Round Vii Is Over


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Improved Bull Rush
Improved Overrun
Eschew Materials

Some of the crafting feats are next, but those can go over the cliff for now.

Pinotage
 

Jeff Wilder said:
Why's that? I've found, as both player and DM, that adding mooks to an encounter can really make it tougher. (Just one aspect is how much a crowded battlefield restricts tactical movement.) Being able to clear out mooks is extremely handy.

OK, it can be useful, but if you´re a player, this feat is only as useful as the DM allows. And the prereqs are way too harsh. Most of the time, you´re better off with Great Cleave.
 

Crothian said:
I understand, I'd have voted it out too if it didn't get that stupid immunity thing.... :p
I'd have voted for it too ;)

Power Attack is better than a lot that are left, but its not as good as a bunch of the other ones...
 



Combat Expertise. I've just never seen it actually used, probably because of the INT requirement.

Extend spell. Doesn't make enough of a difference. If it switched the time to the next category, maybe for a higher slot, we could talk about it. As things stand now, I'd only take it as a prerequisite for Persistant spell, but that feat has issues of its own (such as being applicable to a limited range of spells).

Extra turning. Worthless except as a prerequisite, in anything but a very undead-heavy campaign.
 

Crothian said:
my very first 3.x character was a Fighter Rogue who did just this. Of course we had to invent the feat to make fient useful at the tame, but it worked out really well.
Seriously. Improved Feint is a lifesaver for certain Rogue characters. It was basically required back in my very first post on ENWorld when I made a ho-hum level 20 Rogue who could solo a Young Adult Red Dragon and automatically win, barring a winning-the-lottery style 1 in 1,000,000 chance upset (some crazy guy thought that the Young Adult dragon would always beat any character but a totally optimised one...boy was he wrong)...
 

Martial Weapon Proficiency -- because EWP costs the same and is better.
Augment Summoning -- an overcomplicated way to improve useless spells.
Maximize Spell -- because Empower Spell is cheaper and better.
 

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