What feat to take?

Allow me to jump on the Power Attack + Divine Might bandwagon, especially if your DM uses it with the Sage's ruling. Add my Cha mod to damage rolls as a free action?! W00t!

Other than that, it seems like your character is acting like the groups defenisve bulwark. Hold the Line, Cleave and Follow Through are all very nice to have for such a character. If you ever plan to make much use of your Paladin Mount, start investing in the various mounted combat feats. Extra Smite, which has already been mentioned, is another great choice. If you are going full-out Paladin then your spells will be able to help augment your combat ability as well. Ask your DM if you can have access to the Paladin spells from the R&R and R&RII books. Many think the spells from those books are overpowered, but I think they give Paladins the edge they need to stay competative with Fighters of equal level. They gave Paladins spell access to balance them, so they might as well have some decent spells. The basic PHB ones are okay but nothing spectacular until you get higher level (Holy Sword).
 

log in or register to remove this ad

I'm not familiar with Follow-Through, but since I use a reach weapon, Hold the Line seems kind of pointless. IIRC, it allows an AoO against anyone who charges me. I get an AoO at someone who charges me anyway, since they have to pass through my threatened area to do so, and movement check effectively stops them in their tracks 10 ft away from me.

Also, I've worked out a deal with my DM. I don't want the Special Mount, since I hate the stereotypical mounted paladin. instead, I will be gaining the ability to use a turn attempt to give all allies within 20ft a +4 morale bonus to saves against fear effects for 4 rounds.

My DM does use the Villian Design handbook, which introduces anti-feats. i'm hoping that he'll allow me to pick up 2 anti-feats to gain a bonus feat. If he does, I'll likely use the 2 feats I'll have at 3rd level to pick up Power Attack & Divine Might. I will also try to see if he'll waive the prereq for Divine Might for something else, since I don't intend to use power attack that much.
 

I am always here to help a paladin. You guys are just so likable...

Here is a nice little smackdown:
3rd: Power Attack
6th: Divine Might
9th: Improved Critical
12th Power Critical

You will do immense damage with a once per day autocritical against evil with Blessed Weapon + Divine Might + Power Attack + Smite Evil. This works best on a weapon with a 3x or better crit multiplier, so Glaive ain't the best choice. But you are not committed to this route until many levels from now.

Another progression is:
3rd: Power Attack
6th: Cleave
9th: Divine Might

Divine Might is a borderline ability with an 18 Cha because it eats an action when you could be doing something useful. I would never take it with a 16 Cha. By 9th level you will have had opportunity to boost your Cha to 20 or 22, at which point it starts to look real good.

Cleave has good synergy with Combat Reflexes and reach, BTW (although it is a cheesy combo in my book). Cleave with Divine Might is very good, too.

Power Attack is a good choice for you with your good strength because you are hitting so easily. Also confirming crits is not a problem is using Blessed Weapon.
 


Movement Check is from the Kingdoms of Kalamar Player's Guide. It basically functions like Stand Still from the PsiHB, but it is a general feat and there is no saving throw to avoid the effects of the feat.
 

What's the rest of your Party look like? That might help us see where you fit in, to help maximize your good points or to fill in a weak point.
 

If your feat choices are really open I'd sugest pressing attack from FFG's path of the sword (and dragonstar).

If an opponant in your threat range takes a five foot step away from you you can once per round interrupt their action to take a five foot step towards them. (thus keeping them in your threat zone)

very mean against spell casters and missle weapons
 

Tyrell, that should go over well. One of the guys I game with wrote a lot of the FFG stuff. And to all of you who know about Cooperative Casting, he did not intend it to be a feat. He intended it to be a natural ability of all spellcasters, although the spell types must be the same (ie, arcane & divine spellcasters can't co-opt cast).

As for the rest of my party, we have 2 clerics, both primarily spellcasters. We also have a wizard, a fighter/rogue (Brigand from KoK if you know what I'm talking about), and a bard. In a month or so, a player who had to drop out will be bringing back his Aristocrat (DMG version)/Rogue. I am the only character who is built for melee combat, although the brigand can hold his own.
 

Remove ads

Top