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General Tabletop Discussion
*Pathfinder & Starfinder
Feat recommendations for 1st level cleric
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<blockquote data-quote="Sejs" data-source="post: 982725" data-attributes="member: 4910"><p>St. Cuthbert - go for Strength and Destruction for domains.</p><p></p><p>Str 13 / +1</p><p>Dex 10 / +0</p><p>Con 12 / +1</p><p>Int 11 / +0</p><p>Wis 16 / +3</p><p>Cha 14 / +2</p><p></p><p>Feats: </p><p> - Scribe Scroll: as mentioned before, for back-up healing spells, and status-ailment cures. Important cures to keep in mind, lvls 1 to 3 - (1) Protection from Evil, Remove Fear. (2) Calm Emotions, Delay Poison, Lesser Restoration, Remove Paralysis. (3) Negative Energy Protection, Remove Blindness/Deafness, Remove Curse.</p><p></p><p> - Extra Turning: 4 more turning attempts per day, and is also the gateway feat for all Divine Feats, this ranks up there as a must-have for a martial cleric.</p><p></p><p></p><p>For later on, considder picking up Power Attack (a requisite for..), Divine Might, Extend Spell, and Persistant Spell. Keep an eye out for things that boost your wisdom (of course) and charisma: Cloak of Charisma and Armor/Shields with the Sacred quality from DotF. The more charisma you have, the better an undead turner you'll be, and the more effective Divine Might gets. Your dex isn't great, so get in some good heavy armor, and shield. If you have some success with beefing up your charisma, see if your DM will let you take the Mysticism domain when you start taking Divine Disciple levels.</p><p></p><p></p><p></p><p><span style="color: skyblue">Edit/Additional: Oh yeah, and for the love of fnap don't take Combat Casting. It's one of those feats where you look at yourself 12 levels down the road and think "Damnit.. if I hadn't only taken that useless frickin' Combat Casting..." </span></p></blockquote><p></p>
[QUOTE="Sejs, post: 982725, member: 4910"] St. Cuthbert - go for Strength and Destruction for domains. Str 13 / +1 Dex 10 / +0 Con 12 / +1 Int 11 / +0 Wis 16 / +3 Cha 14 / +2 Feats: - Scribe Scroll: as mentioned before, for back-up healing spells, and status-ailment cures. Important cures to keep in mind, lvls 1 to 3 - (1) Protection from Evil, Remove Fear. (2) Calm Emotions, Delay Poison, Lesser Restoration, Remove Paralysis. (3) Negative Energy Protection, Remove Blindness/Deafness, Remove Curse. - Extra Turning: 4 more turning attempts per day, and is also the gateway feat for all Divine Feats, this ranks up there as a must-have for a martial cleric. For later on, considder picking up Power Attack (a requisite for..), Divine Might, Extend Spell, and Persistant Spell. Keep an eye out for things that boost your wisdom (of course) and charisma: Cloak of Charisma and Armor/Shields with the Sacred quality from DotF. The more charisma you have, the better an undead turner you'll be, and the more effective Divine Might gets. Your dex isn't great, so get in some good heavy armor, and shield. If you have some success with beefing up your charisma, see if your DM will let you take the Mysticism domain when you start taking Divine Disciple levels. [COLOR=skyblue]Edit/Additional: Oh yeah, and for the love of fnap don't take Combat Casting. It's one of those feats where you look at yourself 12 levels down the road and think "Damnit.. if I hadn't only taken that useless frickin' Combat Casting..." [/COLOR] [/QUOTE]
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Feat recommendations for 1st level cleric
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