The last post got me thinking, "What should clerics take for feats?" There isn't much out of the PHB that makes clerics better at being walking heal-sticks. Complete Divine fixes some of that, to an extent. I mean, what else do you have to do with unused turn undead attempts?
Augment Healing (CD pg. 79): Add +2 points per spell level to Conjuration (Healing) (e.g. cure) spells. Unlike Sacred Healing (PHB2 pg. 89) you don't spend a turn attempt, but by using both you can effectively double the bonus to your healing. Very nice for those tough battles.
Disciple of the Sun (CD pg. 80): Spend two turn undead attempts to destroy turned undead (normally undead are only destroyed if their HD is not more than half the cleric's level).
Empower Turning (CD pg. 81): Turning damage increased by 1.5 after calculating the total.
Quicken Turning (CD pg. 84): Turn as a swift action. Blow up undead and then continue with healing the party. It's great!
Sacred Boost (CD pg. 84): Spend a turn undead attempt and all creatures within 60' get maximized cure spells applied to them until the end of your next turn.
Sacred Healing (CD pg. 84): Spend a turn undead attempt to give fast healing 3 to all living creatures within a 60' burst. Lasts for 1 + Cha modifier rounds.
Now, here is one feat that is interesting but generally only useful if you'll be building a non-heal-stick cleric.
Divine Metamagic (CD pg. 80): Pick a metamagic feat and use up 1 + level adjustment turn undead attempts to use the feat spontaneously. For example, picking maximize would allow you to spontaneously maximize any spell by spending 4 turn undead attempts.
Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts
Sunday, June 7, 2009
Feats of interest for various characters
I happened to glance through the PHB2 and saw a few feats I found interesting.
Deadeye Shot (PHB2 pg. 78): Ready an action to attack the same opponent as an ally. If they hit, the opponent is denied their Dexterity bonus to AC versus your attack, therefore giving you the opportunity to apply your sneak attack damage.
Penetrating Shot (PHB2 pg. 81): Make a single ranged attack as a 60' line. Separate attack roles against each, but each one you hit takes damage. Note, I've seen some posts where people say it stops if you miss, but there is nothing about this in the feat, the errata, or official post stating this on Wizards site. The intent (and the summary) lists it as an attack against each creature in the line. So, the ranged attack against each is simply taking the place of a save; no luck getting out of it because it missed the person in front of you.
Ranged Weapon Mastery (PHB2 pg. 82): Get an additional +2 bonus to attacks and damage with a ranged weapon that does the selected type of damage. It requires Weapon Specialization, so not the best for rogues but great for fighters focused on ranged attacks. Oh, yeah, the errata says it stacks with Weapon Focus and Weapon Specialization, as if there was any doubt...
Telling Blow (PHB2 pg. 83): Get sneak attack damage when you make a critical hit. Not a terrible choice for rogues with an excellent critical range, or for rogues attacking from ranged (because you always need more opportunities to use sneak attack at range).
Sacred Healing (PHB2 pg. 89): As a swift action, expend a turn undead attempt to gain a +2 bonus per die to healing spells you cast until the end of the turn. A 6th level cleric casting Cure Serious Wounds would get 3d8+12...very nice. :)
Deadeye Shot (PHB2 pg. 78): Ready an action to attack the same opponent as an ally. If they hit, the opponent is denied their Dexterity bonus to AC versus your attack, therefore giving you the opportunity to apply your sneak attack damage.
Penetrating Shot (PHB2 pg. 81): Make a single ranged attack as a 60' line. Separate attack roles against each, but each one you hit takes damage. Note, I've seen some posts where people say it stops if you miss, but there is nothing about this in the feat, the errata, or official post stating this on Wizards site. The intent (and the summary) lists it as an attack against each creature in the line. So, the ranged attack against each is simply taking the place of a save; no luck getting out of it because it missed the person in front of you.
Ranged Weapon Mastery (PHB2 pg. 82): Get an additional +2 bonus to attacks and damage with a ranged weapon that does the selected type of damage. It requires Weapon Specialization, so not the best for rogues but great for fighters focused on ranged attacks. Oh, yeah, the errata says it stacks with Weapon Focus and Weapon Specialization, as if there was any doubt...
Telling Blow (PHB2 pg. 83): Get sneak attack damage when you make a critical hit. Not a terrible choice for rogues with an excellent critical range, or for rogues attacking from ranged (because you always need more opportunities to use sneak attack at range).
Sacred Healing (PHB2 pg. 89): As a swift action, expend a turn undead attempt to gain a +2 bonus per die to healing spells you cast until the end of the turn. A 6th level cleric casting Cure Serious Wounds would get 3d8+12...very nice. :)
Sunday, May 17, 2009
Ninjas and Ghost Step
No relevant errata, but there is this official word from WotC: http://www.wizards.com/default.asp?x=dnd/4ask/20080324a
In short, it is similar to a very limited one round greater invisibility usable a certain number of times per day. Makes me glad my character has a constant see invisibility effect active. :)
In short, it is similar to a very limited one round greater invisibility usable a certain number of times per day. Makes me glad my character has a constant see invisibility effect active. :)
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