Gurgeh
2013-03-14, 04:27 AM
Hey all, I've been tossing around ideas for a character I'll be bringing in to replace my current PC in an ongoing campaign. Party ECL is fairly high (most characters are ~13) but fairly low-op: the current party consists of a fighter/dwarven defender, a swashbuckler/wizard/eldritch knight, a paladin, a fighter (primarily focusing on archery) and a cloistered cleric/wizard/mystic theurge (my current PC).
While tossing low-level spells around like candy has been tremendous fun, I've found myself wanting to try out hitting things over the head - I'd rather keep a bit of magical flavour on my character, however, so I figured a Gish would be a logical choice.
Just to put it straight on the table, I'm not looking for crazy-high optimisation advice: my group isn't dead-set on twinking out their characters and I have no desire to overshadow them by simply existing. I'm looking for my character to be very much part of the team from day one: perhaps a little stronger than them on paper, but largely playing the same game as they are. No early entry tricks, no insane metamagic cheese, no winning level-appropriate encounters in the surprise round, etc.
Currently I'm looking at a rough build of Paladin 4/Sorcerer 2/Abjurant Champion 5/Spellsword 2 (I want Channel Spell). Obviously I'd be better off going for Pal 2/Sorc 4 if I wanted more spells, but this guy's not supposed to be a spellcaster who can also whack things with a sword, he's supposed to be a swordsman who can use magic to shield his allies and turn his sword into a cattle prod/tactical nuke when the occasion demands - I want him to very much see himself as warrior first and magician second, and I want to keep as much BAB as possible.
I'm planning on taking the Holy Warrior ACF for the Paladin in order to get a bonus feat (since a single wis-dependent level 1 spell seems fairly paltry by comparison) and going for the Divine Companion ACF for Sorcerer for flavour reasons.
Non-negotiables include:
•Paladin levels. I want to be going around smiting evil and being a goody two-shoes.
•The ability to actually use his weapon for magic tricks (hence Spellsword for eventual Channel Spell hilarity)
•An overall spell list focused more on defence and mitigation rather than direct damage or battlefield control - he's not trying to win encounters by himself, he just wants to be another brick in the wall.
Feats I'm considering:
•Spell Focus [abjuration] (required for Energy Abjuration)
•Energy Abjuration (getting free stuff for spells I can cast as swift actions seems nice)
•Power Attack (because true strike is lulzy)
•Combat Expertise and some of its daughter feats (improved disarm/trip)
Which (if any) of those are likely to be worthwhile? Is there anything else I could opt for? I'd ideally like some way of making use of my turn undead ability, since I'm going to have a boatload of charisma but no means of damaging undead with it since I'll have an effective cleric level of 1. Is it RAW-legal to use Divine feats that burn Turn Undead uses to modify spellcasting of a different class, for instance?
Also, any advice on particularly hilarious spells to channel? I was hoping to find one that could be used to send a target flying away (http://www.giantitp.com/comics/oots0409.html), but all the lowish-level spells I can find seem to only knock targets prone (blast of force) or rely on bull rushing with fairly pathetic [and unmodifiable] save DCs (melf's unicorn arrow).
tl;dr version: what are some good feat options for a pal/sorc gish who's more interested in beating things up than zapping them?
While tossing low-level spells around like candy has been tremendous fun, I've found myself wanting to try out hitting things over the head - I'd rather keep a bit of magical flavour on my character, however, so I figured a Gish would be a logical choice.
Just to put it straight on the table, I'm not looking for crazy-high optimisation advice: my group isn't dead-set on twinking out their characters and I have no desire to overshadow them by simply existing. I'm looking for my character to be very much part of the team from day one: perhaps a little stronger than them on paper, but largely playing the same game as they are. No early entry tricks, no insane metamagic cheese, no winning level-appropriate encounters in the surprise round, etc.
Currently I'm looking at a rough build of Paladin 4/Sorcerer 2/Abjurant Champion 5/Spellsword 2 (I want Channel Spell). Obviously I'd be better off going for Pal 2/Sorc 4 if I wanted more spells, but this guy's not supposed to be a spellcaster who can also whack things with a sword, he's supposed to be a swordsman who can use magic to shield his allies and turn his sword into a cattle prod/tactical nuke when the occasion demands - I want him to very much see himself as warrior first and magician second, and I want to keep as much BAB as possible.
I'm planning on taking the Holy Warrior ACF for the Paladin in order to get a bonus feat (since a single wis-dependent level 1 spell seems fairly paltry by comparison) and going for the Divine Companion ACF for Sorcerer for flavour reasons.
Non-negotiables include:
•Paladin levels. I want to be going around smiting evil and being a goody two-shoes.
•The ability to actually use his weapon for magic tricks (hence Spellsword for eventual Channel Spell hilarity)
•An overall spell list focused more on defence and mitigation rather than direct damage or battlefield control - he's not trying to win encounters by himself, he just wants to be another brick in the wall.
Feats I'm considering:
•Spell Focus [abjuration] (required for Energy Abjuration)
•Energy Abjuration (getting free stuff for spells I can cast as swift actions seems nice)
•Power Attack (because true strike is lulzy)
•Combat Expertise and some of its daughter feats (improved disarm/trip)
Which (if any) of those are likely to be worthwhile? Is there anything else I could opt for? I'd ideally like some way of making use of my turn undead ability, since I'm going to have a boatload of charisma but no means of damaging undead with it since I'll have an effective cleric level of 1. Is it RAW-legal to use Divine feats that burn Turn Undead uses to modify spellcasting of a different class, for instance?
Also, any advice on particularly hilarious spells to channel? I was hoping to find one that could be used to send a target flying away (http://www.giantitp.com/comics/oots0409.html), but all the lowish-level spells I can find seem to only knock targets prone (blast of force) or rely on bull rushing with fairly pathetic [and unmodifiable] save DCs (melf's unicorn arrow).
tl;dr version: what are some good feat options for a pal/sorc gish who's more interested in beating things up than zapping them?