Feat for a cleric who doesn't really need one [Archive] - Wizards Community

Post/Author/DateTimePost
Maxxim

05-03-07, 10:23 AM
My cleric is currently level 9. In fact, I realized last night that I've gone 3 sessions at level 9 not even remembering that I could choose a new feat. That's how little not having it has affected me.

Right now, the cleric has Improved Initiative, Extra Turning, Sacred Healing, and Lightning Reflexes.

I normally do support and healing. Between sacred healing and all my spells, I can heal more than my party will ever need in a single day.

When I do melee, after casting a couple self-buffs I'm just about as powerful as the knight and barbarian in the party.

I normally prepare about half offensive spells so I can either fight with them, or burn them for healing. With those spells, I can dish out damage equal to our other casters.

So, I can't really think of a feat that's going to help me all that much. I figure I should just take either (1) something that I'll need at higher levels (I've never played higher than level 10), or (2) something that just adds fun and roleplaying value.

Any suggestions to fit either of those 2 areas?


edit: I hate using metamagic, it's too much of a pain to deal with. Just thought I'd add that, since I don't want to take any of those feats.
tarkin

05-03-07, 10:28 AM
Take a magic item Creation feat.

If magic items are easily obtainable in your world, go with Wonderous Items. Chances are you will own more of them then any other item, and you can always UPGRADE an existing item (Turn that +4 Wisdom item into a +6).

You will use the Craft Wonderous Item more than most other feats.

If magic items are harder to come by, then go looking for the one magic item you want but can't find and take the feat to make it.
RobbyPants

05-03-07, 10:51 AM
There are a whole bunch you could pick. Here are a few that come to mind quickly:

Extra Turning - It stacks with the one you have now, for more uses with Sacred Boost. Also, remember that Sacred Boost will also work when attacking undead with healing spells...
Spell Penetration - This helps you bypass Spell Resistance. I'm not sure how often you use attack or debuff spells, but it may be handy in the late-game...
Improved Toughness - Granted, I think you could do much better, but if you feel you have a feat to blow, +1 HP per level is kinda nice...
Weapon Focus(X) - Where X is your deitie's favored weapon (or whatever you want, really). May or may not be useful to you. You can be the judge...
Santify Martial Strike - (From the BoED). You need Weapon Focus with the weapon first. It allows you to add extra damage (1 pt) against evil creatures, and even more (1d4) against evil outsiders and undead.
Divine Metamagic - If your DM allows this one (its potent!), it can be very useful. You need a metamagic feat. This late in the game, I'd suggest Quicken Spell. You can also go for Persistant Spell, but that has the additional prereq of Extend Spell (for a total of 3 feats instead of 2).

Hopefully, somewhere in there, you find something useful ;)
Keeper of the Mists

05-03-07, 12:30 PM
Combat Casting. It'll better let you cast self-buffs and party heals in combat when needed, without worrying too much about the raging orcs around you.
Someone

05-03-07, 12:51 PM
If you're doing a lot of the healing, Augment Healing wouldn't be too bad. Divine Spell Power isn't too bad either, especially if you have Extra Turning and a high Cha.
Maxxim

05-03-07, 01:42 PM
Oops, I forgot, I also have Augment Healing already. I had originally taken Lightning Reflexes, but the Psion did that psychic reformat thing on me and I switched it out for Augment Healing. Which rocks, by the way.

I guess a creation feat seems like the best way to go, but I'm always so hesitant to give up even a point of xp. Can't hurt to have, though, since I'm not doing anything with the feat slot anyway.
unusualsuspect

05-03-07, 01:45 PM
Reach Spell wouldn't be a bad idea, either... Sometimes, it's worth staying outside of that Ogre's reach when casting a healing spell on the party member currently in melee with him.
calprinicus

05-03-07, 02:01 PM
Leadership: grab a cohort to join you on you campaign, gain followers and start a church for you diety after buying a small house, then charge for repentance and you get free weekly income!
Dark1ord

05-03-07, 02:41 PM
Combat Casting. It'll better let you cast self-buffs and party heals in combat when needed, without worrying too much about the raging orcs around you.why not skill focus concentration instead, to get a +3 *all the time* instead of a +4 *some of the time*? that's my gripe with combat casting.
darkeness

05-03-07, 03:55 PM
I guess a creation feat seems like the best way to go, but I'm always so hesitant to give up even a point of xp. Can't hurt to have, though, since I'm not doing anything with the feat slot anyway.

Actually, with item creation you get much more powerful, much quicker than the rest of the party, providing you have the gold that is. The reason why is that as you spends xp to craft items the rest of the party goes up in levels. Eventually they will gain a level (or 2, depending on how much you craft) over you. However, with the self adjusting xp system in place you will acteully get MORE xp than the rest of the party. The xp system is designed so that a lower level charcter can "catch up" to the higher level ones over time (2-3 levels?), but a crafter can use that to their advantage and have a ton of magical items that enhances their abilities and keeps their level on par with a character one or 2 levels higher. Cleric huh.. how about 100 pearls of power... first level spells (thats 100d8+700 points of healing per day, although 3 wands of clwds is cheaper). Wizard? Wish x30 = 125,000 xp and +5 to every stat. Wizards broken? You decide.

The examples I made may not have been the best, but hopefully you get my point on the subject.
tarkin

05-03-07, 04:06 PM
Usually the XP is so small that you never fall more than one level behind, and the better magic items makes up for it.

Part of the trick is to to realize that you should NOT be spending XP to benefit other members of the party.

I.E. Don't give them stuff for much less than standard cost.

The only time I make things for another player is 1. if they pay full price (maybe a small discount -5% at best) or 2. they have a magic item I want and can't make - so I make something they want and trade them for it.

Both of us come away happy that way.
Nephlite

05-03-07, 04:13 PM
Usually the XP is so small that you never fall more than one level behind, and the better magic items makes up for it.

Part of the trick is to to realize that you should NOT be spending XP to benefit other members of the party.

I.E. Don't give them stuff for much less than standard cost.

The only time I make things for another player is 1. if they pay full price (maybe a small discount -5% at best) or 2. they have a magic item I want and can't make - so I make something they want and trade them for it.

Both of us come away happy that way.
I only charge 2/3rds markey price: just the nice guy in me.

But I do agree: don't waste too much Xp making stuf for others.
Maxxim

05-03-07, 04:13 PM
Reach spell is another idea.

I also remember reading something about a feat that lets you spend some time in the morning "bonding" with a party member, at the expense of a turning use (or more, I don't recall), then for the rest of the day you can heal them at range.

I don't remember where I saw the feat, it could have even been from a 3.0 book. I also don't know if you can bond to multiple people at once, which would be pretty cool.

The xp comments make sense re: item creation. My only other drawback is party members asking for too much stuff. I'm too nice, I wouldn't be able to say no all the time.
Keeper of the Mists

05-03-07, 04:23 PM
Reach spell is another idea.

I also remember reading something about a feat that lets you spend some time in the morning "bonding" with a party member, at the expense of a turning use (or more, I don't recall), then for the rest of the day you can heal them at range.

I don't remember where I saw the feat, it could have even been from a 3.0 book. I also don't know if you can bond to multiple people at once, which would be pretty cool.

The xp comments make sense re: item creation. My only other drawback is party members asking for too much stuff. I'm too nice, I wouldn't be able to say no all the time.

Divine Ward, in the PHBII. By spending 10 minutes in contact with a willing creature, you create a ‘magic ward’ between you and the creature that lasts 24 hours. For that duration, ‘touch’ spells (typically healing) can be cast on the warded creature at Close-range by expending a Turn / Rebuke use.

More people can be tuned as well by spending more turn/rebuke undead attempts. I have a player with a cleric cohort who has this feat...it's saved his life multiple times.
JulesCARV

05-03-07, 04:50 PM
What domains do you have, BTW? Do you worship any particular deity? I assume you're human. Also, do you play in any particular campaign setting?

Since you don't really see yourself needing a feat, have you considered blowing one on some prestige class that you like? Take skill focus (knowledge (religion)) to get into Divine Oracle, for instance?
Splendide

05-03-07, 11:04 PM
Combat Reflexes. Can't believe you took Lightning Reflexes instead :0

This ability is useful by itself, but more importantly its a key prereq for good stuff later on.

* Vexing Flanker - get an extra +2 to hit when flanking (PHB2)
* Close-Quarters Fighting - when the DM thinks "negate the healer", well, as if it won't be with a suddenly futile grapple check. (CW)
* Hindering Opportunist - swap AoOs you could take for an Aid Another. (PHB2)
* Hold The Line - make an AoO vs charging goblin...poor fella. (CW)

Its a golden feat.
Rainson_Tempestheart

05-04-07, 03:37 AM
The xp comments make sense re: item creation. My only other drawback is party members asking for too much stuff. I'm too nice, I wouldn't be able to say no all the time.

In response to this I give you the following Wizard's article url:

http://www.wizards.com/default.asp?x=dnd/we/20060526a

It's an excerpt or something from the PHB 2 about "sharing" the xp cost of creating items. Tell those punks that if they want you to make them something, SURE, but they can shell out THEIR xp for THEIR +2 flaming longsword, not you.
Maxxim

05-04-07, 08:16 AM
JulesCARV: It's pretty much a greyhawk/homebrew campaign.

I worship St. Cuthbert, and have protection & destruction as my domains.

I haven't really been interested in doing a PrC. I've been enjoying the straight cleric for the most part.


Splendide: I have 10 dex. Combat Reflexes on its own wouldn't do anything for me. I don't know if those other feats have a dex req or not.

I took Lightning Reflexes (and 10 dex) when I made the character, because it was my first character and I didn't know any better. Once I realized what a waste that feat was, I convinced the Psion to do the reformatting thing on me. I dropped Lightning Reflexes and Self-Sufficient (I know, 2 idiot moves there), and got Improved Initiative and Extra Turning, both of which have helped me be an awesome healer for the party.
Vengeblade

05-04-07, 08:25 AM
Divine ward is nice if you have the turning attempts. Nothing makes healing easier than being able to heal at a distance w/o using metamagic.

Heal spell + Close range (25ft+5/2 levels)= Never being too far away.
Novacat

05-04-07, 08:58 AM
Augment Healing
Improved Toughness
Empower Turning
Quicken Turning
Splendide

05-04-07, 10:23 AM
Splendide: I have 10 dex.Bummer!

Blind Fight is always a useful feat. Its one of those ones that don't seem so great, until you can use it, at which point its really good.