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	<title>Comments on: Top Five Fighter Feats</title>
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	<link>http://www.d20source.com/2007/09/top-five-fighter-feats</link>
	<description>A must-read Dungeons &#38; Dragons blog for dungeon masters, D&#38;D players and game designers.</description>
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		<title>By: Michael</title>
		<link>http://www.d20source.com/2007/09/top-five-fighter-feats/comment-page-1#comment-79782</link>
		<dc:creator>Michael</dc:creator>
		<pubDate>Sun, 20 Dec 2009 10:29:32 +0000</pubDate>
		<guid isPermaLink="false">http://d20.jonnydigital.com/2007/09/top-five-fighter-feats#comment-79782</guid>
		<description>No one seems to have mentioned Step Up, which is amazing for a mage-killer. It allows you to take an IMMEDIATE action 5-foot-step when an adjacent opponent takes a 5-foot step. So, sorcerer takes a step back, intending to cast that devastating spell, but he doesn&#039;t get the chance because you immediately step up to him and get an AoO when he starts casting. Even if your attack doesn&#039;t kill him, he&#039;s got to make a Concentration check or he fizzles</description>
		<content:encoded><![CDATA[<p>No one seems to have mentioned Step Up, which is amazing for a mage-killer. It allows you to take an IMMEDIATE action 5-foot-step when an adjacent opponent takes a 5-foot step. So, sorcerer takes a step back, intending to cast that devastating spell, but he doesn&#8217;t get the chance because you immediately step up to him and get an AoO when he starts casting. Even if your attack doesn&#8217;t kill him, he&#8217;s got to make a Concentration check or he fizzles</p>
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		<title>By: Kenshin</title>
		<link>http://www.d20source.com/2007/09/top-five-fighter-feats/comment-page-1#comment-73656</link>
		<dc:creator>Kenshin</dc:creator>
		<pubDate>Wed, 26 Aug 2009 00:48:14 +0000</pubDate>
		<guid isPermaLink="false">http://d20.jonnydigital.com/2007/09/top-five-fighter-feats#comment-73656</guid>
		<description>The Improved Sunder is one of the greatest fighter feat.  Unfortunately, it is stupid for a player to break the magic weapons that is going-to-be your treasures.  However, under the hands of the NPC, it is a great feat.</description>
		<content:encoded><![CDATA[<p>The Improved Sunder is one of the greatest fighter feat.  Unfortunately, it is stupid for a player to break the magic weapons that is going-to-be your treasures.  However, under the hands of the NPC, it is a great feat.</p>
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		<title>By: Tamian</title>
		<link>http://www.d20source.com/2007/09/top-five-fighter-feats/comment-page-1#comment-65120</link>
		<dc:creator>Tamian</dc:creator>
		<pubDate>Thu, 29 Jan 2009 05:39:50 +0000</pubDate>
		<guid isPermaLink="false">http://d20.jonnydigital.com/2007/09/top-five-fighter-feats#comment-65120</guid>
		<description>English*</description>
		<content:encoded><![CDATA[<p>English*</p>
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		<title>By: Tamian</title>
		<link>http://www.d20source.com/2007/09/top-five-fighter-feats/comment-page-1#comment-65119</link>
		<dc:creator>Tamian</dc:creator>
		<pubDate>Thu, 29 Jan 2009 05:39:25 +0000</pubDate>
		<guid isPermaLink="false">http://d20.jonnydigital.com/2007/09/top-five-fighter-feats#comment-65119</guid>
		<description>[Sorry if my Engligh is not the beast]</description>
		<content:encoded><![CDATA[<p>[Sorry if my Engligh is not the beast]</p>
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		<title>By: Tamian</title>
		<link>http://www.d20source.com/2007/09/top-five-fighter-feats/comment-page-1#comment-65118</link>
		<dc:creator>Tamian</dc:creator>
		<pubDate>Thu, 29 Jan 2009 05:36:34 +0000</pubDate>
		<guid isPermaLink="false">http://d20.jonnydigital.com/2007/09/top-five-fighter-feats#comment-65118</guid>
		<description>Imp. Trip have also a weak point, if you fail tripping your enemy it can attempt to trip you. I think that Imp. Disarm is more usefull than Imp. Trip. (remember that some weapons like the Flail or spiked chain gives +2 to  a disarm attemp and hold a two handed weapong gives +4).

Example 

In the case of a lvl 1 Human figher (3 feats, all stats on 10)

Exotic weapon prof (Spiked chain)
Combat expertise
Improve disarm

Disarm attemp is with and atack
 (base attack+STR)


Yor disarm bonus would be:
 2(spiked chain)+4(two handed)+1(base attk and STR)) = +7

But remember that attack is BASE+STR, and if you has more STR, like STR=18 (+4MOD)
yor disarm attemp would be 

2+4+1+4= 11

that mean that you have a advantage of 55% more posibilities to win the check (with STR=18 and a Spiked Chain)

Also, Disarming (and imp Disarm) became more usefull vs opponents with two arms or light weapons. (remember that light weapons, and two weapons fighting has -2 on the disarm chek, so off-hand has -4)

Disadvantages or weakness:

The only benefit is that disarmed eney dont have any weapon to attak you. (but remember that is totally unusefull with spked gauntlets or unnarmed strikes).
Enemies with locked gauntlets has+10 for avoid being disarmed.
are not so usefull with oponnets with good base attk bonus, two handed weapon, larger or/and with hight STR bonuses.
Your enemy gain a free disarm attemp (withount attak of oportunity) if you fail your disarm attemp



Comparing with Tripping (and imp Trip)

Same disadvantages (enemy attemp if you fail, size, etc), but you can get bonnuses with some weapons and weapong kind (than in triping not).</description>
		<content:encoded><![CDATA[<p>Imp. Trip have also a weak point, if you fail tripping your enemy it can attempt to trip you. I think that Imp. Disarm is more usefull than Imp. Trip. (remember that some weapons like the Flail or spiked chain gives +2 to  a disarm attemp and hold a two handed weapong gives +4).</p>
<p>Example </p>
<p>In the case of a lvl 1 Human figher (3 feats, all stats on 10)</p>
<p>Exotic weapon prof (Spiked chain)<br />
Combat expertise<br />
Improve disarm</p>
<p>Disarm attemp is with and atack<br />
 (base attack+STR)</p>
<p>Yor disarm bonus would be:<br />
 2(spiked chain)+4(two handed)+1(base attk and STR)) = +7</p>
<p>But remember that attack is BASE+STR, and if you has more STR, like STR=18 (+4MOD)<br />
yor disarm attemp would be </p>
<p>2+4+1+4= 11</p>
<p>that mean that you have a advantage of 55% more posibilities to win the check (with STR=18 and a Spiked Chain)</p>
<p>Also, Disarming (and imp Disarm) became more usefull vs opponents with two arms or light weapons. (remember that light weapons, and two weapons fighting has -2 on the disarm chek, so off-hand has -4)</p>
<p>Disadvantages or weakness:</p>
<p>The only benefit is that disarmed eney dont have any weapon to attak you. (but remember that is totally unusefull with spked gauntlets or unnarmed strikes).<br />
Enemies with locked gauntlets has+10 for avoid being disarmed.<br />
are not so usefull with oponnets with good base attk bonus, two handed weapon, larger or/and with hight STR bonuses.<br />
Your enemy gain a free disarm attemp (withount attak of oportunity) if you fail your disarm attemp</p>
<p>Comparing with Tripping (and imp Trip)</p>
<p>Same disadvantages (enemy attemp if you fail, size, etc), but you can get bonnuses with some weapons and weapong kind (than in triping not).</p>
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	<item>
		<title>By: D20 Source Hits 300 Posts! &#171; Jonathan Drain&#8217;s D20 Source: Dungeons &#38; Dragons Blog</title>
		<link>http://www.d20source.com/2007/09/top-five-fighter-feats/comment-page-1#comment-65034</link>
		<dc:creator>D20 Source Hits 300 Posts! &#171; Jonathan Drain&#8217;s D20 Source: Dungeons &#38; Dragons Blog</dc:creator>
		<pubDate>Tue, 27 Jan 2009 23:43:28 +0000</pubDate>
		<guid isPermaLink="false">http://d20.jonnydigital.com/2007/09/top-five-fighter-feats#comment-65034</guid>
		<description>[...] Top Five Fighter Feats An opinion on D&amp;D third edition&#8217;s best Fighter bonus feat [...]</description>
		<content:encoded><![CDATA[<p>[...] Top Five Fighter Feats An opinion on D&#38;D third edition&#8217;s best Fighter bonus feat [...]</p>
]]></content:encoded>
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	<item>
		<title>By: envevahex</title>
		<link>http://www.d20source.com/2007/09/top-five-fighter-feats/comment-page-1#comment-62904</link>
		<dc:creator>envevahex</dc:creator>
		<pubDate>Sat, 20 Dec 2008 04:58:56 +0000</pubDate>
		<guid isPermaLink="false">http://d20.jonnydigital.com/2007/09/top-five-fighter-feats#comment-62904</guid>
		<description>Thak you for the news</description>
		<content:encoded><![CDATA[<p>Thak you for the news</p>
]]></content:encoded>
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	<item>
		<title>By: Paul Alvarez</title>
		<link>http://www.d20source.com/2007/09/top-five-fighter-feats/comment-page-1#comment-42759</link>
		<dc:creator>Paul Alvarez</dc:creator>
		<pubDate>Tue, 08 Apr 2008 18:22:33 +0000</pubDate>
		<guid isPermaLink="false">http://d20.jonnydigital.com/2007/09/top-five-fighter-feats#comment-42759</guid>
		<description>I&#039;d have to say that Power Attack is on of a fighters greatest feats, hands down. i personally played a fighter to level 14 with an attack bonus that high a +28 to damage was great. BUT the feat Leap Attack adds so much power to your attack its amazing. Leap Attack allowes you to tripple damage dealt with a two handed weapon instead of just double. ordanarly i started out with a normal Greatsword (2d6+ 7) strength modifier of 5 round down. i took 2 levels in occult slayer which added an additional 1d6 to damage agains foes with magic/spell like abilities, then took 5 levels in Kensi. if you want to augment true power for your fighter i sudgest the kensi class its beautiful. after all this my Greatsword was doing 5d6+22 (you&#039;ll have to look at the kensi class to understand where all the damage comes from, plus my strength increased as i leveled.) now 5d6+22 is an awesome amount of damage but using &quot;rhino hide&quot; armor adds an aditional 2d6 damage on a succesful charge (7d6+22) now add on a full leap attack (+42 damage) so a succesful charge with a full leap attack with my character was 7d6+66. with a 17-20 crit range that character was incredibly brutal. now I&#039;ll leave you with one more thing to think about: with all my attack bonus going to my damage my attack rolls should be really low right? purchase a RING OF TRUESTRIKE, its a 1st lvl spell and if you get the ring with only 1 charge i think it only runs you around 770 gp. this is a lvl 7 fighter/5 kensi/2 occult-slayer. last time i played that character he was bitten by a vampire..i cant wait to add the stats of a vampire to my character.
take it easy guys i hope I&#039;ve given you something to think about.
whoever said Power Attack is not a good feet is a moron. the only thing better than Power Attack is Leap Attack.</description>
		<content:encoded><![CDATA[<p>I&#8217;d have to say that Power Attack is on of a fighters greatest feats, hands down. i personally played a fighter to level 14 with an attack bonus that high a +28 to damage was great. BUT the feat Leap Attack adds so much power to your attack its amazing. Leap Attack allowes you to tripple damage dealt with a two handed weapon instead of just double. ordanarly i started out with a normal Greatsword (2d6+ 7) strength modifier of 5 round down. i took 2 levels in occult slayer which added an additional 1d6 to damage agains foes with magic/spell like abilities, then took 5 levels in Kensi. if you want to augment true power for your fighter i sudgest the kensi class its beautiful. after all this my Greatsword was doing 5d6+22 (you&#8217;ll have to look at the kensi class to understand where all the damage comes from, plus my strength increased as i leveled.) now 5d6+22 is an awesome amount of damage but using &#8220;rhino hide&#8221; armor adds an aditional 2d6 damage on a succesful charge (7d6+22) now add on a full leap attack (+42 damage) so a succesful charge with a full leap attack with my character was 7d6+66. with a 17-20 crit range that character was incredibly brutal. now I&#8217;ll leave you with one more thing to think about: with all my attack bonus going to my damage my attack rolls should be really low right? purchase a RING OF TRUESTRIKE, its a 1st lvl spell and if you get the ring with only 1 charge i think it only runs you around 770 gp. this is a lvl 7 fighter/5 kensi/2 occult-slayer. last time i played that character he was bitten by a vampire..i cant wait to add the stats of a vampire to my character.<br />
take it easy guys i hope I&#8217;ve given you something to think about.<br />
whoever said Power Attack is not a good feet is a moron. the only thing better than Power Attack is Leap Attack.</p>
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		<title>By: Jonathan Drain</title>
		<link>http://www.d20source.com/2007/09/top-five-fighter-feats/comment-page-1#comment-23145</link>
		<dc:creator>Jonathan Drain</dc:creator>
		<pubDate>Wed, 10 Oct 2007 20:18:33 +0000</pubDate>
		<guid isPermaLink="false">http://d20.jonnydigital.com/2007/09/top-five-fighter-feats#comment-23145</guid>
		<description>@Ron: I&#039;m only counting Player&#039;s Handbook feats in this list. Otherwise, I&#039;d have to open it up to all fighter splatbooks in order to do a fair list.

@cycl0ps: Iron Will is very useful for a fighter, but I&#039;m specifically only counting feats that can be taken as fighter bonus feats. They do get a lot of bonus feats, so can easily afford to spend their normal feats on things like Iron Will.</description>
		<content:encoded><![CDATA[<p>@Ron: I&#8217;m only counting Player&#8217;s Handbook feats in this list. Otherwise, I&#8217;d have to open it up to all fighter splatbooks in order to do a fair list.</p>
<p>@cycl0ps: Iron Will is very useful for a fighter, but I&#8217;m specifically only counting feats that can be taken as fighter bonus feats. They do get a lot of bonus feats, so can easily afford to spend their normal feats on things like Iron Will.</p>
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		<title>By: cycl0ps</title>
		<link>http://www.d20source.com/2007/09/top-five-fighter-feats/comment-page-1#comment-23101</link>
		<dc:creator>cycl0ps</dc:creator>
		<pubDate>Wed, 10 Oct 2007 01:25:53 +0000</pubDate>
		<guid isPermaLink="false">http://d20.jonnydigital.com/2007/09/top-five-fighter-feats#comment-23101</guid>
		<description>You forgot Iron Will.  While boring, it is priceless for Fighters.  Barbs get some Will bonuses during rage to help close the gap when facing casters.  Fighters have no such bonuses.  All of those other tasty fighter feats become a benefit to the enemy once the vampire dominates your group&#039;s trusty, front-line tank.</description>
		<content:encoded><![CDATA[<p>You forgot Iron Will.  While boring, it is priceless for Fighters.  Barbs get some Will bonuses during rage to help close the gap when facing casters.  Fighters have no such bonuses.  All of those other tasty fighter feats become a benefit to the enemy once the vampire dominates your group&#8217;s trusty, front-line tank.</p>
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