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View Full Version : Cleric Malconvoker feats help?



ToastyTobasco
2017-03-05, 12:14 PM
Foreword: I am limited to PHB 1 & 2, The "Complete" books and DMG.

I'm making a Gnome Cleric Malconvoker. I know the bonus feat for humans would solve part of my problems but I really want to play a gnome to change things up. I've read the Cleric's Handbook, Summoning Handbook and Mastering the Malconvoker several times and I'm struggling coming up with the feats I should get, particularly metamagic.

L1: Spell Focus: Conjuration
L3: Augmeneted Summoning
L6: Rapid Spell?
L9: Divine Metamagic?
L12: Improve Initiative?/Double Spell?

Particle_Man
2017-03-05, 12:51 PM
Skill focus: Bluff?

Persuasive?

Also, some feats listed here:

http://www.minmaxboards.com/index.php?topic=2791.0

ToastyTobasco
2017-03-05, 07:12 PM
Skill focus: Bluff?

Persuasive?

Also, some feats listed here:

(link removed because of reasons.....

You get skill focus for free with Malconvoker and I'm trying to find out what feats such as (Metamagic) Double spell, quick spell, practiced spellcaster etc, people feel that are better fitting. That was one of the pages that I read into and I love it.

GilesTheCleric
2017-03-05, 09:28 PM
Ashbound and Greenbound Summoning are always nice. There's also a frostfell summoning one that's not great, but it does require a feat chain in case you wanted to burn your other feats and thus not have to worry about them. Invisible Spell is amazing on summons, but your GM might houserule that/ it might be too high-op. If you plan to use your summons for utility, then Extend/ Persist are good, as would be Echoing.

Oops, just saw the foreword. Ummmm... the Completes have an okay selection of MM. I'm pretty sure Persist is from CAr, and Extend probably is too, then.

ToastyTobasco
2017-03-05, 11:05 PM
Ashbound and Greenbound Summoning are always nice. There's also a frostfell summoning one that's not great, but it does require a feat chain in case you wanted to burn your other feats and thus not have to worry about them. Invisible Spell is amazing on summons, but your GM might houserule that/ it might be too high-op. If you plan to use your summons for utility, then Extend/ Persist are good, as would be Echoing.

Oops, just saw the foreword. Ummmm... the Completes have an okay selection of MM. I'm pretty sure Persist is from CAr, and Extend probably is too, then.

Yeah, sorry ^^;

I hate getting hyped and going on a spiel to then notice that one little detail. :smallannoyed: *sweeps table full of papers and notes to the floor*

GilesTheCleric
2017-03-06, 10:56 AM
Without more book sources, it's tricky to really devote all your feats to specialising in one area. 3e is a dead game, so maybe you can encourage your GM to open up all the books. I think a lot of folks (myself included) play that way, and I don't find it unbalanced (any more than core already is).

So, here's what I suggest. Feel free to ask if you're not sure about something.

General:
Jack of All Trades CAd
Apprentice DMG2
Mentor DMG2
Lucky Start CS
Magic Disruption CM
Insightful Divination CM
Water Devotion CC
Trickery Devotion CC
Obtain Familiar (Multiple)

Caster-Oriented
Air Devotion CC
Born of the Three Thunders CAr
Chain Spell CAr
Cooperative Spell CAr
Craft Contingent Spell CAr
Divine Metamagic CD
Divine Spell Power CD
Domain Spontaneity CD
Sudden X CAr
Retrieve Spell CC
Sculpt Spell CAr
Spell Focus (Evil) CD
Spontaneous Domains CC
Persistent Spell CAr
Pious Spellsurge CD
Mobile Spellcasting CAd
Extra Slot CAr

From core, imp init is good, as are the magic item feats. Most of the MM is okay, too. DMM:Quicken can be really powerful.