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Feats for a buff-and-bash cleric

Agback said:
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

Isn't that a bit of a contradiction?

Buff spells are used up front, at the beginning of fights. If you hold back on them, you're wasting them or not using them effectively.

You might want to look seriously at Scribe Scrolls. It's really useful for making sure that you have "will probably need sometime but not worth memorizing" spells (like Cure Disease, Remove Curse, Lesser Restoration) when you need them and it's the second cheapest means of making sure you have healing around (behind keeping the spells available).

Don't waste your time with Exotic weapons proficiencies or Skill Focus feats.

Quicken Spell takes up a spell slot FOUR levels higher. With only first level spells, this is a completely wasted feat for you at this time.

Take a look at the Divine Feats. You'd probably need to take Extra Turning down the line to make use of it, but some of them rock.

Power Attack/Cleave is *usually* useful. You'd need to take Power Attack now and then Cleave at 3rd level, or both at first level. The usefulness depends on your GM's style. Do you get more numbers of lower level opponents, or are most battles against one tougher opponent? If the latter, then Cleave isn't getting you anything.
 

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Aust Diamondew said:
BTW very nice ability rolls.

I'm ambivalent. The GM asked us to roll 4d6 drop one for six stats three times over and choose the set we liked, then assign the stats as will like. It pleases the people who are impressed by big numbers, but in my opinion it makes all characters too much the same, and throws the balance of the game off a bit.

An extra two points of strength (for instance) gives at leasts as good a BAB boost as an extra level. And a damage bonus as well. A stat-rolling scheme that raises the average stat from 12 or so (with organic) to something over 14 means an extra bonus spell per level, extra +1 to hit, extra +1 damage, +1 to every save, +1 to every skill, +2 hit points a 2nd level. I think it makes the party at least an ECL tougher. So I think the GM is going to find that we waste his encounters a lot easier than he expects, get experience faster than he plans, and outstrip his campaign expectations.

I would have been happier with one of the standard methods.
 

Buttercup said:
What are your domains? Is your character second level like the rest of the party?

Yes, 2nd level.

Domains are a choice ot Strength, Protection, Planning, and Law. I don't know what Planning offers.
 

Chimera said:
Power Attack/Cleave is *usually* useful. You'd need to take Power Attack now and then Cleave at 3rd level, or both at first level. The usefulness depends on your GM's style. Do you get more numbers of lower level opponents, or are most battles against one tougher opponent? If the latter, then Cleave isn't getting you anything.

I think he mixes them up, but he did say something about the role of our low-level characters in an epic struggle for the survival of Faerûn that makes me expect that for some considerable time our role is going to be to protect higher-level NPCs from being swarmed by mooks, while they go toe-to-toe with enemy leaders. So I'm expecting large numbers of small opponents for the next three or four levels.

Also, he told me not to concentrate on turning, because he has chosen a main opponent for his campaign that will be themed another way (I guess towards cold, judging from what the others have been through so far).
 

Chimera said:
Isn't that a bit of a contradiction?

Yes, it is.

The thing is that you don't know whether you are going to run into a big baddy or get nibbled at by ducks. Buffs are good at the beginning of major fight. But they are wasted on harassing attacks. I plan to prep buffs in case of a stand-up fight, and sub in 'cures' only if we get badly run down by a series of minor encounters. In short I plan to buff, not cure. A buff-and-bash cleric, not a field medic.
 

1) Don't use an exotic weapon unless you have feats to burn or want one for role-play/campaign reasons. Choose a Morningstar or find a diety* that lets you use a Martial Weapon- my personal faves for this kind of build is the Light Flail, and the Warhammer, or the Heavy Flail, Greatclub, or Maul for a 2 handed weapon. Blunt weapons damage more creatures than others, especially undead, the traditional enemy of clerics. If you wear spiked armor, consider using a reach weapon (see 3 below).

Since you're second level, you COULD take 1 level of Fighter, Ranger or Paladin (or Psychic Warrior if you can use the XPH)- that would open up a LOT of options for the PC, like already having Martial weapon proficiency, certain feats, etc.

(*I don't know off the top of my head what Helm uses.)

2) Decide NOW whether you want to be a 2WF or not. 2WF & Shield bashes can be fun (see #3 below) but according to a fairly sophisticated statistical analysis I saw a while back, you'll do more damage with a single, large weapon. Of course, you'll be giving up the protection of the shield, so you'll get hit more often...

3) Use spiked armor and/or shields. Being spikey means you're seldom disarmed. If you go the 2WF route, the spiked shield can eventually (with Bashing and appropriate feats/enchantments) do bastard-sword damage as an off-hand weapon. A spiked armor-clad PC threatens all of his adjacent spaces- something that can be abused by PCs using reach weapons, BTW. ;)

4) Strength is the no-brainer domain of the ones you listed. Protection is probably your next best choice. Law has interesting possibilities if you're in a chaos-heavy campaign.

5) Depending on your weapon choice and how much empasis you place on combat, you have 3 decent feat trees to choose from. Power Attack/Cleave is the obvious one, and the best for use with most high-damage weapons. However, if you use a flail, the Expertise/Imp. Trip/Imp. Disarm tree can be a blast- especially if you or your allies have Combat Reflexes. 2WF/Shield Bash lets you use your (better be spiked!) shield as a weapon without losing its AC bonus...and, as stated above, a shield can be tricked out into a NASTY weapon. (Check out the BoED's Asura Shield- the damage from the Bashing enchantment STACKS with the damage from weapon enchantments on a shield.)
 
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I am actually playing a cleric much like this now. Worships Tempus, elected strength and war as domains. Some things I have found useful:

Brew Potion or Scribe Scroll
Endurance and Die Hard (I chose these for more flavorful reasons, but if your cleric is the last man standing, your whole party is at an advantage)
Divine Vigor (great buffer effect, and you can pretty much do it in every battle. Makes you VERY hard to kill, plus adds to your movement)
Power attack
 

I played a cleric of Torm who wielded a greatsword. Had to take Martial Weapon Proficiency to do so. Had Protection and Good as her domains (shoulda chosen Strength). Also, since you plan to be in the middle of the fray: Combat Casting.
 

This is all interesting stuff, as I was going to be playing a fifth level bash 'n' buff character, myself, either a cleric or favoured soul. Worships Red Knight, so if she's a cleric, her domains are War (gives weapon focus: longsword), and one other (I'm having a hard time choosing) from Law, Nobility, and Planning. Law's kind of out. Nobility's ability to Inspire, and Planning's free Extend Spell feat, however, are difficult to choose from.

As a favoured soul, she'd get Deity's Weapon Focus (longsword), and Energy Resistance/10 (first). But no turning and no domains, and only light and medium armour proficiency.
 

Darth K'Trava said:
Also, since you plan to be in the middle of the fray: Combat Casting.
Combat Casting is vital. It's like a four-level boost to your Concentration checks. At first level, I'm a fan of Combat Casting and either Divine Shield or Sacred Vengeance, if your DM is undead happy.
 
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