Half-Feats--an option for starting characters

Smeelbo

First Post
I recently joined a 4E campaign at the local comic store, all comers welcome, and put together an axe centered dwarf ranger. In order to make his "schtick" work, I took Quick Draw for his starting feat, so he can use fewer minor actions switching between meleeing with a battle axe or two, and occassionally tossing off a pair of hand axes.

However, come to find the party has no rogue. Rather than forcing someone to entirely rebuild their character, I suggested I be allowed to start with two half-feats instead of a single feat as follows:

Half-Quick Draw: Can "quick draw" axes only, and no bonus to initiative.
Half-Multi-Class Rogue: Trained in Thievery, but Traps and Locks only, no Pick Pockets or Sleight of Hand, and no Back Stab.

Each is strictly less than half the advantage of the original feats, but they allowed me to play my character as intended, and fill a needed group support role. The new feat at second level would be used to make both half feats into their original full feat form.

This seems a useful option for makely more flexible starting characters. I understand that M/C Rogue is a very good feat by itself.

There are several feats that seem amenable to being reduced to half feats:
Blade Opportunist, Defensive Mobility, Distracting Shield, Dwarven Weapon Training, Halfling Agility, Durability, Improved Misty Step, Jack of All Trades, Powerful Charge, others may occur to you.

The intention here is to give an option to starting characters to get a taste of their 2nd level feat early, in order to be more flexible.

Smeelbo
 

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