request: good feats for 6th level human paly

blargney the second said:
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.
Then I'd rather get some Crusader levels ;)

Ah, Practised Spellcaster is great for a pally too. You get some pearls of power for your level 1 Divine Favor spell, cast them as Swift actions every combat for a huge bonus... and your pally tops the barbarians damage output.
 

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I was thinking of the Shadow Blade Technique strike and Island of Blades stance. SBT is awesome because it gives you two chances to hit/crit with your smite attack, and IOB is awesome because you can flank so easily.
 

Forget the bastard sword. You can wield a longsword two-handed just as effectively. And you can't afford the feats. My choices would be:

- power attack
- cleave
- divine might (applies to all attacks that round)
- spurn death's touch
 

Forget about any weapon type specific feats. If you are meant to fight against undead, you need both slashing and bludgeoning weapons. Some of them has material defendant DR, too. So, even Quick Draw could be proven useful comparing to any other specific weapon related feats. Or, just grab a +X Holy Greatsword made of starmetal and use PA when needed.

But for versatility I vote for Divine Might. You need to get charisma enhancing items (or other methods) anyway as that ability is so important to a Paladin. Saves, Smiting, and turning. Buy Vest of Resistance (Comp Arc) instead of Cloak of Resistance and get Cloak of Charisma.
 


I agree that the PHBII alternate class feature is great for a paladin. (Not a feat, but great.)

Extra Smiting just doesn't seem too useful to me, but then again I generally ignore the paladin's smite ability because you only get like 1 or 2 - and you can use them both on a full attack and miss twice and they're wasted. Sure, you eventually get up to 5, but there are so FEW that you're always just saving them for the BBEG anyway. Extra Smiting uses a precious feat slot and doesn't even solve the problem. Yeah, smites = oh wait, there's that one other character option I forgot about... (Seriously, they need to make smiting X/encounter - it wouldn't hurt anything and it would actually make it useful. And it roughly scales with your full attack action anyway...)

Nifft said:
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.
To be fair, I'm talking about level 6... And Sacred Vengence works on every attack that round, too (but not bows, you're right - but then again, paly + bow = huh?). I don't know: if you know you're going to be fighting a lot of undead, and one option gives +3 and the other gives +2d6, it still seems pretty clear cut...

Nifft said:
Flexibility is a dastardly trap. Instead, you should specialize and win.
I think your soundclip is intriguing, but I am not yet a believer. :) Please explain further, if you don't mind.
 

I'll second Quartz's suggestion of some Knight levels. I'm currently playing a character that went the Knight/Paladin multiclass to Knight Protector, and that worked out pretty well.
 

Divine Might, Divine Vigour.

12th level paladin should have at the very least a Charisma score of 22... +6 damage for one round per turn attempt ( and you have 9...)

Its also the synergy with smite... +6 (Cha) to hit, +12 (level) +6 (Cha) damage makes for a massive attack.

Combine with Extra Smite, and you have the ability to really shine when the chips are down and the going gets tough.
 

Have you considered moutned combat, spirirted charge and ride by attack as feats? they can be quite powerful, especially when you consider the paladin can summon his mount nearly anywhere, even in dungeons...
 

evilbob said:
To be fair, I'm talking about level 6... And Sacred Vengence works on every attack that round, too (but not bows, you're right - but then again, paly + bow = huh?).
Bows: because fiends have wings.

Seriously, if you can't fly or teleport, you need a bow, or another ranged attack option.

evilbob said:
I think your soundclip is intriguing, but I am not yet a believer. :) Please explain further, if you don't mind.
Decide what your melee strategy is going to be, and get good at it. In a fight, you won't have time to waste an action readying or removing your shield -- actions are the most precious commodity in D&D.

If you want to use a shield, that's fine -- use a longsword as your weapon. Paying a feat for +1 damage is a bad deal. Bear in mind you'll also want Shield Specialization and the rest from the PHB-II, which will eat most of your feat slots. This is okay, because you won't really want Power Attack / Cleave.

If you want to deal damage, that's fine too -- use a greatsword as your weapon. Power Attack is your friend when you're using a two-handed weapon, so pick that up, and Weapon Focus gives you another +1 attack to turn into another +2 damage. You'll have a lower AC (until you can pick up an animated shield), so get more hit points (Divine Vigor, Improved Toughness) or count on your Lay On Hands to compensate for unexpected damage, and a Wand of Cure Light Wounds to heal you up between fights.

If you find your AC really is insufficient, despite your fullplate, make the party Cleric or Druid buff you. Shield of faith and barkskin are both excellent at 6th level, and they stack if you have access to both. Protection from evil does not stack with shield of faith, but you can cast it yourself.

At 6th level, you should have someone capable of casting eagle's splendor on you before or even during a fight. This will boost the duration of Divine Vigor, and will boost the damage output of Divine Might.

Er... did I answer your question? :)

Cheers, -- N
 

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