What 3.5 feats would you use to duplicate 4E's monster roles?

Two levels in Barbarian. You can get Pounce by trading out Fast Movement and Improved Trip by trading out Trap Sense. Then you take Knock Down and get a free trip attempt every time you deal 10 or more damage. Since Improved Trip states that you get a free attack after successfully tripping someone...

Large Monster takes Fighter2 and picks up the Knockback feat. He bull rushes every time he deals damage, and the Dungeoncrasher Fighter ACF allows him to deal damage when he bull rushes.
 

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Two levels in Barbarian. You can get Pounce by trading out Fast Movement and Improved Trip by trading out Trap Sense. Then you take Knock Down and get a free trip attempt every time you deal 10 or more damage. Since Improved Trip states that you get a free attack after successfully tripping someone...

Large Monster takes Fighter2 and picks up the Knockback feat. He bull rushes every time he deals damage, and the Dungeoncrasher Fighter ACF allows him to deal damage when he bull rushes.
Such a fun combo. I did that one both as a player and as a DM... it's absolutely bonkers.
 

I like the idea, but I would like to affirm if we are on the same page with an example.

We're starting from sort of opposite ends -- you're going "How can I pick the best possible feats to make a controller out of this guy?" and I'm sitting here after adding eight hit dice going "I want a controller, do I have to sort through the whole list of feats?" So I'm planning to steal your list of feats and plop as many of them onto my next controller as I can, whether it's a kraken or what.
 


robilar's gambit

I Googled that and wow, PHB II had a lot of feats for monster roles. Forced movement (defensive sweep), lurker damage (bounding assault), skirmisher rewards (Vexing Flanker).

I like your choice of Whirlwind Attack for skirmishers. You move into position, you get extra damage.

For example, a troll has 23con and 8 wis. Steadfast determination seems like a no-brainer, improving its will save by a whooping +7.

Instinctively, I'm opposed to that. It seems like the troll has that weakness on purpose, and that might be its only weakness. I think Steadfast Determination fits for Elite monsters -- when you wish a regular bum could fill the shoes of an all-around credible bad guy, then you patch up all his weaknesses with the Elite feats.
 


Just remember that Whirlwind Attack takes a full-round action to execute.-blarg

True. I suggested it for the horned devil despite its drawbacks (very feat intensive, requires full-round to use) because it allows the horned devil to make multiple attacks at its highest bab (though it has to spread them out). Since the devil can potentially stun on a hit, I thought that disabling multiple PCs might be better than simply focusing on one PC at a time.

Whirlwind would be nice on monsters which lack iterative attacks, but again, the problem is qualifying for it, since it does require good int and dex scores.

Instinctively, I'm opposed to that. It seems like the troll has that weakness on purpose, and that might be its only weakness. I think Steadfast Determination fits for Elite monsters -- when you wish a regular bum could fill the shoes of an all-around credible bad guy, then you patch up all his weaknesses with the Elite feats.
You do have a point. I guess it really boils down to whether you are comfortable with the monster in question having such a gaping weakness which the party might be able to exploit, or if you wish to plug the gap to make the fight less 1-sided.

At lv5, a wizard has a DC of at least 16 (16int, 3rd lv spell), possibly more with a higher int and/or spell focus. That troll just won't stand a chance!

I Googled that and wow, PHB II had a lot of feats for monster roles. Forced movement (defensive sweep), lurker damage (bounding assault), skirmisher rewards (Vexing Flanker).
Which is ironic, considering it is a book with options for players, yet I felt the feats inside tend to benefit monsters just as much, if not more.

And I also find it funny that while dodge and mobility are undeniably crappy feats, they are the prerequisites for some fairly strong feats. As mentioned, spring attack lets you move before and after attacking (useful for creatures with only 1 attack and for denying fighters their full attack), bounding assault/rapid blitz grant extra attacks (pseudo-full attack while moving???) and complete warrior even has elusive target, which helps protect monsters with low ACs from becoming power-attack magnets.

I am still trying to find a use for melee evasion though. At the moment, it seems the primary use is on monsters with a lot of bab, but crap touch AC (such as dragons). But then again, they already have ray deflection...:erm:
 
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Leaders boost others in various ways, usually something like area metamagics will be appropriate.

Here's a leader for you -- Hound Archon Hero. Has aura of courage, magic circle against evil, healing ability, and teleport so it can get where he can do his allies the most good. He even has Leadership. What other feats should he take?
 

I suppose a nymph could be a controller/leader hybrid. It can disable the PCs with its stunning glance and perma-blind powers, and its druidic spellcasting allows it to buff its allies with spells such as snake's swiftness (mass).
 

At lv5, a wizard has a DC of at least 16 (16int, 3rd lv spell), possibly more with a higher int and/or spell focus. That troll just won't stand a chance!

I think that's how it should be. It rewards you for a) playing a wizard and b) using spells that attack Will instead of fireball all the time. I've seen three trolls in my lifetime and all of them were hacked to death, either because there was no wizard or he didn't have the right spells. My first character tried to rely on mind-affecting spells and I would have really welcomed a few easy targets instead of all those immune undead, insects, and dragons.
 

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