Heavy Armor Proficiency, Improved Shield Bash, Martial Weapon Proficiency, Saving Shield, Shield Focus, Tower Shield Proficiency, and Weapon Focus*.
10th level: Exotic Weapon Proficiency, Greater Shield Focus, Greater Weapon Focus*, Improved Critical*, Shield Slam, Shield Specialization, and Weapon Specialization*.
20th level:Greater Shield Specialization and Greater Weapon Specialization*
Two things I'll establish before diving into individual feats:
1) Alchemist Infusion means you can give everyone who needs it a +4 Shield bonus to AC. For a Level 1 spell. The duration of which starts off relatively short but quickly becomes quite decent. Whether or not this ability is balanced or not is irrelevant - the value of all other abilities must be evaluated on the basis that the Shield AC they bring to the table is effectively useless unless it can surpass the bonus the spell provides.
2) Two-weapon fighting with shields is only a good tactic if Shield AC is useful enough to warrant its use over either traditional TWF or Power Attacking with a 2H. Since TWF is less effective than PA 2H
anyway, if Shield AC from an actual shield then becomes redundant because of infused Shield spells, then the whole strategy becomes very underpowered compared to other choices. Shield TWF isn't
bad per se, it's just very underwhelming compared to other options. TWF in general becomes sorta competitive if you have access to a bunch of Sneak Attack dice, which the Cleric doesn't get, but once you come up against Damage Reduction, PA 2H starts to pull ahead quite significantly. Also Two-Weapon Rend, which is a really nice TWF feat that helps reduce the gap between TWF and 2H, is missing from Kingmaker.
The shit feats
- Heavy Armor Proficiency: it's really inefficient to spend an entire feat on Heavy Armor in Pathfinder, and HA itself is a dubious value proposition. The only reason it's somewhat decent in Kingmaker is because of Onslaught being so good, buit even so, you should try to pick it up with a multiclass dip instead.
- Improved Shield Bash: it's astonishing that one has to spend an entire feat simply to not lose AC while shield bashing. Good thing Kingmaker doesn't require it, but still.
- Martial Weapon Proficiency: again, a very wasteful way to gain this ability. This feat is sometimes necessary, but it's not something you want to spend a feat on unless it's absolutely necessary.
- Saving Shield: absolute trash. +2 Shield is a drop in the ocean. That's before even considering that your ally almost certainly already has a +4 Shield bonus to his AC. That said, this feat isn't even in Kingmaker.
- Shield Focus: a feat for +1 AC is appalling value. I'd only get this feat if I had nothing better to get.
- Tower Shield Proficiency: again, not something you want to spend a feat on unless it's absolutely necessary. And Tower Shields are awful.
- Greater Shield Focus: see Shield Focus.
- Shield Slam: bull rushes can be quite useful in PnP, but in a CRPG they're rather useless. I can't bull rush an opponent off a cliff, or into a pit of lava.
- Shield Specialization: a pathetic defensive bonus vs crits and a moderate bonus to CMD. Wow. Just what I look for in a feat. If it were implemented in Kingmaker, it would be a poor feat.
- Greater Shield Specialization: the ability to negate a critical hit is quite useful in PnP, where you face a reasonable amount of fights in an adventuring day. In Kingmaker, where you face 10x the normal amount of fights, the amount of incoming crits just makes this really poor. Again, if it were implemented in Kingmaker.
The not-so-shit feats
- Exotic Weapon Proficiency: basically +1-2 damage for a feat. The dimension of this feat changes somewhat when you consider Kingmaker's itemization, so it's not quite so bad. Also there's very few ways to pick up this feat by multiclassing, so sometimes it's needed.
- Weapon Focus: not a bad early game feat, and it's a prerequisite for many great feats such as Shatter Defenses.
- Greater Weapon Focus: I'd only get this feat if I had nothing better to get. It's not so bad, but not great, and isn't a prerequisite for other feats like its predecessor.
- Improved Critical: good feat, but only if you're using a weapon with a good crit range (at least 19-20, preferably 18-20). Also some weapons come with Keen already. Still, one of the better feats in the list.
- Weapon Specialization: a reasonably good feat, but again, I'd only get this feat if I had nothing better to get.
- Greater Weapon Specialization: a reasonably good feat, but again, I'd only get this feat if I had nothing better to get.
The two feats that are the best from the whole shield TWF line are:
- Shield Master: you get +2 to attack rolls when you attack with your shield (effectively) and you get to apply your shield's enhancement to attack and damage rolls. This is a great feat for your shield bashing antics.
- Bashing Finish: a free attack with your shield whenever you crit. If your main weapon has a 15-20 crit range then this can be a very nice damage feat, essentially it's 25% chance to get an extra attack every time you attack with your main hand.
And Crusader doesn't get those. It also doesn't get to dive into TWF without the necessary Dex requirements, which Ranger does. Nearly all the best weapons in Kingmaker lack the Agile quality, so if you're looking to maximise damage, you ideally want to have Strength as your main attribute. Having to reach 19 Dexterity isn't a huge deal given the ridiculous magic items Kingmaker hands out, but it's an extra headache you'd rather not have to deal with if your primary stat is Strength. You could even dump Dex to 8 (or 7, if you're a total min-maxer) if you weren't worrying about that 19 Dex requirement and planned on wearing heavy armor, since then the +8 belt brings you up to a very respectable 16 Dex, which is perfect for Onslaught.
And remember you are giving up an entire Domain for this, which could be +2 AC/Attack for the entire team, including pets (Nobility), an utterly broken boss fight spell and tons of extra healing (Community), or a freaking animal companion (Animal). AND you are giving up 1 spell per level which is almost worse than a Fighter 1 dip.
Overall the thing that strikes me most about this is just how bad some of the feats in Pathfinder are, to the point where they are almost trap feats that serve no purpose other than to appeal to role-players who want to 'feel' like they're getting the most out of their shield. If these feats weren't so bad, then by extension the Crusader wouldn't feel so underwhelming.