Newb Cleric Seeks Feat Help!

Seeten

First Post
So, I'm suddenly playing in a new game, and for the first time in about 15 years, I'm the Cleric. Its a Scarred Lands affair, and I'm a LG Cleric of Corean, God of War and Fire, Paladins and Warriors, and such.

My domains are War(Coreans weapon is Longsword) and Fire. I wear Full Plate, and carry a Heavy Steel Shield, and wield a longsword. I need feats.

Some feats I am considering: Divine Focus: Longsword. Power Attack+Divine Might. Divine Spell Power. Doman Spontaneity: War. Divine Vigor. Extra Turning.

I'm a total clerical nub, so I have no clear clue what I am doing, but, I dont want to take "Improve my healing" type stuff, because Corean is a god of Fighting and War, not spellcasting/healing. I'm more than willing to listen to all advice/etc.

Thanks in advance!
 

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What level? What are your stats so we can know what feats you should consider?

If you decide to play the "not spellcasting" type, make very sure you are committed. Some of the clerical spells are just too powerful to always use fighter-mode.
 

Stats: Str 18 Dex 12 Con 14 Int 13 Wis 16 Cha 16

I am not refusing to cast spells, I just plan to fight as well as cast. I just dont want to do the divine metamagic cheese. I'm even willing to take spellcaster feats, as well as fighter feats, as long as they are cool, and do interesting things. I do not want "Heal x better" and "More x Healing even more better" though.
 

Extend spell, Persistent spell, Divine Metamagic: Persistent spell, and Extra turning seem to be the default for a combat cleric.

I wouldn't recommend Power Attack until higher levels, as you don't have the BAB to sink into it. Unless you're going for Divine Might with a high charisma. Then it might be helpful.

Extra turning would increase both undead and fire/water creature turnings by four, which could be useful.

Extend spell is useful for your combat buffs, making them last twice as long. At higher levels, you can cast your hour/level spells the day before, and have them up when you go adventuring.

Quicken Spell can reduce your "prep time" for combat.

If your DM throws long fights against a bunch of critters at you, Sacred Healing (From Complete Divine) can be pretty useful, and can keep your party up long enough to finish the fight.

EDIT: Didn't notice your last post. Ignore the first sentence, then.
 
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When I play warrior-clerics, I almost invariably go Sword & Board build (though I prefer blunt weapons), so Feats like Shield Bash, 2WF, etc. matter a lot.

Then I try to find the appropriate buffs, like Bull's Strength or Enlarge. As soon as I can, I get Silence, to teach those nasty Wizards a lesson...
 

Well, some that come to mind are combat expertise (very useful for fighting to keep up that AC, especially touch AC), Zen Archery if you plan to use a lot of ranged attacks, and perhaps power attack. I'd suggest putting at least a couple feats on spellcasting, though exactly where depends on what you're interested in. For my cleric, I got Purify Spell but that helped more with the Good domain and the evil outsider-centric campaign. Other options are Disciple of the Sun (even more cheese than divine metamagic). I'm not familiar enough with Scarred Lands to offer campaign-specific suggestions. What other books are allowed?
 


Books allowed, like all WOTC and all Scarred Lands. Scarred Lands has lots of titan spawn stuff, and less undead and outsider stuff, and the titan spawn are like, lizardfolk, and ratpeople, and such.
 



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