| rpgsavant |
So my paladin up to this point has been, as expected, a combat monster. However I'm kinda overwhelmed by feat options. He's a sword and board TWF build based on treantmonk's guide, but I've got the recommended feats listed in the guide. I know for sure my next feat is going to be Improved TWF, but I don't know where to go from there. We rolled for stats so don't flip out if they seem like munchkin. And yes I did roll that well.
The Crunch:
Paladin 8
STR 18
Dex 19
Con 18
Int 14
Wis 14
Cha 16
+1 mithral scimitar and +1 heavy steel shield w/spikes
It's a seafaring campaign so I wear +1 chain shirt instead of the standard plate armor. Also takes advantage of the Dex.
Feats:
Two weapon fighting
Shield Focus
Improved Shield Bash
Double Slice
Step Up
My party role is tank (23 AC) and main melee damage dealer. The rest of the group consists of a gnome alchemist, an elven bard, human wizard, human fighter/rogue/cleric (yes it's funky) and a full cleric.
So with that background information, where can I take him?
| magikot |
Since you have a bard, I strongly recommend the Power Attack tree. Inspire Courage basically negates the attack penalty so it is practically free damage. Possibly take a 4 level dip in Fighter for Weapon Spec.
I played in a group that houseruled Provoke to be a swift action usable once per enemy per day. Makes it a much more attractive feat and makes for a great tank feat.
Axebeard
|
Following Step+Step up and Strike+Combat reflexes could net you a lot of extra attacks in some situations, especially if you manage to put yourself next to enemy spellcasters. I'd at least go for Following Step and Step Up And Strike for the extra hit on people trying to step away from you.
Alternately, for a pure power option, you could take 4 levels of fighter (weaponmaster in your main hand weapon or 5 levels and specialize in Close weaponry) and pick up some Gloves of Dueling and double weapon focus and double weapon spec. You'd be trading +5 smite damage and some will saves for +4 to hit and +5 to damage when not smiting. That lets you at least spend feats on focus/specialization.
And, as Squawk mentioned, there's the Eldritch Heritage feats to give yourself, eventually, a big inherent bonus to strength.
VikingIrishman
|
Radiant Charge can make you even more of a monster, though you'll only be able to use it once per day. I've seen a Paladin RADIANTCHARGESMITE for truly absurd amounts of damage.
That said, it mostly depends on the direction you want to take things. The Vital Strike line is fantastic for those fights that require some mobility out of you, Antagonize can completely shut down a spellcaster (On its next turn, the target must attempt to make a melee attack against you.), and Stand Still can make sure that the important foes don't get away.
I'm also going to echo the rest of the Step Up line, because when the law comes after you, you just can't get away. ^_^
| rpgsavant |
Thread necro, but holy crap. Enlarge, haste, prayer, inspire courage, and then using divine bond to put holy on my scimitar? I wasn't even using smite and I was doing between 20 and 30 points of damage per hit. And I didn't even use my scabbard of keen edges...
I am definitely going for the step up chain, but combat reflexes needs to be my first option.
Zephyre Al'dran
|
This might be long after the fact, but consider Unsanctioned Knowledge. Your role as party tank is going to start to get harder, and unfortunately in a sea faring campaign it is very ill advised to wear armor heavier than what you have now. Unsanctioned knowledge will give you a few spells that can give a definitive defensive edge. Since your in a sea faring campaign, I'll adjust the selection to fit the nature of the campaign a bit.
1 - Timely Inspiration or Vanish
2 - Mirror Image or Gallant Inspiration or Heroism
3 - Waterbreathing or See Invisibility or Blink
4 - Freedom of Movement or Dance of a Hundred Cuts or Shocking Image.
Alternatively, Consider Greater Mercy. You do a lot of damage 2wpn fighting, but that means you'll usually have to sit and soak up someone else's fullround attack before you can get you're off. Greater Mercy will up the healing factor of your lay on hands significantly.