Cleric / Radiant Servant of Pelor / ???


3.5/d20/OGL


Hey all,
I'm currently playing a Cleric 6/Radiant Servant of Pelor 7 and was wondering where to go once I hit RSoP 10. I was thinking about going into Divine Disciple (PGtF) but would like to get some additional feedback.

The campaign isn't especially undead heavy and it will go to 20th level (and possibly beyond) so I'm looking for some advice on what Prestige Class to pick up next.

Please keep any recommendations to WotC core plus Forgotten Realms sourcebooks (NO Eberron or Dragonlance)

Cassandra Morningstar:

CASSANDRA MORNINGSTAR CR 13
Female Human Cleric 6 Radiant Servant of Pelor 7
NG Medium Humanoid
Init +0; Listen +5, Spot +5
Languages Common
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AC 24, touch 11, flat-footed 24
. . (+9 armor, +3 shield, +1 deflection, +1 natural)
hp 82 (6d8+7d6+26)
Divine Health (Ex)
Fort +13, Ref +5, Will +18
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Speed 20ft.
Melee weapon +1 Mace, Heavy +12/+7 (1d8+3) and
. . Dagger +11/+6 (1d4+2) and
. . Masterwork Longsword +12/+7 (1d8+2) and
. . Shield Bash +11/+6 (1d4+2) and
. . Unarmed Strike +11/+6 (1d3+2)
Ranged weapon Longbow, Comp. (Str +2) +9/+4 (1d8+2)
Space 5 ft.; Reach 5 ft.
Base Atk +9/+4; Grp +11

Combat Gear +1 Arrows, +1 Full Plate, +1 Mace, Heavy, +1 Shield, Heavy Steel, Dagger, Longbow, Comp. (Str +2), Masterwork Longsword, Shield Bash
Cleric Spells Prepared (CL 6, +11 melee touch, +9 ranged touch):
7 (DC 22, 1/day) - Holy Star, Sunbeam
6 (DC 21, 2/day) - Heal, Bolt of Glory, Lucent Lance
5 (DC 20, 4/day) - Righteous Might, Break Enchantment, Cure Light Wounds, Mass, Command, Greater, Life's Grace
4 (DC 19, 5/day) - Blessing of the Righteous, Fire Shield, Freedom of Movement, Magic Weapon, Greater, Shield of Faith, Mass, Summon Hound Archon
3 (DC 18, 5/day) - Searing Light, Cure Serious Wounds, Daylight, Light of Wisdom, Light of Venya, Magic Vestment
2 (DC 17, 6/day) - Bear's Endurance, Cure Moderate Wounds, Consecrate, Divine Insight, Hand of Divinity, Light of Faith, Light of Mercuria
1 (DC 16, 7/day) - Cure Light Wounds, Divine Favor, Endure Elements, Light of Lunia, Protection from Evil, Shield of Faith, Sign, Vision of Glory
0 (DC 15, 6/day) - Light, Guidance, Detect Magic, Mending, Create Water, Read Magic
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Abilities Str 15 Dex 10 Con 14 Int 10 Wis 20 Cha 12
SQ Augment Healing, Aura (Ex), Cast Healing spells at +1 caster level, Circlet of Persuasion, Divine Spell Power, Divine Vigor, Divine Ward, Glory, Greater Turning (4/day) (4/day), Healing, Maximize Healing (Ex), Radiance, Spontaneous Casting, Subtype - Human, Sun, Turn Undead (8/day) (Su), Type - Humanoid
Feats Armor Proficiency (Heavy), Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Medium), Augment Healing, Divine Spell Power, Divine Vigor, Divine Ward, Extra Turning, Martial Weapon Proficiency - All, Scribe Scroll, Shield Proficiency, Shield Proficiency, Simple Weapon Proficiency - All, Simple Weapon Proficiency - All
Skills Balance -6, Bluff +4, Climb -4, Concentration +16, Diplomacy +11, Disguise +4, Escape Artist -6, Gather Information +4, Heal +10, Hide -6, Intimidate +4, Jump -8, Knowledge: Religion +9, Move Silently -6, Spellcraft +13, Swim -10
Possessions combat gear plus Alchemist's fire (flask), Antitoxin (vial), Bedroll, Belt of Priestly Might, Circlet of Persuasion, Cleric's vestments, Cloak of Resistance, +1, Dimension Stride Boots, Flint and steel, Gloves of Dexterity, +2, Handy Haversack (31 @ 54.5 lbs), Healer's kit, Holy symbol, gold, Holy water (flask), Mirror, small steel, Periapt of Wisdom, +2, Pouch, belt (empty), Rations, trail (per day), Ring of Protection, +1, Rope, hempen (50 ft.), Signal whistle, Spell component pouch, Sunrod, Tanglefoot bag, Thunderstone, Traveller's Outfit (Free), Waterskin, Whetstone
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Augment Healing +2 dam healed per spell level of Conjuration [Healing] spell cast.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Aura of Warding (Su) All allies within 10 ft gain a +2 morale bonus to Will saves.
Cast Healing spells at +1 caster level You cast Healing spells at +1 caster level.
Circlet of Persuasion +3 competence bonus to CHA-based checks (skills already included).
Divine Health (Ex) Immune to all diseases, including magical ones.
Divine Spell Power Free, burn turn/rebuke & roll turn chk, apply as mod to divine CL for 1 rd.
Divine Vigor Stand, use 1 turn to give +10 ft to speed and X temp Hp for Y mins.
Divine Ward 1/day, 10 min, ward 1+1/used turn ally, use 1 turn, cast tch as short for 24 hr.
Glory +2 bonus to turn undead and +1d6 on the turning damage roll.
Greater Turning (4/day) (4/day) You can perform a Greater Turning against Undead once per day.
Healing You cast healing spells at +1 caster level.
Maximize Healing (Ex) All Healing domain spells are Maximized for free.
Radiance Double illumination radius of light spells, +1 spell level to counter darkness.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Subtype - Human Subtype for a set of humanoids who do not share a common language.
Sun Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
Turn Undead (8/day) (Su) A good cleric can turn undead; an evil cleric can rebuke undead.
Type - Humanoid Unless otherwise noted humanoids have these features.
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Thanks for your help,
Alex


Divine Disciple looks like a very good option, and to be honest, I can't come up with a better one.

The best alternatives I can come up with are:

1. Go back to cleric for one level, then two levels of Thaumaturge, grab divine reach twice to give your cure spells a range of 60ft rather than touch. This will require you to invest 6 more ranks in Knowledge religion and you'll need to take a metamagic feat at 15th level.

2. Take Combat Casting as your 15th level feat, take one level of fighter and pick up Dodge as a bonus feat, then go into Combat Medic. DC 21 Sanctuary as a kicker on your healing spells won't keep the BBEG from killing your recently downed teammates, but it might keep the minions off them.

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