| Pharmalade |
I have questions about the effectiveness of the disruptive associated feats. It seems like there's lots associated with being effectively disruptive. At minimum you'll need Step Up and Disruptive. You can go from there to Spellbreaker and Teleport Tactician, which also requires Combat Reflexes. Getting a caster down to nice and low HP only to have them *poof* and return with greater preparation is frustrating.
Then there's the whole getting to the caster in the first place. Fighters with low will saves had better have Iron Will and perhaps even its Improved version or they're going to be using their disruptive feats on the rest of the party.
I happen to be looking at the Orc at the moment. The Orc has a feat called Orc Weapon Expertise which has several iterations. One of which gives a +3 bonus a la disruptive which I assume stacks as they give no bonus type. The only weapon I'd be allowed to use that with would be the Orc Double Axe, which means Two Weapon Fighting. (This feat is the whole reason I've been looking into the whole disruptive thing.)
So, questions:
Is being disruptive a viable tactic? Is there anything I've missed? Does it work/not work with two-weapon fighting? Does a +7 disruptive bonus make it any more appealing? (assuming it stacks)
Would being Disruptive be one of those feats that would best be retrained at higher levels?
Or should I just leave casters up to the casters in the party.