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General Tabletop Discussion
*Pathfinder & Starfinder
Feat suggestions for low-level clerics?
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<blockquote data-quote="Darthjaye" data-source="post: 2093645" data-attributes="member: 16789"><p>I would say invest in the Extra Turning Feat and then the no brainer would be Divine Spell power. It's from Complete Divine and it let's you boost your spells by making a turn check (to which by and only with the use of this feat you gain an additional +3 to this check. So, for example, if you have a 14 charisma and your level 1 you would still get a +5 to your turn check.) This is invaluable at low levels to make your 1 round/level spells last a bit longer, and it also boosts your healing spells. It also continues to make use of your turn checks when there is no undead around to use them on. Keeps all of your cleric abilities in use. Makes you important no matter what the enemy. To me this feat has proven highly useful no matter what the level and if you get a negative result on the turn check you don't have to cast the spell. You simply do something else that round and then try again next round and burn another turn use trying to boost your spell. If your not fighting any undead and you have extra turning, bang. Also, get Augment Healing as someone else pointed out as these two put together make you a healing machine at all levels. I would say, if you human, </p><p> 1st level: Extra Turning and Divine Spell Power </p><p>3rd level: Augment Healing</p><p></p><p>By 3rd level your CMW have the potential to heal 2d8+11 (if you rolled max on your turn check you'd boost your caster level by 4 making it a 7 and Augment Healing would add another 4 to that. Cool thing about AH is that it can exceed the limit for the level of the spell i.e. the +10 limit for CMW)</p></blockquote><p></p>
[QUOTE="Darthjaye, post: 2093645, member: 16789"] I would say invest in the Extra Turning Feat and then the no brainer would be Divine Spell power. It's from Complete Divine and it let's you boost your spells by making a turn check (to which by and only with the use of this feat you gain an additional +3 to this check. So, for example, if you have a 14 charisma and your level 1 you would still get a +5 to your turn check.) This is invaluable at low levels to make your 1 round/level spells last a bit longer, and it also boosts your healing spells. It also continues to make use of your turn checks when there is no undead around to use them on. Keeps all of your cleric abilities in use. Makes you important no matter what the enemy. To me this feat has proven highly useful no matter what the level and if you get a negative result on the turn check you don't have to cast the spell. You simply do something else that round and then try again next round and burn another turn use trying to boost your spell. If your not fighting any undead and you have extra turning, bang. Also, get Augment Healing as someone else pointed out as these two put together make you a healing machine at all levels. I would say, if you human, 1st level: Extra Turning and Divine Spell Power 3rd level: Augment Healing By 3rd level your CMW have the potential to heal 2d8+11 (if you rolled max on your turn check you'd boost your caster level by 4 making it a 7 and Augment Healing would add another 4 to that. Cool thing about AH is that it can exceed the limit for the level of the spell i.e. the +10 limit for CMW) [/QUOTE]
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Feat suggestions for low-level clerics?
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