Tuesday, December 14, 2010

Cleric feats pt2

Channel feats:  If I were to head down a more offensive style of cleric play, the channel feats could be selectively useful.  I don't know how often we're going to encounter "outsiders" but demons seem to be the central bad entity of the campaign, and having a 30ft 3d6 burst at DC 19 seven times a day (that ignores allies) could come in handy.  Or it could be completely useless against every other monster in the book.

Item Creation:  This is kind of a gamble.  Sixth level is just enough to start pumping out +2 equipment and useful healing potions, but it assumes that +2 gear will be difficult to find as we head into E6 endgame.  There's a point at which equipment accumulation will become meaningless, making the gear crafting feats irrelevant after a while.  Potions/scrolls/wands will be nice, especially considering the limited spell slots and only one healer, but also kind of pidgeonholes the character as a fountain of healing, which might become tiresome.

I suspect that, given our party composition, I'll end up going with some combination of AC feats and embracing the role of front-line distraction.  I guess we'll have to see how sparing Chris is with the magic loot, or how many demonic/undead minions we fight.

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