Santa Claus, optimized

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Saint Nicholas of Myra saves three innocents from death. Oil on canvas. 215 × 196 cm. The State Russian Museum, St. Petersburg.

hc-nikolaus-wmaster.jpgSanta Claus (aka St. Nicholas) is a Holy Man.
In battle he doesn't deal damage.
All his powers focus on healing, preventing enemies from attacking, and buffing allies' defenses.
Key powers are "Cleric utility 22: Cloud Chariot" which conjures the chariot he travels with on Dec. 24/25, and Guardian of Faith to conjure an elf when needed. He speaks Supernal.
He owns a Handy Haversack to store all the gifts he's handing out left and right, and a magic rope to get down the chimney, and spider boots to get down faster.
Paragon Path is Messenger of Peace to "abuse" his non-damaging "attacks", and Epic Destiny is Saint of course.
Very rarely inflicts real damage
Only his melee at-wills Priest's Shield and Invigorating "Assault" do 0.75 DPR at level 30 - the only powers besides his extremely weak melee basic attack that have a chance of causing direct damage. He also doesn't have any powers that increase allies' accuracy or damage, except for Astral Seal, which inflicts a penalty on the target's defense. He is very much aware of this problem and uses the power sparingly and carefully. His staff and his symbol don't cause crit damage. In fact, since you can only cause extra crit damage if the power deals damage to begin with, he has a plethora of choices from implements. He does abstain from melee weapons that can possibly deal extra crit damage. His STR is so low that he oftentimes only hits on a natural 20 with his two melee at-wills, and this will not trigger the crit effect of the weapon since he the result is lower than the enemy's defense. But the effect of Invigorating Assault is independent from hitting, so when he has to attack in melee, he prefers this.
Other than that he attacks with his holy symbol(s).

This character is very much playable - an amazing healer/buffer/debuffer who will lead the party to success all the time. Enemies learn very early in battle that they are fighting an extraordinary mortal who is virtually impossible to kill by lesser beings like themselves. Undead creatures have a particularly hard time with him. Santa uses his diplomacy and intimidate skills extensively to end battles prematurely or to prevent them from happening alltogether. If battle can't be avoided, his enemies will find his holy presence insurmountable. At level 30 he is terrifyingly peaceful.

Real world background: In the USA, and many other world regions nowadays, the legend of St. Nicholas has almost disappeared behind the current perception of "Santa Claus". The historical St. Nicholas (4th century AC) was a bishop in the town of Myra in modern day Turkey, who became one of the most revered saints in catholizism. The painting above shows him saving three innocents from execution by ripping the sword out of the hand of the executioner. For more background information, check out wikipedia.
(Please note the original idea was that he is a changeling but I discarded it.)

[sblock Character Builder Summary]
====== Created Using Wizards of the Coast D&D Character Builder ======
Santa Claus, level 30
Human, Cleric, Messenger of Peace, Saint
Build: Shielding Cleric
Background: Veteran of a Religious War (Intimidate class skill)

FINAL ABILITY SCORES
Str 10, Con 13, Dex 12, Int 12, Wis 28, Cha 22.

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


AC: 43 Fort: 38 Reflex: 37 Will: 48
HP: 170 Surges: 13 Surge Value: 42

TRAINED SKILLS
Intimidate +28, Religion +21, Insight +29, Heal +31, Diplomacy +28

UNTRAINED SKILLS
Acrobatics +15, Arcana +16, Bluff +21, Dungeoneering +24, Endurance +15, History +16, Nature +24, Perception +24, Stealth +15, Streetwise +21, Thievery +15, Athletics +14

FEATS
Cleric: Ritual Caster
Human: Action Surge
Level 1: Implement Expertise (holy symbol)
Level 2: Pacifist Healer
Level 4: Healer's Implement
Level 6: Harbinger of Rebirth
Level 8: Defensive Healing Word
Level 10: Pacifist's Reward
Level 11: Greater Divine Fortune
Level 12: Merciful Power
Level 14: Gambler's Word
Level 16: Shielding Word
Level 18: Extended Healing
Level 20: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 21: Supreme Healer
Level 22: Glorious Channeler
Level 24: Reactive Healing
Level 26: Beatific Healer
Level 28: Divine Mastery
Level 30: Shared Healing

POWERS
Bonus At-Will Power: Invigorating Assault
Channel Divinity: Healer's Mercy
Cleric at-will 1: Priest's Shield
Cleric at-will 1: Astral Seal
Cleric encounter 1: Bane
Cleric daily 1: Guardian of Faith
Cleric utility 2: Return from Death's Door
Cleric encounter 3: Astral Flare
Cleric daily 5: Halo of Consequence
Cleric utility 6: Spirit of Healing
Cleric encounter 7: Price of Violence
Cleric daily 9: Dismissal
Cleric utility 10: Mass Cure Light Wounds
Cleric encounter 13: Denunciation (replaces Bane)
Cleric daily 15: Sacred Armistice (replaces Guardian of Faith)
Cleric utility 16: Air Walk
Cleric encounter 17: Astral Flare (replaces Astral Flare)
Cleric daily 19: Moment of Peace (replaces Halo of Consequence)
Cleric utility 22: Cloud Chariot
Cleric encounter 23: Astral Flare (replaces Astral Flare)
Cleric daily 25: Divine Intervention (replaces Dismissal)
Cleric encounter 27: Healer's Reproof (replaces Astral Flare)
Cleric daily 29: Life Lanterns (replaces Sacred Armistice)

bad-santa.jpgITEMS
Ritual Book, Spiritmail of Shared Valor +6, Champion's Symbol +6, Tattered Cloak +6, Holy Healer's Quarterstaff +6, Handy Haversack (heroic tier), Rope of Climbing (heroic tier), Boots of Spider Climbing (heroic tier), Gloves of the Healer (epic tier), Phoenix Sash (paragon tier), Bracers of Defense (epic tier), Luminary Ring (epic tier), Ring of Tenacious Will (epic tier), Feyswarm Staff +6, Helm of Able Defense (paragon tier), Escape Tattoo (heroic tier), Symbol of the Holy Nimbus +6, Star of Corellon +6, Orb of Light
RITUALS
Gentle Repose, Create Holy Water, Voice of Fate, Ease Spirit, Divine Sight, Succor, Fantastic Recuperation, Consult Oracle, Adjure, Astral Sojourn, Astral Guide, Hallowed Temple, Consult Mystic Sages, Shadow Passage, Remove Affliction, Raise Dead, Speak with Dead, Discern Lies, Cure Disease, Hand of Fate, Last Sight Vision, Brew Potion, Corpse Light
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
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Highlights:
Attack bonuses:
+4 untyped bonus to attacks when using Action Point on non-damaging attacks for one turn (Peacemaker's Action (PP level 11)
+3 from Action Surge (Action Point)
+3 from Greater Divine Fortune (encounter)

Enemy debuffing:
Aura of Peace (PP level 16): Enemies in aura 2 suffer -2 penalty to attack rolls. Permanent inverted marking!
Denunciation (encounter)
Price of Violence (encounter)

Resistances, Immunities:
Saintly Grace (ED level 21): Resist 24 necrotic, cannot be dominated (dazed instead)

Sources of defense bonuses:
Armor of Shared Valor - when granting ally a bonus, gain the same yourself, like +6 power bonus when using Healing Word with "Defensive Healing Word" feat
Helm of Able defense - start encounter with +2 on all defenses, until taking damage
Saintly Grace (ED level 21): +2 untyped bonus to all non-AC defenses
Vow of Nonviolence (PP level 11): +2 untyped bonus on all defenses when hitting with an attack that doesn't deal damage.
Shielding Word (feat): +2 untyped bonus whenever using Healing Word

Powers that instantly bring back dying or dead allies:
Sanctified Revival (daily)
Reactive Healing (feat, use healing word as immediate reaction on dying ally)
Phoenix Sash (daily item for the rare event you go down yourself)
Ring of Tenacious Will (daily item in case it should happen AGAIN)

Powers that remove or nullify enemy actions:
Denunciation (encounter)
Healer's Reproof (encounter)
Pacify (encounter)
End to Strife (daily)
Life Lanterns (daily)
Moment of Peace (daily)
Tattered Cloak (daily item)

Healing Word additional uses
on Crit (Gambler's Word feat)

Increasing ally defenses
Defensive Healing Word (feat): +6 power bonus to all defenses when using Healing Word

Granting saving throws
Healer's Mercy (through Merciful Power feat)
Sanctified Touch (ED level 24): Grant saving throw when enabling adjacent creature to spend a healing surge, or vice versa.

Effects on Crit:
Dominate target until end of next turn (Champion's Symbol)
Gain additional use of Healing Word (Gambler's Word feat, any attack)
Target is dazed (Feyswarm Staff)

Luminary Ring
increases range of all healing powers, and ANYTHING that grants bonuses by 6

Orb of Light (heroic level artifact)
allows him to communicate in Supernal (important for diplomacy and intimidate checks)

Veteran of Religious Wars background
grants Intimidate class skill

Rituals
Santa knows all Religion based rituals

Healing Powers (Thanks Thornbrier for crunching the numbers!)

Healing Word: Surg +6d6 (base)+8(Healer's Lore)+3d6 (Pacifist Healer)+6(Healer's Implement)+7(Beatific Healer)+25(Golden Halo)+6(Holy Healer's Quarterstaff)=52+9d6(avg 31.5)=+83.5.  This is applied to 2 targets within 20 squares of you, and can even be triggered by one of them dropping to 0.  Each can make a save if adjacent to you.  Both gain +9 to all defences, and so do you (they loose 7 of that after the next attack on them, and 2 of it at the end of your next turn).  One of those targets also gains an extra 2d6 HP from Healer's Gloves.  So, total additional HP restored: 167+2d6(avg 7)=+174  That's in addition to the 2 healing surges. 

That's just one of his 3 Healing Words per fight.  WOW.

Healer's Mercy: Surge +3d6(Pacifist Healer)+7(Pacifist Healer)+8(Healer's Lore)+6(Healer's Implement)+7(Beatific Healer)+25(Golden Halo)=+53+3d6(avg 10.5)=+63.5 to all allies within 5 squares.  All targets also get a save, and can choose to spend an additional surg, and another save if adjacent to you.  One of those targets also gains an extra 2d6 HP from Healer's Gloves.

Healer's Reproof: Surge +3d6+8(base)+3d6(Pacifist Healer)+7(Pacifist Healer)+8(healer's lore)+6(Healer's Implement)+7(Beatific Healer)+25(Golden Halo)+2d6(Healer's Gloves)=+61+8d6(avg 28)=+90 to one ally in burst.  That ally also gets a save against an effect a save will end.  This is in addition to stunning hit enemies in the burst.

Life Lanters: Weaken hit targets (max 3) within 12 (save ends).  Leaves a lantern in the square to daze enemies and/or heal allies.  Heals equal to a surg (without spending one) +8(healer's lore)+6(Healer's Implement)+7(Beatific Healer)+25(Golden Halo)=+46

Return from Death's Door: Trigger: Ally within 27 fails a death save.  Make it a save a heal surg +3d6(Pacifist Healer)+7(Pacifist Healer)+8(Healer's Lore)+6(Healer's Implement)+7(Beatific Healer)+25(Golden Halo)+2d6(Healer's Gloves)=+53+5d6(avg 17.5)=+70.5  They also get to make a save (if adjacent to you).

Healing Spirit: Every time an adjacent or occupying ally (to the spirit, which can be cast 17 away) hits an enemy they heal 16(base)+8(healer's lore)+6(Healer's Implement)+7(Beatific Healer)+25(Golden Halo)=62 

Mass Cure Light Wounds: Each ally within 5 regains HP as if they spent a surg +7(base)+8(healer's lore)+6(Healer's Implement)+7(Beatific Healer)+25(Golden Halo)=53  One of those targets also gains an extra 2d6 HP from Healer's Gloves.

Holy Healer's Quarterstaff: One ally within 12 spends a surg to regain 38(base)+2d6(avg 7)=45.  They also get to make a save (if adjacent to you).

Gloves of Healing: Spend a surg: target gains 42(your surge value) +2d6(avg 7)=49

Pheonix Sash: Trigger: You drop to 0:  Spend a surg(42) +2d6(avg 7)=49

Ring of Tenacious Will: Trigger: you drop to 0: Drop to 1 instead.  If you have reached a milestone you can also spend a surg (42) +2d6(avg 7)=49

Heal Skill: Grant a save or stabalize and they also get to spend a surg.

Edit: Cant belive I forgot to include Astral Seal.
Astral Seal: Next ally to hit the target heals 9(base)+8(healer's lore)+6(Healer's Implement)+7(Beatific Healer)+25(Golden Halo)=55

moscow_santas.jpg

I too was thinking 'Claus is a changeling, this make easy for him to travel the chimney.
Messanger of peace is simply wonderful XD
i would add some movement enhancer for him, eventually time stop: he's well known to move at speed higher than light (otherwise, he would never be in time whit present delivery), anyway: GREAT :D

Good Xms, and peace to everyone!
Actually Play'ng: Nothing. My old party is full of short-sighted racists and sexists (on their own admission), so I left.
: )

Cookies for you, good sir!!!
Well, at least I've still got my Compendium...
Odd question. Why not.. Dwarf? Duh?
OK, I'm telling you a secret now, but don't tell anyone, promise?
The real Santa actually was a dwarf, but he fell off his carriage over the Sea of the Howling Souls, and drowned, because he couldn't swim.
So this changeling who ran the post office on Frostspire Island collected all this mail from children, but nobody to answer, so he decided to do something about it and take over the job.
Bahamut was touched by his effort to answer the mail, and make desperate trips to the mainland, trying to at least please a handful of children.
This is the beginning of a wonderful story...
I thought Santa was a druid. Or was that the 3e build =/
Druids don't know how to conjure a flying chariot if I'm not mistaken, but of course you could multiclass... bring on the build!
I think Mace of Healing is a far better item, considering Holy Healer got a weak daily and a much weaker property. it can't be put on staff though.
yes it's better. But I actually just updated the build to give him Priest's Shield as 2nd at-will and set STR to 8 at level 1 to make sure he deals the lowest possible DPR in the game with 0.75 (22 maxed damage)
The mace of healing unfortunately causes crit damage. Earthroot staff or Feyswarm staff is better, they cause the victim to be dazed or restrained. Holy Healer also causes crit damage. A little pain is OK coming from Santa, but not too much please.
This all looks wonderful.  I love the concept on the build.

It looks like the Mace of Healing was removed from the Character Builder.  But I must wonder, what about Healer's Armor?  Another +6 to all healing powers might be better than gaining whatever defence bonuses you grant to others.

Although, with this feat combo, every time you use healing word you gain a +9 to all defences until the end of your next turn.  Unless the DM is a stickler on the wording and your bonus ends the next time that target is attacked (which is when they loose 7 of it).

Champion's Symbol: I have to question this choice a bit.  You can never use its daily power since you have no impliment powers that deal damage.  But its crit is kind of nice.

Speaking of crits, why are you worried about crit damage?  If the attack deals no damage then you don't apply crit damage.  The book specificly states that additional damage can only be applied if there already is damage to add it to.

As for deity.  Illmater strikes me as the most approrpiate for Santa, but its a Forgotten Realms deity.

Reasoning: Who else but a Martyr would give up everything to the world like Santa Clause does.  He is one selfless guy and suffers a lot for it.
He sure is a selfless guy, but does not suffer for it. In fact,  his main source of joy is the joy he give to childs! I think Tymora would fit better in FR, as any god of joy, happiness and altruism. He may as well being a pantheonist, praying the most appropriate god each time, including evil ones (to ask for not recieving their attention :D )
Actually Play'ng: Nothing. My old party is full of short-sighted racists and sexists (on their own admission), so I left.

The mace of healing is still on the character builder: listed as a weapon of healing in the shop.

Member of Grognards for 4th Edition
True.

Lol, they changed its name, but still restrict it to Maces.


Oh well, lets crunch some numbers on those uber heals.  This is as the OP had it listed when I made this.
Healing Word: Surg +6d6 (base)+8(Healer's Lore)+3d6 (Pacifist Healer)+6(Healer's Implement)+7(Beatific Healer)+25(Golden Halo)+6(Holy Healer's Quarterstaff)=52+9d6(avg 31.5)=+83.5.  This is applied to 2 targets within 20 squares of you, and can even be triggered by one of them dropping to 0.  Each can make a save if adjacent to you.  Both gain +9 to all defences, and so do you (they loose 7 of that after the next attack on them, and 2 of it at the end of your next turn).  One of those targets also gains an extra 2d6 HP from Healer's Gloves.  So, total additional HP restored: 167+2d6(avg 7)=+174  That's in addition to the 2 healing surges. 

That's just one of his 3 Healing Words per fight.  WOW.

Healer's Mercy: Surge +3d6(Pacifist Healer)+7(Pacifist Healer)+8(Healer's Lore)+6(Healer's Implement)+7(Beatific Healer)+25(Golden Halo)=+53+3d6(avg 10.5)=+63.5 to all allies within 5 squares.  All targets also get a save, and can choose to spend an additional surg, and another save if adjacent to you.  One of those targets also gains an extra 2d6 HP from Healer's Gloves.

Healer's Reproof: Surge +3d6+8(base)+3d6(Pacifist Healer)+7(Pacifist Healer)+8(healer's lore)+6(Healer's Implement)+7(Beatific Healer)+25(Golden Halo)+2d6(Healer's Gloves)=+61+8d6(avg 28)=+90 to one ally in burst.  That ally also gets a save against an effect a save will end.  This is in addition to stunning hit enemies in the burst.

Life Lanters: Weaken hit targets (max 3) within 12 (save ends).  Leaves a lantern in the square to daze enemies and/or heal allies.  Heals equal to a surg (without spending one) +8(healer's lore)+6(Healer's Implement)+7(Beatific Healer)+25(Golden Halo)=+46

Return from Death's Door: Trigger: Ally within 27 fails a death save.  Make it a save a heal surg +3d6(Pacifist Healer)+7(Pacifist Healer)+8(Healer's Lore)+6(Healer's Implement)+7(Beatific Healer)+25(Golden Halo)+2d6(Healer's Gloves)=+53+5d6(avg 17.5)=+70.5  They also get to make a save (if adjacent to you).

Healing Spirit: Every time an adjacent or occupying ally (to the spirit, which can be cast 17 away) hits an enemy they heal 16(base)+8(healer's lore)+6(Healer's Implement)+7(Beatific Healer)+25(Golden Halo)=62 

Mass Cure Light Wounds: Each ally within 5 regains HP as if they spent a surg +7(base)+8(healer's lore)+6(Healer's Implement)+7(Beatific Healer)+25(Golden Halo)=53  One of those targets also gains an extra 2d6 HP from Healer's Gloves.

Holy Healer's Quarterstaff: One ally within 12 spends a surg to regain 38(base)+2d6(avg 7)=45.  They also get to make a save (if adjacent to you).

Gloves of Healing: Spend a surg: target gains 42(your surge value) +2d6(avg 7)=49

Pheonix Sash: Trigger: You drop to 0:  Spend a surg(42) +2d6(avg 7)=49

Ring of Tenacious Will: Trigger: you drop to 0: Drop to 1 instead.  If you have reached a milestone you can also spend a surg (42) +2d6(avg 7)=49

Heal Skill: Grant a save or stabalize and they also get to spend a surg.

Edit: Cant belive I forgot to include Astral Seal.
Astral Seal: Next ally to hit the target heals 9(base)+8(healer's lore)+6(Healer's Implement)+7(Beatific Healer)+25(Golden Halo)=55
Thanks so much for crunching those numbers!
I carefully selected the best healing powers and items, but I didn't know he is that strong of a healer.
Regarding the armor, Healer's Armor would add another boost to this over"kill", but you already said it, the defense bonus is invaluable. If you ever dare using this guy in a real game, the DM has no choice but let all monsters focus fire on this guy, and just hope for crits. He can't be dominated (Saint feature) and has some last minute self-rescue options.

Santa is not easy to kill. +2 on all non-AC defenses because of "Saint". Another +2 from "Messenger of Peace" after attacking with powers that don't deal damage (practically all the time.) In addition, enemies within 2 suffer a -2 penalty on attack rolls. He has Robust Defenses (+2). +9 when using Healing Word on an ally (who gets +7). Human would be a better race choice because of the +1 on all non-AC defenses.
I added Helm of Able Defense: +1 to will, and +2 to all defenses until taking damage, and Escape Tattoo (can teleport 3 when suffering a critical hit.)

I'm sure there are ways to increase his defenses even further. Others areas that deserve optimization are resistances and diplomacy.

I like Champion's Symbol because it's fun to dominate monsters. Since he doesn't want to deal damage, he takes their turn away. Not everything must be about healing and defense boosts

You are right about crits not causing crit damage if the attack doesn't cause damage in the first place. Perhaps that opens up some other more interesting options.

Since his healing words pile up so many hit points restored, it will happen every time that the ally who gets healed receives a lot more HP than he needs, exceeding his maximum. Isn't there an item or something that allows him to keep those as temp HP?

Edit: Found it: Cincture of Vivacity
Level: 14 Item Slot: Waist
Property: When you spend a healing surge and regain hit points above your maximum hit points, you can keep the extra hit points as temporary hit points until the end of the encounter.
Yeah, be great to have your tank wearing that.  Though I ran some other numbers. 

The highest I have seen a Warden's HP was around 370 something.  So if he triggers a Healing Word rescue by dropping to 0 he will be healed to about 190, which is 180 away from full, so just over bloodied. 

If you have someone with that much HP, then I recommend healing them just a little low from bloodied, bringing them back to max.

As you can see, the item powers don't get any of the healing bonuses other than the gloves bonus since most of the bonuses require the healing power be divine or cleric.

So the self rescue items are not quite as nice as they might otherwise be, only getting you up to 49 HP (which is easy pickings for some of the things level 30s fight), so you better hope you can survive long enough to get off one of those uber heals.  Maybe that belt you mentioned would be good to wear yourself, so you can over heal yourself for some good temps instead of relying on a 0 popup.

Recomendation: Star of Corellon will allow you to gain an additional use of HW or CD when you hit with it as a daily power.  In addition, it syncronizes well with Corellon's Boon of Arcane Might.  Pick the wizard power of Chilling Cloud (deals only 7 damage if it hits, to a close burst 1 at range 10) to create an area which makes enemies at -2 to attack.  Furthermore, the Boon has a daily that lets you pull off any arcane encounter power up to 23rd level (including utilities), greatly increasing Santa's bag of tricks (invisibility, teleportation, summoning helpers, and all kinds of other goodies that don't have to deal damage), and all of them able to use the Star as their Implement or the staff as their weapon.

And a Club would do less damage in melee than the quarter staff and allow you to hold both the club and the other staff at the same time.
Club is a nice idea. But Chilling Cloud? You want him to PMC into wizard so he can hurt more people?
Star of Corellon is not a bad choice since his Healing Word is so strong.

Anyway, what about his defenses? Are they high enough to survive focus fire in every single encounter? I'm also worried about rare conditions like petrified.
It would not actually be an MC, its just an item.  I picked Chilling Cloud because it would be low damage encounter power (Int mod+Implement=1+6=7), won't hit often (+22 to hit, 1 less than Priests Shield), fit the winter theme, and gives further defencive ability whether it hits or not.  It also fit the idea of Santa always having some trick up his sleave to never get cought.  Since you don't have to choose which encounter power it will be until you use the item's daily it has a vast array of options.  While someone playing this modified build concept could do more damage with it no one playing him as he is intended ever would.

Any time you use Corellon's Boon of Arcane Might I recommend making a list of Arcane Encounter powers that fit the character well and having either their power block or reference listings printed off so you can look them up quickly when you want to use them.  (Learned this from experiance, it takes WAY to long to look through all the books to find which one you want to use in the middle of a fight).

As for Defenses, I think they are all fairly strong, all things considered.  I have never seen anyone but a dedicated defense tank with higher than Santa has.  And since, a) he should have other defenders taking some of it, and b) can heal both himself and the rest of the party at the same time (and gain more defence by doing it), I think its well built.

While I think some of the items might be changed a little, the Feats & powers are great, don't change them at all.  Although, I did just hear about something called Gambler's Word.  Once per encounter you can gain an additional Healing Word when you crit.

And there really is no good defence against those rare debuffs, not without dedicating yourself to them and that would destroy this character.
A couple of major changes. First of all, he is human, not a changeling. The changeling is more a joke.
Human is also grand because St. Nikolaus was human, he has +1 to all non-AC defenses, and gets another feat (Action Surge of course). He also gets +2 on Wisdom.

Also, I realized that Divine Fortune grants a bonus to attack rolls. With Greater Fortune he extends this bonus to allies (burst 1), and that's no good, because his allies will most likely abuse the bonus to do harm. We replace the feat with Gambler's Word, so he gets more use of Healing Word on a crit (thanks for the tip, Thornbrier). Santa is the crit-fishing healer!

Slightly annoying is the 3rd at-will. I take Invigorating Assault. It's melee, so the chance of hitting and causing damage is slim. A crit will still get me all the goodies I want from that, like stunning and getting a free healing word. The effect line is independent from hitting, so no matter what, an adjacent ally gains 9 temp HP. Could be useful at times.
Perhaps look into the new human feat to swap that 3rd at will for a skill power?

Of course, there is the small issue of feat slots...
Well, at least I've still got my Compendium...
What about Greater Divine Fortune?  And of course, if you get rid of that then there is little reason to have Glorious Channeler. 
Greater Divine Fortune I already replaced with Gambler's Word. It's giving me a real headache. I don't really want him to extend attack bonuses to allies. They would abuse it for bloodshed. On the other hand, granting a +3 to hit in a huge aura, like 8 or so, as an encounter power, is just too glorious to pass on, says the optimizer in me.

Glorious Channeler is useful independently from this problem, being able to use Healer's Mercy AND Divine Fortune (on self only) in one encounter.

Swapping out the 3rd at-will for a skill power: I thought about it but where is the feat slot really? Every single feat synergizes so well, it would hurt to replace any of them. Also, the skill powers are not that spectacular, compared to what he already can do.
I was meaning whichever one it is that gives you the +2 bonus to DF.
Quick question:

What is the Golden Halo? I can't seem to find it.
It's from the Saint ED feature Golden Halo (30th level): Holy light streams from your visage. Your halo gives off bright light within 5 squares, and you gain a +2 bonus to Diplomacy checks and Intimidate checks. You can suppress or resume your halo as a free action. In addition, when you use a divine healing power, the recipient regains 25 additional hit points.

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