Q 2 I've already read the 3.5 Cleric handbook, but it's obviously written for a cleric that's going to be high level. What it doesn't tell you is what feats you should take when you're starting out. So my question is, what feats would be good for a 1st level human cleric with 10 DEX in a campaign that's not going to have much undead encounters, if any?
A2it depends on many things .... what books are allowed? what is the main goal of this Cleric? What Patron? What Domains Available? What Houserules are in Play?
Divine Metamagic Persistant
Healing
Undead Bane
Cloistered Cleric
Cleric Archer
Party Face
Intel/Scout
depending on the type of Build will change what you should take ... here are some useful Feats(not all are accessable at 1st lvl):
Mastery of Day and Night (Player's Guide to Eberron) Req: Knowledge(the Planes) 2 , Spellcraft 6, Maximize Spell, membership in manifest spellshapers
Spontaneously Maximize any Cure or Inflict spell you cast with NO spell level increase adjustment.
Light of Aurifar (Sandstorm) Req: Turn or Rebuke Undead, access to the Fire or Sun domain:
Undead turned also take 2d6 fire damage
Bane Magic (Heroes of Horror)
Damaging spells do extra 2d6 vs. specific creature types...with NO level increase....hmmm Undead bane and Evil Outsider Bane look very good to me.
Arctic Priest (Frostburn) Req: Cold or Winter domain:
Spontaneously cast: Control Weather, Create Food & Water, Endure Elements, Heroes' Feast, Hibernate, Protection from Energy, Resist Energy
Priest of the Waste (Sandstorm) Req: Access to one Fire, Summer, Sun, Travel, or Water domain
Spontaneously cast: Cloak of Shade, Control Weather, Create Food & Water, Endure Elements, Heroes' Feast, Hydrate, Protection from Energy, Protection from Dessication, Resist Energy
Judged by Aurifar (Sandstorm) Req: Aurifar Patron
+2 Sacred bonus to Concentration checks vs Thirst, +2 Sacred bonus to AC vs Undead affected by light, Cleric is an additional favored class
Sacred Healing (Complete Divine) Req: Heal 8, Turn Undead
Fast Healing 3 for 1+CHA rounds to all living creatures in a 60ft burst.
Augment Healing (Complete Divine) Req: Heal 4
Add +2 HP/spell level to every Conjuration [Healing] spell you cast
Divine Spell Power (Complete Divine) Req: Turn or Rebuke Undead, ability to cast 1st level Divine spells
Modify your caster level based on your turning check.
Domain Spontaneity (Complete Divine) Req: Turn or Rebuke Undead, domain access
Spend a turn attempt and spontaneously cast a spell from a domain
Elder Giant Magic (Secrets of Xen'drik) Req: Spellcraft 9, or Giant type
Increase casting time to gain +1 CL for each additional round spent casting the spell (max +3 CL)
Chosen of the Deathless (Magic of Eberron) Req: Aerenal Elf, Turn Undead
+2 to your Turn Check and Turn Damage, add +1 HP/spell level to every Conjuration [Healing] spell you cast
Initiate of Mystra (Player's Guide to Faerun)
The Faerunian goddess of magic grants to her most devout followers the ability to use their magic in anti-magic zones where all others could not.
Knowledge Devotion (Complete Champion)
Finally put those skill points to work! Use your Knowledge checks to gain combat bonuses against your opponents.
Holy Warrior (Complete Champion)
If you hold your War domain spells in reserve, you can gain +1 damage/level of the highest War domain spell you have currently prepared.
Touch of Healing (Complete Champion)
Heal all your allies up to half their HP! Never buy a Wand of Cure Light Wounds again!