Crucial Feats v. Other Feats

Dog Moon

Adventurer
Okay, so I was looking on the Ptolus website for the extra goodies that those who Preordered get. In the NPC stats, I noticed there was a little difference than the normal stats. For example, I saw Crucial Feats and Other Feats. What I was wondering was what determines which feats are crucial and which are not?

Example:

Crucial Feats: Combat Reflexes, Dodge, Run.
Other Feats: Alertness, Two-Weapon Fighting.

How is Run more Crucial than either Alertness or Two-Weapon Fighting? At first I thought it was combat feats v. noncombat feats, but even that isn't the case.
 

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Dog

It might just be what Monte considers Crucial or combat oriented versus that which might not be...or just feats the NPC uses more often than others.
 

Hmm maybe he actually means active versus passive? The first line must be remembered by the DM when running the NPC. Combat Reflexes for the extra AoOs, Dodge because you have to pick out the particular enemy, and Run because run speed isn't listed. Conversely, TWF and Alterness are already taken care of in any writeup that is done.
 




Originally posted by Varianor Abroad
Doesn't Ptolus use the new stat blocks pioneered in Dragon? I have to go compare them now....

Since I don't get Dragon, I have no idea. From what I can see on the website, however, the only difference between the normal statblock and this one is that the skills and feats are broken up into Languages/Crucial/Other for Skills and Crucial/Other for feats.
 

Now I want to play a fighter that uses no crucial feats and still is effective in combat. Not fully optimized, I guess, but it would be great to play when I am tired, since all the details would be factored in.
 

Particle_Man said:
Now I want to play a fighter that uses no crucial feats and still is effective in combat. Not fully optimized, I guess, but it would be great to play when I am tired, since all the details would be factored in.

You would have to lose out on just about everything that makes a fighter any good. Power attack, special combat maneuvers (both attacks and tactical feats), etc. You'd be limited to purely mechanical bonus feats which affect a number (attack bonus, damage, saves, etc).

I suppose if you were playing an interesting monster character you could use things like Improved Natural Armor, Improved Natural Attack, and Improved Damage Reduction, but thats about it.
 

Human Fighter. Skills: Listen (cc) and Spot (cc)

1. Lightning Reflexes
1. Exotic Weapon: Bastard Sword
1. Weapon Focus: Bastard Sword
2. Improved Initiative
3. Great Fortitude
4. Weapon Specialization: Bastard Sword
6. Iron Will
6. Improved Toughness
8. Greater Weapon Focus: Bastard Sword
9. Alertness
10. Improved Critical: Bastard Sword
12. Skill Focus: Spot
12. Greater Weapon Specialization: Bastard Sword
14. Power Critical: Bastard Sword
15. Skill Focus: Listen
16. Prone Attack (since this actually makes the character SIMPLER)
17. Two Weapon Fighting
18. Improved Two Weapon Fighting
18. Oversized Two Weapon Fighting (2 Bastard Swords, baybee!)
20. Greater Two Weapon Fighting

Hmmm....I need a dex of 19 and a str of 13 to pull this off. :) Improved Init. is for anti-Rogue surprises mainly. Prone Attack actually simplifies the character, but if it doesn't count, I can replace it with another Power Critical (Bastard Sword).

Not optimal, but easy to remember, at least. Everything could be pre-calculated.

[Edit] It has been established pretty well on Rules Forum that Humans can get 2 skill points per level no matter how moronic they are. So I don't need Int 10. :)

Another thought. I could go Half-Orc and lose a feat (Improved Init?)
 
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