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Holy Smoke! A Cleric's (Templar's) Handbook (by GelatinousOctahedron)
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<blockquote data-quote="Nibelung" data-source="post: 6707076" data-attributes="member: 74499"><p><strong>Originally posted by GelatinousOctahedron:</strong></p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><u>Paragon Feats</u></strong></span></p><p></p><p>Feats I would look at for each build: Gambler's Word, Scale Specialization, Uncanny Dodge</p><p></p><p><strong>Battle</strong> (str/cha): Assured Healing, </p><p><strong>Balanced </strong>(Str/wis) & <strong>Zealot </strong>(wis/con): Armored by Faith</p><p><strong>Lazer & Pacifist</strong>: Armored by Faith, Assured Healing</p><p><strong>Warpriest: </strong>Armored by Faith, Reserve Manuever </p><p></p><p><strong>Cleric Class/Divine Feats</strong></p><p>[sblock]</p><p></p><p><span style="color: #0000ff">Armored By Faith</span> (DP) Temp hit points keyed to wis mod whenever you use a CD power.</p><p><span style="color: #0000ff">Assured Healing</span> (D379) A lot of clerics have healing powers with no effects on a miss, so you get to heal your charisma mod in hp.</p><p></p><p>Clinging Radiance (DP) Good against lurkers</p><p></p><p><span style="color: #800080">Darkfoe</span> (DP) You will not need necrotic resistance enough to make it worthwhile to have it only 1 round some encounters.</p><p></p><p><span style="color: #800080">Dazing Rebuke</span> (D371) Daze undead instead of immobilizing them. </p><p></p><p><span style="color: #800080">Divine Cleansing </span>(DP) This only helps in encounters where you face undead. I do not think Demonbane type powers trigger this.</p><p></p><p>Dragonbane (D378) Divine powers like turn undead also target dragons. </p><p></p><p><span style="color: #0000ff">Extended Healing</span> (DP) If you face large areas then this can be very useful.</p><p></p><p><span style="color: #ff0000">Greater Fortune</span> (DP) This was bad before it was obsoleted</p><p></p><p>Invigorating Critical(DP) In paragon tier laser clerics will be targeting more enemies so are more likely to get crits. It is pretty conditional and has a decent amount of healing.</p><p></p><p>Merciful Power (DP) If you use healer's mercy a lot this is useful since by the time they need it they will likely need to make saves as well. Mark of healing is better.</p><p></p><p>Pervasive Light (DP) If you do not have many radiant power this is pretty useful if you or someone else has a way to do radiant damage, but most clerics with radiant exploits will have too many radiant powers to make it worth it.</p><p></p><p><span style="color: #0000ff">Gambler's Word</span> (D379) This can be even better depending on the build and is <span style="color: #00ccff">skyblue</span></p><p>if you have a <span style="color: #00ccff">Champion's Hau</span><span style="color: #00ccff">berk</span>. By epic this gets better for battle clerics since melee clerics will be critting more and lazer clerics should already be getting crits most encounters if they take a good number of blast/burst powers.</p><p></p><p><span style="color: #800080">Merciful Shift</span> (D378) Healer's Mercy lets allies shift.</p><p></p><p>Radiant Vessel (DP) Boosts healing word with an extra 2d6 after you hit with a radiant power. I like other boosts to healing word more, this is fine if you can squeeze it in.</p><p></p><p><span style="color: #800080">Raven Queen's Outrage</span>(D380) Must worship RQ. Slide undead with radiant attacks.</p><p></p><p>Saving Grace (DP) Sacrifice for your allies. If you have a high wisdom they will almost always save and for death saves you will help them top 20 more often.</p><p></p><p><span style="color: #800080">Swift Turning</span> (DP) If you have lots of opportunities to use turn undead this is worth taking. I like the ones that effect other enemy types more.</p><p></p><p>Undead Ward (D371) Turn undead creates a radiant zone against undead. </p><p></p><p>[/sblock]</p><p></p><p><strong>Racial</strong></p><p>[sblock]</p><p><u></u></p><p><u>Deva</u></p><p></p><p><span style="color: #0000ff">Shared Channeling</span>(D374) Lets allies be effected by some of your personal channel divinity powers, i.e. lets your barbarian use RROT. Depending on what CD powers you took this can be very useful.</p><p></p><p><span style="color: #0000ff">Ascendant Lineage</span> (PHB2) Possible reuse of memory power.</p><p></p><p>Astral Renewal (PHB2) You will use this enough so that most encounters you will get a +2 untyped attack bonus.</p><p></p><p><u>Dragonborn</u></p><p></p><p>Admixture Breath (D365) use two damage types at once. Good for overcoming resistances.</p><p></p><p>Dragonborn Zeal (D365) Lots of prereqs for a pretty decent utility power.</p><p></p><p><span style="color: #0000ff">Empowered Dragon Breath </span>(PHB) Definitely take this if you have been taking the related feats.</p><p></p><p><u>Dwarf</u></p><p></p><p><span style="color: #0000ff">Dwarven Durablity</span>(PHB) More and better surges. This makes sure you are worrying less about healing yourself and more on your allies.</p><p></p><p><u>Eladrin</u></p><p></p><p>Fey step trailblazer(D366) Take an ally with you. Some of the other feystep feats look a little better if you have this.</p><p></p><p>Reactive Feystep (D366) Fey step to stop forced movement.</p><p></p><p>Feywild Protection(PHB) Bonus to defenses after you step. This might encourage you to step into battle rather than away from it</p><p></p><p><u>Elf</u></p><p></p><p>Running Shot (PHB) Encourages mobility</p><p></p><p><u>Githzerai</u> (PHB3) </p><p></p><p>Iron Hands (PHB3) Battle clerics will get enough out of this to make it worth it, but the race is better as ranged clerics.</p><p></p><p>Shared danger sense (PHB3) Group racial bonus to initiative</p><p></p><p>Wind's Fortune(PHB3) Teleport rather than shift when using racial power.</p><p></p><p><span style="color: #00ccff"><strong>Zuokons Centering</strong></span> (D378) You need to mulitclass monk for this and you need to be playing a non-constitution focused build for it to be worth it. But if you meet this condition this is a very good feat. Use your wisdom for surges and hitpoints and in place of strength for athletics and strength checks.</p><p></p><p><u>Goliath</u></p><p></p><p>Unyielding Stone(PHB2) Good temp hitpoints 1/encounter</p><p></p><p><u>Half Elf</u></p><p></p><p><span style="color: #00ccff">Versatile Master</span> (PHB2) Get a third at will. And recover encounter powers.</p><p></p><p><u>Half Orc</u></p><p></p><p>Strength From Pain (PHB2) Extra untyped damage once per encounter.</p><p></p><p><u>Halfling</u></p><p></p><p><u>Human</u></p><p></p><p>Action Recovery (PHB2) Make saving throws when you spend an action point</p><p></p><p><u>Shifter</u></p><p></p><p><span style="color: #0000ff">Beasthide Shifting</span> (PHB2) Gain resist 2 while under shifter power and that is always useful.</p><p></p><p><u>Tiefling</u></p><p></p><p>Fiery Rebuke(PHB) Extra damage with racial power. Fairly useful</p><p></p><p><u>Drow</u>(FRPH) </p><p></p><p><span style="color: #0000ff">Eyedark Strike</span>(FRPG) Use cloud of darkness as a free action.</p><p></p><p><span style="color: #0000ff">Master of Fire and Darkness </span>(FRPG) You can now use both of your racial powers each encounnter.</p><p></p><p>Merciless Killer(FRPG) This is only black if you combine it with feats like distant advantage or have a party that dazes a lot or another way to get CA a lot, since ranged clerics do not get much combat advantage on their own.</p><p></p><p><u>Genasi</u>(FRPH) </p><p></p><p><span style="color: #0000ff">Shocking Flame</span>(FRPG) Battle clerics will want this.</p><p></p><p>Stormrider(FRPG) Speed and hovering are both good.</p><p></p><p><u>Kalashtar</u>(EBPG) </p><p></p><p>Extended Telepathy(EBPG) This one seems a bit campaign dependent</p><p></p><p><span style="color: #0000ff">Quori Backlash</span>Nice punishment for psychic enemies and it keys of wisdom.</p><p></p><p><u>Warforged</u>(EBPH) </p><p></p><p>Improved Immutability(EBPG) End a save ends effect 1/day. The only reason this is rated so low is that it replaces another paragon/epic utility power and that is a big sacrifice. It is a prereq for the good Warforged Fortification epic feat.</p><p></p><p><u>Gnoll</u></p><p></p><p>Fierce Charge(D367) Use at will power when you use your racial charge power. There are other ways to do this depending on what domain you have that might be more versatile, but this is the prereq for the very nice epic Brutal Charge feat.</p><p></p><p>Swift Bite (D367) Extra damage when you bloody someone.</p><p></p><p><u>Minotaur</u></p><p></p><p><span style="color: #0000ff"><strong>Beast Within</strong></span></p><p>(PHB3) +1 to hit/damage when bloodied.</p><p></p><p>Brutal Ferocity (D369) This is not a bad feat, but your at wills benefit your allies more than you so I am not sure that this is going to help much when you drop to O.</p><p></p><p><u>Revenant</u></p><p></p><p>Distant Reaping (D376) Extend the range of your reaping power.</p><p></p><p><strong>Fierce Vitality</strong> (D376) Lets you stay conscious while at 0 a little longer.</p><p></p><p>Reaping Burst(D376) 1/encounter do extra necrotic damage with a blast/burst power to everyone you hit. If you have high con and are a laser cleric this is worth it.</p><p></p><p><span style="color: #0000ff">Resilience of Death</span> (D376) Scaling poison resistance and immunity to disease, but has a feat tax.</p><p></p><p><span style="color: #0000ff">Thin the Herd</span>(D376) Increase the range of your reaping power to include bloodied creatures withinn 10.</p><p></p><p>Unnatural Stamina (D376) get varied, non scaling resistance when you spend a surge and an extra surge.</p><p></p><p><u>Shadar kai</u></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff">Ghostly Rejuvenation</span> (D372) Insubstantial allies!</p><p></p><p>Reactive Jaunt (D372) Shadow Jaunt as a reactive power.</p><p>[/sblock]</p><p></p><p><strong>Weapon/Implement/Armor</strong></p><p>[sblock]</p><p></p><p>Heavy blade opportunity (PHB) How many opportunity attacks do you think you will get as a cleric? Enemies should be running to kill you, not away from you. But with <span style="color: #0000ff"><strong>polearm gamble </strong></span>and a glaive it becomes a different story. Also consider power of skill which is similar, but does a lot more if you have access to the skill domain. </p><p></p><p>Polearm gamble (PHB) This is a consideration since enemies are going to try to get up close to you and you should have the stats for it. But it does not really make you a better leader and you grant combat advantage. Combine it with power of skill or HBO and it gets <span style="color: #0000ff">much better</span></p><p></p><p><span style="color: #0000ff"><strong>Moonbow Prelate </strong></span>(D386) Must worship sehanine and use a bow, Extend range of implement attack powers by 5. </p><p></p><p>Chain Specialization (PHB) Only for those who stuck with healer's lore. <span style="color: #0000ff"><strong>Dark Blue</strong></span></p><p><span style="color: #0000ff"></span>for warpriests.</p><p></p><p><span style="color: #00ccff">Scale Specialization </span>(PHB) this is costs as much as plate proficiency and you lack skill penalties, but requires points in dex.</p><p></p><p>Plate Specialization(PHB) Only for those with high con scores. Does not reduce skill check penalty. Torm warpriests might want it.</p><p></p><p><strong>Thunder's Rumble</strong>/<span style="color: #800080"><strong>Lightning Soul</strong></span></p><p><span style="color: #800080"></span>(HEOC) If you are taking mainly thunder/lighting powers go for this. Thunder's Rumble is a good boost to damage for <strong><span style="color: #00ccff">storm warpriests</span></strong></p><p><strong></strong>for instance.</p><p>[/sblock]</p><p></p><p><strong>General</strong></p><p>[sblock]</p><p>Agile Opportunist (PHB2) Your melee basic attacks are OK if you augment them some. If you have someone in the party that moves you a lot and you are a balanced/battle cleric this gets a lot better.</p><p></p><p><span style="color: #800080">Danger Sense</span>(PHB) Improved init is better (other people have done the math) and this does not stack with the divine oracle's 2 rolls.</p><p></p><p>Devastating Crit(PHB) Not bad. Laser clerics with lots of AoEs are going to be getting a decent number of crits so if you take a lot of <span style="color: #0000ff">large AoE powers</span> this is blue.</p><p>Expansive Burst(PHB3) If you take a lot of burst blast powers, this is OK.</p><p></p><p>Lasting<span style="color: #ff0000"></span></p><p><span style="color: #ff0000"></span>Frost</p><p>(PHB) Almost no cold powers so red for ranged clerics. If you have a cold weapon you can pull off the winter touched combo, but cold weapons are usually not a cleric's best choice.</p><p></p><p>Psychic Lock (PHB) If you have gaze of defiance and a few of the psychic powers this is worth it. Skyblue for <span style="color: #00ccff"><strong>death and oghma domain</strong></span> warpriests.</p><p></p><p><span style="color: #0000ff">Reserve Maneuver </span>(PHB2) A lot of people like this one since it lets them "retrain" a paragon path power that they do not like for a cleric heroic power. If you are happy with your powers, this is probably <span style="color: #800080">purple</span> at best. Warpriests, especially <span style="color: #00ccff"><strong>death domain warpriests</strong></span> and to a lesser extent sun and other domains, this is a good choice if you don't power swap out on poor levels.</p><p></p><p>Uncanny Dodge (PHB) You should have the wisdom for it and it is a useful feat for battle clerics.</p><p></p><p>Vexing Flanker (PHB2) Battle clerics flank enough for this to be worth it, but if your ranged party members have distant advantage then it is not that useful.</p><p></p><p>[/sblock]</p><p style="text-align: center"><span style="font-size: 15px"><strong><u>Epic Feats</u></strong></span></p><p></p><p>Feats I would look at for each build: Divine Mastery, Glorious Channeler, Supreme Healing, Epic Reflexes</p><p></p><p><strong>Battle </strong>(str/cha): Beatific Healer, Punishing Radiance, Radiant advantage, Weapon (Axe, Bludgeon etc.) Mastery, Font of Radiance, Blind Fight</p><p><strong>Balanced</strong> (Str/wis): Punishing Radiance, Radiant advantage, Font of Radiance, Blind Fight</p><p><strong>Lazer</strong>: Beatific Healer, Punishing Radiance, Radiant advantage, Font of Radiance, Epic Fortitude</p><p><strong>Pacifist</strong>: Beatific Healer, Epic Fortitude</p><p><strong>Warpriest & Zealot</strong>: Shared healing, Blind Fight</p><p></p><p><strong>Cleric Class/Divine Feats</strong></p><p>[sblock]</p><p></p><p><span style="color: #00ccff">Beatific Healing</span> (DP) Add your charisma mod to heals. Erratad to only work with powers where PC spends a surge. </p><p></p><p>Divine Health (DP) Poison resistance and no disease.</p><p></p><p><span style="color: #00ccff">Divine Mastery</span> (DP) Recharge an encounter power when you spend an action point.</p><p><span style="color: #800080">Echo Of Letheran</span> (D380) Must worship RQ. Radiant powers also do necrotic damage and gain necrotic keyword. There are probably some exploits out of this, but adding necrotic doesn't help that much.</p><p></p><p>Epic Turning (DP) If you have augmented turning with other feats then keep on with this one.</p><p></p><p>Fires of Heaven (D377) When you do ongoing radiant damage, also do extra ongoing fire damage.</p><p></p><p><span style="color: #00ccff">Glorious Channeler</span>(DP) 2 CDs an encounter. If you have not taken another CD from a domain or other class now is the time.</p><p></p><p><span style="color: #800080">Icon of Hope</span> (DP) Other feats are just more useful.</p><p></p><p>Icon of Purity (DP) Necrotic resistance</p><p></p><p><span style="color: #00ccff">Punishing Radiance</span>(DP) Laser clerics definitely want this, and it is not bad for anyone with radiant powers who potentially crits a lot.</p><p></p><p><span style="color: #0000ff">Radiant Advantage</span> (DP) CA most of the time for your party when you hit.</p><p></p><p><span style="color: #800080">Reactive Healing</span> (DP) Most likely you will have already used healing word before they go to 0. Take supreme healing first.</p><p></p><p>Shared Healing(DP) Community surges. You may have enough surgefree healing to make surges not much of an issue by this point, but con heavy builds might want this.</p><p></p><p><span style="color: #00ccff">Supreme Healing</span> (DP) Doubles the usefulness of healing word. <span style="color: #ffcc00"><strong>Gold</strong></span> for anyone who has not focused much on healing to this point so pacifist can put this off, but this would be one of the first feats most clerics should take in epic.</p><p></p><p>Torm's Radiance(D381) Encounter and Daily powers ignore radiant resistance.</p><p></p><p>[/sblock]</p><p></p><p><strong>Racial</strong></p><p>[sblock]</p><p></p><p><u>Deva</u></p><p>Immortal Prowess (D374) Like Immortal skill, but for attacks.</p><p></p><p>Transcendent Lineage(PHB2) Reroll memory and pick better. Might not want to take this and Immortal prowess since that seems too much.</p><p></p><p><u>Githzerai</u> (PHB3) </p><p></p><p><span style="color: #0000ff">Adamantine Mind</span> (PHB3) Makes Iron Mind twice as good.</p><p></p><p><span style="color: #0000ff">Iron Body</span>(PHB3) Gain damage resistance equal to your wis mod. Nice</p><p></p><p>Peerless Reaction (PHB3) Use second wind as immediate interrupt. I like the other 2 epic feats that help iron mind more, but this is decent for warpriests.</p><p></p><p><u>Gnome</u></p><p></p><p><span style="color: #0000ff">Vanishing Act</span>(PHB2) Teleport out of trouble.</p><p></p><p><u>Goliath</u></p><p></p><p><span style="color: #0000ff">Ancient Stone</span> (PHB3) Gain an extra resist 10 1/encounter</p><p></p><p><u>Half-Orc</u></p><p></p><p><span style="color: #00ccff">Ferocious Critical</span>(PHB2) Big bonus to your next attacks when you crit. You should be critting at least 10% of that time by about now and with action points and close burst attacks you should get this bonus most encounters.</p><p></p><p><u>Shifter</u></p><p></p><p>Burst of Savagery (PHB2) Decent bonus when you end your shifter power.</p><p></p><p><u>Changeling</u>(EBPG) </p><p></p><p><span style="color: #0000ff">Fluid Anaotmy</span>(EBPG) Turn a cirt into a normal hit most of the time. Worth taking and you do not have many other racial feats to pick from.</p><p></p><p><u>Genasi</u>(FRPG) </p><p></p><p><span style="color: #00ccff">Double Manifestation</span>(FRPG) two manifestations at once!</p><p></p><p><u>Kalashtar</u>(EBPG) </p><p></p><p><span style="color: #0000ff">Quori Desperation</span> Keep going when you hit 0 for a round. The only thing is at epic you may have other things that happen when you hit 0 as well.</p><p></p><p><u>Warforged</u>(EBPG) </p><p></p><p><span style="color: #0000ff">Warforged Fortification</span>(EBPG) high prereqs but 1/encounter turn a crit into a normal hit.</p><p></p><p><u>Gnoll</u></p><p></p><p><span style="color: #0000ff">Brutal Charge</span> (D367) Use an encounter power when you use your racial charge power,. But you have to pay a feat tax to get this.</p><p></p><p><u>Minotaur</u></p><p><u></u></p><p><span style="color: #0000ff"><strong>Mythic Senses</strong></span> (PHB3) If you have boosted your perception this is better than the similar initative feats.</p><p></p><p><span style="color: #0000ff">Uncanny Scent</span>(D369) Ignore total concealment and invisibility near you</p><p></p><p><u>Revanant</u></p><p></p><p><span style="color: #0000ff">Eerie Resurgence</span> (D376) Retrain one of your other death saving throw feats for this one.</p><p></p><p><span style="color: #0000ff">Ghostly Vitality</span>(D376) Insubstantial while at zero and get a move action.</p><p></p><p><span style="color: #0000ff">Reaping Renewal</span> (D376) Dark reaping 2/enc.</p><p></p><p><u>Shadar-kai</u></p><p></p><p><span style="color: #0000ff">Spirit Jaunt</span> (D372) Phasing with racial power.</p><p></p><p>[/sblock]</p><p></p><p><strong>Weapon/Implement/Armor</strong></p><p>[sblock] The improved crit feats are worth taking if you have the stats for it. Bludgeon, Flail, and Spear are a bit of an investment in stats, but if you really want to go that route it is worth taking the feat. Color Ratings are by how hard it is to get. These feats are useful partly for the increased damage, but more because you have other epic feats that trigger on a crit (punishing radiance and font of radiance), gamblers word, and weapons have things that happen only a crit. If you are using a high crit weapon this is also a good choice.</p><p></p><p><span style="color: #0000ff">Axe Mastery </span>(PHB) requires moderate con </p><p></p><p>Bludgeon Mastery(PHB) requires high con </p><p></p><p><span style="color: #0000ff">Bow Mastery </span>(PHB2) Only for bow clerics, but no prereqs. This is the only one that works with ranged and area weapliment powers.</p><p></p><p>Flail Mastery (PHB) Requires High dex </p><p></p><p><span style="color: #0000ff">Heavy blade mastery </span>(PHB) Requires moderate dex. </p><p></p><p>Light Blade Mastery (PHB) You are only going to have the dex for this if you went with a non standard build.</p><p></p><p><span style="color: #0000ff">Pick Mastery </span>(PHB) If you are playing a small race this can be worth it.</p><p></p><p>Spear mastery (PHB) Requires High Dex. </p><p>[/sblock]</p><p></p><p><strong>General</strong></p><p>[sblock]</p><p></p><p><span style="color: #0000ff">Blind Fight </span>(PHB) This is worth taking for melee clerics.</p><p><strong><span style="color: #0000ff">Epic Fortitude</span>/<span style="color: #00ccff">Reflexes</span>/<span style="color: #0000ff">Will</span><span style="color: #00ccff"> </span></strong><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span>Your reflex is probably going to be a bit low and these stack with improved defenses. Pacifists and lazer clerics will want to boost fortitude. These are all fine to take for any cleric.<span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span></p><p></p><p><span style="color: #00ccff">Font of Radiance </span>(PHB) Most cleric will have lots of radiant powers by this point and should be getting crits farily often. This makes all that better.</p><p></p><p>Irresistible Flame(PHB) If you took a lot of fire powers, then this is OK.</p><p></p><p><span style="color: #0000ff">Triumphant Attack </span>(PHB) Battle clerics who were able to take an improved crit feat and lazer clerics or other multitarget clerics will want to try to take this, probably after font of radiance.</p><p></p><p>Superior Initiative (PHB3) This helps you catch up to monster's init at epic</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6707076, member: 74499"] [b]Originally posted by GelatinousOctahedron:[/b] [CENTER][Size=4][b][u]Paragon Feats[/u][/b][/size][/CENTER] Feats I would look at for each build: Gambler's Word, Scale Specialization, Uncanny Dodge [b]Battle[/b] (str/cha): Assured Healing, [b]Balanced [/b](Str/wis) & [b]Zealot [/b](wis/con): Armored by Faith [b]Lazer & Pacifist[/b]: Armored by Faith, Assured Healing [b]Warpriest: [/b]Armored by Faith, Reserve Manuever [b]Cleric Class/Divine Feats[/b] [sblock] [COLOR=#0000ff]Armored By Faith[/COLOR] (DP) Temp hit points keyed to wis mod whenever you use a CD power. [COLOR=#0000ff]Assured Healing[/COLOR] (D379) A lot of clerics have healing powers with no effects on a miss, so you get to heal your charisma mod in hp. Clinging Radiance (DP) Good against lurkers [COLOR=#800080]Darkfoe[/COLOR] (DP) You will not need necrotic resistance enough to make it worthwhile to have it only 1 round some encounters. [COLOR=#800080]Dazing Rebuke[/COLOR] (D371) Daze undead instead of immobilizing them. [COLOR=#800080]Divine Cleansing [/COLOR](DP) This only helps in encounters where you face undead. I do not think Demonbane type powers trigger this. Dragonbane (D378) Divine powers like turn undead also target dragons. [COLOR=#0000ff]Extended Healing[/COLOR] (DP) If you face large areas then this can be very useful. [COLOR=#ff0000]Greater Fortune[/COLOR] (DP) This was bad before it was obsoleted Invigorating Critical(DP) In paragon tier laser clerics will be targeting more enemies so are more likely to get crits. It is pretty conditional and has a decent amount of healing. Merciful Power (DP) If you use healer's mercy a lot this is useful since by the time they need it they will likely need to make saves as well. Mark of healing is better. Pervasive Light (DP) If you do not have many radiant power this is pretty useful if you or someone else has a way to do radiant damage, but most clerics with radiant exploits will have too many radiant powers to make it worth it. [COLOR=#0000ff]Gambler's Word[/COLOR] (D379) This can be even better depending on the build and is [COLOR=#00ccff]skyblue[/COLOR] if you have a [COLOR=#00ccff]Champion's Hau[/COLOR][COLOR=#00ccff]berk[/COLOR]. By epic this gets better for battle clerics since melee clerics will be critting more and lazer clerics should already be getting crits most encounters if they take a good number of blast/burst powers. [COLOR=#800080]Merciful Shift[/COLOR] (D378) Healer's Mercy lets allies shift. Radiant Vessel (DP) Boosts healing word with an extra 2d6 after you hit with a radiant power. I like other boosts to healing word more, this is fine if you can squeeze it in. [COLOR=#800080]Raven Queen's Outrage[/COLOR](D380) Must worship RQ. Slide undead with radiant attacks. Saving Grace (DP) Sacrifice for your allies. If you have a high wisdom they will almost always save and for death saves you will help them top 20 more often. [COLOR=#800080]Swift Turning[/COLOR] (DP) If you have lots of opportunities to use turn undead this is worth taking. I like the ones that effect other enemy types more. Undead Ward (D371) Turn undead creates a radiant zone against undead. [/sblock] [b]Racial[/b] [sblock] [u] Deva[/u] [COLOR=#0000ff]Shared Channeling[/COLOR](D374) Lets allies be effected by some of your personal channel divinity powers, i.e. lets your barbarian use RROT. Depending on what CD powers you took this can be very useful. [COLOR=#0000ff]Ascendant Lineage[/COLOR] (PHB2) Possible reuse of memory power. Astral Renewal (PHB2) You will use this enough so that most encounters you will get a +2 untyped attack bonus. [u]Dragonborn[/u] Admixture Breath (D365) use two damage types at once. Good for overcoming resistances. Dragonborn Zeal (D365) Lots of prereqs for a pretty decent utility power. [COLOR=#0000ff]Empowered Dragon Breath [/COLOR](PHB) Definitely take this if you have been taking the related feats. [u]Dwarf[/u] [COLOR=#0000ff]Dwarven Durablity[/COLOR](PHB) More and better surges. This makes sure you are worrying less about healing yourself and more on your allies. [u]Eladrin[/u] Fey step trailblazer(D366) Take an ally with you. Some of the other feystep feats look a little better if you have this. Reactive Feystep (D366) Fey step to stop forced movement. Feywild Protection(PHB) Bonus to defenses after you step. This might encourage you to step into battle rather than away from it [u]Elf[/u] Running Shot (PHB) Encourages mobility [u]Githzerai[/u] (PHB3) Iron Hands (PHB3) Battle clerics will get enough out of this to make it worth it, but the race is better as ranged clerics. Shared danger sense (PHB3) Group racial bonus to initiative Wind's Fortune(PHB3) Teleport rather than shift when using racial power. [COLOR=#00ccff][b]Zuokons Centering[/b][/COLOR] (D378) You need to mulitclass monk for this and you need to be playing a non-constitution focused build for it to be worth it. But if you meet this condition this is a very good feat. Use your wisdom for surges and hitpoints and in place of strength for athletics and strength checks. [u]Goliath[/u] Unyielding Stone(PHB2) Good temp hitpoints 1/encounter [u]Half Elf[/u] [COLOR=#00ccff]Versatile Master[/COLOR] (PHB2) Get a third at will. And recover encounter powers. [u]Half Orc[/u] Strength From Pain (PHB2) Extra untyped damage once per encounter. [u]Halfling[/u] [u]Human[/u] Action Recovery (PHB2) Make saving throws when you spend an action point [u]Shifter[/u] [COLOR=#0000ff]Beasthide Shifting[/COLOR] (PHB2) Gain resist 2 while under shifter power and that is always useful. [u]Tiefling[/u] Fiery Rebuke(PHB) Extra damage with racial power. Fairly useful [u]Drow[/u](FRPH) [COLOR=#0000ff]Eyedark Strike[/COLOR](FRPG) Use cloud of darkness as a free action. [COLOR=#0000ff]Master of Fire and Darkness [/COLOR](FRPG) You can now use both of your racial powers each encounnter. Merciless Killer(FRPG) This is only black if you combine it with feats like distant advantage or have a party that dazes a lot or another way to get CA a lot, since ranged clerics do not get much combat advantage on their own. [u]Genasi[/u](FRPH) [COLOR=#0000ff]Shocking Flame[/COLOR](FRPG) Battle clerics will want this. Stormrider(FRPG) Speed and hovering are both good. [u]Kalashtar[/u](EBPG) Extended Telepathy(EBPG) This one seems a bit campaign dependent [COLOR=#0000ff]Quori Backlash[/COLOR]Nice punishment for psychic enemies and it keys of wisdom. [u]Warforged[/u](EBPH) Improved Immutability(EBPG) End a save ends effect 1/day. The only reason this is rated so low is that it replaces another paragon/epic utility power and that is a big sacrifice. It is a prereq for the good Warforged Fortification epic feat. [u]Gnoll[/u] Fierce Charge(D367) Use at will power when you use your racial charge power. There are other ways to do this depending on what domain you have that might be more versatile, but this is the prereq for the very nice epic Brutal Charge feat. Swift Bite (D367) Extra damage when you bloody someone. [u]Minotaur[/u] [COLOR=#0000ff][b]Beast Within[/b][/COLOR] (PHB3) +1 to hit/damage when bloodied. Brutal Ferocity (D369) This is not a bad feat, but your at wills benefit your allies more than you so I am not sure that this is going to help much when you drop to O. [u]Revenant[/u] Distant Reaping (D376) Extend the range of your reaping power. [b]Fierce Vitality[/b] (D376) Lets you stay conscious while at 0 a little longer. Reaping Burst(D376) 1/encounter do extra necrotic damage with a blast/burst power to everyone you hit. If you have high con and are a laser cleric this is worth it. [COLOR=#0000ff]Resilience of Death[/COLOR] (D376) Scaling poison resistance and immunity to disease, but has a feat tax. [COLOR=#0000ff]Thin the Herd[/COLOR](D376) Increase the range of your reaping power to include bloodied creatures withinn 10. Unnatural Stamina (D376) get varied, non scaling resistance when you spend a surge and an extra surge. [u]Shadar kai[/u] [COLOR=#00ccff] Ghostly Rejuvenation[/COLOR] (D372) Insubstantial allies! Reactive Jaunt (D372) Shadow Jaunt as a reactive power. [/sblock] [b]Weapon/Implement/Armor[/b] [sblock] Heavy blade opportunity (PHB) How many opportunity attacks do you think you will get as a cleric? Enemies should be running to kill you, not away from you. But with [COLOR=#0000ff][b]polearm gamble [/b][/COLOR]and a glaive it becomes a different story. Also consider power of skill which is similar, but does a lot more if you have access to the skill domain. Polearm gamble (PHB) This is a consideration since enemies are going to try to get up close to you and you should have the stats for it. But it does not really make you a better leader and you grant combat advantage. Combine it with power of skill or HBO and it gets [COLOR=#0000ff]much better[/COLOR] [COLOR=#0000ff][b]Moonbow Prelate [/b][/COLOR](D386) Must worship sehanine and use a bow, Extend range of implement attack powers by 5. Chain Specialization (PHB) Only for those who stuck with healer's lore. [COLOR=#0000ff][b]Dark Blue[/b] [/COLOR]for warpriests. [COLOR=#00ccff]Scale Specialization [/COLOR](PHB) this is costs as much as plate proficiency and you lack skill penalties, but requires points in dex. Plate Specialization(PHB) Only for those with high con scores. Does not reduce skill check penalty. Torm warpriests might want it. [b]Thunder's Rumble[/b]/[COLOR=#800080][b]Lightning Soul[/b] [/COLOR](HEOC) If you are taking mainly thunder/lighting powers go for this. Thunder's Rumble is a good boost to damage for [b][COLOR=#00ccff]storm warpriests[/COLOR] [/b]for instance. [/sblock] [b]General[/b] [sblock] Agile Opportunist (PHB2) Your melee basic attacks are OK if you augment them some. If you have someone in the party that moves you a lot and you are a balanced/battle cleric this gets a lot better. [COLOR=#800080]Danger Sense[/COLOR](PHB) Improved init is better (other people have done the math) and this does not stack with the divine oracle's 2 rolls. Devastating Crit(PHB) Not bad. Laser clerics with lots of AoEs are going to be getting a decent number of crits so if you take a lot of [COLOR=#0000ff]large AoE powers[/COLOR] this is blue. Expansive Burst(PHB3) If you take a lot of burst blast powers, this is OK. Lasting[COLOR=#ff0000] [/COLOR]Frost (PHB) Almost no cold powers so red for ranged clerics. If you have a cold weapon you can pull off the winter touched combo, but cold weapons are usually not a cleric's best choice. Psychic Lock (PHB) If you have gaze of defiance and a few of the psychic powers this is worth it. Skyblue for [COLOR=#00ccff][b]death and oghma domain[/b][/COLOR] warpriests. [COLOR=#0000ff]Reserve Maneuver [/COLOR](PHB2) A lot of people like this one since it lets them "retrain" a paragon path power that they do not like for a cleric heroic power. If you are happy with your powers, this is probably [COLOR=#800080]purple[/COLOR] at best. Warpriests, especially [COLOR=#00ccff][b]death domain warpriests[/b][/COLOR] and to a lesser extent sun and other domains, this is a good choice if you don't power swap out on poor levels. Uncanny Dodge (PHB) You should have the wisdom for it and it is a useful feat for battle clerics. Vexing Flanker (PHB2) Battle clerics flank enough for this to be worth it, but if your ranged party members have distant advantage then it is not that useful. [/sblock] [CENTER][Size=4][b][u]Epic Feats[/u][/b][/size][/CENTER] Feats I would look at for each build: Divine Mastery, Glorious Channeler, Supreme Healing, Epic Reflexes [b]Battle [/b](str/cha): Beatific Healer, Punishing Radiance, Radiant advantage, Weapon (Axe, Bludgeon etc.) Mastery, Font of Radiance, Blind Fight [b]Balanced[/b] (Str/wis): Punishing Radiance, Radiant advantage, Font of Radiance, Blind Fight [b]Lazer[/b]: Beatific Healer, Punishing Radiance, Radiant advantage, Font of Radiance, Epic Fortitude [b]Pacifist[/b]: Beatific Healer, Epic Fortitude [b]Warpriest & Zealot[/b]: Shared healing, Blind Fight [b]Cleric Class/Divine Feats[/b] [sblock] [COLOR=#00ccff]Beatific Healing[/COLOR] (DP) Add your charisma mod to heals. Erratad to only work with powers where PC spends a surge. Divine Health (DP) Poison resistance and no disease. [COLOR=#00ccff]Divine Mastery[/COLOR] (DP) Recharge an encounter power when you spend an action point. [COLOR=#800080]Echo Of Letheran[/COLOR] (D380) Must worship RQ. Radiant powers also do necrotic damage and gain necrotic keyword. There are probably some exploits out of this, but adding necrotic doesn't help that much. Epic Turning (DP) If you have augmented turning with other feats then keep on with this one. Fires of Heaven (D377) When you do ongoing radiant damage, also do extra ongoing fire damage. [COLOR=#00ccff]Glorious Channeler[/COLOR](DP) 2 CDs an encounter. If you have not taken another CD from a domain or other class now is the time. [COLOR=#800080]Icon of Hope[/COLOR] (DP) Other feats are just more useful. Icon of Purity (DP) Necrotic resistance [COLOR=#00ccff]Punishing Radiance[/COLOR](DP) Laser clerics definitely want this, and it is not bad for anyone with radiant powers who potentially crits a lot. [COLOR=#0000ff]Radiant Advantage[/COLOR] (DP) CA most of the time for your party when you hit. [COLOR=#800080]Reactive Healing[/COLOR] (DP) Most likely you will have already used healing word before they go to 0. Take supreme healing first. Shared Healing(DP) Community surges. You may have enough surgefree healing to make surges not much of an issue by this point, but con heavy builds might want this. [COLOR=#00ccff]Supreme Healing[/COLOR] (DP) Doubles the usefulness of healing word. [COLOR=#ffcc00][b]Gold[/b][/COLOR] for anyone who has not focused much on healing to this point so pacifist can put this off, but this would be one of the first feats most clerics should take in epic. Torm's Radiance(D381) Encounter and Daily powers ignore radiant resistance. [/sblock] [b]Racial[/b] [sblock] [u]Deva[/u] Immortal Prowess (D374) Like Immortal skill, but for attacks. Transcendent Lineage(PHB2) Reroll memory and pick better. Might not want to take this and Immortal prowess since that seems too much. [u]Githzerai[/u] (PHB3) [COLOR=#0000ff]Adamantine Mind[/COLOR] (PHB3) Makes Iron Mind twice as good. [COLOR=#0000ff]Iron Body[/COLOR](PHB3) Gain damage resistance equal to your wis mod. Nice Peerless Reaction (PHB3) Use second wind as immediate interrupt. I like the other 2 epic feats that help iron mind more, but this is decent for warpriests. [u]Gnome[/u] [COLOR=#0000ff]Vanishing Act[/COLOR](PHB2) Teleport out of trouble. [u]Goliath[/u] [COLOR=#0000ff]Ancient Stone[/COLOR] (PHB3) Gain an extra resist 10 1/encounter [u]Half-Orc[/u] [COLOR=#00ccff]Ferocious Critical[/COLOR](PHB2) Big bonus to your next attacks when you crit. You should be critting at least 10% of that time by about now and with action points and close burst attacks you should get this bonus most encounters. [u]Shifter[/u] Burst of Savagery (PHB2) Decent bonus when you end your shifter power. [u]Changeling[/u](EBPG) [COLOR=#0000ff]Fluid Anaotmy[/COLOR](EBPG) Turn a cirt into a normal hit most of the time. Worth taking and you do not have many other racial feats to pick from. [u]Genasi[/u](FRPG) [COLOR=#00ccff]Double Manifestation[/COLOR](FRPG) two manifestations at once! [u]Kalashtar[/u](EBPG) [COLOR=#0000ff]Quori Desperation[/COLOR] Keep going when you hit 0 for a round. The only thing is at epic you may have other things that happen when you hit 0 as well. [u]Warforged[/u](EBPG) [COLOR=#0000ff]Warforged Fortification[/COLOR](EBPG) high prereqs but 1/encounter turn a crit into a normal hit. [u]Gnoll[/u] [COLOR=#0000ff]Brutal Charge[/COLOR] (D367) Use an encounter power when you use your racial charge power,. But you have to pay a feat tax to get this. [u]Minotaur [/u] [COLOR=#0000ff][b]Mythic Senses[/b][/COLOR] (PHB3) If you have boosted your perception this is better than the similar initative feats. [COLOR=#0000ff]Uncanny Scent[/COLOR](D369) Ignore total concealment and invisibility near you [u]Revanant[/u] [COLOR=#0000ff]Eerie Resurgence[/COLOR] (D376) Retrain one of your other death saving throw feats for this one. [COLOR=#0000ff]Ghostly Vitality[/COLOR](D376) Insubstantial while at zero and get a move action. [COLOR=#0000ff]Reaping Renewal[/COLOR] (D376) Dark reaping 2/enc. [u]Shadar-kai[/u] [COLOR=#0000ff]Spirit Jaunt[/COLOR] (D372) Phasing with racial power. [/sblock] [b]Weapon/Implement/Armor[/b] [sblock] The improved crit feats are worth taking if you have the stats for it. Bludgeon, Flail, and Spear are a bit of an investment in stats, but if you really want to go that route it is worth taking the feat. Color Ratings are by how hard it is to get. These feats are useful partly for the increased damage, but more because you have other epic feats that trigger on a crit (punishing radiance and font of radiance), gamblers word, and weapons have things that happen only a crit. If you are using a high crit weapon this is also a good choice. [COLOR=#0000ff]Axe Mastery [/COLOR](PHB) requires moderate con Bludgeon Mastery(PHB) requires high con [COLOR=#0000ff]Bow Mastery [/COLOR](PHB2) Only for bow clerics, but no prereqs. This is the only one that works with ranged and area weapliment powers. Flail Mastery (PHB) Requires High dex [COLOR=#0000ff]Heavy blade mastery [/COLOR](PHB) Requires moderate dex. Light Blade Mastery (PHB) You are only going to have the dex for this if you went with a non standard build. [COLOR=#0000ff]Pick Mastery [/COLOR](PHB) If you are playing a small race this can be worth it. Spear mastery (PHB) Requires High Dex. [/sblock] [b]General[/b] [sblock] [COLOR=#0000ff]Blind Fight [/COLOR](PHB) This is worth taking for melee clerics. [COLOR=#00ccff][b][/b][/COLOR][b][COLOR=#0000ff]Epic Fortitude[/COLOR]/[COLOR=#00ccff]Reflexes[/COLOR]/[COLOR=#0000ff]Will[/COLOR][COLOR=#00ccff] [/COLOR][/b][COLOR=#00ccff] [/COLOR]Your reflex is probably going to be a bit low and these stack with improved defenses. Pacifists and lazer clerics will want to boost fortitude. These are all fine to take for any cleric.[COLOR=#00ccff] [/COLOR] [COLOR=#00ccff]Font of Radiance [/COLOR](PHB) Most cleric will have lots of radiant powers by this point and should be getting crits farily often. This makes all that better. Irresistible Flame(PHB) If you took a lot of fire powers, then this is OK. [COLOR=#0000ff]Triumphant Attack [/COLOR](PHB) Battle clerics who were able to take an improved crit feat and lazer clerics or other multitarget clerics will want to try to take this, probably after font of radiance. Superior Initiative (PHB3) This helps you catch up to monster's init at epic [/sblock] [/QUOTE]
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Holy Smoke! A Cleric's (Templar's) Handbook (by GelatinousOctahedron)
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