Round 10 is OVER

Spell Focus, Greater Spell Focus, Augment Summoning

Spell Focus
Greater Spell Focus
Augment Summoning
These feats offend my sense of symmetry.
 

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Two weapon fighting
Improved two weapon fighting

The mechanic is flawed. And also because I can :]

Also Iron will, for the above reason.
 


AUGMENT SUMMONING [GENERAL]
-Too specialized, I think the summoning spells bite anyway.
SPIRITED CHARGE [GENERAL]
-I don't even know what tis does, it must not be useful ;)
STILL SPELL [METAMAGIC]
-I always want this to work for me, but I can never make it work out for a good character concept.
 

Because there are so many more interesting feats you can take..
Make that interesting at all.
You don't think writing "Iron Will" on your character sheet says something interesting about your character? I happen to like save bonus feats. Mechanically simplistic, yes, but very useful.
 

CRAFT WONDROUS ITEM [ITEM CREATION]
GREATER WEAPON SPECIALIZATION [GENERAL]
IMPROVED DISARM [GENERAL]


Wonderous item - too much of a catch-all
Greater weapon spec - isn't impressive by that level
Improved Disarm - strange mechanic
 

Augment Summoning: Cause summoning just sucks, leave it behind.
Still Spell: Paying twice for short benefits is not really worthy it.
Quick Draw: most characters have it when they move and have BAB+1.
 

Extend Spell
Silent Spell
Still Spell


...back to my occasionally-interrupted anti-metamagic crusade!

I recently voted against Empower Spell because I thought Maximize Spell was better, but now that Maximize Spell is gone that argument no longer applies. I still am prepared to vote out the whole arsenal of core metamagic feats, but I now actually think that if one of the remaining metamgic feats has to survive, it might as well be Empower Spell.
 



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