Enforcer said:
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).
Well, let me narrow these down for you:
Close Quarters Fighting: A very good feat for any melee combatant. Even if you pick up a Ring of Free Action, the extra AoO is always nice.
Extra Smiting: Don't bother. Your smite ability is going to sit stagnant after you become a Hammer of Moradin. If you were going up in paladin levels, this would be a contender. Since it isn't, don't bother with it.
Heavy Armor Optimization: Hmmm. It could be made to work with a very strong defensive focus. +2 to AC for two feats can be worth it if your AC is high to begin with. However, yours isn't particularly high. With the Hammer of Moradin DR, the AC will be less significant though.
Lightning Reflexes: Your reflex save is weak. With Lightning Reflexes, it will still be weak. You'll have to live with that fact.
Improved Toughness: A good feat, but there are feats that give you more options rather than just more hit points.
Improved Initiative: If you take this, you still won't go first very often. Learn to live with being flatfooted and buy some fortification armor ASAP.
Endurance: Blah. If Battlesmith is worth it, it could be alright but the Hammer of Moradin class is very good (I'd probably say broken in another thread).
Mounted Combat: A good feat, though you're picking up the mounted combat chain a bit late. You could get Spirited Charge by 15th level if you tried though. Only go this route if you will pick up Spirited Charge.
Power Attack: This is pretty much a mandatory feat for melee fighters. Sooner or later, you WILL want to wield your hammer two-handed and pound through some DR. And, sooner or later, you'll be in a situation where you don't need your shield and then you'll want power attack. It's the prerequisite for Divine Might which is a great paladin feat but not so good for you since your charisma is adequate rather than good and you are already spending your turn checks on Divine Vigor.
Zen Archery: This expands your options though I'd be a little concerned about its longevity. Right now your dex is 8 but +4 gloves of dex aren't very pricey and are almost definitely in your future. Then using your wisdom bonus for ranged attacks won't look so hot. Since you have a natural 14 wisdom and won't get any more spells as a Hammer of Moradin, there's little reason for you to boost your wisdom any more. I'd leave off.
Improved Critical: Warhammer. Since you're going to be increasingly committed to the warhammer as a weapon, this is a good choice.
So that's it: Close Quarters Fighting, Power Attack, or Improved Critical with Mounted Combat as a possibility if you want to take that chain all the way and Armor Optimization as an option if you're going to focus on cranking your AC through the roof.