aaron22 wrote:Seems like I could put more points into cha and go for DM. I am not sure how viable the damage will be w/o expose weakness . It does look like a pretty solid build though. Would want the weapon specialization from the fighter levels.
Like I said, you do not need to get Improved Knockdown, or even Knockdown. Most of my melee characters have had it, but very few have actually used it all that much. So you can actually drop Intelligence lower and raise your charisma to make more out of Divine Might.
So, without any buffs, you could get +2 Divine Damage for 2 rounds. If you combine it with Eagle's Splendor and Righteous Glory, you should be getting: +6 Divine Damage for 6 rounds. It is not the greatest thing, but I guess better than nothing.
Even as an Aasimar, I do not think it is possible to get EDM alongside the Epic Damage reduction feats.
As for matters of AB, the build I listed should have something like:
30 (BAB) + 10 (Your buffed up Strength modifier) + 5 (Greater Magic Weapon) - 6 (Improved Power Attack) - 2 (Monkey Grip) - 2 (Tower Shield) = 35
It is not the greatest... But with Divine Favour and weapon focus you can get: +3 and +1 respectively, so with your role-play idea you are looking at the AB of 39. Believe or not, it is actually enough for most of the server - but you might feel your character is somewhat lagging on the power curve.
As for the damage:
1d12 (Great sword) + 5 (Enchantment Bonus) + 10 (Strength modifier) +6 (Improved Power Attack) + 2 (Weapon Specialization) + 3 (Divine Favour) + 1d4 (Flame of Faith) + 6 (Divine Might) = 41~
It ain't that bad actually, for one handed damage, even though your Divine Might and Divine Favour might have relatively short durations.
So my advice would be to turn on either Power Attack or Improved Power Attack when those do not have notable effect on your chance to score a hit. So when you are going against the mobs on the server, just try out how you do with them turned on or off. Same goes for your tower shield, if you do not need the AC it provides, you can be looking at that +11 damage per hit.
Additionally, you might want to have a look at a feat called 'Northlander Hewing' - it will halve the number of attacks you get per round and impose -2 penalty on AB, however, it will mean that your great sword will always roll 12 for damage and get bludgeoing damage bonus based on your strength modifier.
12 (Great sword) + 10 (Strength) + 10 (NH Strength) + 5 (GMW) + 6 (IPA) + 2 (WS) + 3
(DF) + 1d4 (FoF) + 6 (DM) = 56.5~ (One handed damage, two handed is 67.5)
So, to sum it up, since your character will have AB that is a bit on the low side, I would recommend the Northlander Hewing feat. You lose the half of your attacks that would be unlikely to hit in the first place, and deal 15.5~ more per hit.
Also, NH feat rounds the number of attacks up. So if you have three attacks, you get two with the feat active. Three attacks when you have five. Edit: Oh yeah, if you go for this feat, try not PvP Valefort or something, because NH makes you kind of weak against parry mode.