Leadershipevilbob said:good feats for a lvl 6 human paladin
Leadershipevilbob said:good feats for a lvl 6 human paladin
mvincent said:Leadership
That's a solid list of feats.Darklone said:Yeah, Battle Blessing like brehobit said plus Power Attack, Cleave and Divine Might.
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.Mistwell said:Seconded. No harm in having another cleric in the group for example.
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.Thurbane said:Or a nice, LG Marshal, to lend a hand fighting and boost everyone's combat with his Auras.
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.Sitara said:Divine Might is fantastic. But what does Divine Vigor do and which sourcebook is it in?
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
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: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...
Flexibility is a dastardly trap. Instead, you should specialize and win.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.
Divine Vigor => HP equal to what Rage grants, but better, because you don't die when they go away.evilbob said:In the end it just leaves him out there without enough AC to keep swinging round after round.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.