Top and Bottom 5 Feats? [Archive] - Wizards Community

Post/Author/DateTimePost
crowclub

04-05-07, 06:31 PM
Using only the PHB what are your top and bottom 5 Feats?
UnknownMourner

04-05-07, 08:45 PM
Tops: Spell Focus, my players seem to love Dodge+Mobility+Spring,

Bottom: Endurance ( I run a TON of outdoors adventures. My players spent about 12 sessions in one swamp making all kinds of weather rolls and forced marches, and sleep deprivation, and getting attacked at night while most were sleeping without armor...but even in that campaign it didn't really seem neccessary. The DCs for Survival and Con checks related to all that stuff are so low that unless I ran a timed death march on the plane of fire it wouldn't have been vital.)

Also, the mounted combat chain (except for prestiges and pallies) and Eschew Mats(usually because it's related rule is often ignored or the feat is given as free).
Aminvelos

04-05-07, 09:17 PM
TOP 5
Leadership
Improved Initiative
Wonderous Item[Item Creation]
CRAFT MAGIC ARMS AND ARMOR [ITEM CREATION]
Two-Weapon Fighting

Bottom 5
Magical Aptitude
Martial Proficiency
Greater Spell Penetration
Exotic Weapon proficiency
Craft Staff[Item Creation]
Crimson_Concerto

04-05-07, 09:21 PM
TOP
Leadership
Natural Spell
Any of the Item Creation feats, I guess.

Bottom
Skill Focus (especially for Speak Language)
Any of the +2/+2 skill-boosting feats.
Isomer

04-05-07, 10:17 PM
Top: Improved Initiative, Leadership, Power Attack, Natural Spell, Alertness

Bottom:Toughness, Martial Weapon Proficiency, Diehard, Diligent, Simple Weapon Proficiency

(not in any particular order)
Bladesinger Boy

04-06-07, 01:00 AM
TOP:
Scribe Scroll
Weapon Finesse
Power Attack
TWF
Weapon Specialization

BOTTOM: (a double sized list)
- any +2/+2 skill feat, except maybe Stealthy or Alertness (13 in total)
- any Metamagic (9 total in PHB, great abilities at pay-through-the-nose spell prices!)
- any proficiency in weapon, armor, or shield NOT gained automatically from a class (if the wizard wants a longsword, take a Fighter level)
- Eschew Materials (this is effectively flavour, not mechanics)
- Far Shot (yes, range increment plays a VERY important role in D&D)
- Spell Mastery (I'd like to spend a feat on the off chance that I lose my spellbook)
- Mounted Combat (a bad feat to start off a forgettable feat chain)
- Run (I really WANT to like this feat, but it have never helped me)
- Endurance (I am a ranger fan, but why should a character have to take a feat to sleep in armour and run a bit longer?)
- Combat Casting (I love gish builds, but 3.5 Skill Focus gives +3 to a skill, so why is +4 sometimes to a skill so great? It would still be great now at +5)

COOLEST (when they work right)
- Spring Attack
- Whirlwind Attack
- Great Cleave
- Stunning Fist
- Craft Magic Arms & Armor
Toran_A_Sunder

04-06-07, 01:06 AM
The book is upstairs and I dun wanna get it, but I know one off the top of my head.

Top: Quick Draw. I never make a character without it. The one time I didn't, I needed it in almost every combat
tarkin

04-06-07, 11:12 AM
Top Feats:
#1 Combat Reflexes
#2 Improved Initiative
#3 Rapid Shot
#4 TWF
#5 Leadership (not if this feat did not slow the game down so much, and cause such problems for the DM, I would move it up to #1)
(Craft Wonderous Item would be #6.)

Worst Feats:
1. Dodge
2. Toughness
3. Spell Focus (Divination)
4. Monkey Grip
5. Power Attack (9/10 times this feet ends up LOWERING your average damage. Unless you know the guys AC and are a true math geek/have a printout in front of you, you should not use this feat. )
wonlee76

04-06-07, 11:37 AM
My top/bottom list is based on whether a PC would take the feat or not take the feat regardless of their class. Priorities change depending on class. Natural Spell would be #1 for a druid PC for example but useless for all other PCs.

Top:
#1: Leadership
#2: Improved Initiative
#3: Quick Draw (even spellcasters like quickdrawing wands or scrolls so it has its place).
#4: Precise Shot (avoiding that damned penalty to hit for shooting into melee makes this worthwhile)
#5: Blind Fighting (poor man's version of Uncanny Dodge)
(#6: The +2 to save feats are really nice to shore up a weak save).

Bottom:
#1: Toughness
#2: +2/+2 skill feats (unless you need it to qualify for a prestige class).
#3: Skill Focus (unless you need it to qualify for a prestige class).
#4: Endurance (the number of situations where this feat is actually useful is minimal usually).
#5: Armor Proficiency feats (If you're a class that relies on armor, you already got the proficiency from your class, no need to burn a feat to gain "more" proficiency with armor).
Jaxgaret

04-06-07, 04:37 PM
Top: Quick Draw. I never make a character without it. The one time I didn't, I needed it in almost every combat

Why don't you just keep your weapon drawn?

What does your DM do, ambush you in social situations all the time?
tarkin

04-06-07, 04:44 PM
Reasons why keeping your weapon drawn all the time might be a bad idea.

1. You play in a city. Even if you are ambushing them, you still can't have the weapon drawn before hand.

2. You throw your weapons.

3. You fight TWF style and need a hand to hold a torch/do something else when not actually fighting.
IonizedChicken

04-06-07, 04:58 PM
TOP:
Power Attack
Weapon Finesse
Leadership
Improved Initiative
Natural Spell

BOTTOM:
Toughness
Endurance
Dodge
Any sort of Prof. feat (Exotic included, with the exception of Spiked Chain)
Skill Focus & any other skill boosting feat. Alertness less so, but there has to be a better feat to get than Alertness.