Metallian
First Post
Hello,
So I've reworked my Half-Celestial Rog 1/Monk 8 (which I posted about a while back, before getting totally distracted by an insane project at work). Someone suggested I think of him as a "flying Rogue with Clerical abilities and Monklike combat for flavor" and I think that'll work nicely. I plan to advance as a Rogue from now on, and maybe grab a prestige class or two (we'll see).
It is also the case (the campaign has already started, but I missed the first session due to the aforementioned insane project at work) that the party melee fighter has not maxed his Str, AB, or weapon enhancement bonus...so my +17/+15 unarmed attack sequence, AC 29, 82 HP will actually be quite competitive for melee purposes. Everyone else is a magic type or a ranged type.
Here are his stats (we had a generous point buy), including magic items:
Str 26
Dex 26
Con 18
Int 14
Wis 20
Cha 10 (I feel like a dork using Cha as the "dump stat" but I could't help it...besides, two other PCs have Chas in the mid twenties so it would be redundant)
Feats:
Dodge, Expertise, Weapon Focus (Unarmed), Flyby Attack, and...I can't decide on the last one.
Now, I know a lot of people thinking my character concept is fundamentally flawed, but I've decided I like it and I'm going to give it the old college try anyway. However, I can't decide on a last feat and I'd like some help. Here are some I've considered.
Blind-Fight: It's cool and Monklike. I have heard that some of the campaign villains are invisible critters. Since most of my AC is Dex-type AC, it's important that I not lose my Dex bonus to AC. I may want to take Blind-Sight 5' someday. It's nice because it always "works" (i.e., I always get that reroll against concealment). The bad part is that I'll get essentially half of this feat when I hit Rog 3 (Evasion - don't lose Dex bonus to AC), so it'll feel kind of redundant.
Improved Grapple (from Dragon magazine): The cool part is that my character has the highest Strength in the party, and runs around unarmed anyway, so grappling could be a neat maneuver. The bad part is that I figure most of the people I'm going to bother grappling will not be front-line fighter types (because I'll lose a lot of grapple checks)...i.e., I'll mostly be grappling mages and maybe rogues. Not the sort of people where I'm super-worried about the AoOs. So I don't know how useful it'll be...
Improved Sneak Attack (from Traps and Treachery): Boosts Sneak Attack die to d8. Really cool, but I feel that it may be a bit unbalanced and I don't want to be an ass. Also don't want to dump all my eggs in the "Sneak Attack Basket" because I'll be lame against undead/constructs/etc.
Quickstrike (From Traps and Treachery): On a succesful Sneak Attack, I get an extra attack at same bonus (but no sneak attack damage). Extra attacks are always good, but I have the same concerns about this one as I do about Improved Sneak Attack.
Circle Kick: Again, extra attacks are always cool, but it only works if I'm essentially surrounded. I don't think I want to get surrounded too often, do I?
Knock-Down: Cool, but the Fighter has it and I don't want to be boring (or outclasses at one of my "cool moves").
Sunder: Only in the interest of one day grabbing Eagle Claw Attack and Improved Sunder.
Chink in the Armor: Seems very martial-arts-ish. Will help me against big nasties.
Jack of All Trades: Help make up for my weaknes in skills due to all those Monk levels.
Power Attack: May not be too smart to take...but I love the idea of being able to beat the crap out of objects.
I know a lot of feats seem "cool" on paper but don't work in play. My normal game (the one I DM) doesn't have any Fighters, so I haven't seen a heck of a lot of combat feats used in practice. I want to avoid feats that seem cool but turn out to have limited utility or are impractical. Do any of those feats seem cool, but actually suck? Do any of them kick more ass than I gave them credit for? Any I missed that I should consider? Feat analysis would be helpful.
Thanks,
The Metallian
So I've reworked my Half-Celestial Rog 1/Monk 8 (which I posted about a while back, before getting totally distracted by an insane project at work). Someone suggested I think of him as a "flying Rogue with Clerical abilities and Monklike combat for flavor" and I think that'll work nicely. I plan to advance as a Rogue from now on, and maybe grab a prestige class or two (we'll see).
It is also the case (the campaign has already started, but I missed the first session due to the aforementioned insane project at work) that the party melee fighter has not maxed his Str, AB, or weapon enhancement bonus...so my +17/+15 unarmed attack sequence, AC 29, 82 HP will actually be quite competitive for melee purposes. Everyone else is a magic type or a ranged type.
Here are his stats (we had a generous point buy), including magic items:
Str 26
Dex 26
Con 18
Int 14
Wis 20
Cha 10 (I feel like a dork using Cha as the "dump stat" but I could't help it...besides, two other PCs have Chas in the mid twenties so it would be redundant)
Feats:
Dodge, Expertise, Weapon Focus (Unarmed), Flyby Attack, and...I can't decide on the last one.
Now, I know a lot of people thinking my character concept is fundamentally flawed, but I've decided I like it and I'm going to give it the old college try anyway. However, I can't decide on a last feat and I'd like some help. Here are some I've considered.
Blind-Fight: It's cool and Monklike. I have heard that some of the campaign villains are invisible critters. Since most of my AC is Dex-type AC, it's important that I not lose my Dex bonus to AC. I may want to take Blind-Sight 5' someday. It's nice because it always "works" (i.e., I always get that reroll against concealment). The bad part is that I'll get essentially half of this feat when I hit Rog 3 (Evasion - don't lose Dex bonus to AC), so it'll feel kind of redundant.
Improved Grapple (from Dragon magazine): The cool part is that my character has the highest Strength in the party, and runs around unarmed anyway, so grappling could be a neat maneuver. The bad part is that I figure most of the people I'm going to bother grappling will not be front-line fighter types (because I'll lose a lot of grapple checks)...i.e., I'll mostly be grappling mages and maybe rogues. Not the sort of people where I'm super-worried about the AoOs. So I don't know how useful it'll be...
Improved Sneak Attack (from Traps and Treachery): Boosts Sneak Attack die to d8. Really cool, but I feel that it may be a bit unbalanced and I don't want to be an ass. Also don't want to dump all my eggs in the "Sneak Attack Basket" because I'll be lame against undead/constructs/etc.
Quickstrike (From Traps and Treachery): On a succesful Sneak Attack, I get an extra attack at same bonus (but no sneak attack damage). Extra attacks are always good, but I have the same concerns about this one as I do about Improved Sneak Attack.
Circle Kick: Again, extra attacks are always cool, but it only works if I'm essentially surrounded. I don't think I want to get surrounded too often, do I?
Knock-Down: Cool, but the Fighter has it and I don't want to be boring (or outclasses at one of my "cool moves").
Sunder: Only in the interest of one day grabbing Eagle Claw Attack and Improved Sunder.
Chink in the Armor: Seems very martial-arts-ish. Will help me against big nasties.
Jack of All Trades: Help make up for my weaknes in skills due to all those Monk levels.
Power Attack: May not be too smart to take...but I love the idea of being able to beat the crap out of objects.
I know a lot of feats seem "cool" on paper but don't work in play. My normal game (the one I DM) doesn't have any Fighters, so I haven't seen a heck of a lot of combat feats used in practice. I want to avoid feats that seem cool but turn out to have limited utility or are impractical. Do any of those feats seem cool, but actually suck? Do any of them kick more ass than I gave them credit for? Any I missed that I should consider? Feat analysis would be helpful.
Thanks,
The Metallian