Ursineoddity |
my cleric just hit level 9, and it's the first point where i don't have a feat planned. a lot of feats so far have been mostly flavorful, so i'd like something mechanically awesome.
feats so far: selective channel, eldritch heritage, versatile channel, improved eldritch heritage, scribe scroll (from Rune/Wards).
craft rod would be good, except that i don't have any metamagic feats to make metamagic rods.
leadership would be good, but my DM has already said he would be making and roleplaying my cohorts, so they would probably be useless.
i'm thinking craft wand or craft wondrous item, which would make sense for a cleric of Nethys...wanting to spread magic in the world and whatnot. but again, i'm looking for the most mechanical advantage.
David_Bross |
Improved eldritch heritage requires character level 11, so you didn't meet the prereqs when you took it.
keep in mind without the metamagic feat you simply need to hit a spellcraft +5 to create the item for the DC, so it is possible to do.
What kind of cleric you are would help us narrow down choices, but I find improved initiative to be very valuable for several types of character (assuming one side "wins" the combat, if you go first, you effectively went one more time than the other side, and this really does help to "win").
Magda Luckbender |
It's really impossible to know without some information about what sort of cleric this is.
Given the investment in channeling, I'd go for more another channel feat. Improved Channeling would be nice, but Quick Channel is better. Improved action economy in extremis is better than +2 DC. Quick channel lets you both channel and cast a spell in the same round. If you're a reach cleric you might cast, quick channel, and get several martial attacks.
Ursineoddity |
@pirate I had considered that, still am
@Addem I'm mostly buffs, but our party has a pally, a bard, and a magus so I've been trying to do some battlefield control, mostly with summons since our DM doesn't like to let my debuffs go off most of the time.
@David I meant improved familiar! got an air elemental so I can heal/buff at range and stay out of harm's way. I am taking improved eldritch at 11, though
Out of combat, I usually try to solve any problem with magic...the more grandiose and rediculous the better. Recently suggested we sneak into an ogre infested fort by animating a huge spider's corpse, casting air walk on it, and riding it in from above.
In combat, I buff, heal, debuff if I can, and I'm pretty good at locking down casters if there are any. There aren't really many good straight damage spells for me, but I'll drop a holy smite every now and again.
Thanks for all the responses so far!
Set |
Toughness synergizes well with the shield other spell if you make use of that on your Paladin (or other tank type).
If you can use Craft Wondrous Item to halve the cost of your headbands of wisdom/charisma, cloaks of resistance, phylacteries of channeling, amulets of natural armor, ioun stones, etc. you are going a long way towards making that feat pay for itself.
I've never regretted Improved Initiative (although it's exponentially better if you have minions, such as commanded undead or Leadership cohorts or summoned critters or planar allies or one of those domains like Animal that gives you a companion or a(n Improved) familiar from Eldritch Heritage, since they go on your turn, and you've essentially just added +4 to their initiative as well).
Leadership, if the GM allows it, can always be handy. A 7th level class X (with X being whatever the hell you want it to be!) can fit into any party. In the case of a cleric of Nethys, a 7th level Wizard would fit the bill nicely.
Dragonchess Player |
my cleric just hit level 9, and it's the first point where i don't have a feat planned. a lot of feats so far have been mostly flavorful, so i'd like something mechanically awesome.
At 9th level, you get 5th-level spells, so Quicken Spell is probably the most beneficial feat a cleric can take. For example, a Quickened divine favor (or shield of faith), on the same round you cast a party buff or channel energy, can help make the cleric even more capable as a combatant (or tank). Many of the 1st (and 2nd) spell level short-term buffs a cleric has access to are "nice, but I don't want to waste a round casting;" Quicken Spell lets you not worry so much.
It becomes even more useful as you gain levels, too.