Gark the Goblin |
I couldn't easily sum up this character in the title, so here's a long form breakdown:
Halfling cleric with the evangelist archetype, who just advanced from 8th to 9th level. His domain is Animal with the Feather subdomain, and his animal companion is a Large roc with Throw Anything who drops rocks and halflings on enemies. (Also, he calls himself a "kender," but those probably don't actually exist in this world. And we used rolled stats, and I got PRETTY lucky.) His sheet is here.
Some background about the situation: Currently we are about 2 sessions away from the end of the campaign, and right now we are pursuing a vampire back to its coffin. We're in a mansion with fairly low ceilings (probably mostly 20 feet high) that's made of wood. We have no reason to think there will be anything but undead for the rest of the campaign, so a few of my character's abilities will be mostly useless. (Most obviously, his spontaneous casting.) I think we will be able to take a 15-minute power prayer session before we go downstairs and have our last battles, so my character's new spell slots (plus some slots I left unprepared) can be filled. This will almost certainly be the last spell preparation we get before the end of the campaign.
Now finally to my question! Since we're ending so dang soon, I want to have this character go out with a bang. One of the choices that's hardest for me to make is, what feat should he get?
Some options I'm considering:
Evolved Companion to give the roc an evolution like Improved Damage or Tentacle (it actually qualifies for very few). Of the two I'd lean towards Improved Damage because vampire DR is a pain, but Tentacle would let her actually take advantage of her new Multiattack bonus feat. Also, it would be VERY unexpected.
Power Attack - if my character prepares beast shape iii as his 5th-level domain spell, he could turn into a dire bat, wolf, or ape (animals encountered thus far) and deal some respectable damage with this feat.
Maybe Quicken Spell? Quickened spiritual weapon could be handy.
Turn Undead: Actually potentially a good trick - the DC isn't lowered despite fewer damage dice, so I could get a couple uses off of this.
Alertness: I'm literally only considering this one because my character has a +22 Perception already and maxing out that skill has become a hobby. A +2 on top of it will probably not make a difference in these two sessions.
Gark the Goblin |
Quicken Spell is a great feat, but as it adds +4 level you could not use it for 2nd-level spells right now, only first. Selective Channeling would be useful to heal your buddies and not the baddies in tight quarters for your final confrontation. Improved Initiative is also always a solid choice!
Oops, thought it was +3 and didn't bother checking. Thanks for the reminder!
My channels only heal 3d6 (archetype trades out some dice) so I've shied away from optimizing around them. I'll consider Selective Channelling, but if we're only facing vampires it's probably not going to be used. @pauljathome, I unfortunately couldn't get Channeled Revival even if I did have a phylactery, 'cause of those dice lost.
Improved Initiative is one I forgot - and yeah, that's a good one. Adding it to my short list.
I will consider Ectoplasmic Spell, thanks! He's not a blasty type but he definitely has the Wisdom for it.
Unfortunately my cleric is of Neutral alignment so he won't be able to get Summon Good Monster. Thanks for the suggestions though!