Tlorrd
06-30-2015, 09:16 PM
Seeing how Warlock/Paladin/Bard have had new implementations/overhauls making them reliably able to solo EE's, here is my take on overhauling the Radiant Servant Enhancement Tree to make clerics more interesting IMHO.
Radiant Servant: A celestial conduit to scourge undead and bring warmth to their fellow comrades.
Seeing as the majority of healing spells are conjuration based and clerics get it as their past life feats, I focused on those to carry the theme of undead scourge/healer. I'm sure a few of my suggestions may be OP'd but what isn't these days. Feel free to comment likes/dislikes, etc. I hope the devs see this and overhaul radiant servant in some way. I have bolded my changes/suggestions and have reordered a few things.
Enjoy!
Core Abilities
1 AP, class level 1: Healing Domain: For each action point spent in this tree, you gain 0.5 Universal Spell Power and 1 Positive Energy Spell Power. (These stack, effectively giving 1.5 Positive Spell Power per point)
5 AP, class level 3: Pacifism: Toggle: You gain 25 Positive Energy Spell Power and 3% Positive Energy Spell Critical Chance, but have -50 Spell Power and cannot critically hit with other spell damage types, and deal -1[W] damage.
- You gain +1% Positive Energy Spell Critical Chance
10 AP, class level 6: Positive Energy Burst: You gain +1% Positive Energy Spell Critical Chance.
Channel Divinity: A wave of positive energy that expands from the caster, healing 1d8 plus 1 per Cleric level to all nearby allies, as well as removing 1d4 negative levels and 1d6 points of ability damage. Undead are instead damaged by the energy, taking 1d8 points of damage per Cleric level - a successful Will save reduces the damage by half. (Metamagic: Empower, Empower Heal, Maximize, Quicken. Spell Resistance: Yes)
20 AP, class level 12: Improved Empower Healing: You gain +1% Positive Energy Spell Critical Chance. The Empower Healing Spell metamagic now grants +100 Positive Energy Spell Power instead of +75.
- Every positive energy spell you cast grants 25 temporary spell points (may happen only once every 60 seconds)
30 AP, class level 18: Positive Energy Shield: You gain +1% Positive Energy Spell Critical Chance.
Channel Divinity: Your living ally receives temporary hit points equal to your Heal skill. Your target also receives +20 Sacred healing amplification from positive energy for the next 60 seconds. (Cooldown: 30 seconds)
- You gain +20% Positve Energy Critical Damage
- Divine Health: You are immune to natural, magical, and supernatural diseases.
41 AP, class level 20: Radiant Servant: You gain +4 Wisdom. Every fifth positive energy spell you cast deals maximum healing and has +50% chance to critical.
- You gain +30% Positive Energy Critical Damage
- You gain +1% Positive Energy Critical Chance
- Celestial Aura: Holy Aura is permanently in effect and can be toggled to be recast every 30 seconds
- You gain DC +2 to your Conjuration spells
Tier One
1. Extra Turning: +1/+2/+3 Turn Undead per rest.
2. Wand Mastery: +25%/+50%/+75% effectiveness of your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DCs of your offensive wands.
3. Divine Cleansing: Channel Divinity: Removes harmful effects from your target. Leaves a lingering immunity to natural and magical diseases and poisons for 12 seconds per-Cleric level. (Cooldown: 2 seconds)
-Rank 1: Removes all Disease and Poison effects.
-Rank 2: Removes all Blindness, Curse, Disease and Poison effects.
-Rank 3: Removes all Blindness, Curse, Disease, Paralysis, Petrification and Poison effects.
4. Healing Hands: SLA Close Wounds (SP cost: 5)
5. Altruism: +1/+2/+3 Concentration, Diplomacy and Heal. Rank 3: You also gain +10 Positive Energy Spell Power.
Tier Two
1. Improved Turning: You count as 1/2/3 levels higher when turning undead. This increases the maximum level of creature you can turn and also increases the total number of hit dice you can turn.
In addition, you add an additional 2/4/6 to the number of hit dice you can turn.
2. Purge Dark Magics: Channel Divinity: Dispels 1/2/3 hostile magical effects from your target. (Cooldown: 6 seconds)
3. Divine Healing: Divine Healing: Your target heals 1d4/2d4/4d4 hp every 2 seconds for 2 seconds per point of Heal skill you possess. (Cooldown: 2 seconds)
4. Efficient Empower Healing: Healing spells cast while the Empower Healing Spell feat is activated cost 1/2/4 fewer spell points.
5. The Hand of God: SLA Deific Vengeance (SP cost: 6/5/4; Cooldown 6/5/4 seconds)
Tier Three
1. Mighty Turning: Undead that you successfully turn are instead destroyed.
2. Intense Healing: Your Positive Energy Spells are cast at +1/+2/+3 caster level
3. Unyielding Sovereignty: Activate: Fully heals all hit point damage done to a targeted ally, and removes ability damage, death penalty effects, negative levels, and the conditions blinded, dazed, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, and stunned. (Cooldown: 5 minutes)
4. Efficient Heighten: Using the Heighten Spell Metamagic costs you 1/2 fewer Spell Point per heightened level.
5. WIS/CHA
Tier Four
1. Endless Turning: Turn Undead uses regenerate at a rate of one every 120 seconds, or 10%/20%/30% faster if it already regenerates.
2. Incredible Healing: The maximum caster level of your Positive Energy Spells are increased by 1/2/3.
3. Reactive Heal: Channel Divinity: The next time your target falls below 25% hit points, they receive 10x Heal skill positive energy healing. A target can only benefit from a Reactive Heal once every 2 minutes (reset by resting). This healing effect is only affected by heal skill. (Cooldown: 6 seconds)
4. DC or Spellpower or Healing Amp: Increase your spellpower or your Difficulty Checks for a spellcaster school or healing amplification
- +1 to DC Conjuration Spells
- +20 Positive Spellpower
- +20 Healing Amp
5. WIS/CHA
Tier Five
1. Celestial Turning: Turn Undead may now banish extraplanar creatures similar to the banishment spell centered on the caster
2. Celestial Smite: SLA: Cometfall (SP cost 30/25/20, Cooldown 12/10/8 seconds)
3. Cure Focus: Your Cure Wounds spells have no maximum caster level.
4. DC or Spellpower or Healing Amp: Increase your spellpower or your Difficulty Checks for a spellcaster school or healing amplification
- +1 to DC Conjuration Spells
- +20 Positive Spellpower
- +20 Healing Amp
5.Positive Energy Aura: Channel Divinity: A positive energy aura envelops you in an aura of healing, positive energy, and affects a number of targets equal to Cleric level. Allies within the aura are healed 1 hit point per 3 Cleric levels as long as they remain within it. Undead enemies are damaged for the same amount. (Cooldown: 6 seconds)
- While this aura is in effect you gain +1 Diplomacy every 3 seconds stacking to a maximum of +5 and Enemies are subject to a weaken will effect -1 every 3 seconds stacking to a maximum of -5
Comment: On Martyrdom: If this is kept, it should cast a reactive heal type thing AND a Resurrection spell to all those around seeing as usually this Radiant Servant should be the last man/woman standing
Radiant Servant: A celestial conduit to scourge undead and bring warmth to their fellow comrades.
Seeing as the majority of healing spells are conjuration based and clerics get it as their past life feats, I focused on those to carry the theme of undead scourge/healer. I'm sure a few of my suggestions may be OP'd but what isn't these days. Feel free to comment likes/dislikes, etc. I hope the devs see this and overhaul radiant servant in some way. I have bolded my changes/suggestions and have reordered a few things.
Enjoy!
Core Abilities
1 AP, class level 1: Healing Domain: For each action point spent in this tree, you gain 0.5 Universal Spell Power and 1 Positive Energy Spell Power. (These stack, effectively giving 1.5 Positive Spell Power per point)
5 AP, class level 3: Pacifism: Toggle: You gain 25 Positive Energy Spell Power and 3% Positive Energy Spell Critical Chance, but have -50 Spell Power and cannot critically hit with other spell damage types, and deal -1[W] damage.
- You gain +1% Positive Energy Spell Critical Chance
10 AP, class level 6: Positive Energy Burst: You gain +1% Positive Energy Spell Critical Chance.
Channel Divinity: A wave of positive energy that expands from the caster, healing 1d8 plus 1 per Cleric level to all nearby allies, as well as removing 1d4 negative levels and 1d6 points of ability damage. Undead are instead damaged by the energy, taking 1d8 points of damage per Cleric level - a successful Will save reduces the damage by half. (Metamagic: Empower, Empower Heal, Maximize, Quicken. Spell Resistance: Yes)
20 AP, class level 12: Improved Empower Healing: You gain +1% Positive Energy Spell Critical Chance. The Empower Healing Spell metamagic now grants +100 Positive Energy Spell Power instead of +75.
- Every positive energy spell you cast grants 25 temporary spell points (may happen only once every 60 seconds)
30 AP, class level 18: Positive Energy Shield: You gain +1% Positive Energy Spell Critical Chance.
Channel Divinity: Your living ally receives temporary hit points equal to your Heal skill. Your target also receives +20 Sacred healing amplification from positive energy for the next 60 seconds. (Cooldown: 30 seconds)
- You gain +20% Positve Energy Critical Damage
- Divine Health: You are immune to natural, magical, and supernatural diseases.
41 AP, class level 20: Radiant Servant: You gain +4 Wisdom. Every fifth positive energy spell you cast deals maximum healing and has +50% chance to critical.
- You gain +30% Positive Energy Critical Damage
- You gain +1% Positive Energy Critical Chance
- Celestial Aura: Holy Aura is permanently in effect and can be toggled to be recast every 30 seconds
- You gain DC +2 to your Conjuration spells
Tier One
1. Extra Turning: +1/+2/+3 Turn Undead per rest.
2. Wand Mastery: +25%/+50%/+75% effectiveness of your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DCs of your offensive wands.
3. Divine Cleansing: Channel Divinity: Removes harmful effects from your target. Leaves a lingering immunity to natural and magical diseases and poisons for 12 seconds per-Cleric level. (Cooldown: 2 seconds)
-Rank 1: Removes all Disease and Poison effects.
-Rank 2: Removes all Blindness, Curse, Disease and Poison effects.
-Rank 3: Removes all Blindness, Curse, Disease, Paralysis, Petrification and Poison effects.
4. Healing Hands: SLA Close Wounds (SP cost: 5)
5. Altruism: +1/+2/+3 Concentration, Diplomacy and Heal. Rank 3: You also gain +10 Positive Energy Spell Power.
Tier Two
1. Improved Turning: You count as 1/2/3 levels higher when turning undead. This increases the maximum level of creature you can turn and also increases the total number of hit dice you can turn.
In addition, you add an additional 2/4/6 to the number of hit dice you can turn.
2. Purge Dark Magics: Channel Divinity: Dispels 1/2/3 hostile magical effects from your target. (Cooldown: 6 seconds)
3. Divine Healing: Divine Healing: Your target heals 1d4/2d4/4d4 hp every 2 seconds for 2 seconds per point of Heal skill you possess. (Cooldown: 2 seconds)
4. Efficient Empower Healing: Healing spells cast while the Empower Healing Spell feat is activated cost 1/2/4 fewer spell points.
5. The Hand of God: SLA Deific Vengeance (SP cost: 6/5/4; Cooldown 6/5/4 seconds)
Tier Three
1. Mighty Turning: Undead that you successfully turn are instead destroyed.
2. Intense Healing: Your Positive Energy Spells are cast at +1/+2/+3 caster level
3. Unyielding Sovereignty: Activate: Fully heals all hit point damage done to a targeted ally, and removes ability damage, death penalty effects, negative levels, and the conditions blinded, dazed, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, and stunned. (Cooldown: 5 minutes)
4. Efficient Heighten: Using the Heighten Spell Metamagic costs you 1/2 fewer Spell Point per heightened level.
5. WIS/CHA
Tier Four
1. Endless Turning: Turn Undead uses regenerate at a rate of one every 120 seconds, or 10%/20%/30% faster if it already regenerates.
2. Incredible Healing: The maximum caster level of your Positive Energy Spells are increased by 1/2/3.
3. Reactive Heal: Channel Divinity: The next time your target falls below 25% hit points, they receive 10x Heal skill positive energy healing. A target can only benefit from a Reactive Heal once every 2 minutes (reset by resting). This healing effect is only affected by heal skill. (Cooldown: 6 seconds)
4. DC or Spellpower or Healing Amp: Increase your spellpower or your Difficulty Checks for a spellcaster school or healing amplification
- +1 to DC Conjuration Spells
- +20 Positive Spellpower
- +20 Healing Amp
5. WIS/CHA
Tier Five
1. Celestial Turning: Turn Undead may now banish extraplanar creatures similar to the banishment spell centered on the caster
2. Celestial Smite: SLA: Cometfall (SP cost 30/25/20, Cooldown 12/10/8 seconds)
3. Cure Focus: Your Cure Wounds spells have no maximum caster level.
4. DC or Spellpower or Healing Amp: Increase your spellpower or your Difficulty Checks for a spellcaster school or healing amplification
- +1 to DC Conjuration Spells
- +20 Positive Spellpower
- +20 Healing Amp
5.Positive Energy Aura: Channel Divinity: A positive energy aura envelops you in an aura of healing, positive energy, and affects a number of targets equal to Cleric level. Allies within the aura are healed 1 hit point per 3 Cleric levels as long as they remain within it. Undead enemies are damaged for the same amount. (Cooldown: 6 seconds)
- While this aura is in effect you gain +1 Diplomacy every 3 seconds stacking to a maximum of +5 and Enemies are subject to a weaken will effect -1 every 3 seconds stacking to a maximum of -5
Comment: On Martyrdom: If this is kept, it should cast a reactive heal type thing AND a Resurrection spell to all those around seeing as usually this Radiant Servant should be the last man/woman standing