Cyberhawk said:If there's a lot of undead in the campaign you definately want Extra Turning
Um, yeah. Like I said earlier.Cyberhawk said:If there's a lot of undead in the campaign you definately want Extra Turning.
Hella_Tellah said:I recommend that players who run a caster and are confused about feat choice grab up a few item creation feats. Scribe Scroll allows a cleric to carry around some of the neat utility spells the class offers, without having to prepare them or sacrifice them for healing. Craft Wand or Staff will save the party TONS of cash on healing. Most important, though, is Craft Magic Arms and Armor. I like having Wizards and Clerics grab this feat because they use their abilities to strengthen the entire party. The player running a melee character is glad to have the Cleric around every time she swings her guisarme, but it's still her character who's bringing the pain. This is a much better group dynamic than what the Divine Power metamagic Cleric brings to the table. The Cleric is really doing a lot of good for everyone at the table, but he's not taking the spotlight off of other characters, as the more powerful classes are wont to do.
kenobi65 said:I don't disagree with this, but the one caveat I'd give (having a frustrated cleric player at my table for this very reason) is that, if the other players don't agree that this is benefitting the whole group, and chip in for the cleric's cost in scribing scrolls, crafting wands, etc., the cleric player could easily wind up feeling screwed over.
In the case of Craft Magic Arms and Armor, I think it should go without saying that the fighter would be paying the costs (GP costs at least) for having his guisarme enhanced.
Quicken Turning.Cyberhawk said:If there's a lot of undead in the campaign you definately want Extra Turning.