What feats do you give your clerics?

Darkness

Hand and Eye of Piratecat [Moderator]
This thread reminded me of something: I've always had a hard time assigning my clerics their feats.

So what feats do you all give to your clerics - whether PCs or NPCs?
 

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I would generally choose whether I wanted a spell oriented cleric, or a combat cleric. If your character is going to be mainly a caster, then Spellcasting Prodigy and (Improved)Spell Focus: Enchantment are probably the way to go. Otherwise, you can try for the Power Attack/Cleave feat chain, if you have high strength. Craft Magic Arms and Armor is also really valuable for a cleric, since they can actually use the stuff they make, unlike a wizard.
 

A lot depends on the specific type of cleric I'm running. For example, a militant cleric of St. Cuthbert with the Destruction domain (gives him the smite ability) fit well with the Extra Smiting feat, but it wouldn't work for most others.

Scribe Scroll is a good one, with the cleric's access to alomost every spell on the spell list.

Extend Spell is good for clerics who focus on buffing the party, with all the stat-buffing spells, Magic Vestment, Greater Magic Weapon, etc.

A couple of the DotF feats are good for clerics, esp. if they have good Cha (Divine Might, for example).
 

The 8th level dwarf cleric in my game has done well with scribe scroll, craft wondrous item, and extend spell. I have no idea what he will take at 9th level.
 

I agree with the 'Craft..' feats, given it would be a terribly cool roleplaying aspect to craft something and use it.

But don't forget 'The best offense is a good defense'. Given the right defensive Feats, a Cleric can become a pilliar against the storm, proverbially.

Which is what a Cleric should be, anyway. :D
 

My half-orc barbarian/cleric of Pelor didn't take any of the metamagic or traditional spellcaster ones. I just went with the stuff that would help in combat. Most of my spells are healing/buffing spells so I'm not going to get anything resisted and my low charisma means the only way I'm ever going to turn undead is if I physically spin them.
 

What I'd like is to have more options about how to use the "turn/channel energies" type of deal. So I'm kind of wait to see what Monte Cook and the guys at S&SS come up with feat wise.

But basically it depends on the cleric. If I'm going combat cleric, I tend to multi-class into a fighter-type, barbarian and/or fighter being most prominent.

If I'm doing more a spellcasting/healing cleric, stuff that improves his DCs or at least spells that do.
 



Mounted Combat and Ride-by-Attack-- because then I can qualify for Hospitaler.

Seriously though, I think Chain Spell is kinda cool. Almost always worth taking Extend Spell, too.


Wulf
 

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