| Hi gang, just looking for some character advice here.
I've got a fifteenth level character that I'm playing in a friend's game.
The spread is Cleric 5/Church Inquisitor 8/Contemplative 2, and she's built to be a melee cleric (Divine Power, Divine Favor, Spikes, Brambles, etc.) due to our party's lack of, well, melee.
She has the Law, Travel, Inquisition, and Celerity domains.
I hit fifteenth level and have a feat to throw around. I don't have my character sheet with me, but I'm pretty sure her feat list is as follows:
Extend Spell, Persistent Spell, Divine Metamagic (Persistent Spell), Extra Turning, Domain Spontaneity (Travel), Weapon Focus (Rapier), Ancestral Relic. I have one other feats (due to having two flaws), but I honestly can't remember what it is(she's human).
She's lawful evil (The alignment restrictions for Church Inquisitor and Ancestral Relic were rule zero'd with some GM adjudication and background development) and has an ironwood rapier as a weapon, and also has a buckler equipped.
Anyway, I'm looking for a suggestion for a good fifteenth level feat. Our GM is pretty flexible with anything from any source so long as it's justifiable in game (i.e. I don't just magically develop some broken combat ability) and he can actually read the original source, so feel free to name unofficial sources as well (although we all have a preference for 'official' material, since between all of us we probably have the sourcebook in question). She's got a 12 Dexterity and a 12 Intelligence, so Dodge, TWF, and Combat Expertise (which I was considering) are all lost causes (at least until 18th level once if I blow my 16th level attribute point to bump one of these to 13).
Further information is available upon request, as I'm sure there's a crucial detail I'm forgetting.
Thanks. |
Or you could afford a single Wish at-cost (25,000gp), or a Tome (27.5kgp), to get a +1 stat to qualify for the 13s.
I like Divine Vigor (+2 Temp HP/level, +10 feet movement, uses a turning attempt). Improve Crit didn't ever hurt anyone, espcially with a large crit range weapon. Craft Wonderous Items is nice, if you want to make your own Pearls of Power or similar. Similarly, Craft Rods is nice, to make your own rods of Extension and Rods of Persistance. Spell Penatration, if you're going to be using offensive spells.
Do you also play such that if you're wearing a Headband of Intellect, you get extra skill points when you level? Do these skill points go away if you take off the headband?
We played that way a few years ago, but I've since shifted my opinion.
If you have a prereq, through any mechanism, you qualify for that prereq. If you lose the prerequisite, due to a dispel, antimagic, or whatever, you lose everything based upon it. (Mostly. For Prestige classes, I don't recall exactly what happens, but that's not the issue).
This is in the FAQ, and is one of the cases where Skip Williams didn't screw up.
As for Intellegence: In order to get the skill points, uou must wear the item for something like the last 1/4 of the previous level, and you get the skill points. Skill points don't go away if you lose the item -- once you get a skill point, it is sticky. (Similarly, you don't get retroactive skill points if you raise your intellegence, nor do you spontaneously lose skills if you get Intellegence Drained or Damage).
Technically, a bunch of interspersed characters in a party could pass around a headband, and share the int bonus. But that's something any DM should rule zero.
I think I saw something the other day that lets you crit against undead... that might be fitting for a cleric using a rapier. Too bad I don't remember where it is though :p
If you really can't decide on anything else, I'm a big fan of Skill Focus and the skill boosting feats, but then I like playing skillful characters. Combat Casting might be helpful for you too, if you ever have trouble healing yourself in the middle of melee.
I guess the questions are (for a combat character): do you want to take less damage? Do you want to deal more damage? And then pick your feats based on that. Or if there's a specific kind of ability or skill or something you see your character doing...
Improved Crit is a bit of a no game, since the rapier has a version of the keen enhancement on it that our GM implemented (whisper-thin). There's also the whole "spikes" thing, too.
Ah well. I'll flip through some sourcebooks tonight and at our next game. I've got time to spare.
There is a divine equivelent, but it burns a turning attempt. In my opinion, the arcane version is MUCH better.
Of course, that's probably less helpful to you given the Divine Metamagic.
Craft Wondrous, as previously mentioned, is a good idea.
If you weren't focused on a rapier, I'd suggest Power Attack.
If you're having trouble with saves, Lightning Reflexes would be a good idea.
Improved Critical (Rapier).
Scribe Scroll or (the better choice) Craft Wand. Though neither of these may be good choices is you're the melee guy.