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The best of feats, the worst of feats...
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<blockquote data-quote="Goumindong" data-source="post: 4350443" data-attributes="member: 70874"><p>Lets see:</p><p></p><p>Interesting:</p><p>Power Attack: For Rangers especially at later levels</p><p>Weapon Focus: For rangers especially at later levels</p><p>Blade Opportunist: For Fighters: Very handy with specific feat combinations</p><p>Combat Reflexes: For fighters: Combine with blade opportunist for +3 to attack for opportunity attakcs</p><p>Dodge Giants: For dwarves +1 AC and Ref are never bad, and lots of creatures are lg or larger</p><p>Defensive Mobility: +2 AC is never bad, untyped too</p><p>Fast Runner: +2 to move when you run on top of the +2 you already get can easily shore up the slow speed of dwarves or make a faster race even faster.</p><p>Dragon Born Frenzy: For a ranger, why not?</p><p>X Weapon Training: for a ranger? Why not?</p><p>Enlarged Dragon Breath: For when your fighter just absolutely has to mark every enemy in the room.</p><p>Healing Hands: More healing never hurts</p><p>Human Perseverance: Awesome for humans, you can never get enough saving throw bonuses.</p><p>Action Surge; Awesome for humans, +3 attack when you really want to hit is pretty important</p><p>Improved Init: Everyone loves +4 to init, don't use with quickdraw</p><p>Quickdraw: For everyone that can't afford to lose actions at the start of a fight, also +2 init is nice</p><p>Armor/Shield Proficiency: Near Necessary</p><p>Surprise Knockdown: Really handy if your rogue goes to daggermaster</p><p>Wintertouched: Similar to the +damage feats this works well in combination.</p><p>Durability: Combines nicely with items that key off of healing surges. A dwarven fighter with decent con can run upwards of 13 healing surges a day which is 13 rounds of 10,20, or 30% resist all with the right armor.(less realistically)</p><p></p><p>Paragon Tier</p><p></p><p>Action Recovery: Extra saves = Good</p><p>Arcane Reach: Blasts at range = Very good</p><p>Armor Spec(scale): For non-dwarves its the only one really useful. The rest are O.K.</p><p>Iron Will/Ref/Fort: +2 defence is always good.</p><p>Defensive Advantage: Fighter and flanker team up for effective -4 penalty when attacking the flanker. That is pretty massive.</p><p>Combat Commander: For a high int/cha warlord to take advantage of their many secondary abilities this one is just icing on the cake. Everyone gets +2-4 more initiative. Its like giving your team improved init without them taking an action.</p><p>Dwarven Durability: Not only is +2 healing surge nice, but 2 extra healing surges adds up. Combines nicely with items that are powered by healing surges.(see durability) and effects that let you use healing surges</p><p>Evasion: More defensive powers to reduce damage</p><p>Mettle: See above</p><p>Blood Thirst: For rangers, +2 each attack, not too shabby.</p><p>Back to the Wall: Handy for defenders, rangers, anyone who wants more attack, damage and defense.</p><p>Heavy Blade Opportunity: Just plain awesome.</p><p>Improved Second Wind: Stack up that healing and save your cleric or warlord actions. Better to avoid it, but its not bad.</p><p>Lasting Frost: Great for anyone with cold weapons. If you or an ally pick up a cold weapon consider feat swapping into this and/or wintertouched.</p><p>Pole-Arm Gamble: Step 1, get a glaive: Step 2, get Heavy Blade Opportunity, Step 3, Get Blade opportunity, Step 4, get combat reflexes. Step 5, make at wills against any enemy that moves adjacent to you (from squares not) at +3 to attack.</p><p>Uncanny Dodge: See above, negate Pole-arm Gamble penalty.</p><p>Psychic Lock: Really great for bloodmages any anone who does psychic damage</p><p>Second Implement: Another encounter power to use, and the masteries are strong. Unfortunately the best combo is hard to use(staff/anything else) since you need two hands to use the staff.</p><p>Spell Focus: Very very strong.</p><p></p><p>Epic: </p><p>Arcane Mastery: Got a wizard who saved his action points throughout 3 encounters? Burn one of them and regain a daily wizard power. Really handy for out of combat use to regain utility spells. </p><p>x Mastery: Criticals are great, much better than they were in 3.5</p><p>Epic Resuranges: Great if you make a lot of rolls, not sure how this will play out. combines well with weapon masteries.</p><p>Spell Accuracy: Now the wizard can blast without worrying about where his friends are.</p><p>Irrestible Flame: 20 more damage on fire powers is handy.</p><p></p><p>Multi-class feats:</p><p></p><p>Rogue multi-class. Its an immediate action +2d6 damage as an encounter power, up to 5d6 later on. Not ever useless.</p><p></p><p>Wizard Multi-class: One reason only: Opens up the Archmage epic destiny for Warlocks, which can use the powers because they specific arcane spells and not wizard spells.</p><p></p><p>Any multi-class: If you meet the pre-reqs and would be taking a skill training in the skill, why not get some extra benefits for it?</p><p></p><p>ED: </p><p></p><p>Some bad:</p><p></p><p>Triumphant attack:</p><p>why do you people like triumphant attack? its -2 attack and defense on a crit which ends on a save and none of the melee classes have abilities that will keep it on. So you get +2 attack and +2 defense against the monster for 1 or maybe 2 rounds? Epic resurgence is a lot better since you will be making a lot of attack rolls.</p><p></p><p>Combat Anticipation: Doesn't stack with anything since its feat bonuses and not untyped. Each time you take something like lightning reflexes you diminish its utility. Take shield spec and you get 1/2 the bonus except you get it all the time rather than just against those attack types. Take shield spec, iron will, and great fort and you are ahead of the game, take an armor spec, and the rest of the defenses and combat anticipation has become obsolete.</p></blockquote><p></p>
[QUOTE="Goumindong, post: 4350443, member: 70874"] Lets see: Interesting: Power Attack: For Rangers especially at later levels Weapon Focus: For rangers especially at later levels Blade Opportunist: For Fighters: Very handy with specific feat combinations Combat Reflexes: For fighters: Combine with blade opportunist for +3 to attack for opportunity attakcs Dodge Giants: For dwarves +1 AC and Ref are never bad, and lots of creatures are lg or larger Defensive Mobility: +2 AC is never bad, untyped too Fast Runner: +2 to move when you run on top of the +2 you already get can easily shore up the slow speed of dwarves or make a faster race even faster. Dragon Born Frenzy: For a ranger, why not? X Weapon Training: for a ranger? Why not? Enlarged Dragon Breath: For when your fighter just absolutely has to mark every enemy in the room. Healing Hands: More healing never hurts Human Perseverance: Awesome for humans, you can never get enough saving throw bonuses. Action Surge; Awesome for humans, +3 attack when you really want to hit is pretty important Improved Init: Everyone loves +4 to init, don't use with quickdraw Quickdraw: For everyone that can't afford to lose actions at the start of a fight, also +2 init is nice Armor/Shield Proficiency: Near Necessary Surprise Knockdown: Really handy if your rogue goes to daggermaster Wintertouched: Similar to the +damage feats this works well in combination. Durability: Combines nicely with items that key off of healing surges. A dwarven fighter with decent con can run upwards of 13 healing surges a day which is 13 rounds of 10,20, or 30% resist all with the right armor.(less realistically) Paragon Tier Action Recovery: Extra saves = Good Arcane Reach: Blasts at range = Very good Armor Spec(scale): For non-dwarves its the only one really useful. The rest are O.K. Iron Will/Ref/Fort: +2 defence is always good. Defensive Advantage: Fighter and flanker team up for effective -4 penalty when attacking the flanker. That is pretty massive. Combat Commander: For a high int/cha warlord to take advantage of their many secondary abilities this one is just icing on the cake. Everyone gets +2-4 more initiative. Its like giving your team improved init without them taking an action. Dwarven Durability: Not only is +2 healing surge nice, but 2 extra healing surges adds up. Combines nicely with items that are powered by healing surges.(see durability) and effects that let you use healing surges Evasion: More defensive powers to reduce damage Mettle: See above Blood Thirst: For rangers, +2 each attack, not too shabby. Back to the Wall: Handy for defenders, rangers, anyone who wants more attack, damage and defense. Heavy Blade Opportunity: Just plain awesome. Improved Second Wind: Stack up that healing and save your cleric or warlord actions. Better to avoid it, but its not bad. Lasting Frost: Great for anyone with cold weapons. If you or an ally pick up a cold weapon consider feat swapping into this and/or wintertouched. Pole-Arm Gamble: Step 1, get a glaive: Step 2, get Heavy Blade Opportunity, Step 3, Get Blade opportunity, Step 4, get combat reflexes. Step 5, make at wills against any enemy that moves adjacent to you (from squares not) at +3 to attack. Uncanny Dodge: See above, negate Pole-arm Gamble penalty. Psychic Lock: Really great for bloodmages any anone who does psychic damage Second Implement: Another encounter power to use, and the masteries are strong. Unfortunately the best combo is hard to use(staff/anything else) since you need two hands to use the staff. Spell Focus: Very very strong. Epic: Arcane Mastery: Got a wizard who saved his action points throughout 3 encounters? Burn one of them and regain a daily wizard power. Really handy for out of combat use to regain utility spells. x Mastery: Criticals are great, much better than they were in 3.5 Epic Resuranges: Great if you make a lot of rolls, not sure how this will play out. combines well with weapon masteries. Spell Accuracy: Now the wizard can blast without worrying about where his friends are. Irrestible Flame: 20 more damage on fire powers is handy. Multi-class feats: Rogue multi-class. Its an immediate action +2d6 damage as an encounter power, up to 5d6 later on. Not ever useless. Wizard Multi-class: One reason only: Opens up the Archmage epic destiny for Warlocks, which can use the powers because they specific arcane spells and not wizard spells. Any multi-class: If you meet the pre-reqs and would be taking a skill training in the skill, why not get some extra benefits for it? ED: Some bad: Triumphant attack: why do you people like triumphant attack? its -2 attack and defense on a crit which ends on a save and none of the melee classes have abilities that will keep it on. So you get +2 attack and +2 defense against the monster for 1 or maybe 2 rounds? Epic resurgence is a lot better since you will be making a lot of attack rolls. Combat Anticipation: Doesn't stack with anything since its feat bonuses and not untyped. Each time you take something like lightning reflexes you diminish its utility. Take shield spec and you get 1/2 the bonus except you get it all the time rather than just against those attack types. Take shield spec, iron will, and great fort and you are ahead of the game, take an armor spec, and the rest of the defenses and combat anticipation has become obsolete. [/QUOTE]
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