Sword and board paladin and feats

pressedcat

First Post
Hi, i'm about to start a new character and i'd appreciate some input. My plan is to start with a single level in fighter and then multiclass into paladin (with no particular prestige class in sight). My stats (as i've currently ordered them) are:
Human
Str 15
Dex 10
Con 12
Int 10
Wis 13
Cha 14
Feats: Shield spec (hvy) (phb2), Shield ward (phb2), Imp. shield bash (phb), Agile shield fighter (phb2).
Flaw: Shaky (ua)

As you can see, i was going to focus on trying to improve my ac and fighting abilities through the use of a shield. I've taken a single flaw, but am not keen on taking any more. I was intending to boost strength at level 4, then focus on charisma/wisdom from then on. I'll also be taking the charging smite variant from the phb2 and will probably pick up extra smiting and a couple of the divine feats (vigor/shield) with my lvl 6+ feats.

My questions are:

1. Should i swap the cha and str stats about? There are bonuses to both higher str and cha, but i think i'd appreciate the extra +1 to hit/dam more; opinions?

2. Is Shield ward worth it? It gives shield bonus to touch ac and as a bonus to resist bull rush etc which is nice, but i'm not sure whether its worth the feat.

3. What should i take for my lvl 3 feat. Power attack jumps to mind, but i'm not sure how worth it it is if i'm only ever going to be wielding weapons one handed. Another option was Shield charge from comp.war. (free trip attempt whan charge with shield). I like the idea of the second feat more as it feeds on the use of my shield as an offensive weapon, but i'm not sure which feat would be paying out more.

4. Are there any more feats out there (in ed 3.5) that would complement/improve on my current feat choices. I've got the three core books plus comp. adv/arc/div/war, but the dm is allowing all 3.5 edition books (though i don't think anyone in the group owns book of nine swords or anything since then).

Thanks in advance
 

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Divine Shield is crazy powerful. So plan on going that route, and pick up the PHB2 feat that lets you get an extra attack with your bash (the one that is essentially TWF, only applies to fighting with a shield).

Use your shield as your primary weapon and wield whatever hand weapon you choose as your off-hand weapon. This'll let you get iterative attacks with your (spiked, heavy, bashing) shield, and apply your full Str bonus to damage.

Remember you can get 1 1/2 times your Str bonus when you use a one-handed weapon in two hands. So for that shield charge, drop your hand weapon and add your other hand to the shield (see Captain America).

Ideal combo for you is shield in your primary hand, nothing in your off hand, and armor spikes. This way you can TWF with the shield (wielded two-handed for 1.5xStr) and armor spikes as your off-hand attack (likely a knee or spiked-helmet head butt). The free off-hand lets you grab a wand, potion, rope, whatever without having to sheathe or ditch a loose hand weapon.

For your specific questions:

1. Keep the 15 Str. Bump it to 16 at 4th, then get a +2 Str item. The +4 mod will become +6 when you use two hands on your shield.

2. Shield Ward is not worth it.

3. Take the feat that lets you TWF with a shield. With your low Dex, your only other route to TWF is two levels of Ranger.

4. Extra turning, so you can get more uses out of divine shield.


-z
 
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Yep, I concur with divine shield. And yes, shield ward is amazing. Its one of the few ways for a fighter to beef up his touch attacks, and the bonuses against tripping, disarming and grapple are great.
 

Thanks for the replies.
I was fairly keen on taking shield ward anyway as i thought it would be quite useful, but wanted to hear from people who'd tried it already.

Agile shield fighter is the feat that allows you one extra attack when using your shield, so had got that covered. I didn't know you could wield a (spiked heavy) shield two handed, although i suppose it does count as a one-handed weapon (although the srd actually says you can use a shield bash as an offhand attack, and treat a heavy shield as medium weapon when considering attack penalties and so is a bit vague about the whole matter). It just doesn't seem the type of weapon you can get the leverage to wield two handed, especially when the description says that a heavy shield has to be strapped to the forearm and gripped. Are there any rules i've missed or faq's about this?

I'd still appreciate advice on what to take as my third level feat ( wont have the prereqs for divine ..., or extra turning/smiting at level 3). I'm still hesitating over power attack, as it will likely only be giving damage bonus at a 1 to 1 ratio (unless i really can wield a hvy shield two handed). Shield charge would be cool, but without an outstanding strength or the int (and two extra feats) to boost my tripping abilities, i'm not sure how often it will work.
 

"Spiked shield, heavy" is listed in the weapon table as a one-handed weapon. If you use a one-handed weapon with two hands, you get 1.5 x Str bonus.

From a practical standpoint, it's not hard to imagine bashing while using your free hand (your left hand, in this case) for extra power.

If you have a shield handy go ahead and try it. If you don't have a shield handy, use a garbage can lid or something similar.

Or stand next to a wall and pretend the wall is your shield. Place one arm horizontally against the wall and push. That's a one-hand shield bash. Now place your other hand flat against the wall, right above your arm. Push with both arms. Feel the difference in power?

Either way, there's certainly no reason why you couldn't bash with your primary arm. So you might as well bash using two hands to get the extra damage bonus. And use armor spikes as your "off-hand" attack.
 

My own take: Power Attack and, later, Divine Might

Power Attack is the premiere melee feat. It is also a prerequisite for Divine Might.

Now, wielding a weapon one-handed and using divine might, the 1/1 Power Attack will not often be a good deal. However, you will run into situations where enemies have a really poor AC and you might as well use it anyway. You will also run into situations where DR or hardness make Power Attack the only way to deal appreciable damage. In those situations, it's good to have the option to ditch the shield, wield your longsword two handed and Power Attack for all you're worth. Finally, if you can get some Armbands of Might (Complete Adventurer) you get an extra two points of damage whenever you power attack for two or more. That makes one-handed Power Attack for two a good deal.

As to Divine Might, it is useful in several ways:
1. It gives you damage which is something that you are going to need. It's all well and good to have a great AC, but if you don't deal enough damage to be a threat, that just means the bad guys will kill you last.
2. It is a free action to activate which means that you don't have to wait until round 2 to contribute to a combat (like you do if you are using Divine Shield). Round 1 actions often have more potential influence on the outcome of a battle than actions in any other round. One kill in round 1 can often be worth two kills in round 3.
3. Divine Might also synergizes quite nicely with mounted combat. Now, you clearly aren't going for the mounted charger build because you won't have enough feats to pull it off until level 12 at the earliest (assuming you take fighter 2 and then Paladin the rest of the way). However, you will get a warhorse as a paladin and the ability to use a lance on a bonded mount is very helpful even if you don't have the mounted combat feats. And, even at mere double damage, Armbands of Might Power Attack 2, divine might will add up to a hefty damage charge--especially if you smite evil too.

3. For later feats, consider Extra Smiting. It's a standard paladin feat for a reason..
 

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