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Thank god the boards are back up! So what feat for 12th cleric.
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<blockquote data-quote="Gaiden" data-source="post: 1810738" data-attributes="member: 103"><p>Disciple of the Sun - unnecessary: already have the extension of the sun domain power to normal amount of turning attempts.</p><p></p><p>Improved Turning? - is certainly in line with the character so far. However, he was designed with an initial hatred in his heart towards all undead and now has evolved somewhat to view undead more as tortured souls that need release and consequently adapts a healer's perspective to them. The other thing is that I don't think it is really necessary. The character rarely sees undead and when he does almost always destroys them already anyway.</p><p></p><p>Empower Turning - see above.</p><p></p><p>Divine Vigour - seems to be too self focused. This character is an intricate part of a tight knit team. I just can't see the added speed and hit points as important for him. Certainly the extra HP's would be nice, but they would be better for our resident paladin - in fact, this may be the next feat our pally takes (I am controlling him as well). At 12th an extra 24 hp's would be very nice as well as the faster movement.</p><p></p><p>Augment Healing - I glossed over this one. Upon review this may be precisely the feat to take. I did not realize it was +2 per level of the spell. Would this work before empowering?</p><p></p><p>Quicken Spell and aim for Divine Metamagic - I did not know about the errata. I can't deny that quicken spell is an amazing feat especially at our house ruled +3 levels instead of +4. D&D is all about the number of actions you have (hence the choice of quicken turning).</p><p> </p><p>Domain Spontaneity - an amazing feat for versatility to be sure. I am being hampered by the moment though. We have a party of 6 and the cleric is using about 3/4's his spells on buffs for everyone. He simply doesn't have the extra spells at the moment for this to be useful. It is great in theory but at the moment would see no use. I am not sure if I should go for it anyway though.</p><p></p><p>Reach Spell - in my mind a worthless feat. Cure spells gain a range as soon as you hit 5th level with the mass versions. As a healer, slay living is a bit contrary to his beliefs and I would never cast that spell. About the only touch range spells I can think to be of major use at range then are stone shape and dispel evil. At +2 levels it is just not worth it though. Too bad I can't find a magic item that gives me spectral hand. Alas, should have been a mystic theurge. <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>So I guess it looks like Quicken Spell, Augment Healing, or Domain Spontaneity. A real shame about the Domain Metamagic (although I was considering quicken alone anyway).</p></blockquote><p></p>
[QUOTE="Gaiden, post: 1810738, member: 103"] Disciple of the Sun - unnecessary: already have the extension of the sun domain power to normal amount of turning attempts. Improved Turning? - is certainly in line with the character so far. However, he was designed with an initial hatred in his heart towards all undead and now has evolved somewhat to view undead more as tortured souls that need release and consequently adapts a healer's perspective to them. The other thing is that I don't think it is really necessary. The character rarely sees undead and when he does almost always destroys them already anyway. Empower Turning - see above. Divine Vigour - seems to be too self focused. This character is an intricate part of a tight knit team. I just can't see the added speed and hit points as important for him. Certainly the extra HP's would be nice, but they would be better for our resident paladin - in fact, this may be the next feat our pally takes (I am controlling him as well). At 12th an extra 24 hp's would be very nice as well as the faster movement. Augment Healing - I glossed over this one. Upon review this may be precisely the feat to take. I did not realize it was +2 per level of the spell. Would this work before empowering? Quicken Spell and aim for Divine Metamagic - I did not know about the errata. I can't deny that quicken spell is an amazing feat especially at our house ruled +3 levels instead of +4. D&D is all about the number of actions you have (hence the choice of quicken turning). Domain Spontaneity - an amazing feat for versatility to be sure. I am being hampered by the moment though. We have a party of 6 and the cleric is using about 3/4's his spells on buffs for everyone. He simply doesn't have the extra spells at the moment for this to be useful. It is great in theory but at the moment would see no use. I am not sure if I should go for it anyway though. Reach Spell - in my mind a worthless feat. Cure spells gain a range as soon as you hit 5th level with the mass versions. As a healer, slay living is a bit contrary to his beliefs and I would never cast that spell. About the only touch range spells I can think to be of major use at range then are stone shape and dispel evil. At +2 levels it is just not worth it though. Too bad I can't find a magic item that gives me spectral hand. Alas, should have been a mystic theurge. :) So I guess it looks like Quicken Spell, Augment Healing, or Domain Spontaneity. A real shame about the Domain Metamagic (although I was considering quicken alone anyway). [/QUOTE]
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Thank god the boards are back up! So what feat for 12th cleric.
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