What feat to choose (Rogue/Cleric)

Noldor Elf

First Post
I am about to gain the 9th level with my character, which naturally will grant a feat to my disposal and I can't really decive what feat to select.

Here is the character (after the level up):
Halfling Rogue 3/Cleric of Kossuth 4/Blackflame Zealot 2
STR: 11, DEX: 18, CON: 14 (16 with amulet), INT: 12, WIS: 16, CHA: 10
Feats: Iron Will, Martial Weapon Proficiency: Kukri, Exotic Weapon Proficiency: Spiked Chain, Weapon Finesse, one feat left
Important items: Spiked Chain +1, Flaming Kukri +1

Feats that I have considered:
Practiced Spellcaster: Cleric
Would bring caster level to 9, most importantly giving 4 extra rounds out of most short term buffs

Combat Reflexes
Solid possibility with Spiked Chain and high DEX.

Two-Weapon Fighting
I recently gained nice flaming kukri, so I could change to it (and MW or normal +1 one) while getting more out of my 2d6 sneak attack. Would make EWP: Spiked Chain wasted feat though.
 

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I can't understand what your build is aiming for, so it's hard to say. If your current caster level is 5, then I would pick Practiced Cleric out of all the feats you listed, but I'm sure there are better feats.
 


Pinotage said:
Practised Spellcaster. Definitely. My Rogue/Cleric has just taken that at 9th level, and very happy.

Agreed. There's really not much to think about there. :)

Practiced Spellcaster is a definite winner, if you want to get some decent (level-appropriate) use out of your spells.

Bye
Thanee
 

As Pintage and Thanee said. With that class combo, Practiced Spellcaster is definitely the way to go. Besides making spells last longer, it'll also allow some of your spells to provide larger bonuses (e.g. Shield of Faith goes from +2 to +3, Magic Vestment goes from +1 to +2).
 

shilsen said:
As Pintage and Thanee said. With that class combo, Practiced Spellcaster is definitely the way to go. Besides making spells last longer, it'll also allow some of your spells to provide larger bonuses (e.g. Shield of Faith goes from +2 to +3, Magic Vestment goes from +1 to +2).

Bah, I said it too! Although for some reason I typed "Cleric" in place of Spellcaster. :P

I'm still interested in finding out what your basic concept and role is with this character build. It seems to be a bit unfocused with the spiked chain and kukri ambiguity.

PS: The reason I ask is because I'm astounded you play a rogue type and don't yet have Improved Initiative.
 
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Seems to me that we have a winner: Practiced Spellcaster

I have to admit that the character is a little bit unfocused, I wanted to try rogue with some spellcasting (originally I though about Rogue/Bard), and Blackflame Zealot looked like an interesting PrC (which it is, although its not very powerfull) and I ended up as Rogue/Cleric.
Because of the party composition and adventuring locations (Underdark) the character was forced into melee quite often, so spiked chain seemed to be good pick with highest finessable damage potential and reach made him quite effective anti-caster for couple of levels.

My intention was to take MWP: Kukri just for PrC requirements and use the spiked chain. After our last adventure, however, the character received a flaming kukri, very fitting to the style, which would be more effective (damage vise) than chain. So, looking back from my current position, two-weapon fighting would have been better choice than Spiked Chain, since MWP: Kukri was a requirement for the PrC and the character does not have enough STR (or size) for tripping.

Ok, I probably grab Practiced Spellcaster and enjoy the higher caster level the remaining couple of levels, I will have to leave the campaing anyway in couple of months.
 


I'd drop one of the weapon proficiencies and get Practiced Spellcaster and Combat Reflexes, but I don't think a Rog/Clr makes for excellent melee combatants anyway. That's why I'd focus on the two strengths you already have.
 

Craft Arms & Armor can have you increase the enhancement bonus of your armor, shield, and all of your weapons to +2, not including any special enhancements that you would like to have. You can also make sure that everyone in the party has at least +2 items. If you do this, you won't have to use any spell slots for Greater Magic Weapon or Magic Vestment.
 

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