insight (+2 racial bonus), Religion
Languages: Common, telepathy 5

Hit Points: 115 (102 cleric + 13 Constitution score)
Bloodied: 57
Healing Surge Value: 28
Healing Surges per Day: 8 (7 cleric + 1 Constitution modifier)
Saving Throws (Dual Soul): At the start of your turn, you can make a saving throw against each effect currently rendering you dazed or dominated. If you fail the saving throw, you do not make a saving throw against the effect at the end of your turn.

AC: 33 (10 base + 9 half level + 4 enhancement + 9 forgemail + 1 parrying dagger)
Fortitude: 24 (10 base + 9 half level + 4 enhancement + 1 Constitution modifier)
Reflex: 24 (10 base + 9 half level + 4 enhancement + 1 Intelligence modifier)
Will: 31 (10 base + 9 half level + 4 enhancement + 6 Wisdom modifier + 2 class)
Special (Aura of Peace): Enemies within 2 squares of you take a -2 penalty to attack rolls.
Special (Vow of Nonviolence): When you hit with an attack that doesn't deal damage, you gain a +2 bonus to all defenses until the start of your next turn. Triggering this effect is not limited to once per round.


Attack Bonus (Implement): +21 (9 half level + 4 enhancement + 6 Wisdom modifier + 2 Implement Expertise)
Special (Pacifist's Reward): When you hit with an attack that doesn't deal damage, if you didn't deal any damage by the end of your turn, you gain 3 temporary hit points at the end of the turn.

Special (Symbol of the Warpriest +4): Once per round, when you hit with an attack, one conscious ally within 5 squares of you regains 4 hit points.
Special (Vow of Nonviolence): When you hit with an attack that doesn't deal damage, you gain a +2 bonus to all defenses until the start of your next turn. Triggering this effect is not limited to once per round.
Special (Peacemaker's Action): When you spend an action point to make an attack, you gain a +4 bonus to attack rolls with attacks that don't deal damage. This bonus lasts until the end of your turn.

At-Will Attack Power: Astral Seal, Cleric Attack 1, Divine Power, page 31
Divine, Healing, Implement * Standard Action * Ranged 5 * Target: One creature
Attack: +23 vs. Reflex
Hit: Until the end of your next turn, the target takes a -2 penalty to all defenses. The next ally who hits it before the end of your next turn regains 31 hit points and can make a saving throw. Also, one ally within 10 squares of you gains 5 temporary hit points.
Miss: You or one ally within 5 squares of you regains 6 hit points.
Upgrades: Assured Healing, Healer's Brooch +4, Healer's Implement, Healer's Lore, Implement Expertise (Holy Symbols), Mace of Healing +4, Mark of Healing, Pacifist's Reward, Potent Restorables, Power of Life, Symbol of the Warpriest +4
Healing: 2 base + 6 Charisma modifier (base) + 4 Healer's Brooch + 4 Healer's Implement + 6 Wisdom modifier (Healer's Lore) + 4 Mace of Healing + 5 Potent Restorables

At-Will Attack Power: Sacred Flame, Player's Handbook, page 63
Divine, Implement, Radiant * Standard Action * Ranged 5 * Target: One creature
Attack: +21 vs. Reflex
Hit: 1d6+10 radiant damage (crit 4d6+16), and one ally you can see chooses either to gain 15 temporary hit points or to make a saving throw.
Upgrades: Implement Expertise (Holy Symbols), Symbol of the Warpriest +4

Encounter Attack Power: Hymn of Resurgence, Cleric Attack 3, Divine Power, page 33
Divine, Implement * Standard Action * Close blast 5 * Target: Each enemy in blast
Attack: +21 vs. Fortitude
Hit: The target takes a -2 penalty to all defenses. When any ally hits the target before the end of your next turn, the target is knocked prone.
Effect: Each ally in the burst can choose either to gain 5 temporary hit points or to make a saving throw.
Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Symbol of the Warpriest +4

Encounter Attack Power: Denunciation, Cleric Attack 7, Divine Power, page 35
Divine, Implement * Standard Action * Ranged 5 * Target: One creature
Attack: +21 vs. Will
Hit: Until the end of your next turn, the target is dazed and takes a -6 penalty to attack rolls and all defenses.
Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Symbol of the Warpriest +4

Encounter Attack Power: Pacify, Messenger of Peace Attack 11, Divine Power, page 49
Divine, Implement * Standard Action * Ranged 5 * Target: One creature
Attack: +21 vs. Will
Hit: If the target hits or misses with an attack before the start of your next turn, it is stunned until the end of its next turn.
Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Symbol of the Warpriest +4

Encounter Attack Power: Remorse, Divine Power, page 37
Divine, Healing, Implement * Standard Action * Area burst 1 within 5 squares * Target: Each enemy in burst
Attack: +21 vs. Will
Hit: Until the end of your next turn, the target gains vulnerable 10 to all damage and is dazed.
Effect: Each ally in the burst can spend a healing surge, regain an additional 2d6+29 hit points, and make a saving throw.
Miss: You or one ally within 5 squares of you regains 6 hit points.
Upgrades: Assured Healing, Healer's Brooch +4, Healer's Implement, Healer's Lore, Implement Expertise (Holy Symbols), Mace of Healing +4, Mark of Healing, Pacifist Healer, Pacifist's Reward, Potent Restorables, Symbol of the Warpriest +4
Healing: 4 Healer's Brooch + 4 Healer's Implement + 6 Wisdom modifier (Healer's Lore) + 4 Implement

Encounter Feature: Healing Word, Cleric Feature, Player's Handbook, page 62
Special: You can use this power thrice per encounter, but only once per round.
Divine, Healing * Minor Action * Close burst 10 * Target: You or one ally
Effect: The target can spend a healing surge, regain an additional 6d6+29 hit points, and make a saving throw. In addition, the target gains a +6 bonus to all defenses against the next attack made against him or her, and the target gains a +2 bonus to all defenses until the end of your next turn.
Upgrades: Defensive Healing Word, Healer's Brooch +4, Healer's Implement, Healer's Lore, Mace of Healing +4, Mark of Healing, Pacifist Healer, Potent Restorables, Shielding Word
Healing: 4d6 base + 4 Healer's Brooch + 4 Healer's Implement + 6 Wisdom modifier (Healer's Lore) + 4 Mace of Healing + 5 Potent Restorables + 2d6 Pacifist Healer + 6 Charisma modifier (Pacifist Healer)

Encounter Feature: Channel Divinity: Divine Fortune, Cleric Feature, Player's Handbook, page 62
Divine * Free Action * Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
Upgrades: N/A

Encounter Feature: Channel Divinity: Healer's Mercy, Cleric Feature, Divine Power, page 30
Divine, Healing * Standard Action * Close burst 5 * Target: Each bloodied ally in burst
Effect: Each target can spend a healing surge, regain an additional 2d6+29 hit points, and make a saving throw. You are weakened until the end of your next turn.
Upgrades: Healer's Brooch +4, Healer's Implement, Healer's Lore, Mace of Healing +4, Mark of Healing, Pacifist Healer, Potent Restorables
Healing: 4 Healer's Brooch + 4 Healer's Implement + 6 Wisdom modifier (Healer's Lore) + 4 Mace of Healing + 5 Potent Restorables + 2d6 Pacifist Healer + 6 Charisma modifier (Pacifist Healer)

Encounter Racial Power: Bastion of Mental Clarity, Kalashtar Racial Power, Eberron Player's Guide, page 30
Immediate Interrupt * Close burst 5 * Trigger: An enemy hits or misses you with an attack against your Will * Target: You and each ally in burst
Effect: Each target gains a +4 power bonus to Will until the end of your next turn.
Upgrades: N/A

Encounter Utility Power: Divine Aid, Player's Handbook, page 64
Divine * Standard Action * Ranged 5 * Target: You or one ally
Effect: The target makes a saving throw with a +6 bonus.
Upgrades: N/A

Encounter Utility Power: Bastion of Health, Cleric Utility 6, Player's Handbook, page 66
Divine, Healing * Minor Action * Ranged 10 * Target: You or one ally
Effect: The target can spend a healing surge, regain an additional 2d6+35 hit points, and make a saving throw.
Upgrades: Healer's Brooch +4, Healer's Implement, Healer's Lore, Mace of Healing +4, Mark of Healing, Potent Restorables, Pacifist Healer
Healing: 6 Charisma modifier (base) + 4 Healer's Brooch + 4 Healer's Implement + 6 Wisdom modifier (Healer's Lore) + 5 Potent Restorables + 2d6 Pacifist Healer + 6 Charisma modifier (Pacifist Healer)

Encounter Utility Power: Shielding Word, Cleric Utility 10, Player's Handbook, page 67
Divine * Immediate Interrupt * Ranged 5 * Trigger: An ally in range is hit by an attack
Effect: The ally gains a +4 power bonus to AC until the end of your next turn.
Upgrades: N/A

Encounter Utility Power: Peacemaker's Pronouncement, Messenger of Peace Utility 12, Divine Power, page 49
Divine * Minor Action * Close burst 5 * Target: One creature in burst
Effect: One effect on the target that would otherwise end at the end of your current turn instead lasts until the end of your next turn.
Upgrades: N/A

Encounter Utility Power: Unexpected Return, Cleric Utility 16, Divine Power, page 38
Divine, Healing * Immediate Reaction * Ranged 5
Trigger: An ally within 5 squares of you drops to 0 hit points or fewer
Target: The triggering ally
Effect: The target can spend a healing surge, regain an additional 2d6+29 hit points, and make a saving throw.
Upgrades: Healer's Brooch +4, Healer's Implement, Healer's Lore, Mace of Healing +4, Mark of Healing, Potent Restorables, Pacifist Healer
Healing: 4 Healer's Brooch + 4 Healer's Implement + 6 Wisdom modifier (Healer's Lore) + 5 Potent Restorables + 2d6 Pacifist Healer + 6 Charisma modifier (Pacifist Healer)

Daily Attack Power: Dismissal, Cleric Attack 9, Divine Power, page 36
Divine, Implement, Teleportation * Standard Action * Ranged 10 * Target: One creature
Attack: +21 vs. Will
Hit: The target disappears into an extraplanar prison (save ends). The target takes a -2 penalty to saving throws against this effect, or a -5 penalty if it is an aberrant, elemental, fey, immortal, or shadow creature. When the target saves against this effect, it reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space.
Aftereffect: The target is dazed until the end of its next turn.
Miss: The target disappears into an extraplanar prison until the end of your next turn. The target then reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space.
Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Symbol of the Warpriest +4

Daily Attack Power: Brilliant Censure, Cleric Attack 15, Divine Power, page 37
Divine, Implement, Radiant, Zone * Standard Action * Close burst 3 * Target: Each enemy in burst
Attack: +21 vs. Fortitude
Hit: The target is blinded (save ends).
Effect: The burst creates a zone of bright light that lasts until the end of the encounter. When you move, the zone moves with you, remaining centered on you. Any ally who begins his or her turn within the zone deals 2d6 extra radiant damage with melee or ranged attacks until the start of his or her next turn.
Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Symbol of the Warpriest +4

Daily Attack Power: Moment of Peace, Cleric Attack 19, Divine Power, page 39
Divine, Implement * Standard Action * Close blast 5 * Target: Each enemy in blast
Attack: +21 vs. Will
Hit: The target's attacks deal no damage (save ends).
Miss: The target's attacks deal no damage until the end of your next turn.
Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Symbol of the Warpriest +4

Daily Feature: Healing Infusion: Curative Admixture, Artificer Feature, Eberron Player's Guide, page 45
Arcane, Healing * Minor Action * Close burst 10 * You or one ally in burst
Effect: The target regains hit points equal to its healing surge value plus 25 and can make a saving throw.
Upgrades: Healer's Brooch +4, Mace of Healing +4, Mark of Healing, Potent Restorables
Healing: 6 base + 6 Wisdom modifier (base) + 4 Healer's Brooch + 4 Mace of Healing + 5 Potent Restorables


Analysis, Level 19



The Assured Healing feat allows your Astral Seal, Remorse, and So Others Might Live powers to deliver healing even upon a miss, letting you have your own version of Hammer Rhythm or Scimitar Dance on certain powers. Meanwhile, Shielding Word supplements Defensive Healing Word and renders the targets of your Healing Word even more utterly invincible for a brief moment. Aura of Peace encourages you to step near the fray of melee, preferably near a defender, so as to decrease the attack bonuses of enemies within 2 squares of you.

At this point in your career, you have reached the absolute peak of efficiency with regards to your magic items. Your Cincture of Vivacity ensures that little healing used upon yourself shall go to waste, and such is the importance of this item that you should urge every other member of your party to purchase it as well for the sake of optimal healing distribution. The Dice of Auspicious Fortune also allow you to standardize your d20 rolls over the course of the entire day, which is wonderful for ensuring that, say, an Astral Seal or a Denunciation strikes true. You do have to sell the Boots of Quickness and the Belt of Vim, but such is the economy.

You keep all of your encounter attack powers and add the Unexpected Return level 16 encounter utility to your arsenal, thereby giving you another heal at your disposal. Unexpected Return is your second encounter utility power that heals, and it is wonderful as it can be used out-of-turn to prevent an ally from going unconscious. The Brilliant Censure and Moment of Peace daily attacks replace your older daily powers too, and these two powers excel at neutralizing enemies such that your allies can home in for the kill.


Snapshot, Level 24



Race: Kalashtar, Eberron Player's Guide, pages 30-31
Class: Cleric, Player's Handbook, pages 60-62
Channel Divinity: Healer's Mercy, Divine Power, page 30
Paragon Path: Messenger of Peace, Divine Power, page 49
Epic Destiny Choice A: Demigod, Player's Handbook, pages 174-175
Epic Destiny Choice B: Chosen, Divine Power, pages 152-153
Epic Destiny Choice C: Chosen, Forgotten Realms Player's Guide, pages 72-73

Ability Scores: Strength 10, Constitution 14, Dexterity 12, Intelligence 14, Wisdom 23+2+2, Charisma 23+2+2
Heroic Feat: Defensive Healing Word, Divine Power, page 131
Heroic Feat: Healer's Implement, Divine Power, page 135
Heroic Feat: Implement Expertise (Holy Symbols), Player's Handbook 2, page 185
Heroic Feat: Mark of Healing, Eberron Player's Guide, page 91
Heroic Feat: Pacifist Healer, Divine Power, page 136
Heroic Feat: Pacifist's Reward, Dragon Magazine #379, page 55
Heroic Feat: Potent Restorables, Eberron Player's Guide, page 92
Heroic Feat: Power of Life, Divine Power, page 114
Heroic Feat: Shielding Word, Dragon Magazine #378, page 65
Paragon Feat: Assured Healing, Dragon Magazine #379, page 56
Epic Feat: Beatific Healer, Divine Power, page 140
Epic Feat: Reinforcing Healing, Eberron Player's Guide, page 94
Epic Feat: Robust Defenses, Player's Handbook 2, page 194
Epic Feat: Supreme Healer, Divine Power, page 143
Multiclass Feat: Student of Artifice, Eberron Player's Guide, page 94

Main Hand: Mace of Healing +5 (Level 23, Free), Adventurer's Vault, page 72
Off-Hand: Mage's Parrying Dagger +1 (Level 2, 520 gp), Adventurer's Vault, page 72
Holy Symbol: Symbol of the Warpriest +5 (Level 25, Free), Adventurer's Vault, page 90
Armor: Imposter's Weavemail +5 (Level 21, 225,000 gp), Adventurer's Vault, page 46
Neck: Healer's Brooch +5 (Level 24, Free), Adventurer's Vault, page 152
Feet: Paragon-Tier Boots of Quickness (Level 18, 85,000 gp)
Hands: Paragon-Tier Gloves of the Healer (Level 12, 13,000 gp)
Head: Heroic-Tier Circlet of Indomitability (Level 8, 3,400 gp)
Ring: Iron Ring of the Dwarf Lords (Level 14, 21,000 gp), Player's Handbook, page 251
Ring: Iron Ring of the Dwarf Lords (Level 14, 21,000 gp), Player's Handbook, page 251
Waist: Cincture of Vivacity (Level 14, 21,000 gp gp), Adventurer's Vault, page 164
Wondrous: Dice of Auspicious Fortune (Level 11, 9,000 gp), Dragon Magazine #381, Winning Races: Halflings
Wondrous: Dice of Auspicious Fortune (Level 11, 9,000 gp), Dragon Magazine #381, Winning Races: Halflings
Wondrous: Dice of Auspicious Fortune (Level 11, 9,000 gp), Dragon Magazine #381, Winning Races: Halflings
Loose Change: 8,080 gp

Initiative: +13 (12 half level + 1 Dexterity modifier)
Size: Medium
Speed: 5 squares (weavemail)
Vision: Normal
Passive Insight: 37 (10 base + 12 half level + 8 Wisdom modifier + 5 training + 2 racial)
Passive Perception: 30 (10 base + 12 half level + 8 Wisdom modifier)
Trained Skills: Arcana, Diplomacy (+2 racial bonus), Heal, Insight (+2 racial bonus), Religion
Languages: Common, telepathy 5

Hit Points: 141 (127 cleric + 14 Constitution score)
Bloodied: 70
Healing Surge Value: 25
Healing Surges per Day: 11 (7 cleric + 2 Constitution modifier + 1 Iron Ring of the Dwarf Lords + 1 Iron Ring of the Dwarf Lords)
Saving Throws (Dual Soul): At the start of your turn, you can make a saving throw against each effect currently rendering you dazed or dominated. If you fail the saving throw, you do not make a saving throw against the effect at the end of your turn.

AC: 38 (10 base + 12 half level + 5 enhancement + 10 weavemail + 1 parrying dagger)
Fortitude: 31 (10 base + 12 half level + 5 enhancement + 2 Constitution modifier + 2 feat)
Reflex: 33 (10 base + 12 half level + 5 enhancement + 2 Intelligence modifier + 2 feat + 2 Boots of Quickness)
Will: 41 (10 base + 12 half level + 5 enhancement + 8 Wisdom modifier + 2 class + 2 feat + 1 Circlet of Indomitability + 1 weavemail)
Special (Aura of Peace): Enemies within 2 squares of you take a -2 penalty to attack rolls.
Special (Vow of Nonviolence): When you hit with an attack that doesn't deal damage, you gain a +2 bonus to all defenses until the start of your next turn. Triggering this effect is not limited to once per round.

Attack Bonus (Implement): +27 (12 half level + 5 enhancement + 8 Wisdom modifier + 2 Implement Expertise)
Special (Pacifist's Reward): When you hit with an attack that doesn't deal damage, if you didn't deal any damage by the end of your turn, you gain 4 temporary hit points at the end of the turn.

Special (Symbol of the Warpriest +5): Once per round, when you hit with an attack, one conscious ally within 5 squares of you regains 5 hit points and gains a +2 bonus to all defenses until the end of your next turn.
Special (Vow of Nonviolence): When you hit with an attack that doesn't deal damage, you gain a +2 bonus to all defenses until the start of your next turn. Triggering this effect is not limited to once per round.
Special (Peacemaker's Action): When you spend an action point to make an attack, you gain a +4 bonus to attack rolls with attacks that don't deal damage. This bonus lasts until the end of your turn.

At-Will Attack Power: Astral Seal, Cleric Attack 1, Divine Power, page 31
Divine, Healing, Implement * Standard Action * Ranged 5 * Target: One creature
Attack: +29 vs. Reflex
Hit: Until the end of your next turn, the target takes a -2 penalty to all defenses. The next ally who hits it before the end of your next turn regains 47 hit points, can make a saving throw, and gains a +2 bonus to all defenses until the end of your next turn. Also, one ally within 10 squares of you gains 8 temporary hit points.
Miss: You or one ally within 5 squares of you regains 8 hit points.
Upgrades: Assured Healing, Beatific Healer, Healer's Brooch +5, Healer's Implement, Healer's Lore, Implement Expertise (Holy Symbols), Mace of Healing +5, Mark of Healing, Pacifist's Reward, Potent Restorables, Power of Life, Reinforcing Healing, Symbol of the Warpriest +5
Healing: 2 base + 8 Charisma modifier (base) + 8 Charisma modifier (Beatific Healer) + 5 Healer's Brooch + 5 Healer's Implement + 8 Wisdom modifier (Healer's Lore) + 5 Mace of Healing + 6 Potent Restorables

At-Will Attack Power: Sacred Flame, Player's Handbook, page 63
Divine, Implement, Radiant * Standard Action * Ranged 5 * Target: One creature
Attack: +27 vs. Reflex
Hit: 1d6+13 radiant damage (crit 5d6+19), and one ally you can see chooses either to gain 20 temporary hit points or to make a saving throw.
Upgrades: Implement Expertise (Holy Symbols), Reinforcing Healing, Symbol of the Warpriest +5

Encounter Attack Power: Hymn of Resurgence, Cleric Attack 3, Divine Power, page 33
Divine, Implement * Standard Action * Close blast 5 * Target: Each enemy in blast
Attack: +27 vs. Fortitude
Hit: The target takes a -2 penalty to all defenses. When any ally hits the target before the end of your next turn, the target is knocked prone.
Effect: Each ally in the burst can choose either to gain 5 temporary hit points or to make a saving throw.
Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Reinforcing Healing, Symbol of the Warpriest +5

Encounter Attack Power: Denunciation, Cleric Attack 7, Divine Power, page 35
Divine, Implement * Standard Action * Ranged 5 * Target: One creature
Attack: +27 vs. Will
Hit: Until the end of your next turn, the target is dazed and takes a -8 penalty to attack rolls and all defenses.
Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Reinforcing Healing, Symbol of the Warpriest +5

Encounter Attack Power: Pacify, Messenger of Peace Attack 11, Divine Power, page 49
Divine, Implement * Standard Action * Ranged 5 * Target: One creature
Attack: +27 vs. Will
Hit: If the target hits or misses with an attack before the start of your next turn, it is stunned until the end of its next turn.
Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Reinforcing Healing, Symbol of the Warpriest +5

Encounter Attack Power: Remorse, Divine Power, page 37
Divine, Healing, Implement * Standard Action * Area burst 1 within 5 squares * Target: Each enemy in burst
Attack: +27 vs. Will
Hit: Until the end of your next turn, the target gains vulnerable 10 to all damage and is dazed.
Effect: Each ally in the burst can spend a healing surge, regain an additional 4d6+45 hit points, make a saving throw, and gain a +2 bonus to all defenses until the end of your next turn.
Miss: You or one ally within 5 squares of you regains 8 hit points.
Upgrades: Assured Healing, Beatific Healer, Healer's Brooch +5, Healer's Implement, Healer's Lore, Implement Expertise (Holy Symbols), Mace of Healing +5, Mark of Healing, Pacifist Healer, Pacifist's Reward, Paragon-Tier Gloves of the Healer, Potent Restorables, Symbol of the Warpriest +5
Healing: 8 Charisma modifier (Beatific Healer) + 5 Healer's Brooch + 5 Healer's Implement + 8 Wisdom modifier (Healer's Lore) + 5 Mace of Healing + 3d6 Pacifist Healer + 1d6 Paragon-Tier Gloves of the Healer + 8 Charisma modifier (Pacifist Healer) + 6 Potent Restorables

Encounter Feature: Healing Word, Cleric Feature, Player's Handbook, page 62
Special: You can use this power thrice per encounter, but only once per round.
Divine, Healing * Minor Action * Close burst 15 * Target: You and one ally, or two allies
Effect: The target can spend a healing surge, regain an additional 9d6+45 hit points, and make a saving throw. In addition, the target gains a +8 bonus to all defenses against the next attack made against him or her, and the target gains a +4 bonus to all defenses until the end of your next turn.
Upgrades: Beatific Healer, Defensive Healing Word, Healer's Brooch +5, Healer's Implement, Healer's Lore, Mace of Healing +5, Mark of Healing, Pacifist Healer, Paragon-Tier Gloves of the Healer, Potent Restorables, Reinforcing Healing, Shielding Word, Supreme Healer
Healing: 5d6 base + 8 Charisma modifier (Beatific Healer) + 5 Healer's Brooch + 5 Healer's Implement + 8 Wisdom modifier (Healer's Lore) + 5 Mace of Healing + 3d6 Pacifist Healer + 1d6 Paragon-Tier Gloves of the Healer + 8 Charisma modifier (Pacifist Healer) + 6 Potent Restorables

Encounter Feature: Channel Divinity: Divine Fortune, Cleric Feature, Player's Handbook, page 62
Divine * Free Action * Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
Upgrades: N/A

Encounter Feature: Channel Divinity: Healer's Mercy, Cleric Feature, Divine Power, page 30
Divine, Healing * Standard Action * Close burst 5 * Target: Each bloodied ally in burst
Effect: Each target can spend a healing surge, regain an additional 4d6+45 hit points, make a saving throw, and gain a +2 bonus to all defenses until the end of your next turn. You are weakened until the end of your next turn.
Upgrades: Beatific Healer, Healer's Brooch +5, Healer's Implement, Healer's Lore, Mace of Healing +5, Mark of Healing, Pacifist Healer, Paragon-Tier Gloves of the Healer, Potent Restorables, Reinforcing Healing
Healing: 8 Charisma modifier (Beatific Healer) + 5 Healer's Brooch + 5 Healer's Implement + 8 Wisdom modifier (Healer's Lore) + 5 Mace of Healing + 3d6 Pacifist Healer + 1d6 Paragon-Tier Gloves of the Healer + 8 Charisma modifier (Pacifist Healer) + 6 Potent Restorables

Encounter Racial Power: Bastion of Mental Clarity, Kalashtar Racial Power, Eberron Player's Guide, page 30
Immediate Interrupt * Close burst 5 * Trigger: An enemy hits or misses you with an attack against your Will * Target: You and each ally in burst
Effect: Each target gains a +4 power bonus to Will until the end of your next turn.
Upgrades: N/A


Encounter Utility Power: Divine Aid, Player's Handbook, page 64
Divine * Standard Action * Ranged 5 * Target: You or one ally
Effect: The target makes a saving throw with a +8 bonus.
Upgrades: N/A

Encounter Utility Power: Bastion of Health, Cleric Utility 6, Player's Handbook, page 66
Divine, Healing * Minor Action * Ranged 10 * Target: You or one ally
Effect: The target can spend a healing surge, regain an additional 4d6+53 hit points, make a saving throw, and gain a +2 bonus to all defenses until the end of your next turn.
Upgrades: Beatific Healer, Healer's Brooch +5, Healer's Implement, Healer's Lore, Mace of Healing +5, Mark of Healing, Pacifist Healer, Paragon-Tier Gloves of the Healer, Potent Restorables, Reinforcing Healing
Healing: 8 Charisma modifier (base) + 8 Charisma modifier (Beatific Healer) + 5 Healer's Brooch + 5 Healer's Implement + 8 Wisdom modifier (Healer's Lore) + 5 Mace of Healing + 3d6 Pacifist Healer + 1d6 Paragon-Tier Gloves of the Healer + 8 Charisma modifier (Pacifist Healer) + 6 Potent Restorables

Encounter Utility Power: Shielding Word, Cleric Utility 10, Player's Handbook, page 67
You invoke a prayer that instantly defends one of your allies.
Divine * Immediate Interrupt * Ranged 5 * Trigger: An ally in range is hit by an attack
Effect: The ally gains a +4 power bonus to AC until the end of your next turn.
Upgrades: N/A

Encounter Utility Power: Peacemaker's Pronouncement, Messenger of Peace Utility 12, Divine Power, page 49
Divine * Minor Action * Close burst 5 * Target: One creature in burst
Effect: One effect on the target that would otherwise end at the end of your current turn instead lasts until the end of your next turn.
Upgrades: N/A

Encounter Utility Power: Unexpected Return, Cleric Utility 16, Divine Power, page 38
Divine, Healing * Immediate Reaction * Ranged 5
Trigger: An ally within 5 squares of you drops to 0 hit points or fewer
Target: The triggering ally
Effect: The target can spend a healing surge, regain an additional 4d6+45 hit points, make a saving throw, and gain a +2 bonus to all defenses until the end of your next turn.
Upgrades: Beatific Healer, Healer's Brooch +5, Healer's Implement, Healer's Lore, Mace of Healing +5, Mark of Healing, Paragon-Tier Gloves of the Healer, Pacifist Healer, Potent Restorables, Reinforcing Healing
Healing: 8 Charisma modifier (Beatific Healer) + 5 Healer's Brooch + 5 Healer's Implement + 8 Wisdom modifier (Healer's Lore) + 5 Mace of Healing + 3d6 Pacifist Healer + 1d6 Paragon-Tier Gloves of the Healer + 8 Charisma modifier (Pacifist Healer) + 6 Potent Restorables

Encounter Utility Power: Ramparts of Light, Cleric Utility 22, Divine Power, page 40
Divine * Minor Action * Close burst 20 * Target: You or one ally in burst
Effect: The target gains resist 25 to all damage until the end of your next turn.
Upgrades: N/A

Daily Attack Power: Dismissal, Cleric Attack 9, Divine Power, page 36
Divine, Implement, Teleportation * Standard Action * Ranged 10 * Target: One creature
Attack: +27 vs. Will
Hit: The target disappears into an extraplanar prison (save ends). The target takes a -2 penalty to saving throws against this effect, or a -5 penalty if it is an aberrant, elemental, fey, immortal, or shadow creature. When the target saves against this effect, it reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space.
Aftereffect: The target is dazed until the end of its next turn.
Miss: The target disappears into an extraplanar prison until the end of your next turn. The target then reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space.
Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Reinforcing Healing, Symbol of the Warpriest +5

Daily Attack Power: Brilliant Censure, Cleric Attack 15, Divine Power, page 37
Divine, Implement, Radiant, Zone * Standard Action * Close burst 3 * Target: Each enemy in burst
Attack: +27 vs. Fortitude
Hit: The target is blinded (save ends).
Effect: The burst creates a zone of bright light that lasts until the end of the encounter. When you move, the zone moves with you, remaining centered on you. Any ally who begins his or her turn within the zone deals 2d6 extra radiant damage with melee or ranged attacks until the start of his or her next turn.
Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Reinforcing Healing, Symbol of the Warpriest +5

Daily Attack Power: Moment of Peace, Cleric Attack 19, Divine Power, page 39
Divine, Implement * Standard Action * Close blast 5 * Target: Each enemy in blast
Attack: +27 vs. Will
Hit: The target's attacks deal no damage (save ends).
Miss: The target's attacks deal no damage until the end of your next turn.
Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Reinforcing Healing, Symbol of the Warpriest +5

Daily Attack Power: End to Strife, Messenger of Peace Attack 20, Divine Power, page 49
Divine, Implement * Standard Action * Area burst 2 within 5 squares * Target: Each enemy in burst
Attack: +27 vs. Will
Hit: The target cannot attack until it is attacked or until the end of the encounter.
Miss: The target takes a -5 penalty to attack rolls until it is attacked or until the end of the encounter.

Daily Feature: Healing Infusion: Curative Admixture, Artificer Feature, Eberron Player's Guide, page 45
Arcane, Healing * Minor Action * Close burst 15 * You or one ally in burst
Effect: The target regains hit points equal to its healing surge value plus 1d6+32, can make a saving throw, and gains a +2 bonus to all defenses until the end of your next turn.
Upgrades: Healer's Brooch +5, Mace of Healing +5, Mark of Healing, Paragon-Tier Gloves of Healing, Potent Restorables, Reinforcing Healing
Healing: 8 base + 8 Wisdom modifier (base) + 5 Healer's Brooch + 5 Mace of Healing + 1d6 Paragon-Tier Gloves of Healing + 6 Potent Restorables


Analysis, Level 24



The Beatific Healer feat heightens the effect of your healing powers even further, Supreme Healing turns your Healing Word into a two-target fountain of healing and defense boosts, and Robust Defenses bolsters your rather mediocre non-AC defenses. You shall thank the Nine Divines for these three feats, but the real wonder at this level is the Reinforced Healing feat. Whenever you restore hit points to an ally, that ally gains a +2 bonus to all defenses until the end of your next turn, which significantly increases the value of your healing powers, especially since the property of the Symbol of the Warpriest triggers the feat.

Amongst your magic items at this level are two Iron Rings of the Dwarf Lords for two more healing surges each day and a full set of three Dice of Auspicious Fortune, which should enable you to standardize your luck to a greater extent. At the start of each day, roll all three sets of dice, expending your three magic item daily uses and relegating the daily powers of your other items for use after reaching milestones. As well, a pair of Paragon-Tier Gloves of the Healer make certain healing powers of yours more potent.

The Ramparts of Light utility power is preventive medicine that should be used on a party defender before she goes off and marks a group of enemies, such that less healing is necessary after the opposition assails her. Your other new power at this point in your life would be End to Strife, a daily power that can greatly declaw an area burst 2 of enemies, so as long as they are not attacked, though you and your allies can concentrate on other enemies, of course.


Snapshot, Level 29



Race: Kalashtar, Eberron Player's Guide, pages 30-31
Class: Cleric, Player's Handbook, pages 60-62
Channel Divinity: Healer's Mercy, Divine Power, page 30
Paragon Path: Messenger of Peace, Divine Power, page 49
Epic Destiny Choice A: Demigod, Player's Handbook, pages 174-175
Epic Destiny Choice B: Chosen, Divine Power, pages 152-153 & Forgotten Realms Player's Guide
Epic Destiny Choice C: Chosen, Forgotten Realms Player's Guide, pages 72-73

Ability Scores: Strength 10, Constitution 14, Dexterity 12, Intelligence 14, Wisdom 24+2+2, Charisma 24+2+2
Heroic Feat: Defensive Healing Word, Divine Power, page 131
Heroic Feat: Healer's Implement, Divine Power, page 135
Heroic Feat: Implement Expertise (Holy Symbols), Player's Handbook 2, page 185
Heroic Feat: Mark of Healing, Eberron Player's Guide, page 91
Heroic Feat: Pacifist Healer, Divine Power, page 136
Heroic Feat: Pacifist's Reward, Dragon Magazine #379, page 55
Heroic Feat: Potent Restorables, Eberron Player's Guide, page 92
Heroic Feat: Power of Life, Divine Power, page 114
Heroic Feat: Shielding Word, Dragon Magazine #378, page 65
Paragon Feat: Assured Healing, Dragon Magazine #379, page 56
Epic Feat: Beatific Healer, Divine Power, page 140
Epic Feat: Epic Fortitude, Player's Handbook 2, page 194
Epic Feat: Epic Reflexes, Player's Handbook 2, page 194
Epic Feat: Reinforcing Healing, Eberron Player's Guide, page 94
Epic Feat: Robust Defenses, Player's Handbook 2, page 194
Epic Feat: Supreme Healer, Divine Power, page 143
Multiclass Feat: Student of Artifice, Eberron Player's Guide, page 94

Main Hand: Mace of Healing +6 (Level 23, Free), Adventurer's Vault, page 72
Off-Hand: Mage's Parrying Dagger +1 (Level 2, 520 gp), Adventurer's Vault, page 72
Holy Symbol: Symbol of the Warpriest +6 (Level 30, Free), Adventurer's Vault, page 90
Armor: Imposter's Spiritmail +6 (Level 26, 1,125,000 gp), Adventurer's Vault, page 46
Neck: Healer's Brooch +6 (Level 24, Free), Adventurer's Vault, page 152
Feet: Fey Warrior's Boots (Level 24, 525,000 gp), Adventurer's Vault 2, page 58
Hands: Epic-Tier Gloves of the Healer (Level 22, 325,000 gp)
Head: Heroic-Tier Circlet of Indomitability (Level 8, 3,400 gp)
Ring: Iron Ring of the Dwarf Lords (Level 14, 21,000 gp), Player's Handbook, page 251
Ring: Iron Ring of the Dwarf Lords (Level 14, 21,000 gp), Player's Handbook, page 251
Waist: Cincture of Vivacity (Level 14, 21,000 gp gp), Adventurer's Vault, page 164
Wondrous: Dice of Auspicious Fortune (Level 11, 9,000 gp), Dragon Magazine #381, Winning Races: Halflings
Wondrous: Dice of Auspicious Fortune (Level 11, 9,000 gp), Dragon Magazine #381, Winning Races: Halflings
Wondrous: Dice of Auspicious Fortune (Level 11, 9,000 gp), Dragon Magazine #381, Winning Races: Halflings
Loose Change: 56,080 gp

Initiative: +15 (14 half level + 1 Dexterity modifier)
Size: Medium
Speed: 5 squares (spiritmail)
Vision: Normal
Passive Insight: 40 (10 base + 14 half level + 9 Wisdom modifier + 5 training + 2 racial)
Passive Perception: 33 (10 base + 14 half level + 9 Wisdom modifier)
Trained Skills: Arcana, Diplomacy (+2 racial bonus), Heal, Insight (+2 racial bonus), Religion
Languages: Common, telepathy 5

Hit Points: 166 (152 cleric + 14 Constitution score)
Bloodied: 83
Healing Surge Value: 41
Healing Surges per Day: 11 (7 cleric + 2 Constitution modifier + 1 Iron Ring of the Dwarf Lords + 1 Iron Ring of the Dwarf Lords)
Saving Throws (Dual Soul): At the start of your turn, you can make a saving throw against each effect currently rendering you dazed or dominated. If you fail the saving throw, you do not make a saving throw against the effect at the end of your turn.

AC: 43 (10 base + 14 half level + 6 enhancement + 12 spiritmail + 1 parrying dagger)
Fortitude: 38 (10 base + 14 half level + 6 enhancement + 2 Constitution modifier + 6 feat)
Reflex: 40 (10 base + 14 half level + 6 enhancement + 2 Intelligence modifier + 6 feat + 2 Fey Warrior's Boots)
Will: 44 (10 base + 14 half level + 6 enhancement + 9 Wisdom modifier + 2 class + 2 feat + 1 Circlet of Indomitability + 1 weavemail)
Special (Aura of Peace): Enemies within 2 squares of you take a -2 penalty to attack rolls.
Special (Vow of Nonviolence): When you hit with an attack that doesn't deal damage, you gain a +2 bonus to all defenses until the start of your next turn. Triggering this effect is not limited to once per round.
Special (Fey Warrior's Boots): When an attack misses you, you can teleport 3 squares as an immediate reaction.

Attack Bonus (Implement): +32 (14 half level + 6 enhancement + 9 Wisdom modifier + 3 Implement Expertise)
Special (Pacifist's Reward): When you hit with an attack that doesn't deal damage, if you didn't deal any damage by the end of your turn, you gain 4 temporary hit points at the end of the turn.

Special (Symbol of the Warpriest +6): Once per round, when you hit with an attack, one conscious ally within 5 squares of you regains 6 hit points and gains a +2 bonus to all defenses until the end of your next turn.
Special (Vow of Nonviolence): When you hit with an attack that doesn't deal damage, you gain a +2 bonus to all defenses until the start of your next turn. Triggering this effect is not limited to once per round.
Special (Peacemaker's Action): When you spend an action point to make an attack, you gain a +4 bonus to attack rolls with attacks that don't deal damage. This bonus lasts until the end of your turn.

At-Will Attack Power: Astral Seal, Cleric Attack 1, Divine Power, page 31
Divine, Healing, Implement * Standard Action * Ranged 5 * Target: One creature
Attack: +34 vs. Reflex
Hit: Until the end of your next turn, the target takes a -2 penalty to all defenses. The next ally who hits it before the end of your next turn regains 54 hit points, can make a saving throw, and gains a +2 bonus to all defenses until the end of your next turn. Also, one ally within 10 squares of you gains 8 temporary hit points.
Miss: You or one ally within 5 squares of you regains 9 hit points.
Upgrades: Assured Healing, Beatific Healer, Healer's Brooch +6, Healer's Implement, Healer's Lore, Implement Expertise (Holy Symbols), Mace of Healing +6, Mark of Healing, Pacifist's Reward, Potent Restorables, Power of Life, Reinforcing Healing, Symbol of the Warpriest +6
Healing: 2 base + 9 Charisma modifier (base) + 9 Charisma modifier (Beatific Healer) + 6 Healer's Brooch + 6 Healer's Implement + 9 Wisdom modifier (Healer's Lore) + 6 Mace of Healing + 7 Potent Restorables

At-Will Attack Power: Sacred Flame, Player's Handbook, page 63
Divine, Implement, Radiant * Standard Action * Ranged 5 * Target: One creature
Attack: +32 vs. Reflex
Hit: 1d6+15 radiant damage (crit 6d6+21), and one ally you can see chooses either to gain 23 temporary hit points or to make a saving throw.
Upgrades: Implement Expertise (Holy Symbols), Reinforcing Healing, Symbol of the Warpriest +6

Encounter Attack Power: Hymn of Resurgence, Cleric Attack 3, Divine Power, page 33
Divine, Implement * Standard Action * Close blast 5 * Target: Each enemy in blast
Attack: +32 vs. Fortitude
Hit: The target takes a -2 penalty to all defenses. When any ally hits the target before the end of your next turn, the target is knocked prone.
Effect: Each ally in the burst can choose either to gain 5 temporary hit points or to make a saving throw.
Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Reinforcing Healing, Symbol of the Warpriest +6

Encounter Attack Power: Denunciation, Cleric Attack 7, Divine Power, page 35
Divine, Implement * Standard Action * Ranged 5 * Target: One creature
Attack: +32 vs. Will
Hit: Until the end of your next turn, the target is dazed and takes a -9 penalty to attack rolls and all defenses.
Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Reinforcing Healing, Symbol of the Warpriest +6

Encounter Attack Power: Pacify, Messenger of Peace Attack 11, Divine Power, page 49
Divine, Implement * Standard Action * Ranged 5 * Target: One creature
Attack: +32 vs. Will
Hit: If the target hits or misses with an attack before the start of your next turn, it is stunned until the end of its next turn.
Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Reinforcing Healing, Symbol of the Warpriest +6

Encounter Attack Power: Remorse, Divine Power, page 37
Divine, Healing, Implement * Standard Action * Area burst 1 within 5 squares * Target: Each enemy in burst
Attack: +32 vs. Will
Hit: Until the end of your next turn, the target gains vulnerable 10 to all damage and is dazed.
Effect: Each ally in the burst can spend a healing surge, regain an additional 5d6+52 hit points, make a saving throw, and gain a +2 bonus to all defenses until the end of your next turn.
Miss: You or one ally within 5 squares of you regains 9 hit points.
Upgrades: Assured Healing, Beatific Healer, Epic-Tier Gloves of the Healer, Healer's Brooch +6, Healer's Implement, Healer's Lore, Implement Expertise (Holy Symbols), Mace of Healing +6, Mark of Healing, Pacifist Healer, Pacifist's Reward, Potent Restorables, Symbol of the Warpriest +6
Healing: 9 Charisma modifier (Beatific Healer) + 2d6 Epic-Tier Gloves of the Healer + 6 Healer's Brooch + 6 Healer's Implement + 9 Wisdom modifier (Healer's Lore) + 6 Mace of Healing + 3d6 Pacifist Healer + 9 Charisma modifier (Pacifist Healer) + 7 Potent Restorables

Encounter Feature: Healing Word, Cleric Feature, Player's Handbook, page 62
Special: You can use this power thrice per encounter, but only once per round.
Divine, Healing * Minor Action * Close burst 15 * Target: You and one ally, or two allies
Effect: The target can spend a healing surge, regain an additional 1d6+52 hit points, and make a saving throw. In addition, the target gains a +8 bonus to all defenses against the next attack made against him or her, and the target gains a +4 bonus to all defenses until the end of your next turn.
Upgrades: Beatific Healer, Defensive Healing Word, Epic-Tier Gloves of the Healer + Healer's Brooch +6, Healer's Implement, Healer's Lore, Mace of Healing +5, Mark of Healing, Pacifist Healer, Paragon-Tier Gloves of the Healer, Potent Restorables, Reinforcing Healing, Shielding Word, Supreme Healer
Healing: 6d6 base + 9 Charisma modifier (Beatific Healer) + 2d6 Epic-Tier Gloves of the Healer + 6 Healer's Brooch + 6 Healer's Implement + 9 Wisdom modifier (Healer's Lore) + 6 Mace of Healing + 3d6 Pacifist Healer + 9 Charisma modifier (Pacifist Healer) + 7 Potent Restorables

Encounter Feature: Channel Divinity: Divine Fortune, Cleric Feature, Player's Handbook, page 62
Divine * Free Action * Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
Upgrades: N/A

Encounter Feature: Channel Divinity: Healer's Mercy, Cleric Feature, Divine Power, page 30
Divine, Healing * Standard Action * Close burst 5 * Target: Each bloodied ally in burst
Effect: Each target can spend a healing surge, regain an additional 5d6+52 hit points, make a saving throw, and gain a +2 bonus to all defenses until the end of your next turn. You are weakened until the end of your next turn.
Upgrades: Beatific Healer, Epic-Tier Gloves of the Healer, Healer's Brooch +6, Healer's Implement, Healer's Lore, Mace of Healing +6, Mark of Healing, Pacifist Healer, Potent Restorables, Reinforcing Healing
Healing: 9 Charisma modifier (Beatific Healer) + 2d6 Epic-Tier Gloves of the Healer + 6 Healer's Brooch + 6 Healer's Implement + 9 Wisdom modifier (Healer's Lore) + 6 Mace of Healing + 3d6 Pacifist Healer + 9 Charisma modifier (Pacifist Healer) + 7 Potent Restorables

Encounter Racial Power: Bastion of Mental Clarity, Kalashtar Racial Power, Eberron Player's Guide, page 30
Immediate Interrupt * Close burst 5 * Trigger: An enemy hits or misses you with an attack against your Will * Target: You and each ally in burst
Effect: Each target gains a +4 power bonus to Will until the end of your next turn.
Upgrades: N/A


Encounter Utility Power: Divine Aid, Player's Handbook, page 64
Divine * Standard Action * Ranged 5 * Target: You or one ally
Effect: The target makes a saving throw with a +9 bonus.
Upgrades: N/A

Encounter Utility Power: Bastion of Health, Cleric Utility 6, Player's Handbook, page 66
Divine, Healing * Minor Action * Ranged 10 * Target: You or one ally
Effect: The target can spend a healing surge, regain an additional 5d6+61 hit points, make a saving throw, and gain a +2 bonus to all defenses until the end of your next turn.
Upgrades: Beatific Healer, Epic-Tier Gloves of the Healer, Healer's Brooch +6, Healer's Implement, Healer's Lore, Mace of Healing +6, Mark of Healing, Pacifist Healer, Paragon-Tier Gloves of the Healer, Potent Restorables, Reinforcing Healing
Healing: 9 Charisma modifier (base) + 9 Charisma modifier (Beatific Healer) + 2d6 Epic-Tier Gloves of the Healer + 6 Healer's Brooch + 6 Healer's Implement + 9 Wisdom modifier (Healer's Lore) + 6 Mace of Healing + 3d6 Pacifist Healer + 9 Charisma modifier (Pacifist Healer) + 7 Potent Restorables

Encounter Utility Power: Shielding Word, Cleric Utility 10, Player's Handbook, page 67
Divine * Immediate Interrupt * Ranged 5 * Trigger: An ally in range is hit by an attack
Effect: The ally gains a +4 power bonus to AC until the end of your next turn.
Upgrades: N/A

Encounter Utility Power: Peacemaker's Pronouncement, Messenger of Peace Utility 12, Divine Power, page 49
Divine * Minor Action * Close burst 5 * Target: One creature in burst
Effect: One effect on the target that would otherwise end at the end of your current turn instead lasts until the end of your next turn.
Upgrades: N/A

Encounter Utility Power: Unexpected Return, Cleric Utility 16, Divine Power, page 38
Divine, Healing * Immediate Reaction * Ranged 5
Trigger: An ally within 5 squares of you drops to 0 hit points or fewer
Target: The triggering ally
Effect: The target can spend a healing surge, regain an additional 5d6+52 hit points, make a saving throw, and gain a +2 bonus to all defenses until the end of your next turn.
Upgrades: Beatific Healer, Epic-Tier Gloves of the Healer, Healer's Brooch +6, Healer's Implement, Healer's Lore, Mace of Healing +6, Mark of Healing, Pacifist Healer, Potent Restorables, Reinforcing Healing
Healing: 9 Charisma modifier (Beatific Healer) + 2d6 Epic-Tier Gloves of the Healer + 6 Healer's Brooch + 6 Healer's Implement + 9 Wisdom modifier (Healer's Lore) + 6 Mace of Healing + 3d6 Pacifist Healer + 9 Charisma modifier (Pacifist Healer) + 7 Potent Restorables

Encounter Utility Power: Ramparts of Light, Cleric Utility 22, Divine Power, page 40
Divine * Minor Action * Close burst 20 * Target: You or one ally in burst
Effect: The target gains resist 25 to all damage until the end of your next turn.
Upgrades: N/A

Daily Attack Power: Moment of Peace, Cleric Attack 19, Divine Power, page 39
Divine, Implement * Standard Action * Close blast 5 * Target: Each enemy in blast
Attack: +32 vs. Will
Hit: The target's attacks deal no damage (save ends).
Miss: The target's attacks deal no damage until the end of your next turn.
Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Reinforcing Healing, Symbol of the Warpriest +6

Daily Attack Power: End to Strife, Messenger of Peace Attack 20, Divine Power, page 49
You utter a stern command, and your enemies lose their will to fight.
Divine, Implement * Standard Action * Area burst 2 within 5 squares * Target: Each enemy in burst
Attack: +32 vs. Will
Hit: The target cannot attack until it is attacked or until the end of the encounter.
Miss: The target takes a -5 penalty to attack rolls until it is attacked or until the end of the encounter.

Daily Attack Power: Life Lanterns, Divine Power, page 41
Conjuration, Divine, Healing, Implement * Standard Action * Raged 5 * Target: One, two, or three creatures
Attack: +32 vs. Will
Hit: The target is weakened (save ends).
Miss: You or one ally within 5 squares of you regains 9 hit points.
Effect: For each target, you conjure a life lantern, which appears in 1 square occupied by that target and lasts until the end of the encounter. An enemy that starts its turn in a life lantern's square is dazed until the start of its next turn. Any ally who starts or ends his or her turn in a life lantern's square can regain hit points as if he or she had spent a healing surge, regain an additional 5d6+52 hit points, make a saving throw, and gain a +2 bonus to all defenses until the end of your next turn. Doing so destroys the life lantern.
Upgrades: Assured Healing, Beatific Healer, Epic-Tier Gloves of the Healer, Healer's Brooch +6, Healer's Implement, Healer's Lore, Implement Expertise (Holy Symbols), Mace of Healing +6, Mark of Healing, Pacifist Healer, Pacifist's Reward, Potent Restorables, Symbol of the Warpriest +6

Daily Attack Power: Enforced Surrender, Divine Power, page 43
Charm, Divine, Implement * Standard Action * Ranged 10 * Target: One creature
Attack: +32 vs. Will
Hit: The target is dominated (save ends).
Aftereffect: Each ally within your line of sight gains a +5 power bonus to attack rolls and damage rolls against the target until the end of its next turn.
Miss: Each ally within your line of sight gains a +5 power bonus to attack rolls and damage rolls against the target until the end of your next turn.

Daily Feature: Healing Infusion: Curative Admixture, Artificer Feature, Eberron Player's Guide, page 45
Arcane, Healing * Minor Action * Close burst 15 * You or one ally in burst
Effect: The target regains hit points equal to its healing surge value plus 2d6+38, can make a saving throw, and gains a +2 bonus to all defenses until the end of your next turn.
Upgrades: Healer's Brooch +6, Mace of Healing +6, Mark of Healing, Epic-Tier Gloves of Healing, Potent Restorables, Reinforcing Healing
Healing: 10 base + 9 Wisdom modifier (base) + 6 Healer's Brooch + 6 Mace of Healing + 2d6 Epic-Tier Gloves of Healing + 7 Potent Restorables


Analysis, Level 29



As you approach the culmination of your career, not much changes. You acquire the Epic Fortitude and Epic Will feats to render those two defenses not-so-mediocre, which is admittedly not very intriguing, but is effective. You have few other alternatives with regards to epic feats anyway.

Your magic items remain mostly the same, though you now have Epic-Tier Gloves of the Healer for even more healing, along with Fey Warrior's Boots to let you reposition yourself through teleportation whenever an attack misses you.

Replacing Brilliant Censure and Moment of Peace would be Life Lanterns and Enforced Surrender. The former brings down weakening, dazing, and healing onto the battlefield, and the latter is your typical dominating level 29 daily power.

That would be all, and thank you for reading through this massive thread.

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Wow, that rocks!  Thanks for doing the compiled guide.

I have recently taken up the mantle of healer in my group, and I'm doing it as a "white mage," but with a twist.

My White Mage is a Half-Elf Cleric Compassionate Healer MC Shaman, MC Artificer (Windrise Ports, no ED yet).  My Dilettante is Claws of the Eagle (shaman at will that grants basic attacks + CA to allies), and my Religious Dabbler backup is Hand of Radiance for dealing with undead and minions.

The Shaman MC + extra MC encounter heal gives me an opportunity action heal from Spirit's Shield plus Healing Spirit encounter heal I can use on the same turn as Healing Word.  I can boost all of this healing by 2d6 with Compassionate Healer if necessary.

Just a different take from the more obvious choice of Kalashtar, which obviously has more Wisdom.
Being terribly fond of pacifist shielding clerics and white mages... questions!  I haz them!

1) When you get Remorse at 13th, why do you replace Bane over Hymn of Resurgence?  At 14th level, Bane is a -6 penalty, which is already practically insurmountable both offensively and defensively.  Unlike Hymn, Bane gets better too.  Hymn of Resurgence is much weaker now than it was at 3rd level - you have more ways to grant saving throws than you used to, and both 5 THP and the Prone condition are worse less than they used to be.  If it were me, I would simply bring Bane, Denunciation and Remorse to the party.

2) Forgive me if you discussed this on the predecessor thread, I don't remember.  Would you consider an alternate build that MCs Bard instead of Artificier and takes the Life Singer PP?  Reinforcing Healing and Potent Restorables are both good, no lie, but the "big three" encounter powers above all work with Life Singer's L16 feature, and Life Singer's encounter power is almost as potent and much more pro-active than the Messenger's.  Further, even if you want to keep the Artificier MC, why is Messenger superior to Divine Oracle?

3) Why is Divine Aid preferable to Life Transference?

Lastly, I think your "snapshots" are too verbose... if you really want full power descriptions, maybe you should include them only when the power is first acquired? 

The Shaman MC + extra MC encounter heal gives me an opportunity action heal from Spirit's Shield plus Healing Spirit encounter heal I can use on the same turn as Healing Word.



Spirit Healing is somewhat inefficient compared to Healing Word. You do not receive Healer's Lore, Pacifist Healer, Healer's Implement, or Beatific Healer on it, and its additional healing comes in a very situational form. Of course, you can use it once per encounter, but even one of your cleric utility powers such as Bastion of Health is going to outclass it by a fair margin.


I can boost all of this healing by 2d6 with Compassionate Healer if necessary.



I prefer the Messenger of Peace as the additional 2d6 is overkill much of the time, and you take 5 damage for tacking it on as well. Granted, you do receive a +2 power bonus to all defenses until the end of your next turn by doing so, but the Messenger of Peace gives you access to a constant stream of defense boosts as well.

Just a different take from the more obvious choice of Kalashtar, which obviously has more Wisdom.


1) When you get Remorse at 13th, why do you replace Bane over Hymn of Resurgence? At 14th level, Bane is a -6 penalty, which is already practically insurmountable both offensively and defensively. Unlike Hymn, Bane gets better too. Hymn of Resurgence is much weaker now than it was at 3rd level - you have more ways to grant saving throws than you used to, and both 5 THP and the Prone condition are worse less than they used to be. If it were me, I would simply bring Bane, Denunciation and Remorse to the party.



Hymn of Resurgence is a means by which to soften up an entire cluster of enemies rather than just one. More targets means a greater chance to trigger the Symbol of the Warpriest, and moreover, a greater defense boost for you thanks to the Messenger of Peace.


2) Forgive me if you discussed this on the predecessor thread, I don't remember. Would you consider an alternate build that MCs Bard instead of Artificier and takes the Life Singer PP? Reinforcing Healing and Potent Restorables are both good, no lie, but the "big three" encounter powers above all work with Life Singer's L16 feature, and Life Singer's encounter power is almost as potent and much more pro-active than the Messenger's. Further, even if you want to keep the Artificier MC, why is Messenger superior to Divine Oracle?



Its encounter power keys off Intelligence for its rider, which I am wary of, and I would rather not miss out on the healing and defense benefits offered by Potent Restorables, Reinforcing Healing (especially with the Symbol of the Warpriest), and the Messenger of Peace's solid paragon path features.


3) Why is Divine Aid preferable to Life Transference?



I felt that a straight-up saving throw provider, especially one with a large bonus, deserved a place in the build.


Lastly, I think your "snapshots" are too verbose... if you really want full power descriptions, maybe you should include them only when the power is first acquired?



The power descriptions are detailed and comprehensive such that readers can see how the character's potency grows and exactly what each power does, with all numbers taken into account. In addition, it saves readers from having to cross-reference their books or the Compendium.
great build!
*Bows to your greatness*  This build will be a great guide for my character.  Thanks for making the update to your previous build.
This build is in drastic need of an update. It requires proper formatting and sblocks, as well as accomodations to match the recent alterations to the Potent Restorables and Reinforced Healing feats. I suppose that a bard multiclass and the Life Singer paragon path would be for the best here.

Still it has helped me out a lot with my character.

Looks like a blast, and is honestly something I've been wanting to try since I first picked up BoED for 3.5. Playing one today, starting at level 5. I have a couple of questions I'd like your opinion on, though.

1) Why not go with a starting Wis of 20? I'd imagine previously it was to pull off your Artificer multiclass, but now it seems it may be worth it to just go flat-out Wis 20 Cha 16.

2) Rather than Divine Aid, how do you feel about Return from Death's Door? I'm not sure about Divine Aid personally, but if you give it a solid enough endorsement, it's very possible I may switch over to it.

That said, here is the current build I'm working with. (Note that the 10 Str is for carrying capacity, so I can carry my Adventurer's Kit and such without too much worry.)

====== Created Using Wizards of the Coast D&D Character Builder ======
Nevitash, level 5
Kalashtar, Cleric
Kalashtar: Perception Bonus
Background: Geography - Forest (Perception class skill)

FINAL ABILITY SCORES
Str 10, Con 11, Dex 8, Int 10, Wis 21, Cha 17.

STARTING ABILITY SCORES
Str 10, Con 11, Dex 8, Int 10, Wis 18, Cha 14.


AC: 19 Fort: 13 Reflex: 13 Will: 20
HP: 43 Surges: 7 Surge Value: 10

TRAINED SKILLS
Religion +7, Perception +14, Insight +14, Heal +12

UNTRAINED SKILLS
Acrobatics, Arcana +2, Bluff +5, Diplomacy +5, Dungeoneering +7, Endurance +1, History +2, Intimidate +5, Nature +7, Stealth, Streetwise +5, Thievery, Athletics +1

FEATS
Cleric: Ritual Caster
Level 1: Pacifist Healer
Level 2: Defensive Healing Word
Level 4: Mark of Healing

POWERS
Channel Divinity: Healer's Mercy
Cleric at-will 1: Sacred Flame
Cleric at-will 1: Astral Seal
Cleric encounter 1: Bane
Cleric daily 1: Moment of Glory
Cleric utility 2: Return from Death's Door
Cleric encounter 3: Hymn of Resurgence
Cleric daily 5: Iron to Glass

ITEMS
Ritual Book, Healer's Chainmail +1, Magic Holy Symbol +2, Healer's Brooch +1, Adventurer's Kit, Holy Healer's Mace +1
RITUALS
Gentle Repose, Brew Potion

1) Why not go with a starting Wis of 20? I'd imagine previously it was to pull off your Artificer multiclass,



An ability score array such as Strength 8, Constitution 11, Dexterity 10, Intelligence 10, Wisdom 18+2, Charisma 14+2 would result in +1 Will but -1 Fortitude and -1 Reflex, something that I would not prefer.


2) Rather than Divine Aid, how do you feel about Return from Death's Door? I'm not sure about Divine Aid personally, but if you give it a solid enough endorsement, it's very possible I may switch over to it.
but now it seems it may be worth it to just go flat-out Wis 20 Cha 16.



Your constant healing should render Return from Death's Door highly situational. If you were to drop Divine Aid, replace it with Life Transference instead.


That said, here is the current build I'm working with. (Note that the 10 Str is for carrying capacity, so I can carry my Adventurer's Kit and such without too much worry.)



Strength 8 offers you a light load of 80 pounds, which should be enough to allow you to carry most of your equipment without any hassle.
1) Agreed, you lose out on 1 Fortitude and 1 Reflex. You do, however, gain +1 to hit, which is always nice. Not saying that it's better, mind you - just that it's a bit more than +1 Will.

2) That was my fear as well. I'll give Divine Aid a spin, see how it does.

3) Looking at the character I posted above, he's already sitting at 82 lbs. of gear - already putting him past the 80 lb. an 8 strength would buy me. I could probably drop the standard adventurer's kit and just take the very basics from it though - no rope, etc.

Firstly, this is one of the best character optimizations I have seen for a non-damage dealing class.  I bow to your greatness and would love to see more character optimizations like this from you.

That said there seems to be a few errors or perhaps misunderstanding on my part. 

Symbol of the Warpriest in the character builder specifically says it only works once per round.  So using area like spells to get this benefit multiple times wouldn't work.

Also it is sort of questionable to me if mark of healing works with astral seal.  Mark of healing says that when you use a healing power on an ally blah, blah, blah it provides the saving throw.  However astral seal isn't really used on an ally (the target is the enemy creature).  So I can see how this could be read as not being something that works. 

Could you clarify to me your above posting about the alteration to potent restorable and reinforced healing feat?  I will be taking a look into the bard multiclass and PP to see what that offers as well.


Could you clarify to me your above posting about the alteration to potent restorable and reinforced healing feat?



I assume he was referring to the errata to potent restorables and reinforced healing on (11/23/2009).

Potent Restorables - In the first sentence of the Benefit line, add “artificer” before “healing powers.”
Reinforced Healing - In the Benefit line, add “using an artificer power” after “restore hit points to an ally.”

So the feats are no longer blanket healing power bonuses. Now, it appears they only apply to artificer healing powers.

It may be a matter of opinion but I think with those changes multiclass bard would fit better.  Then you can pick up some of the really amazing powers they have to help your allies.  Increasing the Tempo (4 basic attacks) could do some serious damage especially if you have a party member who can exchange an at will for a basic attack.  They also have a select few powers later on which are just so good they may be worth the feat.  This can also help balance out the buffer side of this character since in my opinion healing for this guy is covered.

I'd love to see this thread updated
+1!

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Especially since the feat Potent Restorables was errata'd to only work for Artificer powers. It will likely be cut off the list, as of right now I only see 1 Artificer healer power (healing infusion of Student of Artifice).
I imagine the Artificer MC will be dropped entirely.

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71235715 wrote:
@ ff6shadow.

I imagine so. Replaced by Bard multi-classing I assume? Majestic word being a daily kinda sucks though, any way to get that to an encounter?

Or is there any way to get more heals as encounter powers?
Shaman MC + Mending Spirit is one option.
I just thought I'd put in that the healer's sash has been turned into a daily and doesn't come with a built-in healing surge.  I know this build doesn't use it but some might recommend or think to use the item
DPR King Candidates 3.0
How much damage should I shoot for?
You're fired : 1 Kills Per 5 Rounds = .2 KPR Fair Striker : 2 Kills Per 5 Rounds = .4 KPR Highly Optimized : 3 Kills Per 5 Rounds = .6 KPR Nerfbat please : 4 Kills Per 5 Rounds = .8 KPR It's OVER 9000!!!!!: 5 Kills Per 5 Rounds = 1+ KPR
DPR? KPR? KP4R? Bless you
DPR = Damage Per round ~= Chance to hit * damage on a hit KPR = Kills Per Round. 1 Kill = 8*Level+24 damage = DPR/(8*level+24) KPNR = Kills Per N Rounds. How many standards can you kill in N rounds?
Shaman MC + Mending Spirit is one option.



This looks like the best long term option. I'm playing my healer in RPGA stuff, so it's 3 encounters, 1 skill check and a bit of RP. Which means that I really only get to use my daily once a session. Hence, the need for another encounter heal. I can't get both feats at level 2 sadly (with pacifist healer), so do you guys think multi-classing bard at 2, then retraining shamn and mending spirit at 4 would be the way to go?
What book / mag is Mending Spirit from?
primal power.  They gave mc shamans that instead of the variable intro MC feats or paragon feats that were in the other power books.
A few ideas ...


(1) ...  ElderBas said:
" Strength of Conviction: (Warlord 10) Minor action mass healing. I think it obsoletes defensive rally. It's a daily, but if you didn't take stand the fallen or stand tough, you might want this. Charisma warlords probably won't pass up instant planning for it, but it's there for Int and Wis warlords. "
I'm looking at the Maximized Healing Until End of Encounter, so long as the healing is dX or variable.
That's gotta do something.


(2) ... Lich Brain Graft is silly. Recharge 1/6 on Daily or Enc or Rechargeable powers.
OK. What this does is make any "as if" healing into infinite healing. N o t ... B a d !!

(3) ...That leads to my last idea, ditch the Healing Surge based healing.
Use "as if" healing as often as possible. Use non- H.S. based healing with #1 above as often as possible.
Use H.S. to power other things ... and note: this would fullfil one of Caelic's prophecies about 4e.


As usual I'm being rather non-specific, and this would be a dramatic re-do of this build.
Still, I figured this is the best place.


5E mini- SRD available now in HTML here:  http://dnd.wizards.com/products/tabletop/players-basic-rules

 

Please take a little time to upgrade this build even a little. I love it and i love this character.

Chauntea/Lathander/Torm Cleric since 1995 My husband married a DM - καλὸς καὶ ἀγαθός

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Fantastic build!  Any suggestions for replacement toys now that Potent Restorables and Reinforcing Healing only apply to artificer healing powers?
[20:53] [SadisticFish] yeah Llamas convinced me
Here is my take on feats for this character, post-errata Artificer MC/Feats:

1 -  Pacifist Healer
2 - Power of Life
4 - Defensive Healing Word
6 - Healer's Implement
8 - Versatile Expertise (holy symbol, mace)
10 - Melee Training (Wisdom)
11 - Assured Healing
12 - Superior Implement Training (Astral Symbol)
14 - Harbinger of Rebirth
16 - Radiant Vessel
18 - Pacifist's Reward
20 - Mark of Healing
21 -  Beatific Healer
22 - Shield Proficiency (Light)
24 - Supreme Healer 
26 - Glorious Channeler
28 - Divine Mastery
30 - Robust Defenses

The reason I took Mark of Healing so late is because the current campaign I am playing this character in does NOT allow Dragonmark feats .... SO LAME!

I found that this selection of feats (not necessarily in this order) makes for fantastic healing.

Level 30 Stats:
14 STR, 12 CON, 12 DEX, 12 INT, 28 WIS, 28 CHA
Compassionate Healer Paragon Path
Chosen of Melora Epic Destiny

The melee training is completely unnecessary if you don't plan on being in melee at all, but I've found my character stuck in tight quarters before and would have liked to made some OA's, but missed because my STR at level 8 is a 12 ...

If anybody would like some new design snapshots at varying levels, let me know, I should be able to write those up.
Now that nearly all the awesome in this build has been neutered (bonuses only to powers that allow the use of healing surges, not astral seal) is this build dead, or basically useless?
Now that nearly all the awesome in this build has been neutered (bonuses only to powers that allow the use of healing surges, not astral seal) is this build dead, or basically useless?



Absolutely not. The strength of this build is control with heavy healing and it is one of the best leader/controller builds.

The real issue of the healic build is at the moment the pacifist healer feat, that works in a weird way with healing word. We are waiting for errata, though.

Chauntea/Lathander/Torm Cleric since 1995 My husband married a DM - καλὸς καὶ ἀγαθός

IMAGE(http://www.nodiatis.com/pub/14.jpg)

Please take a little time to upgrade this build even a little. I love it and i love this character.




This. A Thousand Times.
RIP George! 4-21-11 RIP Abie! 1-2-13
Funny Forum Quotes
[quote author=82733368 post=532127449]
58115148 wrote:
"You notice a large piece of mold clinging to your toothbrush. What do you do?" "I cast Fireball." "I run like hell!
63797881 wrote:
The standard d4 is somewhat (SOMEWHAT) rounded on the top, the older models are even flat. The Lego is shaped in such a way that in an emergency, you can use one as a makeshift surgical knife.
147742801 wrote:
57457938 wrote:
My wife asked me if her pants made her look fat. What do you think I said?
Wife: Do these pants make me look fat? RedSiegfried: I just killed a bunch of orc women and children.
63797881 wrote:
82733368 wrote:
28.) Making a "Drunken Master" style character (Monk or otherwise) does not require my character to be completely shitfaced, no matter what the name (and fun interpretation) implies.
29.) Making a "Drunken Master" style character does not require ME to be completely tanked, no matter how "in-character" I want to be..
Please take a little time to upgrade this build even a little. I love it and i love this character.




This. A Thousand Times.



I haven't seen ADSL since more than a year. You can use my healic handbook if you want a build like this, since many tricks are now severely outdated

Chauntea/Lathander/Torm Cleric since 1995 My husband married a DM - καλὸς καὶ ἀγαθός

IMAGE(http://www.nodiatis.com/pub/14.jpg)

Alright, thanks Naus!
RIP George! 4-21-11 RIP Abie! 1-2-13
Funny Forum Quotes
[quote author=82733368 post=532127449]
58115148 wrote:
"You notice a large piece of mold clinging to your toothbrush. What do you do?" "I cast Fireball." "I run like hell!
63797881 wrote:
The standard d4 is somewhat (SOMEWHAT) rounded on the top, the older models are even flat. The Lego is shaped in such a way that in an emergency, you can use one as a makeshift surgical knife.
147742801 wrote:
57457938 wrote:
My wife asked me if her pants made her look fat. What do you think I said?
Wife: Do these pants make me look fat? RedSiegfried: I just killed a bunch of orc women and children.
63797881 wrote:
82733368 wrote:
28.) Making a "Drunken Master" style character (Monk or otherwise) does not require my character to be completely shitfaced, no matter what the name (and fun interpretation) implies.
29.) Making a "Drunken Master" style character does not require ME to be completely tanked, no matter how "in-character" I want to be..
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