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General Tabletop Discussion
*TTRPGs General
What feats are ESSENTIAL
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<blockquote data-quote="Rashak Mani" data-source="post: 206794" data-attributes="member: 642"><p>Since Feat choices depend pretty much on if your an archer, 2wpn, shield or 2 hand wpn. Things like power attack become useful but not ESSENTIAL !</p><p></p><p> Overall many of the Feats presented are important... Impr Init. in my opinion unless your an archer isnt that important. Most groundpounder fighters wont be able to get to enemy spellcaster in the first round. Even if you do bash him well... he will make a 5ft step and then use a simple Hold Person... charm Person and your done.</p><p></p><p> IMHO these 2 defensive feats are the Essential:</p><p></p><p> Close Quarters Combat and Iron Will</p><p></p><p> CLOSE QUARTERS FIGHTING (SnF) basically guarantees a reasonable chance of getting out of a Grab... and your 10 feats with Whirlwind attack arent very useful if a creature has you in his mouth/claws. My Barbarian/Fighter 4/4 was almost killed by a simple Dire Bear with improved Grab.</p><p></p><p> The other Big menace for Fighter types is their lousy and usually very low Will Save. IRON WILL might seem a paltry 10% chance... but it might be your only chance not to get paralyzed/stuck/held for most of the combat. Most groups have efficient Clerics and so forth... but one day your going to watch the combat from the sidelines... like a beautiful statue held ... thats when Iron Will could have made a small difference. (I do recommend taking Cloak of Protection too... this feat alone isnt going to make you immune to magic) </p><p></p><p> Taking these two feats your only "weak" point will be Reflex Saves and losing too many Hitpoints too fast... and lack of mobility if your a literal Full Plate Tank. Fighters are combat monsters but can so easily be stopped sometimes...</p></blockquote><p></p>
[QUOTE="Rashak Mani, post: 206794, member: 642"] Since Feat choices depend pretty much on if your an archer, 2wpn, shield or 2 hand wpn. Things like power attack become useful but not ESSENTIAL ! Overall many of the Feats presented are important... Impr Init. in my opinion unless your an archer isnt that important. Most groundpounder fighters wont be able to get to enemy spellcaster in the first round. Even if you do bash him well... he will make a 5ft step and then use a simple Hold Person... charm Person and your done. IMHO these 2 defensive feats are the Essential: Close Quarters Combat and Iron Will CLOSE QUARTERS FIGHTING (SnF) basically guarantees a reasonable chance of getting out of a Grab... and your 10 feats with Whirlwind attack arent very useful if a creature has you in his mouth/claws. My Barbarian/Fighter 4/4 was almost killed by a simple Dire Bear with improved Grab. The other Big menace for Fighter types is their lousy and usually very low Will Save. IRON WILL might seem a paltry 10% chance... but it might be your only chance not to get paralyzed/stuck/held for most of the combat. Most groups have efficient Clerics and so forth... but one day your going to watch the combat from the sidelines... like a beautiful statue held ... thats when Iron Will could have made a small difference. (I do recommend taking Cloak of Protection too... this feat alone isnt going to make you immune to magic) Taking these two feats your only "weak" point will be Reflex Saves and losing too many Hitpoints too fast... and lack of mobility if your a literal Full Plate Tank. Fighters are combat monsters but can so easily be stopped sometimes... [/QUOTE]
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