Good feats that require BAB +6?


Advice


I'm playing a warpriest in an e6 version of CotCT. Sheet is here, but nevermind that, what I want to know is what is some good feats that require +5 or +6 base attack? I know I'll be wanting Cornugon Smash, but what I'm really interested in is what to put in the 6th level warpriest feat slot. It'll be a little important, as I'll get more feats later, but due to the e6 rules, I'll only get 1 opportunity for a feat that requires +6 bab or 4 or more (up to 6) fighter levels, and sticking Cornugon smash in there would be a waste of that opportunity.

I've thought of Vital Strike, but as I'll be using a longsword for fluff reasons, I'm thinking that'd be a bad idea.

Other ideas of mine are Weapon Specialization (meh) and Disruptive, which I like better, in theory.

That seems a bit thin, so I turn to the infinite collective wisdom of the advice boards - Which feats that require BAB +6 are good for a melee, non-TWF character?


I'm a fan of Lunge. Doesn't require anything more than BAB +6 either.

Lunge wrote:

Lunge (Combat)

You can strike foes that would normally be out of reach.

Prerequisites: Base attack bonus +6.

Benefit: You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.

It's a great way to get that clutch extra 5' of distance you need to connect your attack/s, set up a larger threatened area as if you had natural reach (so attacking adjacent and the next square out) until your next turn happens, or more! Additionally, if you have a reach weapon already, it makes you that much more dangerous and sets up an even larger threat zone.

Plus it doesn't sacrifice your to-hit bonus, but your AC by -2. So it doesn't make you less likely to have your hits connect. Obviously, the loss of AC is a downside, but it's comparable to charging and everybody still does that.


Nigrescence wrote:

I'm a fan of Lunge. Doesn't require anything more than BAB +6 either.

Lunge wrote:

Lunge (Combat)

You can strike foes that would normally be out of reach.

Prerequisites: Base attack bonus +6.

Benefit: You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.

It's a great way to get that clutch extra 5' of distance you need to connect your attack/s, set up a larger threatened area as if you had natural reach (so attacking adjacent and the next square out) until your next turn happens, or more! Additionally, if you have a reach weapon already, it makes you that much more dangerous and sets up an even larger threat zone.

Plus it doesn't sacrifice your to-hit bonus, but your AC by -2. So it doesn't make you less likely to have your hits connect. Obviously, the loss of AC is a downside, but it's comparable to charging and everybody still does that.

Lunge doesn't increase your threatened area because it ends at the end of your turn, which is before your opponent will provoke attacks of opportunity.


Hmm... Lunge... Maybe. It would certainly help against ogres and the like, although I think there was a littany spell for that.


voideternal wrote:
Lunge doesn't increase your threatened area because it ends at the end of your turn, which is before your opponent will provoke attacks of opportunity.

You are absolutely correct. I failed to read that. It does let you do the rest of the stuff, just not threatening. In my defense, it had been over a year since I used the feat thanks to the new Star Wars tabletop RPG, and my current character isn't planning to get it for five more levels (because they won't be able to any earlier). I just remembered the reach boost and when I copied the text I... did not read it again.

Still, it's a good feat.


I think its main use is not to get whacked with a greatclub as you try to get close enough to hit the fire giant. Then you can 5'step the next round.


The Dragon wrote:
I think its main use is not to get whacked with a greatclub as you try to get close enough to hit the fire giant. Then you can 5'step the next round.

True, or you can use it to smack someone who is just out of your reach in an attempt to take them down as you are preparing to then 5' step next to someone else, either to continue attacking in a full attack or to put the pressure on (or provide a flank), or both.

You can also get more breathing room for your movement when you use Spring Attack.

My favorite use of it is to take full advantage of Whirlwind Attack, however. Add more enemies to those within your reach for when you use it.


Hmm. Not sure it's the best option though. Disruptive is also tasty, and I'm sure that there are lots of things out there I don't know about yet.


Lunge is an excellent Feat. Disruptive is meh, since if you're in melee with a caster they're f*@*ed anyway, pretty much.

Weapon Versatility becomes a Free action after BaB +5, and is quite handy.

Shield Slam is a must-have if you're TWFing with shields.

Greater Sunder is pretty rad.


Nigrescence wrote:
voideternal wrote:
Lunge doesn't increase your threatened area because it ends at the end of your turn, which is before your opponent will provoke attacks of opportunity.

You are absolutely correct. I failed to read that. It does let you do the rest of the stuff, just not threatening. In my defense, it had been over a year since I used the feat thanks to the new Star Wars tabletop RPG, and my current character isn't planning to get it for five more levels (because they won't be able to any earlier). I just remembered the reach boost and when I copied the text I... did not read it again.

Still, it's a good feat.

Lunge is actually fairly good for reach builds. Not to increase your threatened area- it just eases battlefield set up IMMENSELY.

You see, when you attack first with a reach weapon, the enemy ends up inside your threatened area. The problem is that you only get the AoO if it crosses over that area on its own. So if you attack first, enemies just need to take a 5' step and they can full attack you with no fear of AoOs. If you attack first- you lose the advantage of reach weapons

With lunge, that changes completely. It leaves enemies at the sweet spot 15' away. You are attacking outside of your normal reach, so that means enemies have to cross your threatened area adn draw an AoO. They also have to spend a move action to mvoe the 10' needed to reach you (typically), so that means they probably lose their full attack. So they get less attacks, adn you get more. The wonders of reach. Offense and defense, and just at a -2 BAB- more than worth it defense wise much of the time. And all this still lets you attack first and retain everything.

You can also use the typical benefit of full attacking further out, allowing you to hit everything in a 45' wide circle. What martial doesn't want easier full attacks?

You can also chain it together with pushing assault- when an enemy gets right next to you, you just take a 5' step back, use pushing assault to push it 5' back, and then use lunge to continue your full attack. That puts an enemy that got next to you right back into that 15' away sweet spot. Using this, you could actually kite a lot of opponents, allowing them to only get 1 attack per round, while you get in your full attacks plus AoOs (and remember- fortuitious weapons let you get in an extra attack for that AoO).

Overall, reach is a REALLY strong path for melee focused characters. And it is highly recommended for warpriests. The four basic feats (power attack, combat reflexes, pushing assault, and lunge) can provide you a powerful combination that is more than enough to serve as your foundation.

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