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<blockquote data-quote="amethal" data-source="post: 2712027" data-attributes="member: 22784"><p>I would say that vast majority of feat "trees" are combat related. Most non-combat feats seem to have either no pre-requisites, or only one pre-requisite (more like a feat shrub <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p></p><p>Feat choice is an enormous topic.</p><p></p><p>To use a cleric as an example, the cleric can take plenty of feats to improve his turn undead ability, but they aren't really a tree as generally none of them depend on having any of the others. Apologies if I get some of the feat names wrong as I've never had a character take any of them.</p><p></p><p>For example, Extra Turning gives additional turn undead attempts per day, and Improved Turning allows you to turn undead as if you were a level higher, but each one only requries you to have the turn undead ability.</p><p></p><p>Clerics and especially paladins, (who are not so good at turning although they tend to compensate somewhat by having a higher charisma) can also take feats to use their turn undead ability for something else. </p><p></p><p>This can be useful because the effectiveness of turn undead is dependent on the hit dice of the undead you are trying to affect. Particularly at high levels, many undead the party fights will have hit dice significantly higher than the cleric's level and turning them is unlikely to succeed. Thus having another use for turn undead can be handy.</p><p></p><p>For example, Divine Vigour increases your speed and gives you temporary hit points, at the cost of one of your turn undead attempts. Extra Turning is not a prerequisite for this, but would be a good additional feat to have if you wanted to use Divine Vigour or similar feats more often.</p><p></p><p>Clerics can also use the Divine Metamagic feat to use up turn attempts to "pay" for the level adjustments of other metamagic feats. Thus, if you had the Extend Spell feat you'd normally have to use up a slot one level higher in order to douible the spell's duration. If you also had Divine Metamagic, you could instead cast the spell at its normal level by using up one use of turn undead.</p><p></p><p>Another useful cleric feat is Augment Healing, which gives a +2 to the amount of healing from cure spells.</p><p></p><p>I think if I was designing a "basic" cleric for a newcomer to 3rd edition I'd recommend a human cleric of Pelor who is focused on healing and turning undead. Domains would be sun and healing.</p><p></p><p>First level feats would be Augment Healing (Complete Divine) and Extra Turning (PH)</p><p>At 3rd level I'd get Improved Turning (PH)</p><p>At 6th level I'd get Divine Vigour (CD)</p><p>At 9th level I'd get Extend Spell (PH)</p><p>At 12th level I'd get Divine Metamagic (CD)</p><p></p><p>This is far from the best cleric build, but it isn't very complicated and should prove a useful addition to any party.</p></blockquote><p></p>
[QUOTE="amethal, post: 2712027, member: 22784"] I would say that vast majority of feat "trees" are combat related. Most non-combat feats seem to have either no pre-requisites, or only one pre-requisite (more like a feat shrub :) ) Feat choice is an enormous topic. To use a cleric as an example, the cleric can take plenty of feats to improve his turn undead ability, but they aren't really a tree as generally none of them depend on having any of the others. Apologies if I get some of the feat names wrong as I've never had a character take any of them. For example, Extra Turning gives additional turn undead attempts per day, and Improved Turning allows you to turn undead as if you were a level higher, but each one only requries you to have the turn undead ability. Clerics and especially paladins, (who are not so good at turning although they tend to compensate somewhat by having a higher charisma) can also take feats to use their turn undead ability for something else. This can be useful because the effectiveness of turn undead is dependent on the hit dice of the undead you are trying to affect. Particularly at high levels, many undead the party fights will have hit dice significantly higher than the cleric's level and turning them is unlikely to succeed. Thus having another use for turn undead can be handy. For example, Divine Vigour increases your speed and gives you temporary hit points, at the cost of one of your turn undead attempts. Extra Turning is not a prerequisite for this, but would be a good additional feat to have if you wanted to use Divine Vigour or similar feats more often. Clerics can also use the Divine Metamagic feat to use up turn attempts to "pay" for the level adjustments of other metamagic feats. Thus, if you had the Extend Spell feat you'd normally have to use up a slot one level higher in order to douible the spell's duration. If you also had Divine Metamagic, you could instead cast the spell at its normal level by using up one use of turn undead. Another useful cleric feat is Augment Healing, which gives a +2 to the amount of healing from cure spells. I think if I was designing a "basic" cleric for a newcomer to 3rd edition I'd recommend a human cleric of Pelor who is focused on healing and turning undead. Domains would be sun and healing. First level feats would be Augment Healing (Complete Divine) and Extra Turning (PH) At 3rd level I'd get Improved Turning (PH) At 6th level I'd get Divine Vigour (CD) At 9th level I'd get Extend Spell (PH) At 12th level I'd get Divine Metamagic (CD) This is far from the best cleric build, but it isn't very complicated and should prove a useful addition to any party. [/QUOTE]
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