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3.5E Feats advice, please

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Pinba77
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3.5E Feats advice, please

Post by Pinba77 »

I play a rogue-cleric gestalt character and just reached level 10.
I already have the following feats:
1) Improved Initiative
2) Point Blank Shot
3) Precise Shot (bonus feat - DM house rule)
4) Rapid Shot
5) Yet to be determined

I'm pondering the following feats and would appreciate your advice:
Deadeye Shot
Penetrating Strike (Alternate Class Feature that my DM would allow as a Feat. It does half crits against creatures usually immune to crits)
Extra-Silence (Whisper Gnome racial feat)
Silencing Strike (Whisper Gnome racial feat)

Here's some more info, in order for you guys to guide me better:

His initiative is +11.
My character uses ranged attacks and has 3 attacks per round (full round action).
They are at +16, +16, +11 (yeah, we're munchkins in a world of munchkin monsters).
The character's (ranged) weapon does 1d6+10, +1d6 (icy burst). On a crit, it does an additional 2d10.

Let me know if I missed out on some required info. Thank you!
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GawainBS
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Post by GawainBS »

Which books are you allowed to use?

If you can use Complete Divine, take Extend Spell, Persist Spell and Divine Metamagic: Persist Spell. Use your Turn Undead attempts to give yourself near-permanent Divine Power and Righteous Might and Divine Favour. (Divine Favour can later be done without DMM). That will boost your damage output a whole lot and improve your to hit. Extra Turn Undead helps with fueling the above.
Remember you've got Greater Magic Weapon & Magic Vestment.
If you can re-arrange stats, take Zen Archery (Complete Warrior), so you basicly only need WIS.
Imbue Item (not sure on the name) lets you create arrows with Flamestrike on each one.
Exotic Wpn: Greatbow improves damage marginally.
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Pinba77
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Post by Pinba77 »

Only Wizards books. Complete Divine is fine.
I've never heard of those feats before, so I'll have to read what they do.

Nah, my character relies mostly on his dex for his AC, I can't rearrange that.
I don't think a whisper gnome could use a greatbow.
GawainBS wrote:Which books are you allowed to use?

If you can use Complete Divine, take Extend Spell, Persist Spell and Divine Metamagic: Persist Spell. Use your Turn Undead attempts to give yourself near-permanent Divine Power and Righteous Might and Divine Favour. (Divine Favour can later be done without DMM). That will boost your damage output a whole lot and improve your to hit. Extra Turn Undead helps with fueling the above.
Remember you've got Greater Magic Weapon & Magic Vestment.
If you can re-arrange stats, take Zen Archery (Complete Warrior), so you basicly only need WIS.
Imbue Item (not sure on the name) lets you create arrows with Flamestrike on each one.
Exotic Wpn: Greatbow improves damage marginally.
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GawainBS
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Post by GawainBS »

Reliance on DEX for AC shouldn't keep you from Zen Archery: plenty of other ways as a Cleric to have great AC, even when limited to Light Armour. For example: Mithril Breastplate. +6 item to DEX, and probably a base DEX of 14 (for prereqs). That's at higher levels, of course. The reason I bring it up, is that WIS governs your spells, and those are the best part of the build.

If you take the Exotic Weapon Proficiency, a Whisper Gnome can use a Greatbow just fine. The benefit would be marginally.

Also, don't spend your gold on extra "+X" for your weapons, armour & (Animated) Shield. Cast Greater Magic Weapon & Magic Vestment, and spend gold on things like Speed, Splitting, Force, etc. (Force is the single best bow-enchant there is, except maybe Splitting.)
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Pinba77
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Post by Pinba77 »

Dex has way too many effects, especially for a rogue, for me not to max it up. It affects his attacks, his AC, his initiative, and many, many important rogue skills.

As for the greatbow, what's your reference? Those that I found on the net all indicate it's a weapon meant for large (or larger) creatures and medium creatures can only use them if they have the feat. Smaller creatures have strength penalties and as such, are not able or allowed to use them.

On another topic, my boss is from Belgium. She's from Ostend. :)
GawainBS wrote:Reliance on DEX for AC shouldn't keep you from Zen Archery: plenty of other ways as a Cleric to have great AC, even when limited to Light Armour. For example: Mithril Breastplate. +6 item to DEX, and probably a base DEX of 14 (for prereqs). That's at higher levels, of course. The reason I bring it up, is that WIS governs your spells, and those are the best part of the build.

If you take the Exotic Weapon Proficiency, a Whisper Gnome can use a Greatbow just fine. The benefit would be marginally.

Also, don't spend your gold on extra "+X" for your weapons, armour & (Animated) Shield. Cast Greater Magic Weapon & Magic Vestment, and spend gold on things like Speed, Splitting, Force, etc. (Force is the single best bow-enchant there is, except maybe Splitting.)
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Post by GawainBS »

You're overestimating DEX.
AC isn't an issue, as I pointed out earlier.
Zen Archery takes care of attack.
Initiative is indeed good, but your DEX would by no means be low anyway, and it can be boosted in other ways.
Important skills? Many effect can be reproduced by spells, again, and several spells give boosts to skills anyway. Also, DEX wouldn't be low.

The point is that Cleric spells constitute a much larger & versatile portion of your character's capabilities than the Rogue-side. If you can focus on spells by only needing to have one stat very high (WIS), all the better.

Greatbow is an Exotic Weapon from Complete Warrior. Everybody can use it with a feat, and damage scales with size of the race, as does every weapon in D&D 3.5. Especially since Righteous Might makes you grow in size and thus increases the bow's damage, a high base weapon damage benefits you.
I certainly wouldn't say Greatbow is necessary, just that it adds some damage.
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Post by Pinba77 »

Mithril is really uncommon in our campaign and the DM insists on making us custom fit our armor, thus making it very difficult to obtain such armor.

As for spells... 85% of the time, I must do Spontaneous Casting - Healing, meaning all my carefully chosen spells go towards healing. Hence the reason I'm not focusing much on cleric feats.
GawainBS wrote:You're overestimating DEX.
AC isn't an issue, as I pointed out earlier.
Zen Archery takes care of attack.
Initiative is indeed good, but your DEX would by no means be low anyway, and it can be boosted in other ways.
Important skills? Many effect can be reproduced by spells, again, and several spells give boosts to skills anyway. Also, DEX wouldn't be low.

The point is that Cleric spells constitute a much larger & versatile portion of your character's capabilities than the Rogue-side. If you can focus on spells by only needing to have one stat very high (WIS), all the better.

Greatbow is an Exotic Weapon from Complete Warrior. Everybody can use it with a feat, and damage scales with size of the race, as does every weapon in D&D 3.5. Especially since Righteous Might makes you grow in size and thus increases the bow's damage, a high base weapon damage benefits you.
I certainly wouldn't say Greatbow is necessary, just that it adds some damage.
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Post by GawainBS »

Chain Shirt gives comparable results.

You do know that using your Cleric abilities to help bring down enemies faster saves HPs for the party in the long run? Using a spell or full attack (while buffed up) to bring down an enemy, prevents all the damage it might have done, whereas healing only (partially) undoes the damage it has done, and can do so again in the next round.
Healing (barring emergencies) should be done out of combat, with a Wand of Cure Light Wounds, or better yet, Wand of Lesser Vigor. That's 750gp for 50* 1d8 + 1 or 11 HP, respectively. Extremely cheap.
It takes some practise, but the entire party benefits when they stop seeing the Cleric as the walking band-aid. :)
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Post by Pinba77 »

A chain shirt gives penalties to skills (-2). A serious rogue would not wear metal either, for the noise it makes.

Our DM doesn't believe in magic shops. We get whatever we find.
Or we put in an order to a mage and some weeks or months later, we get our item, IF it worked and IF the mage didn't have to leave on a quest.

And I'm talking about serious damage (or should I say, constant emergencies?), here, such wands wouldn't help at all.
I keep healing to just keep them alive. We have 2 healers in the group and we can't even keep the party at half hit points. We really get beaten up roughly (probably because we have healers, I know).
GawainBS wrote:Chain Shirt gives comparable results.

You do know that using your Cleric abilities to help bring down enemies faster saves HPs for the party in the long run? Using a spell or full attack (while buffed up) to bring down an enemy, prevents all the damage it might have done, whereas healing only (partially) undoes the damage it has done, and can do so again in the next round.
Healing (barring emergencies) should be done out of combat, with a Wand of Cure Light Wounds, or better yet, Wand of Lesser Vigor. That's 750gp for 50* 1d8 + 1 or 11 HP, respectively. Extremely cheap.
It takes some practise, but the entire party benefits when they stop seeing the Cleric as the walking band-aid. :)
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Post by GawainBS »

Well, a masterwork Chainshirt should be quite abundant by Lvl 10, and only has a -1 penalty on some skills. (And apart from Tumble, very few crucial ones at that. And Tumble has a low DC.) Metal armour isn't noisier than an other kind: any noisiness is determined by the armour check penalty on Move Silently.

The wands would be used after the combat. Spells are good for in-combat emergencies. However, keep in mind that Cure Critical Wounds heals only 28 HP on average. It's always wise to think if healing is the best option available.

A very, very good feat to take is Leadership. Take a Wizard, Artificer or Warlock, and you have someone who can craft items for the party, and who won't leave on quests. Taking Craft Wondrous Item and/or Craft Magic Arms & Armour is also good, depending on how "dependable" the looting with your DM is.
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