Feat suggestions from non-core books?

Dreeble said:
Heya:

That 20th lvl fighter NPC should probably get that Close Quarters Fighting feat. It's pretty good, isn't it? Hopefully got the name right. No documentation at hand, but I seem to recall it's valuable defensively when encountering larger nasty grapplers.

You're prolly right. Thrush (the guy whose feats I posted) may well pick that up next.
 

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Some feats I use frequently:

Sorcerer
*Energy Substitution (T&B)
*Sculpt Spell (T&B)

Rogue
*Flick of the Wrist (S&S)

Cleric
*Augment Summoning (PH - 3.5) (T&B - 3.0)
*Divine Vigor (DotF)

Any melee character
*Close Quarters Fighting (S&F)

Short people :)
*Dash (S&S)

Note: I don't have Complete Warrior, so some of these may have changed for 3.5.
 

Any fighter with a two handed weapon in my game, player or NPC, seems to have Two Handed Power Strike. It has power attack, cleave and a strength of 13 as prerequisites. It doubles your strength bonus for damage when using a two handed weapon. Dangerous but since I let the players take it... NPC's have it too and when a giant doubles his strength... well, let's just say its not pretty.
 

I think that your desire to have feats that are used morethan once is probalby a hopeless quest unless youlimit feats to such an extent, that by default they have to select the same feats.
This is the most customizable part of any character as many people take great pains to point out. Thus you should expect great diversity based on diverse concepts.
Ummm, so unless you have other restrictions, I think you're probably wasting your time...
 

If he like the idea of pinning his prey, Improved Staple and the rules for Stapling are always good from PG: Fighters and Barbarians.
 

Fighter

Close quarters fighting (AoO against improved grab damage is +to grapple opposition) from sword and fist
Expert tactician (extra attack against dex denied opponents) from Song and silence/Sword and fist
Agile riposte (AoO against people you succesfully dodge)from d20 modern
Karmic strike (AoO against people who hit you;-4 AC penalty) Complete Warrior/OA

Rogue

Improved sneak attack (d8s) Traps and treachery
Extended sneak attack (not sure of the name but 45' range) Traps and treachery

Monks
Beyond monks has a lot of nice ones
I like the trip AoO against charges one.

Bastion Press' Torn Asunder has some higher power high level fighter appropriate feats.

For Fighter mages there are a bunch of sources for reducing spell failure from armor. And arcane strike from Complete Warrior is a good option.
 

Have a look at the Kalamar Players Guide feats in case he wants to be a hero (Legacy) or has good Wis and Cha (Patience/Eyes of Fury feat chains). Immovability, Ram or Push are nice as well... there are some military knowledge skills in case he's the leader of a small army.
 

JoeGKushner said:
Any fighter with a two handed weapon in my game, player or NPC, seems to have Two Handed Power Strike. It has power attack, cleave and a strength of 13 as prerequisites. It doubles your strength bonus for damage when using a two handed weapon. Dangerous but since I let the players take it... NPC's have it too and when a giant doubles his strength... well, let's just say its not pretty.

isn't that a feature of 3.11ed power attack now?
 

Numion said:
Improved Initiative is a bit so-and-so feat. I'd rather invest in something that makes sure you end, rather than begin, the fight.
I would say that Improved Init is actually very good at high levels. Because fights tend to be so short, whoever goes first has a strong advantage, all other things being equal. If you're a rogue or wiz or any other character type whose offense significantly outweighs their defense, then it's almost a must-have: getting the first (big) shot in may be the difference between the other guy getting one or two rounds of hits on you, which in turn is the difference between living and dying.
 
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Diaglo and Joe G few notes

Two-handed power attack is Str bonus X2 not X1.5. Second it can only be used during a full attack and not during other attack actions. Makes it a little more balanced. A lot of my players tale that one as well and so do the bad guys.

Also I agree with the close quarters combat. It is a very useful ability. It keeps those grapplers at bay and also inflicts some damage.

later
 

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