| Yora |
I am compling a reference guide for a campaign, that among other things includes a shortened and simplefied list of feats for players not familiar with the rules, as well as for me as a list when creating NPCs and monsters.
The campaign is intended to go only up to 7th or 8th level, and in the unlikely event that the PCs would actually make it to 10th level, it would then become an E10 game.
There are a couple of feats that I think appear completely pointless and have no reason to be picked by any player, but maybe I am missing important things or some things actually aren't that bad in a low-level game.
Diehard: Is it ever good for anything?
Deflect Arrows/Snatch Arrows: Seems way too situational and then not much useful.
Double Slice: Unless you have a lot of strength, that's just +1 or maybe +2 damage per hit with an off hand weapon. Weapon Focus seems much better.
Manyshot: Why take it when it's basically the same as rapid shot, with the only exception that either both hit or both miss (which doesn't really sound like an advantage).
Quicken Spell: You need to be 7th level to use it on level 0 spells, and 9th level to use it on 1st level spells. Is there any point to taking it that early?
Vital Strike: I would see some use for it in a low-level campaign, but it requires a BAB of +6, which basically means you wouln't want to use it anymore, right?
Whirlwind Attack: Still a funny idea, but the prerequisites are way too expensive.
Deadmanwalking
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Diehard: Is it ever good for anything?
Uh...you can keep fighting at less than 0 HP? That's awesome, and on, say, a high Con Barbarian, maybe an extra 20 HP for practical purposes. Auto-stabilizing can also often be a literal lifesaver.
Deflect Arrows/Snatch Arrows: Seems way too situational and then not much useful.
Ignoring one ranged attack automatically every round is awesome...it's only situational if nobody ever shoots at you.
Double Slice: Unless you have a lot of strength, that's just +1 or maybe +2 damage per hit with an off hand weapon. Weapon Focus seems much better.
It is...but once you have Weapon Focus and maybe Specialization...why not get Double Slice, too? Especially if you have Improved Two Weapon Fighting. It stacks with 'em, after all.
Manyshot: Why take it when it's basically the same as rapid shot, with the only exception that either both hit or both miss (which doesn't really sound like an advantage).
You can use both. And don't take a penalty to hit from Manyshot. What's not to like?
Quicken Spell: You need to be 7th level to use it on level 0 spells, and 9th level to use it on 1st level spells. Is there any point to taking it that early?
9th level? Yes. Being able to put up buffs like Shield as a Swift Action is potentially useful as hell. Before that? You're right, it's not worth it.
Vital Strike: I would see some use for it in a low-level campaign, but it requires a BAB of +6, which basically means you wouln't want to use it anymore, right?
You need a Full Action for multiple attacks, so it's handy when you need to move and attack. Still less than stellar.
Whirlwind Attack: Still a funny idea, but the prerequisites are way too expensive.
Not if you're doing it to everyone within 20 feet with Lunge and Enlarge Person. It's pricey, but worth it if you build for it.
Imbicatus
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Diehard: It's good if you get it for free, but I wouldn't take it. It can save your life, but there are usually better feats.
Deflect Arrows: This will let you deflect anything that is a ranged weapon, including firearm bullets and giant's rocks. It's situational, but if you are fighting giants, it can be a life saver.
Double Slice: That small bonus to damage adds up over time, and it's a pre-req for the VERY good two weapon rend.
Manyshot: You take it and rapid shot, and use them both.
Vital Strike: It's a standard action. It give you extra damage whenever you are denied a full attack because of movement. That's very useful.
Whirlwind Attack: It is fantastic when combined with lunge. It lets you ignore your iterative to quickly take out a group of enemies.
| SteelDraco |
Diehard isn't great, but if you think about it, it's a number of extra hit points equal to your Con score. It will almost certainly get your character killed at some point if you depend on it, though.
Deflect Arrows is good as a monk defensive feat. Snatch Arrows is essentially useless (getting attacked with a weapon worth catching is quite rare, but it's funny when it happens with, say, a returing weapon).
Double Slice is good for a TWF-focused warrior type. I used it in a dwarf build on the boards recently that fought with a bunch of physical weapons (a pair of spiked gauntlets, armor spikes, and a boulder helmet). That build got a lot out of Double Slice. It can be as effective as Weapon Specialization.
Manyshot stacks with Rapid Shot. It's basically free damage. I used it with an arcane archer for a long time; it's useful.
Quicken Spell is a late-game powerhouse feat. Action economy is king. It's not really intended for anything below, what, 13th level or so? Quickened 2nd or 3rd level spells can be really powerful; at 17th you can Quicken 5th level spells.
Vital Strike is a stopgap for when you can't full attack. With a lenient GM, you can also build a Spring Attack character with it (by RAW they don't work together, but I think it's a relatively common house rule). You can also play a Vital Strike druid that turns into a t-rex that can rip things apart.
Whirlwind Attack... sucks. Too many requirements, like you said.
| Joana |
Diehard's good for a healer, as it gives your PC a chance to heal himself back above 0 hp and stay in the battle. Of course, there are situations where you're better off falling down -- when the enemy's dealing out more damage in a single hit than you can heal yourself for, for instance -- but in those situations, you can still choose to go unconscious; it's not like you have to stay up just because you take the feat.
Sir Thugsalot
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Diehard: Is it ever good for anything?As long as don't use your next turn or two doing something stupid, it's pretty good.
Deflect Arrows/Snatch Arrows:Good low-level feat, as you're more likely to encounter mundane missile fire then.
Double Slice: Unless you have a lot of strength, that's just +1 or maybe +2 damage per hit with an off hand weapon. Weapon Focus seems much better.Agreed. WF is a more solid choice when hitting foes is stll a problem. (Depending on the build, I'd even put Power Attack into the "suck" column -- a lot of PCs engage whiffamatic using it.)
Manyshot: Why take it when it's basically the same as rapid shot, with the only exception that either both hit or both miss (which doesn't really sound like an advantage).Free damage with no penalty? How is this bad?
Quicken Spell: You need to be 7th level to use it on level 0 spells, and 9th level to use it on 1st level spells. Is there any point to taking it that early?Outside of quickened Divine Favor for battle clerics, probably not.
Vital Strike: I would see some use for it in a low-level campaign, but it requires a BAB of +6, which basically means you wouln't want to use it anymore, right?Extra 3d6 for Enlarged greatword barbarians whenever movement is required to reach an opponent. Solid feat.
Whirlwind Attack: Still a funny idea, but the prerequisites are way too expensive.
The prerequisites are all useful. Not bad for reach-weapon fighters, especially those stuck under BAB6.