Obscure but OMG! How did I ever live without them Feats?


3.5/d20/OGL


I got into a chat with a fellow player and he was wondering how both our charecters had the same strength but my cleric was carring 140lbs as a light load with a 15 str. score.
I pointed out that I found a feat in the planular guide that lets you have double your carrying cap. It's called Heavy Weight, it doesnt help with attack or damage but for a heavy armor wearing class it's an indispensable feat to have.
When I play a wizard I can't do a proper build without collegiate mage from complete arcane.

The question is, As either players or DM in the 3.5 version what feats are considered "must have" for what type of charecters.


Versatile Strike, Improved Natural Attack, and Superior Unarmed Strike for ANY character that specializes in unarmed combat. Monks and Swordsages especially of course.


Versatile Spellcaster, if I'm playing a spontaneous spellcaster. The ability to trade in low-level spell slots for higher-level spell slots is awesome.


Darkstalker, Lords of Madness. You know how things like Scent and Blindsight normally read as, "You're spotted, no matter how awesome you are," when you're playing the sneaky sorts? Not anymore. You actually get your stealth checks again. No prereqs or anything.


hogarth wrote:
Versatile Spellcaster, if I'm playing a spontaneous spellcaster. The ability to trade in low-level spell slots for higher-level spell slots is awesome.

What resource? I remember seeing that, but I can't get it on the tip of my tongue where...


Urizen wrote:
hogarth wrote:
Versatile Spellcaster, if I'm playing a spontaneous spellcaster. The ability to trade in low-level spell slots for higher-level spell slots is awesome.
What resource? I remember seeing that, but I can't get it on the tip of my tongue where...

Players Handbook II, if I remember right. EDIT: I guess I remembered wrong.


Urizen wrote:
hogarth wrote:
Versatile Spellcaster, if I'm playing a spontaneous spellcaster. The ability to trade in low-level spell slots for higher-level spell slots is awesome.
What resource? I remember seeing that, but I can't get it on the tip of my tongue where...

Races of the Dragon.


hogarth wrote:
Races of the Dragon.

Page 101. I see it now. Thanks!


Stand Still from the Expanded Psionic Handbook

I am really enjoying Stone Power from Tome of Battle as well... not sure if it is necessary, but it sure gives me a whole ton of survivability.


Steven Tindall wrote:

I got into a chat with a fellow player and he was wondering how both our charecters had the same strength but my cleric was carring 140lbs as a light load with a 15 str. score.

I pointed out that I found a feat in the planular guide that lets you have double your carrying cap. It's called Heavy Weight, it doesnt help with attack or damage but for a heavy armor wearing class it's an indispensable feat to have.

I guess I am not understanding why this is a big deal. The largest draw back I find from wearing heavy armor is the slowing down of movement, but that wouldn't be reduced as it is not from carrying a medium or greater load (though you can also get the effect there).

As an aside, being size small effectively gives you a +50% carrying capacity for items sized for you. Since things that are size small weigh 1/4 their normal weight but being size small only reduces your carrying capacity by 50%.

If you really find the increased carrying capacity a big deal you could combine the two and have the equivalent of 4x normal carrying capacity (while really only having the normal carrying capacity).

Sean Mahoney

Scarab Sages

Augment Healing from Complete Divine. Those extra 2hp/slvl pretty much doubles all the healing your conjurations provide.


Divine Metamagic, for crazy CHA clerics. *ahem*


Kaile Stormfall of Heironeous wrote:
Divine Metamagic, for crazy CHA clerics. *ahem*

Crazy CHA? Pft. Try no-CHA.

*Piles on the Nightsticks.*


Archer Feat Tax #1 & #2: Point-Blank Shot & Precise Shot

"Must have"? More like "Mandatory", unless you really REALLY like spending your entire adventuring career fighting "-8 to hit" while your party actually fights the monsters.

Without them, throw your failed archer character sheet in the trash, go home and flog yourself with a scourge for even making such non-sense.


Viletta Vadim wrote:
Kaile Stormfall of Heironeous wrote:
Divine Metamagic, for crazy CHA clerics. *ahem*

Crazy CHA? Pft. Try no-CHA.

*Piles on the Nightsticks.*

Of course, if you do that your DM will probably punch you in the face, since that's been known to be broken since, well, since about when someone first thought to do that.

Wayfinders

Druid: Natural Spell
Cleric: Selective Channeling

I feel silly even bothering to mention these, they're so obvious, but they define "must-have feats."


James Hunnicutt wrote:

Druid: Natural Spell

Cleric: Selective Channeling

I feel silly even bothering to mention these, they're so obvious, but they define "must-have feats."

Natural Spell? Yes, absolutely. Selective Channeling? Not really. Other than undead, no one's around the party to exclude when you channel energy, because healing is not a combat action; it's too small to be significant, almost always less than a single attack would deal, and it's generally more efficient to just smack enemies in the head with your metal stick to make them die sooner or cast some spell to incapacitate 'em.

Wayfinders

Viletta Vadim wrote:
Selective Channeling? Not really. Other than undead, no one's around the party to exclude when you channel energy, because healing is not a combat action; it's too small to be significant, almost always less than a single attack would deal, and it's generally more efficient to just smack enemies in the head with your metal stick to make them die sooner or cast some spell to incapacitate 'em.

Well, when you're doing a positive energy burst to heal multiple party members at once, it's advantageous not to be healing your non-undead enemies at the same time. And at higher levels, it can be a lot of healing you're doling out.

I'd add Quicken Spell for sorcerers, and I like it a lot for all other spellcasters too.


James Hunnicutt wrote:
Well, when you're doing a positive energy burst to heal multiple party members at once, it's advantageous not to be healing your non-undead enemies at the same time. And at higher levels, it can be a lot of healing you're doling out.

At higher levels, the damage taken and the team's supply of hit points both scale such that it means less than it did at level 1, when you were going up against orcs that deal 9 damage/hit and healing folks for 3.5 damage a burst (the fundamental problem with in-combat healing). The tarrasque's bite deals 35 damage on average, is almost guaranteed to hit, and the brute has more attacks than that to throw out. 10d6 Channel Energy restores 35 damage on average. And at the level you're doing the 10d6, that tarrasque isn't very tough.

Healing folks is something you do between fights in virtually all cases, except when casting the Heal spell, which is actually strong enough to outpace damage from dangerous foes.

James Hunnicutt wrote:
I'd add Quicken Spell for sorcerers, and I like it a lot for all other spellcasters too.

Under 3.5 rules, Quicken is not an option to spontaneous casters by default. To quote...

"This feat can’t be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), since applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action."

Rapid Metamagic (Complete Mage), on the other hand, is very nearly one of the must-have feats for spontaneous casters if you want to use metamagic in combat. Shame you can't get it until high levels.

Wayfinders

Viletta Vadim wrote:

Under 3.5 rules, Quicken is not an option to spontaneous casters by default. To quote...

"This feat can’t be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), since applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action."

Rapid Metamagic (Complete Mage), on the other hand, is very nearly one of the must-have feats for spontaneous casters if you want to use metamagic in combat. Shame you can't get it until high levels.

Whoops, sorry, I didn't realize this was a 3.5 thread. The new Pathfinder rules allow spontaneous casters to use Quicken normally, which is huge.

Re Selective Channeling, I still disagree. Every cleric in our group takes it as a matter of course, and they certainly do use positive energy bursts during combat, both at low, medium, and high levels.

The Exchange

Kaile Stormfall of Heironeous wrote:
Divine Metamagic, for crazy CHA clerics. *ahem*

Gaaaaah!

He's back!


Davi The Eccentric wrote:
Viletta Vadim wrote:
Kaile Stormfall of Heironeous wrote:
Divine Metamagic, for crazy CHA clerics. *ahem*

Crazy CHA? Pft. Try no-CHA.

*Piles on the Nightsticks.*

Of course, if you do that your DM will probably punch you in the face, since that's been known to be broken since, well, since about when someone first thought to do that.

Exactly! How many nightsticks does it take before your DM starts crying, or punching?

Mine stopped at one. One nightstick was too many. At some point every 'personal only' spell gets persisted, every other spell is quickened, or extended, or whatever.

Sovereign Court

No.


Davi The Eccentric wrote:
Viletta Vadim wrote:
Kaile Stormfall of Heironeous wrote:
Divine Metamagic, for crazy CHA clerics. *ahem*

Crazy CHA? Pft. Try no-CHA.

*Piles on the Nightsticks.*

Of course, if you do that your DM will probably punch you in the face, since that's been known to be broken since, well, since about when someone first thought to do that.

Plus, 'Crazy CHA Clerics' is alliterative, whereas 'Nightstick-equipped no-Charisma Clerics' is not. I think that's important.


Kaile Stormfall of Heironeous wrote:
Of course, if you do that your DM will probably punch you in the face, since that's been known to be broken since, well, since about when someone first thought to do that.
Plus, 'Crazy CHA Clerics' is alliterative, whereas 'Nightstick-equipped no-Charisma Clerics' is not. I think that's important.

What about Neon Nightstick Nightmares? With "neon" referring to their magical Christmas tree habits, of course.


Viletta Vadim wrote:
What about Neon Nightstick Nightmares? With "neon" referring to their magical Christmas tree habits, of course.

It's a bit of a stretch, but I'll allow it. Shame my DM didn't. :-)


Viletta Vadim wrote:
Healing folks is something you do between fights in virtually all cases

Wooooooooow. My groups are REALLY the exception to the norm then.


Orthos wrote:
Viletta Vadim wrote:
Healing folks is something you do between fights in virtually all cases
Wooooooooow. My groups are REALLY the exception to the norm then.

What is wise and what people actually do are two completely different things.

Until you get the Heal spell, in-combat healing's pretty much guaranteed to be dramatically outpaced by the damage-dealing abilities of anything that's actually dangerous, to the point where it's far more efficient to kill first, then heal.

After all, D&D isn't like Dragon Quest, where you may have two hundred MP and can restore an ally to full health with 7MP; a single high-level healing spell is a meaningful investment of daily resources.

The reason in-combat healing generally happens is that tradition has everyone gathering behind the warrior, backing him up with buffs, healing, and cover fire/flanking, rather than a serious analysis of what is and isn't tactically sound. Some of it's holdover from older editions where oftentimes it was actually a good strategy. However, it's the structure used in virtually every fantasy model ever, so it's the square tactical peg that gets hammered into the situation's round strategic demands.


Viletta Vadim wrote:
Orthos wrote:
Viletta Vadim wrote:
Healing folks is something you do between fights in virtually all cases
Wooooooooow. My groups are REALLY the exception to the norm then.

What is wise and what people actually do are two completely different things.

Until you get the Heal spell, in-combat healing's pretty much guaranteed to be dramatically outpaced by the damage-dealing abilities of anything that's actually dangerous, to the point where it's far more efficient to kill first, then heal.

After all, D&D isn't like Dragon Quest, where you may have two hundred MP and can restore an ally to full health with 7MP; a single high-level healing spell is a meaningful investment of daily resources.

The reason in-combat healing generally happens is that tradition has everyone gathering behind the warrior, backing him up with buffs, healing, and cover fire/flanking, rather than a serious analysis of what is and isn't tactically sound. Some of it's holdover from older editions where oftentimes it was actually a good strategy. However, it's the structure used in virtually every fantasy model ever, so it's the square tactical peg that gets hammered into the situation's round strategic demands.

I will agree with you up to a point but at the first 5 or so levels a healer can keep up with the damage dealt. I as a 1st level cleric was able to keep everyone healed while they pounded on the evil cleric. The cleric thought our fighter was a bigger threat after he critted the boss in one shot. Mind you we are first level charecters and the boss was a 4th level goblin fighter. One confirmed crit later from a ransuer for 42 points = one dead boss.

I also see your point about healing in between fights. I always mem at least 2 lesser vigors so the party can heal while we sneak or do other stuff.


Not going to have this discussion all over again with ya VV. Just going to suffice to say that that's typically the tactics employed by my groups and there have been several situations I can think of where if they hadn't they'd have been squashed pretty flat.

Then again, my groups usually have a dedicated healer (sometimes healer/buffer) which most "tactically" focused groups seem to consider unnecessary, and don't use the "fight's technically over, everyone else cleanup on aisle six" strategy that seems to be the recommended way.


I have heard the "not healing until the fight is over" statement before, and I am assuming that the cleric does not heal in any party unless someone is in real trouble.

I think some people take the statement as meaning, don't heal in combat no matter what the hit points are, and the "do not heal" camp is thinking the other groups heals when the fighter gets a pin prick.

To make a long story short both groups are in the same camp, but just look at the statement differently.


Since I am late to the party I will name some other feats I have commonly used:

Shield Parry from Lords of Madness(IIRC), lets you add your shield bonus to your touch AC. There is another one in PHB2 that does a more, but its harder to qualify for.

Short Haft is nice if I don't want spiked armor.

There are more, but for some reason I can't seem to recall them.


Viletta Vadim wrote:
Darkstalker, Lords of Madness. You know how things like Scent and Blindsight normally read as, "You're spotted, no matter how awesome you are," when you're playing the sneaky sorts? Not anymore. You actually get your stealth checks again. No prereqs or anything.

+1

Greatest feat ever for a sneaky character! A high level dedicated sneak basically becomes continuously invisible with this feat. I had a halfling rogue/assassin/exemplar NPC with Darkstalker as a feat, who was a thorn in my AOW party's side for 10+ levels. She would snipe from cover and the only PC that could ever spot her was the ranger. Inevitably she would spray the party with crossbow fire and get away again and again. That is until they finally caught her trying to escape in gaseous form and sealed her in a forcecage. Did I mention that Lashonna had turned her into a vampire by then? Good bye bad guy err gal.

WDM4f


Viletta Vadim wrote:


Under 3.5 rules, Quicken is not an option to spontaneous casters by default. To quote...

"This feat can’t be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), since applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action."

Rapid Metamagic (Complete Mage), on the other hand, is very nearly one of the must-have feats for spontaneous casters if you want to use metamagic in combat. Shame you can't get it until high levels.

There's a class option, I think in PHB2, that trades the sorc's familiar for rapid metamagic at level 1.

I wouldn't play a sorcerer without it.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

XPH - Expanded Knowlege.

Augment Summoning if you're playing any kind of Poke-mage.


Tequila Sunrise wrote:
Viletta Vadim wrote:


Under 3.5 rules, Quicken is not an option to spontaneous casters by default. To quote...

"This feat can’t be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), since applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action."

Rapid Metamagic (Complete Mage), on the other hand, is very nearly one of the must-have feats for spontaneous casters if you want to use metamagic in combat. Shame you can't get it until high levels.

There's a class option, I think in PHB2, that trades the sorc's familiar for rapid metamagic at level 1.

I wouldn't play a sorcerer without it.

Yea I was looking at that feat last night and I noticed that in PHB2 a regular non-specalist mage gets hosed, no options for them nothing. So you have to take a feat outta the dragon magic book that lets you be a first lvl sorr for all intents and purposes. That feat is quickly becoming my new favorit because it opens up all the sorr only things to mages.


Alacritous Cogitation for wizards. Sure, you have to keep a spell slot open and it takes a full round action to cast, but being able to 'spontaneously' cast *any* spell from the hundreds of spells you might have gathered is just too good to pass. If you ever need a particular spell that would have saved the day, you now can actually cast it.


Mobile Spellcasting. I always recommend spellcasters in my games to take it.


Dennis Harry wrote:
Mobile Spellcasting. I always recommend spellcasters in my games to take it.

Not familiar with the feat. Where is it located and what does it entail?


It is in Complete Adventurer (99% sure, though it may be in Complete Arcane).

On a successful Concentration check DC 20 + Spell level, you can cast a spell and move as a Standard Action. The spell cast cannot be longer than one standard action to cast though while on the move. Prerequisite is 8 ranks in Concentration.

The beauty is that you are not limited to a 5' step when casting. So if you want to use a touch spell against an opponent that is not next to you or need to move to an injured party member to heal them, or you want to cast a spell while running away you can do so.


You're right, it's p.111 in the CAdv.

RPG Superstar 2014 Top 16

Bard: Lyric Spell, Metamagic Song
Rogue: Craven
Wizard: Collegiate Wizard
Spontaneous Spellcaster: Rapid Metamagic
Spellcaster: Reactive Counterspell


I have seen Able Learner thoroughly abused and I would never make a fighter/wizard without Arcane Strike.


*Compelling Caster for Sorcerers from Ultimate Feats.

It lets you add your Cha Mod to all caster level checks made to dispel or to overcome SR. Huge. It almost makes SR irrelevant.

*Opportunist Counterspell from Ultimate Feats.

It lets you use your AoO each round as an automatic free readied action to counterspell any spell cast your way.

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