All content on this website, including dictionary, thesaurus, literature, geography, and other reference data is for informational purposes only. Jan 21, 2009 To that end, I'm thinking of making a Cleric of Pelor, and possibly then going into the 'Radiant Servant of Pelor' (from CDivine). However, as I've never had to make a Cleric in 3.5, I am somewhat at a loss as to what sorts of Feats I need to be aiming toward as.
- Aug 30, 2020 Divine Healing: Channel Divinity: Your target heals 1d4/2d4/4d4 hp every 2 seconds for 2 seconds per point of Heal skill you possess (no initial tick).(Cooldown: 2 seconds) Note: Rank 1 ticks every 2 seconds, while Ranks 2 and 3 both tick every second. This is capable of affecting your targets even if they are blocked by a wall or any other object (verified).
- Mayaheine is a servant and paladin of Pelor, and her faith serves as a more strongly martial complement to Pelor's church. Her relationship with Heironeous is more uncertain, but most of their respective clergy sees their roles as complementary, Mayaheine as protector and Heironeous as the one who marshals the hosts to battle.
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Alchemist | Artificer† — Dog | Barbarian | Bard | Cleric |
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Apo — Bom — VCh | AT — BE — RM | FB — OS — Rav | SB — SS — WC | DD — RS — War |
Druid — Wolf | Fighter | Favored Soul† | Monk | Paladin |
NW — NP — SH | Ken — StD — Van | AoV — BoH — War | HeM — NiS — Shi | KotC — SaD — Van |
Ranger | Rogue | Sorcerer | Wizard | Warlock |
AA — DWS — Tem | Ass — Mec — TA | AS – ES – FS – WS – EK | AM — EK — PM | ES — SE — TS |
Falconry† ~ Illusionist† ~ Harper† ~ Inquisitive† ~ Vistani†
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Reaper |
Aasimar | Dragonborn | Drow | Dwarf | Elf / W-Elf(& AA) | Gnome |
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Half-Elf(& AA) | Half-Orc | Halfling | Human | Tiefling | Warforged |
Bladeforged | Deep Gnome | Morninglord(& AA) | PDK | Scoundrel | Scourge | Shadar-kai |
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Radiant Servant enhancements[edit]
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Core abilities[edit]
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)
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AP Cost: 1 | Ranks: | Progression: 0 | Requires: Cleric 1 |
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.
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AP Cost: 1 | Ranks: 1 | Progression: 5 | Requires: Cleric 3, Healing Domain |
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) |
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Requires: Cleric level 6, Pacifism |
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.
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AP Cost: 1 | Ranks: 1 | Progression: 20 | Requires: Cleric level 12, Positive Energy Burst |
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. While these hit points remain, your target receives +10% Sacred bonus to healing they receive from positive energy. (Cooldown: 30 seconds)
'Bug': the actual effect is: while these hit points remain, your target receives +20 Sacred bonus to Healing Amplification. (Visible on buff tooltip and on character sheet. Tested August 2020.)
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AP Cost: 1 | Ranks: 1 | Progression: 30 | Requires: Cleric level 18, Improved Empower Healing |
Radiant Servant: You gain +2 Wisdom. Every fifth positive energy spell you cast deals maximum healing and has +50% chance to critical.
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AP Cost: 1 | Ranks: 1 | Progression: 40 | Requires: Cleric level 20, Positive Energy Shield |
Radiant Servant Of Pelor Build
Tier One[edit]
Requires Healing Domain, Cleric Level 1
Extra Turning: +1/+2/+3 Turn Undead per rest.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
Wand and Scroll 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. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
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)
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AP Cost: 2 | Ranks: 3 | Progression: 1 | No requirements |
Bliss: When you use a Turn Attempt for any reason, you gain 3/4/5 Temporary Hit Points for each Healing Core Ability you possess.
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AP Cost: 2 | Ranks: 3 | Progression: 1 | No requirements |
Altruism: +1/+2/+3 Concentration, Diplomacy and Heal. Rank 3: You also gain +10 Positive Energy Spell Power.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
Tier Two[edit]
Requires Cleric Level 2, 5 APs spent in tree
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. |
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Requires: Extra Turning |
Mighty Turning: Undead that you successfully turn are instead destroyed.
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AP Cost: 2 | Ranks: 1 | Progression: 5 | Requires: Improved Turning |
Purge Dark Magics: Channel Divinity: Dispels 1/2/3 hostile magical effects from your target. (Cooldown: 6 seconds)
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Requires: Divine Cleansing |
Divine Healing: Channel Divinity: Your target heals 1d4/2d4/4d4 hp every 2 seconds for 2 seconds per point of Heal skill you possess (no initial tick). (Cooldown: 2 seconds)
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AP Cost: 2 | Ranks: 3 | Progression: 5 | No requirements |
Efficient Empower Healing: Healing spells cast while the Empower Healing Spell feat is activated cost 1/2/4 fewer spell points.
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AP Cost: 2 | Ranks: 3 | Progression: 5 | Requires: Empower Healing Spell |
Tier Three[edit]
Requires Cleric Level 3, 10 APs spent in tree
Intense Healing: Your Positive Energy Spells are cast at +1/+2/+3 caster level.
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AP Cost: 2 | Ranks: 3 | Progression: 10 | No requirements |
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)
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements |
Martyrdom: Toggle: When you are killed, four turn attempts are expended. All nearby living allies and enemy undead receive 250/500/1000 positive energy healing and are affected by your Divine Cleansing ability if you possess it. This healing effect is unaffected by Spell Power. (This ability has no effect if you have insufficient turn attempts when you die.) This ability toggles off on death.
Bug: Martyrdom applies to enemy mobs as well as party members. It also heals for more than it is suppose to (twice as much in this case). |
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AP Cost: 2 | Ranks: 3 | Progression: 10 | Requires: Divine Healing |
Charisma or Wisdom: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements |
Tier Four[edit]
Requires Cleric Level 4, 20 APs spent in tree
Endless Turning: Turn Undead uses regenerate at a rate of one every 120 seconds, or 10%/20%/30% faster if it already regenerates.
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AP Cost: 2 | Ranks: 3 | Progression: 20 | Requires: Improved Turning |
Incredible Healing: The maximum caster level of your Positive Energy Spells are increased by 1/2/3.
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AP Cost: 2 | Ranks: 3 | Progression: 20 | Requires: Intense Healing |
Divine Health: You are immune to natural, magical, and supernatural diseases.
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AP Cost: 2 | Ranks: 1 | Progression: 20 | No requirements |
Charisma or Wisdom: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: Charisma or Wisdom (Tier 3) |
Tier Five[edit]
Requires Cleric Level 5, Character Level 12, 30 APs spent in tree
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) (Metamagic: Empower Heal)
Note: Each tick refreshes on-heal abilities such as Sacred Touch and Empyrean Magic. |
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AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements |
Cure Focus: Your Cure Wounds spells have no maximum caster level.
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AP Cost: 2 | Ranks: 1 | Progression: 30 | Requires: Incredible Healing |
Reactive Heal: Channel Divinity: The next time your target falls below half hit points, they receive 250 positive energy healing. A target can only benefit from a Reactive Heal once every 3 minutes (reset by resting). This healing effect is unaffected by spell power. (Cooldown: 6 seconds)
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AP Cost: 2 | Ranks: 1 | Progression: 30 | Requires: Martyrdom |
Retrieved from 'https://ddowiki.com/index.php?title=Radiant_Servant_enhancements&oldid=448299'
On our way to New Sporigal, we were attacked by a small band of elves who were unresponsive to conversation. The reason became apparent from the note we retrieved from their corpses – a man with the signature E.D.L. had sent them to kill us. A pentagon shaped seal was on the letter, and in it the symbol of a hand held upright within a circle. It appeared that our movement was known to the enemy.
As the walls of New Sporigal slowly rose in height over the horizon, our pace quickened, anticipating rest and most of all some measure of security. It was the first time I’ve ever seen this city. The walls are six-sided, with a moat running all around it. As we passed under one of the huge gates, the Princess gave us directions to Prince Magtaroth’s abode.
The trip there took us past several bustling city marketplaces. Although such places are not new to me, this was the first time I’ve ever had any significant money of my own to spend. I was always shopping for someone else in the past, usually for the church. My eyes rested on the sign of a blacksmith. Perhaps it is time to get that suit of full plate I’ve always wanted. I also checked with a passerby for the location of the Temple of Pelor.
As we approached the center of the city, our eyes were drawn skyward to the ships floating above us. Flying ships! Impressive as they are, they look no different than a normal ship that sails the waters. One has to wonder at the imagination of the makers of these ships – if they were meant to take to the skies, they hardly needed to adhere to the shape and form or a normal sailing ship. We were later told that the ships kept major shipping lanes open between our nation of Silverhawk and the nations of Annuit and Forestglen.
We reached the Prince’s home and was greeted by Donar, the Captain of the Guard. We were quickly escorted to meet the Prince himself, who greeted us warmly and was absent-mindedly ignoring his own sister. Later he realized that his sister was standing right nearby and quickly gave her a hug. (OOC: DM focused too much on PCs lol) We recounted to him our adventures thus far. It appears that our villain is not a complete mystery to the prince.
The tattooed man we had encountered in the goblinoid lair is called Eldarrmirri – a known criminal who has been convicted for the crimes of kidnapping, arson, and the misuse of magic among others. The Prince is of the opinion that this man is an imposter, and not really a representative of the nation of Dol’guldur. The Prince has friends in Dol’guldur, and from his information, he doubts that they were responsible. Eldarrmirri is the last surviving member of the noble family of Gryphonheart, and was an orphan. This fact softened my view of him a little. A child, left alone in the world. Had circumstances been different, he might have ended up at my old orphanage and known familial love despite not having blood family.
Eldarrmirri is also a member of Artamous, a known criminal syndicate that operates around these parts. We showed the Prince the letter, and he confirms that our road attackers were commissioned from Artamous. Perhaps that is where we should start our search.
Before we began, I visited the Temple of Pelor to offer prayers. I managed to purchase a moderately powerful healing wand from one of the clergy who had a few to spare. I then followed my party mates around the city as they shopped. I purchased a suit of full plate from the blacksmith, and a magical heavy mace. I also purchased myself a light brown robe to cover the armor. Perhaps disguising how well armored I am would serve as an excellent surprise tactic when faced with the enemy.
Our party’s quiet dwarf wizard helped me pay some of the cost of my weapon. Perhaps constantly saving the party’s life have increased my worth in his eyes. Of all my party members, he appears to be the one most actively haggling with the shopkeepers, demanding lower prices, and meticulously going through every item available to ensure that he only received the best.
Later that night, we approached a seedier part of town as suggested by the Prince. The Murder Row proved to be a place that thrives most when the guiding light of Pelor is absent. I stepped warily in the alleys of this district, the clanking of my armor all too loud in my own ears. We were not very surprised when we were ambushed yet again. Considering that the Princess is not with us at that point in time, we can only assume that we have become assassination targets of our own. I smiled lightly at that thought. Let the darkness know well the wielders of light!
After a light battle, we overpower our would be assassins. I stood aside as Marcus and Elrion wrung information out of one of the kobold spellcasters that attacked us. Apparently, the secret sign of the Artamous is a flapping motion, followed by a diamond symbol, and then a clenched fist. How odd. We were also told of the Severed Finger, a tavern around these parts which serves as the entrance to the Artamous base.
As the others were debating what to do with the kobold, I gave it a solid whack on the head, ending it’s life. We had no way of making sure that the kobold did not escape, and it had shown no signs of remorse for goodness knows what foul deeds it has carried out within its lifetime. It is best if I sent him to rejoin his God, whichever it is that he may serve.
Radiant Servant Of Pelor Build
The kobold’s information proved to be true however. It gained us entry into the cellar of the Severed Finger. We managed to convince the barkeep that we were aspiring members who have learned the password from a sponsor within their organisation. Twisting the third bottle on the top row of the third wine rack in the cellar opened a secret passageway.
Our ruse quickly ended there however – the Artamous members within the base itself have been given our descriptions and recognized us as targets instantly. We fought our way past a myriad of Artamous members from every race – goblins, elves, dwarves, humans, kobolds, and even ogres, not without sustaining some serious injuries ourselves. I thankfully clutched the healing wand close to me and provided aid where it was needed.
The Artamous are quite well equipped, a fact with some of my companions noted with glee. I found it quite amusing however that two weapons we found in some of the room still had a price tag attached to it, with a clear description of their magical properties. (OOC: DM accidentally said, “You find a +1 rapier…”)
We also found several flat metal symbols located in some bird-sized cages in the complex. A maze in a circle in a triangle, and a tree in a triangle in a square. A letter attached to one of them admonished the holder not to lose the key in order to be able to access the Master’s chamber. Some ways into the Artamous base, we managed to extract the name of this ‘Master’ from another kobold – a spellcaster named Vilmar who kept a pet spider, and is preceded by three of his generals. When asked if the man was bald or tattooed, the kobold recognized our description as one ‘Eldy’ who is the “master’s good friend.”
Radiant Servant Of Pelor Builders
Considering that both myself and the wizard were out of spells, the party decided to retreat and return once we have gained some rest. We should have taken a significant chunk out of this Artamous organisation. But whatever it is, we were now quite familiar with most of their base. I was tempted to kill this second kobold. However this one was cooperative and begged for his life. Mercy is a lesson I have learned the hard way. We tied him up and threw him into one of the pit traps instead. Let his friends find him. If he chooses to walk away, then he may keep his life. If we see him again in battle however, my mace would still be just as heavy…