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<blockquote data-quote="ForceUser" data-source="post: 1684977" data-attributes="member: 2785"><p>I find the +2/+2 skill feats to be not only the least interesting feats in the game, but also the most useless. Toughness I use quite a bit on low level NPCs, especially spellcasters. As for Great Fortitude/Iron Will/Lightning Reflexes: I took Lightning Reflexes with my cleric after being killed by an <em>unholy blight</em>, and I intend to take Iron Will with my fighter. Someone mentioned Why take one of these feats when you can just buy a <em>cloak of resistance</em>? Answer: the bonuses stack, and over the course of a campaign a permanent +2 to any save (especially your weakest save) is a huge benefit. </p><p></p><p>As for Dodge & Mobility, Dodge is okay if you can remember to use it, but Mobility is great in 3.5 since it's tougher to Tumble now (in 3.5, you have to check separately for each opponent you move past, in the order in which you pass them, and each additional enemy after the first adds +2 to the Tumble DC.)</p><p></p><p>Combat Casting is okay as a feat, but Skill Focus (Concentration) is better, since it applies in all situations instead of just casting defensively. These feats are more useful for characters under 10th level, of course.</p><p></p><p>Although Whirlwind Attack has been seriously nerfed in 3.5 (you can no longer combine its effects with <em>haste</em> or Great Cleave), it is still fun to do. My girlfriend's character has a vampiric weapon that gives her temporary hit points when she wounds a foe, and she has Whirlwind Attack...I thought that was a particularly clever combination. Besides, there's no reason you can't combine a Whirldwind Attack with Improved Trip, Improved Sunder, or Improved Disarm...</p></blockquote><p></p>
[QUOTE="ForceUser, post: 1684977, member: 2785"] I find the +2/+2 skill feats to be not only the least interesting feats in the game, but also the most useless. Toughness I use quite a bit on low level NPCs, especially spellcasters. As for Great Fortitude/Iron Will/Lightning Reflexes: I took Lightning Reflexes with my cleric after being killed by an [i]unholy blight[/i], and I intend to take Iron Will with my fighter. Someone mentioned Why take one of these feats when you can just buy a [i]cloak of resistance[/i]? Answer: the bonuses stack, and over the course of a campaign a permanent +2 to any save (especially your weakest save) is a huge benefit. As for Dodge & Mobility, Dodge is okay if you can remember to use it, but Mobility is great in 3.5 since it's tougher to Tumble now (in 3.5, you have to check separately for each opponent you move past, in the order in which you pass them, and each additional enemy after the first adds +2 to the Tumble DC.) Combat Casting is okay as a feat, but Skill Focus (Concentration) is better, since it applies in all situations instead of just casting defensively. These feats are more useful for characters under 10th level, of course. Although Whirlwind Attack has been seriously nerfed in 3.5 (you can no longer combine its effects with [i]haste[/i] or Great Cleave), it is still fun to do. My girlfriend's character has a vampiric weapon that gives her temporary hit points when she wounds a foe, and she has Whirlwind Attack...I thought that was a particularly clever combination. Besides, there's no reason you can't combine a Whirldwind Attack with Improved Trip, Improved Sunder, or Improved Disarm... [/QUOTE]
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