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Help me choose a feat for my Dwarf Paladin
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<blockquote data-quote="Elder-Basilisk" data-source="post: 1821496" data-attributes="member: 3146"><p>Well, let me narrow these down for you:</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Lightning Reflexes: Your reflex save is weak. With Lightning Reflexes, it will still be weak. You'll have to live with that fact.</p><p></p><p>Improved Toughness: A good feat, but there are feats that give you more options rather than just more hit points.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Improved Critical: Warhammer. Since you're going to be increasingly committed to the warhammer as a weapon, this is a good choice.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 1821496, member: 3146"] 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. [/QUOTE]
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