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The best of feats, the worst of feats...

For a 3.x feat it would actually be quite good, but I just don't find it up-to-par compared to the other 4e feats. That +1 may never make a difference, and even if it does, the chance of it happening is pretty slim.

If you're in a party of 6, you're boosting their initiative by a combo of +5 and it stacks with everything.

Which is another way of saying - it might be slim for any one party member, but over time, it should be more effective for the group than an individual taking Improved Initiative for themselves. And that's ignoring the benefit to Insight -> you're improving the entire party's chance to aid you to the point where you'll likely get one more aid than you would have otherwise...
 

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Raven Queen's Blessing - Since paladins are more likely to take targets down, this feat combined maybe with the cleric multi-class feat turns a paladin into a leader. For a party with no leader, or a party with only a tactical Warlord as a leader, the Paladin with Raven Queen's Blessing can easily help fill that role.
Multi-class feats don't grant access to the Channel Divinity Power, so Paladins cannot use those feats.
 


My favourite is the Ranger multiclass, since that gives you free Perception and Hunter's Q will count for many d6s of extra damage per encounter (against one target ofc).
The Warrior of the Wild multi-class feat has been fixed so that the Hunter's Quarry benefit only lasts until the end of your next turn. As such, it is not quite as powerful as you are thinking it is, granting the possibility of only one or two extra d6s per encounter.
 


The Warrior of the Wild multi-class feat has been fixed so that the Hunter's Quarry benefit only lasts until the end of your next turn. As such, it is not quite as powerful as you are thinking it is, granting the possibility of only one or two extra d6s per encounter.
It's still a strong feat, though. +1d6 to two attacks per encounter and training in any of various good skills. Perception is good for any character, and Stealth and Acrobatics are fairly nice ones too.
 

Undoubtledly!

I was merely pointing out the limitation on Hunter's Quarry, since it seemed to me that the poster I quoted was banking on more bang for his buck in the damage department.
 

For a lvl 11 rogue I think the best two feats are:

* Wintertouched (taken at lvl 10)
* Lasting Frost (taken at lvl 11)

PLUS a Frost weapon of your choice.

LF makes the target vulnerable to cold/frost so that the rogue both gets Combat Advantage (+2 attacks and Sneak Attack) from Wintertouched, plus +5 damage from the LF.

Twin Striking Rangers (or other class who've multiclassed fully into Warrior of the Wild gaining TS) also benefit extra from this combo (as they gain the +2 CA and +5 damage twice each round).

:)
 
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Twin Striking Rangers (or other class who've multiclassed fully into Warrior of the Wild gaining TS) also benefit extra from this combo (as they gain the +2 CA and +5 damage twice each round).
Please explain "multiclassing fully into Warrior of the Wild gaining TS".

As Twin Strike is a Ranger at-will power, and none of the multi-class feats grant access to At-Will powers, I'm wondering what you mean...
 

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