Essential Feats?

Hmm... we use wands if the spells do not suffice. :)

But the healing power is not phenomenal... extended Vigor... now that's phenomenal healing power with just a 4th level slot. ;)

And for instant healing, there's nothing to beat Heal, anyways.

My first three feats for an archer are Point Blank, Precise, Rapid, in that order.

Absolutely. Precise Shot is more useful at lower levels than Rapid Shot, altho the latter is more powerful overall.

Besides, a fighter can make a 5-foot step away after attacking, so you could still shoot the same target without penalty, if that would be required.

Bye
Thanee
 

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Thanee said:
And for instant healing, there's nothing to beat Heal, anyways.
I'd like to have an even greater single target healing spell of level 7-9.

I'd also like mass harm. Maybe I'll use it. :D
 



Personally, the only essential feats are the ones that you have to take at 1st level in order to make use of. For a warforged who isn't an arcane spellcaster, those armor body feats are pretty "essential." If I can't pick it up later if I decide I want it, it becomes "essential" more so than any other feats.

Lord Pendragon said:
I believe "very powerful" is "essential."

Wow... for some reason I had to read that twice to believe it.
 

Enkhidu said:
I've always had this knee-jerk reaction to the idea that a feat is simply indispensible for a balanced character concept (example: Power Attack). I've always wondered why those abilites aren't simply class abilites.

Well, in the case of say a fighter, the bonus feats effectively make them "class abilities", just "chosen" class bilities as opposed to "preset."

As for mine... very few but...

most spellcasters i have run and most i have seen always took silent spell. The opportunities where a no speech as opposed to a "strong voice" for a spell was HUGE came up far too frequently to be overlooked for a single feat.

Still spell also had some popularity, almost as much as silent. When the held sorcerer started using dispel magic and magic missile while held, the pair gained a lot of allure.

for ranged guys, rapid shot asap seemed a sure bet. -2's in exchange for extra attacks is much more often than not the better choice.
 


Creamsteak said:
Wow... for some reason I had to read that twice to believe it.
Why? I'm not saying that I practice, or endorse, munckinism, but in the case of feats the essential feats are essential for the very reason that they're extremely powerful. For a fighter, a better will save is extremely powerful. For an archer, being able to fire into melee without taking a -4 penalty is extremely powerful and essential.

Thanee suggested there was a difference between the two, but I can't see it. What makes a feat essential if not for the fact that it's extremely powerful, either effectively shoring up a character's weaknesses, or enhancing the character's strengths?
 

Thanee said:
Hmm... we use wands if the spells do not suffice. :)
I've never found wands useful for in-combat healing, except in the case of a fallen ally you're trying to stablize. They are simply too expensive. Outside of combat, yes, wands are fantastic. But in combat you need a lot of healing in as few actions as possible.
But the healing power is not phenomenal... extended Vigor... now that's phenomenal healing power with just a 4th level slot. ;)
I'm not familiar with that spell. Where's it from? :)
And for instant healing, there's nothing to beat Heal, anyways.
For a single target, yes. But in many cases I'd rather spend that action casting an augmented Mass Cure Critical Wounds.
Absolutely. Precise Shot is more useful at lower levels than Rapid Shot, altho the latter is more powerful overall.
*shrug* I guess we'll have to agree to disagree. I can easily imagine an archer without Rapid Shot. But unless I'm building a higher-level character who can afford a Seeking bow, going without Precise Shot is unthinkable to me.
Besides, a fighter can make a 5-foot step away after attacking, so you could still shoot the same target without penalty, if that would be required.
I've never played in or DM'd a group that was coordinated enough to have several melee characters continually taking 5' steps and delaying to allow them to be adjacent to a foe when it's their turn but 10' away on the archer's turn. Perhaps your groups are better at this. I'd be interested in hearing how this works out, since you'd have to take flanking into account as well, as well as the monster's movements. If two fighters try to flank, and they move 10' away to accomodate an archer, the monster is likely to move toward one of them, meaning the other one loses his full attack when he moves to engage the next round. Or they both fight on the same side of their foe, each sacrificing their flanking bonus for the sake of the archer. Worse if one of them is the rogue hoping for sneak attack dice.

Thinking on it further I have to ask, in all honesty, is this something you've done during the game, or did you just throw this out as an off-the-cuff counter to my points about Precise Shot?
 
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"Essential Feats" eh? Well these maybe not essential but damn good nevertheless...

Core feats:

Improved Initiative (rogues and high-level magic users)
Improved Trip (reach weapon users and Large+ sized creatures)
Combat Reflexes (reach weapon users)
Power Attack (2h weapon users) + Cleave (extra attacks are always nice)
Empower Spell (9+ level casters)
Quicken Spell (12+ level casters)

Other:

Divine Metamagic
Split Ray (double damage with +2 spell levels)
Sudden Empower
Sudden Maximize

Z.
 

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