Which 11 feats would you pick for a 1st level character if ... ?

Edena_of_Neith

First Post
Imagine that 3rd Edition was a Feat Giveaway Situation, where feats were given out like candy in a candy shop.
These could be any feats, be they 3.0 feats, 3.5 feats, or 3rd party feats for either system.

In this candy giveaway world ...

A 1st level character begins the game with 7 feats (of any kind) to choose from.
If the character is non-human, she gains 1 additional feat.
If the character is human, she gains 4 additional feats (it pays to be human ...)

If the character takes a Drawback from the 3.5 Unearthed Arcana, she gains 3 feats for the Drawback. A maximum of 2 Drawbacks (for 6 Feats) can be taken.

Thus, a 1st level character begins with 8 feats (non-human, no drawbacks) or 11 feats (human, no drawbacks) or 17 feats (human, 2 drawbacks.)
The choice is the player's to make.

Ok, in this candy paradise, let's assume ... the character starts with 11 feats (the player didn't take any drawbacks.)
So, you have 11 feats to play around with.
And you have decided to create one of the Core Classes of 3rd Edition: Barbarian, Warrior, Paladin, Ranger, Priest, Druid, Wizard, Sorcerer, Rogue, Bard, or Monk. (You can create the 3.0 or 3.5 version of these classes, pick as it pleases you.)

Again, the character is 1st level. You have 11 feats - from any source - to choose from.

What 11 feats do you pick? And why? What sort of background would you assign to the character to explain her expertise?
IF you chose - for some reason - to give the character 2 drawbacks, and take those additional 6 feats, what would they be?

(Note that in this candy store giveaway, feat rich environment, the DM has announced that your character will gain 3 feats per level, every level, through 20th level ... for the purposes of plotting out feat paths and general sets of feats. But the character is only *1st level* here. Also, the gestalt rules are *not* in effect.)

Edena_of_Neith
 

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Human Sorc's first 11 Feats (assuming I'm not forgetting any level-based prereqs):

1) Draconic Heritage (CompArc)
2) Draconic Breath Weapon (Lightning) (CompArc)
3) Draconic Presence (CompArc)
4) Draconic Legacy (or Skin) (CompArc)
5) Draconic Resistance (CompArc)
6) Draconic Power (+1CL and +1DC to electrical spells) (CompArc)
7) Ability Focus: Breath Weapon (Monster Manual)
8) Point Blank Shot
9) Precise Shot
10) Spellfire (Forgotten Realms, Magic of Faerun)
11) Arcane Strike (CompWar)

The PC would start off with Scale Mail Armor, shield and a Maul or Dire Pick. Yes, he would be non-proficient- it doesn't matter (trust me, I'm playing a version of this PC right now).

Stat prefs would be Cha, Str & Con, in that order, with Int, Wis and Dex being the "dump" stats, depending on the stat generation method and ultimate personality archetype. He's amazingly charismatic, and a big and physically powerful man as well: though the youngest son of a leader, his attributes lead to high expectations that he'll rise to be a leader himself. But there is a hitch- he is aware of his draconic heritage, and is thoroughly embracing it, so he armors himself and preferentially channels his spell energies into his BW rather than casting spells ( and the low-Int version of this PC only knows that he can breath lightning- he doesn't know he could actually cast spells.) His relative lack of wisdom has led him to follow a martial path rather than an arcane one, which is part of why he insists on wearing armor and leading men into battle. (Conflicted? You could say that.)

His pet? A toad.

Spell choice would be predominantly towards those without somatic components (there is a nice list in Dragon).

At 2nd level, my PC would MC into Fighter (or Marshall, if allowed) and eventually take XWP for his weapon, Still Spell to expand his casting repertoire, and down the road, Practiced Spellcaster. He'd also load up on Reserve feats as he progressed, esp. the 2 Force weapon ones and Storm Bolt. He might take levels in a "channeling" PrCl, like Spellsword, but regardless of everything else, his primary class would remain Sorcerer over a 20 level progression.

No, he would not take any levels in Dragon Shaman. Where's the fun in that?

OTOH, I could go ahead and build my Dex-build, polearm-flurrying, AoO nightmare Githzerai Monk/PsiWar/PrCl (Kensai? Pyrokineticist? Lucid Cenobite?)...
 
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Let me attempt a character under these assumptions. Say, a fighter.

Fighter 1st level

Already has:

Simple Weapon Proficiency
Martial Weapon Proficiency
Armor Proficiency, Light
Armor Proficiency, Medium
Armor Proficiency, Heavy

11 Feats (+6 feats for 2 drawbacks)

Alertness
Blind-Fight
Combat Reflexes
Dodge
Endurance
Expertise
Improved Bull Rush
Improved Disarm
Improved Initiative
Improved Trip
Improved Unarmed Strike
Iron Will
Lightning Reflexes
Mobility
Power Attack
Quick Draw
Sunder

These are feats for the close quarters fighter. He's no horseman or bowman, and he doesn't use a weapon in either hand. He has no abilities in another class.
This warrior fights with his primary weapon and a shield, and he's ready to brawl, to get in close and personal with his foes.
Alertness, Dodge, Endurance, Iron Will, and Lightning Reflexes are the side results of his training. Blind-Fight, Combat Reflexes, Expertise, Improved Unarmed Strike, and Mobility were a part of his general training (along with his weapon and armor feats.) Improved Bull Rush, Improved Disarm, Improved Trip, Power Attack, and Sunder were specially taught to him as a brawler and close quarters warrior. Endless practice and focus granted him Improved Initiative and Quick Draw.
 

OTOH, I could go ahead and build my Dex-build, polearm-flurrying, AoO nightmare Githzerai Monk/PsiWar/PrCl (Kensai? Pyrokineticist? Lucid Cenobite?)...

And here he is:

1) WFoc: Bisento (Rokugan a Polearm that does 1d12 x S)
2) Pole Fighter (DCv1- a polearm gets treated as a Monk Weapon; see also similar Pole Master)
3) Combat Expertise
4) Deft Opportunist (CompAdv)
5) Monkey Grip (CompWar)
6) Stand Still (XPH, others, http://www.dandwiki.com/wiki/Stand_Still)
7) Hold the Line (CompWar? http://www.dandwiki.com/wiki/SRD:Hold_the_Line)
8) Power Att
9) Cleave
10) WFoc: Improved Unarmed Strike
11) Ring the Golden Bell (DCv1- use IUS at range)

Top stat preference would be Dex, Wis, Str.

Stunning Fist and Combat Reflexes would be taken as the first 2 Monk bonus feats. Improved Natural Attack would be added at some point. As the PC leveled, feats like Greatcleave and Improved Crit would be chosen, as would Imp. Trip, and Imp. Disarm, and the Point Blank Shot and Precise Shot feats would also come in handy.

Extra Stunning would be on the list- possibly multiple times, since (as I recall) each use of Ring the Golden Bell burns off a Stunning attempt.*

The PsiWar levels would include taking Expansion as the first power, and the Psionic Weapon and Psionic Fist feat trees.

I've tried this build more than once- its a nice second-tier warrior who can control a lot of battlespace and is quite durable. With the Githzerai's already high Dex adjustment (+6), the Monk's Wis bonus (another stat a Githzerai gets a bonus to), and their Inertial Armor psi-like abilitiy, low-level ACs are in the mid to high 20s. Add into that the Monk's (and PsiWar's) available AC boosts and the polearm's (and Expansion power's boosting of) reach, and this PC rarely gets hit.

The PrCls mentioned above?

If the PC goes into Kensai, he gets to boost his weapon's potency, and gets a +8 Str boost that can be devastating. It is also a PrCl that Monks can freely multiclass with.

Pyros get several flaming combat enhancements at low levels- firebolt, hands afire, and weapon afire. As a twist, if you planned for it, you could start this PC off or work into using the Whip as a Monk Weapon (courtesy of DCv1's Unorthodox Flurry feat) and get full use of the Pyro's flame whip as well.

The Lucid Cenobite (Malhavoc's Hyperconscious) is a Monk-specific PrCl that gets them some time-bending stunts, but more importantly, continues the progression of most of the Monk's combat bonuses.



*For giggles, you could even take this closer to the extreme:


1) WFoc: Improved Unarmed Strike
2) Ring the Golden Bell (DCv1- use IUS at range)
3) Combat Expertise
4) Deft Opportunist
5) Improved Natural Attack
6) Point Blank Shot
7) Precise Shot
8) Power Att
9) Extra Stunning
10) Extra Stunning
11) Extra Stunning

This guy is all about mystical zen slapdown! In this "Feats common as candy" world, at least every other feat selection would be Extra Stunning...

And add Sacred Vow, Vow of Poverty and Spellfire to the list, and he's positively silly.

Dragonball Z, anyone?
 
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Hey thanks. Really neat stuff there.
Thanks for the links. I'll check them out. (I'm not familiar with all of the feats and other terminology you are employing, and I'm quite curious.)
 

Here's an attempt to build a fighter who focuses on using two weapons at once, a long sword and a short sword. He relies on his dexterity more than his strength.

11 feats (+3 feats for 1 drawback)

Alertness
Ambidexterity
Blind-Fight
Combat Reflexes
Dodge
Endurance
Improved Initiative
Improved Unarmed Strike
Lightning Reflexes
Mobility
Quick Reconnoiter
Two-Weapon Fighting
Weapon Finesse - Short Sword
Weapon Focus - Long Sword
 

Huh... think you can widen the class choices a little ? 'cause I got some really good feat selections for a duskblade.
 

"Roy Orbusson" (a mage specialized in ray/orb spells)

1) Energy Sub: Fire (CompArc)
2) Energy Sub: Acid (CompArc)
3) Energy Sub: Electricity (CompArc)
4) WFoc: Ranged Touch Attacks
5) Point Blank Shot
6) Precise Shot
7) Split Ray (CompArc)
8) Reach Spell (CompDiv)
9) Empower Spell
10) Spellfire (Forgotten Realms, Magic of Faerun)
11) Spell Thematics (Forgotten Realms)

Spell Thematics would be used to make all of the spells cast that way emanate from the PC's eyes. (Why not use a feat to up the kewl factor?)

As the PC advances, he takes the reserve feats that add ranged touch attacks- like Storm Bolt or Invisible Dagger (?).

In addition, the PC would get a Quiver of Ehlonna while burning a Feat or 2 (or multiclassing) to get access to a decent ranged weapon, making this guy into a human cruise missile launcher- lobbing precise attacks at range all over the battlefield.

The PC is a specialist- a Focused Specialist if using Alternative Class Features. In addition, the PC would also use the UA alternate mage rules to get the ranged touch attack available to whatever specialist had it.
 
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Okay, I'll choose the psionic version of the wizard. (yeah, I know. Not the same. But, ignore my post if that bothers you. And as a concession since I broke the OP's class restriction, it'll just be SRD)

For this character, I really only need two feats to make the character massive. Granted, the character would have plenty of the normal weaknesses. But they would be massive in what they could do.

1: Psionic Body
2: Psionic Talent (2)
3: Psionic Talent (3)
4: Psionic Talent (4)
5: Psionic Talent (5)
6: Psionic Talent (6)
7: Psionic Talent (7)
8: Psionic Talent (8)
9: Psionic Talent (9)
10: Psionic Talent (10)
11: Psionic Talent (11)

Essentially, this level 1 manifester starts with 65 PP (plus racial bonus and bonus for manifesting stat). There is no worry about this character ever needing to rest before the rest of the party is ready to rest.

Oh, and they also start with a bonus 22 HP due to Psionic Body. That doesn't count the d4+CON. Not bad for a first level manifester.

Mind you, this is one reason that giving bonus feats in a system where feats were meant to be more limited can be dangerous. Psionics rules are balanced when used in the system it is designed for. But in the wrong hands, it can get crazy! And again ... I know the OP didn't allow psionics as written. But I just wanted to post this anyway.

Certainly therearemore creative things to do. But the escalating nature of Psionic Talent makes this fun!
 

Human Fighter

Weapon Focus
Combat Focus
Shield Specialization
Shield Ward
Endurance
Diehard
Steadfast Determination
Iron Will
Indomitable Soul
Blind-Fight
Combat Reflexes

Vexing Flanker
Lightning Reflexes
Improved Initiative

You're the ultimate generic man-at-arms. Your shield AC is higher, it also applies to your touch AC. You can take more punishment than others, and you have a much better chance of resisting mind-affecting effects - the bane of fighters. You work better with your teammates and are not as bother by hitting things in the dark.

As far as where to take this character....anywhere, really. 3 feats per level in addition to the fighters bonus feats opens up so many feat chains it kinda ridiculous.
 

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