Cleric Feat tips


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Does Improved Iniciative really make a diference ? I do have Boots of Haste and thats the only reason that would make me take this feat.

Reach Spell is like 2 or 3 levels higher slot, so I would take Empower instead of Reach spell.
 

cloaker said:
Does Improved Iniciative really make a diference ? I do have Boots of Haste and thats the only reason that would make me take this feat.


Like I said Improved Initiative is usefull, but you have a limited amount of feats as a cleric, so take some of the other feats proposed earlier.

Why would Boots of Haste make you wanna take Improved Initiative?
 

cloaker said:
Does Improved Iniciative really make a diference ? I do have Boots of Haste and thats the only reason that would make me take this feat.

Reach Spell is like 2 or 3 levels higher slot, so I would take Empower instead of Reach spell.

As the player of another cleric of Pelor who just made 9th, I recommend not taking Improved Initiative. As a cleric, you actually should go as late in the round as possible. Stabilization checks are made at the end of the round. So if the last person in initiative gets knocked to -9, he gets one chance to stabilize and if he doesn't make it, he dies before anyone else can get to him.

One of the nice things about Reach Spell is that you can apply it on the fly to spells you are spontaneously converting to cure spells, although it does make it a full round action. It does have two particular drawbacks, though: the -4 penalty for ranged attacks into melee applies, and when a person goes unconscious they generally fall prone, for another -4 to attack. It is only a ranged touch attack, but that's still some hefty penalties.

As for what I took at 9th? Still deciding. So far its between Extend Spell, Extra Slot, or Spell Penetration.
 

Im not a big fan of Reach Spell.
Persistent spell seems great but very expensive, and I would need to take Extend Spell now as my 9th lvl feat.
I already have Spell Penetration and I think its a good buy (depending on what type of cleric you are).

Extra Slot ? you really need an extra 4th or 3rd lvl spell ? I find it so hard to use up all my spells (20 Wis, lots of bonus spells).

My first choice is still Lace Spell: Holy if my DM allows it, seems really good raising my spells DC by 2 against evil creatures.

Any more ideas ? Keep them coming please.
 

cloaker said:
Im not a big fan of Reach Spell.
Persistent spell seems great but very expensive, and I would need to take Extend Spell now as my 9th lvl feat.
I already have Spell Penetration and I think its a good buy (depending on what type of cleric you are).

Extra Slot ? you really need an extra 4th or 3rd lvl spell ? I find it so hard to use up all my spells (20 Wis, lots of bonus spells).

My first choice is still Lace Spell: Holy if my DM allows it, seems really good raising my spells DC by 2 against evil creatures.

Any more ideas ? Keep them coming please.

Bah, I'm still stuck in Living Greyhawk mode, where our choices are a bit more limited than a home campaign.

I regularly use up all my higher level spells. LG has taken a much more combat-oriented stance of late, unfortunately, so an extra divine power, greater magic weapon, etc. is really useful.

Lace Spell: Holy is a really nice one (especially if you pick up the Good domain at some point, since the +1 CL will apply. If you're a melee-type cleric (since you've got a low CHA and the Strength domain, I'm guessing you might be), Power Attack is a really nice choice. There are many times when I'm buffed up to +20 or so to hit and wishing that I could Power Attack. Persistent spell is great combined with divine favor and later (much later) divine power and righteous might. Of course, as you said, you'd have to get Extend Spell now (which isn't a bad idea - the buffs last longer). One other to think about for later is Chain Spell. A chained greater magic weapon at 13th level will make 13 +4 weapons, or 650 +4 arrows. Want to equip an army? :D

Choices for clerics are definitely hard. Good luck!
 


Bill - that's not how it works. People bleed (ie lose another hp) on THEIR GO, not at the (inconsequential) end of a round. So if your cleric goes first, he'll be going before the bleeders next go. If he goes last, he'll still go before the bleeder's next go. The relative initiatives simply don't matter. Same thing applies for everything in 3rd - there is no special significance to the point where you cycle from the lowest to the highest initiative score.
 

Lace sounds pretty cool, in a MtG kinda way. I'd allow it. If you bump into undead alot, I'd get the two feats that allow you to swap turning power for effect, and vica versa. That and the Sun domain, plus an Amulet of Greater Turning, and even Liches will fear.
 
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