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well improved iniative... is a must if it works...(spell casters...)
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unfortunately, it doesn't. pity.
here's my rundown on feats, by roles:
any melee char:
1. cleave (requires power attack, which isn't all that great by itself)
2. weapon specialisation (for two weapon types, one slashing and one blunt)
3. improved critical
4. blind fighting (to take later on in the game)
higher dex-based melee char:
all of the above and
1. ambidextriety + 2 weapon fighting (or ranger levels)
2. dirty fighting (especially for scimitar users)
3. dash
offensive spellcaster:
1. great spell focus, evocation (and maybe other shools)
2. 1-2 (or more, if you can afford) of the elemental feats, based on your choice
3. subvocal casting
4. combat casting
i also like to take Expertiese for all of my back-row chars (the spellcasters and snipers), as well as Rapid Shot.
other classes may have a usefull "class-only" feat, such as Lingering Song for bards.
these are what i consider "a must". everything else i take is just to fully develop a char, to emphesise his strengths and/or overcome his weaknesses, e.g. a ftr/pal would get extra specialisations and Toughness, while a ftr/barb would get Iron Will and Lightning Reflexes.