Pigeon said:I'm going for the Improved Counterspell as well. Never even been tempted to look up the rules for counterspelling to be honest.
Agreed, add Reactive Counterspell and Mastery of Counterspelling and you nearly cannot lose to another caster.Steel_Wind said:
Oh Come on!!
This goes way too far. Counterspells are the heart and soul of playing NPCs and foes intelligently during combat. Ditto for PCs. Counterspells frequently are the difference between life and death and are one of the few things to restrain Wizards from being an uber_force.
Just because you don't use a central part of the magic system, doesn't mean the feat should get tossed!
Improved Counterspell allows you to burn off any spell in the same school of magic that is at least one level higher than the spell you are attempting to counter.
Without it, you need to have the identical spell memorized or its counter.
Without Improved Counterspell, counters are very difficult; with the feat, your tactical options in battle are flexible and increase vastly.
It is a central part of the magic system of 3.5E D&D. It's one of the CHANGES from 3 to 3.5 that made a difference.
Steel_Wind said:Improved Counterspell allows you to burn off any spell in the same school of magic that is at least one level higher than the spell you are attempting to counter.
Without it, you need to have the identical spell memorized or its counter.
darkelfo said:Do not get rid of Leadership! Just cause some noobs use it unimaginatively does not make it a crappy Feat. Wizards can use it to get apprenctices and guards for their towers. Rogues to start a rogue guild. Paladins to kick off a crusade. Pirates to man their ships, on and on. Munchkin imposed noobishness does not inherantly make Leadership a crappy Feat. (And, heck, what's wrong with using Leadership to get clerics? Not many folks want to play them).
Props to Leadership. Poopoo on Improved Counterspell and Towershield Profeciency.