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Post by chainlink on Apr 9, 2007 17:17:24 GMT
No reason at all to take fighter over paladin unless you want your reflex save to suffer even more as you're giving up between +5 and +8 on all your saves (depending on your starting Cha). You'll really want to max the dc of your offensive spells so I'd take Kenku if possible and extra feats are always useful no matter what the build.
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Post by illandous on Apr 9, 2007 17:52:52 GMT
The Cure and Inflict spells are the only ones that rely on the Heal skill. Correct? I've been browsing through the forums on spell changes and those are the only ones that I see are affected. Is this correct?
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Post by Bakchuda on Apr 9, 2007 20:30:42 GMT
The "regen" portion of Healing Circle is also Heal-skill based.
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Post by khaine on Apr 9, 2007 20:45:22 GMT
Oh yeah, I meant to post about one thing - I recall that maybe a third of the way down page 2 cath mentioned that which spells you sometimes preper, and mentioned inflicts.... but why? do you mean that thats what you use, because there doesn't seem to be any point in prepering, or am I missing something about spontaneous cures/inflicts?
xD.
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Post by dodrudon on Apr 9, 2007 21:24:48 GMT
The "regen" portion of Healing Circle is also Heal-skill based. It also requires 60 levels of pure cleric to have the regen effect, which costs you evasion, paladin feats, as well as cha mod bonus to saves.
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Post by borges on Apr 9, 2007 21:42:40 GMT
The "regen" portion of Healing Circle is also Heal-skill based. It also requires 60 levels of pure cleric to have the regen effect, which costs you evasion, paladin feats, as well as cha mod bonus to saves. This isn't correct. The spell description reads: "...to a maximum of 1d8 + 720 points at casterlevel 60; in addition to it's normal healing, this spell continues to heal all allies ..." not "at casterlevel 60, in addition to it's normal healing ..." Ahh, punctuation.
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Post by dodrudon on Apr 10, 2007 1:26:21 GMT
It also requires 60 levels of pure cleric to have the regen effect, which costs you evasion, paladin feats, as well as cha mod bonus to saves. This isn't correct. The spell description reads: "...to a maximum of 1d8 + 720 points at casterlevel 60; in addition to it's normal healing, this spell continues to heal all allies ..." not "at casterlevel 60, in addition to it's normal healing ..." Ahh, punctuation. AHH I coulda SWORN there was a newline there..... Okay, guess my cleric's usefulness just tripled....
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Post by illandous on Apr 11, 2007 17:57:35 GMT
Hmm.. Trying a build with Kenku and with my intell at only 11 (after the ajustment) I can only max out 2 skills? Is this right? I'll end up with 88 points to distribute on lvl 40? (I would on the monk lvl put 40 points to max out concentration and tumble, but I've seen posts talking about the ability to max out Disipline and 40 points of tumble and have some left for healing also (Looks like I will not be able to do this on a caster build)
Just seems like strange results from what others are posting. I admit I'm missing something. Just don't know what.
Humans would get 131 skill points it looks like, however then would you take healing or Dicipline to max out on a caster cleric?
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Post by borges on Apr 11, 2007 18:56:49 GMT
I went human Kenku, which is 131 points:
43 concentration 43 discipline 40 tumble 5 heal
In legendary levels, you get 3 points per level and spend 1 on concentration and 2 on heal, so final skills are 63 conc and 45 heal.
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Post by dodrudon on Apr 11, 2007 22:30:28 GMT
You'll want to max Concentration DEFINITELY, Discipline and Heal come at a close 2nd (that regen on healing circle can be party savers), and tumble comes last, for the few extra AC. I rank that as least important because your equipment choices will be determined by items that give spell slots, not necessarily those that give AC, so your AC might suck.
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Post by cathedralmaster on Apr 11, 2007 23:22:28 GMT
You'll want to max Concentration DEFINITELY, Discipline and Heal come at a close 2nd (that regen on healing circle can be party savers), and tumble comes last, for the few extra AC. I rank that as least important because your equipment choices will be determined by items that give spell slots, not necessarily those that give AC, so your AC might suck. I'd rank tumble as being second most important behind concentration - clerics get no conceal and only stoneskin as far as damage reduction goes - you need all the ac you can get if you want to stay upright. Spell slots are worthless if your dead and can't cast.
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Post by chainlink on Apr 12, 2007 8:34:44 GMT
If you do max concentration (and I would definitely advise this) at some point in the module you will still see the 'Concentration failure' message occasionally so it depends how far you intend going with your build. This is from somebody who's completed Cania with a cleric.
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