Another Feat Ranking Method
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From the
What
is the most powerful feat? thread on the Wizards of the Coast
Website.
What do you think is the most powerful feat?
Below, the feats are broken up into groups and ranked according to their
power. The most powerful feats are at the top. The least powerful feats
are at the bottom.
The point system works as follows. You have a 2nd-level character with
20 hp, what is the maximum number of hit points you would give up
permanently to have this feat?
For a sense of scale of how much things seem to be worth
7 hit points = an extremely powerful feat
6 hit points = a very good feat
5 hit points = a good feat - the standard value of a feat
4 hit points = a mediocre feat
3 hit points = a substandard feat
2 = a rank in an extremely powerful skill
1½ = a rank in a very good skill
1 = a rank in a good skill - the standard value of a skill
½ = a rank in a mediocre skill
¼ = a rank in a mediocre skill
FEATS IN THE PLAYERS HANDBOOK AND THE EXPANDED PSIONIC HANDBOOK
(XPH)
HP Feats
4 hp = Rapid Metabolism (heal per day + Con bonus x 2) (XPH)
3 hp = Toughness (+3 hp)
Saving Throw Feats
3 hp = Great Fortitude
3 hp = Iron Will
3 hp = Lightning Reflexes
Armor Proficiency Feats
3½ hp = Armor Proficiency (Heavy) (worth 6 hp minus Light and Medium)
½ hp = Armor Proficiency (Medium) (worth 2½ hp minus Light and Medium)
2 hp = Armor Proficiency (Light)
0 hp = Needs NO Armor proficiency (Padded, Leather, Masterwork Studded,
Mithral Shirt)
Shield Proficiency Feats
3 hp = Improved Shield Bash
2½ hp = Shield Proficiency (Tower) (worth 3 hp minus Shield)
½ hp = Shield Proficiency, Buckler, Light, and Heavy
0 hp = Needs NO SHield proficiency (Masterwork Buckler/Light
Darkwood/Mithral Buckler/Light/Heavy)
AC Feats
5 hp = Cloak Dance (concealment in plain sight) (XPH)
4 hp = Combat Expertise (+1 dodge per -1 attack)
3 hp = Mobility (+4 dodge against AoO)
1½ hp = Dodge (+1 dodge against single foe)
1½ hp = Sidestep Charge (+4 dodge against charge) (XPH)
Ability Feats
3 hp = Weapon Finesse (worth minus Str melee attack bonus and damage)
Weapon Proficiency Feats
7½ hp = Weapon Proficiency, Single Exotic (Spiked Chain)
6 hp = Weapon Proficiency, Single Exotic (Double Weapon)
5 hp = Weapon Proficiency, Single Exotic (Dwarven Waraxe)
5 hp = Weapon Proficiency, Single Exotic (Bastard Sword)
2½ hp = Weapon Proficiency, Single Exotic (Whip)
2½ hp = Weapon Proficiency, Single Exotic (Light Melee Weapon)
7½ hp = Weapon Proficiency, Every Martial
2½ hp = Weapon Proficiency, Single Martial
4½ hp = Weapon Proficiency, Every Simple
1½ hp = Weapon Proficiency, Single Simple
Favored Weapon Feats
5 hp = Weapon Specialization (+2 damage)
5 hp = Weapon Specialization, Greater (+2 damage)
4 hp = Weapon Focus (+1 attack)
4 hp = Weapon Focus, Greater (+1 attack)
4 hp = Improved Critical
Melee Combat Feats
6 hp = Whirlwind Attack
6 hp = Spring Attack
6 hp = Improved Trip
6 hp = Deadly Precision (reroll Sneak Attack) (XPH)
6 hp = Power Attack (+2 damage per -1 attack)
5 hp = Reckless Combat (+2 Attack at -4 AC) (XPH)
5 hp = Cleave
4 hp = Combat Reflexes
3 hp = Cleave, Great
3 hp = Blind-Fight
3 hp = Improved Feint
2 hp = Quick Draw
Ranged Combat Feats
6 hp = Rapid Shot
6 hp = Manyshot
5 hp = Point Blank Shot
5 hp = Precise Shot
4 hp = Improved Precise Shot
4 hp = Shot On The Run
6 hp = Manyshot, Greater (Manyshot at separate targets) (XPH)
3 hp = Deflect Arrows
3 hp = Rapid Reload
3 hp = Far Shot
1 hp = Snatch Arrows
Mounted Combat Feats
5 hp = Spirited Charge
3 hp = Mounted Archery
3 hp = Trample
2 hp = Mounted Combat
0 hp = Ride-By Attack
Unarmed Combat Feats
3 hp = Improved Unarmed Strike
Nonlethal Combat Feats
4 hp = Improved Disarm
4 hp = Improved Overrun
4 hp = Improved Sunder
4 hp = Stand Still (prevent foe's move as your AoO) (XPH)
4 hp = Improved Grapple
4 hp = Stunning Fist
2 hp = Improved Bull Rush
Two-Weapon Fighting Feats
Normal: A -4 both-hand penalty and an additional -4 off-hand penalty on TWF attacks.
Normal: An additional -2 both-hand penalty on attacks if off-hand weapon is not a light weapon.
Normal: The off-hand only adds half the Strength bonus to damage.
5½ hp = TWF, Improved (extra off-hand attack at -5 penalty)
4 hp = TWF (remove -2 both-hand penalty and -4 off-hand penalty)
3 hp = TWF, Greater (extra off-hand attack at -10 penalty)
0 hp = TWF, Normal
Two-Weapon AC Feats
2 hp = Two-Weapon Defense
General Feats
8 hp per companion = Leadership
6 hp = Improved Initiative
2 hp = Diehard
1 hp = Run
1 hp = Endurance
Magic Item Creation Feats
7 hp = Craft Wondrous Item
6 hp = Scribe Scroll
6 hp = Craft Wand
6 hp = Craft Magic Arms And Armor
5 hp = Craft Staff
3 hp = Craft Rod
3 hp = Forge Ring
3 hp = Brew Potion
Spell Success Feats
4 hp = Spell Focus (General)
4 hp = Spell Focus, Greater (General)
3 hp = Spell Penetration (General)
3 hp = Spell Penetration, Greater (General)
2 hp = Counterspell, Improved (General)
0 hp = Heighten Spell (Any Slots) (make automatic for spellcasters)
Metamagic Upgrade Feats
6 hp = Empower Spell (2 Slots)
5 hp = Maximize Spell (3 Slots)
5 hp = Extend Spell (1 Slot)
5 hp = Augment Summoning (General)
4 hp = Widen Spell (3 Slots)
4 hp = Enlarge Spell (1 Slot)
Metamagic Spellcasting Feats
11 hp = Quicken Spell (4 Slots)
8 hp = Natural Spell (General)
3 hp = Still Spell (1 Slot)
2 hp = Silent Spell (1 Slot)
1 hp = Eschew Materials (General)
Magic Feats for Wizard
2 hp = Spell Mastery (Special)
Skill Point Feats
5 hp = Open Minded (+5 skill points) (XPH)
3¾ or skill points = Skill Focus (+3 skill bonus)
Skill Bonus Feats
9 hp = Magical Aptitude (Spellcraft and Use Magic Device)
6 hp = Stealthy (Hide and Move Silently)
6 hp = Alertness (Listen and Spot)
5 hp = Negotiator (Diplomacy and Sense Motive)
5 hp = Persuasive (Bluff and Intimidate)
4 hp = Acrobatic (Jump and Tumble)
4 hp = Investigator (Gather Information and Search)
4 hp = Nimble Fingers (Disable Device and Open Lock)
4 hp = Deceitful (Disguise and Forgery)
4 hp = Agile (Balance and Escape Artist)
4 hp = Deft Hands (Sleight of Hand and Use Rope)
3 hp = Self-Sufficient (Heal and Survival)
3 hp = Diligent (Appraise and Decipher Script)
3 hp = Athletic (Climb and Swim)
3 hp = Animal Affinity (Handle Animal and Ride)
Skill Modification Feats
6 hp = Trapfinding (Search and Disable Device)
5 hp = Turning, Improved
3 hp = Combat Casting (Concentration)
3 hp = Track (Survival)
Skill Costs
1 hp = 1 skill point
3 hp = 1 rank in an extremely powerful skill
Use Magic Device (Rogue)
2 hp = 1 rank in an extremely powerful skill
Knowledge of Bardic Lore (Bard)
Turn Undead (Cleric, Paladin)
1½ hp = 1 rank in a very good skill
Concentration
Hide
Listen
Move Silently
Spot
Tumble
1¼ hp = 1 rank in a very good skill
Diplomacy
Intimidate
Sleight of Hand
Spellcraft
1 hp = 1 rank in a good skill
Appraise
Bluff
Climb
Craft of Alchemy
Craft of Armorsmithing
Craft of Bowmaking
Craft of Weaponsmithing
Disable Device
Disguise
Escape Artist
Forgery
Gather Information
Heal
Knowledge of Dungeoneering
Knowledge of Nature
Knowledge of Planes
Open Locks
Perform (Bard)
Search
Sense Motive
¾ hp = 1 rank in a good skill
Balance
Knowledge of Arcana
Knowledge of Religion
Ride
½ hp = 1 rank in a mediocre skill
Animal Empathy (Diplocmacy with animals) (Druid, Ranger)
Decipher Script
Handle Animal
Knowledge of Architecture
Knowledge of Geography
Knowledge of History
Knowledge of One Locality
Knowledge of Nobility
Survival
Swim
Use Rope
Each: Language
Each: Fall +10 ft (Monk)
¼ hp = 1 rank in a substandard skill
Jump
Profession
Last edited by Haldrik : 11-22-04 at 10:34 PM.
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