| Post/Author/DateTime | Post |
|---|---|
| Rico_Huerta09-10-07, 11:00 AM | Are Sacred Boost and Profane Boost good feats? What are some better ones for a cleric Lvl 4? I was thinking Profane Boost, Sacred Boost, and Divine Metamagic (Maximize). |
| RobbyPants09-10-07, 11:41 AM | Well, I like Sacred and Profane boost for several reasons: They work well thematically for a lot of clerics They're easy to qualify for It's a nice use for Turn Undead uses that don't often get used daily It's a great way to boost out of combat healing It works great with multiple clerics working together (as the effects last until the end of the cleric's turn, so others who cure/inflict before then get the benifits) It's a nice alternative if the DM doesn't allow Divine Metamagic (DMM) That being said, if your DM does allow DMM, it is a much better feat. There are two metamagic feats commonly used with DMM: Quicken Spell -This one is easy to qualify for, and is awesome. For only four Turn Undead attempts, you can quicken a spell. This is great if you want to buff and attack in one round. You can heal someone and attack. You can quicken Flame Strike someone and attack. This gives you lots of options. It will cost you two feats (DMM and Quicken Spell). Persistant Spell -This one is a bit more of an investment, but it really pays off in the end. By 7th level, you effectively become the group's fighter. Persistant Spell allows you to take any spell with a range of personal (so the list is fairly limited) with a non-instantaneous duration and make it last for 24 hours. Now, this will take up six Turn Undead attempts, but at mid/high levels, it is worth it. A very popular buff with this is to make Divine Power (4th level) persistant for 24 hours. It raises your BAB to your level (making you fight as well as a fighter) as well as giving you +6 Str and some extra HP. This combo will cost you three feats (DMM, Extend Spell, Persistant Spell). Either way, you will want to get ahold of Nightsticks from Libris Mortis. Each one you carry gives you +4 turn undead attempts per day. Litterally speaking, there is no limit to how many of these you can carry, and their effects stack. As for DMM(Maximize), I wouldn't bother with it. Generally speaking, not a lot of cleric spells get a serious boost from maxing the damage dice. In terms of healing spells, Sacred Boost works about as well, at a third of the Turn Undead cost and only takes one feat. Realistaically, there are better things you could be doing than dumping maximized Flame Strikes around too. By the time you get Flame Strike, you'll probably be haivng more fun with a quickened Slay Living. As for how useful these feats will be, I feel that DDM(Quicken) is a good all-around combo that won't disapoint you. In the long game, you'll get more milage with DMM(Persistant), but I think it will take until 7th level to really begin paying off. Hope that helps. :D |
| badgerish09-10-07, 12:11 PM | personally i'm of the opinion that divine metamagic is perfectly balanced (by itself) and a good thing to spend turn-undead on. It costs you feats (limited for clerics) and turn-undead attempts, which are also limited and (until nightsticks) hard to get hold of. using nightsticks to actually turn undead is also fine, as it's of limited effectiveness (and that's being optimistic) and means you are not spending a round casting or fighting. however, using (and abusing) nightsticks to power divine feats is borderline munchkinism in my book. just IMHO but unless you really, really need real-ultimate-power, then don't combine DMM and nightsticks! |