My character is finishing out level 6 (Cleric 4/Monk 2), and is (by far) the least effective member of the party. Any suggestions for near-term improvement? Character concept is directed towards Sacred Fist.
Human Cleric 4/Monk 2
Str: 16
Dex: 12
Con: 14
Int: 13
Wis: 18
Cha: 12
HP: 49, AC: 15 (19 w/Mage armor, which is usually up)
Feats: Combat Casting, Knowledge Devotion, Touch of Healing, Improved Natural Attack, (Imp. Unarmed Strike, Stunning Fist, Combat Reflexes)
Domains: Magic, Spell
Equipment: Pearl of Power (level 1), Cloak of Resistance +1, Wand of CLW, Wand of Enlarge Person, Rod of Metamagic (Lesser Extend), ~2k gold.
Rest of the party:
Half-Orc Barbarian/Fighter (Lvl 7; 23 Str, w/a +1 Longaxe - 80+ HP, obscene damage output)
Druid (Lvl 7, Dire Weasel companion & usual menagerie of friends)
Barbarian/Rogue (Lvl 7, dual-wielding bastard swords w/3d6 sneak attack damage)
Ranger/Scout/Initiate of the Bow (Lvl 7, with the Ranger alternate class feature of no companion & things he shoots count as Flanked; 3 shots/round with a +d6 flaming greatbow means d10+d8+d6 damage/shot)
Here're my problems:
--Trying to get buffs cast, in encounters that are moving too fast for me to spend multiple rounds self-buffing.
--I am the "healer," such as there is one. Partially obviated, as I made all the non-casters buy Healing Belts, and potion use is common. I still have a top-level spell slot locked up by a Conjuration(Healing) spell to fuel Healing Touch (so I'll only have 1 usable level 3 non-domain spell/day), and at least one Close Wounds is pretty mandatory.
--The DM is fairly stingy with the loots (expected wealth @ level 6: 13k; actual wealth: ~7.5k).
--The DM gives bonus XP for killing blows, meaning I fall further behind every session (about 500-700 XP). (He also offered bonus XP for healing spells cast in combat, but at a much lower progression than kill bonus, and I had to choose at character creation time which version of bonus I wanted.)
Suggestions? I'm about to hit level 7, meaning Sacred Fist 1 (and access to level 3 Cleric spells). My level 9 feat, assuming I live that long, will be Superior Unarmed Strike (bumping me to 2d8 damage Unarmed), but it'd be nice to be a little more effective before then.
What items should I be hunting, given that I will likely only see about 4k gold/level for the next couple levels? Spell suggestions? (The Rod of Metamagic Extend was purchased initially to boost Mage Armor Duration to 8 hours/casting, so that I could afford to keep it active all the adventuring day; the third charge/day will probably go to Crown of Might, for 10 hours of +2 strength.)
It doesn't help that encounter balance is suffering - the monsters have to be a threat to the more powerful characters, meaning they hit my Monk like a ton of bricks, meaning I either can't afford to stand toe-to-toe with them (bad, for a character who is banned from using weapons), or I have to waste actions self-healing, which is a losing proposition.
Help?