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Sword and board paladin and feats
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<blockquote data-quote="Elder-Basilisk" data-source="post: 3120945" data-attributes="member: 3146"><p>My own take: Power Attack and, later, Divine Might</p><p></p><p>Power Attack is the premiere melee feat. It is also a prerequisite for Divine Might.</p><p></p><p>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.</p><p></p><p>As to Divine Might, it is useful in several ways:</p><p>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.</p><p>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.</p><p>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.</p><p></p><p>3. For later feats, consider Extra Smiting. It's a standard paladin feat for a reason..</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 3120945, member: 3146"] 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.. [/QUOTE]
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