Basic "feat-question" from new player. [Archive] - Wizards Community

Post/Author/DateTimePost
Khaltic

09-07-05, 05:43 AM
I've signed up for a Forgotten Realms campaign and this is the first time in ages I'm in the neighborhood of this system. (Last time it was called AD&D.)

We will start at 10th level and I've already decided to make a Cleric/Morninglord of Lathander. Everything is done except for two of my feats and I can't decide which ones to take. (I've already decided to take Improved turning and Extend spell.) My DM is reluctant to give me any useful advice, wanting me to "decide for myself".

My first thought was to take Endurance and Diehard but since our DM aren't that rule abiding "out of fights", I don't know how much use of Endurance I will have apart from sleeping in medium armour (and I might want to have a heavy one). Furthermore, whilst Diehard is certainly useful maybe a close friend with a healing potion will do the trick almost as good?

My options seem to be Alertness, Improved initiative or any of the save bonuses. I've also considered Blind fighting and Skill focus: Concentration (the later one ruled out since I've maxed my Conc skill already).

What do you think?
The feat list is limited to players-guide 3.5.

Which feats should I take in the future? Any of the above or metamagic feats?
ElfHunter

09-07-05, 05:59 AM
What do you think?
The feat list is limited to players-guide 3.5.

Which feats should I take in the future? Any of the above or metamagic feats?

I have a question about the books that are allowed. When you say "players-guide 3.5" do you mean just the Players Handbook? Or the PH and the Forgotten Realms book - Players Guide to Faerun.

I would hope that it's the latter, since it's a Forgotten Realms Campaign.

To answer your question, have you thought about Extra Turning? Might be a good investment for a Cleric of Lathander.
Korwin

09-07-05, 06:56 AM
If Players Guide to Ferun (and if Complete Divine), then since you allready have extend Spell --> Persistent Spell --> Divine Metamagic Persistent Spell.
Lilt

09-07-05, 07:05 AM
Improved Initiative is always a good boost for almost any character.

Extra turning is also good if you want to be able to turn lots of big chunky undead all day.

Quicken Spell can be used to quickly cast your low level yet still effctive buff spells without wasting your time during combat. Quickened Divine Favour, for example, gives you a formiddable +3 on attack and damage rolls for one minute.
X-Codes

09-07-05, 08:45 AM
The thing about being a cleric is that you just have to be a cleric. Once you are a cleric, you are done. =P

Craft Wonderous Item so you can get Pearls of Power on the cheap. Other than that, doesn't matter much.
Xykon

09-08-05, 12:57 AM
I'm not sure how Morninglord of Lathander works -- i.e. does it specialize in undead + directed ray damage?

Anyway, if the build has an emphasis on spell effects against opponents (especially damage) you may want to take the "Spell penetration > Greater spell penetration" feat tree. At 10th level encounters got lots of SR's like drows.

If your cleric
a) goes in front often or will be exposed to combat often or...
b) exposed to harsh environment
then Skill Focus: Concentration is an excellent choice.
Lilt

09-08-05, 04:05 AM
That's a good point. If you're going infront a lot then Combat Casting might be an idea. Combine that with Shielded Casting (Races of Stone) and you're laughing even against your DM's Mageslayer mooks/BBEGs.
Khaltic

09-08-05, 05:38 AM
I have a question about the books that are allowed. When you say "players-guide 3.5" do you mean just the Players Handbook? Or the PH and the Forgotten Realms book - Players Guide to Faerun.

Actually, since most of us are new to the system, he's only given us access to Players Handbook for character creation. I think he intend to expand on that once we've begun playing. I will ask him if it's ok to pick from other sources now that I know what to look for. Both Persistent Spell and Shield Casting seems to be in line with my concept. Otherwise I suppose it will be Improved Initiative and either Extra Turning or Skill Focus. (Maybe I'll look into the need for extra spell penetration as well.)

Thanks to all of you for assisting a confused newcomer (actively avoiding the other n-word).
Rurik_Torunn

09-08-05, 05:54 AM
Do consider "Quicken Spell" and "Craft Wondrous Items" (if not by now then at later levels). "Improved Initiative" and "Extra Turning" are also very fine of course. I would not take Skill Focus.

Just my :twocents:.
Khaltic

09-08-05, 06:37 AM
Do consider "Quicken Spell" and "Craft Wondrous Items" (if not by now then at later levels). "Improved Initiative" and "Extra Turning" are also very fine of course. I would not take Skill Focus.

Just my :twocents:.

Quicken Spell is on my list for future feats, I just want to get more experienced with the combat system before I make my final decision.

And well, as new to the game I have a serious lack of knowledge about magic items. With that in mind I wouldn't know how to use Craft Wondrous Items even to a fraction of its potential at this point. (But later - who knows?)
Lilt

09-08-05, 06:50 AM
I woudl also advise against skill focus. If you want the Shielded casting feat when it becomes available, consider that combat casting is a requirement.

Rurik is correct, as Craft Wonderous Item is a great option. Some people shun it as it costs you XP thus might leave you a level behind but consider that a level's worth of experience gets you a lot of items, which may make you more powerful than your next level would, plus you generally get more XP from being a lower level than the rest of the party.
Lilt

09-08-05, 06:56 AM
Quicken Spell is on my list for future feats, I just want to get more experienced with the combat system before I make my final decision.

And well, as new to the game I have a serious lack of knowledge about magic items. With that in mind I wouldn't know how to use Craft Wondrous Items even to a fraction of its potential at this point. (But later - who knows?)
Fair enough. Things to gonsider are a Phylactery of Undead Turning (when combined with your sun domain power allows you to *destroy* undead above your CR), Circlet of Persuasion (Turn undead is a charisma check), Periapt of Wisdom (Increases save DCs and gives you more spells per day), Cloak of Charisma (more turn undead attempts, larger bonus on check), Strands of Prayer Beads (+4 caster level from the Bead of Karma is awesome). I'm sure other people here will have other ideas for wonderous items for you to craft.
Khaltic

09-08-05, 10:55 AM
Thanks for the extra input. I’ve basically scrapped the Skill Focus feat for good and will probably go with Improved Initiative and Craft Wondrous Item (or Persistent Spell if the DM will let me). The one I don’t get will be top alternative to Quicken Spell at level 12.

I’ll just wait and see if we’ll fight hoards of undead before I get myself the Extra Turning feat.