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Round IV is OVER


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Far shot

I can't believe that endurance and any of the armour proficiencies have been jetisoned, they are far too useful to build non-archetype rogues/rangers that have poorish dex and want night-time protection (+ diehard). Oh well.
 

Great Cleave

Seriously - by the time you get this feat, what are the chances of you dropping the opponent you target with your Cleave attempt, allowing you to actually make use of it?

By the way - I thought Medium Armor Proficiency was gone. Did it manage to sneak back in with Stealthy, or did somebody Improved Countervote it?
 


FreeTheSlaves said:
Far shot

I can't believe that endurance and any of the armour proficiencies have been jetisoned, they are far too useful to build non-archetype rogues/rangers that have poorish dex and want night-time protection (+ diehard). Oh well.
At that point, though, you might as well pop a level in Fighter for a net gain of 2 feats and more proficiencies.
 

Kunimatyu said:
Improved Shield Bash. You shouldn't have to take TWF+this in order to get a bash with your shield every once in a while.
You don't need to take Improved Shield Bash to make a shield bash, if you're prepared to lose your shield bonus to AC.
You don't need to take Two-Weapon Fighting to make a shield bash, if you're prepared to forgo attacking with your other weapon, or if you're prepared to take hefty penalties to your attacks.
Certainly, in real life, there may be occasions when it is more advantageous to make a shield bash than to attack with your other weapon, but trying to model this in D&D combat will result in far too much complication for too little benefit, in my view.
 

ARMOR PROFICIENCY (HEAVY) [GENERAL] has got to go!

If you're wearing heavy armor, just take a freakin' fighter level! You get another feat, and you don't have to waste either feat on Armor Prof. (Heavy). Bonus!
 

I'm going to go with Extra Turning this round.

If your Charisma is good enough to actually turn stuff, you have Turn attempts coming out your ears. Assuming Core rules (and thus no Divine Might monkey business).

-- N
 

Steel_Wind said:
MAXIMIZE SPELL [METAMAGIC]

Let the bloodletting on Metamagic begin.

4 levels higher? Okay - dropping seventh level spell slot for a uber_nasty fireball is kinda cool...but it would be cooler still if you didn't have to lose feats to be able to do this.

It's not that these are bad feats. On the contrary, they are highly useful - they are just expensive for what they do. They simply shouldn't be feats at all. They are not taken often enough.

All metamagic feats should all be increasingly harder DC checks against Spell Mastery - just like they are in Rolemaster.
Nitpick: Maximize Spell adds three levels, not four.

Otherwise, yeah - I think the Sudden Metamagic line of feats is much better way of implementing metamagic in D&D. With a couple of tweaks (to prevent metacap busting) this is how I would implement metamagic feats.
 

mhacdebhandia said:
IMPROVED BULL RUSH

Just . . . why?
Because Bull Rush is a combat option, and it has its uses, e.g. pushing an opponent off a cliff, into a pool of acid or lava, through a blade barrier, away from a vulnerable or helpless party member, etc. And since it's a combat option, someone who really wants to should have the option to get better at it.

Might as well ask why Improved Disarm, or Improved Sunder, or Improved Grapple.
 

Into the Woods

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