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*Pathfinder & Starfinder
Making paladin feat choices is tough!
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<blockquote data-quote="Ridley's Cohort" data-source="post: 3699169" data-attributes="member: 545"><p>Doesn't hurt to ask. IME DMs are more open to this kind of change if you make it clear that it is part of a long term plan that seems reasonable.</p><p></p><p>What you have is fine at your level. It becomes very desirable to change when you are 10th+. You have time to make your case while not annoying your DM too much. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>I am not familiar with Battle Blessing.</p><p></p><p>Yeah, number of feats is a problem. That is the life of a Paladin. I feel your pain. Oh, yes, I do.</p><p></p><p>If you are excited about Spirited Charge, go for it. I am not excited by Ride By, but this will pay big dividends when you pick up Spirited Charge at 9th.</p><p></p><p></p><p></p><p>It is a very good feat.</p><p></p><p>I do like the flexibility. I would actually say it is <em>cheap</em> in terms of Turning Attempts. One minute is a long time when it is a Free Action that you can invoke at a time of your choosing. How many are you likely to use in a day? As for the Swift Action spells, are you going have many of those in a day?</p><p></p><p>In terms of raw offensive power, this is better for you at low levels than Divine Might <em>if</em> you use a two-handed weapon, as you can translate a -3 to hit mod into +6 damage. You are not likely to see better than +6 from Divine Might until 12th+ level, and Divine Might burns a Turning Attempt every round.</p><p></p><p>As your Cha is not particularly high, Law Devotion is going look better than Divine Might until you hit very high levels.</p><p></p><p></p><p></p><p>You could pick up Run when the mount gets its 6th HD. And Fleet of Foot when it gets its 9th HD. This will happen when you hit 12th level Paladin IIRC.</p><p></p><p>I am not saying this is necessarily superoptimal. But it could be fun if your DM allows a not too restrictive reading of the Charge rules. YMMV.</p></blockquote><p></p>
[QUOTE="Ridley's Cohort, post: 3699169, member: 545"] Doesn't hurt to ask. IME DMs are more open to this kind of change if you make it clear that it is part of a long term plan that seems reasonable. What you have is fine at your level. It becomes very desirable to change when you are 10th+. You have time to make your case while not annoying your DM too much. :) I am not familiar with Battle Blessing. Yeah, number of feats is a problem. That is the life of a Paladin. I feel your pain. Oh, yes, I do. If you are excited about Spirited Charge, go for it. I am not excited by Ride By, but this will pay big dividends when you pick up Spirited Charge at 9th. It is a very good feat. I do like the flexibility. I would actually say it is [i]cheap[/i] in terms of Turning Attempts. One minute is a long time when it is a Free Action that you can invoke at a time of your choosing. How many are you likely to use in a day? As for the Swift Action spells, are you going have many of those in a day? In terms of raw offensive power, this is better for you at low levels than Divine Might [i]if[/i] you use a two-handed weapon, as you can translate a -3 to hit mod into +6 damage. You are not likely to see better than +6 from Divine Might until 12th+ level, and Divine Might burns a Turning Attempt every round. As your Cha is not particularly high, Law Devotion is going look better than Divine Might until you hit very high levels. You could pick up Run when the mount gets its 6th HD. And Fleet of Foot when it gets its 9th HD. This will happen when you hit 12th level Paladin IIRC. I am not saying this is necessarily superoptimal. But it could be fun if your DM allows a not too restrictive reading of the Charge rules. YMMV. [/QUOTE]
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