Feats for Improving Martial Prowess
If you want to improve your martial prowess a bit more, these feats will get more mileage out of the physical
aspects of your character.
Lunge - Mid Levels. This feat is amazing at level 9. This allows you to use your standard action as an attack
while still staying far enough away that enemies can't simply 5-foot step in to attack you. It'll become less
useful as the game goes on, but early on, it's a great way to get another attack in.
Death or Glory - Mid Levels (Ultimate Combat.) One of the Reach Cleric's biggest obstacles is opponents
that have just as long of reach - basically, most large creatures and everything bigger. When that happens,
they're basically in the same boat as Two-Handed Clerics are. This helps out with damage when it happens.
Furious Focus - Mid Levels (Advanced Handbook.) Basically, gain a bonus to the attack roll of the first
Attack of Opportunity each round. This is probably worth it around level 9 or level 13, since getting an
additional +3 or +4 is nothing to sneeze at.
Dodge, Mobility. Generally, the foes that Acrobatics won't work against, Mobility won't work either (if their
CMD is high enough to thwart your Acrobatics roll, chances are their attack roll will crush your AC anyway.)
That said, if you're shooting for a more skilled build, this is one way to trade feats for skill points (since you'll
no longer need Acrobatics.) Most of the time, though, this is a bad idea.
Battlefield Control
In later levels, raw damage from your attacks is going to be worth a bit less – and taking a few feats to help out
with battlefield control will go a long way. And this doesn't even require your spellcasting.
Stand Still. An earlier version of this guide was in error. Technically, the book puts two limits on using this
feat: that the foe is provoking an AoO, and that they're in an adjacent square – which makes the feat worthless.
Dazing Assault - Mid to Late Levels (Advanced Handbook.) This feat is a solid way of implementing
battlefield control through your martial attacks. Dazing an opponent basically means they lose their turn, so this
can be very handy against a throng of enemies.
Spell Expertise Feat Chain (2-Feat Clump, Requires Advanced Handbook)
Minor Spell Expertise - Late Levels (Advanced Handbook.) A prerequisite.
Major Spell Expertise - Late Levels (Advanced Handbook.) Minor Spell Expertise was worth 2,000 gp.
This feat is worth 50,000 gp. It's nice that the 5
th
level spells are one of the best spell slots
Metamagic Feats (4-Feat Clump, Requires Advanced Handbook)
The main point of this feat clump is to get Spell Perfection - likely, on Wall of Stone. This has a heavy price,
though: not only three metamagic feats, but 15 skill points in Spellcraft. Fortunately, putting a +2 Intelligence
on a headband is a reasonable way to acquire those extra skill points
Extend - Mid to Late Levels. Aside from acting as a prereq, you can use this on Greater Magic Weapon.
Quicken - Mid to Late Levels. As you get higher in level, you'll have a lot more spells to work with, and the
bottleneck won't be "Will I run out of spells?" but "How can I get my spells out faster?".
Echoing Spell - Mid to Late Levels (Ultimate Magic.) The "Three Slots Higher" is definitely a steep price to
pay, but sometimes you'd rather cast a spell twice than a single time quickened. Still, it's mostly a prereq.
Heighten Spell, Preferred Spell. Basically, this is a way of getting either Breath of Life or Wall of Stone as a
spontaneous spell. It's a steep price. Then again, getting either of those as spontaneous spells can be great.
Reach Spell. As a Cleric, you've got all sorts of nice touch spells to work with. But the thing that makes this a
consideration is Heal as a non-touch spell. A consideration as your 13
th
level feat.
Spell Perfection - Late Levels (Advanced Handbook.) The whole point of this feat clump. If you do finish
this out, seriously consider taking it a second time. After all, you already meet the prerequisites.