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Feats for a buff-and-bash cleric

Agback

Explorer
G'day

I'm joining a party that is weak on heavy hitters and has no healing magic to speak of (2nd level paladin, ranger, rogue, ninja, and sorceror), so I have decided to play a buff-and-bash cleric. Ie. I plan to prepare spells that will increase the targets' mêlée capability (such as 'magic weapon' and 'shield of faith'), but generally keep them in reserve in case 'cure' spells are needed, and to fight in the front line beside the paladin (the ranger is optimised for archery).

Human. STR 17, WIS 16, CHA 16, DEX 14, CON 13, INT 11. Worships HELM.

What do you advise I choose as feats?

Regards,


Agback
 

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First off, skip Shield of faith at this level, go for Protection from Evil. (Assuming most things are evil). They both give +2 AC, but Prot evil also gives you the mind protection stuff.

Domains, go for War and Magic. Fate is also nice, but I still prefer magic for wands.

As for feats, how about a human with EWP (Bastard Sword), and Improved Toughness (If you DM allows it at level 1). If not, go for Skill focus (Concentration).

Wear plate, use a buckler, wand, and the B. Sword in combat.

Make the wand Web, or maybe Ray of Enfeeblement for those times when you don't attack.

It might not be 100% powergamed up, but it sounds fun.

-Tatsu
 

I recommend good old power attack and cleave as feats. At your current level. Later on you're going to want quicken spell to buff faster but that's not going to be for a long while. Divine Might from complete warrior is good too, paticuarly if you aren't fighting undead and want to use those turn attempt for something.
Improved intiative is also solid feat choice, though I probably wouldn't take it till later.
Two weapon fighting can work well because you can effectively multiply your damage bonuses from divine might and divine favor.

BTW very nice ability rolls.
 


1/ Do NOT take both War Domain and an Exotic Weapon feat. You have few Feats. Don't pay for Weapon Focus and then waste it. Of course, Helm does not offer War, so that's not really an issue. Planning is a decent Domain, and Strength is great.

2/ Quicken Spell WILL be useful. Not so much now. As a Cleric, you should know that you CAN be more powerful in melee than everyone else ... if you buff yourself while the rest of your party are busy dying. To be an optimally useful party member, focus on three kinds of spells:
- whole-party buffs (bless, prayer, etc.),
- nerf denial (remove paralysis, remove fear, etc.),
- healing.
Later in your career you can start buffing yourself (with Quicken Spell, or a Rod of Quickening, or something) and using other specialty spells to shape the battle (wall of blades, stone shape, etc.)

3/ Scribe Scroll. Yes indeed.

4/ Power Attack and Cleave are nice, especially if you take the Strength Domain.

-- N
 

Complete Divine has quite a few good ones as does Complete Warrior. Divine has one that I think is called Divine Spell Power or something like that. It potentially boosts your spell level and time frame for said spell. Very important at early levels to have them go more than 1 round or even 1 minute. I'd say this in conjunction with Extra Turning (the Spell Power feat uses up your turn attempts as part of it's activation) and you'll be useful with or without undead. Your turn attempts will be in play no matter what the situation is. I found it quite useful with my cleric of death.
 

Helm,...hmmm...

Planning and Strength, gets you Extend Spell Feat and Strength has great spells.
Wear Full Plate, a Heavy Mace (bludgeoning damage is good as the Paly and Rang most likely slash and pierce), and use the buckler/wand off hand combo.

Play human, extra feats rock.

Feats:
1 - Scribe Scroll
1b - Improved Initiative
3 - Brew Potion
6 - Craft Wand
9 - Craft Rod
12 - Forge Ring
15 - ??? Your Choice ???

Create tons of stuff to buff your party members. Improved Initiative, you always need to get the drop on your enemy.
 

Well, I'd play a human character:

Domains: Strength and Planning

1. Power Attack, Cleave (You could take martial weapon instead of cleave and pick up a greatsword or (2-handed) bastard sword if you wanted).
3. Divine Might
6. Divine Spellpower
9. Quicken Spell

An alternative would be to use a longspear and pick up Combat Reflexes and Power Attack at first level. You've got a good enough dex to make use of it and the longspear is a good reach weapon that won't cost you any feats. It will also synergize very nicely with your 1st level domain spell of Enlarge Person.
 

Quicken spell, extra turning and divine metamagic. It'll let you execute the Divine power, Righteous might, Divine Favor combo that much quicker. You'll be stomping aroung and breathing fire in no time.
 

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