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Best 1st LVL Feat?
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<blockquote data-quote="Kae'Yoss" data-source="post: 1987077" data-attributes="member: 4134"><p>Well, +4 (the equivalent of 20% in d20 rolls) isn't exactly "slightly" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p></p><p></p><p>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.</p><p></p><p>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)</p><p></p><p></p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 1987077, member: 4134"] Well, +4 (the equivalent of 20% in d20 rolls) isn't exactly "slightly" :p 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) 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. [/QUOTE]
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