JoeGKushner
Adventurer
Another 101 Feats shares many of the features of the first book, 101 Feats. If you enjoyed the first, you’ll enjoy the second. Another 101 Feats is designed with standard two-column format on off gray background text with darker gray for borders. Top and bottom borders being darker. Art is provided by OtherWorldly Art Portfolio and while not bad, does not add anything to the book in terms of actually seeing the feats themselves in action.
Of the twenty eight pages, one is used for the cover, another for the OGL, and the introduction takes two pages. The introduction details the types of feats, divine, epic, spelltouched, spirit and survivor, as well as details on immediate and swift actions. If those actions are in the SRD, then they don’t need to be here as core feats and general feats that are in the SRD, are not reprinted here for convenience.
The file uses extensive bookmarks. There are bookmarks for each type of feat, and then further marks for each feat under that type. The file also comes with a rft file for those looking for a less fancy way of viewing, copying, or printing the material.
The feats in the book are arranged in alphabetical order. As in the previous book, they seem to involve a little too much basic math. Take for example Arcane Strength. A number of times per day equal to your intelligence modifier, you can sacrifice a spell and gain a bonus to your Strength score equal to the level of the spell. So first off, you have to keep tabs on a daily use power. Next up, after you get your spell sacrificed, you have to divide that by two in order to get your actual bonus due to the way such modifications work in the game. Going from a Strength 18 to 24 for example by sacrificing a 6th level spell would net you +3 bonus. Not a lot of math. Not hard math, but in a game as complex as the d20 engine, probably not something everyone is going to want to mess with.
Some feats might fall into the too little power comparatively. For example, Augment Summoning gives you a +4 bonus to Strength and Constitution for your monsters. Augment Construct only provides a +4 bonus to Strength. Impressive and as such a creature has no use for Constitution, probably about all that could be done, but perhaps using this as a chain in feats to augment a Construct?
Then we have the potential opposite. Executioner’s Blow requires you to have Power Attack and Improved Coup de Grace and allows you to make a Coup de Grace attack against a foe once a day as if he were helpless. Sure, a 20th level fighter sacrificing three attacks is a good counter but at lower levels, it could easily play havoc with some games. Even at mid levels where the character is only sacrificing one attack make it seem too good.
And of course we have those that can add flavor and utility to the world. One of those that I’d probably give to characters in a higher fantasy campaign would be Gray Wanderer. This is a Survivor Feat that allows those who’ve died and come back to not suffer the results of being raised from Raise Dead and Resurrection spells and lose no levels. Swords As Shields allows a two-weapon fighter to gain a shield armor class bonus to his AC without losing an attack.
The Spirit Feats may not be for every setting but can add a nice tough of the otherworldly to some regions of a larger campaign setting that might involve Shaman or Druid style magic in that region.
Where the first book ended with some bits on Reserve Hit Points, this book goes the other route with Defense Bonus. For low powered or low magic campaigns, a defense bonus is an inherent bonus to armor class to help eliminate or reduce the reliance on high magic powered items to insure that character’s aren’t hit too easily. We get a description of how it works as well as some feats to customize it for those campaigns.
Another 101 Feats should have something for everyone.
Of the twenty eight pages, one is used for the cover, another for the OGL, and the introduction takes two pages. The introduction details the types of feats, divine, epic, spelltouched, spirit and survivor, as well as details on immediate and swift actions. If those actions are in the SRD, then they don’t need to be here as core feats and general feats that are in the SRD, are not reprinted here for convenience.
The file uses extensive bookmarks. There are bookmarks for each type of feat, and then further marks for each feat under that type. The file also comes with a rft file for those looking for a less fancy way of viewing, copying, or printing the material.
The feats in the book are arranged in alphabetical order. As in the previous book, they seem to involve a little too much basic math. Take for example Arcane Strength. A number of times per day equal to your intelligence modifier, you can sacrifice a spell and gain a bonus to your Strength score equal to the level of the spell. So first off, you have to keep tabs on a daily use power. Next up, after you get your spell sacrificed, you have to divide that by two in order to get your actual bonus due to the way such modifications work in the game. Going from a Strength 18 to 24 for example by sacrificing a 6th level spell would net you +3 bonus. Not a lot of math. Not hard math, but in a game as complex as the d20 engine, probably not something everyone is going to want to mess with.
Some feats might fall into the too little power comparatively. For example, Augment Summoning gives you a +4 bonus to Strength and Constitution for your monsters. Augment Construct only provides a +4 bonus to Strength. Impressive and as such a creature has no use for Constitution, probably about all that could be done, but perhaps using this as a chain in feats to augment a Construct?
Then we have the potential opposite. Executioner’s Blow requires you to have Power Attack and Improved Coup de Grace and allows you to make a Coup de Grace attack against a foe once a day as if he were helpless. Sure, a 20th level fighter sacrificing three attacks is a good counter but at lower levels, it could easily play havoc with some games. Even at mid levels where the character is only sacrificing one attack make it seem too good.
And of course we have those that can add flavor and utility to the world. One of those that I’d probably give to characters in a higher fantasy campaign would be Gray Wanderer. This is a Survivor Feat that allows those who’ve died and come back to not suffer the results of being raised from Raise Dead and Resurrection spells and lose no levels. Swords As Shields allows a two-weapon fighter to gain a shield armor class bonus to his AC without losing an attack.
The Spirit Feats may not be for every setting but can add a nice tough of the otherworldly to some regions of a larger campaign setting that might involve Shaman or Druid style magic in that region.
Where the first book ended with some bits on Reserve Hit Points, this book goes the other route with Defense Bonus. For low powered or low magic campaigns, a defense bonus is an inherent bonus to armor class to help eliminate or reduce the reliance on high magic powered items to insure that character’s aren’t hit too easily. We get a description of how it works as well as some feats to customize it for those campaigns.
Another 101 Feats should have something for everyone.
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