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Feats for a buff-and-bash cleric
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<blockquote data-quote="Dannyalcatraz" data-source="post: 2588848" data-attributes="member: 19675"><p>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).</p><p></p><p>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.</p><p></p><p>(*I don't know off the top of my head what Helm uses.)</p><p></p><p>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...</p><p></p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>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.</p><p></p><p>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.)</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 2588848, member: 19675"] 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.) [/QUOTE]
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