
Colette Brunel |
Make no mistake: the presence of a cleric in a party, especially a pure caster cleric, means that the party can stay topped off in hit points even after grueling battles. It is why every party wants a positive energy cleric if they intend on tackling more than two encounters a day. But why stop there? Why not see how well a cleric can contribute even with mid-battle healing?
We will need a cleric of Sarenrae for this, because she is one of the two deities who offers the Healing domain, and also because she offers the Truth domain, good for social scenes. The Healing domain's healer's blessing grants +2 healing per die in heal, thus making heal even more cost-effective, both in and out of combat.
I am avoiding fire ray because, as I recently learned, it does not deal double damage on a critical hit. I am likewise eschewing Communal Healing and Improved Communal Healing, because I do not think they grant that much in the way of additional meaningful healing. I am also avoiding mundane healing, because I just do not think it is worthwhile.
For this build, I am not going to bother listing down trained skills, skill increases, skill feats beyond the first, ancestry feats beyond the first, and general feats. Those are mostly matters of personal preference.
• Ability Score Priorities: Wisdom for spellcasting ability modifier and Spell Points > Charisma for positive energy pool > Dexterity for AC and ray of frost attack rolls > Constitution for hit points and Fortitude > Intelligence for trained skills > Strength for nothing.
• Ancestry: Gnome, for +2 Constitution, +2 Wisdom, +2 Charisma, a meaningless -2 Strength, and First World Magic for ray of frost, giving us an actually decent ranged damage option that can land critical hits.
• Starting Domain: Healing.
• 2nd-level Class Feat: Expanded Domain (Truth), because word of truth can have a big impact on social scenes.
• 2nd-level Skill Feat: Fleet, which is tagged as a skill feat, making it fair game. +5 speed helps us get into position.
• 4th-level Class Feat: Selective Energy, so that we can use heal without fear of it helping enemies.
• 6th-level Class Feat: Conical Channel, to give a new shape for heal, helpful given that the three-action version immobilizes us. Alternatively, Advanced Domain, for the Healing domain. This opens up healing font, which lets two spell points be spent in place of a use from the positive energy pool. This significantly upgrades a cleric's ability to throw out multiple heals each day.
• 8th-level Class Feat: Conical Channel or Advanced Domain, whichever was not selected earlier.
• 10th-level Class Feat: Channel Succor, so that the positive energy pool can be transformed into debuff removal.
• 14th-level Class Feat: Fast Channel, to reduce action cost on heal. This is golden.
• 18th-level Class Feat: Deity's Protection, to gain resistance whenever we use a domain power. Alternatively, Divine Will, to help with Will saving throws.
• 20th-level Class Feat: Miraculous Power, for a 10th-level spell slot, and thus 10th-level heals.
How would you improve this build?

Colette Brunel |
Might as well go all the way and get the Battle Medic and Natural Medicine skill feats. Maybe even Magical Crafting to make sure your staff of healing is always at it's highest possible level.
Mundane healing and staff/wand-based healing are redundant by that point with the positive energy pool, unfortunately.

MaxAstro |
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"The ultimate healbot cleric"
"I'm not bothering with mundane or staff/wand based healing"
These statements sound conflicting to me. You are either perfect, or you're not Vegeta perfect. If there is more heal or more bot you could add to your healbot, then it is not the ultimate healbot.

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I think you should invest in the advanced healing domain because it lets you use 2 spell points to channel. This is a better use of spell points then the basic healing domain bonus.
I was thinking of a human cleric of sarenrae with a staff of fire (though a lesser staff of healing will help convert resonance to more healing without expendables). Use the human "natural ambition" ancestry feat so you can grab L1 Cleric feats. Then spec into a wizard multi-class so you have some more utility/spells and another spell point. At L10 you'll have:
Channel Pool - 6 Casting (3 CHA + 3)
Spell Points - 4 Castings (4 WIS + 1 Multi-class + 2 Advanced Domain + 1 Fire Domain = 8, 2 spell points per casting for the power).
So that is 10 castings of heal without dipping into your 1xL1/L2/L3 wizard spells or 3xL1/L2/L3/L4/L5. It also means you can grab cantrips via staves or human ancestry feats if you prefer.
For me it would look like:
L1 - Natural Ambition (Healing Hands) - This bumps your healing and scales slowly with your level.
L2 - Wizard Dedication Feat (grab your ray of frost this way and electric arc)
L3 - General feat - take Ancestral Paragon (extra human L1 feat) - Take Adapted Ancestory to swap a cleric cantrip for any other cantrip from another list (i.e., grab ray of frost or electric arc off your main class) or another Natural Ambition for a level 1 class feat.
L4 - Advanced Domain (healing) - so many extra heals at this point (bumps spell point pool by 2 as well).
L5 - Natural Ambition (Ray of Fire or Word of Truth) to get 1 more spell point.
L6 - Wizard Basic Spell Casting (up to L3 spells at L8)
L7 - General feat (could do something similair to L3 but its probably better to shore up reflex or grab toughness).
L8 - Selective Energy
L10 - Channeled Succor
L10 - Natural Ambition (Communal Healing or Holy Castigation)
L11 - General Feat
L14 - Wizard Expert Spell Casting
L15 - Ancestry Feat
L15 - General Feat
L18 - Wizard Master Spell Casting
L18 - Ancestry Feat
L20 - Arcane Breadth or a high level Cleric feat.

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You can't take a feat multiple times unless it says so. Natural Ambition does not say so.
Fair enough. Then lets modify it to:
L1A - Half Elf Heritage (5ft and low-light vision)
L2C - Wizard Dedication Feat (grab 2 cantrips of choice)
L3G - Ancestral Paragon - Natural Ambition (Healing Hands)
L4C - Advanced Domain (healing)
L5A - Adapted Ancestry (ray of frost)
L6C - Wizard Basic Spell Casting (up to L3 spells at L8)
L7G - Toughness
L8C - Selective Energy
L10C - Channeled Succor
L10A - Otherworldly Magic (Electric Arc)
L11G - Remarkable Resonance
L14C - Wizard Expert Spell Casting
L15A - Nimble
L15G - Lightning Reflexes
L18C - Wizard Master Spell Casting
L19G - Alertness
L20A - Skilled (2 sills of your choice)
L20C - Arcane Breadth or a high level Cleric feat.
Skill feats I would probably recommend focusing on knowledge skills early on since you'll have both Arcana and Religion (i.e., quick identification, recognize spell). I wouldn't even bother with battle medic. There is a big failure chance at DC20 until around L10 and at that point 1d10 isn't that amazing. It'd be okay going survival as well since that is a class skill sarenrae gives.