Best 1st LVL Feat?


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Crothian said:
improved inaitive doesn't give first strikje though, it just slightly improves your chances of it.

Well, +4 (the equivalent of 20% in d20 rolls) isn't exactly "slightly" :p

Greylock said:
Wow. I hadn't considered that. Guess I'll be keeping these funky gloves after all. :) When I saw the cost when adding up my char wealth, it didn't occur to me that these were worth the equivilant of a feat.

Well, both more and less than quick draw. Less because it only works for the item stored (and if you want to do it with two weapons, you'll need two gloves, paying twice), and more because it also allows it to put the weapon away as a free action.

I'll play an assassin soon. He'll have two (one for his rapier, one for his dagger) so I can not only draw them double-quick, but also put one away, cast a spell, and retrieve it, without wasting any action on it (he's built for TWF, and uses several spells, most of which are swift actions, like critical strike or golem strike). As you need one free hand for that stunt, you either use the glove or you only use one weapon (as you cannot cast with weapons in both hands, unless you're a daggerspell mage/shaper or get rid of somantic components)

Sir ThornCrest said:
Ive seen it argued by some that say "I dont waste my time with imp init. Im gonna get the same amount of attacks in anyways" Well I have to argue vs. that. Getting the first blow in on your enemy is the purpose of any and every combat...I really dont see a logical opposition to this. But I know its out there!

Well, due to the abstract combat system D&D uses, the guy who goes first is the one who has to close with his enemy, so he has to use a move action and can only get one attack afterward. His target, on the other hand, will have his enemy in range and can then start with a full attack.

So those with a lot of attacks might be better off with going second (but I don't want any number-crunching to show me at what attack bonuses or whatever it is better to get that first attack). But there are still characters out there who'll want to go first: those with ranged attacks, as they can fire away without moving first and, of course, rogues (and everything else with sneak attack and the like), as they get their foes flat-footed that way, dealing copious amounts of sneak attack damage.
 

For my latest PC (sorceror), I took Eschew Materials as my level 1 feat. No need to lug around stinking components costing less than 1gp.
 


Say the average combat takes 5 rounds, that would mean if a PC wins initiative over a monster he will only suffer 4 attacks from this monster while his own 5th attack kills it. Could winning initiative be considered the same as +20% defense? And then improved initiative would be .2 * .2 = +4% overall improved defense. If the monster attacks with claws its +4% hit points or ac, if it casts spells its +4% on saves. There is also the possibility of no dex and no attacks of opportunity in the first round which even non-rogues can benefit from. Not sure how to figure this exactly, but I do suspect that this is the best standalone feat for any character class. (Of course, getting higher level feats and meeting PrC prereqs might overshadow picking it,)
 

HighlandsBear said:
Say the average combat takes 5 rounds, that would mean if a PC wins initiative over a monster he will only suffer 4 attacks from this monster while his own 5th attack kills it. Could winning initiative be considered the same as +20% defense? And then improved initiative would be .2 * .2 = +4% overall improved defense. If the monster attacks with claws its +4% hit points or ac, if it casts spells its +4% on saves. There is also the possibility of no dex and no attacks of opportunity in the first round which even non-rogues can benefit from. Not sure how to figure this exactly, but I do suspect that this is the best standalone feat for any character class. (Of course, getting higher level feats and meeting PrC prereqs might overshadow picking it,)

After I said I don't like number-crunching, you just couldn't resist, eh? :p
 

Scribe Scroll. Every wizard should have that feat at first level. Oh wait. Nevermind.

Spellcasting Prodigy in 3.0 was probably the closest I ever got to a "must have" feat, at least for anyone who ever planned to take any levels in any class that casts spells.

Point Blank Shot was another I was very fond of for a while, at least for any character with a decent Dex and not a lot of hit points (which tends to be most of my characters). In particular for low-level casters, being able to fire crossbow bolts quasi-effectively is a nice alternative to standing around looking dumb once the spells run out.

I've taken Improved Initiaitive for some characters, but it's definitely not a must-have. One guy I know absolutely swears by Improved Initiative for every character he plays. I even tried the fighter/full attack/cleave argument on him and his response was "well, you can always delay your action". He didn't seem to get it that if a fighter was doing that with any regularity it meant that Improved Initiative was a waste of a feat slot.
 

Olgar Shiverstone said:
A rogue lacks the required BAB to take Weapon Finesse at 1st level.

Oh, sure...if you want to bring facts into it! *heh* I should have known better than to post without my books handy. ;) How about a Halfling Fighter armed with a rapier looking to become a Duelist? Of course, with the Swasbuckler around anyone wanting Weapon Finesse at 1st level might be better served going that route so they would get it for free...

Man...I've been hanging out at these boards too long!
 

cybertalus said:
I've taken Improved Initiaitive for some characters, but it's definitely not a must-have. One guy I know absolutely swears by Improved Initiative for every character he plays. I even tried the fighter/full attack/cleave argument on him and his response was "well, you can always delay your action". He didn't seem to get it that if a fighter was doing that with any regularity it meant that Improved Initiative was a waste of a feat slot.

I often think the real benefit from Improved Initiative is for the player, more than the PC. There's always someone at the table who just likes being at the top of the list.
 

I would also like to point out that (without any of the math), the higher or lower your Initiative modifier is compared to your opponent, the less meaningful improved initiative is. This matters more at high levels- if your Dex gives you +10 to initiative, for example, while most characters have +2-+4, unless those other characters have improved initiative there's not as much reason for you to take it (because you already usually win initiative and the marginal benefit is low).
 

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