Seeten said:Steadfast Determination.
Endurance pre-req, Use Con instead of Wis for Will Saves.
You do not fail fortitude saves on a 1.
This feat is so nice, I'd totally take it, except my paladin doesnt have a feat free for...Endurance. Ugh.
Andy Collins said:On the "these feats are too powerful" issue, consider this:
I think the vast majority of the feats in D&D are too weak, too boring, or both.
Historically, we've been way too conservative about creating exciting, potent feats. We've spent way too much ink printing feats that give you a small numerical bonus (often only applying in a corner-case game situation), and not nearly enough creating new equivalents of Cleave and Spring Attack. PH2 represents an intentional shift in that mentality.
The other tricky issue is that unlike, say, spells, feats don't have an easy ranking system to compare them against one another. If Spring Attack were a "4th-level feat" and Toughness were a "0-level feat," it'd be easier to see how much better the former is supposed to be compared to the latter. PH2 has a lot of feats that, due to their high prereqs, are effectively "high-level" feats, and thus are very much intended to be more powerful than those that've come before.
Some folks will freak out when they see what's available in PH2. I think that's just flat-out a good thing--it's about time folks got excited about a new D&D book
Seeten said:Please power creep away for fighters. I think Druids and Clerics can handle the competition.
Seeten said:What if a group of 6 just plays 3 Clerics and 2 Druids and a Wizard? They better rewrite the MM faster, since that group will mop the floor with any fighter heavy group. Dont think the Cleric can do the fighter's job?
As it stands today, the game is grossly unbalanced towards Spellcasters. Giving powerful feats to Fighters isnt power creep, its balance.
KarinsDad said:The general rule is no 5' step in the same round as any other movement. Hence, if you moved at all on your turn in the round, you cannot take a 5' step with this feat.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.