Round Vi Is Over

the Lorax said:
Combat Reflexes must go.
This is the feat that consistant requires minitures on the table.
Now I like minis, but somethimes it is nice to be able to run an
session with combat that doesn't require a battle mat and the
additional time for drawing maps and such.

to win? Power Attack seems a good choice at this point

I already voted in this thread, but I want to chime in support of Combat Reflexes. This a great feat that can be a lot of fun with a spiked chain and soem additional Feats like Improved Trip and so on.
 

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Augment Summoning has got to go.



As for my tip, I'll chose Two Weapon Fighting. It's very common in both tank builds and sneak builds. (TWF is sneak attack's best friend.)
 


Victim said:
Improved Overrun.
My goodness, I can't believe that one's not already gone.

The only possible use for overrunning is to get to a distant opponent more quickly. The improved feat DECREASES the chance of that happening. Woo!
 

Improved Bull Rush

I don't think my players even know bull rush is a combat option, ut if they did, I don't think that'd change the fact that they'd never use it.

Power Attack for the win though.
 




Eh. Winning initiative is only a minor benefit for most characters. In some cases, it's better for fighters to actually lose initiative so they get full attacks on the people who charged them.

Improved Bullrush leads to Shock Trooper from CW, which leads to huge power attacks.
 


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