Current Character Idea:Okay, I talked to the DM, and we'll be starting at level 1 (we're somewhat rebooting the game). This might mean that the monk will get rerolled into something more effective. The player was also toying with a warlock, and those are a lot harder to screw up! Anyway, here's the gist of what I'm thinking:
Race: Warforged
Class: Cloistered Cleric (PrC into Church Inquisitor soon)
Ability Scores: (36 point buy, apply racial penalties
before point buy)
Str: 14
Dex: 12
Con: 18 (nat 16)
Int: 10
Wis: 16 (12 pts from natural 6)
Cha: 8 (2 pts from natural 6)
Domains: War, Law, Knowledge
Flaws: Vulnerable?, Poor Reflexes/Murky Eyed?
Feats:
Lvl 1: Adamantine Body
Flaw: Extra Turning
Flaw:
Dom: Martial Weapon: Bastard Sword (DM said deity's favored weapon)
Dom: Weapon Focus: Bastard Sword
Dom: Knowledge Devotion (traded from domain)
Dom: Law Devotion (traded from domain)
Other: Assuming this is ran like previous games, the DM will likely start us each with a magic item of our choosing worth roughly 5,000 gp. I know a +1 adamantine weapon was okay in a past game, and I'm thinking of picking that up for this character. Do note, while this is a nice boost early on, for the most part permanent magical items will be very rare in this campaign, so I have to pick something good up front! Consumables such as wands shouldn't be much of an issue.
So, how does that look so far? It looks like the Travel domain won't work for the character as the DM is creating his own deities, but I'm happy enough with War if I can get away with Knowledge and Law. I was thinking about Extra Turning because that would net me a total of six turn attempts a day with a Cha of 8, which gives me two additional uses of Law Devotion each day. To me, that seems worth it.
What do you think I should do with that last feat? I may use a metamagic feat, because the DM was toying with using one of the spontaneous metamagic options from Unearthed Arcana, although I haven't heard the final word on that. I might take Power Attack at level 1 in case I decide to try and get Leap Attack and Shock Trooper later (although Leap Attack would be much later with Jump as a cross class skill).
Any good ideas on flaws to take? I normally avoid Vulnerable, but with Adamantine Body and Law Devotion, -1 AC for a feat doesn't sound so bad. My Reflex save will suck anyway, so I wonder if trashing it is really a bad idea. Murky Eyed seems like a go-to for about any character. I wanted to avoid Shaky on the off chance that the monk stays with the party. If we end up with a Warlock instead, Shaky might be a better option.
Any other ideas?