hamlet
2014-02-24, 02:38 PM
OK, I've got a question since my system mastery of D&D 3.x is low. I figure you guys can point me in the right direction or at least advise me of some unintended consequences.
Disclaimers first.
1) It is not my intent to optimize, really, or power build here. Merely to avoid inadvertainly shooting myself in the foot.
2) I am quite limited in my access to resources. The DM has confined options to the PHB (unlimited), the Complete Divine (with permission, some of which I have), and the Kingdoms of Kalamar books (if anybody here actually knows any of them, but I'm not counting on that particular aspect).
About the character: a cleric who's just last session rolled over to fourth level and has gotten himself another feat. Right now he has power attack and improved initiative. He's very strong and pretty (CHA and STR 17) not to mention CON of 18. Wisdom 18. No, seriously, those are rolled numbers. Freakin' luck.
He's also dumb as a post with an INT of 8 and kind of slow at DEX 10.
He's essentially a paladin of the Knight of the Gods (Chivalry, helping people, monster slaying, etc.) walking around with a greatsword and a half breastplate and he often forgets that he's a cleric and can cast magic until it's too late. That last bit is actually a characerization choice based on his INT and just the quirks of the character. Most of the time he's in the thick of melee smacking people around and doing a good job of it so nobody seems to mind.
So, when it comes down to feat choice, I find myself with a couple of possibilities.
1) Extra turning sounds like a good option. He already gets 6 turns a day, and more can only help since undead are lurking about here and there.
2) Complete Divine has a little feat called "Sacred Boost" I think that gives him a bonus at the expense of a turn use to make healing magic more effective, which also seems like it would be very spiffy to use against undead since there's another powerful healer in the group. Pop a turn use and then for a little while suddenly we can blast away at undead with healing spells bypassing DR and the like.
3) There's a feat where a turn attempt grants your weapon an extra d4 damage vs. opposite aligned creatures/characters on a successful strike, but the DM has already ruled that, since it's got a low requirement, it's only against a true opposite alignment (i.e., since I'm LG, it would only work against CE). I think that's in the Kalamar book, but I might be mistaken since I'm having trouble finding it right now.
I'm leaning heavily towards the Sacred Boost at the moment, but that's not set in stone. Anybody got any better ideas? Suggestions? Things I've missed?
Disclaimers first.
1) It is not my intent to optimize, really, or power build here. Merely to avoid inadvertainly shooting myself in the foot.
2) I am quite limited in my access to resources. The DM has confined options to the PHB (unlimited), the Complete Divine (with permission, some of which I have), and the Kingdoms of Kalamar books (if anybody here actually knows any of them, but I'm not counting on that particular aspect).
About the character: a cleric who's just last session rolled over to fourth level and has gotten himself another feat. Right now he has power attack and improved initiative. He's very strong and pretty (CHA and STR 17) not to mention CON of 18. Wisdom 18. No, seriously, those are rolled numbers. Freakin' luck.
He's also dumb as a post with an INT of 8 and kind of slow at DEX 10.
He's essentially a paladin of the Knight of the Gods (Chivalry, helping people, monster slaying, etc.) walking around with a greatsword and a half breastplate and he often forgets that he's a cleric and can cast magic until it's too late. That last bit is actually a characerization choice based on his INT and just the quirks of the character. Most of the time he's in the thick of melee smacking people around and doing a good job of it so nobody seems to mind.
So, when it comes down to feat choice, I find myself with a couple of possibilities.
1) Extra turning sounds like a good option. He already gets 6 turns a day, and more can only help since undead are lurking about here and there.
2) Complete Divine has a little feat called "Sacred Boost" I think that gives him a bonus at the expense of a turn use to make healing magic more effective, which also seems like it would be very spiffy to use against undead since there's another powerful healer in the group. Pop a turn use and then for a little while suddenly we can blast away at undead with healing spells bypassing DR and the like.
3) There's a feat where a turn attempt grants your weapon an extra d4 damage vs. opposite aligned creatures/characters on a successful strike, but the DM has already ruled that, since it's got a low requirement, it's only against a true opposite alignment (i.e., since I'm LG, it would only work against CE). I think that's in the Kalamar book, but I might be mistaken since I'm having trouble finding it right now.
I'm leaning heavily towards the Sacred Boost at the moment, but that's not set in stone. Anybody got any better ideas? Suggestions? Things I've missed?