Not necessarily true... Barbarians charging with 3.5 Power Attack into the middle of as many dudes as possible (eating several AoOs on the way in) and cleaving through dudes with 50+ damage per hit... made charge worth it again.Nail said:Waaaaaaaay OT, but I can't help it:
Charging into combat is almost always bad. Very bad. Even if you lost initiative. The difference between a full attack (especially with monster baddies) vs. Standard Action attack is large.
Make your enemies come to you. (Have a missile weapon.)
Darklone said:Not necessarily true... Barbarians charging with 3.5 Power Attack into the middle of as many dudes as possible (eating several AoOs on the way in) and cleaving through dudes with 50+ damage per hit... made charge worth it again.
As for Cleave: Wouldn't take it as Cleric.
two said:By this logic, you might as well take Dodge.
How many TIMES in a battle will you use Improved Init? Exactly Once.
How many TIMES in a battle will you use Dodge. Varies, but 99% of the time greater than once. Remember, it applies vs. touch attacks and etc.
Also, of course, you are ignoring the issue of "does it matter?" Yeah, every battle you can apply Improved Init. once. For sure. How often does this matter? This is precisely why the Dodge feat is not often taken. It is used VERY often (as feats go) (every time your AC is attacked by a chosen bad guy). However, does it matter? Well, 1 attack in 20 (roughly) it matters (bumping up you AC one point making a hit miss). For some people it's enough. For most, it's not.
For the cleric in question, I'd put Improved Init into this category. Used occasionally (once every combat), but not often truly useful.
Of course, this is just my opinion. But just for fun, keep a record of your next 5 battles, if you would; how the initiative thing goes, and if in your opinion a higher or lower initiative mattered a lot regarding the outcome.
I'm kinda curious too. Maybe my experience is very atypical.
Improved Initiative and Skill Focus (Concentration). As an obvious warrior-cleric you'll need to be able to cast spells while in melee, so skill focus helps by allowing you to instantly make Concentration checks to cast defensively without needing to drop a die. For instance, if you want to cast righteous might to lay the smack down in melee, you'd need to succeed at a DC 20 Concentration check. If you have a +19 Concentration, you need not roll a die - you succeed automatically, even on a roll of 1. Taking Skill Focus (Concentration) is the same thing as being a cleric of 3 levels higher for the purposes of casting defensively. And unlike Combat Casting, it is useful in every situation you need to make a Concentration check, not just combat.Clumsy Bob said:I am playing an 8th level cleric of Kelemvor about to take my 9th level as a Sacred Exorcist.
My feats to date are, power attack, divine might, scribe scroll and martial weapon greatsword.
Now I am a little stuck as to which feat to take next. With a Int and Dex of 12 certain feats are instantly blocked, I also will eventually gain extra turning as a class ability so that is out for now.
So using 3.5 and any FRCS material + splat books, any advice would be appreciated.
Thanks
Bob
Nail said:What about Improved Turning as a feat. Anyone have strong opinions, one way or another? I'm concidering it for my own cleric, who is not a front-line melee type.