Feat choice tactical advice sought

Voadam

Legend
I'm playing an ex-monk wizard (8th level) and I am looking ahead a couple of levels to my feat choices. I've got the next one picked out but I'm a little torn for the one after that between Close-quarters fighting from Sword and Fist and Charge throw from Beyond Monks.

Close Quarters gives allows you to add damage you inflict in AoO to your grapple check to resist being grappled and also gives you an AoO against improved grab attacks.

Charge throw gives you an AoO against charging opponents that can only be used to trip them and does not risk return tripping.

The character has an 18 strength so he can do decent damage or be pretty good at trip attacks.

Tactically he plays in a group of 3 characters and ends up in melee in about half his combats.

Which do you think is more useful, AoO that can stop charging attacks or AoO against improved grab and increased chance to resist grappling.

Thanks.
 

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Seems pretty easy... what is more deadly a monster charging you or a monster squeezing you to death ? I think grappling and improve grab of many monsters is extremely dangerous. Close Quarter Combat also give you a "free" attack of sorts.

But that also depends on how easily you can escape Grapples. If you have super high escape artist CCQ doesnt seem so good.... but who has maxed out Escape Artist ?

Most creatures will charge you once a combat only too.

I say Close Quarter Combat.
 

It's hard to say for sure without seeing your character sheet, but in general I'd say go with Close-Quarters Fighting. I think you'll get more mileage out of it, given (as Rashak Mani said) how many creatures have nasty grapple/improved grab attacks vs. how often you are likely to get charged.

Out of curiosity, what is the feat you're taking before CQF/CT?
 

I've been targeted a bunch by opponents wanting to "take out the unarmored spellcaster first" and although it has not happened yet, I'm expecting archers with readied shots to interrupt spells, attempts to grapple to prevent casting as well as people rushing to get into melee with me (tumbling, charging and just moving to get to me). I was thinking deflect arrows to handle the archery problem (and because I have a really good reflex save +12) and then on to one of the other two feats, but I'm rethinking that now. The DM has ruled that taking free actions such as deflecting arrows and AoO will disrupt the concentration necessary for spell casting so I would still lose spells to readied archers even with deflect arrows.

Close quarters fighting is looking better for 9th level now, to better prevent the grapple the mage NPC fodder tactic, and as a defense against improved grab beasties.

The charge throw was attractive, because when it works, the opponent's attack is negated, he is prone and must spend a MEA to get up, and I can either full attack whale on him or step back 5' and blast him.
 

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