The Ten Best Feats

I'd seriously suggest you rethink this one.

-2 to all attacks for a +2 AC bonus? And thats if you have the Ambi/TWF to go with it.

You are always better off with Expertise.

Presumably since you are not attacking with the off-hand weapon, you don't get the -2 to hit...I may be mistaken, as I don't have the book in front of me, but I always thought that this was the case. I always thought that since you forfeit your off-hand attacks then the two-weapon penalty no longer applied.
 

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Al said:


Presumably since you are not attacking with the off-hand weapon, you don't get the -2 to hit...I may be mistaken, as I don't have the book in front of me, but I always thought that this was the case. I always thought that since you forfeit your off-hand attacks then the two-weapon penalty no longer applied.
The book dosn't say (unless they've gotten the second printing out by now). If memory serves the offical word was at one point that you do need to use TWF style to use it making the feat, essentialy, useless. Also, most people love to mention how two-handed weapons do more damage on avrage, but how much of that damage is typuicaly used on overkill? Two weapon fighing deals smaler amounts of damage more often, and you can still use a weapon your size to gain 1.5x your Str bonus to damage two-handed when you need to overcome DR...
 

In no specific order:

Improved Init: The quick and the dead
Rapid Shot: statistically, unless you need to roll and 18 to hit, RS is better than a regular attack.
Spring Attack: If used properly, excellent for a tactics-based character.
Energy Substitution: Can be exceedingly useful, especially if you can prepare for a known threat.
Energy Admixture: Boom. Big boom.
Persistent Spell: No explanation necessary
Innate Spell: Magic missile at will can be very nice, and worth the cost.
Manyshot: Too powerful unless mitigated with a penalty of -2 per arrow fired (Andy Collin's suggestion).
Improved Critical: Useful with any weapon, any character (unless you are a spellslinger)
Iron Will: Most spells are Will saves...
 

The top ten general feats from PHB only (too many "munchy" feats from splat books - ie spellcasting prodigy)

1. Improved initiative
To go first is to have your opponent flat footed, or to ready an action agaist him if he is a spell caster. Can't say enough about going first. No Prerequisites.

2. Blindfight
In a world where there is magical darkness, regualr darkenss, invisibility, and blur/displacement effects this feat is essential. Defeat sneak attack good. No Prereqs.

3. Iron Will
The only one with a 1/2 way decent will save is the Monk, Paladin, or the Cleric [Druid]. That leaves an awful lot of classes waiting to to held, charmed, slept. No prereqs.

4. Point blank shot
+1 to hit AND dmage? For ANY ranged weapon within 30'? Even spells? Extra damage = extra good. AND it's a gateway feat. and it has no Prereqs.

5. Combat reflexes
If you are using the splat books, this is a must have for expert tactician (which is broken and wrong). If you are not, most assume you want to have a reach weapon to make this useful -you do not. Instead, all you need is a +1 dex and you can make more AoO's if/when they occur. As if that was not enough, you can make AoO's even when you are flat footed. No prereqs.

6. Quickdraw
Define a weapon? If I pull out oil to throw at an enemy, is that a weapon? How about a wand that delivers touch attacks? Since all those apply as 'weapons' IMC, this is a must have feat for everyone.

7. Great Fortitude
Lesser value than Iron Will, but Polymorph Other and Slay Living are both Fort save insta kills. Poison is everywhere as well (no, not the band)

8. Improved unarmed strike
I always threaten, even when unarmed. No prereqs. I can grapple as a result of an AoO. Or trip. Or disarm. You get the picture.

9. Spring attack
For anyone with more than a 20' move, this sure is great. For those barbarian's and monks out there, it is really special. It is also special to walk right through a huge dragons threatened area, and not provokve an AoO and get swallowed. Lot's of Pre reqs. Bummer.

10. Improved critical
The potential for double or more damage pulls your hoop out of the fire more times than you would believe. No feat pre-reqs. Appears at the bottom of the list becasue +8 BAB pre req means only fighter-types and cleric-types can even consider it, which is a shame.
 
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Leadership
Cleave
Spring Attack
Expertise
Improved Initiative
Widen Spell
Rapid Shot
Whirlwind Attack
Maximize Spell
Combat Reflexes

I didnt include Quick Draw even though i think its great becuasse IME if you have to use it, chances are movement will get you killed. So just draw and hit the baddie.
 
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Couple more entries, so here's the latest tally:

Improved Initiative (14 votes)
Spring Attack (11)
Combat Reflexes (10)
Rapid Shot (9)
Expert Tactician (8)
Leadership (8)
Iron Will (8)
Improved Critical (7)
Power Attack (7)

5 votes: Expertise, Manyshot, Spellcasting Prodigy
 

Thanks for all the voting updates Conaill.

Good post Incognito.
I was wondering, wouldn't a spiked gauntlet alleviate some of the problems you argued Unarmed Combat solves?
 


Having a spiked gauntlet certainly does offset the issue of not threating. And for all the cleric types, it is a simple weapon.

Seems kind of cheaty, right?

Well...not completetly cheaty. Monks, Rogues, Druids, and Wizards cannot use a spiked gauntlet.

Suprisingly, none of the Fighters, or Barbarians, or Rangers in my game wear them, although they could....

I would have to become conservative if my players started going this, though, not sure what the rule would be - but there would have to be something...

Otherwise the feat "improved unarmed strike" is trivial
 

1. Improved Initiative. I generally play either dex 10 knights or dex 18 archers, this is great for both of them.

2. Iron Will. Where would my paladin be without it?

3. Versitile (from Rokugan). Great for adding flavor and making PrC requirements easy.

4. Expert Tactician. So good (even post errata) with the right character I'm thinking of stopping using it.

5. Improved Critical. I know the math doesn't bear this one out, but it's always so damn cool to critical in the big fight.

6. Rapid Shot. Again, my love of archers is showing here.

7. Spring Attack. Monks love it, Rogues love it, everyone loves it...

8. Divine Might. 'nuff said.

9. Eschew Materials. Combine with Spell Mastery and you'll never be lost without your spell book again.

10. Lingering Breath Weapon (name?). A dragon-only feat from Dragon Magazine. The DM in me loves this one to death.
 

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