Please rate Improved Overrun

Pleas rate the usefulness/must have of the Improved Overrun feat

  • 1 - You should never take this feat

    Votes: 8 19.5%
  • 2- Not very useful

    Votes: 12 29.3%
  • 3- of limited use

    Votes: 10 24.4%
  • 4- below average

    Votes: 4 9.8%
  • 5- Average

    Votes: 2 4.9%
  • 6- above average

    Votes: 1 2.4%
  • 7- above average and cool

    Votes: 4 9.8%
  • 8- good

    Votes: 0 0.0%
  • 9- Very good

    Votes: 0 0.0%
  • 10- Everyone should take this feat

    Votes: 0 0.0%

smetzger said:
Should it be higher or lower on the list?
umm .. Dirty Fighting is MUCH more useful than Improved Overrun.

It actually gives you a benefit (for 4 levels), and it has no feat or attribute prereqs.
And how is Circle Kick bad?

Remember, Imp Overrun has FOUR prereqs, 2 13+ attribute reqs, and it only changes the rules such that your target can't choose to avoid your Overrun attempt.
Whoop de friggin' do!
It doesn't even remove the AoO you suffer. :rolleyes:

BTW: Have any of you actually tried to make a character good at Overrunning?
It is the RARE occasion that thew situation will even present itself.
 

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Actually improved over run does a bit more than just prevent your opponent from leaving. It also allows you to get a free attack on them at your current AB. I know, I know - IMPROVED TRIP, right? I was wondering why include the what seems extraneous text in the feat and upon a careful reading saw that improved trip only works during your attack (whether that be a standard action or a full round action). Technically, the overrun happens during your move. I unfortunatley do not have the books in front of me to relay the exact text, but if I recall correctly, the feat is necessary to take advantage of the improved trip-like effect of getting the free attack after the trip while moving. However, on the flip side, I believe you can only due this once (No overrunning 6 medium size opponents in a straight line and tripping each of them and getting 6 attacks [if all trips are successful]).
 
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2.88 after 17 votes.

Is it really just slightly better than Eagle Claw Attack (which is a feat that allows you to do something that you can do without the Feat)?
 



2.05 after 21 votes, a new low.

So its worse than Dirty Fighting and worse than Eagle Claw Attack (that allows you to do something you can already do w/o the feat)?
 

I think improved overrun is okay for monsters that are big and smart enough to qualify... you get that +4 bonus to your attack of opportunity, too.

Don't really see why expertise is a prereq here, though.
 

This is a good feat for the odd high level troll or ogre (or ogre mage) fighter who already has all the feats he really wants.

However, a large villain (or PC) will usually get much more milage out of Large And In Charge, Combat Reflexes, EWP: Spiked Chain (or Duom), Weapon Focus, Weapon Specialization, Power Attack, and Cleave. If he's got the int for it, Improved Trip is worth taking Expertise for (a large villain gets +4 to the trip attempt and is probably much stronger than their foe anyway so it's very likely to work). This one rates far after any of those feats and consequently scores very low. For the amount of prereqs it needs, this should have power like whirlwind attack. (One might note that the pre-reqs are somewat less useful than Whirlwind Attack's Prereqs too--let's see Spring Attack or Improved Bull Rush?)

Whirlwind Attack:
(Dex 13+, Int 13+) Dodge, Mobility, Spring Attack, Expertise

Improved Overrun:
Str 13+ (Int 13+), Expertise, Improved Trip, (Power Attack), Improved Bull Rush
 

Elder-Basilisk said:
However, a large villain (or PC) will usually get much more milage out of ...(snip)... EWP: Spiked Chain (or Duom), ....(snip)...

Say, Elder:
Why spiked chain? Is it's reach 15' if it's a huge weapon? <=Clueless.

Otherwise, the large creature already has 10' reach.....
 

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