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5 months ago ::
Jan 17, 2013 - 10:37AM
#231
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Date Joined:
Mar 23, 2008
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I have this build in a campaign that we haven't played in ages (DM has been busy moving), but it seems we might with a little luck start it up again soon. I made this build on lvl 9 and have leveled up to lvl 12 since the start of the campaign. Seeing how long it has been the DM will probably be pretty tolerant in allowing some small changes.
So besides the build as it stands i was wondering if anything new has come up in the last year or so that I really should look at becuase it would be good for the build.
So about the build itself. My idea behind the build was that our DM complained we were always taking so many extended rests. We agreed, but if you have no healingsurges and you have the chance why not take that rest? Now from a leaders perspective how can you make sure that the party uses none or only a few healing surges so the party needs a lot fewer extended rests. I felt surgeless healing was the way to go with making the bonushealing as big as possible as a secondary goal. And this build is pretty much me trying to get as much out of that idea as possible.
No theme or big background atm and the Symbol of Ravenkind is an custom item I got in the campaign.
PS: Distant advantage is becuase it's a party of six and four of them are melee so there is almost always a monster flanked
Sorashana, level 12 Kalashtar, Cleric, Messenger of Peace Build: Shielding Cleric Cleric: Healer's Lore Kalashtar: Heal Bonus Background: Birth - Blessed, Embalmer, Early Life - Child Prodigy, Society - Poor, Parentage - Monk Business, Ward of the Temple (+2 to Heal)
FINAL ABILITY SCORES Str 14, Con 11, Dex 14, Int 9, Wis 21, Cha 20.
STARTING ABILITY SCORES Str 13, Con 10, Dex 13, Int 8, Wis 16, Cha 15.
AC: 27 Fort: 22 Reflex: 23 Will: 27 HP: 78 Surges: 7 Surge Value: 20
TRAINED SKILLS Religion +10, Diplomacy +16, Insight +18, Heal +20
UNTRAINED SKILLS Acrobatics +7, Arcana +5, Bluff +11, Dungeoneering +11, Endurance +5, History +5, Intimidate +11, Nature +11, Perception +11, Stealth +7, Streetwise +11, Thievery +7, Athletics +7
FEATS Cleric: Ritual Caster Level 1: Pacifist Healer Level 2: Holy Symbol Expertise Level 4: Shield Proficiency: Light Level 6: Healer's Implement Level 8: Superior Implement Training (Accurate symbol) Level 10: Improved Defenses Level 11: Assured Healing Level 12: Distant Advantage
POWERS Channel Divinity: Healer's Mercy Channel Divinity: Favor of the Gods Cleric at-will 1: Sacred Flame Cleric at-will 1: Astral Seal Cleric encounter 1: Bane Cleric daily 1: Beacon of Hope Cleric utility 2: Return from Death's Door Cleric encounter 3: Hymn of Resurgence Cleric daily 5: Consecrated Ground Cleric utility 6: Stream of Life Cleric encounter 7: Denunciation Cleric daily 9: Rebuke Violence Cleric utility 10: Reverent Mettle
ITEMS Ritual Book, Healer's Brooch +2, Mace of Healing +2, Light Shield, Parry Gauntlets (heroic tier), Belt of Vigor (heroic tier), Potion of Healing (heroic tier) (3), Residuum (Any) (30), Healer's Finemail +3, Spellbook, Adventurer's Kit, Everburning Torch, Accurate symbol (2), Accurate symbol of Ravenkind RITUALS Gentle Repose, Comrades' Succor, Enchant Magic Item, Transfer Enchantment ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
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5 months ago ::
Jan 17, 2013 - 11:56PM
#232
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Date Joined:
Apr 28, 2012
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So about the build itself. My idea behind the build was that our DM complained we were always taking so many extended rests. We agreed, but if you have no healingsurges and you have the chance why not take that rest? Now from a leaders perspective how can you make sure that the party uses none or only a few healing surges so the party needs a lot fewer extended rests. I felt surgeless healing was the way to go with making the bonushealing as big as possible as a secondary goal. And this build is pretty much me trying to get as much out of that idea as possible.
Unfortunately, that's the wrong way to think about it, tactically. The reason you're running out of Healing Surges is that you're taking too much damage. The reason you're taking too much damage is that enemies are getting off too many attacks. The solution to that problem is Buffing Allies, Debuffing Enemies, and Dealing more Damage.
Pacifist Healer, and the Healic concept, is interesting, and not terribad if you choose the right powers, but it is inherently flawed and weaker than any of the more stereotypical Clerics.
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5 months ago ::
Jan 18, 2013 - 4:54AM
#233
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How is your party composition like, PestilenceX?
Chauntea/Lathander/Torm Cleric since 1995 My husband married a DM - καλὸς καὶ ἀγαθός
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5 months ago ::
Jan 18, 2013 - 5:42AM
#234
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Date Joined:
Mar 23, 2008
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@Nausicaa The party consists of a fighter (main defender), a bow ranger, a charging barbarian, an avenger, a runepriest (focussing on melee) and the cleric above.
@Backmash Well obviously as a party I would have probably gone for a diferent tactic, but I only had my own build to work with. As you can see debuffing is indeed also a large part of the build, but then again isn't that true for most pacifist clerics?
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5 months ago ::
Jan 18, 2013 - 7:28AM
#235
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Date Joined:
Jun 30, 2008
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Most of the following assumes you have access to dragon:
I have come to the conclusion that every heroic tier pacifist cleric should have either cause fear (assuming you have at least one good OA in the group) or prophetic guidance and its not a bad idea for them to have both at level 3.
That's the closest the implement cleric gets to enabling in heroic and having your barbarian, fighter, runepriest and avenger taking OAs at the fleeing target is going to be a bigger and immediate boost to your party damage than Bane. And doesn't require you to boost Cha that much to be effective.
I would also lose divine fortune for favor of the gods. A reroll after a miss is better than +1 to a roll beforehand. I like battle clerics lore more too.
my handbooks & builds
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5 months ago ::
Jan 18, 2013 - 7:32AM
#236
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Date Joined:
Apr 28, 2012
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Or you can drop the Pacifist stuff, and not limit yourself to powers that don't deal damage, including being able to pick up a daily version of Hail of Steel at level 5.
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5 months ago ::
Jan 18, 2013 - 8:01AM
#237
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Date Joined:
Mar 23, 2008
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@Backmask I know the Pacifist healer feat isn't that great a feat, but I love the flavor of the feat and dropping that would roleplayingwise not be possible seeing I already played Sorashana. @GelatinousOctahedron Favor of the gods is indeed way better so concider that one changed. Battleclerics lore is awesome and if I ever play another cleric I will definately use that, but seeing I want to keep wearing chain for as long as possible (healers armor), already have a light shield and am really just obsessing with healing, healers lore just fits better. Cause Fear is an interesting suggestion. With all the melee people in the party it might indeed be better then Bane
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5 months ago ::
Jan 19, 2013 - 7:51PM
#238
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Date Joined:
Aug 27, 2009
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@PestilenceX
A single feat should have zero bearing on how you roleplay your character, mechanical choices are completely separate from how you choose to RP. Making poor mechanical choices for flavor's sake is a bad idea, and will make you less happy when the crunch is tested.
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5 months ago ::
Jan 19, 2013 - 9:18PM
#239
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Date Joined:
Jan 27, 2009
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So about the build itself. My idea behind the build was that our DM complained we were always taking so many extended rests. We agreed, but if you have no healingsurges and you have the chance why not take that rest? Now from a leaders perspective how can you make sure that the party uses none or only a few healing surges so the party needs a lot fewer extended rests. I felt surgeless healing was the way to go with making the bonushealing as big as possible as a secondary goal. And this build is pretty much me trying to get as much out of that idea as possible.
-your post PestilenceXI'm not going to comment on the build since i really have no idea how to go about building a and have never played a Pacifist Cleric. I did play in a campaign that lasted from 1-12 and a buddy of mine played a Pacifist and had a hell of a good time keeping our strikers upa nd running. What i will comment on is it seems you and your group really need to freshen up on the extended rest rules. It really is impossible to be taking "too many" since they are quite restricted Spoiler:
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Extended Rest
Duration: An extended rest is at least 6 hours long.
Once per Day: After a creature finishes an extended rest, it has to wait 12 hours before beginning another one.
No Strenuous Activity: A creature normally sleeps during an extended rest but doesn’t have to. The creature can engage in light activity that doesn’t require much exertion.
Regain Hit Points and Healing Surges: At the end of an extended rest, a creature regains all lost hit points and all spent healing surges.
Regain the Use of Powers: At the end of an extended rest, a creature regains the use of expended encounter powers and daily powers.
Action Points: At the end of an extended rest, a creature loses any unspent action points, but starts fresh with 1 action point.
Interruptions: If anything interrupts a creature’s extended rest, such as an attack, add the time spent dealing with the interruption to the total time the creature needs to spend in the extended rest.
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5 months ago ::
Jan 19, 2013 - 10:40PM
#240
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Date Joined:
Feb 26, 2011
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DM controls extended rests basically. I wont go on my usual tirade about what a freaking waste pacifist clerics are. However I will say that the DM is 100% in control over Extended Rests. Why? Becuase he can easily put in situations where its either
1. Unsafe to 2. You would fail something important (someone would die, the world will end, etc.)
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