One of the problems with the "system mastery" that was built into 3.0/3.5 was that you have to spend a lot of time separating the wheat from the chaff in the system. That part can actually be enjoyable for those who want to analyze the system. However after you've figured out what is worth taking and what isn't, all that chaff remains to clog up the page as you reference the books.
I'm trying to set a value to the feats in the core rules, going from a range of 1-20. In general the idea is that 20 is for the "no brainer" feats, which for whatever reason, are the potent feats which produce optimized results. When I went below that threshold then it became an evaluation of several different factors, such as:
- Is this feat something that will get used often?
- Is the bonus truly worth its value in comparison to the no-brainer feats.
- Is this feat part of a chain, which while it can be optimized, produces a result that isn't as potent or efficient as another build strategy? Such as the difference between Two-handed fighting and Two-weapon fighting.
This is all a shot in the dark for me. I'm interested in hearing how others would rate various feats and why.
Combat Feats [general feats]
Blind-Fight 10
Combat Expertise 20
Improved Disarm 20
Improved Feint 20
Improved Trip 20
Whirlwind Attack 20
Combat Reflexes 15
Dodge 10
Mobility 15
Spring Attack 20
Improved Critical 20
Improved Initiative 15
Improved Unarmed Strike 20
Deflect Arrows 10
Snatch Arrows10
Improved Grapple 20
Stunning Fist 20
Mounted Combat 10
Mounted Archery 10
Ride-By Attack 15
Spirited Charge 15
Trample 15
Point Blank Shot 20
Far Shot 10
Precise Shot 20
Improved Precise Shot 15
Rapid Shot 20
Manyshot 20
Shot On The Run 20
Power Attack 20
Cleave 15
Great Cleave 20
Improved Bull Rush 20
Improved Overrun 20
Improved Sunder 20
Quick Draw 5
Rapid Reload 10
Improved Shield Bash 15
Two-Weapon Fighting 20
Two-Weapon Defense 12
Improved Two-Weapon Fighting 20
Greater Two-Weapon Fighting 20
Weapon Finesse 15
Weapon Focus 20
Weapon Specialization 20
Greater Weapon Focus 20
Greater Weapon Specialization 20
Item Creation Feats
Brew Potion 20
Craft Magic Arms And Armor 20
Craft Rod 20
Craft Staff 20
Craft Wand 20
Craft Wondrous Item 20
Forge Ring 20
Scribe Scroll 20
Metamagic Feats
Empower Spell 20
Enlarge Spell 20
Extend Spell 20
Heighten Spell 20
Maximize Spell 20
Quicken Spell 20
Silent Spell 20
Still Spell 20
Widen Spell 20
Skill Feats [general feats]
Acrobatic 8
Agile 8
Alertness 8
Animal Affinity 8
Athletic 8
Deceitful 8
Deft Hands 8
Diligent 8
Investigator 8
Magical Aptitude 8
Negotiator 8
Nimble Fingers 8
Persuasive 8
Self-Sufficient 8
Skill Focus 8
Stealthy 8
Saving Throw Feats [general feats]
Great Fortitude 6
Iron Will 6
Lightning Reflexes 6
Proficiency Feats [general feats]
Armor Proficiency (Light) 2
Armor Proficiency (Medium) 2
Armor Proficiency (Heavy) 2
Exotic Weapon Proficiency 10
Martial Weapon Proficiency 6
Simple Weapon Proficiency 1
Shield Proficiency 2
Tower Shield Proficiency1
Spellcasting Feats [general feats]
Combat Casting 6
Eschew Materials 10
Improved Counterspell 10
Natural Spell 20
Spell Focus 10
Greater Spell Focus 12
Augment Summoning 20
Spell Mastery 5
Spell Penetration 15
Greater Spell Penetration 15
Turning Feats [general feats]
Extra Turning 20
Improved Turning 20
Perseverance Feats [general feats]
Endurance 10
Diehard 15
Toughness 10
Miscellaneous Feats [general feats]
Leadership 20
Run 10
Track 10
Improved Familiar 10
I'm trying to set a value to the feats in the core rules, going from a range of 1-20. In general the idea is that 20 is for the "no brainer" feats, which for whatever reason, are the potent feats which produce optimized results. When I went below that threshold then it became an evaluation of several different factors, such as:
- Is this feat something that will get used often?
- Is the bonus truly worth its value in comparison to the no-brainer feats.
- Is this feat part of a chain, which while it can be optimized, produces a result that isn't as potent or efficient as another build strategy? Such as the difference between Two-handed fighting and Two-weapon fighting.
This is all a shot in the dark for me. I'm interested in hearing how others would rate various feats and why.
Combat Feats [general feats]
Blind-Fight 10
Combat Expertise 20
Improved Disarm 20
Improved Feint 20
Improved Trip 20
Whirlwind Attack 20
Combat Reflexes 15
Dodge 10
Mobility 15
Spring Attack 20
Improved Critical 20
Improved Initiative 15
Improved Unarmed Strike 20
Deflect Arrows 10
Snatch Arrows10
Improved Grapple 20
Stunning Fist 20
Mounted Combat 10
Mounted Archery 10
Ride-By Attack 15
Spirited Charge 15
Trample 15
Point Blank Shot 20
Far Shot 10
Precise Shot 20
Improved Precise Shot 15
Rapid Shot 20
Manyshot 20
Shot On The Run 20
Power Attack 20
Cleave 15
Great Cleave 20
Improved Bull Rush 20
Improved Overrun 20
Improved Sunder 20
Quick Draw 5
Rapid Reload 10
Improved Shield Bash 15
Two-Weapon Fighting 20
Two-Weapon Defense 12
Improved Two-Weapon Fighting 20
Greater Two-Weapon Fighting 20
Weapon Finesse 15
Weapon Focus 20
Weapon Specialization 20
Greater Weapon Focus 20
Greater Weapon Specialization 20
Item Creation Feats
Brew Potion 20
Craft Magic Arms And Armor 20
Craft Rod 20
Craft Staff 20
Craft Wand 20
Craft Wondrous Item 20
Forge Ring 20
Scribe Scroll 20
Metamagic Feats
Empower Spell 20
Enlarge Spell 20
Extend Spell 20
Heighten Spell 20
Maximize Spell 20
Quicken Spell 20
Silent Spell 20
Still Spell 20
Widen Spell 20
Skill Feats [general feats]
Acrobatic 8
Agile 8
Alertness 8
Animal Affinity 8
Athletic 8
Deceitful 8
Deft Hands 8
Diligent 8
Investigator 8
Magical Aptitude 8
Negotiator 8
Nimble Fingers 8
Persuasive 8
Self-Sufficient 8
Skill Focus 8
Stealthy 8
Saving Throw Feats [general feats]
Great Fortitude 6
Iron Will 6
Lightning Reflexes 6
Proficiency Feats [general feats]
Armor Proficiency (Light) 2
Armor Proficiency (Medium) 2
Armor Proficiency (Heavy) 2
Exotic Weapon Proficiency 10
Martial Weapon Proficiency 6
Simple Weapon Proficiency 1
Shield Proficiency 2
Tower Shield Proficiency1
Spellcasting Feats [general feats]
Combat Casting 6
Eschew Materials 10
Improved Counterspell 10
Natural Spell 20
Spell Focus 10
Greater Spell Focus 12
Augment Summoning 20
Spell Mastery 5
Spell Penetration 15
Greater Spell Penetration 15
Turning Feats [general feats]
Extra Turning 20
Improved Turning 20
Perseverance Feats [general feats]
Endurance 10
Diehard 15
Toughness 10
Miscellaneous Feats [general feats]
Leadership 20
Run 10
Track 10
Improved Familiar 10