Registered Member #685
Joined: 10:12:38 pm GMT 01/14/06
Posts: 1252
Requesting a bit of information on the mattter of these feats. Would it be useful for a fighter to take both Dodge and Mobility, since Dodge adds +1 Dodge Bonus to whoever you are fighting with and Mobility adds +4 Dodge Bonus I'm thinking these would be good feats to take for a melee class.
However if I've gotten this all wrong please tell me before I waste a feat
Registered Member #442
Joined: 8:50:19 pm GMT 02/24/05
Posts: 972
Those feats aren't useless, but they're not particularly useful either. If you're aiming for power, you would probably be better served by another feat. Weapon Focus, Weapon Specialization, Knockdown, and Expertise are all excellent choices that come immediately to mind. Toughness isn't so bad either, and don't discount the save-boosting feats (Great Fortitude, Lightning Reflexes, and Iron Will).
If there are no other useful feats to select, then consider branching out into another melee class. Weapon Master, Barbarian, and Rogue are all good choices, because they allow you to deal more damage with your weapons. Granted, the former does require Dodge and Mobility as prerequisites, and it is only very useful with at least seven levels in the class. The second option, Barbarian, benefits extra hit points and a mildly useful rage ability, and the latter class combos the Sneak Attack ability with Knockdown to dish out exceptional damage, but sacrifices a small margin of accuracy and staying power.
It should be noted, however, that this only accounts for power. If it makes the most sense for your RP to remain a pure fighter, then you would be well advised to do so.
[ Edited 03:36:43 AM 02/06/06 ]
Registered Member #34
Joined: 11:01:04 am GMT 02/26/04
Posts: 2778
You only get the +1 Dodge AC from the Dodge feat against the opponent you actually engaging. If you are fighting more than one opponent, you're not getting your Dodge bonus against at least one of them. You might not get it at all if you use some active feat, like Whirlwind Attack.
You only get the +4 Dodge AC from the Mobility feat against AoOs.
Both have their uses, but it takes some understanding of the feats to be able to use them well.
Also, both of those are pre-requisites for Spring Attack (no AoOs while in combat), and then Whirlwind Attack. And all of those are required for the Weapon Master PRC, which is popular for melee builds.
Registered Member #279
Joined: 4:17:59 pm GMT 09/25/04
Posts: 5460
I think they're pretty good feats -- extra AC isn't something I would turn down; even though other feats are better power-wise. Even if you take them without consideration that they're prerequisites for other good feats and prestige classes, they're useful in combat and are good RP descriptors of a fighter who's nimble and fast on his/her feet. Leveling up as a fighter, you get plenty of feats, so I wouldn't worry much about missing other ones because you took these two. [ Edited 04:50:47 AM 02/06/06 ][ Edited 04:51:03 AM 02/06/06 ]
Always Preceding Miggen Registered Member #136
Joined: 4:31:27 am GMT 06/13/04
Posts: 16130
RP, RP, RP... Select skills, abilities, and feats that reflect the RP you've done for the last level! If you RP well, the DMs can at least consider compensating your for making a RP build that isn't as powerful as it might have been. If you clearly are building for power, then the DMs will consider that in whether or not to confer unique items on a character (e.g., you could still get unique items for superior RP, but they wouldn't boost your power if you're already very powerful).
Registered Member #198
Joined: 6:30:40 pm GMT 08/02/04
Posts: 2228
*nods with Bonesly*
Build with RP.
Take Cathe:
Dex feates, such as two-weapon and ambid, weapon finesse, up to spring attack, skill foci and blind-fighting. No real "power-skills", but things that help her ambush and escape combat. I could have focused or improved crit on some finessable weapons, but I like the non-toe to toe with Cathe.
Eloril: Weapon focus Longsword, knockdown (only used when Tower/large Shield is equiped), additional turns, combat casting, scribe scroll, point blank shot. These simulate the "war" training and the two favored weapons of Corellon's priests and clerics.
Could have built him with more strength and taken power attacks and cleave and such, or done the dex way with him, for finessing a rapier, as Champions also favor those, but decided to keep him more "plain".
Now Naria, she is taking more combat oriented feats, but she is a pure ranger and not a spell caster, can't really "talk" to animals, but I will take one metamagic feat with her... Silent spell The rest are just what suits her that she might have picked up from others or stumbled into on her travels.
Registered Member #5
Joined: 6:48:49 pm GMT 02/16/04
Posts: 4184
Bonesly wrote ... RP, RP, RP... Select skills, abilities, and feats that reflect the RP you've done for the last level! If you RP well, the DMs can at least consider compensating your for making a RP build that isn't as powerful as it might have been. If you clearly are building for power, then the DMs will consider that in whether or not to confer unique items on a character (e.g., you could still get unique items for superior RP, but they wouldn't boost your power if you're already very powerful).
Completely agree (as will all the staff). If you want the staff to pay you more attention then make these decisions to fit RP rather than combat effectiveness.
Those feats are great to take if you're trying to represent a dextrous nimble character.
Dex feates, such as two-weapon and ambid, weapon finesse, up to spring attack, skill foci and blind-fighting. No real "power-skills", but things that help her ambush and escape combat. I could have focused or improved crit on some finessable weapons, but I like the non-toe to toe with Cathe.
So two weapon fighting, ambidexterity and weapon finesse are not powerful? Then what counts as powerful, devastating critical? I'm just saying Cathe is no powerbuild but certainly not crippled by useless feats motivated by rp
I would add that Dodge and Mobility, from an RP point of view, makes little sense for a warrior in heavy armor and shield. Power wise I'd say they are ok if you take Spring Attack as well, or go for Weaponmaster.
Registered Member #34
Joined: 11:01:04 am GMT 02/26/04
Posts: 2778
I have to agree with MSM here. I have rarely heard of anybody of taking feats that are useless for all but RP. Most of the NWN feats are combat oriented. And if you're trying to build a PC who is supposed to be good at something, I would encourage you to take feats that fit with that. I don't see any problem with a melee build taking lots of combat feats, just like I'd expect a powerful wizard to take lots of magic-oriented feats. Of course, you should RP that. Don't build a court jester if you're not going to play one.
Registered Member #5
Joined: 6:48:49 pm GMT 02/16/04
Posts: 4184
We've seen people take feats for purely RP reasons and they have been rewarded for doing so.
People are welcome to build characters that are good at things, but on Thain it's proven that you do not need to have a build that is good at something to have fun as the DMs will compensate weaker builds. So ultimately it's your choice but you've heard other players speak and you've heard some staff members speak