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*Pathfinder & Starfinder
Simple but Effective Feats for a 1st-level Paladin
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<blockquote data-quote="FireLance" data-source="post: 2972802" data-attributes="member: 3424"><p>Thanks for the feedback so far. Magesmiley has made a good point about feats that give exceptions to the rules, so I'll cut out Ranged Smite Evil, Weapon Finesse and Zen Archery for now, and bring them back in as options after the PC has gained a few levels.</p><p></p><p>As suggested, I think I will have two lists of feats: one "basic" set which simply and directly modify elements of the character sheet, or which automatically come into play when the PC performs common actions like smiting evil or using an action point: </p><p></p><p>1. Able Learner</p><p>2. Action Boost</p><p>3. Exotic Weapon Proficiency</p><p>4. Improved Initiative</p><p>5. Improved Smiting</p><p>6. Shield Specialization</p><p>7. Weapon Focus</p><p></p><p>The other list will be "situational" feats that the player must remember to use or may not be useful in all situations:</p><p></p><p>1. Combat Expertise</p><p>2. Dodge</p><p>3. Mounted Combat</p><p>4. Point Blank Shot</p><p>5. Power Attack</p><p>6. Reckless Offense</p><p></p><p>I will suggest that the player pick at most one feat from the second list.</p><p></p><p>Despite strong support for Cleave, I don't want to put it in at the moment for the somewhat metagamey reason that I don't see myself pitting the PC against multiple opponents in *any* of the encounters at 1st level, and only a small number of them at 2nd level. So, I would only include it as an option from 3rd level onwards. I'm also not sure that Powerful Charge will be useful once the PC gets his special mount as it doesn't work with mounted charges. The campaign will also likely be more combat-focused, so the skill feats will be less useful.</p><p></p><p>I will probably introduce Divine Might and Extra Smiting once the PC hits 6th level, since he won't qualify for them now.</p></blockquote><p></p>
[QUOTE="FireLance, post: 2972802, member: 3424"] Thanks for the feedback so far. Magesmiley has made a good point about feats that give exceptions to the rules, so I'll cut out Ranged Smite Evil, Weapon Finesse and Zen Archery for now, and bring them back in as options after the PC has gained a few levels. As suggested, I think I will have two lists of feats: one "basic" set which simply and directly modify elements of the character sheet, or which automatically come into play when the PC performs common actions like smiting evil or using an action point: 1. Able Learner 2. Action Boost 3. Exotic Weapon Proficiency 4. Improved Initiative 5. Improved Smiting 6. Shield Specialization 7. Weapon Focus The other list will be "situational" feats that the player must remember to use or may not be useful in all situations: 1. Combat Expertise 2. Dodge 3. Mounted Combat 4. Point Blank Shot 5. Power Attack 6. Reckless Offense I will suggest that the player pick at most one feat from the second list. Despite strong support for Cleave, I don't want to put it in at the moment for the somewhat metagamey reason that I don't see myself pitting the PC against multiple opponents in *any* of the encounters at 1st level, and only a small number of them at 2nd level. So, I would only include it as an option from 3rd level onwards. I'm also not sure that Powerful Charge will be useful once the PC gets his special mount as it doesn't work with mounted charges. The campaign will also likely be more combat-focused, so the skill feats will be less useful. I will probably introduce Divine Might and Extra Smiting once the PC hits 6th level, since he won't qualify for them now. [/QUOTE]
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Simple but Effective Feats for a 1st-level Paladin
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