noce
2016-07-03, 12:37 PM
Hello playground!
My character is almost level 12 and I've just no idea what feat I should take.
He's an earth dwarf Warblade 1 / Fighter 4 / Exotic Weapon Master 1 / Kensai 6, will cap kensai eventually.
Full build is listed at the bottom of this post.
He has three party roles: damage dealer, tripper, ask-me-anything knowledge man (15-20 in every knowledge skill).
He's quite a meat shield, too.
I'm looking for feats improving either one of his fields of expertise, or his survivability.
Feats that allow me to full attack more easily would be great, obviously.
Even feats that make me "dwarfier" or that have earth subtype as a prerequisite are welcome, I would love to have a burrow speed.
Feats I've considered are:
- Knock Down: my first bet, but my DM didn't allow it
- Sand Snare: nice, but this is an urban campaign so this feat will come up almost never (city streets are quite clean in this setting)
- Law Devotion: nice, although just 1/day and I have many things competing for swift/immediate actions (Belt of Battle, Mantle of Second Chances, Moment of Perfect Mind, Gloves of Fortunate Striking)
- Steady Concentration: it applies to my Ref (kensai) and Will (maneuver) saves, but taking 10 is overkilling, since with items I already have 28 concentration
- Skewer Foe: adding a couple d6 damage is just too little, considering I deal 150 damage on average on a full attack (more than 200 at level 13), so I won't even notice the difference
- Draconic Aura: +1 to all knowledge is too little for a feat
- Iron Will: in order to take Divine Denial at 15, but no save divine spells are not so common for two feats
I think I'll go with Law Devotion, even though AC is worthless and I really don't have problems hitting enemies. My DM only puts at most two encounters per day, so limited uses per day are not a big problem.
Is there anything else of interest? Any help is much appreciated :)
The BUILD at 12 will be as follows:
STATS 22 10 18 16 9 6
TRIP DC from 16+d20 to 20+d20 depending on power surge
SKILLS ranks in diplomacy, concentration and every knowledge skill (not maxed, from 15 to 20 total modifiers)
FEATS e.w.proficiency(dire pick), w.focus(d.pick), w.specialization(d.pick), melee weapon mastery, combat expertise, improved trip, education, knowledge devotion, power attack
PICK ENHANCEMENTS keen, earthbound, martial discipline, speed
ATTACK BONUS ranging from +30/+30/+25 to +36/+36/+31 depending on knowledge devotion and power surge (not counting power attack)
My character is almost level 12 and I've just no idea what feat I should take.
He's an earth dwarf Warblade 1 / Fighter 4 / Exotic Weapon Master 1 / Kensai 6, will cap kensai eventually.
Full build is listed at the bottom of this post.
He has three party roles: damage dealer, tripper, ask-me-anything knowledge man (15-20 in every knowledge skill).
He's quite a meat shield, too.
I'm looking for feats improving either one of his fields of expertise, or his survivability.
Feats that allow me to full attack more easily would be great, obviously.
Even feats that make me "dwarfier" or that have earth subtype as a prerequisite are welcome, I would love to have a burrow speed.
Feats I've considered are:
- Knock Down: my first bet, but my DM didn't allow it
- Sand Snare: nice, but this is an urban campaign so this feat will come up almost never (city streets are quite clean in this setting)
- Law Devotion: nice, although just 1/day and I have many things competing for swift/immediate actions (Belt of Battle, Mantle of Second Chances, Moment of Perfect Mind, Gloves of Fortunate Striking)
- Steady Concentration: it applies to my Ref (kensai) and Will (maneuver) saves, but taking 10 is overkilling, since with items I already have 28 concentration
- Skewer Foe: adding a couple d6 damage is just too little, considering I deal 150 damage on average on a full attack (more than 200 at level 13), so I won't even notice the difference
- Draconic Aura: +1 to all knowledge is too little for a feat
- Iron Will: in order to take Divine Denial at 15, but no save divine spells are not so common for two feats
I think I'll go with Law Devotion, even though AC is worthless and I really don't have problems hitting enemies. My DM only puts at most two encounters per day, so limited uses per day are not a big problem.
Is there anything else of interest? Any help is much appreciated :)
The BUILD at 12 will be as follows:
STATS 22 10 18 16 9 6
TRIP DC from 16+d20 to 20+d20 depending on power surge
SKILLS ranks in diplomacy, concentration and every knowledge skill (not maxed, from 15 to 20 total modifiers)
FEATS e.w.proficiency(dire pick), w.focus(d.pick), w.specialization(d.pick), melee weapon mastery, combat expertise, improved trip, education, knowledge devotion, power attack
PICK ENHANCEMENTS keen, earthbound, martial discipline, speed
ATTACK BONUS ranging from +30/+30/+25 to +36/+36/+31 depending on knowledge devotion and power surge (not counting power attack)