Feats at 1st level

ced1106

Explorer
I'm creating some EQ RPG pregens for a convention game, but since EQ RPG is pretty compatible with D&D, I'm asking the regular forum for what their recommended first-level feats are for the various classes. Note that it is a one-shot game and new players may be playing, so simpler feats of immediate use are more important.

So far, I'm thinking Weapon focus for the fighter-types, Combat Casting for the non-combat spellcasters, and Skill Focus (Heal) +3 for the clerics. (In EQ RPG, Heal: Bind Wounds is at 10 + 4 for each previously applied binding, and the Skill Focus is at +3.)

Thanks,


Cedric.
aka. Washu! ^O^
 

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Improved Initiative is handy for spellcasters, archers, and melee fighters, especially when combined with decent to high Dex.

Toughness is good for divine casters and rogues who want to be more melee-oriented.

Dodge is nice for anyone in melee, but especially light armored types. It's less useful for archers and spellcasters who work from a distance.

The various savings throw improving feats can be handy for anyone to shore up a weak save.

Point Blank Shot and Precise Shot are a must for fighters who want to go the archery route (assuming fighters still get 2 feats at first level in EQ).

Skill Focus is good for a rogue who wants to specialise in a particular aspect of rogueishness, though it may need to be taken for multiple times with different skills to get the full effect.

Metamagic feats that use higher level slots are a poor choice for first level characters. Item creation feats typically require more gp and XP than first level characters have to spare and so are also a poor choice.
 

Spell Focus (Ench) for anyone who can cast sleep.

If you're not expecting to get past first level (or at least, much past), Toughness is actually a good feat for the fighter types. Still yet a better deal for spellcasters, but all the same...

Expertise might be good (don't have the book on hand, can't tell if the cap on attack/AC swapping is based on BAB)

Combat Casting is good for Clerics who need to run into battle to Cure a fallen ally.

Improved Initiative might be a good idea for the Rogues -- give them a better chance of catching the enemy flat-footed.

Power Attack actually ain't so bad, even at first level.

Dodge is not a bad idea for magic-users.
 

If it's only running for low-levels, you want feats that gives you bonuses there and then. Maximum effect but minimal long-term utility.

Melee fighter= Power Attack/Cleave.

Incredible at low-levels. Cleave's usefulness diminishes at the higher levels, but since at low-level you can frequently drop an opponent in one shot, this grants an extra attack per round nearly more often than not.

Ranged fighter= PBS/Rapid Shot.

Handy at all levels, but in terms of ratios, this is a killer combo at low-levels. Two attacks for the price of one, albeit at a -2, is almost always wortwhile, unless your foes have a truly absurd AC.

Rogue= Improved Initiative/Toughness

Act quick, sneak attack. Toughness, normally nearly useless, becomes a sudden priority if restricted to low-levels. Especially for rogues, who typically have very few hit points (NB since arcane casters typically put Con as their second stat, but rogues need to disperse good stats all over the place, it is likely that rogues have as little or even few hps than arcane casters.)

Sor/Wiz= Spell Focus/Greater Spell Focus.

At low-levels, you may only get one chance to pull off a spell before someone shoots you. Make it worthwhile.

Clr= Combat Casting.

As the party healer, you will need to go in there and bring those people back from the brink. If you can bring up the wizard and he chucks out another Sleep, that's more than good. Just ensure that you don't fluff the defensive casting.
 

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