
Gorguk |

Reach metamagic feat. There is nothing more helpful than being able to heal at range. If you are allowed traits, there is 1 that lets you select 1 spell any metamagic feat applied to it reduced by 1 level. That way you can have a reach cure light wounds spells at first level. This hopefully keeps you out of melee and still able to heal the front line fighters.
*ninja'd

james maissen |
Reach metamagic feat. There is nothing more helpful than being able to heal at range. If you are allowed traits, there is 1 that lets you select 1 spell any metamagic feat applied to it reduced by 1 level. That way you can have a reach cure light wounds spells at first level. This hopefully keeps you out of melee and still able to heal the front line fighters.
*ninja'd
I would suggest that instead of reach clw, which will outlive it's usefulness quickly that you go with reach shield of faith that is useful from the start and only gets better for quite some time.
-James

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Intensified Spell — Increase maximum damage dice by 5 levels
Empower Spell — Increase spell variables by 50%
Persistent Spell — Creatures who saved against a spell must save again
Intensified is better then Empower if your higher level. Intensified + Empower can deal alot of damage for the spell level.

Papa-DRB |

Magical Lineage
APG Page 329
-- david
Papa.DRB
Gorguk wrote:Reach metamagic feat. There is nothing more helpful than being able to heal at range. If you are allowed traits, there is 1 that lets you select 1 spell any metamagic feat applied to it reduced by 1 level.Anyone know what trait this is?

Quantum Steve |

Intensified Spell — Increase maximum damage dice by 5 levels
Empower Spell — Increase spell variables by 50%
Persistent Spell — Creatures who saved against a spell must save againIntensified is better then Empower if your higher level. Intensified + Empower can deal alot of damage for the spell level.
Intensified Spell - Which Cleric spells have dice caps? I can think of Flame Strike and Searing Light off the top of my head. This doesn't seem useful.
Empower Spell - Utter trash if used on cures. Clerics don't have many other variable spells. None that I can't think of are even remotely worth empowering.
Persistent Spell - Clerics have fewer save ors than most, but those they have could benefit from persist.
In addition to Reach Spell, I'd also recommend Extend Spell. Hour/level and 10 min/level buffs are greatly enhanced by this.

Oliver McShade |

Cleric and Druid = As pure caster
1) APG = Reach = is number one feat i want on a Cleric or Druid, with Heighten Feat right behind, to let the spell be able to hit higher up targets.
2) Spell Focus(conjuration) and Augment Summoning = While best of Druid, this is also nice for cleric, due to cleric getting a summon spell every level.
3) Improved Initiative and Combat Casting = What i call the generalist. Strike first and strike true.
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Feats i never choose = Feats that require +3 caster levels = At low levels these feats are useless ( no slot to pump up), at high level these feats hit a ceiling ( 7th + plus level spell can not use = require 10th level slots or above). Also, you are "almost always" better off just filling that higher slot opening with a better spell aim for that slot level.
A low Prime Stat Score class, might get better mileage out of the higher caster level feats, to get more effects for the slot. Even so, the limit on Heighten Feat not being allowed to be used for these slot, still really negates the ability of them being about to punch throw and hit vs Saving Throws and SR.
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Feats i like but never take = Spell Penetration and Greater Spell Penetration = maybe at level 17th and 19th. The problem is by this point the game is almost over, and your spells have to get throw 4 layers of spell Defense = SR, Saving throw, Improved Evasion, and Creature Immunities/Resistance. Versus taking a Magic item creation feats to make hundred of wands or wondrous magic items, or Magic weapons that can avoid those 4 layers of defense. Sometime a +5 Morningstar with Improved Vital Strike feat (15th level feat for cleric/druid) for 1d8 x 3 + 5 damage is nice vs creature immunity to spells.

james maissen |
In addition to Reach Spell, I'd also recommend Extend Spell. Hour/level and 10 min/level buffs are greatly enhanced by this.
I tend to think of Extend as belonging to metamagic rods rather than as a feat. Unless you wind up extending a lot it might not be worth it over other feat choices,
James

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calagnar wrote:Intensified Spell — Increase maximum damage dice by 5 levels
Empower Spell — Increase spell variables by 50%
Persistent Spell — Creatures who saved against a spell must save againIntensified is better then Empower if your higher level. Intensified + Empower can deal alot of damage for the spell level.
Intensified Spell - Which Cleric spells have dice caps? I can think of Flame Strike and Searing Light off the top of my head. This doesn't seem useful.
Empower Spell - Utter trash if used on cures. Clerics don't have many other variable spells. None that I can't think of are even remotely worth empowering.
Persistent Spell - Clerics have fewer save ors than most, but those they have could benefit from persist.
In addition to Reach Spell, I'd also recommend Extend Spell. Hour/level and 10 min/level buffs are greatly enhanced by this.
It's not the amount of spells its the type of damage. Most of the divien spells have 0 resistance to the type of damage they do.
Searing Light (Light base. 0 resistance. 0 save. Range Touch.)Holy Smite (Holy Damage. 0 resistance. Will save for 1/2.)
Flame Strike ( 1/2 Holy 1/2 Fire. 1/2 fire resistance. Ref save for 1/2.) (Not a spell I realy ever use. Holy Smite works better.)
Blade Barrier ( Slashing. DR for resistance. Ref for 1/2 or none.)
Persistant Greater Command thats all im saying.

Anonymous Visitor 163 576 |

Well, there's always quicken spell. It's a great spell for melee clerics.
In one round, you can cast quickened divine favor, righteous might, then move in, drawing a weapon as you do so.
I also really like Scribe Scroll. There are a LOT of cleric spells (Remove Curse, Water Breathing) that you don't need often, but you REALLY need when you do. Scrolls are great for that.

Kalrik |

Well, there's always quicken spell. It's a great spell for melee clerics.
In one round, you can cast quickened divine favor, righteous might, then move in, drawing a weapon as you do so.
I also really like Scribe Scroll. There are a LOT of cleric spells (Remove Curse, Water Breathing) that you don't need often, but you REALLY need when you do. Scrolls are great for that.
+1
Quicken Spell is great for clerics. The combat cleric makes great use of quicken, so does the buffer cleric. Nothing wrong with a quickened Prayer.
Reach Spell is really good, but you need to remember that if you apply it for spontaneously "dropped" cures the rules for using metamagic feats for spontaneous casters apply. At least, that is what I take from it.
I've always disagreed with increasing casting time for spontaneously cast spells and allow the 3.5 feat Rapid Metamagic to reduce the casting time.

Oliver McShade |

Quicken sounds really nice.
But the +4 caster level, means your using up a 5th level spell slot to cast a 1st level spell. This also means that you can not cast 6th level spells (or above) as Quicken spells (without going into Epic Rules). So a Feat, with limited usefulness.
So the Quicken Feat is useless until 9th level (when you gain assess to 5th level spells).
It sounds real nice for a Sorcerer.
But for those who have to memorized there spells ahead of time, does giving up a 5th level spell slot to cast a 1st level quicken spell, really happen that often??
I really want to like quicken, but that is a step price to pay.