|
The Player's Handbook states that a feat is "...a special
feature that either gives your character a new capability or improves
one that he or she already has." To put it another way - feats
are abilities that let you break the rules. You want to wrestle
an opponent without provoking an attack of opportunity? Take a feat.
You want your character to be more resistant to fear spells? Take
a feat. There is a feat for any conceivable eventuality in the game,
and that is the problem.
More that seven hundred feats have been published in official D&D
sources from Wizards of the Coast. The list is daunting to say the
least. This section of the site hopes to help the player make the
right selection that benefits his character. You have a finite number
of feats... don't waste them!
Below are links to more information on feats. There is a list of
new feats (mostly necessitated by changes I have made to the system).
I also include rules for buying feats with experience points - because
sometimes you just need that one more feat to round out your character.
I also use the rules for Weapon Group Feats that first appeared
in the Unearthed Arcana - those rules appear in full in this
section.
More on Feats
Advice on Selecting Feats
I will be in a position to say more on selecting feats whent he
Master List section is finally up and running. However, there are
a few tips I can give the new player in regard to their feat selection.
There are so many different feats to choose from that it can be
difficult to decide what is best for your character. Here is my
advice:
- The Player's Handbook is the core rulebook for a reason.
It offers a wide variety of starting feats for any character.
You could do worse than limiting your choice just to that book.
The PHB contains the most basic and the most common feats
known by characters. Always look in here first.
- Does your character class have specific feat list you can look
at? If you are playing a fighter then look at the list of Bonus
Fighter Feats. If you are a spell-caster look at the Metamagic
and Item Creation feats. This will give you some idea of the type
of feats available to you.
- Is there a class specific book you can look at? If you are playing
a martial character then look in the fighting-specific feats listed
in Tome and Blood and Complete Warrior. If you are
playing Druid then take a gander at one is on offer in Masters
of the Wild. Looking in the right book can save a lot of time.
- Are you working toward a particular prestige class? Most prestige
classes will demand you know certain feats in order to qualify.
What are those feats? The decision as to which feats to take might
be taken out of your hands.
- Have a look at the Regional Feats. These have to be selected
at first level, so they might be a good place to start during
character generation.
- Finally, ask the advice of more seasoned players or the GM.
If you can explain what you want your character to do then someone
might remember a feat that does the trick.
Magic versus Psionic Feats
The Player's Handbook and Expanded Psionics Handbook
list a number of feats that modify magic spells and psionic powers,
and other feats that allow characters to create magical or psionic
items. For the purposes of the House Rules, and in keeping with
the ethos that psionics is just another term for magic, I rule that
different feats that do the same thing are interchangable. This
is best explained by way of an example.
Extend Spell (PHB p94) is a metamagic feat that doubles
the duration of any spell that does not have an instantaneous or
permanent duration. The metapsionic feat Extend Power (PSI
p46) does exactly the same thing but for psionic powers. As far
as I am concerned these two feats are the same feat. A multiclass
wizard/psion who has either one of these feats would be able to
extend either his magic spells or his psionic powers.
The following table lists the most common metamagic and item creation
feats along with their psionic equivalents. If a character selects
one of these feats he is automatically considered to have the other.
Some feats have no equivalent. Normally, I will refer to feat only
by its magical version - when I do so, however, I mean both the
magical and psionic versions. It is likely that this list is not
complete, however the principle behind it remains sound for any
other similar feat you discover.
|
Magical Version
|
Psionic Version
|
|
Brew Potion
|
No equivalent
|
|
Craft Magic Arms and Armour
|
Craft Psionic Arms and Armour
|
|
Craft Rod
|
No equivalent
|
|
Craft Staff
|
Craft Psicrown
|
|
Craft Wand
|
Craft Dorje
|
|
Craft Wondrous Item
|
Craft Universal Item
|
|
Forge Ring
|
No equivalent
|
|
Scribe Scroll
|
Imprint Stone
|
|
Empower Spell
|
Empower Power
|
|
Enlarge Spell
|
Enlarge Power
|
|
Extend Spell
|
Extend Power
|
|
Heighten Spell
|
Heighten Power
|
|
Mazimise Spell
|
Maximise Power
|
|
Quicken Spell
|
Quicken Power
|
|
Silent Spell
|
No equivalent
|
|
Still Spell
|
No equivalent
|
|
Widen Spell
|
No equivalent
|
|
No equivalent
|
Craft Cognisance Crystal
|
|
Craft Construct
|
Craft Psionic Construct
|
|
No equivalent
|
Scribe Tattoo
|
|
No equivalent
|
Burrowing Power
|
|
Chain Spell
|
Chain Power
|
|
Delay Spell
|
Delay Power
|
|
Opportunity Spell
|
Opportunity Power
|
|
Split Ray
|
Split Psionic Ray
|
|
Twin Spell
|
Twin Power
|
|
Uncondtional Spell
|
Unconditional Power
|
The Psionic Focus
According to the standard rules, the use of many metapsionic feats
require a manifester to "expend their psionic focus" (see
Expanded Psionics Handbook p37). The psionic focus is both
a blessing and a curse to psions. It enables them to achieve feats
of concentration generally unreachable by non-psionics but it also
means that once they have used a metapsionic feat they need to meditate
for a full round (provoking an attack of opportunity) before they
can use another one.
This complicates things when a character can cast both spells and
manifest psionic powers and has one feat that can augment both types
of spells. Therefore I rule this: psions who expend their psionic
focus to cast a metamagically enhanced spell cast the spell as a
standard action. Psions can still metamagically enhance their spells
without expending their psionic focus, but the spells are cast as
full round actions. The use of the psionic focus for activating
other psionic feats or "taking 15" on a concentration
check is unchanged.
This means that a multiclass psion/sorcerer could expend his psionic
focus to metamagically enhance an arcane spell and cast it as a
standard action, even though sorcerers normally must take a full
round to cast such spells.
Traits
Traits are an option I include relatively unwillingly. Introduced
by p86 of Unearthed Arcana traits are supposed to be roleplaying
aids. They define a part of the character's personality or physique
- such as Inattentive, Skinny or Dishonest and attempt to convert
it into game terms. A trait grants a bonus to a certain skill or
other game related mechanic along with a comensurate penalty to
another related area. It is very difficult to Min-Max traits because
the areas of benefit and penalty are so closely related, and often
the penalty is greater than the benefit.
Players are entitiled to select two traits at first level, but
they should discuss this choice with the GM who (if it is me) will
attempt to talk them out of it. I don't really see what traits add,
but I am willing to be convinced. If you want to roleplay an honest
character then roleplay an honest character! You don't need a +1
bonus to diploamacy and a -1 penalty to bluff to improve your roleplaying!
Stil, I suppose there might be occassions where Traits can draw
something out of a player that wasn't there originally.... have
a look at UE during character generation and see.
Flaws
If I dislike Traits then the rules for Flaws are close to pushing
me over the edge. Flaws appear on p91 of Unearthed Arcana
and smack too much of GURPS for my taste. The idea is that flaws
are the anti-feats. You can take up to two flaws during character
generation and for each flaw you take you get a bonus feat.
The thing is, I can see players quickly crippling their character
to get an advantage in the game. What is to stop all invokers taking
a -2 to hit in mêlée combat in return for an extra
metamagic feat for their ranged spells? Now flaws tend to be more
powerful than feats in an attempt to stop that from happening, but
I see trouble ahead..... "So, you're playing a one-legged dwarf
with three months to live... and you have an damage bonus of what?"
The UE has a very small list of flaws (only twelve) although
players could devise their own if they wanted to. Personally, I
don't think that flaws are necessary. If you want more feats then
buy them with your experience points
- it is cheaper and safer. However, if you really want to have a
flaw then discuss it with the GM. If we can come up with a good
story-related reason for it that adds to the roleplaying goodness
of the group then I'm happy to go along with it.
|