Help me choose a feat for my Dwarf Paladin

Enforcer

Explorer
Hullo! I've got a character in the Forgotten Realms who will be getting a new feat next level. The level's still quite a ways off, but there's no harm in being prepared.

Here's his stats:

Rurik Stoneshield, LG Dwarf Male Paladin 8 (Moradin)
His next level will be in the Hammer of Moradin Prestige Class from Player's Guide to Faerun. Here's what the PrC looks like: The Hammer of Moradin

Ability Scores:
• Str 17 (with Gauntlets of Ogre Power)
• Dex 8
• Con 16
• Int 12
• Wis 14
• Cha 16 (with Cloak of Charisma +2)

Saves:
• Fort +12
• Ref +4
• Will +9

AC: 23 (touch 10, flat-footed 23)

Hit Points: 75

Attacks:
• +14/+9 melee (1d8+5/x3, warhammer +2)
• +12/+7 melee, +8 ranged (1d4+2/19-20/x20, dwarvencraft silver dagger)

Existing Feats:
• Thunder Twin (Given as a DM bonus for a good background)
• Weapon Focus (warhammer) (prereq for PrC)
• Iron Will (prereq for PrC)
• Divine Vigor [Complete Warrior] (Good combo with Divine Sacrifice from Complete Divine and just generally handy to have a 30 ft. speed and bonus hp.)

Here are the feats I'm thinking about...

  • Improved Critical (Smite bonuses get multiplied on crits, warhammers have a x3 modifier, and Bless Weapon works with this feat. I'm not sure if a 19-20 makes much of a difference over just a 20 threat range though.)
  • Zen Archery [Complete Warrior] (Good for throwing the warhammer considering my Dex and Wis and throwing the warhammer is a PrC ability I'll be getting the same time I get my feat. It's a net +3 to hit with all ranged weapons.)
  • Power Attack (Good combo with smite considering the extra +3 to hit I get when smiting. Also prereq for Cleave and other good things.)
  • Mounted Combat (For dire wolverine special mount, though the wolverine does rage only when he gets hit. Trample isn't a bad way to go either for later on.)
  • Endurance (For possibly getting the Battlesmith PrC from Races of Stone later on.)
  • Improved Initiative (I'm slow to react thanks to my Dex.)
  • Improved Toughness [Complete Warrior] (More hit points are never a bad thing.)
  • Lightning Reflexes (My saves are good, but Reflex could be better. Then again, he gets an extra +2 against Reflex saves from spells for being a dwarf.)
  • Heavy Armor Optimization [Races of Stone] (This plus the Greater version would give Rurik an extra +2 to AC and reduce his Armor Check Penalty from -5 to -2.)
  • Extra Smiting [Complete Warrior] (More smites can only be good.)
  • Close-Quarters Fighting [Complete Warrior] (My last character in the campaign got grappled like it was his job. He even developed a phobia for dire animals. This would put a stop to those Improved Grab creatures my DM seems to be so fond of.)

Any advice as to what would a) Strike fear into the hearts of dwarven enemies and b) Be good mechanically is very appreciated. Please feel free to suggest other feats I haven't considered, though I prefer WotC 3.5 material (that's mostly what I have in the way of books).
 

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If your armor is mithril then endurance will let you sleep in it as well as qualify for that later class.

If your DM goes for big grapplers then I'd heartily endorse close quarters, it is great to get in those extra AoOs even if they still grapple you.
 


Voadam said:
If your armor is mithril then endurance will let you sleep in it as well as qualify for that later class.

If your DM goes for big grapplers then I'd heartily endorse close quarters, it is great to get in those extra AoOs even if they still grapple you.

His armor isn't mithral. Given the dwarven ability to wear heavy armor without penalty I didn't want to spend the extra 9,000gp.

The Close Quarters Fighting feat has me torn: on one hand my last character had dire-animal-phobia, on the other it seemed like he was just the only one to ever get grappled. The party's tank usually doesn't get grappled for some reason (probably because he hits them so hard they don't want a piece) and the monk just doesn't get hit, so no grapple.

Assuming the grapple problem went away (the character's new and has 8,000 xp to go before his next feat, maybe he'll have better luck), would people still recommend Close Quarters Fighting?
 
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+1, shocking/flaming armor spikes should go a long way towards discouraging grappling.

Feat-wise, I'd recommend Power Attack. It's just good to have it.
 


Hmm...using the Optimal Power Attack Calculator Thingie it seems like there's no benefit for having Power Attack (BAB of +9, other attack bonuses of +6 and an average of 9.5 damage once I hit 9th and take Power Attack).

Is that calculator thingie valid? 'Cause if it is I think I can safely rule out Power Attack. It apparently uses the following formula:

P = (47 - 5N - 2D)/4 - T/2

Where P = optimal power attack bonus, N = number of attacks per round, D = average damage, and T = target number needed to hit.

Hmm, looking at that web thingie, it now seems clear that it's just plain wrong. After all, with a +8 BAB and +6 to hit from other stuff, it should always make sense to Power Attack when the AC is 15 or less on a single attack. That web thing is broken.
 
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With so many of the abilities of the Hammer of Moradin tied to hammer throwing, I'd consider point blank shot.

This won't net you the same gain as would zen archery in to hit bonuses but would open the door for rapid shot. If you combined this with melee attacks, this would give you an additional attack with all attacks at -2 to throw your weapon. With the returning ability, you could get a free attack at anyone within range each round. You could even go for PBS, RS, and Zen Archery all together.
 

Enforcer said:
Hmm...using the Optimal Power Attack Calculator Thingie it seems like there's no benefit for having Power Attack (BAB of +9, other attack bonuses of +6 and an average of 9.5 damage once I hit 9th and take Power Attack).

Is that calculator thingie valid? 'Cause if it is I think I can safely rule out Power Attack. It apparently uses the following formula:

P = (47 - 5N - 2D)/4 - T/2

Where P = optimal power attack bonus, N = number of attacks per round, D = average damage, and T = target number needed to hit.

Hmm, looking at that web thingie, it now seems clear that it's just plain wrong. After all, with a +8 BAB and +6 to hit from other stuff, it should always make sense to Power Attack when the AC is 15 or less on a single attack. That web thing is broken.
Not only that, Power Attack is a prereq for better Paladin feats, and power attack is cool to have when you can only make one attack (often happens at the first round of combat when you have to move to your target before attacking).
 

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