Discussion:
3.5e Feat Ratings
(too old to reply)
Justisaur
2004-05-06 01:25:31 UTC
Permalink
Thought it was time to update my feat ratings document to 3.5e, so here it
is. Let me know if your oppinnion on how they are rated differs, as I gave
many of the feats just a cursory once over.


* Poor, ** Average, *** Very Good, **** Munchkin (If you were DMing and
didn't have to worry about what your players thought, you'd disallow it, or
redesign it).

For comparison purposes assume Weapon Focus & Specialization fall in the
average range,

For Item creation Brew Potion is baseline Average.

For Metamagic Enlarge Spell is baseline Average.
v3.5 Players Handbook<<
* Acrobatic
* Agile
** Alertness
* Animal Affinity
* Armor Proficiency (Heavy) [AP: light & AP: Medium]
** Armor Proficiency (Light)
* Armor Proficiency (Medium) [AP: light]
* Athletic
** Augment Summoning
** Blind-Fight
** Brew Potion [CL 3]
*** Cleave [Str 13, Power Attack]
* Combat Casting
*** Combat Expertise [Int 13]
** Combat Reflexes
*** Craft Magic Arms and Armor [SCL 5]
* Craft Rod [CL 9]
*** Craft Staff [CL 12]
* Craft Wand [CL 5]
*** Craft Wondrous Item [CL 3]
* Deceitful
** Deflect Arrows [Dex 13, Improved Unarmed Strike]
* Deft Hands
* Diehard [Endurance]
* Diligent
* Dodge [Dex 13]
*** Empower Spell
* Endurance
** Enlarge Spell
* Eschew Materials
** Exotic Weapon Proficiency [BAB +1]
*** Extend Spell
** Extra Turning
** Far Shot
** Forge Ring [CL 12]
* Great Cleave [Str 13, Power Attack, Cleave]
** Great Fortitude
** Greater Spell Focus [Spell Focus]
** Greater Spell Penetration [Spell Penetration]
* Greater Two-Weapon Fighting [Dex 19, ITWF, TWF, BAB +11]
*** Greater Weapon Focus [Weapon Focus, Ftr 8]
*** Greater Weapon Specialization [WF, GWF, WS, Ftr 12]
** Heighten Spell
* Improved Bull Rush [Str 13, Power Attack]
** Improved Counterspell
** Improved Critical [BAB +8]
* Improved Disarm [Int 13, Combat Expertise]
** Improved Familiar
** Improved Feint [Int 13, Combat Expertise]
** Improved Grapple [Dex 13, Improved Unarmed Strike]
*** Improved Initiative
** Improved Precise Shot [Dex 19, PBS, PS, Bab +11]
** Improved Shield Bash [Shield Proficiency]
* Improved Sunder (**** for NPCs) [Str 13, Power Attack]
**** Improved Trip [Int 13, Expertise]
** Improved Turning
* Improved Two-Weapon Fighting [Dex 17, Two Weapon Fighting, BAB +6]
* Improved Unarmed Strike
** Iron Will
*** Leadership [6 HD]
** Lightning Reflexes
** Magical Aptitude
** Manyshot [Dex 17, Point Blank Shot, Rapid Shot, Bab +6]
* Martial Weapon Proficiency
* Maximize Spell
** Mobility [Dex 13, Dodge]
** Mounted Archery [Mounted Combat, Ride Skill]
** Mounted Combat
*** Natural Spell [Wis 13, Wild shape]
** Negotiator
* Nimble Fingers
* Persuasive
** Point Blank Shot
** Power Attack [Str 13]
** Precise Shot [Point Blank Shot]
** Quick Draw [BAB +1]
** Quicken Spell
** Rapid Reload
*** Rapid Shot [Point Blank Shot, Dex 13]
** Ride-By Attack [Ride Skill, Mounted Combat]
** Run
** Scribe Scroll [CL 1]
* Shield Proficiency
** Shot on the Run [Point Blank Shot, Mobility, Dodge, Dex 13]
** Silent Spell
* Simple Weapon Proficiency
** Skill Focus
** Spell Focus
* Spell Mastery [Wizard]
** Spell Penetration
** Spirited Charge [Ride Skill, Mounted Combat, Ride By Attack]
** Spring Attack [Dex 13, BAB +4, Dodge, Mobility]
* Stealthy
** Still Spell
** Stunning Fist [Dex 13, Wis 13,BAB +8, Improved Unarmed Strike]
* Toughness
* Tower Shield Proficiency [Shield Proficiency]
** Track
** Trample [Ride Skill, Mounted Combat]
* Two Weapon Defense [Dex 15, TWF]
** Two-Weapon Fighting [Dex 15]
*** Weapon Finesse [BAB +1]
** Weapon Focus [BAB +1]
** Weapon Specialization [Fighter 4]
* Whirlwind Attack [Int 13, Dex 13, BAB +4, Dodge, Mobility, SA, CE]
* Widen Spell
Minatures Handbook<<
* Battlefield Inspiration [Cha 13]
** Danger Sense [II]
* Dash
** Daunting Presence [Cha 13, BAB +1]
*** Deft Opportunist [Dex 15, CR]
**** Distracting Attack [BAB +1]
** Double Hit [CR, TWF, Improved TWF]
*** Energy Affinity [Knowledge: Arcana 5 ranks, Cast all Energy types]
** Extra Domain Spell
** Foe Specialist [Sneak Attack, BAB +1]
** Goad [Cha 13, BAB +1]
*** Greater Powerful Charge [BAB +4, powerful charge]
** Hurling Charge [Quick Draw, BAB +6]
** Improved Shieldmate [Shieldmate, BAB +4]
* Mage Slayer [Spellcraft 2 ranks, BAB +3]
* Martial Throw [Dex 17, IUS]
* Mounted Casting [Ride 1 rank, Mounted Combat]
*** Powerful Charge [Medium+, BAB +1]
*** Pushback [Str 17, IBR, PA]
** Reckless Charge [BAB +1]
* Second Wind
** Shieldmate
* Sidestep
**** Sudden Empower
*** Sudden Energy Affinity
** Sudden Enlarge
** Sudden Extend
**** Sudden Maximize
**** Sudden Quicken
** Sudden Silent
** Sudden Still
** Sudden Widen
Monster Manual
** Ability Focus
** Awesome Blow [Str 25, PA, IBR, Large+]
** Craft Construct [Craft Magic Arms & Armor, Craft Wondrous Item]
*** Empower Spell-Like Ability [CL 6]
** Flyby Attack
*** Hover
*** Improved Natural Armor [Con 13]
** Improved Natural Attack [Bab +4]
*** Multiattack
*** Multiweapon Fighting [Dex 13]
** Quicken Spell-Like Ability [CL 10]
** Snatch
** Wingover
Complete Warrior<<
** Arcane Strike [Arcane SL 3]
* Aterial Strike [Sneak Attack BAB +4]
** Axiomatic Strike [Ki Strike (Lawful), Stunning Fist]
** Clever Wrestling [IUS]
** Close-Quarters Fighting [BAB +3]
* Dash (reprint from MH)
** Defensive Strike [Dex 13, Int 13, CE, Dodge]
** Defensive Throw [Dex 13, CR, Dodge, IT, IUS]
* Destructive Rage (**** for NPCs)
* Earth's Embrace [Str 15, IG, IUS]
** Eagle Claw Attack [Wis 13, IS, IUS]
** Extend Rage
** Extra Rage
** Extra Smiting [BAB +4]
** Extra Stunning [BAB +2, SF]
** Eyes in the Back of Your Head [Wis 13, BAB +1]
* Faster Healing [Base Fort +5]
** Favored Power Attack [Power Attack, BAB +4]
** Fists of Iron [IUS, SF, BAB +2]
** Fleet of Foot [Dex 15, Run]
*** Flick of the Wrist [Dex 17, SoH 5 ranks, Quick Draw]
** Flying Kick [Str 13, Jump 4 ranks, IUS, PA]
**** Freezing the Lifeblood [Wis 17, BAB +5, Improved Unarmed Strike,
Stunning Fist]
* Greater Resiliency [DR]
** Greater Two-Weapon Defense [Dex 19, ITWF, TWD, TWF, BAB +11]
**** Hamstring [BAB +4]
** Hold the Line [Combat Reflexes, BAB +4]
** Improved Buckler Defense [Shield Proficiency]
*** Improved Combat Expertise [Int 13, CE, BAB +6]
** Improved Rapid Shot [Manyshot, PBS, RS]
* Improved Toughness [Base Fort +2]
* Improved Two-Weapon Defense [Dex 17, TWD, TWF, BAB +6]
** Improved Weapon Familiarity [BAB +1]
* Instantaneous Rage
* Intimidating Rage
*** Karmic Strike [Dex 13, CE, Dodge]
*** Kiai Shout [Cha 13, BAB +1]
*** Greater Kiai Shout [Cha 13, KS, BAB +9]
** Pain Touch [Wis 15, Stunning Fist, BAB +2]
** Phalanx Fighting [Heavy Shield Proficiency, BAB +1]
* Pin Shield [TWF, BAB +4]
** Power Critical [WF, BAB +4]
** Prone Attack [Dex 15, Lightning Reflexes, BAB +2]
** Ranged Disarm [Dex 15, PBS, PS, BAB +5]
** Ranged Pin [Dex 15, PBS, PS, BAB +5]
* Ranged Sunder [Str 13, PBS, PS, BAB +5]
** Rapid Stunning [CR, SF, BAB +6]
* Sharp-Shooting [PBS, PS, BAB +3]
*** Shield Charge [ISB, BAB +3]
*** Sheild Slam [ISB, Shield Charge, BAB +6]
** Swarmfighting [Dex 13, BAB +1]
* Throw Anything [Dex 15, BAB +2]
*** Weakening Touch [Wis 17, IUS, SF, BAB +2]
*** Zen Archery [Wis 13, BAB +1]
** Divine Cleansing
*** Divine Might [Str 13, Power attack]
* Divine Resistance [Divine Clensing]
*** Divine Shield [Shield Proficiency]
** Divine Vengeance
** Divine Vigor
** Calvalry Charager [MC, SC, Trample, BAB +6]
** Combat Brute [IS, PA, BAB +6]
** Elusive Target [Dodge, Mobility BAB +6]
** Formation Expert [BAB +6]
** Giantbane [Tumble 5 ranks, BAB +6]
** Raptor School [Wis 13, Jump 5 ranks, BAB +6]
** Shock Trooper [Improved Bull Rush, PA, BAB +6]
** Sun School [Flurry, BAB +4]
* Anvil of Thunder [Str 13, IS, PA, TWF, WF hammer & axe]
* Bear Fang [Str 15, PA, TWF, WF dagger & axe]
* Crescent Moon [ID, ITWF, TWF, WS dagger & sword]
* Hammer's Edge [Str 15, IBR, TWF, WS sword & hammer]
* High Sword Low Axe [IT, TWF, WF sword & axe]
* Lightning Mace [CR, TWF, WF light mace]
* Net and Trident [Dex 15, net proficiency, TWF, WS trident]
* Quick Staff [CS, Dodge, TWF, WS quarterstaff]
* Spinning Halberd [CR, TWF, WF halberd]
* Three Mountains [Str 13, Cleave, IBR, PA, WS blunt]
Expanded Psionics Handbook<<
*** Aligned Attack [BAB +6, Focus]
** Antipsionic Magic [Spellcraft 6 ranks]
* Autonomous
* Body Fuel
* Boost Construct
* Burrowing Power [Focus]
** Chain Power [Focus]
** Chaotic Mind [Chaotic, Cha 15]
**** Cloak Dance [Hide 10 ranks, Perform (dance) 2 ranks]
*** Closed Mind
* Combat Manifestation
** Craft Cognizance [M3]
** Craft Dorje [M5]
** Craft Psicrown [M12]
** Craft Psionic Arms & Armor [M5]
** Craft Psionic Construct [Craft Psionic Arms & Armor, Craft Universal
Item]
** Craft Universal Item [M3]
* Deadly Precision [Dex 15, BAB +5]
*** Deep Impact [Str 13, Psionic Weapon, BAB +5, Focus]
* Delay Power [Focus]
** Empower Power [Focus]
** Enlarge Power [Focus]
** Extend Power [Focus]
*** Fell Shot [Dex 13, PBS, Psionic Shot, BAB +5, Focus]
* Focused Sunder [Str 13, PA, Improved Sunder, Focus] (**** if NPC)
*** Force of Will [Iron Will]
** Ghost Attack [BAB +3, Focus (not expended)]
** Greater Manyshot [Dex 17, Manyshot, PBS, RS, BAB +6]
** Greater Power Penetration [Power Penetration, Focus]
** Greater Power Specialization [Power Spec. Weapon Focus(Ray)]
** Greater Psionic Endowment [Psionic Endowment]
*** Greater Psionic Fist [Str 13, Psionic Fist, BAB +5]
** Greater Psionic Shot [PBS, Psionic Shot, BAB +5]
*** Greater Psionic Weapon [Str 13, Psionic Weapon, BAB +5]
** Hostile Mind [Cha 15]
** Imprint Stone [M1]
** Improved Psicrystal [Psionic Affinity]
** Inquisitor [Wis 13, Focus]
** Maximize Power [Focus]
* Mental Leap [Str 13, Jump 5 ranks, Focus]
*** Mental Resistance [Base Will save +2]
**** Metamorphic Transfer [Wis 13, M5]
** Mind Over Body
* Narrow Mind [Wis 13]
** Open Minded
*** Opportunity Power [Focus]
** Overchannel
** Power Penetration [Focus]
** Power Specialization [Weapon Focus (Ray), M4]
** Psicrystal Affinity [M1]
*** Psicrystal Containment [M3]
** Psionic Affinity
* Psionic Body
** Psionic Charge [Dex 13, Speed of Thought, Focus]
* Psionic Dodge [Dex 13, Dodge, Focus (not expended)]
** Psionic Endowment [Focus]
** Psionic Fist [Str 13, Focus]
** Psionic Hole [Con 15]
**** Psionic Meditation [Wis 13, Concentration 7 ranks]
** Psionic Shot [PBS, Focus]
* Psionic Talent [Power Point Reserve]
** Psionic Weapon [Str 13, Focus]
** Quicken Power [Focus]
* Rapid Metabolism [Con 13]
** Reckless Offense [BAB +1]
** Return Shot [PBS, Psionic Shot, Fell Shot, BAB +3, Focus]
** Scribe Tattoo [M3]
*** Sidestep Charge [Dex 13, Dodge]
** Speed of Thought [Wis 13, Focus (not expended)]
** Split Psionic Ray [any Metapsionic feat]
** Stand Still [Str 13]
*** Talented [Focus]
** Twin Power [Focus]
*** Unavoidable Strike [Str 13, Psionic Fist, BAB +5]
** Unconditional Power [Focus]
*** Up the Walls [Wis 13, Focus (not expended)]
** Widen Power [Focus]
** Wild Talent
** Wounding Attack [BAB +8]
Unearthed Arcana<<
* Accurate Jaunt
*** Bladeproof Skin
** Breadth of Knowledge
* Conductivity
** Controlled Immolation
** Eyes to the Sky
** False Pretenses
** Ineluctable Echo
** Live My Nightmare
* Momentary Alteration
*** Naturalized Denizen
* Omniscient Whispers
** Photosynthetic Skin
*** Polar Chill
* Residual Rebound
* Stench of the Dead
* Weapon Group (any of them)
Book of Exalted Deeds<<
* Ancestral Relic [3rd lv]
** Consecrate Spell-Like Ability
** Purify Spell-Like Ability
* Resounding Blow [Str 13, Power Attack, Intimidate 7 ranks]
*** Spell Focus (Good)
* Subduing Strike
--
Justisaur
http://justisaur.rpgpit.com/ for my encounter generator, xp calculator &
other files.
Vulpes Argenteus
2004-05-06 14:48:31 UTC
Permalink
Post by Justisaur
Thought it was time to update my feat ratings document to 3.5e, so here it
is. Let me know if your oppinnion on how they are rated differs, as I gave
many of the feats just a cursory once over.
Book of Vile Darkness<<
** Boost Spell-Like Ability []
** Boost Spell Resistence [evil alignment]
*** Corrupt Spell [evil alignment]
*** Corrupt Spell-Like Ability [evil alignment]
* Dark Speech [base Will save +5, Int 15, Cha 15]
* Deformity (Clawed Hands) [Willing Deformity]
* Deformity (Eyes) [Willing Deformity]
** Deformity (Face) [Willing Deformity]
** Deformity (Gaunt) [Willing Deformity, _not_ Deformity (Obese)]
** Deformity (Obese) [Willing Deformity, _not_ Deformity (Gaunt)]
* Disciple of Darkness [_not_ Thrall to Demon]
*** Empower Spell-Like Ability []
** Evil Brand []
* Lichloved [Evil Brand]
** Malign Spell Focus [evil alignment]
* Mortalbane []
* Poison Immunity []
** Quicken Spell-Like Ability []
* Sacrificial Mastery [Wis 15]
* Thrall to Demon [_not_ Disciple of Darkness]
* Verminfriend [Cha 15]
* Vile Ki Strike [Cha 15, Improved Unarmed Strike]
* Vile Martial Strike [Cha 15, appropriate Weapon Focus]
* Vile Natural Attack [natural attack 1d8+, BAB +5]
*** Violate Spell [evil alignment]
*** Violate Spell-Like Ability []
** Willing Deformity []

Again open to criticism / suggestions on the usefulness using J's *
system. These are intuitive ratings as I haven't incorporate BoVD yet.

Cheers

Martin (sandylane.d.c.u)
--
Remove ".spam." from my address to email
forumite
2004-05-06 23:20:38 UTC
Permalink
Now that they unfairly upped the DX requirement for the two-weapon
fighting tree, I'm no longer as much a supporter of that route,
despite getting rid of Ambidexterity. However, I still maintain that
Dodge and Combast Casting are fine feats.

Dodge: Playing experience has shown me time and time again that every
+1 helps. Playing a cleric, many times a party member succeeded in a
task only because I casted Guidance or Prayer or Bless, and so on.
Dodge gives you +1 to AC against one opponent. That's another 5%
chance a bad guy is not going to hit you. That means something. That
it doesn't help against everyone when fighting multiple opponents is
no big deal. Use it against the archer. Use it against who you think
is the biggest threat in melee. Perhaps use it against the weakest
melee opponent to have him even less likely to hit and take that much
less damage. When the party is fighting one big bad monster, there's
your designated oppoent. You will need that extra 5%.

Combat Casting: Wizards and Sorcerers probably don't need it as much
as Clerics and Druids since they have a lot of good spells with range,
but they could certainly benefit if they utilize touch spells.
Especially for Clerics this feat is quite nice. Many, many cleric
spells are touch spells. Clerics are going to be in the thick of
things. They will be casting spells in threatened areas often, even
if they would only cast Cure spells. It really sucks to lose a badly
needed spell because the AoO it provoked disrupted it. It doesn't
matter if the odds are low for that to happen, or even rare to fail
the casting defensive roll. Because you casted the spell you really
needed it. Losing the spell is a set back. To always make the
defensive casting roll regardless of the spell level is a nice
benefit. It synergizes well with Skill Focus Concentration. Those
two feats give you +7 to the roll, and that's before ranks and Con
modifier. Thanks to a 16 Con my cleric reached never fail the roll
ability at 4th level. Taking a 5ft step is not always an option.
Sometimes the opponent has reach. Sometimes I really need to or want
to move more than 5ft. Without Combat Casting or Skill Focus, your
highest level spell level at any level will always have a failure
chance until 20th level at Con 10. Every +1 Con modifier lowers the
level. If you think at 17th level a 10% or so miss chance on
defensive casting roll is no big deal, you'll be dead meat if you lost
Mass Heal because of it.

Gerald Katz
Justisaur
2004-05-07 02:19:39 UTC
Permalink
Post by forumite
Now that they unfairly upped the DX requirement for the two-weapon
fighting tree, I'm no longer as much a supporter of that route,
despite getting rid of Ambidexterity. However, I still maintain that
Dodge and Combast Casting are fine feats.
Yeah the two-weapon path wasn't very good to begin with, you have to spend
a ton of feats just to keep up with a two-handed wielder. Now with the
really high dex requirements, it's not an option for your standard fighter,
or even most others.
Post by forumite
Dodge: Playing experience has shown me time and time again that every
+1 helps.
Very true.
Post by forumite
Combat Casting: Wizards and Sorcerers probably don't need it as much
as Clerics and Druids since they have a lot of good spells with range,
but they could certainly benefit if they utilize touch spells.
Especially for Clerics this feat is quite nice. Many, many cleric
spells are touch spells. Clerics are going to be in the thick of
things. They will be casting spells in threatened areas often, even
if they would only cast Cure spells.
Your experience is far different than mine. I've never had a cleric have
to even roll concentration. My NPC cleric in the current campain doesn't
even have any ranks in it. On the other hand the wizard has had to roll
concentration several times that I can remember, but it's still so rare
that it isn't worth a feat over.
--
Justisaur
http://justisaur.rpgpit.com/ for my encounter generator, xp calculator &
other files.
Simon Hain
2004-05-07 10:25:13 UTC
Permalink
Post by Justisaur
Post by forumite
Combat Casting: Wizards and Sorcerers probably don't need it as much
as Clerics and Druids since they have a lot of good spells with range,
but they could certainly benefit if they utilize touch spells.
Especially for Clerics this feat is quite nice. Many, many cleric
spells are touch spells. Clerics are going to be in the thick of
things. They will be casting spells in threatened areas often, even
if they would only cast Cure spells.
Your experience is far different than mine. I've never had a cleric have
to even roll concentration. My NPC cleric in the current campain doesn't
even have any ranks in it. On the other hand the wizard has had to roll
concentration several times that I can remember, but it's still so rare
that it isn't worth a feat over.
even if you really need it: skill focus (concentration) is plain better

gs
simon
forumite
2004-05-08 06:01:28 UTC
Permalink
Post by Simon Hain
Post by Justisaur
Post by forumite
Combat Casting: Wizards and Sorcerers probably don't need it as much
as Clerics and Druids since they have a lot of good spells with range,
but they could certainly benefit if they utilize touch spells.
Especially for Clerics this feat is quite nice. Many, many cleric
spells are touch spells. Clerics are going to be in the thick of
things. They will be casting spells in threatened areas often, even
if they would only cast Cure spells.
Your experience is far different than mine. I've never had a cleric have
to even roll concentration. My NPC cleric in the current campain doesn't
even have any ranks in it. On the other hand the wizard has had to roll
concentration several times that I can remember, but it's still so rare
that it isn't worth a feat over.
even if you really need it: skill focus (concentration) is plain better
gs
simon
Skill Focus is not enough depending upon how early you want the no
need to roll factor. Perhaps at 9th level Skill Focus gives it to
you, but Combat Casting in addition lets you have it at 5th, give or
take depending upon Con. My gaming experience is that I play clerics
often. I have some range and area spells, but I'm also curing a lot
(not just for hit points) and buffing. Some times I need to be the
secondary fighter and just be there taking a whack and getting one.

Because each combat is unique and peramaters can change within a given
combat, never needing to roll allows me the flexibility of the option
of moving and/or casting a spell in a threatened range if I need to.
I do find I'm not having to make the roll every combat, but I'm very
greatful for those times when I do need to.

I'm just dreading the day my GM finally gets wise and has bad guy
clerics cast their own spells like Prayer or Doom against me where as
I have to deal with that small percentage chance. I don't have the
skill points to spare to get Concentration above the minimum I need.
:-)

Gerald Katz
Malachias Invictus
2004-05-15 19:55:08 UTC
Permalink
Post by Justisaur
Post by forumite
Combat Casting: Wizards and Sorcerers probably don't need it as much
as Clerics and Druids since they have a lot of good spells with range,
but they could certainly benefit if they utilize touch spells.
Especially for Clerics this feat is quite nice. Many, many cleric
spells are touch spells. Clerics are going to be in the thick of
things. They will be casting spells in threatened areas often, even
if they would only cast Cure spells.
Your experience is far different than mine. I've never had a cleric have
to even roll concentration. My NPC cleric in the current campain doesn't
even have any ranks in it. On the other hand the wizard has had to roll
concentration several times that I can remember, but it's still so rare
that it isn't worth a feat over.
...and you would be better off taking Skill Focus: Concentration in any
event.
--
^v^v^Malachias Invictus^v^v^

It matters not how strait the gate,
How charged with punishment the scroll,
I am the Master of my fate:
I am the Captain of my soul.

from _Invictus_, by William Ernest Henley
forumite
2004-05-16 01:23:24 UTC
Permalink
Post by Malachias Invictus
Post by Justisaur
Post by forumite
Combat Casting: Wizards and Sorcerers probably don't need it as much
as Clerics and Druids since they have a lot of good spells with range,
but they could certainly benefit if they utilize touch spells.
Especially for Clerics this feat is quite nice. Many, many cleric
spells are touch spells. Clerics are going to be in the thick of
things. They will be casting spells in threatened areas often, even
if they would only cast Cure spells.
Your experience is far different than mine. I've never had a cleric have
to even roll concentration. My NPC cleric in the current campain doesn't
even have any ranks in it. On the other hand the wizard has had to roll
concentration several times that I can remember, but it's still so rare
that it isn't worth a feat over.
...and you would be better off taking Skill Focus: Concentration in any
event.
--
^v^v^Malachias Invictus^v^v^
It depends on your Con modifier and how soon you want the no need to
roll ability. Combat Casting gives it to you two levels earlier than
just Skill Focus. For my current human cleric with 16 Con I got it
at 4th level, having taken both at 1st level. (I love humans' free
feat. :-) I like my cleric to be in the thick of things so I find it
useful, even if all I do is cast cure spells. However, the feat is
not a Must Have, which is a good thing. Not every cleric is going to
need or want it, which is why is passes the everyone would take it
test. Because the never need to roll effect is useful, it passes the
no one would ever take it test too.

Gerald Katz
Senator Blutarsky
2004-05-16 22:08:38 UTC
Permalink
Post by forumite
Post by Malachias Invictus
Post by Justisaur
Your experience is far different than mine. I've never had a cleric have
to even roll concentration. My NPC cleric in the current campain doesn't
even have any ranks in it. On the other hand the wizard has had to roll
concentration several times that I can remember, but it's still so rare
that it isn't worth a feat over.
...and you would be better off taking Skill Focus: Concentration in any
event.
It depends on your Con modifier and how soon you want the no need to
roll ability. Combat Casting gives it to you two levels earlier than
just Skill Focus.
*One* level. Skill Focus gives you +3 on *all*
Concentration checks; Combat Casting gives you
+4 on some. In my book, that makes SF the clear
winner, but you're correct: it depends on how
soon you want perfect defensive casting.

-Bluto
forumite
2004-05-17 01:56:03 UTC
Permalink
Post by Senator Blutarsky
Post by forumite
It depends on your Con modifier and how soon you want the no need to
roll ability. Combat Casting gives it to you two levels earlier than
just Skill Focus.
*One* level. Skill Focus gives you +3 on *all*
Concentration checks; Combat Casting gives you
+4 on some. In my book, that makes SF the clear
winner, but you're correct: it depends on how
soon you want perfect defensive casting.
-Bluto
I'm considering as if taking both Feats. Combat Casting gives +4.
That is equivalent to 4 skill ranks. That's four levels. A new spell
level is gained every other level, so 2 of those skill ranks matter
for the highest spell level. That's two levels. Skill Focus
Concentation is better than Combat Casting if you're only going to
take one of them.

Gerald Katz
Doug Lampert
2004-05-17 02:29:01 UTC
Permalink
Post by Senator Blutarsky
Post by forumite
Post by Malachias Invictus
Post by Justisaur
Your experience is far different than mine. I've never had a cleric have
to even roll concentration. My NPC cleric in the current campain doesn't
even have any ranks in it. On the other hand the wizard has had to roll
concentration several times that I can remember, but it's still so rare
that it isn't worth a feat over.
...and you would be better off taking Skill Focus: Concentration in any
event.
It depends on your Con modifier and how soon you want the no need to
roll ability. Combat Casting gives it to you two levels earlier than
just Skill Focus.
*One* level. Skill Focus gives you +3 on *all*
Concentration checks; Combat Casting gives you
+4 on some. In my book, that makes SF the clear
winner, but you're correct: it depends on how
soon you want perfect defensive casting.
But the DC of the concentration check goes up one every two levels
since the highest level spell also goes up one. If you have not made
it at level 6 you cannot make it by adding a single rank in
concentration at level 7 since that just keeps you even with the
increase in DC.

Combat casting thus gets you to all spells with no chance of trouble
two levels earlier than skill focus concentration.

OTOH Skill focus concentration helps with things like opponents who
wait so they can disrupt your cast, continuing damage, distracting
enviroments, casting in a grapple, and all the other stuff where
combat casting is no help at all.

I cannot imagine taking combat casting, it is clearly inferior to
skill focus concentration in many situations (including effectively
ALL situations at high non-epic levels), and is only marginally
supperior when it is better. And Skill Focus is not all that great
in itself.

DougL
Justisaur
2004-05-07 02:25:16 UTC
Permalink
Post by Justisaur
Thought it was time to update my feat ratings document to 3.5e, so
here it is. Let me know if your oppinnion on how they are rated
differs, as I gave many of the feats just a cursory once over.
Book of Vile Darkness<<
Thanks. Although it's 3.0... I don't have it in my 3.0 list so I'll add it
in.
--
Justisaur
http://justisaur.rpgpit.com/ for my encounter generator, xp calculator &
other files.
Vulpes Argenteus
2004-05-07 06:17:44 UTC
Permalink
Post by Justisaur
Thanks. Although it's 3.0... I don't have it in my 3.0 list so I'll add it
in.
Oops ... good point ! Glad to help though !

Cheers

Martin (sandylane.d.c.u)
--
Remove ".spam." from my address to email
Chris Christian
2004-05-06 23:23:16 UTC
Permalink
Post by Justisaur
Minatures Handbook<<
* Mage Slayer [Spellcraft 2 ranks, BAB +3]
I saw this as a **** right away after reading it.
I've used it on various PC"s without resounding effects.
A poor spellcaster could never get a spell off to save
their live, regardless of how high their Concentration seemed
to be if they were threatened by someone with this feat.

Jester
Justisaur
2004-05-07 02:21:47 UTC
Permalink
Post by Chris Christian
Post by Justisaur
Minatures Handbook<<
* Mage Slayer [Spellcraft 2 ranks, BAB +3]
I saw this as a **** right away after reading it.
I've used it on various PC"s without resounding effects.
A poor spellcaster could never get a spell off to save
their live, regardless of how high their Concentration seemed
to be if they were threatened by someone with this feat.
What about the 5' step? It's not that often a caster can't do that, and if
he can't he's probably toast with something fighterish standing next to him
anyway.
--
Justisaur
http://justisaur.rpgpit.com/ for my encounter generator, xp calculator &
other files.
Marshall
2004-05-11 18:17:10 UTC
Permalink
Post by Justisaur
Thought it was time to update my feat ratings document to 3.5e, so here it
is. Let me know if your oppinnion on how they are rated differs, as I gave
many of the feats just a cursory once over.
* Poor, ** Average, *** Very Good, **** Munchkin (If you were DMing and
didn't have to worry about what your players thought, you'd disallow it, or
redesign it).
You should really have a "-" rating for those feats that are worse than
poor.
Post by Justisaur
v3.5 Players Handbook<<
** Augment Summoning
Pre-req : Spell Focus(Conj) reduces this to a * or -
Post by Justisaur
* Combat Casting
Leading contender for a -
Altho if you go epic, it does bump up a lvl as a prereq for ICC.
Post by Justisaur
*** Craft Wondrous Item [CL 3]
What? Not a ****?
Post by Justisaur
* Eschew Materials
*Very* narrow use feat, but invaluable when that instance occurs. How do you
rate that?
Post by Justisaur
** Exotic Weapon Proficiency [BAB +1]
Isnt that dependant on what the EWP is?
Post by Justisaur
** Forge Ring [CL 12]
They really need to redo the IC feats....
Post by Justisaur
** Greater Spell Focus [Spell Focus]
Again dependant on what the Focus is, tho at best it should be a *
Post by Justisaur
* Greater Two-Weapon Fighting [Dex 19, ITWF, TWF, BAB +11]
Should work more like FoB to make it worthwhile.
Post by Justisaur
** Heighten Spell
?Eh?
Post by Justisaur
** Improved Counterspell
Only useful as part of the chain. A chain that goes from "Waste of feats" to
"Wayy overpowered" in epic.
Post by Justisaur
** Improved Familiar
This shouldnt even BE a feat. Convert it to work more like Companions.
Definitely a -
Post by Justisaur
* Improved Sunder (**** for NPCs) [Str 13, Power Attack]
Oh, Yes.
Post by Justisaur
*** Leadership [6 HD]
*****
Nothing else even compares.
Post by Justisaur
* Maximize Spell
At least a ** after you take Empower. It significantly improved when Empower
stopped stacking.
Post by Justisaur
*** Natural Spell [Wis 13, Wild shape]
Its either a **** or a *, depending on whether you think that spellcasting
shouldnt be off-put by Wild Shape.
Post by Justisaur
** Rapid Reload
At best, its a -
Post by Justisaur
** Skill Focus
Depends on the focus, even then its usually a throw away feat to qualify as
a pre-req. *
Post by Justisaur
** Spell Focus
Depends on the focus, again. At best a *.
Post by Justisaur
* Spell Mastery [Wizard]
Waste. -
Post by Justisaur
** Spring Attack [Dex 13, BAB +4, Dodge, Mobility]
***
Post by Justisaur
* Widen Spell
+3 levels?!? Its a -.
Post by Justisaur
*** Energy Affinity [Knowledge: Arcana 5 ranks, Cast all Energy types]
Doesnt include Sonic. Sounds like a good change to me...
Post by Justisaur
** Improved Shieldmate [Shieldmate, BAB +4]
Any feat that requires you AND someone else to take it to be useful is a -.
Post by Justisaur
** Shieldmate
Same here.
Post by Justisaur
** Craft Construct [Craft Magic Arms & Armor, Craft Wondrous Item]
Didnt I hear they were already trashing this feat?
Post by Justisaur
Complete Warrior<<
** Arcane Strike [Arcane SL 3]
***
Post by Justisaur
* Faster Healing [Base Fort +5]
WotC! Please fix this feat! AGAIN! -
Post by Justisaur
** Greater Two-Weapon Defense [Dex 19, ITWF, TWD, TWF, BAB +11]
-. Look at the requirements and then ask yourself if it was really worth the
investment?
Post by Justisaur
** Improved Buckler Defense [Shield Proficiency]
***
Post by Justisaur
* Improved Two-Weapon Defense [Dex 17, TWD, TWF, BAB +6]
That prereqs vs. benefit thing again.
Post by Justisaur
** Improved Weapon Familiarity [BAB +1]
Depends on the weapons again...
Post by Justisaur
*** Karmic Strike [Dex 13, CE, Dodge]
****
Post by Justisaur
** Phalanx Fighting [Heavy Shield Proficiency, BAB +1]
That multiple people thing again....
Post by Justisaur
** Power Critical [WF, BAB +4]
*
Post by Justisaur
* Sharp-Shooting [PBS, PS, BAB +3]
Or less -
Post by Justisaur
* Divine Resistance [Divine Clensing]
Why do they think this needs a pre-req?
Post by Justisaur
* Anvil of Thunder [Str 13, IS, PA, TWF, WF hammer & axe]
* Bear Fang [Str 15, PA, TWF, WF dagger & axe]
* Crescent Moon [ID, ITWF, TWF, WS dagger & sword]
* Hammer's Edge [Str 15, IBR, TWF, WS sword & hammer]
* High Sword Low Axe [IT, TWF, WF sword & axe]
* Lightning Mace [CR, TWF, WF light mace]
* Net and Trident [Dex 15, net proficiency, TWF, WS trident]
* Quick Staff [CS, Dodge, TWF, WS quarterstaff]
* Spinning Halberd [CR, TWF, WF halberd]
* Three Mountains [Str 13, Cleave, IBR, PA, WS blunt]
Nice idea, bad implementation...
Post by Justisaur
Unearthed Arcana<<
* Weapon Group (any of them)
Better than SWP/MWP/EWP....
forumite
2004-05-12 23:44:01 UTC
Permalink
Post by Marshall
Post by Justisaur
Thought it was time to update my feat ratings document to 3.5e, so here it
is. Let me know if your oppinnion on how they are rated differs, as I gave
many of the feats just a cursory once over.
* Poor, ** Average, *** Very Good, **** Munchkin (If you were DMing and
didn't have to worry about what your players thought, you'd disallow it,
or
Post by Justisaur
redesign it).
You should really have a "-" rating for those feats that are worse than
poor.
Post by Justisaur
v3.5 Players Handbook<<
** Augment Summoning
Pre-req : Spell Focus(Conj) reduces this to a * or -
Perhaps it's already lowered from ***. My cleric has Augment
Summoning. I redid the statistic blocks for the creatures utilizing
the new Strength and Constitution. The +4 to each makes a big
difference. 3.5 druids should really love it.
Post by Marshall
Post by Justisaur
* Combat Casting
Leading contender for a -
Altho if you go epic, it does bump up a lvl as a prereq for ICC.
I already explained why I think the Feat is great. However, Improved
Combat Casting is a - because it is practically not necessary. Even
if you never take Combat Casting and/or Skill Focus Concentration, by
Epic Level, if you max out COncentration skill statistically you'll
always make the defensive casting roll even for 9th level spells. The
only thing ICC is good for is for those occasions where you have
penalties to your skill rolls for some reason. However, if you never
cared about the small percentage chance of failing the defensive
casting roll before you reached Epic, you're not going to care about
it now so the point is "moo".
Post by Marshall
Post by Justisaur
* Eschew Materials
*Very* narrow use feat, but invaluable when that instance occurs. How do you
rate that?
Clerics are going to love it for Epic Improved Eschew Materials for
the free True Resurrection. Heck, everyone is going to love the
cleric having it. :-)
Post by Marshall
Post by Justisaur
** Improved Familiar
This shouldnt even BE a feat. Convert it to work more like Companions.
Definitely a -
Interesting idea.
Post by Marshall
Post by Justisaur
* Improved Sunder (**** for NPCs) [Str 13, Power Attack]
Oh, Yes.
Agreed. Even though monks, soul knives, and claw manifestations
loving psychic warriors wouldn't mind having it, their rogue, fighter,
barbarian, paladin, and cleric party members would still be pissed
off.
Post by Marshall
Post by Justisaur
*** Leadership [6 HD]
*****
Nothing else even compares.
Leadership is nice, but it's only a glorified NPC who sticks around.
It is not a game breaker. *** is accurate.
Post by Marshall
Post by Justisaur
** Rapid Reload
At best, its a -
Agreed. Arcane casters don't need it. Rogues don't need it. Any
cleric who's going to dedicate himself to archery will find a way to
use a normal bow, composite bow preferred.
Post by Marshall
Post by Justisaur
* Spell Mastery [Wizard]
Waste. -
Never did see the point. Sure, it's useful for that one time the bad
guys capture the wizard and take away his spellbook, but that's
chalked up to one particular adventure challenge. Have it happen all
the time to the wizard, and the player can rightly accuse the GM of
picking on him and just making the game not fun.
Post by Marshall
Post by Justisaur
* Widen Spell
+3 levels?!? Its a -.
Yes, +3 levels is too high. +1 level would be fine.
Post by Marshall
Post by Justisaur
Complete Warrior<<
** Greater Two-Weapon Defense [Dex 19, ITWF, TWD, TWF, BAB +11]
-. Look at the requirements and then ask yourself if it was really worth the
investment?
Little by little I'm walking into the this feat tree sucks camp.

Gerald Katz
Marshall
2004-05-13 08:59:38 UTC
Permalink
Post by forumite
Post by Marshall
Post by Justisaur
Thought it was time to update my feat ratings document to 3.5e, so here it
is. Let me know if your oppinnion on how they are rated differs, as I gave
many of the feats just a cursory once over.
* Poor, ** Average, *** Very Good, **** Munchkin (If you were DMing and
didn't have to worry about what your players thought, you'd disallow it,
or
Post by Justisaur
redesign it).
You should really have a "-" rating for those feats that are worse than
poor.
Post by Justisaur
v3.5 Players Handbook<<
** Augment Summoning
Pre-req : Spell Focus(Conj) reduces this to a * or -
Perhaps it's already lowered from ***. My cleric has Augment
Summoning. I redid the statistic blocks for the creatures utilizing
the new Strength and Constitution. The +4 to each makes a big
difference. 3.5 druids should really love it.
I'd give it a ** if it had no prereqs. The Summon X spells are iffy to start
with and spending a feat to keep them useful is a little much. When you add
in the SF(Conj) requirement, one of the worst options for a bad feat, you
essentially double the cost for what is already an average-to-minor benefit.
Post by forumite
Post by Marshall
Post by Justisaur
** Improved Familiar
This shouldnt even BE a feat. Convert it to work more like Companions.
Definitely a -
Interesting idea.
Still cant figure out why WotC apparently rates the Familiar as such a major
advantage.
Post by forumite
Post by Marshall
Post by Justisaur
*** Leadership [6 HD]
*****
Nothing else even compares.
Leadership is nice, but it's only a glorified NPC who sticks around.
It is not a game breaker. *** is accurate.
Oh? Its an NPC *under*PC*control*.
Effectively doubles your # of actions a round(attacks/spellcasting)
Doubles your HP
Always have a flanking partner...and thats JUST the cohort.
Done right, its a MASSIVE benefit, tho I can see how some game styles could
make it seem a waste
Post by forumite
Post by Marshall
Post by Justisaur
Complete Warrior<<
** Greater Two-Weapon Defense [Dex 19, ITWF, TWD, TWF, BAB +11]
-. Look at the requirements and then ask yourself if it was really worth the
investment?
Little by little I'm walking into the this feat tree sucks camp.
3 feats for +3 AC? When a Sword and Boarder is getting +2 - +7 for just
gold? Or when IBD gives you up to +6 AC and armor specials for only 1 feat
and gold?
TWD should start at +2 and then scale automatically for every off hand
attack you have.
forumite
2004-05-13 23:13:01 UTC
Permalink
Post by Marshall
Post by forumite
Post by Marshall
Post by Justisaur
v3.5 Players Handbook<<
** Augment Summoning
Pre-req : Spell Focus(Conj) reduces this to a * or -
Perhaps it's already lowered from ***. My cleric has Augment
Summoning. I redid the statistic blocks for the creatures utilizing
the new Strength and Constitution. The +4 to each makes a big
difference. 3.5 druids should really love it.
I'd give it a ** if it had no prereqs. The Summon X spells are iffy to start
with and spending a feat to keep them useful is a little much. When you add
in the SF(Conj) requirement, one of the worst options for a bad feat, you
essentially double the cost for what is already an average-to-minor benefit.
Difference of opinion re summoning monsters. Aside from their
offensive value of another creature attacking the bad guys, they have
a defensive value as well. Every bad guy attack or spell against them
is one less bad guy attack or spell against a party member. It is not
superior to all other spells of their level, but they're not meant to
be. They are simply an option which I happen to like. I agree Spell
Focus (Conjuration) sucks. Arcane casters at least have some
conjuration spells that require a save, I think. All my cleric has
going for him are his cure spells against undead.
Post by Marshall
Post by forumite
Post by Marshall
Post by Justisaur
*** Leadership [6 HD]
*****
Nothing else even compares.
Leadership is nice, but it's only a glorified NPC who sticks around.
It is not a game breaker. *** is accurate.
Oh? Its an NPC *under*PC*control*.
Not necessarily. My GM plays the cohorts.
Post by Marshall
Effectively doubles your # of actions a round(attacks/spellcasting)
Doubles your HP
Always have a flanking partner...and thats JUST the cohort.
Done right, its a MASSIVE benefit, tho I can see how some game styles could
make it seem a waste
One can always hire an NPC to fill the same role. The only thing the
feat does is guarantee loyalty. The cohort is another party member.
That provides its own inherent advantages, suhc as you mention plus
class abilities, but brings along inherent disadvantages as well, such
as cohort level taken into account to determine apppropriate CR
encounters.

Gerald Katz
Malachias Invictus
2004-05-17 14:56:45 UTC
Permalink
Post by forumite
Post by Marshall
Post by Justisaur
*** Leadership [6 HD]
*****
Nothing else even compares.
Leadership is nice, but it's only a glorified NPC who sticks around.
It is not a game breaker. *** is accurate.
You have obviously never seen the Wizard-Devoted Defender combo.
--
^v^v^Malachias Invictus^v^v^

It matters not how strait the gate,
How charged with punishment the scroll,
I am the Master of my fate:
I am the Captain of my soul.

from _Invictus_, by William Ernest Henley
Justisaur
2004-05-13 19:54:23 UTC
Permalink
Post by Marshall
Post by Justisaur
Thought it was time to update my feat ratings document to 3.5e, so
here it is. Let me know if your oppinnion on how they are rated
differs, as I gave many of the feats just a cursory once over.
* Poor, ** Average, *** Very Good, **** Munchkin (If you were DMing
and didn't have to worry about what your players thought, you'd
disallow it,
or
Post by Justisaur
redesign it).
You should really have a "-" rating for those feats that are worse
than poor.
Nah if it's a poor choice it's a poor choise, almost every one of them will
have some use some time.
Post by Marshall
Post by Justisaur
v3.5 Players Handbook<<
** Augment Summoning
Pre-req : Spell Focus(Conj) reduces this to a * or -
It's really good for a druid, and it's pretty decent even with a crap
prerequisite for a wizard focused on conjuration.
Post by Marshall
Post by Justisaur
*** Craft Wondrous Item [CL 3]
What? Not a ****?
In my experience it's not bad enough to call it munchkin. It could use
some tweaking, but certainly not banning.
Post by Marshall
Post by Justisaur
* Eschew Materials
*Very* narrow use feat, but invaluable when that instance occurs. How
do you rate that?
Using once in a blue moon doesn't rate well for a feat, expecially if it
doesn't do something spectacular.
Post by Marshall
Post by Justisaur
** Exotic Weapon Proficiency [BAB +1]
Isnt that dependant on what the EWP is?
Yes, but I don't want to get into that much detail.
Post by Marshall
Post by Justisaur
** Heighten Spell
?Eh?
Could you be more articulate?
Post by Marshall
Post by Justisaur
** Improved Counterspell
Only useful as part of the chain. A chain that goes from "Waste of
feats" to "Wayy overpowered" in epic.
No experience with it, so didn't know, changed.
Post by Marshall
Post by Justisaur
** Improved Familiar
This shouldnt even BE a feat. Convert it to work more like Companions.
Definitely a -
No it's quite valuable in my experince, especially to someone who likes to
buff thier familiar and use them in combat.
Post by Marshall
Post by Justisaur
*** Leadership [6 HD]
*****
Nothing else even compares.
It requires a lot of paperwork, you get a headache full of people to worry
about and many DMs are willing to give the benefit of a single NPC party
member without the feat.
Post by Marshall
Post by Justisaur
* Maximize Spell
At least a ** after you take Empower. It significantly improved when
Empower stopped stacking.
O.k. haven't had experince with it in 3.5.
Post by Marshall
Post by Justisaur
** Rapid Reload
At best, its a -
It has certain uses, imagine a kobold rogue.
Post by Marshall
Post by Justisaur
** Spell Focus
Depends on the focus, again. At best a *.
No way, it's the equivilent of a +2 to hit for a fighter, it's worthless on
divination, but it's more like a **** for an evoker, so I averaged it.
Post by Marshall
Post by Justisaur
** Spring Attack [Dex 13, BAB +4, Dodge, Mobility]
***
Not too sure about that, I'm tempted to put it down to *. I've had several
monsters against the party with it recently, and it was totally worthless
to them.
Post by Marshall
Post by Justisaur
*** Energy Affinity [Knowledge: Arcana 5 ranks, Cast all Energy types]
Doesnt include Sonic. Sounds like a good change to me...
Yeah, that's why I lowered it to *** from **** in 3.0...
Post by Marshall
Post by Justisaur
** Improved Shieldmate [Shieldmate, BAB +4]
Any feat that requires you AND someone else to take it to be useful is a -.
No it doesn't. RTM. In fact it doesn't help either one of you if you've
got someone next to you with it too, since the shield bonuses don't stack.
Post by Marshall
Post by Justisaur
** Craft Construct [Craft Magic Arms & Armor, Craft Wondrous Item]
Didnt I hear they were already trashing this feat?
Probably a good idea. But I haven't heard anything about it.
Post by Marshall
Post by Justisaur
Complete Warrior<<
** Arcane Strike [Arcane SL 3]
***
o.k., why?
Post by Marshall
Post by Justisaur
** Greater Two-Weapon Defense [Dex 19, ITWF, TWD, TWF, BAB +11]
-. Look at the requirements and then ask yourself if it was really
worth the investment?
Not really, but if you already went with the TWF tree it's pretty good.
Post by Marshall
Post by Justisaur
** Improved Buckler Defense [Shield Proficiency]
***
Same thing applies here as the previous one, it's not useful unless you
went with the two weapon fighting feat (even though it's not a prereq).
Post by Marshall
Post by Justisaur
*** Karmic Strike [Dex 13, CE, Dodge]
****
What's broken about it?
Post by Marshall
Post by Justisaur
** Phalanx Fighting [Heavy Shield Proficiency, BAB +1]
That multiple people thing again....
It doesn't require multiple people. You just get more benifit if you have a
buddy with it. It's actually it's better than dodge even without a buddy, I
think I'll upgraded to a ***
Post by Marshall
Post by Justisaur
** Power Critical [WF, BAB +4]
*
You could be right, haven't done the math.
Post by Marshall
Post by Justisaur
Unearthed Arcana<<
* Weapon Group (any of them)
Better than SWP/MWP/EWP....
True except for EWP. It still sucks, the others just suck more.
--
Justisaur
http://justisaur.rpgpit.com/ for my encounter generator, xp calculator &
other files.
Marshall
2004-05-15 06:33:35 UTC
Permalink
Post by Justisaur
Post by Marshall
You should really have a "-" rating for those feats that are worse
than poor.
Nah if it's a poor choice it's a poor choise, almost every one of them will
have some use some time.
Eh. Some of them really shouldnt even be feats, or have harsh enough
pre-reqs that by the time you get to something useful you've really nerfed
the heck outta your char.
Post by Justisaur
Post by Marshall
Post by Justisaur
v3.5 Players Handbook<<
** Augment Summoning
Pre-req : Spell Focus(Conj) reduces this to a * or -
It's really good for a druid, and it's pretty decent even with a crap
prerequisite for a wizard focused on conjuration.
Its good for one feat, the fact that it takes two to get it drops the value
considerably.
Post by Justisaur
Post by Marshall
Post by Justisaur
*** Craft Wondrous Item [CL 3]
What? Not a ****?
In my experience it's not bad enough to call it munchkin. It could use
some tweaking, but certainly not banning.
True. Maybe a ***+. I wouldnt call it munchkin either, its just head and
shoulders above even the Good feats.
Post by Justisaur
Post by Marshall
Post by Justisaur
* Eschew Materials
*Very* narrow use feat, but invaluable when that instance occurs. How
do you rate that?
Using once in a blue moon doesn't rate well for a feat, expecially if it
doesn't do something spectacular.
Exactly my point.
Post by Justisaur
Post by Marshall
Post by Justisaur
** Heighten Spell
?Eh?
Could you be more articulate?
Not in this case, no. Heighten is sooo dependant on the char/class that its
almost impossible to generally rate.
Post by Justisaur
Post by Marshall
Post by Justisaur
** Improved Familiar
This shouldnt even BE a feat. Convert it to work more like Companions.
Definitely a -
No it's quite valuable in my experince, especially to someone who likes to
buff thier familiar and use them in combat.
?? Which familiars have better combat ability than the base ones? And why
should you spend a feat to *give up* your familiar benefits?
Post by Justisaur
Post by Marshall
Post by Justisaur
*** Leadership [6 HD]
*****
Nothing else even compares.
It requires a lot of paperwork, you get a headache full of people to worry
about and many DMs are willing to give the benefit of a single NPC party
member without the feat.
Its that NPC part. If used as a second PC for the player, its invaluable.
Post by Justisaur
Post by Marshall
Post by Justisaur
** Rapid Reload
At best, its a -
It has certain uses, imagine a kobold rogue.
Who'd be better of using a bow...
Post by Justisaur
Post by Marshall
Post by Justisaur
** Spell Focus
Depends on the focus, again. At best a *.
No way, it's the equivilent of a +2 to hit for a fighter, it's worthless on
divination, but it's more like a **** for an evoker, so I averaged it.
Not really. Its maybe a **** for an enchanter, because their spells dont do
squat on a successful save. An evoker wont bother because he still gets 1/2
effect, even on a success(barring evasion).
Then there is Div, Conj and Abj where you should have your head examined.
Post by Justisaur
Post by Marshall
Post by Justisaur
** Spring Attack [Dex 13, BAB +4, Dodge, Mobility]
***
Not too sure about that, I'm tempted to put it down to *. I've had several
monsters against the party with it recently, and it was totally worthless
to them.
Could be the reverse of Sunder, its much better for PCs who face a plethora
of reach opponents and can find ways to get a high speed than a BBEG.
Post by Justisaur
Post by Marshall
Post by Justisaur
** Improved Shieldmate [Shieldmate, BAB +4]
Any feat that requires you AND someone else to take it to be useful is a -.
No it doesn't. RTM. In fact it doesn't help either one of you if you've
got someone next to you with it too, since the shield bonuses don't stack.
You're right, I was thinking of PF in CW.
Post by Justisaur
Post by Marshall
Post by Justisaur
Complete Warrior<<
** Arcane Strike [Arcane SL 3]
***
o.k., why?
Free action True Strike variant that applies to every attack for an entire
round? Whoa Boy! Sign me up!
Post by Justisaur
Post by Marshall
Post by Justisaur
** Greater Two-Weapon Defense [Dex 19, ITWF, TWD, TWF, BAB +11]
-. Look at the requirements and then ask yourself if it was really
worth the investment?
Not really, but if you already went with the TWF tree it's pretty good.
You're still looking at 3 more feats for a +3 to AC. Not even close to being
worth it.
Post by Justisaur
Post by Marshall
Post by Justisaur
** Improved Buckler Defense [Shield Proficiency]
***
Same thing applies here as the previous one, it's not useful unless you
went with the two weapon fighting feat (even though it's not a prereq).
But if you do have the TWF tree, its up to +6 or better AC for 1 feat. And
you get all those nice shield bennies. And you dont have the risks of
animated.
Post by Justisaur
Post by Marshall
Post by Justisaur
*** Karmic Strike [Dex 13, CE, Dodge]
****
What's broken about it?
Free attacks. Lots of them. If your opponent is going to hit you anyway the
loss of 4 AC is nothing and you get a free attack *at your highest AB* every
time he hits you. Thats broken.
And I think the prereq is supposed to be Combat Reflexes instead of CE or
it would have an INT13 requirement.
Post by Justisaur
Post by Marshall
Post by Justisaur
** Phalanx Fighting [Heavy Shield Proficiency, BAB +1]
That multiple people thing again....
It doesn't require multiple people. You just get more benifit if you have a
buddy with it. It's actually it's better than dodge even without a buddy, I
think I'll upgraded to a ***
Heavy Shield and Light Weapon? I guess if you add in ISB, you could consider
the shield your primary weapon and use it as an upgraded TWD...
Justisaur
2004-05-17 20:58:40 UTC
Permalink
Post by Marshall
Post by Justisaur
Post by Marshall
Post by Justisaur
** Improved Familiar
No it's quite valuable in my experince, especially to someone who
likes to buff thier familiar and use them in combat.
?? Which familiars have better combat ability than the base ones? And
why should you spend a feat to *give up* your familiar benefits?
Quasit, Imp, Psudodragon, Shocker Lizard. You aren't giving up your
familiar benefits.
Post by Marshall
Post by Justisaur
Post by Marshall
Post by Justisaur
** Rapid Reload
At best, its a -
It has certain uses, imagine a kobold rogue.
Who'd be better of using a bow...
No. You do more damage with a crosbow than a bow if you have a Str
penalty.
Post by Marshall
Post by Justisaur
Post by Marshall
Post by Justisaur
** Spring Attack [Dex 13, BAB +4, Dodge, Mobility]
***
Not too sure about that, I'm tempted to put it down to *. I've had
several
Post by Justisaur
monsters against the party with it recently, and it was totally
worthless to them.
Could be the reverse of Sunder, its much better for PCs who face a
plethora of reach opponents and can find ways to get a high speed than
a BBEG.
Could be, I haven't had any experience with players using it so far. I'll
raise it.
Post by Marshall
Post by Justisaur
Post by Marshall
Post by Justisaur
Complete Warrior<<
** Arcane Strike [Arcane SL 3]
***
o.k., why?
Free action True Strike variant that applies to every attack for an
entire round? Whoa Boy! Sign me up!
Huh? It looks like it has some use to bring a ballanced leveled non-
caster/caster multiclass to some viability, but It doesn't look terribly
abuseable. You can only get up to lower of your bab in bonuses or the
spell level sacrificed, and you have be able to cast 3rd lv spells.

Thinking about it, it might make touch spells a little too dangerous,
especially in the hands of a rogue/caster. I'll raise it.
Post by Marshall
Post by Justisaur
Post by Marshall
Post by Justisaur
*** Karmic Strike [Dex 13, CE, Dodge]
****
What's broken about it?
Free attacks. Lots of them. If your opponent is going to hit you
anyway the loss of 4 AC is nothing and you get a free attack *at your
highest AB* every time he hits you.
Only as long as you've still got AoOs left. You have to take Combat
Reflexes to get more than 1. That's 4 feats, and a -4 ac, and a good dex
to get some extra attacks, It'd be hard to build a character that could
take good advantage of it. You could and it would indeed be nasty, but I
don't think I'd go as far as saying it needs to be changed. Well maybe
limit it to 1 per round. O.k. maybe it does need to be changed. I'll
change the rating.
Post by Marshall
Thats broken.
And I think the prereq is supposed to be Combat Reflexes instead of
CE or it would have an INT13 requirement.
It does seem odd, but they have Combat Expertise listed in both the main
list and the feat description. If they made it CR it would definately be
way overpowered.
--
Justisaur
http://justisaur.rpgpit.com/ for my encounter generator, xp calculator &
other files.
Malachias Invictus
2004-05-17 15:04:45 UTC
Permalink
Post by Justisaur
Post by Justisaur
** Spring Attack [Dex 13, BAB +4, Dodge, Mobility]
***
Not too sure about that, I'm tempted to put it down to *. I've had several
monsters against the party with it recently, and it was totally worthless
to them.
You must not be using it properly, then. With good movement, this feat is
disgusting (especially when Charge-blocking obstacles abound). Against
creatures with powerful full attacks and/or reach, it is invaluable.
--
^v^v^Malachias Invictus^v^v^

It matters not how strait the gate,
How charged with punishment the scroll,
I am the Master of my fate:
I am the Captain of my soul.

from _Invictus_, by William Ernest Henley
Hong Ooi
2004-05-18 10:23:59 UTC
Permalink
On Mon, 17 May 2004 08:04:45 -0700, "Malachias Invictus"
Post by Justisaur
Post by Justisaur
Post by Justisaur
** Spring Attack [Dex 13, BAB +4, Dodge, Mobility]
***
Not too sure about that, I'm tempted to put it down to *. I've had
several
Post by Justisaur
monsters against the party with it recently, and it was totally worthless
to them.
You must not be using it properly, then. With good movement, this feat is
disgusting (especially when Charge-blocking obstacles abound). Against
creatures with powerful full attacks and/or reach, it is invaluable.
For PCs, hell, yeah. But for monsters, like Justisaur was saying, it's
probably not that great. After all, you typically don't care as much if the
monster dies, and Spring Attack is basically a survival feat.
--
Hong Ooi | "Well, that about WANGER up the
***@zipworld.com.au | WANGER of your WANGER, Hong.
http://www.zipworld.com.au/~hong/dnd/ | WANGER."
Sydney, Australia | -- MSB
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