Feat Selection

SolidSnake

First Post
I am about to restart a planar campaign with an old 2e character and so I went to convert him the other day. Everything was going fine until I got to the point where I had to decide what feats would make the most sense for him. Essentially, he is an assassin-esque character, so the choice in classes was logical. Here are his vital stats:

Male Tiefling Rogue7/Assassin8
Str 12, Dex 18, Con 14, Int 17, Wis 12, Cha 18
Maxed out Bluff, MS, Hide, Disguise

He gets a total of six feats. I was thinking that since this guy is really all about survival that I would pick what I considered the best "stand-alone" utility feats:

Dodge, Improved Initiative, Combat Reflexes, Expert Tactician, Point Blank Shot, Quickdraw

I was also considering: Close Quarters Fighting, Mobility, Spring Attack, Flick of the Wrist, Deft Opportunist, Arterial Strike, Hamstring (low on the list), Combat Expertise, Improved Feint

In short this guy is a great spy and uses a variety of tools to take targets down. He is a methodical thinker and quick on his feet in sticky situations. He usually takes people down in public without too many noticing, but if things get messy he doesn't mind putting the hurt on. With the "Hide in Plain Sight" abililty from the Assassin prestige class, he can disappear rather easily.
 

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Possibily Dive for Cover (CAd), never worry again about taking damage from something that gives you a Reflex save. It might mean taking the occational Move Equivalent to stand up again, but all in all not a bad feat.

Also there is Quick Reconnector (CAd) for an extra +2 on your Init if you want to speed deamon. Depending on how your DM follows the rules it has a nice side benefit that you can make a Spot/Listen check as a Free Action.

Personally at the level you are at I wouldn't bother with Dodge unless you are going to go down that feat path further, +1 AC against one defender only that you must name just isn't worth it. For similar reasons you reconsider Point Blank Shot. If you want to be an archer, be one already by going down that path a little further. Precise Shot is a must for any serious ranged weapon contender, and at your level likely Improve Precise Shot. Otherwise concentrate elsewhere, like picking up a Weapon Finesse to give you a nice +3 increase in your To Hit on a favorite weapon type.

Definately keep the Quick Draw. Depending on the profile of the senarios you find yourself in (cloak & dagger/"civil" society/urban environments) Improve Unarmed could be nice. Even if you never throw a punch it does mean you threaten at all times, and since you are never flatfooted at the start of combat even on the off chance you get surprised or get beat on Init you can get in AoO and Quickdraw to your prefered weapon.
 

sullivan said:
Possibily Dive for Cover (CAd), never worry again about taking damage from something that gives you a Reflex save. It might mean taking the occational Move Equivalent to stand up again, but all in all not a bad feat.

Also there is Quick Reconnector (CAd) for an extra +2 on your Init if you want to speed deamon. Depending on how your DM follows the rules it has a nice side benefit that you can make a Spot/Listen check as a Free Action.

Personally at the level you are at I wouldn't bother with Dodge unless you are going to go down that feat path further, +1 AC against one defender only that you must name just isn't worth it. For similar reasons you reconsider Point Blank Shot. If you want to be an archer, be one already by going down that path a little further. Precise Shot is a must for any serious ranged weapon contender, and at your level likely Improve Precise Shot. Otherwise concentrate elsewhere, like picking up a Weapon Finesse to give you a nice +3 increase in your To Hit on a favorite weapon type.

Definately keep the Quick Draw. Depending on the profile of the senarios you find yourself in (cloak & dagger/"civil" society/urban environments) Improve Unarmed could be nice. Even if you never throw a punch it does mean you threaten at all times, and since you are never flatfooted at the start of combat even on the off chance you get surprised or get beat on Init you can get in AoO and Quickdraw to your prefered weapon.

Thanks Sullivan! Very good suggestions. I have never heard of Dive for Cover or Reconnector...where are they from? Also, does Dive for Cover act like Improved Evasion?
 

SolidSnake said:
Thanks Sullivan! Very good suggestions. I have never heard of Dive for Cover or Reconnector...where are they from? Also, does Dive for Cover act like Improved Evasion?

The (CAd) denotes Complete Adventurer, so it'll put you back $30US give or take if your gaming group doesn't have access to that book.

Dive For Cover allows you to, generally speaking, reroll a failed Reflex save. This does not appear to be per/day limited. If you fail the second roll also then you take the hit. But given the insane Reflex you are going to have, that will be fairly rare. Coupled with Evasion you will tend to not take damage.

The downside is that fail or pass the extra roll leaves you prone. If you have Kip Up (such as with a Thief Acrobat) that usually isn't much of an issue, and can actually be a benefit if an enemy does/might then make a ranged attack at you. However it can be quite annoying for others especially since they could create an AoO standing up.
 

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