Initiative Feats

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hey all. I had a question about certain feats that improve a PCs initiative. such as improved init, quick draw, martial alacrity and so forth. Does the +4 bonus and other +2 bonuses you get from each feat stack or does the greater one only apply (meaning improved inits +4 would cancel out the +2 bonuses from the others). Please need some help on the clarity of this asap cause im building a character under the idea that they all stack.
General bonus stacking rules apply.  If it is a typed bonus, of the form "+X (type) bonus" with a word between the number and 'bonus', then only the highest of the type applies.  Bonuses of different types, and bonuses from untyped things stack with each other.

Note that a bonus from a feat is not necessarily a "feat bonus."  It has to have the word between the number and 'bonus'.
D&D Next = D&D: Quantum Edition
OK not sure what you mean by that? i guess I can explain a bit more my predicement. right now the feats i have are

Improved Initiative - You gain a +4 feat bonus to initiative checks.

Quick Draw - You can draw a weapon (or an object, such as a potion, stored in a belt pouch, a bandolier, or a similar container) as part of the same action used to attack with the weapon or use the object. You also gain a +2 feat bonus to initiative checks.

Battle Hardened - You gain a +5 feat bonus to saving throws against fear effects. In addition, you gain a +2 feat bonus to initiative checks.

Duty's Virtue - Once per round, you can use the aid defense action as a minor action, but only if the chosen ally is bloodied. Also, you gain a +2 feat bonus to initiative checks.

so i've thought that they stack equaling +10 to my intiative checks (not including Dex + 1/2 level)

So am I doing it right or is it only the greatest number that matters. if so then i've got to respec practically all my feats for heroic tier
Bonueses of the same type do not stack. If something says "Feat Bonus", which all of those do, they are all "Feat bonuses" and thus don't stack, only the highest applies. If it just says "+4 bonus to init" then it is untyped, because there is word between the amount and bonus. Similar examples: "+4 Item bonus" "+4 Racial bonus." "+4 Enhancement bonus." etc.

If there is a word between the number and the bonus, it is that type of bonus. Bonuses of the same type never stack. Untyped bonuses stack with everytyhing, except themselves. So if you had a feat that, say, caused you to gain +6 to damage rolls after each attack, it'd only apply once, no matter how many times you hit, because the untyped bonus would be from the same named game element (whatever the feat was called).

Also taking those feats and not the standard taxes is a really bad idea anyway, even if they did stack.
OK not sure what you mean by that? i guess I can explain a bit more my predicement. right now the feats i have are

Improved Initiative - You gain a +4 feat bonus to initiative checks.

Quick Draw - You can draw a weapon (or an object, such as a potion, stored in a belt pouch, a bandolier, or a similar container) as part of the same action used to attack with the weapon or use the object. You also gain a +2 feat bonus to initiative checks.

Battle Hardened - You gain a +5 feat bonus to saving throws against fear effects. In addition, you gain a +2 feat bonus to initiative checks.

Duty's Virtue - Once per round, you can use the aid defense action as a minor action, but only if the chosen ally is bloodied. Also, you gain a +2 feat bonus to initiative checks.

so i've thought that they stack equaling +10 to my intiative checks (not including Dex + 1/2 level)

So am I doing it right or is it only the greatest number that matters. if so then i've got to respec practically all my feats for heroic tier



All of those are feat bonuses; they all say '+X feat bonus to initiative checks'.  Therefore, as they have the same descriptor, they do not stack and you only get the highest bonus.
Another day, another three or four entries to my Ignore List.
ok all thank you for your input. i've respec'd my pc now, my next question is. wth are feat taxes. i've yet to understand what people mean by that. every feat i've ever taken for a character fits right either for mechanics or fluff.
It's a long story.

After 4e's launch it was discovered that the rate of PC attack and NAD advancement wasn't keeping pace with the rate of monster attack and defense advancement.  The lag on attacks was -1 in heroic, -2 in paragon, and -3 in epic.

Instead of actually fixing the problem by rewriting the already-published Monster Manual, something that is just practically impossible, they patched it over by adding in Expertise feats, which gave a +1/2/3 feat bonus to attack rolls.

People were glad to receive them, but still irritated that they had to spend a feat slot that could be used for something interesting just to correct an error in the Monster Manual, particularly when the raw effective power of the expertise feats was vastly, vastly higher than any other feat in the game.  The term "feat tax" was born.

Recently, "feat tax refunds" have been added.  These are the new model of Expertise feats, where they do their math-fixing thing but also give some other benefit that is an appropriate power level for a feat.  Unfortunately, this makes the feat tax situation worse, since the new feats are now even more overpowered as compared to other feats, and aren't any less required as a result.
D&D Next = D&D: Quantum Edition
They origionaly had mastwork weapons and neck slots.  Then they where cut, but the monster math was never revised.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

What Mand12 said.  
This is why every Epic Tier character will always have the following Feats:


  • [Weapon/Implement] Expertise

  • Robust Defenses

  • Epic Will

  • Epic Fortitude

  • Epic Reflexes



Otherwise, they're sure to get toasted while beboopin' around the Astal Sea or what-not.
Since these Feats are pretty much a "must have, or die", it became a "tax" you had to "pay" in order to advance, as opposed to choosing a Feat that suits your character concept/style.
Improved Defenses is strictly superior to Robust Defenses.  Robust Defenses is an obsolete feat.

As an added advantage, Improved Defenses can be taken at any tier (and probably should).
D&D Next = D&D: Quantum Edition
Improved Defenses is strictly superior to Robust Defenses.  Robust Defenses is an obsolete feat.

As an added advantage, Improved Defenses can be taken at any tier (and probably should).



Ah, didn't catch that one.
When stuff like "Forgotten Realms" and "Heroes of Such-as-such" come out, I don't get them, as they seem to be specific to a campagin setting.  But PH1,2,3, DMG1,2,3, I try to pay attention to.

Do they use all books, including campaign settings, to "fix" things (such as adding new Feats or rules that are needed)? 
HotFL and HotFK were not campaign settings; they were the Essentials equivalents of the PHB.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.
HotFL and HotFK were not campaign settings; they were the Essentials equivalents of the PHB.



Ah, ok.  It was my understanding (which I admit is limited in this regard) is that Essentials was a sort-of attempt to make a "sort of 4.5e, but not really 4.5e" which ultimately is not compatible with 4e PH.  Is this true, or am I dead wrong?
Not dead wrong, but mostly wrong.  It's completely compatible with the 4e PHB, but the "sort of 4.5e, but not really 4.5e" is somewhat accurate.
D&D Next = D&D: Quantum Edition
HotFL and HotFK were not campaign settings; they were the Essentials equivalents of the PHB.



Ah, ok.  It was my understanding (which I admit is limited in this regard) is that Essentials was a sort-of attempt to make a "sort of 4.5e, but not really 4.5e" which ultimately is not compatible with 4e PH.  Is this true, or am I dead wrong?



You're dead wrong.  The Heroes Of -- books are 100% compatible with 4e.  They are additional material, not a half-edition in any way.
Another day, another three or four entries to my Ignore List.
You're dead wrong.  The Heroes Of -- books are 100% compatible with 4e.  They are additional material, not a half-edition in any way.


Well, I'm not sure I agree with that, a lot of what it added was half-classes.
D&D Next = D&D: Quantum Edition
Which work perfectly well on tables with classes from earlier books, and supply material varying from utility powers to all powers, which are compatible with classes from earlier books.

What more do you want?
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.
Also, Epic NAD feats aren't Feat Taxes in the slightest. They're powerful because they stack, but even an Optimized Defender can usually find better things to spend feats on than taking all 3.
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection.
You're dead wrong.  The Heroes Of -- books are 100% compatible with 4e.  They are additional material, not a half-edition in any way.

Well, I'm not sure I agree with that, a lot of what it added was half-classes.

I'd change the final "s" to a "d" and drop two other letters.

"The world does not work the way you have been taught it does. We are not real as such; we exist within The Story. Unfortunately for you, you have inherited a condition from your mother known as Primary Protagonist Syndrome, which means The Story is interested in you. It will find you, and if you are not ready for the narrative strands it will throw at you..." - from Footloose
Same thing?
D&D Next = D&D: Quantum Edition