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first time cleric needs to survive
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<blockquote data-quote="shurai" data-source="post: 3498022"><p>Wow, good idea. Arguably as powerful, and simpler.</p><p></p><p></p><p></p><p>Thanks, and thanks also for the suggestions. My call for Quick Draw was based on my experience playing a cleric in an Eberron game as run by the most knowledgeable DM I've ever played with. He knew all sorts of ways to make in-game choices tougher, just by adhering to the RAW. This is how I came to believe that Quick Draw is good for Clerics.</p><p></p><p>While wearing a large shield, you can't transfer your weapon to your shield-hand momentarily while you cast spells with the other hand, which means you have to sheath it. Assume you've just cast a spell and want to melee afterwards; your weapon is sheathed and you want to draw it again. Reducing that to a free action with Quick Draw allows the next round to be a Full Attack, which will double the number of attack rolls in this case.</p><p></p><p>It can matter in other situations too, such as mixing wand usage with melee. Anyway, what do you think? Worth it in that context?</p><p></p><p>Kelson, if you like my build for your character, Mistwell's advice about the axes or hammers is right, in a way: They're good flavor for dwarves, but ruleswise they're about as good as any of the other weapons you'd have to spend a feat for. Go ahead and do it if you want your character to be more smashy than spelly. : ]</p><p></p><p>I'm not familiar with non-core material; where's Ranged Spell? Also, how does it work?</p></blockquote><p></p>
[QUOTE="shurai, post: 3498022"] Wow, good idea. Arguably as powerful, and simpler. Thanks, and thanks also for the suggestions. My call for Quick Draw was based on my experience playing a cleric in an Eberron game as run by the most knowledgeable DM I've ever played with. He knew all sorts of ways to make in-game choices tougher, just by adhering to the RAW. This is how I came to believe that Quick Draw is good for Clerics. While wearing a large shield, you can't transfer your weapon to your shield-hand momentarily while you cast spells with the other hand, which means you have to sheath it. Assume you've just cast a spell and want to melee afterwards; your weapon is sheathed and you want to draw it again. Reducing that to a free action with Quick Draw allows the next round to be a Full Attack, which will double the number of attack rolls in this case. It can matter in other situations too, such as mixing wand usage with melee. Anyway, what do you think? Worth it in that context? Kelson, if you like my build for your character, Mistwell's advice about the axes or hammers is right, in a way: They're good flavor for dwarves, but ruleswise they're about as good as any of the other weapons you'd have to spend a feat for. Go ahead and do it if you want your character to be more smashy than spelly. : ] I'm not familiar with non-core material; where's Ranged Spell? Also, how does it work? [/QUOTE]
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first time cleric needs to survive
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