So many Feats, so little time.....


3.5/d20/OGL


Hi all,

Was wondering if my fellow gamers out there had some words of wisdom. I'm currently running a 15th level Halfling Rogue in my weekly campaign and once again it has come time to choose a feat. Any ideas? He currently has Dodge, Improved Initiative, Mobility, Nimble Fingers and Spring Attack. Obviously, he is very skill based so those Feats which add a permanent bonus to a certain skill or skills are always appealing but there are so many choices it's hard to settle on one. Our DM allows Core rule books and Forgotten Realms (where our party is campaigning) source books when selecting. Curious to hear thoughts.


Weapon Finesse (if the thief uses the appropriate weapon(s) and is dex oriented)

Weapon Focus (if the thief has settled on one weapon)

Skill Focus: Disable Device
Alterness
Feats that bolster skills and saves are slightly under
powered in our gaming groups opinion, but they may still be of some use if you find you are using any of these skills frequently. In our campaign, we have doubled the mathematical bonuses from these Feats - now people actually have Iron Will and Great Fortitude, but still do not have skill oriented Feats....


Dungeondefiler wrote:

Hi all,

Was wondering if my fellow gamers out there had some words of wisdom. I'm currently running a 15th level Halfling Rogue in my weekly campaign and once again it has come time to choose a feat. Any ideas? He currently has Dodge, Improved Initiative, Mobility, Nimble Fingers and Spring Attack. Obviously, he is very skill based so those Feats which add a permanent bonus to a certain skill or skills are always appealing but there are so many choices it's hard to settle on one. Our DM allows Core rule books and Forgotten Realms (where our party is campaigning) source books when selecting. Curious to hear thoughts.

So he is not allowing anything from the Complete series? Tactile Trapsmith from the Complete Adventures is always good for those with a very high Dex score.


Chris P wrote:


So he is not allowing anything from the Complete series? Tactile Trapsmith from the Complete Adventures is always good for those with a very high Dex score.

Sorry I was a bit vague there Chris. What I meant to say is that we treat most of the WOTC books as "Core" since they aren't from a third party source. That's an interesting choice you made by the way. I'll have too look into that one further.


I would suggest, Quick Reconoiter (from Complete Adventurer), gives you free action for spot & listen as well as a juicy +2 initiative (I know my rogue will have it, that first strike with Sneak Attack is always worth it).

As asked before, what weapons does he use, what is his dex compared to int and strength.

Quickdraw is always a very useful feat, especially if use lots of different splash or thrown weapons.

Also, if he is a charismatic rogue, negotiator or persuasive are wonderful skill boosting feats.

-c

Dungeondefiler wrote:

Hi all,

Was wondering if my fellow gamers out there had some words of wisdom. I'm currently running a 15th level Halfling Rogue in my weekly campaign and once again it has come time to choose a feat. Any ideas? He currently has Dodge, Improved Initiative, Mobility, Nimble Fingers and Spring Attack. Obviously, he is very skill based so those Feats which add a permanent bonus to a certain skill or skills are always appealing but there are so many choices it's hard to settle on one. Our DM allows Core rule books and Forgotten Realms (where our party is campaigning) source books when selecting. Curious to hear thoughts.


Clint Freeman wrote:


I would suggest, Quick Reconoiter (from Complete Adventurer), gives you free action for spot & listen as well as a juicy +2 initiative (I know my rogue will have it, that first strike with Sneak Attack is always worth it).

As asked before, what weapons does he use, what is his dex compared to int and strength.

Quickdraw is always a very useful feat, especially if use lots of different splash or thrown weapons.

Also, if he is a charismatic rogue, negotiator or persuasive are wonderful skill boosting feats.

-c

That would have been my second suggestion. The rogue in the group I have has it and it works great. Between her high Dex and both Improved Initiative and Quick Reconoiter she has a +11 to initiative. It's very rare that she doesn't go first. This also means that a lot of fights start off with a sneak attack. The free action Spot and Listen are also very nice if your the main scout type person.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

If you find yourself in melee a lot (for flanking and sneak attacks), Combat Expertise is great for boosting your AC. It also opens up the door for some useful feats down the road.


Clint Freeman wrote:


I would suggest, Quick Reconoiter (from Complete Adventurer), gives you free action for spot & listen as well as a juicy +2 initiative (I know my rogue will have it, that first strike with Sneak Attack is always worth it).

As asked before, what weapons does he use, what is his dex compared to int and strength.

Quickdraw is always a very useful feat, especially if use lots of different splash or thrown weapons.

Also, if he is a charismatic rogue, negotiator or persuasive are wonderful skill boosting feats.

-c

Dungeondefiler wrote:

Hi all,

Was wondering if my fellow gamers out there had some words of wisdom. I'm currently running a 15th level Halfling Rogue in my weekly campaign and once again it has come time to choose a feat. Any ideas? He currently has Dodge, Improved Initiative, Mobility, Nimble Fingers and Spring Attack. Obviously, he is very skill based so those Feats which add a permanent bonus to a certain skill or skills are always appealing but there are so many choices it's hard to settle on one. Our DM allows Core rule books and Forgotten Realms (where our party is campaigning) source books when selecting. Curious to hear thoughts.

For the most part he uses a dagger. In the short term I'll be getting the returning property put on it to capitalize on ranged sneak attacks. I believe I'll have to peruse Complete Adventurer a bit closer. Lots of good stuff in there that I forgot about.


You should get Two Weapon Fighting. Even if you are throwing daggers, being able to throw an extra one just stacks up your sneak damage.

The Exchange

Hmm, Races of the Wild allows a 1st level halfling rogue to accept a permenant -1d6 reduction on their melee sneak attack to gain a permanent +1d6 on their ranged sneak attack. There's no drawback for the racial substitution, and it's certainly a nice trick (though also harder to pull off, given you can't flank from ranged).

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