Clerical Feats?

greycastle

First Post
What might the best feats for a low to mid level cleric be?
If you could state what book they are from, would be most appriciative.
 

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Improved Initiative -- You really want to get that CLW off before your buddy drops!

I can't remember the names of the feats, but I know the FRCS (and I think the Paladin/Cleric Splat too) has some feats that allow you to channel your positive energy (Turn attempts) into something else. That's really useful, because you won't be fighting undead all the time.
 

krunchyfrogg said:
I can't remember the names of the feats, but I know the FRCS (and I think the Paladin/Cleric Splat too) has some feats that allow you to channel your positive energy (Turn attempts) into something else. That's really useful, because you won't be fighting undead all the time.
These would be the ones Hypersmurf listed in the post before yours. :D

If your cleric is going to be a fightin' cleric and has a good charisma, Divine Might is fantastic. Otherwise, the ones Hyp mentioned are pretty good. You might also consider Reach Spell (from T&B I believe,) which allows you to convert a touch spell into a range: close spell. It's always nice to have a ranged cure on hand for when the fighter needs healin' but you don't want to play tag with the hydra standing beside him. :p
 

It depends on the type of cleric you are.

For a front line bruiser cleric:
-Martial Weapon Proficiency: Greatsword, Greataxe, Longsword, Battle-axe, Warhammer, Glaive, Ranseur, Guisarme (Free with War domain--otherwise only worthwhile at 1st level; at higher levels go for an exotic weapon (+1 BAB means you can't at first level). The benefit is that you get one more caster level than you'd have if you multiclassed to fighter or paladin). This feat is best for clerics who want to wield two handed weapons--the difference between the longsword/battle axe/warhammer and a heavy mace or morning star is only crit range or multiplier. The difference between a greatsword and a shortspear is much more dramatic.
-Weapon Focus: (also free with war domain) Your weapon of choice--morning star and heavy mace are the outstanding simple weapons.
-Power Attack
-Cleave
-Sunder
-Improved Sunder
-Improved Critical
-Power Critical (if you have a weapon with a x3 or x4 crit multiplier)
-Divine Might (if you have Charisma 16+)
-Extend Spell
-Persistent Spell (T&B). Good for Divine Favor and at high levels Divine Power.

For the spellcasting focussed cleric:
-Spell Focus (Enchantment or Evocation). Enchantment is good at low levels for Random Action, Calm Emotions, Hold Person, Command. Evocation is good for Sound Burst, Holy/etc Smite, Flame Strike, Firestorm, etc.
-Greater Spell Focus
-Spell Penetration
-Greater Spell Penetration
-Empower Spell (This is also good for melee clerics--use it to empower your Bull's Strengths and Endurances).

For an archer cleric:
-Martial Weapon: Composite Longbow (free for elves, may be free with War domain for certain deities--Phaulkon (Living Greyhawk Gazetteer), Solonor Thelandira (Living Greyhawk Gazetteer, FRCS), Shevarash (FRCS Web Enhancement), possibly Ehlonna or Correllon Larethian if your DM is kind--also check to see if the flexible (longbow=composite longbow) weapon proficiency/focus applies in your campaign)
-Weapon Focus: composite longbow (See above comments on war domain and flexible weapon focus).
-Point Blank Shot (Free with Elf Domain (FRCS))
-Rapid Shot
-Precise Shot
-Manyshot (ELH-- IMO, your DM's nuts if he allows this but it is good)
-Zen Archery (Sword and Fist--most useful for human clerics or any clerics with low dex)
-Improved Critical: Composite Longbow
-Extend Spell
-Persistent Spell (T&B)

For all Clerics:
-Extra Turning (if you've got lots of undead in your world)
-Divine Vigor (if you need to move quickly in your fullplate)
-Scribe Scroll
-Craft Wondrous Item
-Craft Magic Arms and Armor
-Chain Spell (GMW for all of everyone's weapons--too bad it's so high level)
-Lightning Reflexes
-Iron Will (if you're not making the saves on a roll of 2 already, this helps--the better your save is, the more difference it makes)
-Great Fortitude (if you're not making the saves on a roll of 2 already, this helps--the better your save is, the more difference it makes)
 
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Improved Overrun, Snatch Arrows, but most importantly Eagle Claw Attack.

"I break his sword... with my Eagle Claw Attack!"

I just don't get sick of saying that :D (Which is just as well, since it's the only benefit I get from the feat :) )

-Hyp.
 

Hypersmurf said:


"I break his sword... with my Eagle Claw Attack!"

I just don't get sick of saying that :D (Which is just as well, since it's the only benefit I get from the feat :) )

-Hyp.

Sorry for the OT post, but thats the 2nd time I've read that. You playing a monk or soemthing? I always liked Sunder and Eagle Claw attack. Hmmm.
 

If you want to be a melee cleric, decide whether you want to go sword and board or two-handed. If you go sword and board, take weapon focus, and pursue the Style of Cordun, from Quint Fighter.

If you go for a reach weapon, combat reflexes is key.

Archer clerics should take PB Shot and Precise Shot, followed by Rapid Shot.

Beyond that, I'd go for the Spell Penetration chain, something that will let your turning attempts be useful against opponenets other than undead (like divine might or getting set to go into Divine Hammer PrC), and craft arms and armor (because the wizard probably will not take it...).

Reach spell is OK, but you could just pester the DM and the wizard to make an item of spectral hand. At least you still get low grade heals off...

OfficeRonin
 

Sorry for the OT post, but thats the 2nd time I've read that. You playing a monk or soemthing? I always liked Sunder and Eagle Claw attack. Hmmm.

Eagle Claw Attack - allows you to break weapons with an unarmed strike.

Strike a Weapon - can only be performed with Slashing or, post-errata, Bludgeoning weapons.

Unarmed Strike - Bludgeoning weapon.

The feat allows you to do something that the PHB errata allows anyway.

-Hyp.
 

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