Clerical Feats?

Hypersmurf said:
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.

It'll be moot in 3.5 anyway, since the rules on sundering are being revised, and it will be an option to anyone without a feat (with Improved Sunder being available as a feat). Check the latest 3.5 update on the Wizards site.
 

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Chun-tzu said:


It'll be moot in 3.5 anyway, since the rules on sundering are being revised, and it will be an option to anyone without a feat (with Improved Sunder being available as a feat). Check the latest 3.5 update on the Wizards site.
Actually, I thought they were just rephrasing things. As in "Strike A Weapon" becomes "the Sunder Action" and "Sunder" the feat becomes "Improved Sunder" the feat. But everything is still basically the same. A rose is a rose, and all that.

What I'm wondering is, doesn't Eagle Claw Attack provide the same stipulations as the Sunder Feat? As is, Sunder provides a bit more than Strike A Weapon, and I would think Eagle Claw Attack would be the same....
 


Hypersmurf said:


Eagle Claw Attack - allows you to break weapons with an unarmed strike.
<snip>
-Hyp.

Yeah I know what they are, I really like sundering. Of course, my one charecter who had a (A Paladin) died the 2nd session. Of course, I used it very well as a DM. Just seeing players faces when you tell them their sword breaks in half :D
 

hammymchamham said:
Power Critical? What book is that from? What are the pre-reqs?

Ooo! I get to answer a question in Rules! :)

it's from Masters of the Wild. Reqs: Improved Critical with weapon, BAB +12.

Effect - 1/day, you can declare a single melee attack with your chosen weapon to be an automatic threat before you make the attack roll. If the attack is succesful, you roll to confirm the critical, regardless of whether the actual attack roll was a threat.

Very effective for axes and hammers, obviously Especially those with the various burst enhancements.
 

Huh.



...anyway, back to the question:

If you intend on taking any of those "oh, so wonderful" divine feats you'll need (sigh) Extra Turning. And you'll need to take it early........yet it's not a very worth-while feat at low levels.

Archer clerics are great, and all of that (yep, th' smack-downs are impressive), but in most play, it simply won't be available to your cleric. You need the higher level spell slots for all of those great buffing spells....meaning your less effective against a whole host of other things....and you won't be able to heal the rest of your party as often.

As unimaginative as it sounds, you're probably best off focusing on either the spell casting aspect (Spell focus, Extend spell, etc.) or the turning (Extra turning, then Heightened Turning or Empowered Turning, etc.).

Focus on the strengths of the cleric. Don't be distracted by all the bells and whistles you see.
 

Nail said:
If you intend on taking any of those "oh, so wonderful" divine feats you'll need (sigh) Extra Turning. And you'll need to take it early........yet it's not a very worth-while feat at low levels.

That's true for Divine Vigor, Cleansing, and Resistance, but Divine Might has a different prereq: Power Attack. Divine Might is great for certain melee clerics (as mentioned above).

Path of Faith by FFG has a few more feats along the lines of divine feats. One is Holy Glow, which lets the cleric convert a turning attempt into an aura of light that gives undead within range penalties. Another is Divine Competence, which lets the cleric burn a turning attempt to gain a +5 bonus to one skill attempt (but they must have at least 1 rank in that skill). There are others, too, and personally, I think they're a bit better than most of the divine feats in DotF.
 



Tallarn said:
Ooo! I get to answer a question in Rules! :)

it's from Masters of the Wild. Reqs: Improved Critical with weapon, BAB +12.

Effect - 1/day, you can declare a single melee attack with your chosen weapon to be an automatic threat before you make the attack roll. If the attack is succesful, you roll to confirm the critical, regardless of whether the actual attack roll was a threat.

Very effective for axes and hammers, obviously Especially those with the various burst enhancements.

Scythes. Paladins with bless weapon, some burst enhancements and Smite evil. Spirited Charge perhaps with lances instead? Rhinohide. Divine Might and Holy sword?

Silly feat.
 
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