Good PHB Feats for Clerics

pedr said:
Instead of Reach Spell, if you have a few turn attempts have a look at Divine Ward (PH2). You 'ward' one ally (and additional ones at the cost of a turn attempt) and then, by spending a turn attempt, can cast a 'touch' spell on a warded ally as a Range: Close spell. So slightly more limited application as you can only do one or two warded creatures, but 1) no bump to the level of the spell, 2) no need to hit with a ray and 3) no need to prepare in advance, or spend a full round action metamagicing a converted cure spell.

Can someone pm me this feat, or something?
Cheers

For the fighty cleric, I'll look up something from the Complete Warrior. They have a few divine feats.
 

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Does anyone think I have the gods the wrong was around for my characters? I have a feeling that my protecting cleric should be the one who obeys Heironeous, and the fighty one should be obeying St. Cuthbert. That way, the Destruction domain works out slightly better, as does good.

My main issue with my rogues and such is the number of constructs in this place. I could give the one with ranks in UMD some castings of that Golem Strike spell thing from Complete Adventurer (the one that allows you to Sneak Attack constructs) as opposed to a new feat.
 

I think this is the text:

Divine Ward
You create a channel of divine energy between yourself and a willing ally. This link allows you to cast upon him from greater than normal range.
PREREQUISITE: Ability to turn or rebuke undead.
BENEFIT: Once every 24 hours, you can spend 10 minutes creating a magical ward between you and one willing target. For the rest of the 24-hour period, you can increase the range of a touch spell to short range (25 feet + 5 feet per 2 caster levels) if you target the creature, and only the warded creature. When you cast a spell in this manner, you must spend a turn or rebuke undead attempt.
You can create a ward between you and more than one target, so long as you expend the necessairy time and turning attempts. You must expend an turn or rebuke undead attempt to create each ward beyond the first.
 


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