Feats Suggestion, anybody?

Paladin_dk

First Post
Hi

So, last time I posted, i was suggested to improve my character by taking some add. levels as Divine Champion (thnx, Shariell!). The next question that pops to mind, is which feats I should take. I've got a couple in mind already (Close-Combat Fightning and Divine shield, both from CW), but i've would like some other suggestions none the less, perhaps someone has a better grip on the many various feats than I :)

All in all, I need 3 feats (1 regural, 2 fighter bonus), as well as some suggestions for Epic feats.

My characters current feats are these:
Weapon focus (greatsword), Weapon Specialization (greatsword), Power attack, Cleave, Power critical, Divine Might, Improved Critical (greatsword), Sanctify Martial Strike, Improved Smiting, Extra Smiting.

(and he's currently a Cleric 4 / Fighter 2 / Paladin of freedom 3 / Templar 7, will improve templar levels and take 2 levels as Divine Champion, before taking levels as Epic Templar )

As before, any thoughts and suggestions will be appreciated.
 

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Don't you need the True Believer feat for the Templar?

As for the feat... Close-Quarters Fighting (which is probably what you meant with Close-Combat Fighting; the feat, that gives you an AoO and then a defensive bonus against grapple attempts) sounds like a good idea. Grapple can easily disable your character, judging from what you have provided above.

Depending on your ability scores, Combat Reflexes, or Combat Expertise could be good; and if Combat Expertise, either Improved Trip or Improved Disarm can be useful.

Improved Toughness is always useful. Divine Shield or Divine Vigor are also nice.

I don't think Improved Initiative is a good feat for you.

Bye
Thanee
 

I think Improved Init. isn't a good choice for you, too. It's important for casters and sneak attacker but for frontliners it could be counter productive. (wizard wants to cast area spells before rooms are to close etc.)

I think Close Quarters Fighting gives you a nice bonus on grapple checks when you need them most. But talk to your DM about AoO against grapplers with reach ! If you can't AoO them because of reach you won't benefit much from this feat. Some DM allow an AoO vs. grappling monsters with reach, some not.

If you are grappled nontheless you may be happy to have Clever Wrestling (CW). It depends on how often you encounter larger sized grappling monsters in your campaign.

Never underestimate Quick Draw. It can be useful to draw a secondary weapon or in an ambush.

Improved Toughness may be boring but gives you additional HP to survive deadly encounters.

Extra Turning gives you more Divine Might Uses per day. If you are running out of Turn Undead frequently this may be interesting for you.
 

So far, thanks to you all for replying :)

To Thanee; Yes, True Believer is needed for the Templar Class, I've just forgotten it on my list. Thnx. Also, although dex is my lowest score (12), Combat Reflezes sounds like a good idea, especially combined with Close-Quater Fightning - more AoO to down those nasty critters!

To IsoChron: Because we already play with a rule, that allows you to draw a weapon as part of a 5 ft step, Quick Draw is, in my opinion, not worth it, but thanks anyway. Clever Wrestling, on the other hand, could be good, but I don't have Improved Unarmed Strike, which it requires..but perhaps I could by this with another feat slot. Extra Turning also sounds like a good option. In regards to Grapple VS reach, i'm not so clear on the rules - would'nt Close-Quaters Fightning give me an AoO regardsless of reach? (i'm thinking, that instead of striking the monsters boody, for instance, i'm hitting whatever limb it's trying to reach me with....? )

Keep it up, and thanks again :)
 

Thanee said:
I don't think Improved Initiative is a good feat for you.

I wonder why Improved Initiative is bad for this PC?
I´m curious about your reasoning behind that Improved Toughness would be a better choice than Improved Initiative. Or Combat Reflexes?
Maybe it´s just our group, but I´ve always found that Improved Initiative is a must have for most classes.

Asmo
 

Imp Initiative for this build is a doube edged sword. If i am first on the initiative line, Do I charge in and hope that my wizard doesnt BBQ me with spells or Do i delay my action until i caster scorches area.

Imp Initiative may be good if you use the variant initative rules ie. roll init every round
 

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