Aus_Snow said:Are you allowing Divine Feats? I hope so, as they will probably prove more useful than simply x turn attempts per day, blah.
There are a few very good options there, some of which could literally end up being the difference between life and death, especially at low levels (starting at 1st, right?) I don't know the adventures in question though, so. . . maybe not.
Just a thought.
One of the OP's players is the person in question - and he or she settled on Cleric, whatever the advice might have been.moritheil said:While that provides more power, it also provides more options and thus more complexity.
Didn't the OP want as little complexity as possible?