(Don't want sneak attack? Switch Assassin's Stance from +2d6 SA to +1d6 skirmish and +1 AC.)
I think 4e's monster design concepts can be a *huge* advantage for the DM if you're willing to port them back to 3e.
For instance, shock trooper improves your damage dramatically, at the expense of AC. Is this supposed to be a brute or artillery concept?
they would fit equally well in any role, IMO. I feel improved initiative is one such feat.
Also, there is the question of whether you want the feat to help showcase a monster's particular role, or shore up weaknesses inherent in that role. In this aspect, iron will can either be a good brute choice or a poor one.
There's a big difference between "randomly tack powers" and what I mean. I'm talking about adding or substituting specific abilities of about the same power level with precision and deliberate intention.What do you mean by "4E monster design concepts"? 4E lets you randomly tack powers onto monsters as long as they do the right damage -- are you saying getting Sneak Attack with the Bo9S stances is more like that than adding rogue levels would be?
I like shadow blade technique as is and leave it as an encounter power. I'm not completely satisfied with 2d6 sneak attack, so I'll modify that to a level-equivalent amount of scout skirmish damage (1d6). I realize that I'm neglecting the prerequisite initiator level for the stance, and say "screw it" then move on.![]()
Yup. I look at it as making it truly worth its CR when players have access to the same late-cycle material.Just so long as you realize you've bumped the CR by about a full +1, I'm ok with that. Shadows are plenty dangerous as it is. They have a host of level independent powers (incorporeal, touch attack, ability drain), and while high level parties can waste shadows all dark and stormy night, if you get caught flatfooted or unprepared by a swarm of shadows it can be bad news.
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?
We've done a lot of top-down design thus far. "I want a controller; what feats would fit?" How about approaching things from the bottom up? "Here's a feat -- Improved Initiative. What monster roles does that belong with?"
Leaders definitely don't want Improved Initiative -- they want to protect their babies till they get a chance to act. If they won initiative, they'd probably just delay. Artillery wants initiative so it can hit you before you close in. Lurkers, I think they're happy just staying hidden until their initiative comes up. They can still get the drop on you with flyby attack or something. Controllers probably want it so they can get you while you're grouped.