What feat to take?

By dual-wielding, you'd also lose your 1.5x Strength damage bonus for using a two-handed weapon, and given your Strength of 18, that's an extra +2 damage (equal to Weapon Specialization). Glaives really aren't meant to be dual-wielded.
 

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Sorry, I meant to put a smiley at the end of that comment. I was kidding, and I fully realize how innefectual I would become if I chose to dual-wield Glaives. It would be nice though....
 

thegreatbuddha said:
Sorry, I meant to put a smiley at the end of that comment. I was kidding, and I fully realize how innefectual I would become if I chose to dual-wield Glaives. It would be nice though....

at least it's not as ridiculous as dual wielding scythes. you should not be able to dual wield those!!! period.

hmm... well if you could get an ioun stone of spell storing and get a Tenser's, Divine Might, Divine Favor - your to hits wouldnt be too shabby... bwahaha.
 

Power attack and Divine Might with your stats, no question. You should definitely take them if your DM agrees with The Sage, that Divine Might can be activated as a free action.
 

I don't remember if Glaive has special features, IIRC only double damage against a charge? Otherwise Improved Trip or Improved Disarm, whichever may be relevant with Glaive.

If you are going to anticipate having a mount before 5th level, then Mounted Combat, so when you have Divine Mount, you'll have two "mounted" feats at 6th level.

Hold the Line -> defense against charge
Power Attack -> very melee classic
Power Lunge -> improves charge
Extra Smiting -> to make Smite Evil much more usable
any Divine feat -> you have plenty of turn attempts/day
Alluring/Trustworthy -> if you're the party diplomat
Resist Poison -> if you're the first-line

OF course, not all of them are optimal choice :). Plus, forgive me if I may not remember them well (requirements specially).
 

Expertise is underrated, IMO. It would go well with Movement Check.

Weapon focus, power attack, and hold the line are also good suggestions!
 

Li Shenron said:
I don't remember if Glaive has special features, IIRC only double damage against a charge? Otherwise Improved Trip or Improved Disarm, whichever may be relevant with Glaive.

No, special features. Just the best damage for a reach weapon.

Maybe you could get a Headband of Intellect and improve your Int by 1 at level 4, thus allowing you to take Improved Trip. Then switch to using a Guisarme and you can really keep people from moving.
 

I have to agree with those who said Power Attack and Divine Might. There are a lot of times when you aren't fighting undead. The Divine Might allows you to use those Undead Turning attempts to cause damage to anyone you are fighting.

Eventually, you will probably want some sort of non-lethal response. As a Paladin, you should be capable of handling someone without having to kill them. Unfortunately, the best feats for that are in the Expertise chain that requires a good Int. What you can do is take Sunder and use that against the opponent's weapon. Since Sunder also requires Power Attack, this is another reason to take that feat.

The other feat that I think tends to be really useful to a Paladin is Blind Fighting. You could wait until 9th level for that one though.
 

I thought about sunder, but dismissed it as worthless. The Sunder feat negates the AoO I would suffer from attacking my opponent's weapon, but I wouldn't draw an AoO anyway, because most opponents don't threaten me (Ain't reach weapons great?). Does Divine Might require Power Attack to use? Also, what book is Divine Might in?
 


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