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What 3.5 feats would you use to duplicate 4E's monster roles?
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<blockquote data-quote="Runestar" data-source="post: 5110424" data-attributes="member: 72317"><p>I am thinking the feat trees may help to define a particular role more, especially if a certain monster is capable of fulfilling more than one role.</p><p></p><p>I like the idea, but I would like to affirm if we are on the same page with an example.</p><p></p><p>Say I have a horned devil npc. Depending how I want it to fight, I could replace its feats with the following...</p><p></p><p>Controller - combat reflexes, robilar's gambit, combat expertise, improved trip, mage slayer, either ability focus: stun, deft opportunist, improved disarm or pierce magical protection depending on personal preference.</p><p></p><p>The goal here is to position the horned devil so the party provokes many AoOs, and it is in a position to take advantage of this by tripping the fighters, disarming them of their weapons, stunning the wizards and maybe even piercing through their defenses. Its high dex lets it make up to 8 AoOs each round, while gambit/mage slayer help generate AoOs. Its AC is generally high enough to withstand the AC penalty from gambit (not forgetting the +4 deflection bonus from dispel good/chaos, and you can always use deft opportunist to offset expertise).</p><p></p><p>Skirmisher - dodge, mobility, spring attack, bounding assault, either combat expertise + whirlwind or Quicken SLA: fireball/lightning bolt + ???. </p><p></p><p>One issue here is the horned devil's poor land speed, so you may want to improve that with gear. The idea is that it can move, make 2 attacks (each of which can stun), then move away to discourage full attacks. Quickened fireball is for additional damage and to take advantage of the action economy. Still a little undivided on whirlwind, but it can be useful if the devil can threaten 3 PCs (and hopefully, the stun helps protect it from a retributive full attack next round). With 3 more HD, it qualifies for rapid blitz, netting it a 3rd attack when it spring-attacks.</p><p></p><p>Soldier: use original feats, but either replace improved sunder (which you cannot use with a chain) or its spiked chain with some other weapon. This paves the way for a weapon style feat as well. For example, if you have it wield a greatclub, it can pick up the 3-mountains style feats, meaning that the horned devil can nauseate the foe in addition to forcing them to save twice vs stunning (so higher chance of disabling him overall). </p><p></p><p>Comments? Of course, this is highly theoretical, and I have not actually tried them out.</p></blockquote><p></p>
[QUOTE="Runestar, post: 5110424, member: 72317"] I am thinking the feat trees may help to define a particular role more, especially if a certain monster is capable of fulfilling more than one role. I like the idea, but I would like to affirm if we are on the same page with an example. Say I have a horned devil npc. Depending how I want it to fight, I could replace its feats with the following... Controller - combat reflexes, robilar's gambit, combat expertise, improved trip, mage slayer, either ability focus: stun, deft opportunist, improved disarm or pierce magical protection depending on personal preference. The goal here is to position the horned devil so the party provokes many AoOs, and it is in a position to take advantage of this by tripping the fighters, disarming them of their weapons, stunning the wizards and maybe even piercing through their defenses. Its high dex lets it make up to 8 AoOs each round, while gambit/mage slayer help generate AoOs. Its AC is generally high enough to withstand the AC penalty from gambit (not forgetting the +4 deflection bonus from dispel good/chaos, and you can always use deft opportunist to offset expertise). Skirmisher - dodge, mobility, spring attack, bounding assault, either combat expertise + whirlwind or Quicken SLA: fireball/lightning bolt + ???. One issue here is the horned devil's poor land speed, so you may want to improve that with gear. The idea is that it can move, make 2 attacks (each of which can stun), then move away to discourage full attacks. Quickened fireball is for additional damage and to take advantage of the action economy. Still a little undivided on whirlwind, but it can be useful if the devil can threaten 3 PCs (and hopefully, the stun helps protect it from a retributive full attack next round). With 3 more HD, it qualifies for rapid blitz, netting it a 3rd attack when it spring-attacks. Soldier: use original feats, but either replace improved sunder (which you cannot use with a chain) or its spiked chain with some other weapon. This paves the way for a weapon style feat as well. For example, if you have it wield a greatclub, it can pick up the 3-mountains style feats, meaning that the horned devil can nauseate the foe in addition to forcing them to save twice vs stunning (so higher chance of disabling him overall). Comments? Of course, this is highly theoretical, and I have not actually tried them out. [/QUOTE]
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What 3.5 feats would you use to duplicate 4E's monster roles?
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