Powerful late game feats.


Advice


So I've got a 12th level Eldritch Knight (2 paladin) and (10 sorcerer), and I'm just looking for resources and advice on some feats to take in the upcoming levels. Particularly for the bonus combat feats granted by EK.

My current build is somewhat of combat reflexes reach build, who really shows his strength when his allies are close by. I wield a fauchard with one hand with the shield brace feat, and use gloves of arcane striking and bodygaurd to use AoO to either dish out extra damage or boost adjacent allies' AC.

I'm tending to stray from metamagic feats (preferring to drop money on the occasional rods) and took note of come curious unique feats: Alignment Feats, Sory Feats, and things like Celestial Obedience and Ancient Tradition. Has anybody experimented with these?

Does anybody have suggestions for some beefy feats that aren't tax heavy? Power attack does little for me since im technically wielding a 1 hander. Otherwise, I'm just going to take improved initiative and it feels lame.

Stong solo feats? Any advice is welcome.

Thanks.


EK also says that you can use your levels for selecting fighter only feats. I've never played a fighter and am unfamiliar with it, but I'm guessing that 4 effective fighter levels don't really qualify me for anything all that special.

Silver Crusade

Improved Initiative is very good for full casters.


PCScipio wrote:
Improved Initiative is very good for full casters.

You're right. But we have a witch in the party who we like going first, My initiative mod is already +7, and my flat-footed AC is still pretty solid. I know Improve Initiative is always a solid option.

I guess I'm just looking for something a little more interesting.?


Second contingency stands out as a late game feat. It does what it says. There's a few other feats which improve teleportation, scrying and possession if you're into any of those.

If your character hasn't started eldritch knight at all yet then you won't get its capstone until level 22. I assume that's out of scope?

Dimensional agility/assault/dervish is a chain of feats you might like. Teleport tactician and its prereqs are less good IMO, but you might still consider them.

If you're using a shield then there are quite a few feats which you might find useful - vanguard style, assorted shield bashing and TWF feats, missile shield & ray shield.

It's possible you might like improved critical and critical feats considering you're using a 18-20 crit weapon.

If you buff a lot before entering melee then you might like feats which make your buffs harder to dispel. One of those is tenacious spell which you can probably get as a rod, true.


I apologize everyone, I had a brain fart. I am 2 paladin, 6 sorcerer, and 4 EK already.

But thank you for the advice so far.

Grand Lodge

If you are using shield bashing at 5’ft, then the Upsetting Shield Style feats could be something for you. Bashing Finish Works as a late feat as well.

Critical Focus is a prerequest for the cool critical feats like Staggering Critical and Exhausting Critical, but your BAB is already lacking 3 behind.

Dark Archive

Sacred Geometry is pretty ridiculous late game. If you figure out the math trick you are all but guaranteed free metamagic feats.


According to this thread, at 8 ranks, there's a mathemtical 100% success rate.

Seriously, if it's allowed, Sacred Geometry is stronger than any other non-Leadership-related feat in the game, period.

The strength of free metamagic is also the reason metamagic feats are pretty nice in the late game as they help you qualify for Spell Perfection.

If your dex is high enough, you might be interested in Shielded Staff Style and followups.


Metamagic is a big deal at high level. The usual suspects; you will want to qualify for spell perfection. Beyond the usuals, Authoritative Spell is newer but is very in flavor for a Paladin EK, and is actually pretty great.


If the EK capstone will be occurring in game then either a keen weapon or improved critical are essential. Critical focus may be worth considering too. If you're getting either of those feats then you may want feats to build on them, notably critical feats off critical focus.

Something I forgot to mention is the prestigious spellcaster feat and its prereq favored prestige class. Useful for catching up a spellcasting level lost to EK.


Davor Firetusk wrote:
Sacred Geometry is pretty ridiculous late game. If you figure out the math trick you are all but guaranteed free metamagic feats.

I have banned myself from taking this feat. 1) because I'm totally against things that bog down combat more than it already is at high level. 2) because I want to be liked at my table lol.


I should just have posted the details up front to paint the picture a little better.

Human Extra Feat) Combat Reflexes
1) Arcane Strike
2) Combat Reflexes
3) Shield Focus
5) Favored Prestige Class
7) Prestigious Spellcaster
9) Shield Brace
EK bonus combat) Bodygaurd
11) Lunge

I didn't really have a particular build in mind other than that I wanted my character to be able to protect my allies in melee combat with "bonus stuff" and using AoO. I'm a sacred shield paladin with a silver smite bracelet, so I get two smites per day that make nearby allies take half damage from all effects. This is meant to further incentivize them to stay adjacent to me so that they can hit adjacent enemies, while I swing with my reach weapon from further away. I can spend my AoO's either to inflict a little bit of damage, trip, or boost adjacent ally AC when they're hit (quite well, thanks to my Arcane strike gloves).

At level 13, I'll get another feat and then one bonus combat feat from EK.

It looks like I'm probably out of shield bashing potential since TWF is feat taxing and the penalties with a reach weapon would be quite high, I'm trying not to reduce my attack rolls since the 6 sorcerer levels already put me a bit behind the ball.

I'm thinking of keening my fauchard which would put critical focus in good standing. But I've also been looking at riving strike, trying to take further advantage of my arcane strike, which is essentially set to auto use. While the penalty only lasts 1 round, it would carry over to my turn again if the hit is landed by an AoO (lasting until 1 full round from the turn it was triggered). I'm thinking that this would set up nicely with our debuff/aggressive Witch and Oracle.

The full round actions of metamagic feats kinda negate the whole arcane strike thing I've got going for me.

And while I really like the suggestion of Sacred Geometry as a Powerful feat that stands alone and doesn't require much of a distinct build, I know my would be held in disdain for whipping that out just because of It exists.

Grand Lodge

TWF gives extra attacks which is nice, but you dont need to TWF for shield bashing. You just attack with your shield with one of your normal attacks.


TWF with a reach weapon in one hand, and a shield in the other sounds inefficient. Also if I'm not mistaken it sounds like the build is meant to cast spells on your turn, and only use the weapon for AoO, right?

I don't have a specific feat to recommend, but I will point out that you have 4 combat feats. All of them can be retrained and replaced by the bonus feats from EK. Also in my opinion Arcane Strike should start to become baggage about now. You should be able to afford a +3 weapon and having a swift action available for smite is probably better for you than using a swift every round to keep your weapon +3.

You could start working towards using spell perfection. The route for a sorcerer is a bit different. You could head straight there but it means using Quicken for every casting. That is a waste. So make it to where your spell of choice is also preferred spell. This will let you cast it metamagic'ed as a standard action. That does mean you need to take Heighten Spell as one of your metamagic feats but I think its worth it for a sorcerer.

So for instance, go back to town to level up to 13. Retain Arcane Strike away for Heighten Spell, retrain Combat Reflexes to Spell Prefection and choose Combat Reflexes as your 13th level EK bonus feat, and pick up Quicken Spell or the 3rd metamagic feat you want to select.
Then at 15 you can pick up the last metamagic feat by retraining another combat feat, and spell perfection. You could also make your weapon a Training weapon with Lunge and retrain that into whatever.

Good metamagics for the 3rd would be Maxamize and Dazing. Maybe Intensify or Empower. I'd recommend Elemental but its better to get a variety of Rods to do that instead. Also spending a feat slot to get extra traits: magical lineage and Wayang Spellhunter would make it work better. You could enchant the shield to be a +1 weapon with training: Shield Focus or Shield Brace to pick up an extra feat.


Actually, do you cast any spells in combat? It sounds like you don't have a hand free (unless maybe you're using a clawhand shield), and there aren't that many good verbal-only spells.


*Khan* wrote:
TWF gives extra attacks which is nice, but you dont need to TWF for shield bashing. You just attack with your shield with one of your normal attacks.

Is there a benefit to doing this as opposed to just attacking with the polearm? I have armor spikes that I can utilize if enemies try to corner me inside my reach.


avr wrote:
Actually, do you cast any spells in combat? It sounds like you don't have a hand free (unless maybe you're using a clawhand shield), and there aren't that many good verbal-only spells.

Yeah, really only prefight buffs and verbal gems like emergency force sphere and dimension door

Meirril wrote:
Also in my opinion Arcane Strike should start to become baggage about now. You should be able to afford a +3 weapon and having a swift action available for smite is probably better for you than using a swift every round to keep your weapon +3.

I have so few smites, that I usually don't have to worry about this. I can usually smite a turn or two before melee even begins, and I prefer using swift action for the arcane strike bonus instead of sinking lotta money into a magic weapon's enhancement bonus. It also helps with my whole AoO aid another approach with bodyguard, gloves of arcane striking, and benevolent armor.

Has anybody ever explored the Alignment Feats, Story Feats, and things like Celestial Obedience and Ancient Tradition? These seem like they grant some pretty nice static buffs. As long as you can reliably perform obedience's and keep alignment responsibilities, which seem pretty doable. At 12th level they start granting extra bonus SLA too.

While they're not combat feats, they seem to be pretty solid, stand alone options in the late game. Thoughts?

Grand Lodge

Archimedes The Great wrote:
*Khan* wrote:
TWF gives extra attacks which is nice, but you dont need to TWF for shield bashing. You just attack with your shield with one of your normal attacks.
Is there a benefit to doing this as opposed to just attacking with the polearm? I have armor spikes that I can utilize if enemies try to corner me inside my reach.

If you already carry a shield, then no need for the armor spikes.

The Upsetting Shield Style (Buckler only) gives a -2 attack penalty to your target after a shield bash and the later feats gives an AOO if the target miss your AC by 5 or more. The last feat in the tree protects your adjacent allies.

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