Cleric Feats [Archive] - Wizards Community

Post/Author/DateTimePost
Reldo

06-08-06, 01:00 AM
What feats should a cleric take? I'm pretty sure I'm going to be a Cleric of Pelor with the Healing and Sun/Strength domains, and I've read all of the class features and spells so I have the gist of that. BUt, I have no idea what feats to take. I suppose I should take just regular old metamagic and item creation feats, but I was also considering taking two-weapon fighting and using a light and heavy mace (Pelors favored weapons). Or should I screw that and keep the sheild for the AC... Or maybe I could be a cleric of Kord, convince my DM that the god of warriors is worthy of the War domain, take it and the Strength domains and get proficiecy and weapon focus with a great sword... somebody stop me before my indescisive head explodes...
witheygull

06-08-06, 01:13 AM
If you believe the campaign is going to be undead heavy, go with Pelor and look into the prestige class Radiant Servant of Pelor from Complete Divine. Recommended feats would include Improved Turning, Extra Turning, and Quicken Turning (Libris Mortis).

If there aren't going to be too many undead to fight, then Kord would be a fine choice if you select the Competition domain.

Good feats for either one include metamagic feats plus Divine Metamagic (Complete Divine), Craft Contingent Spell (Complete Arcane), and Nymph's Kiss (Book of Exalted Deeds). Also, look at the Divine feats from Complete Divine and PHB II for some good alternate uses of your turn undead attempts.
Father Dale

06-08-06, 01:38 PM
Augment healing is a good feat for any cleric who casts lots of healing spells.

I'm a big fan of the Domain Spontaneity feats. Sun is a good domain for that.

Divine Spell Power is extremely useful. The more I play a cleric with this, the more spells I see where it helps out. For instance, a 9th lvl cleric casting Mass Resist Energy normally grants energy resist 20. But with a decent roll to increase the caster level, you can get it up to 11 to grant energy resist 30. Spell Resistance is another one where it realy helps out. Again, 9th lvl cleric using Divine Spell Power on Spell Resistance could quite readily get SR 25. Can also be used to great effect with spells like Divine Favor, Magic Vestment, and Greater Magic Weapon.

If going melee with a cleric, Power Attack comes in handy too. Especially if you do Divine Power and get the better BAB going.

Divine Vigor is one of my favorite divine feats. It scales with level, and it can be used repeatedly in an encounter to keep getting a nice temp hp buffer. Works best with tanking clerics.

Extra Turning helps with using divine feats.

If you figure on encountering undead, I like Empowered Turning a lot too. Especially with the Glory domain. A 9th lvl cleric with 16 Cha and the Glory domain and Empowered Turning would be doing 1.5x(3d6+12) HD of undead on turning attempts. (Thats 22 to 45 HD of undead turned).

And as mentioned above, Craft Contingent Spell is real good. Craft Wondrous Item and Craft Arms and Armor is good with clerics since they can access all the spells on their spell list, meaning they can meet the prereqs for many items quite easily.
Reldo

06-08-06, 02:13 PM
Unfortunatly, I don't have Complete Divine, but at this rate I'll have it soon
ninjarabbit

06-08-06, 04:27 PM
I don't think any prepared spellcaster should be without extend spell and quicken spell.

I like domain spontaniety too, especially if you use the PHB II variant with it. If you manage to get 4 or 5 domains (which can be done fairly easily and with minimal feat cost) and have domain spontaniety for each of those domains you can spontaniously cast more spells than a sorcerer and still have all the advantages of a prepared spellcaster.

Persistant spell and divine metamagic: persistant spell are two of the most powerful feats a cleric with a high cha and lots of turning attempts can have.
sizbut

06-08-06, 05:45 PM
Well all the other suggestions are good except they all involve going outside the core books.

If we stick to core, then unfortunately the best choice will depend on the game style. I took Combat Casting and it's pretty much wasted as my DM doesn't check (my character could stand on his head mid-battle and still cast). Meantime Extra Turning has been an absolute saviour with undead in every corridor.

My Cleric is a Dwarf and I do regret not going into the War Domain just for the favoured weapon focus (when turning fails thumping helps - that's a cleric's job isn't it?).
Akharu

06-08-06, 05:55 PM
When my gnome Radiant Servant of Pelor Failed his turning attempt he just unleashed wave after wave of healing death.
malignor

06-08-06, 06:09 PM
= FROM THE SRD =

If you plan on going heavy on the magic, I'd consider...
- Tower Shield Proficiency. Taking cover behind a tower shield only means no attacks... which means nothing if you're a buffer, healer or support character.
- Spell focus - conjuration. Makes your cure spells a little harder to resist (when destroying undead with em) and sets you up for augmented summoning or lead to the Thaumartugist PrC.
- Spell focus - abjuration. Better protection spells, better dispelling/counterspells.

If you plan on getting your hands dirty...
- Weapon Focus. With that lower BAB, yu can use the help
- Power Attack & chain. Use them muscles!