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

Just out of curiosity- is there an underlying point to this thread (like trying to determine how Feat intensive certain builds can be) or were you just exercising some idle curiosity of your own?
 

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The following build is for a wizard.
It is presumed that, as an apprentice, she had access to a magical school that specialized in pulling out the hidden, untapped powers of the mind (ala, the 90% of the brain is unused bit) to produce astonishing intellectual feats.
It is also presumed that the wizard apprentice has an intelligence of 16 or higher (preferably 18), and was a magical prodigy to start with.
So, she begins with the following feats:

Spellcasting Prodigy (Forgotten Realms Setting, 3.0 Version)
Spell Focus - All Eight Schools (3.0 version) (this costs 8 feats) (In *this* case, Spell Focus stacks with Spellcasting Prodigy, as a House Rule, due to the school of magic mentioned above ... this is an exception to the 3rd Edition rules.)
Spell Mastery - Read Magic, Detect Magic, Conjure Spell Components, Comprehend Languages
Spell Mastery (another 4 spells of the apprentice's choice)

Thus, due to the cerebral nature of the schooling (as opposed to being trained to project your spells with crushing force ... but they both lead to the same thing), the wizard's Spell DCs are 10 + The Spell Level + 4 (18 Intelligence) + 1 (Spellcasting Prodigy, 3.0 Version) + 2 (Spell Focus, 3.0 Version)
So, her 1st level spells have a DC of 18.

In *this* case, she must take Spell Focus in ALL 8 schools (and use 8 feats to do it), or take Spell Focus in no schools. The cerebral nature of the training does not distinguish between schools, so it's an All or Nothing affair.
She must devote at least one of her 3 feats each level after first, to Greater Spell Focus, until she has it in all 8 schools. It is a long term effect of her training. And although having Greater Spell Focus (3.0 Version, another +2 to Spell DC) is a great thing, 8 feats must be used up for this purpose.

The school won't have it any other way than to demand she 'know' her spells, *truly*. Thus, Spell Mastery.
Spell Mastery is a truly astonishing feat of memorization (from my point of view), but someone that bright, given that training, and tapping the hidden potential of the mind, could do it. The school demands that she *does* do it, for every spell they are willing to teach her ... in addition to writing these spells down in her spellbooks.

This school wouldn't hear of such nonsense as 'wearing armor' or 'fighter/mages.' To them, the cerebral approach is everything. Victory in all things is accomplished through the cerebral approach (they probably have a good aligned illithid philosopher on their staff ...)
If the student returns to the school after reaching 3rd level, the school is going to require she take Extra Spell Slot feats. There is nothing as fantastic as expanding your mind (or, in this case, expanding the number of spells, the amount of magical power, you can hold in your mind.)

But weapon proficiencies? Feats from the Complete Adventurer? Instant Metamagic Feats (Sudden Silent, Sudden Still, etc.) ? Useless Metamagic Feats that require higher spell levels, and which can wait until later?
Not at all.
It's going to be Extra Spell Slots (spells are the Divine gift to the wizard!), Greater Spell Focus, and other cerebral feats ... or the wizard isn't going to be welcome at that school anymore.

If the wizard takes 2 drawbacks at the start, gaining another 6 feats, the school might teach, or the wizard might take:

Ambidexterity (obviously, being able to cast equally from either hand is a plus)
Improved Initiative (a result of lightning cerebral thinking, not combat training ... note that Combat Casting is *not* taught ... the school considers any wizard who allows herself to be drawn into hand to hand combat is an idiot)
Spell Penetration (but if so, the wizard will be required to devote ALL 6 bonus feats to it, plus 2 more as she advances in level, so that she has Spell Penetration in all schools)
Spell Hand (for obvious reasons ... the school considers that the true wizard ALWAYS attacks from a distance, and the Spell Hand is one of the best ways to deliver Touch Spells at range.)

EDIT: Even if the standard rules (no stacking allowed) were used, the wizard would still be required to take Spellcasting Prodigy (as a penalty feat, as it were.) It is a part of her background. The school desires prodigies (or her mentor desired a prodigy) to teach the secrets of magic.
 
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Here is an effort at a wizard who is also a warrior.
She comes from a background where her mentor (or school) threw everything but the kitchen sink at her. She's been through the School of Hard Knocks, at is were, as they tried to prepare her for a life of fighting, winning by any and all means possible.
She begins with the 11 feats, plus 6 for 2 drawbacks, and she has:

Simple Weapon Proficiency
Martial Weapon Proficiency
Exotic Weapon Proficiency (Bastard Sword)
Monkey Grip (as an almost supernatural ability, granted magically to her by her mentor/school, in an effort to aid her in wielding her 4 1/2 foot long weapon deftly ... she, herself, is only 5 1/2 feet tall)
Armor Proficiency, Light
Armor Proficiency, Medium
Armor Proficiency, Heavy (the dice rolls are random, but her mentor/school doesn't think in these terms: if she can't figure out how to cast her spells in gauntlets, after all that training, it is her problem and *her* failure)
Ambidexterity
Blind-Fight
Combat Reflexes
Improved Initiative (trained to be fast, not innate)
Improved Unarmed Strike
Quick Draw
Two Weapon Fighting

(Note that Weapon Finesse (Short Sword) will be taken when her BAB is +1)

Combat Casting (obviously)
Spell Focus - Invocation/Evocation (3.0 version, trained to make focused, crushing assaults with her spells)
Spell Focus - Necromancy (3.0 version, she is being trained to kill things ...)
Spell Focus - Enchantment/Charm (3.0 version)

With her 17 dexterity, she has a +3 bonus from that stat, so her Initiative is +7.
She will cast her spells, and hopefully the Spell Focus will enable them to destroy the enemy.
If that does not work, she will be ready with bastard sword and short sword, with only minor penalties for each weapon ( - 1 and - 1 ?)
Wearing plate armor, hopefully she can strike down the foe before they strike her down (with 14 strength, she can manage the heavy plate armor.)

When her spells are exhausted, she is ready as a backup fighter, ready to leap into the fray, getting close and personal with the foe. She wields her heavy bastard sword with the ease and grace of a rapier thanks to Monkey Grip, and her short sword is ready for a nasty stab at any opening (with Weapon Finesse, she will gain a +3 to her BAB with it.)

She does not have many hit points, but she threw Regenerate on herself that morning (from Polyhedron #24 (or #27), 2nd Edition, brought forward to 3rd Edition, works as per the Ring of Regeneration), it lasts 12 hours, and she is not worried. (She has an extra spell for Intelligence, and it's Sleep, or Charm Person, or something appropriately nasty for a 1st level spell.)
 

So, why didn't the character immediately above take 1 level of Fighter, gain all the Fighter starting feats 'for free', and then take the other feats?
Because of Storyline. Chronology. Her feats were taken during training, are in effect when she begins adventuring at 1st level.

Now, one could suspend belief and take 1 fighter level, then start her as a wizard at 2nd level. This would gain her more feats (5 additional feats), and it is - or was - a popular choice, it seems, within the RAW.
But then, she wouldn't be a wizard at 1st level. She trained for years to be a wizard, but she cannot cast spells as one. She may die, during her sojourn as a 1st level character; die, and have never cast a spell as a wizard, despite having trained as one.

This, then, is a choice of the player and DM to make. Suspend belief and min/max, or go with the storyline and chronology? Up to them.

EDIT: If the character was specifically trained as a fighter/mage, then there is no choice but to 'start' as either a fighter or a wizard, then take the other class at 2nd level. Only the Gestalt rules surpass this restriction, and that's another situation altogether.
The character above assumes a sort of fighter/mage training, but wizard comes first, fighter second, in this particular case.
 
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I choose...

Name: Zera Albrack

Race:
Human (PRB): +2 assigned to str, favoured class: bard

Class:
Bard (PRB)

Drawbacks:
Poor reflexes,
Inattentive

Stats: Strength, constitution, dexterity are most important (in that order). Nothing else matters in the slightest.

Traits: adopted [choose the halfling +1 thrown weapon/sling bonus]
Armor expert (PCT)

Feats:
Throw anything [no -4 to improvised thrown weapons] (PRB)
Arcane Strike [+1 damage, damage considered magic] (PRB)
Brutal Throw [Strength to attack rolls with improvised weapons] (CA)
Natural Heavyweight (double carrying capacity) (Planar)
Poison Immunity [Choosen immunity: Black Lotus Extract] (BVD)
Point blank shot
Intimidating prowess [Strength to intimidate instead of charisma] (PRB)
Wiling deformity [+2 on intimidate checks]
Deformity (eyes) [See invisibility, one minute] (BVD)
Deformity (Face) [+2 intimidate, +2 diplomacy with evil creatures] (BVD)
Improved initiative
Danger sense [reroll initiative, take best result] (Complete adventurer)
Lucky start [reroll initiative, take second] (complete scoundrel)
Luck of Heroes [+1 all saves, +1 AC] (hell if I remember)
Iron Will
Lightning Reflexes
Greater Fortitude

Stats (3d6, reroll once. Assign)
Strength: 20 (+5) Dexterity: 16 Constitution: 16 Intelligence: 13 Wisdom: 6 Charisma: 15

Class abilities:
Bardic Knowledge (Chosen: Local), Bardic Performance, cantrips, countersongs, distraction, fascinate, inspire courage +1

Skills: Bluff +6 diplomacy +6 perform (Flute) +8 (MW instrument) Knowledge (history) +5 Knowlege (arcana) +5 Knowledge (the planes) +5 Intimidate +10 Knowledge (religion) + 5 Knowledge (local) +2

Spells known:
Oth
Daze
Flare
Dancing Lights
Know Direction

1st
Cure light wounds
Feather Fall

Per day

1st: 2

Background: Zera, The Shadow Bard, quickly became well known not for his storytelling or musical talent. But rather his calm, sadistic demeaner present in day-to-day life. Be it slaughtering a village of innocents, or simply relaxing in the torture chamber with a victim or two.

He learned, at a young age, that weapons are easily sundered, and thus preferred to throw any nearby objects. Mugs, large rocks, gnomes, anything he could get his hands on.

Over the years, from living in the poisoned wastes of his mistress, he's gained resistance (and even immunity) to some of the nastiest poisons and effects in the world.

I will finish his gear/etc when I'm less comatose.
 
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For (insane, Chthulhu-mythos) giggles...

Dex/Str/Wis-build Monk:
1) Aberration Feat: Aberration Blood (LoM p178)
2) Aberration Feat: Inhuman Reach [adds +5reach] (LoM p 180)
3) Vile Feat: Willing Deformity (HoH p125)
4) Vile feat: Deformity [Tall] gives your PC the natural reach of a PC one size larger (HoH p 121)
5) Power Attack
6) Cleave
7) Combat Reflexes
8) Hold the Line
9) Stand Still
10) Deft Opportunist
11) Improved Natural Attack

This mutant has ungodly reach and a high dex and strength, meaning he can strike with reach and power and will get many AoOs. The Deft Opportunist Feat will mean those AoOs will land, the INA means they will hurt.

After that first level, there are all kinds of ways to go (see my previous monk builds, for instance).

Ia! Ia! C'thulhu F'tagn!

Normally...someone with his familial background would be more...chaotic. However, he always was the black squid...er...sheep of the family.
 

Looks like fun. :)

Here then is a knight, of sorts:

Male Human Fighter 1 (now using 40 pb)

Str 16
Dex 10
Con 16
Int 10
Wis 16
Cha 14

HP: 13

BAB: +1

Fort Save: +5
Ref Save: +0
Will Save: +6 (+10 vs. Fear and Compulsion effects)

Skills: Diplomacy 4 (+8), Handle Animal 4 (+6), Knowledge (architecture & engineering) 1 (+1), Knowledge (geography) 1 (+1), Knowledge (history) 2 (+2), Knowledge (local) 2 (+2), Knowledge (nobility & royalty) 4 (+4), Knowledge (religion) 2 (+2), Listen 3 (+6), Ride 4 (+4), Sense Motive 4 (+7), Speak Language ([some classical language]) 1, Spot 4 (+7)

Feats: Able Learner (RoD), Cleave, Lionhearted (PotS), Iron Will, Mounted Combat, Power Attack, Ride-By Attack, Sacred Vow (BoED), Spirited Charge, True Believer (CD), Vow of Obedience (BoED).


[sblock=Comments on the pervious version]Notes

Abilities are 32 point buy. All feats are from the PHB except those with the following acronyms - BoED = Book of Exalted Deeds, CD = Complete Divine, RoD = Races of Destiny (all WotC); PotS = Path of the Sword (Fantasy Flight).


Reasoning / Musings

I mainly wanted to see how far one might have to go in terms of 'breaking' the PHB setup, in order to create a basically functional knight type. Well, of this sort anyway. With 12 feats (including the Fighter bonus feat), by gawsh, it's almost doable! :hmm: This is just a quick attempt; I'm pretty sure I could do better, given sufficient time and motivation. Also, guy needs a name. . .

I then realised (once again) that, if one was stuck with only core classes (including NPC classes), Aristocrat would (overall) make for a much better knight. . . if only their BAB was good. Even so. . . :erm:[/sblock]
 
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