Saeviomagy said:
It seems like you don't have access to the books (many of the times, what you think the feat does is actually something I would take, but it doesn't do that). My GM has them so I've seen all the feats.
Wait - are you discounting this because you've read the adventure or something? Is the feat a minor bonus vs giants and giants alone?
Minor bonus versus large things. [SBLOCK=Spoiler for KotS]We've already done intel on the enemies, and we know that there are kobolds, goblins, hobgoblins, and undead in this adventure. It's possible that the cult leader will like have an ogre bodyguard or something, but it seems unlikely.[/SBLOCK]
This seems like a consequence of the adventure and possibly your DMs tactics rather than anything else.
It is a consequence of the adventure, but remember, this is the 4e preview adventure. It may be typical, and if not, I expect it to hold constant for a while. Maybe if we go to a new adventure where it isn't true, I'll retrain. For now, Skill Training would be much more useful.
Also - how do you have such high perception if you've not got skill training in it?
High Wis and the Elf's aura. The Elf has better though.
So take it and then DO provoke attacks. Soaking up those attacks can be beneficial, especially if you've got a very high AC against them.
That's not profitable. This from a player who has once had his high-AC character specifically spend a full round running through the enemies and provoking AoOs in 3.5. Thanks to the streamlining of to-hit and AC in 4e, even with the +2 bonus, you'll get hit a lot, and there have never been any times so far where an ally needed me to waste an enemy's AoO for them.
? Why have you had to stop for the day if you're not out of surges?
Because someone else runs out or we beat all the enemies in the area and reach town (or in one case, we had to flee because the Irontooth encounter is crazy stacked).
I assume this improves your movement rate somehow. To quote any number of roleplaying and other references "I don't have to run faster than you, I just have to run faster than our dwarf cleric". If you're the slowest party member, improving your movement rate improves the movement rate of the party as a whole.
You're getting it confused with a Paragon-tier feat that gives +1 movement. I would take that in a heartbeat. It only gives a movement increase when charging or running. My character will likely never charge (no powers that she would use at the end of a charge) and has never run yet.
From the sounds of things, it's a "channel divinity to roll a save", right? Frankly that sounds great.
That would be quite useful--in fact, I think it's another god's channel divinity. But no. On a Nat 20, and only a Nat 20, you give the enemy your condition.
This works a lot better if you see it as foresight instead of quick reflexes. Your cleric is wise enough that she's already thought a situation through before it occurs, and when a combat starts, she acts instead of reacting.
Oh, that's what I'll call it if I eventually take Improved Init, which I'm sure I will. But it's upsetting to have my hand forced into Improved Init, Toughness, and the two skill feats.
It sounds like you're more dissatisfied with the power of feats in general. I mean most of the other feats aren't all that much better than what you've listed - the various +1 to damage feats take 5 rounds to do enough damage to overcome toughness for instance.
Nope, not at all. Plenty of feats have a good power level. The variety is just terrible for some characters. You don't seem to have the books. I can understand why you wouldn't agree yet--I didn't see it until I started playing and making my own character. Even after looking at it I couldn't see it until I played.