request: good feats for 6th level human paly


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Darklone said:
Yeah, Battle Blessing like brehobit said plus Power Attack, Cleave and Divine Might.
That's a solid list of feats.

The only other thing I could suggest is swap out Battle Blessing and Divine Might for Martial Study and Martial Stance to get some Bo9S goodness.
 

Mistwell said:
Seconded. No harm in having another cleric in the group for example.
Or a nice, LG Marshal, to lend a hand fighting and boost everyone's combat with his Auras. Human 4th level Marshal with Combat Expertise, Improved Disarm and Improved Trip, armed with a flail is nice.

Alternatively, same concept with a LG Dragon Shaman.
 

Thurbane said:
Or a nice, LG Marshal, to lend a hand fighting and boost everyone's combat with his Auras.
Nah. If Marshal is available, its best use is as a 1 or 3 level dip at the END of your Paladin's career, when he's got a double-digit Charisma bonus.

IMHO Battle Blessing is a 9th or 12th level feat, not 6th.

Leadership is often good, but is highly campaign (and DM) dependent.

Cheers, -- N
 


Sitara said:
Divine Might is fantastic. But what does Divine Vigor do and which sourcebook is it in?
Complete Warrior, same as Divine Might. Lets you burn a turn undead as a standard action to gain a +10 bonus to speed and +2 temporary hit pts per character level, lasting a number of minutes equal to your Cha bonus.
 

Nifft said:
Nah.
IMHO Battle Blessing is a 9th or 12th level feat, not 6th.

Leadership is often good, but is highly campaign (and DM) dependent.

Cheers, -- N

Probably true on both, but for battle blessing, being able to toss a quickened bless weapon and quickened Prot from Evil each once/day is pretty nice at 6th level....

Leadership is almost always a good choice in a smaller group...

Mark
 

I could have sworn I saw things like DRs of 10/+1 and skills like "wilderness lore" in BoED - but I guess I was wrong. Ah well.

So why do people like Divine Might more than Sacred Vengence? Is it because it's not specific (i.e. not against only undead creatures)? Because 2d6 is guarenteed to outweigh a paladin's probably CHA bonus of maybe +3 any day of the week...

Leadership is a good one, that's true: but also a bit complex to run. It's also a pretty big financial drain, especially at level 6. Not a bad idea.

Divine Vigor: ahhh, yes. I knew I had left something out... That's a very nice one. The minutes/Cha is what really makes it nice.

Battle Blessing: yeah, when you only have 1 (or maybe 2) 1st level spell, it just doesn't seem quite worth it to quicken it for a feat (they're just too precious!). At level 12 or so, when you've got access to 3rd level spells? No arguement then!


Ok, so greatsword vs. bastard sword: is it really that much better? Granted, you're paying in one of your oh-so-precious feats for a bastard sword, but you get the versitility of being able to drop the shield and go two-handed, or keep it on and boost the AC. I guess it's like taking Combat Expertise, except without the Int requirement (and palys already have too many abilties they need to pump). Granted, your average damage goes up by 1.5, and that's a chunk, but I just figured the flexibility would be worth it.

And to be honest, I've seen a two-handed paly in action, and I was not impressed. Fighters can go two-handed so easily because they have the feats to boost their damage, and barbarians can do the same because of rage - but a paladin doesn't have much to really maximize the two-handed damage output. In the end it just leaves him out there without enough AC to keep swinging round after round.

But don't get me wrong: I'm not convinced. What are some of the reasons a great sword is worth it?


And please: more feats suggestions are welcome! :)
 

evilbob said:
So why do people like Divine Might more than Sacred Vengence? Is it because it's not specific (i.e. not against only undead creatures)? Because 2d6 is guarenteed to outweigh a paladin's probably CHA bonus of maybe +3 any day of the week...
If you only have a bonus of +3 at 12th level, you're doing something wrong. The point is that Divine Might improves as your character grows. It works against everything. It works on bows. It's a wonderfully flexible damage bonus.

evilbob said:
Ok, so greatsword vs. bastard sword: is it really that much better? Granted, you're paying in one of your oh-so-precious feats for a bastard sword, but you get the versitility of being able to drop the shield and go two-handed, or keep it on and boost the AC. I guess it's like taking Combat Expertise, except without the Int requirement (and palys already have too many abilties they need to pump). Granted, your average damage goes up by 1.5, and that's a chunk, but I just figured the flexibility would be worth it.
Flexibility is a dastardly trap. Instead, you should specialize and win.

evilbob said:
In the end it just leaves him out there without enough AC to keep swinging round after round.
Divine Vigor => HP equal to what Rage grants, but better, because you don't die when they go away. :)


Give very serious consideration to the Charging Smite variant paladin found in the PHB-II. The ability to re-use missed Smite attempts is gold.

Cheers, -- N
 

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