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Shifter racial feats? Worthwhile?
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<blockquote data-quote="bganon" data-source="post: 4719888" data-attributes="member: 60886"><p>With a build that focuses on charging, you can actually fairly easily set yourself up to charge nearly every round. Also, you pointed out the main good thing about Gorebrute Charge: it stacks with everything. Otherwise, no, it's not a super feat; you'd probably take others first. I'm not terribly impressed with Blurring Claws, either, but again, I think it's something to take after other feats to put you over the top.</p><p></p><p>I think Wild Senses is actually very good. It's nearly as good as Improved Init -plus- you get a very nice tracking bonus ("roll twice" abilities are very powerful). To me it's almost a gimme.</p><p></p><p>I don't think resist 2 is actually all that much at paragon, but Beasthide is still very nice. </p><p></p><p>But cliffwalk? I always thought in 3.5e that cliffwalk was one of the most overlooked options. Climb speed is situational, but when it's useful it is VERY good. Keep in mind that without climb speed you move at half speed, grant CA, are slowed by difficult terrain, and have to make Athletics checks each turn. With a climb speed, none of that applies.</p><p></p><p>An archer or caster with climb speed can be 20 feet (or more) up a tree or wall, well out of melee reach, with a single move action and no Athletics check. Sure, this is somewhat DM-dependent, but many outdoor areas have trees and most caves have walls. I think this is more than just awesome, it's mechanically pretty useful.</p><p></p><p>Your arguments against Burst of Savagery apply IF the encounter continues on for three or more rounds after you use it. But shifting ends at the end of an encounter anyway, so you're going to lose your shifter bonuses at that point anyway. It's a finishing move, best used on the last or second-to-last round of a fight. Giving up one round of +2 damage and regen 2 in exchange for ending the fight a round earlier is definitely worth it.</p></blockquote><p></p>
[QUOTE="bganon, post: 4719888, member: 60886"] With a build that focuses on charging, you can actually fairly easily set yourself up to charge nearly every round. Also, you pointed out the main good thing about Gorebrute Charge: it stacks with everything. Otherwise, no, it's not a super feat; you'd probably take others first. I'm not terribly impressed with Blurring Claws, either, but again, I think it's something to take after other feats to put you over the top. I think Wild Senses is actually very good. It's nearly as good as Improved Init -plus- you get a very nice tracking bonus ("roll twice" abilities are very powerful). To me it's almost a gimme. I don't think resist 2 is actually all that much at paragon, but Beasthide is still very nice. But cliffwalk? I always thought in 3.5e that cliffwalk was one of the most overlooked options. Climb speed is situational, but when it's useful it is VERY good. Keep in mind that without climb speed you move at half speed, grant CA, are slowed by difficult terrain, and have to make Athletics checks each turn. With a climb speed, none of that applies. An archer or caster with climb speed can be 20 feet (or more) up a tree or wall, well out of melee reach, with a single move action and no Athletics check. Sure, this is somewhat DM-dependent, but many outdoor areas have trees and most caves have walls. I think this is more than just awesome, it's mechanically pretty useful. Your arguments against Burst of Savagery apply IF the encounter continues on for three or more rounds after you use it. But shifting ends at the end of an encounter anyway, so you're going to lose your shifter bonuses at that point anyway. It's a finishing move, best used on the last or second-to-last round of a fight. Giving up one round of +2 damage and regen 2 in exchange for ending the fight a round earlier is definitely worth it. [/QUOTE]
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